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Mobile Application

Development
PRESENTED BY:
RAJIT NAIR
ASSISTANT PROFESSOR
VIT, BHOPAL
A brief history of mobile
 Mobile phones were invented as early as the 1940s when engineers working at AT&T developed cells
for mobile phone base stations. ... Motorola, on 3 April 1973 were first company to mass produce the
the first handheld mobile phone.

 The very first mobile phones were not really mobile phones at all. They were two-way radios that
allowed people like taxi drivers and the emergency services to communicate.

 Instead of relying on base stations with separate cells (and the signal being passed from one cell to
another), the first mobile phone networks involved one very powerful base station covering a much
wider area.

 These early mobile phones are often referred to as 0G mobile phones, or Zero Generation mobile
phones. Most phones today rely on 3G or 4G mobile technology.
Mobile ecosystem
The Six Primary Sides of the Mobile Ecosystem
The mobile ecosystem is a multi-sided market where each side gives and receives value from
other sides. The six primary sides of the mobile ecosystem include:
1. End Users: Own the disposable income. Idealistically they drive the ecosystem; realistically
they are slaves to marketing and advertising.  Examples: Me and you.

2. Channels: Own the sale of the device and/or service to the End User. Own billing. Own Sales.
In the case of carriers, own the physical pipe. Because the money flows through them, they,
effectively, are the primary owners of the customer relationship. They also are often directly
responsible for the majority of the marketing. Examples: Verizon, Amazon.com, Best Buy, Apple
Stores, iTunes, Windows Store.

3. Device Manufacturers: Own the hardware. Own the industrial design. They hate not owning
the customer relationship. But their HW bias (and manufacturing capex structure) prevent them
from breaking out of this (there are no proof points of large hardware manufacturers becoming
successful software companies).  Examples: Samsung, Apple, Nokia, Microsoft (for Surface).
4. OS providers: Own the core of the customer experience. Think they own most real
innovation. They hate not owning the customer. In some cases, their core business models
(search, desktop/server OS, office, …), means they are at the mercy of some middleman
between them and the customer. Examples: Apple (iOS), Google (Android), Microsoft
(Windows).

5. Services: Own key components of the customer experience. Tend to be sticky. Examples:


Apple Maps, Google Search, Xbox LIVE, Kindle Fire App Store.

6. 3rd Party Developers: Deliver the most of the end-user benefit.  Actually own most of the
real innovation. They target platforms which have the greatest promise of ‘eyeballs’. Some
care deeply about monetization features of the platform; others care more about distribution.
They despise the inter- and intra-platform fragmentation that exists.
Designing for context
The design context is more than the physical environment and can also be the wider organisational setting in
which the product will be used, and also includes who is actually involved in the design process.

Although some interactive products may be designed in relative isolation, as the brainchild of an independent
designer working outside any organisation or community, many are designed collaboratively within commercial
organisations large or small. Sometimes design involves more than one organisation – for example, a
consultancy company working with a client organisation or different subsidiaries of an international company.
Just as individuals vary, organisations vary, and consequently the design process may vary.
Developing a Mobile Strategy
 A mobile strategy is a way to incorporate mobile devices into your overall corporate strategy. ... A
good strategy should align with company's vision, engage users, initiate buying action, distinguish the
brand from competitors and should fall within the budget.

 1 Define your objectives


 The foundation of every mobile marketing strategy is defining its objectives. But how do you
define your objectives?
 First, remember to be specific about your goals. Do you want to attract particular
demographic to your brand via your app? Increase customer retention? Or brand awareness?
Each of these requires different approaches and considerations. Of course, you could want it
all, and it’s possible to achieve it, but the more realistic you are about your campaign goals,
the more likely you are to meet them.
 When you begin drafting your mobile marketing strategy, one other important aspect of it is
setting a firm deadline. Having a firm deadline will keep you focused on the task.
2 Select the right environment

