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.NET Mobile Application Development Designing Mobile Applications

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Title: .NET Mobile Application Development Designing Mobile Applications


1
.NET Mobile Application DevelopmentDesigning
Mobile Applications
2
Introduction
  • In previous sessions we have considered
  • Characteristics of mobile devices
  • Contemporary distributed computing technologies
  • In this session we will consider
  • Issues that must be addressed in developing
    mobile applications
  • Using distributed technologies from mobile
    applications

3
Mobile Device and Application Characteristics
  • Mobile application developers face three key
    challenges
  • Resource constrained devices
  • Battery powered, limited memory, low-power CPU,
    etc
  • Different user interface technologies / metaphors
  • Limited screen sizes, no keyboard, pen input, etc
  • Capability to enter and manage small amounts of
    information in short sessions
  • Getting data to / from the application
  • Data sources often in network
  • Network not always available when required
  • When is data transferred to / from the device?

4
What do Users Want?
  • Users want simple, responsive, task-oriented
    applications which
  • Allow them to perform quick, specific tasks while
    they are away from their desktop PCs
  • Have simple and direct graphical user interface
  • Provide feedback
  • Automate as much as possible
  • Users do not want to
  • Wait!
  • Guess at what the application may or may not be
    doing
  • Spend time searching for menus / controls /
    information
  • Continually reconfigure the device in response to
    changing (network) environment

5
Common User Tasks
  • Mobile device, particularly PDA, users want to be
    able to
  • Communicate with others instantly.
  • Manage e-mail, events, appointments, and
    notifications.
  • Access and share personal and business
    information
  • Play games and access media files.
  • Customize the interface to suit personal tastes

6
Putting the User in Control
  • Users value and feel more comfortable with
    products they can control
  • Applications should put users in control by
  • Allowing users to complete tasks in different
    ways but with fewer steps
  • e.g. Pocket PC Contacts application
  • Provide ways for users to customize the
    application
  • Provide the opportunity to reverse or continue
    actions despite non-critical errors

7
User Interfaces
  • Mobile devices user interfaces are drastically
    different to desktop user interfaces
  • What are the key user interface issues we should
    be aware of?
  • No keyboard, Input is by stylus
  • Entering text is difficult
  • User accuracy, parallax errors, etc
  • User does not want to wade through many forms /
    controls to achieve their task
  • What principles should guide the design of mobile
    application user interfaces?
  • Simplicity of use
  • Make common tasks easy
  • Consistency within application and with desktop

8
User Interface Design Guidelines
  • A good user interface should
  • Show only relevant data
  • Show only the most important controls directly on
    the interface
  • Make controls easy to
  • distinguish and interpret
  • find
  • use
  • Make controls
  • predictable
  • consistent within the application with
    desktop apps
  • Use standard controls (e.g. Soft Input Panel)
  • Leave space between controls to avoid accidental
    selections

9
Menus in User Interfaces
  • Menus can be very useful
  • Use menus to organize related groups of functions
  • Organize menu items in a similar order to desktop
    applications
  • Include only necessary items in the menu
  • Limit number of items in menus to help users find
    items they need more quickly
  • Arrange items order of frequency of use in
    context-sensitive menus
  • Avoid deep menu hierarchies
  • Put frequently used actions directly on the menu
    bar
  • reduces user time and effort needed to find the
    item

10
Network Connectivity
  • Many mobile applications use data retrieved from
    other sources (e.g. desktop machine, networked
    servers)
  • This data needs to be moved to / from the mobile
    device via
  • Cable connection when syncd to a desktop machine
  • Wireless network connection
  • Wireless networking offers easiest route for data
    transfer but
  • Network is not always available intermittent
    connections
  • How does application cope when network connection
    disappears?
  • Process of connecting to / disconnecting from the
    network should be automatic and not require user
    involvement
  • Application should still operate responsively
    when network is unavailable
  • Caching may be required to store the data needed
    to support the application when the device is
    disconnected
  • When to synchronize cached data with networked
    sources?
  • Good design practices can make the state of
    connectedness transparent to the user

11
User Interface and Connectivity
  • Users often need to know whether they are
    connected to the network or not
  • provide this information to the user in a
    non-invasive way
  • e.g. Pocket PC Bluetooth connection indicator
  • The movement between connected and disconnected
    state should be clear but not disruptive to
    normal application operation
  • avoid displaying dialog boxes when connections
    are established and lost
  • Give considerable thought to how your the
    interface will behave when a connection is
    unexpectedly dropped

12
Security and Trust
  • Users must be able to trust mobile devices and
    applications with their personal information.
    This requires
  • Availablity
  • Personal information must always be available
  • Security
  • Personal information stored on the device must
    only be used or modified in appropriate ways
  • Users should be offered security measures to help
    them protect their information.
  • Privacy
  • Stored personal information must be under the
    users complete control
  • Device must provide ways for users to guard
    against unauthorized access
  • Users must have full control over information
    removed from and downloaded to the device

13
Mobile ApplicationDesign Principles
  • Optimize for 80 percent of the cases support the
    remaining 20 percent.
  • Use audio for User Interface feedback, not as a
    novelty
  • Reduce redundancy promote one way to do things
  • Let the user "learn once, do everywhere"
  • Design for performance
  • Place frequently needed controls at the top of
    the dialog box
  • Show the most important information in the main
    view of the application. The rest of the
    information should be one step away.

14
Pocket PC Design Principles
  • Emphasize data and content
  • The title bar caption should contain the name of
    the application, not the current dialog box
    context
  • Only prompt for user confirmation on actions that
    cannot be undone
  • Menus should be structured by logical groupings
  • Apply ergonomic principles to the placement of
    controls and information
  • Stylus-accessible controls should be 5 mm square
    on the screen
  • Information should flow top-down, left-right
  • Keep all editable controls above the soft input
    panel (SIP) region
  • Standardize on a 4 4 metric
  • The origin of a control always maps to a
    four-pixel increment
  • All controls maintain a four-pixel gutter between
    themselves
  • Reduce the number of unlabeled or complex icons
    use text to define features
  • The Options dialog and Settings control panel do
    not have menus
  • The content of a tab does not scroll

15
SmartPhone Design Principles
  • Menus should be structured by logical groupings
  • The left soft key
  • Always displays the most likely user task
  • Is the Done soft key that closes the window, when
    needed
  • The right soft key
  • Displays the Menu soft key when there is a menu
  • Command represented by the left soft key should
    be on the menu
  • Should display the second most likely user task
    if there is no menu
  • Is blank if not needed
  • Is the Cancel key any time state can be saved
  • Do not use "..." after any menu items.
  • Full-screen message boxes can have only two
    options (one for each soft key). For example, you
    cannot have Yes, No, Cancel.

16
Summary
  • In this session we have discussed
  • Mobile device characteristics and limitations
  • Guidelines for developing mobile applications

17
Reading and Resources
  • Reading
  • Wigley Wheelwright, Microsoft .NET Compact
    Framework Core Reference, Microsoft Press, 2003
  • Resources
  • Pocket PC User Interface Guidelines,
    http//msdn.microsoft.com/library/default.asp?url
    /library/en-us/ui_guide_ppc/htm/_UIguide_start.asp
  • How to Maintain a Single Binary for Pocket PC and
    Smartphone, http//msdn.microsoft.com/library/en-u
    s/dnppcgen/html/mantsngbin.asp?frametrue
  • Use Threading with Asynchronous Web Services in
    .NET Compact Framework to Improve User
    Experience, http//msdn.microsoft.com/library/defa
    ult.asp?url/library/en-us/dnppcgen/html/use_threa
    d_async_web_services.asp
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