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What does it take to
convert information into
productivity?
Mobile Project
Management
Bringing business into
context
Sébastien BRISON
Agenda
Life Cycle
5 core processes
• Initiating
• Planning
• Executing
• Monitoring & controlling
• Closing
Software Project Management Life
Cycle
Differences with traditional
development
Managing enterprise mobility
• How can companies insure an
approach in a holistic, unified
fashion?
• Businesses in the US and UK are
making average current investments
of $422K
• A third of companies are planning to
launch four or more mobile projects in
the next 12-18 months
• The companies are working with
several mobile solutions vendors due
to the inability of suppliers to address
multiple mobile value chain aspects.
Antenna’s Mobile Business Forecast 2012
The lack of a holistic approach
• Mobile solutions suppliers today are
mostly small specialist providers
• Large companies are forced to
commission multiple projects in order to
multiple strategy sections
• Companies take over six months to
complete projects, with 10 percent taking
a year or more to finish them
• Mobile strategies have become
fragmented, redundant, and the projects
have ended up being difficult to manage.
Antenna’s Mobile Business Forecast 2012
Scheduling concerns
• The devices take more time to set up for
development and testing
• There is a learning curve for adjusting to
new tools and hardware versions
• A surprising amount of time can be lost if
devices aren't available
• People get tired and uncomfortable more
quickly using mobile devices
• Multiple store submission requirements
also are quite time consuming
Use scenarios
Scenarios
 Use scenario is another name for a
particular flow of events.
 A use case covers a range of
situations – a scenario is just one.
 Each use case typically has:
– Current state describing the
traditional flow
– Future state describing the
“ideal path”
– alternate flows describing
major exceptions
 Several alternatives exist for
specifying the use case scenarios.
Describing Scenarios Textually
 Write text to describe the
interaction of the actor(s)
and the system.
 Simple and easy approach
 May be limiting:
– Numerous alternate
flows make it hard to
understand where
normal flow can branch.
– Long alternate flows
need to be broken out as
steps too.
• Use Case: Checks out item
1. Customer sets item on counter.
2. Sales clerk swipes UPC reader across UPC code
on item.
3. System looks up UPC code in database
procuring item description and price.
4. System emits audible beep.
5. System announces item description and price
over voice output.
6. System adds price and item type to current
invoice.
7. System adds price to correct tax subtotal.
• Error case 1: UPC code unreadable
• If after step 2, the UPC code was invalid or was
not properly read, emit an audible „bonk‟ sound.
• Error case 2: No item in database
• If after step 3 no database entry is found for the
UPC flash the „manual entry‟ button on the
terminal. Accept key entry of price and tax code
from Sales Clerk. Set Item description to
“Unknown item”. Go to step 4.
Describing Scenarios Graphically
 Create an Activity Diagram
to graphically show the
interaction of the actor(s)
and the system.
 Create a Sequence Diagram
to graphically show the
interaction of the actor(s)
and the system
 Easy to slip into too much
detail
 Great start for design
activities
Mock up
Paper Prototype
• Paper + Pen
• Metal Stencil
http://www.uistencils.com/iphone-
stencil-kit/
http://appsketchbook.com/
Payant
Paper Prototype
• Paper + Pen
http://speckyboy.com/2010/11/18/ultim
ate-collection-of-printable-mobile-
sketching-templates/
Download
Online Prototype
• http://iphonemockup.lkmc.ch/
– Pencil
Online Prototype
• http://mockflow.com/
Online Prototype
• http://www.balsamiq.com/
Ipad Version Prototype
• iMockup
User Interface
The importance of the user interface
Design and Usability Interface
• Design and Usability of the App is the key for
success
• Provide a clear and clean layout - users have to
use your app from the very first beginning
without any help
• Users should not think about your app at any
time, they should simply use it
« Great » User Interface
• follows human interface design principles, that are based
on the way people think and work, not on the capibilities
of the device.
