week 1

A1 Types of mobile apps

The characteristics and implications of different types of mobile applications 

• native apps – those that are programmed for, and installed on, a specific mobile platform

A native app on a mobile platform would include, calculator, dialer, camera, memo, music player, microphone, accelerometer or push notifications, and many more. Essentially any app that is developed for that platform that is able to use and take advantage of the manufacturer's functionality builtin to the device. 

Examples of native applications range from navigation programs, such as Waze, to social apps, such as Twitter, or games, such as Pokémon Go.

Pokémon Go efficiently accesses system functionalities -- GPS for mapping locations, the camera for augmented reality, and the accelerometer to measure acceleration -- for the best possible user experience. Pokémon Go can also take advantage of push notifications, which are designed to bring users back to the game over time.

A native app installs directly on a mobile device. Data associated with the native app is stored on the device or remotely -- such as in cloud-based storage.

 

• web-apps – remote apps not required to be installed on the device, e.g. mobile web pages

A web as uses access to the internet to run, there is no installation on to the mobile device of any software or functionality. The web app uses a remote server to operate within the mobile platforms' web browser. A limitation of this type of app would be limited access to the mobile platforms' functionality and hardware resource. Most web apps are designed to mirror or mimic a mobile platform's presentation, giving the impression of a native app.

 

• hybrid apps – cross-platform-compatible scripting that can be installed on a device.


Reflect on the above apps types, why might you use one over the other? what are the benefits and drawbacks of using them? In a simple report, discuss what these apps are, what the advantages of using one over the other would be. Explain why a company might prefer using, native, web and hybrid apps. (This content may lead towards your assignment work later)

A2 Context of mobile apps

How the features, purpose and context of mobile apps impact on their design, development and use 

The interface design of an app is key to its success or failure, ultimately an app created is to provide a user something that the native operating system and device do not already offer the user, or, to enhance what is already there. Included below are a list of capabilities that devices can provide users.

• locale, e.g. maps

• utility, e.g. file manager

• productivity, e.g. office

• immersive full screen, e.g. games

• entertainment, e.g. music players

• widgets, e.g. news ticker, quick device settings.

How well these apps do requires consideration of the user's.

What are their needs, for example, users looking to have some sort of satellite navigation app will require internet capabilities to get update on traffic, maps to lead the way and GPS, they are not interested in using the camera to take photos or videos of their travel (or are they, could this be linked to black boxes!?).

The preferences of the user, do they require the app to display in dark/night colours, how they would prefer to interact with the app, using large buttons or swipe-able content, or the use of voice input, or, simply in landscape mode.

The user's characteristics need to be reflected on do they require a colour set specific to those with colour blindness or even larger sizes for impaired users.

Once we are able to reflect and evaluate our users we are able to start building our app's in terms of not only its visual appearance but its functionality and also its usability whilst also considering accessibility.

 

A3 Mobile device integration

The characteristics and implications of integrating mobile app services on different mobile devices.

The user interface, Operating systems and Hardware. 

The user interface is the point at which all our users interact with our apps, commonly referred to as "UI" the user interface is a combination of the hardware and software of the device. The devices operating system is its software, dependant on the device that you are using its operating system or "OS" can be different. Commonly the two major players in the mobile device market are, IOS apples proprietary operating system, and, Andriod which is an Open source (however mod-ed by companies to fit their devices) small screen, touch screen.

The software on each of the device supports and enable hardware to be accessed and interrogated to provide functionality within developers apps. For example within most mobile devices users will be able to access GPS (global positioning system) capabilities, an accelerometer to allow users to orientate their device to a specific format, i.e landscape or portrait (this is also used in a "digital spirit level")

• Device permissions, e.g. read phone status, network access, read contacts


 


Last Updated
2020-03-10 17:03:05

Links to Learning Outcomes

Links to Assessment criteria

Learning aim A: Investigate mobile apps and mobile devices

A1 Types of mobile apps

 

7/A.D1

Evaluate how the effectiveness of mobile app implementation and design are affected by the intended user, current technologies and the purpose of the app.

7/A.M1

Analyse how the implementation and design of mobile apps is affected by the intended user, current technologies and the purpose of the app.

7/A.P1

Explain how the purpose of a mobile app and the needs, preferences and characteristics of the user affect its design and the provided features.

7/A.P2

Explain the impact of current technologies on the design and implementation of mobile apps.



English


Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.


Speaking:Speak to communicate clearly and purposefully; structure and sustain talk, adapting it to different situations and audiences; use Standard English and a variety of techniques as appropriate


Maths


Using numbers: Written or mental methods, using a calculator, rounding and estimating, problem solving







How 2's Coverage

Question and Answer - Verbal discussion with learners to quantify understanding

 

 



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.

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