Mobile App Study Project Management - E

Transcription

Mobile App Study Project Management - E
What does it take to
convert information into
productivity?
Impos
sible
d'affic
her
Mobile App
Study
Project
Management
Bringing business into
context
Prof. Lee SCHLENKER
Sébastien BRISON
Agenda
1 - Software Project Management Life Cycle
2 - Differences with traditional software development
3 - Mock up / Prototype
4 - The importance of focusing on emerging use scenarios
5 - The importance of the user interface
6 - Store Submission
7 - What do we mean by good project management - key points
8 - Example of positions for mobile app project managers
1 - SOFTWARE PROJECT
MANAGEMENT LIFE CYCLE
5 core processes
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Initiating
Planning
Executing
Monitoring & controlling
Closing
Software Project Management Life
Cycle
2 - DIFFERENCES WITH
TRADITIONAL SOFTWARE
DEVELOPMENT
Managing enterprise mobility
•  Businesses in the US and UK are
making investments mainly in mobile
applications
•  A third of companies are planning to
launch four or more mobile projects in
the next 12-18 months
Antenna’s Mobile Business Forecast 2012
•  The companies are working with
several mobile solutions vendors due
to the inability of suppliers to address
multiple mobile value chain aspects.
The lack of a holistic approach
Antenna’s Mobile Business Forecast 2012
•  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.
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
3 - MOCK UP / PROTOTYPE
Paper Prototype
Paper + Pen
Metal Stencil
http://www.uistencils.com/iphone-stencil-kit/
http://appsketchbook.com/
Paper Prototype
•  Paper + Pen
http://speckyboy.com/2010/11/18/
ultimate-collection-of-printablemobile-sketching-templates/
Online Prototype
•  http://iphonemockup.lkmc.ch/
–  Illustration
Online Prototype
•  http://iphonemockup.lkmc.ch/
–  Pencil
Online Prototype
•  http://mockflow.com/
Online Prototype
•  http://www.balsamiq.com/
Ipad Version Prototype
•  iMockup
4 - THE IMPORTANCE OF
FOCUSING ON EMERGING USE
SCENARIOS
The importance of focusing on emerging use
scenarios (tied to innovation)
•  Quantified Self, Sport, connected objects
Device compatibility
Systèmes
d’exploitation
Editeur
Appareils
Tablettes
Langages
iOS
Apple
iPhone, iPod,
iPad
Yes
Objective C,
CocoaTouch,
SDK
Android
Google
Nokia, Google
Phone, Samsung,
HTC
Yes
Java, SDK
Android
BlackBerry
RIM
Blackberry
Yes
JavaME et
extensions
propriétaires
Windows Mobile/
Windows 7
Microsoft
Many
manufacturers
Yes
Framework.Net
Bada
Samsung
Samsung
Yes
C++, SDK, Bada
Symbian
Nokia
Nokia
Yes
C++ et Toolkit
Device Procurement & Storage
•  Devices
•  Telecom contracts
•  OS Licences
•  Librairies
•  Server
5 - THE IMPORTANCE OF THE
USER INTERFACE
The importance of the user interface
•  https://developer.apple.com/library/ios/
#documentation/UserExperience/Conceptual/
MobileHIG/Introduction/Introduction.html
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 tpye of startup experiences
•  Launch in 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 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
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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
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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
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Which Smartphone ?
Chich 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
7 - WHAT DO WE MEAN BY GOOD
PROJECT MANAGEMENT –
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
8 - EXAMPLE OF POSITIONS FOR
MOBILE APP PROJECT MANAGERS
Mobile Project Manager - Director
•  http://pro.01net.com/editorial/566443/nouveaumetier-en-vogue-directeur-de-la-strategiemobile/
•  http://room.sfrbusinessteam.fr/article/directeurstrategie-mobile-lecoute-usages
•  http://www.expectra.fr/546/responsablemarketing-web-et-mobile-un-futur-directeurmarketing
THANKS YOU
Sébastien Brison
@sebastienbrison