• Methaphors (playback control, sliding on-off switching,
...)
• Direct Manipulation (with the Multi-Touch Interface)
• See and Point (Presenting choices or options in list form)
• Feedback (must be immediate)
• User Control (user, not the application must initiate and
control actions)
Build in Simplicty/Ease of Use
• Users are probably doing other things while they
simultaneously use your application
• Make it obvious
• High level Information near the top of the screen
(independent of how people tap on screen, top is most
visible)
• Minimize text input
• Keep essential information succinctly
• Provide a fingertip-size target area for all tappable
elements (calculator example: 44*44 pixel)
Focus on the Primary Task
• An iPhone Application that establishes and
maintains focus on its primary functionality is
satisfying and enjoyable to use“
• What is most important in each context?
• Is the provided information essential, does a user
need this information right now?
Communicate Effectively
• „ ... avoid technical jargon in the user interface“
• Feedback is important
• Use user-centric terminology
Support Gestures Appropriately
Starting
iPhone Application should start instantly so users can
begin using them without delay
• Specify appropriate status bar styles
• Display a launch image
• Avoid displaying an About window, splash screen or
another type of startup experiences
• Launch using the portrait orientation
Stopping
• iphone Applications should never quit
pogrammatically
• Be prepared to receive an exit or terminate
notification at any time.
• Save the current state when stopping
• Avoid alerts
• User has to decide if continuing you application or
pressing the Home Button
Settings and Configuration
• It„s best when iPhone application do not aks users
to specify any settings at all
• Focus your solutions on the needs of 80 percent of
users
• Get as much information as possible from other
sources
• If you must ask for setup-information, prompt users
to enter within your application
• Offer configuration options in the main user interface
or on the back of a screen
Settings and Configuration
• Don„t provide a button for a built-in action, because
users will wonder why there are two ways to do the
same thing in your application“
• Support Copy and Paste
• Support Undo and Redo
• Enabling Push Notifications (delivery is not
guaranteed)
• Providing Search and Displaying Search Results
• Using the User„s Location
Using Sound
• Ring/Silent Switch (avoid sound if it is not explicity
set)
• Volume Buttons (the user always decided the
loudness)
• Headset and Headphones (plug in headsets means
sound has to be set privately)
• Wireless audio (disconnection = pause, connection
= no pause)
• Defining the Audio Behavior is essential task
Main parts of an application screen
• Every application, regardless of type, has an
application window
• Status Bar
• Navigation Bar • Tab Bar
• Toolbar
Different Application Controls
• Remember that users expect familiar controls to
behave as they to in the built-in applications
System Provided Buttons
• promote a consistent user experience and make
your job easier.
GUI
• http://graffletopia.com/
Comprehensible Icons
• jjjjj
Size of screens
• Dimension
Main Transitions - 1
Main Transitions - 2
Main Transitions – 3
6 - STORE SUBMISSION
Store submission process - 1
• 1. Add Device Program Portal
• 2. Xcode Organizer
Store submission process - 2
• 3. Create Developer Certificate
• 4. Add to Keychain
Store submission process - 3
• 5. Create Apple ID
• 6. Create Provisioning
Profile
Store submission process - 4
• 7. Add Provisioning Profile to Xcode
Organizer
• 8. Test Code .
Applications Submission Check List
• Name of the application
• Application Icons
• Text Description
• Category
• Launch screen
• Copyright, SKU number and keywords
• URL
• EULA
Name of the Application
• Application name 255 characters
• Must be unique
• Be careful using off limit terms: aka Google Mail
program could cause a rejection.
Application Icons
• Branding and strong visual design should come together
into a compact, instantly recognizable, attractive
package“
• Create different sizes of your application icon for
different devices
• The Icon is must be seen as branding of the app - the
first contact of the user with your product
Application Icons
Text Description
• Make a good description of you app in few words
• Think carefully about keywords - users will search
for them and you never can change them
• 4000 character limit
700 characters is recommend
Plain text only
section headers and bullet lists make it easy to read
Category
• Where your app is found
• Don‟t get too cute. This can cause you to lose
downloads and sales.
