Swinburne University of Technology - Melbourne Australia
Future Students - Courses
Duration
Contact Hours
Campus
Prerequisite
Corequisite
1 semester
48 hours
Hawthorn
65% in (HIT6302 Object-Oriented Programming or HIT6037 Software Development in Javaor HIT7037 Programming in Java) or HIT8303 Data Structures and Patterns or HIT8119 Enterprise Java
Nil
Credit Points: 12.5 Credit Points
An elective in the Master of Information Technology, Master of Technology (Information Technology) and Master of Information Technology (Professional Computing) ( I0901).
This unit covers generic principles in design and development for mobile devices, plus practical work doing design and development for one or more contemporary platforms, which may vary from year to year. Mobile device architecture undergoes constant evolution, and there are several competing platforms, such as the iPhone. Learning Outcomes: After completing this unit students will be able to: Explain the key differences between development of systems to run on mobile devices and on typical personal computing or internet-based environments, and apply this knowledge in the design of mobile device software.Design effective applications (including games) for a mobile device by taking into consideration the underlying hardware-imposed restrictions such as screen size, memory size and processor capability.Build, Test and Debug graphical applications for mobile devices by using the standard libraries that are bundled as part of the developers’ toolkit for the mobile device.
Lectures (24 hours), Tutorial (Labs) (24 hours)
Presentation of a portfolio: small and/or larger assignments/projects done during the semester, team and/or individual work.
Mobile telephony hardwareMobile phone operating systemsUser interface design principles for mobile devicesDesign and implementation patterns appropriate for the platform(s) being used for developmentDeveloping and deploying applications for mobile devices Students will be expected to be proficient programmers on entry to this unit, competent to learn a new platform and / or programming language as required. Students may need to learn particular programming languages (for example Objective C for iPhone programming) in order to undertake the practical work, and will have to become competent at using the appropriate APIs for the devices for which they are developing. Learning resources will be provided to support students’ self-directed learning of this material.
Dave Mark and Jeff LaMarche, Beginning iPhone 3 Development: Exploring the iPhone SDK, APress (2009) Barbara Ballard, Designing the Mobile User Experience, Wiley (2007) Valentino Lee, Heather Schneider and Robbie Schell, Mobile Application: Architecture, Design and Development, Prentice Hall (2004)