ITIS 3310 - Chapter 13: Design for Mobility

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You are a MobileApp designer for Project Planning Corporation, a company that builds productivity software. You want to implement the equivalent of a digital three-ring binder that allows tablet users to organize and categorize electronic documents of several types under user-defined tabs. For example, a kitchen remodeling project might require a pdf catalog, a jpg or layout drawing, an MS Word proposal, and an Excel spreadsheet stored under a Cabinetry tab. Once defined, the binder and its tab content can be stored either on the tablet or on some cloud storage. The application needs to provide five key functions; binder and tab definition, digital document acquisition from a Web location or the device, binder management functions, page display functions, and a notes function to allow a Post-it note to be added to any page. Develop an interface design for the three-ring application, and implement it as a paper prototype. Describe what the paper prototype would have?

The paper prototype for the three-ring binder app might look something like this: - The app opens to a home screen that shows all of the user's binders. Each binder has a title, description, and thumbnail image. - Users can create a new binder by tapping a "New Binder" button. This opens a screen where they can enter a title, description, and thumbnail image for the binder. - Once a binder is created, users can add tabs to it. Each tab has a title and description. Users can also choose a color for the tab. - Within each tab, users can add documents. Users can add documents from their device or from a web location. Each document has a title and description. Users can also choose a thumbnail image for the document. - Users can view documents within the app. They can swipe left or right to move between pages. They can also zoom in or out on pages. - Users can add notes to any page. They can tap a "Notes" button to open a text field where they can enter their note.

Create user stories for the three-ring application described in Problem 13.3.

1. As a busy contractor, I want to be able to organize all of my kitchen remodeling project documents in one place, so that I can easily find what I need when I need it. 1. As a student, I want to be able to organize all of my class notes and assignments in one place, so that I can easily study and keep track of my work. 2. As a writer, I want to be able to organize all of my research materials in one place, so that I can easily access them while working on a project. 3. As a teacher, I want to be able to organize all of my lesson plans and worksheets in one place, so that I can easily find what I need for each class. 4. As a busy parent, I want to be able to easily access all of my children's school documents and schedules in one place, so that I can stay organized and on top of things.

Describe three context-aware features that would be desirable to add to a SafeHome MobileApp.

1. Geofencing: The app could use GPS data to create virtual boundaries around a user's home. If the user leaves the boundary, the app could send them a notification to remind them to lock their doors or arm their security system. 5. Voice recognition: The app could use voice recognition technology to allow users to control their security system hands-free. For example, a user could say "arm the system" to turn on their security system. 6. Smart home integration: The app could integrate with smart home devices such as lights and thermostats. The app could use data from these devices to determine whether a user is home or away, and adjust their security settings accordingly.

Graphic design

The process of creating visual content, such as images, typography, and layouts, to communicate a message or idea.

Component-level design

The process of designing individual components of a larger system or product.

What is the work product?

A design model that encompasses content, aesthetics, architecture, interface, navigation, and component-level design issues is the primary work product that is produced during mobile design.

Quality checklist

A list of items or criteria used to evaluate the quality of a product or system.

Quality

A measure of how well a product or system meets its intended purpose or requirements.

Model-view-controller

A software design pattern that separates an application's data, user interface, and control logic into separate components.

Context-aware apps

Apps that make use of a user's surroundings and context to create a more personalized and effective experience.

Navigation design

The process of designing the interface that allows users to move between different screens or pages in an application.

User interface design

The process of designing the visual interface through which users interact with a product or system.

Mobile development life cycle

The process used to design, create, test, and deploy mobile applications.

You are a WebApp designer for FutureLearning Corporation, a distance learning company. You intend to implement an Internet-based "learning engine" that will enable you to deliver course content to a student. The learning engine provides the basic infrastructure for delivering learning content on any subject (content designers will prepare appropriate content). Develop a prototype interface design for the learning engine.

The prototype interface for the learning engine could look something like this: - The home screen would show a list of courses that the user is enrolled in. Each course would have a title, description, and thumbnail image. - Users could search for courses using a search bar at the top of the screen. - When a user clicks on a course, they would be taken to a course overview screen. This screen would show a syllabus for the course, as well as any resources or materials that are required for the course. - Within each course, users could access individual modules. Each module would have a title, description, and a list of learning objectives. - Within each module, users could access individual lessons. Each lesson would have a title, description, and a video or text-based lesson. - Users could take quizzes and tests to assess their understanding of the material. Each quiz or test would have a title and description, as well as a list of questions and possible answers. - Users could track their progress through the course using a progress bar at the top of the screen. They could also earn badges or other rewards for completing certain milestones.

Mobile architectures

The structures and frameworks used in the design and development of mobile applications.

