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Developing on Windows Devices: When and How to Use Them

This architecture talk discusses when and how to use Windows devices from a business perspective. Topics covered include designing apps and services, the Universal Windows Application model, and hints and tips for developing on Windows devices.

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Developing on Windows Devices: When and How to Use Them

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  1. Developing on Windows Devices Kevin Francis ARC332

  2. Introduction

  3. Are you in the right room? • This is an Architecture Talk • There will not be code. • There will not be demos. • There might be videos. • This is a talk about when to use devices from a business perspective. • We’ll cover: • What to use when • How to design apps and services • The Universal Windows Application model • Hints and tips

  4. Agenda Principles: Users, applications, Windows 7, 8.1 and 10 The Windows device family: Windows Tablets, Windows Phones, Microsoft Band, Surface Hub, Interactive Digital Signage, Xbox One, Augmented Reality and Virtual Reality Universal Apps Communication and Architecture

  5. About Me 30 years’ experience Developer from Windows 1.0 to Windows XP Architect from Windows 95 to Windows Vista Manager from Windows Vista to Windows 8.1 MVP for Architecture for five years to 2010 Now CEO of Wild Mouse, a new kind of partner, very focused on devices

  6. Devices for public, etc.

  7. The Browser is Dead Long live Apps!

  8. Follow your users… But actually read the data and think carefully.

  9. Tablets and Phones

  10. Let’s talk costs. The costs aren’t in IT guys really. Let’s talk about what architecture decisions are really costing your business.

  11. The Browser should be dead. Consumer behaviour is also driving internal demands. Productivity and mobility are big drivers.

  12. Windows XP, 7, 8 and 10 Think big picture. Consider culture shock. The SP1 fallacy is just that.

  13. The Windows 10 Upgrade What do you get?

  14. Q: Who is mobile? A: Almost everyone. Anyone that goes to meetings, is in customer service, is in sales or takes work home.

  15. A laptop is not a desktop. And it probably shouldn’t be a laptop. Consider the productivity of a convertible with a pen.

  16. Computers are not productivity. And people aren’t born knowing how to use them…

  17. Why Apps are different now… Mobile devices capabilities. Enterprise app stores. Compartmentalised installation and operation. Easy sharing and integration.

  18. So we need apps… To BYOD or not to BYOD, that is the question. The case for the SOE. The case for no SOE.

  19. Building SOE Apps Native development. Universal apps. UX is king. Resizable. The return of client-server computing. Without the pain.

  20. Building BYOD Apps Only build them once. Use tools like Sitrion ONE, Xamarin and so on.

  21. Architectural Principles Make them work offline. Syncing is critical. Store data and content in the cloud, not on the device. Use the capabilities of the device. Especially the camera and pen.

  22. Surface Hub

  23. An amazing device 4K, highly responsice touchscreen. Many, many, many points of touch. Pens! Inbuilt PC, audio, conferencing, NFC, networking. Just plug in and go! Well, sort of…

  24. Collaborative Devices Surface Hub is a big, beautiful, multi-user screen. It is not a big tablet! Interaction and UX design is critical.

  25. Building for Surface Hub Just Windows 10 apps. Reuse the plumbing and some logic. Build the UI specifically. It’s worth the work!

  26. Interactive Digital Signage

  27. Like Surface Hub, but not… Long life, commercial, large touchscreens. Much cheaper than Surface Hub and more robust. Not as responsive to touch, not collaborative

  28. Uses Employee engagement. Team messages. Visitor sign in. Retail, hospitality, etc. Connectivity is important for customers.

  29. Building Applications Best to build Windows 10 apps. Design apps especially for large screens. Take touch sensitivity into account (don’t expect too much)

  30. Kinect

  31. Still magic… Lets the computer see in 3D. Adds excellent voice control. Great where the computer can't be touched. Great where you need to watch or respond to people.

  32. Technology. It isn't really too hard to build Kinect apps. Kinect for Windows 2.0 device is needed. Applications run on the desktop (not as apps).

  33. Also Allow for the learning curve. Design interactions carefully. Combine with touch where possible.

  34. Xbox One

  35. Not just a games console. Much more than 70% of time on Xboxes is spent in apps – mostly video. The average user is over 40, and frequently female. Xbox has a unique position in many homes. It therefore provides a unique opportunity.

  36. Developing for Xbox Is not overly difficult, but is complex too. Yes, It is .Net. It is a lot like Windows desktop, but not exactly. The UX is subtly, but significantly different. Certification has always been a very big deal.

  37. Virtual Reality

  38. Oculus is an honorary Microsoft device. Virtual reality does have its places in the real world Works where you want to put the user in a different location. Travel, real estate, crime scenes, etc.

  39. Conclusion

  40. Productivity is the key Unfettered user experiences trumps IT concerns. True BYOD carries too many hidden costs though. Right devices for right scenarios. