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Mobile Media & Urban Spaces | Mobile Guidelines Mobile Media & Urban Spaces 04. Mobile Guidelines SS2013 Joatan Preis Dutra Faculty of Media Chair of Interface Design [email protected] http://www.uni-weimar.de/medien/wiki/IFD:Mobile_Media_and_Urban_Spaces_WS13 Weimar Bauhaus-Universität

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Page 1: Mobile Media & Urban Spaces...Mobile Media & Urban Spaces | Mobile Guidelines 64 iOS vs. Android - Differences More examples available at Johnson, J. (2013, January 11). Android vs

Mobile Media & Urban Spaces | Mobile Guidelines

Mobile Media& Urban Spaces

04. Mobile GuidelinesSS2013Joatan Preis Dutra Faculty of MediaChair of Interface [email protected]://www.uni-weimar.de/medien/wiki/IFD:Mobile_Media_and_Urban_Spaces_WS13

WeimarBauhaus-Universität

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Mobile Media & Urban Spaces | Mobile Guidelines

Summary

- 3- 11- 27- 66- 71- 83- 101

1. Platforms2. Guidelines

3. iOS & Android Comparison4. Mockup

5. Overview6. 2nd Assignment

7. References

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Mobile Media & Urban Spaces | Mobile Guidelines

Platforms

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Mobile Media & Urban Spaces | Mobile Guidelines

Platforms & Options

4

Native WebHybrid

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Mobile Media & Urban Spaces | Mobile Guidelines

Platforms & Options

5

Source: http://wiki.developerforce.com/page/Native,_HTML5,_or_Hybrid:_Understanding_Your_Mobile_Application_Development_Options

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Mobile Media & Urban Spaces | Mobile Guidelines

Platforms & Options

6

Native HTML5 Hybrid

App Features

Graphics Native APIs HTML, Canvas, SVG HTML, Canvas, SVG

Performance Fast Slow Slow

Native look and feel Native Emulated Emulated

Distribution Appstore Web Appstore

Device Access

Camera Yes No Yes

Notifications Yes No Yes

Contacts, calendar Yes No Yes

Offline storage Secure file storage Shared SQLSecure file system, shared SQL

Geolocation Yes Yes Yes

Gestures

Swipe Yes Yes Yes

Pinch, spread Yes No Yes

Connectivity Online and offline Mostly online Online and offline

Development skills ObjectiveC, Java HTML5, CSS, Javascript HTML5, CSS, Javascript

Source: http://wiki.developerforce.com/page/Native,_HTML5,_or_Hybrid:_Understanding_Your_Mobile_Application_Development_Options

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android

7

Source: http://www.nielsen.com/us/en/newswire/2012/nielsen-tops-of-2012-digital.html

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android (December 2010 – September 2012)

8

Smartphone OS market in Germany (Schmidt, 2012)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android (September 2012 – April 2013)

9

(“Kantar: Windows Phone-Wachstum geht weiter - mobile-studien.de,” n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android

10

Two most popular mobile platforms

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Mobile Media & Urban Spaces | Mobile Guidelines

Guidelines Official Resources

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Mobile Media & Urban Spaces | Mobile Guidelines

Guidelines

12

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Mobile Media & Urban Spaces | Mobile Guidelines

Official Design Guidelines: iOS

13

iOS 7 Human Interface Guidelines https://developer.apple.com/library/ios/documentation/userexperience

/conceptual/mobilehig/

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Mobile Media & Urban Spaces | Mobile Guidelines

Official Design Guidelines: iOS

14

Design | Android Developers http://developer.android.com/design/index.html

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Mobile Media & Urban Spaces | Mobile Guidelines

Official Design Guidelines: Windows

15

Windows Phone Dev Center http://developer.windowsphone.com/en-us/design

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iOS & Android: Design Guidelines

16

Retrieved and Modified from: (McKibben, n.d.), originally published in 10th May 2013.

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iOS & Android: Design Guidelines

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- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android: Design Guidelines

18

- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android: Design Guidelines

19

- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android: Design Guidelines

20

- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android: Design Guidelines

21

- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android: Design Guidelines

22

- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android: Design Guidelines

23

- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS & Android: Design Guidelines

24

- Retrieved and Modified from: (McKibben, n.d.)

* for iOS 6

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iOS & Android: Design Guidelines

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- Retrieved and Modified from: (McKibben, n.d.)

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iOS & Android: Design Guidelines

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- Retrieved and Modified from: (McKibben, n.d.)

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Mobile Media & Urban Spaces | Mobile Guidelines

iOS &AndroidComparison

Differences and Similarities

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iOS & Android: Differences

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Mobile Media & Urban Spaces | Mobile Guidelines

Top 10 Most Used Smartphone Apps

29

Image retrieved and modified from: (“The 10 Most Frequently Used Smartphone Apps,” n.d.)