WebApp architecture

The structures and frameworks used in the design and development of web applications.

In this chapter we listed many quality attributes for mobile products. Select the three that you believe are most important, and make an argument that explains why each should be emphasized in mobile design work.

The three most important quality attributes for mobile products are usability, performance, and security. Usability is critical because mobile users expect minimal learning time and easy-to-use interfaces. Performance is important because mobile devices often have limited resources, so apps must be optimized to run smoothly. Security is also critical because mobile devices are easily lost or stolen, making them vulnerable to hacking and other security breaches.

Cloud computing

The use of remote servers to store, manage, and process data rather than a local server or personal computer.

What might be considered to make the three-ring application a context-aware MobileApp?

To make the three-ring application a context-aware MobileApp, it could use location data to suggest relevant documents. For example, if the user is in the kitchen, the app could suggest documents related to kitchen remodeling projects.

Mistakes

What are common errors or pitfalls to avoid in the design process?

Explain why deciding to develop a MobileApp for several devices can be a costly design decision. Is there a way to mitigate the risks of supporting the wrong platform?

Deciding to develop a MobileApp for several devices can be a costly design decision because each mobile platform has its own unique development environment and app store with different rules and tools. Developing and supporting applications for multiple device platforms can be expensive and time-consuming. One way to mitigate the risks of supporting the wrong platform is to conduct market research to determine which platforms are most widely used by the target audience. Another way is to use cross-platform development tools that allow developers to create a single codebase that can be deployed on multiple platforms.

Why is it important?

Design allows you to create a model that can be assessed for quality and improved before content and code are generated, tests are conducted, and end users become involved in large numbers. Design is the place where mobile app quality is established.

How do I ensure that I've done it right?

Each element of the design model is reviewed in an effort to uncover errors, inconsistencies, or omissions. In addition, alternative solutions are considered, and the degree to which the current design model will lead to effective implementation on a variety of software platforms and devices is also assessed.

Reconsidering the ProjectPlanning three-ring application described in Problem 13.3, select a development platform for the first working prototype. Discuss why you made the choice.

For the first working prototype of the ProjectPlanning three-ring application, I would recommend using a cross-platform development tool such as React Native or Xamarin. This would allow the developers to write the code once and deploy it on both Android and iOS devices, which would save time and development costs. Additionally, using a cross-platform development tool would make it easier to maintain consistency across different devices and platforms.

Do a bit of additional research on the MVC architecture and decide whether it would be an appropriate MobileApp architecture for the three-ring discussed in Problem 13.3.

MVC (Model-View-Controller) is a software design pattern that separates an application's data, user interface, and control logic into separate components. It is a commonly used architecture for both web and mobile applications. For the three-ring application discussed in Problem 13.3, I believe that the MVC architecture would be an appropriate choice. The model component would represent the data and content objects within the application, the view component would represent the user interface, and the controller component would handle user input and application logic. This would allow for a clear separation of concerns and make the application easier to maintain and modify in the future.

What are the steps?

Mobile design encompasses six major steps that are driven by information obtained during requirements modeling and are described in this chapter.

What is it?

Mobile design encompasses technical and nontechnical activities that include establishing the look and feel of the mobile application (including mobile apps, WebApps, virtual reality, and games), creating the aesthetic layout of the user interface, establishing the rhythm of user interaction, defining the overall architectural structure, developing the content and functionality that reside within the architecture, and planning the navigation that occurs within the mobile product.

What is the most aesthetically pleasing MobileApp you have ever used and why?

One of the most aesthetically pleasing MobileApps I have ever used is a meditation app called "Calm". The app has a very simple and clean design that is easy on the eyes. The color scheme is mostly blue and white, which creates a calming effect. The app also uses a lot of nature imagery, such as pictures of forests and waterfalls, which adds to the calming effect. The app is very easy to navigate and use, which makes it feel very user-friendly.

Who does it?

Software engineers, graphic designers, content developers, security specialists, and other stakeholders all participate in the creation of a mobile design model.

Architecture design

The creation of a high-level plan or structure for a system or product, often involving multiple components and technologies.

Content design

The creation of content, such as text or images, that is engaging and effective for users.

Aesthetic design

The design of a product or system that prioritizes visual appeal and beauty.

Pyramid

The design principle that places the most important information or content at the top of the page, with less important information below.

Challenges

The difficulties and obstacles faced in mobile development, such as limited screen size and battery life.

Technical considerations

The factors that must be taken into account when designing and developing mobile applications, such as hardware and software limitations and compatibility issues.

Design best practices

The generally accepted methods and principles for designing effective and user-friendly products or systems.

Content objects

The individual pieces of content within a system or product, such as text, images, or videos.

Content architecture

The organization and structure of information and content within a system or product.


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