We’re living in the era of mobility, and mobile devices are everywhere. Selecting the right mobile
environment can be difficult if you don’t know what it is that you want to achieve business-wise.
Therefore, depending on your objectives, you might decide to invest in a web, hybrid or native
application.
If you decide to invest in a native mobile application, be aware that you’ll have to develop each app
separately for each environment (ie. iOS, Android) which generates costs. You can decrease
development costs significantly by creating hybrid apps or web apps; however, native mobile
applications offer the best marketing results and have the broadest spectrum of capabilities, which
we’ll talk about later.
A web app or, better yet, a hybrid app might offer less in terms of in-app user engagement, but can
be viewed across platforms and devices. That is why it’s essential to first define your objectives – it’ll
make it much easier for you to decide on the application type.
3 Design for User Experience
You should always put positive user experience on top of every decision to design, modify, or
upgrade your application.
The UX essentials to remember when developing a mobile app:
•ease of use
•design
•performance
•Functionality

4 Importance of Development Quality


Whichever type of an app and environment you choose, you need to ensure you’re investing in
quality. A study shows that only 16% of users will try a buggy app more than twice. Also, 
55% of users prefer mobile applications over mobile websites because they are more
convenient. So make sure you don’t blow it by developing lagging, low-quality app, and before
making any decisions, consult with developers about your expectations, their experience, and
previous work.
Mobile Information Architecture
 Information architecture is the practice of labeling and organizing content to enhance
findability and usability. In a mobile-first world, information architecture is inextricably
linked to mobile navigation patterns and design best practices. ... Successful mobile design
is always somewhat invisible.
Mobile Design
 Mobile-first design is a design philosophy that aims to create better experiences for users by starting
the design process from the smallest of screens: mobile. ... For example, if a mobile-first designer sits
down to prototype or sketch out a website layout, they wouldn't start sketching a desktop layout.
Types of mobile application.
 Three Types of Apps: Native, Hybrid, and Web
1. Native Mobile Apps: Native mobile apps are designed to be “native” to one platform,
whether it's Apple iOS, Google's Android, or Windows Phone. ...
2. Hybrid Mobile Apps: These apps can be installed on devices just like native apps,
but they run through web browsers. ...
3. Web Apps:
Downloading and installing the Android
Software Development Kit (SDK)
Android
 Android is an open source and Linux-based operating system for mobile devices such as smartphones
and tablet computers. Android was developed by the Open Handset Alliance, led by Google, and other
companies. This tutorial will teach you basic Android programming and will also take you through
some advance concepts related to Android application development.

 Android is an open source and Linux-based Operating System for mobile devices such as
smartphones and tablet computers. Android was developed by the Open Handset Alliance, led by
Google, and other companies.
Android offers a unified approach to application development for mobile devices which means developers
need only develop for Android, and their applications should be able to run on different devices powered by
Android.

The first beta version of the Android Software Development Kit (SDK) was released by Google in 2007
where as the first commercial version, Android 1.0, was released in September 2008.

On June 27, 2012, at the Google I/O conference, Google announced the next Android version, 4.1 Jelly Bean.
Jelly Bean is an incremental update, with the primary aim of improving the user interface, both in terms of
functionality and performance.

The source code for Android is available under free and open source software licenses. Google publishes most
of the code under the Apache License version 2.0 and the rest, Linux kernel changes, under the GNU General
Public License version 2.
Android Widgets

There are given a lot of android widgets with simplified examples such as Button, EditText,
AutoCompleteTextView, ToggleButton, DatePicker, TimePicker, ProgressBar etc.
Android widgets are easy to learn. The widely used android widgets with examples are given below:
Android Button : Let's learn how to perform event handling on button click.
Android Toast : Displays information for the short duration of time.
Custom Toast : We are able to customize the toast, such as we can display image on the toast
ToggleButton : It has two states ON/OFF.
CheckBox : Let's see the application of simple food ordering.
AlertDialog : AlertDialog displays a alert dialog containing the message with OK and Cancel buttons.
Spinner : Spinner displays the multiple options, but only one can be selected at a time.

RatingBar : RatingBar displays the rating bar.


DatePicker: Datepicker displays the datepicker dialog that can be used to pick the date.
TimePicker: TimePicker displays the timepicker dialog that can be used to pick the time.
ProgressBar: ProgressBar displays progress task.

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