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iOS & Android: Examples & Differences

Examples retrieved at 20th November 2013, using:

iPhone 5c

iOS 7.0.4

640 × 1136 pixels

4"

Samsung Galaxy S3

Android 4.1.2

720 x 1280 pixels

4.8"

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

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iOS vs. Android - Differences

More examples available at Johnson, J. (2013, January 11). Android vs. iPhone - Differences in UI Patterns and Design. Retrieved May 21, 2013, fromhttp://www.slideshare.net/jeremy/android-vs-iphone-differences-in-ui-patterns-and-design

Endnote

NPR News

Spotify

PinterestAmazon

Yelp!

Foursquare

Expedia

etc

Examples using

HTC One V (Android - 480 × 800 pixels)

iPhone 5 (iOS 6.1.4 – 640 x 1136 pixels)

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Mobile Media & Urban Spaces | Mobile Guidelines 65

iOS & Android

Which one is better?

It is just a matter of taste

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Mobile Media & Urban Spaces | Mobile Guidelines

Mockup How to do

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Mobile Media & Urban Spaces | Mobile Guidelines

Mockups

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Online Tools

Photoshop Templates

Vector Templates

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Mobile Media & Urban Spaces | Mobile Guidelines

Mockup

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Online Tool: fluid https://www.fluidui.com/

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Mobile Media & Urban Spaces | Mobile Guidelines

Mockup

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Desktop Tool: pencil http://pencil.evolus.vn/

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Mobile Media & Urban Spaces | Mobile Guidelines

Mockup

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iOS 7 Template

http://bit.ly/19hIole

Android Template

http://bit.ly/12NjzN6

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Mobile Media & Urban Spaces | Mobile Guidelines

Overview Tips & Guidelines

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Mobile Media & Urban Spaces | Mobile Guidelines

Overview

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General Tips

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Mobile Media & Urban Spaces | Mobile Guidelines

Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 384) (adapted from Weiss, 2002, pp. 66–70)

“Select” versus “Type”Text entry on a small device can be difficult. Where possible, and where it is appropriate to the application, the user should be offered a selection option rather than be made to enter text. Finding the best solution will require both thought and user testing.

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Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 384) (adapted from Weiss, 2002, pp. 66–70)

Be consistentEnsure that the same terminology is used within an application and that the same terminology is used between handheld applications. In the absence of guidelines, try to borrow ideas from applications that have been well designed and have a high degree of usability.

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Mobile Media & Urban Spaces | Mobile Guidelines

Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 384) (adapted from Weiss, 2002, pp. 66–70)

Consistency between platformsWhile the same terminology can be used between handheld applications, you will need to think carefully when adapting an application from a desktop to a handheld device. It is not necessarily the case that terminology that works for a desktop will work for the smaller screened handheld device.

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Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 384) (adapted from Weiss, 2002, pp. 66–70)

Design stabilityIn the event of, say, a connectivity failure, the system should allow the user to pick up from where he or she left off when the connection is restored. For example, if the user is completing some sort of form and a wireless connection goes down, the data in the fields from previously should not be lost and have to be reentered.

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Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 384) (adapted from Weiss, 2002, pp. 66–70)

Provide feedbackThe system should support the user with feedback regarding what the application is doing. Feedback in relation to, say, the use of an application or navigation within it could be provided via an assigned information key.

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Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 384) (adapted from Weiss, 2002, pp. 66–70)

ForgivenessThe UI should be tolerant of user errors and provide an Undo function by, where feasible, a specially designated Back key.

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Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 384) (adapted from Weiss, 2002, pp. 66–70)

Use metaphorsReal-world metaphors in line with the size of the display should be used. For example, while a desktop metaphor would be inappropriate for a cell phone, the use of an address book for storing telephone numbers would be okay.

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Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 385) (adapted from Weiss, 2002, pp. 66–70)

Clickable graphics should look clickableIf a graphic is clickable, then it should have defined borders and the graphic should have high contrast with the background color. Conversely, graphics that are static should not appear to be clickable.

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Prototype Presentation: Tips

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UI Design Guidelines for Handheld Devices (Stone & Open University, 2005, p. 385) (adapted from Weiss, 2002, pp. 66–70)

Use icons to clarify conceptsIcons should be meaningful and representative of the concepts they are meant to convey.

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Most Important:

Image retrieved and modified from http://estudioimg.files.wordpress.com/2012/05/two-sides-of-brain.png

Be CREATIVE andLOGICAL

and try something NEW!

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2nd

Presentation What should be done

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2nd Presentation (19.12.2013)

Meeting presentation (draft)+ - 8 minutes

84

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2nd Presentation (19.12.2013)

Meeting presentation (draft)

For this moment, it is just needed the app ideawith navigation and content structure;

The main point is to present your idea, followed by discussion before doing the final version.

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For the first/draft version, should be explored the app idea and structure, in order to receive the feedback and possible adjustments suggestions for the final version.

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2nd Presentation (19.12.2013)

Meeting presentation (draft)

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Mobile Media & Urban Spaces | Mobile Guidelines

For the first/draft version, should be explored the app idea and structure, in order to receive the feedback and possible adjustments suggestions for the final version.