• Category Choices:
• Business Education
Entertainment
• Finance
• Games
• Healthcare &
Fitness
• Lifestyle
• Medical
• Music
• Navigation
• News
Launch screen
• Provide good and impressive screenshots
• Give the user the feeling your app is quick and fast
• Help the user to get familar with your app
• 1 screenshot required - 320 pixel x 480 pixel
• 4 additional screenshots optional
Coppyright, SKU number and keywords
• Copyright
• Year
• Company name
• Rights reserved
• SKU Number
• Made up number
• Keywords
• 100 character, comma-separated list
• Be specific
• No offensive words
• Don‟t use other app names
URL
• Application URL
• URL to webpage with more details about
application
• Tip: a good one pager will suffice
• Good example website: http://taptaptap.com/
#parablox
• Support URL
• URL to webpage with contact details for
support
End User Licensing Agreement
• This is optional.
• Apple will use a default EULA if you don‟t include
one.
• You may have an attorney draft a custom EULA
here to include for you company.
Quality testing
• Which Smartphone ?
• Which Context ?
• Which Objectives ?
• Which scenari ?
• Which features?
• Int or ext test?
• Testing Plan
• Bugs report
Testing plan
• Introduce the project
• State the goals of the test
• Profile your desired test subjects
• Create a test subject screener
• Outline your testing methodology
• Define your tasks
• Write a testing script
• Design a post test survey
External testing
Key Points
Control the scope
• A good app is the best technical solution
for the target group
• Define the scope : device compatibility and
the OS
• Ensure that scope does not affect external
environmental factors
Measure the need for change
• Measure on how the aera will be impacted
• Measure the technical knowledge of the client to
avoid scope creep
• Measure the change expected by the client
• Go step by step
Measure the risk
• New uses =
New risks
Criteria
• Time
• Cost
• Earned value management (EVM) is a project
management technique for measuring project
progress in an objective manner, with a combination
of measuring scope, schedule, and cost in a single
integrated system.
The communication plan
• Provide an own website for you product
• Think about a carefully Social Media Strategy
(Twitter, Facebook, Blogs ...)
• Essential Question: How can you reach your users
that they get aware of your app
• Provide a light version of you app

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Mobile Project Management

  • 1. What does it take to convert information into productivity? Mobile Project Management Bringing business into context Sébastien BRISON
  • 4. 5 core processes • Initiating • Planning • Executing • Monitoring & controlling • Closing
  • 7. Managing enterprise mobility • How can companies insure an approach in a holistic, unified fashion? • Businesses in the US and UK are making average current investments of $422K • A third of companies are planning to launch four or more mobile projects in the next 12-18 months • The companies are working with several mobile solutions vendors due to the inability of suppliers to address multiple mobile value chain aspects. Antenna’s Mobile Business Forecast 2012
  • 8. The lack of a holistic approach • Mobile solutions suppliers today are mostly small specialist providers • Large companies are forced to commission multiple projects in order to multiple strategy sections • Companies take over six months to complete projects, with 10 percent taking a year or more to finish them • Mobile strategies have become fragmented, redundant, and the projects have ended up being difficult to manage. Antenna’s Mobile Business Forecast 2012
  • 9. Scheduling concerns • The devices take more time to set up for development and testing • There is a learning curve for adjusting to new tools and hardware versions • A surprising amount of time can be lost if devices aren't available • People get tired and uncomfortable more quickly using mobile devices • Multiple store submission requirements also are quite time consuming
  • 11. Scenarios  Use scenario is another name for a particular flow of events.  A use case covers a range of situations – a scenario is just one.  Each use case typically has: – Current state describing the traditional flow – Future state describing the “ideal path” – alternate flows describing major exceptions  Several alternatives exist for specifying the use case scenarios.