87

2nd Presentation (19.12.2013)

Meeting presentation (draft)

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2nd Presentation (19.12.2013)

Meeting presentation (draft)

The conceptual prototype, developed for mobiledevices, should use collaborative/participatory activities, applied for cultural purposes.

This prototype must be developed using the weimarpedia.de content.

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The Weimarpedia.de project contains:

Karte: Map

Lexikon: Encyclopedia Galerie: Gallery from students

Materialen: Materials for teachers

More references at class #02 Mobile Media & Urban Spaces – Cultural Heritagehttp://www.uni-weimar.de/medien/wiki/images/IFD_mobile-media_urban-spaces_02_cultural-heritage.pdf

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2nd Presentation (19.12.2013)

Meeting presentation (draft)

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Each student will have around

8 minutes

2nd Presentation (19.12.2013)

Meeting presentation (draft)

Choose your time slot at:http://www.uni-weimar.de/medien/wiki/IFD:Mobile_Media_and_Urban_Spaces_WS13/presentations#Draft_Meeting_-_19.12.2013

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2nd Presentation – FINAL VERSION

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Every student will use their own computer

No need to deliver the presentation before, butit must be on our wiki page no longer than 24 hours after the presentation.

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Keep in mind that the Weimarpedia.de content deals with:

Geo-Location (Map)

Cultural Information (Encyclopedia)

Collaboration (Students can upload content)

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It is possible to use any kind of existing technologies, but you should show how it would work, with mockups and screens illustrations.

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Be aware also for official guidelines of the chosen platform

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Questions you should think about:

What is the main purpose of your app

“Where is the beef?” = What is new about it?

Why people would use it?

How the users will collaborate with it?

Will it enhance the knowledge about Weimar and its Cultural Heritage sites?

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Each student will have

25 minutes

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At the 20th Minute, it will be shown a Green card.

Here the time is fine – it is just a reminder that there is still one minute to go.

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At the 23th Minute, it will be shown a Yellow card.

Here the time is over – and the student should hurry to finish the presentation.

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At the 25th Minute, it will be shown a Red card.

Here the presentation will be interrupted.

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References References for further readings

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References

Apple - iPhone 5 - Loving it is easy. That’s why so many people do. (n.d.). Retrieved May 22, 2013, from http://www.apple.com/iphone/

Design | Android Developers. (n.d.). Retrieved May 22, 2013, from http://developer.android.com/design/index.html

HTC One V Overview - HTC Smartphones. (n.d.). Retrieved May 22, 2013, from http://www.htc.com/www/smartphones/htc-one-v/

iOS Human Interface Guidelines: Designing for iOS 7. (n.d.). Retrieved November 30, 2013, from https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/index.html

Johnson, J. (2013, January 11). Android vs. iPhone - Differences in UI Patterns and Design. Retrieved May 21, 2013, from http://www.slideshare.net/jeremy/android-vs-iphone-differences-in-ui-patterns-and-design

Kantar: Windows Phone-Wachstum geht weiter - mobile-studien.de. (n.d.). Retrieved November 30, 2013, from http://mobile-studien.de/2013/06/kantar-windows-phone-wachstum-geht-weiter/

McKibben, J. (n.d.). iOS and Android Design Guidelines Cheat Sheet | Kinvey Backend as a Service Blog. Retrieved May 22, 2013, from http://www.kinvey.com/blog/2765/ios-and-android-design-guidelines-cheat-sheet

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References

Native, HTML5, or Hybrid: Understanding Your Mobile Application Development Options - developer.force.com. (n.d.). Retrieved December 3, 2013, from http://wiki.developerforce.com/page/Native,_HTML5,_or_Hybrid:_Understanding_Your_Mobile_Application_Development_Options

Newswire | Nielsen Tops of 2012: Digital | Nielsen. (n.d.). Retrieved May 22, 2013, from http://www.nielsen.com/us/en/newswire/2012/nielsen-tops-of-2012-digital.html

Schmidt, H. (2012, November). Google-System Android knackt 50-Prozent-Marke in Deutschland. Focus. Retrieved from http://www.focus.de/digital/internet/netzoekonomie-blog/smartphones-google-system-android-knackt-50-prozent-marke-in-deutschland_aid_852168.html

Stone, D. L., & Open University. (2005). User interface design and evaluation. Amsterdam; Boston, Mass.: Elsevier : Morgan Kaufmann.

The 10 Most Frequently Used Smartphone Apps. (n.d.). Retrieved November 29, 2013, from http://mashable.com/2013/08/05/most-used-smartphone-apps/

Windows Phone Dev Center. (n.d.). Retrieved May 22, 2013, from http://developer.windowsphone.com/en-us/design/

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Thank You!

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Mobile Media& Urban Spaces

04. Mobile Guidelines

http://www.uni-weimar.de/medien/wiki/IFD:Collaborative_Mobile_Media_SS13

Bauhaus-UniversitätWeimar

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http://tiny.cc/mobilemedia2013

http://www.uni-weimar.de/medien/wiki/IFD:Collaborative_Mobile_Media_SS13