  • 12. Describing Scenarios Textually  Write text to describe the interaction of the actor(s) and the system.  Simple and easy approach  May be limiting: – Numerous alternate flows make it hard to understand where normal flow can branch. – Long alternate flows need to be broken out as steps too. • Use Case: Checks out item 1. Customer sets item on counter. 2. Sales clerk swipes UPC reader across UPC code on item. 3. System looks up UPC code in database procuring item description and price. 4. System emits audible beep. 5. System announces item description and price over voice output. 6. System adds price and item type to current invoice. 7. System adds price to correct tax subtotal. • Error case 1: UPC code unreadable • If after step 2, the UPC code was invalid or was not properly read, emit an audible „bonk‟ sound. • Error case 2: No item in database • If after step 3 no database entry is found for the UPC flash the „manual entry‟ button on the terminal. Accept key entry of price and tax code from Sales Clerk. Set Item description to “Unknown item”. Go to step 4.
  • 13. Describing Scenarios Graphically  Create an Activity Diagram to graphically show the interaction of the actor(s) and the system.  Create a Sequence Diagram to graphically show the interaction of the actor(s) and the system  Easy to slip into too much detail  Great start for design activities
  • 15. Paper Prototype • Paper + Pen • Metal Stencil http://www.uistencils.com/iphone- stencil-kit/ http://appsketchbook.com/ Payant
  • 16. Paper Prototype • Paper + Pen http://speckyboy.com/2010/11/18/ultim ate-collection-of-printable-mobile- sketching-templates/ Download
  • 22. The importance of the user interface
  • 23. Design and Usability Interface • Design and Usability of the App is the key for success • Provide a clear and clean layout - users have to use your app from the very first beginning without any help • Users should not think about your app at any time, they should simply use it
  • 24. « Great » User Interface • follows human interface design principles, that are based on the way people think and work, not on the capibilities of the device. • Methaphors (playback control, sliding on-off switching, ...) • Direct Manipulation (with the Multi-Touch Interface) • See and Point (Presenting choices or options in list form) • Feedback (must be immediate) • User Control (user, not the application must initiate and control actions)
  • 25. Build in Simplicty/Ease of Use • Users are probably doing other things while they simultaneously use your application • Make it obvious • High level Information near the top of the screen (independent of how people tap on screen, top is most visible) • Minimize text input • Keep essential information succinctly • Provide a fingertip-size target area for all tappable elements (calculator example: 44*44 pixel)
  • 26. Focus on the Primary Task • An iPhone Application that establishes and maintains focus on its primary functionality is satisfying and enjoyable to use“ • What is most important in each context? • Is the provided information essential, does a user need this information right now?
  • 27. Communicate Effectively • „ ... avoid technical jargon in the user interface“ • Feedback is important • Use user-centric terminology
  • 29. Starting iPhone Application should start instantly so users can begin using them without delay • Specify appropriate status bar styles • Display a launch image • Avoid displaying an About window, splash screen or another type of startup experiences • Launch using the portrait orientation
  • 30. Stopping • iphone Applications should never quit pogrammatically • Be prepared to receive an exit or terminate notification at any time. • Save the current state when stopping • Avoid alerts • User has to decide if continuing you application or pressing the Home Button
  • 31. Settings and Configuration • It„s best when iPhone application do not aks users to specify any settings at all • Focus your solutions on the needs of 80 percent of users • Get as much information as possible from other sources • If you must ask for setup-information, prompt users to enter within your application • Offer configuration options in the main user interface or on the back of a screen
  • 32. Settings and Configuration • Don„t provide a button for a built-in action, because users will wonder why there are two ways to do the same thing in your application“ • Support Copy and Paste • Support Undo and Redo • Enabling Push Notifications (delivery is not guaranteed) • Providing Search and Displaying Search Results • Using the User„s Location
  • 33. Using Sound • Ring/Silent Switch (avoid sound if it is not explicity set) • Volume Buttons (the user always decided the loudness) • Headset and Headphones (plug in headsets means sound has to be set privately) • Wireless audio (disconnection = pause, connection = no pause) • Defining the Audio Behavior is essential task
  • 34. Main parts of an application screen • Every application, regardless of type, has an application window • Status Bar • Navigation Bar • Tab Bar • Toolbar
  • 35. Different Application Controls • Remember that users expect familiar controls to behave as they to in the built-in applications
  • 36. System Provided Buttons • promote a consistent user experience and make your job easier.
  • 39. Size of screens • Dimension
  • 43. 6 - STORE SUBMISSION
  • 44. Store submission process - 1 • 1. Add Device Program Portal • 2. Xcode Organizer
  • 45. Store submission process - 2 • 3. Create Developer Certificate • 4. Add to Keychain
  • 46. Store submission process - 3 • 5. Create Apple ID • 6. Create Provisioning Profile
  • 47. Store submission process - 4 • 7. Add Provisioning Profile to Xcode Organizer • 8. Test Code .
  • 48. Applications Submission Check List • Name of the application • Application Icons • Text Description • Category • Launch screen • Copyright, SKU number and keywords • URL • EULA
  • 49. Name of the Application • Application name 255 characters • Must be unique • Be careful using off limit terms: aka Google Mail program could cause a rejection.
  • 50. Application Icons • Branding and strong visual design should come together into a compact, instantly recognizable, attractive package“ • Create different sizes of your application icon for different devices • The Icon is must be seen as branding of the app - the first contact of the user with your product
  • 52. Text Description • Make a good description of you app in few words • Think carefully about keywords - users will search for them and you never can change them • 4000 character limit 700 characters is recommend Plain text only section headers and bullet lists make it easy to read
  • 53. Category • Where your app is found • Don‟t get too cute. This can cause you to lose downloads and sales. • Category Choices: • Business Education Entertainment • Finance • Games • Healthcare & Fitness • Lifestyle • Medical • Music • Navigation • News
  • 54. Launch screen • Provide good and impressive screenshots • Give the user the feeling your app is quick and fast • Help the user to get familar with your app • 1 screenshot required - 320 pixel x 480 pixel • 4 additional screenshots optional
  • 55. Coppyright, SKU number and keywords • Copyright • Year • Company name • Rights reserved • SKU Number • Made up number • Keywords • 100 character, comma-separated list • Be specific • No offensive words • Don‟t use other app names
  • 56. URL • Application URL • URL to webpage with more details about application • Tip: a good one pager will suffice • Good example website: http://taptaptap.com/ #parablox • Support URL • URL to webpage with contact details for support
  • 57. End User Licensing Agreement • This is optional. • Apple will use a default EULA if you don‟t include one. • You may have an attorney draft a custom EULA here to include for you company.
  • 58. Quality testing • Which Smartphone ? • Which Context ? • Which Objectives ? • Which scenari ? • Which features? • Int or ext test? • Testing Plan • Bugs report
  • 59. Testing plan • Introduce the project • State the goals of the test • Profile your desired test subjects • Create a test subject screener • Outline your testing methodology • Define your tasks • Write a testing script • Design a post test survey
  • 62. Control the scope • A good app is the best technical solution for the target group • Define the scope : device compatibility and the OS • Ensure that scope does not affect external environmental factors
  • 63. Measure the need for change • Measure on how the aera will be impacted • Measure the technical knowledge of the client to avoid scope creep • Measure the change expected by the client • Go step by step
  • 64. Measure the risk • New uses = New risks
  • 65. Criteria • Time • Cost • Earned value management (EVM) is a project management technique for measuring project progress in an objective manner, with a combination of measuring scope, schedule, and cost in a single integrated system.
  • 66. The communication plan • Provide an own website for you product • Think about a carefully Social Media Strategy (Twitter, Facebook, Blogs ...) • Essential Question: How can you reach your users that they get aware of your app • Provide a light version of you app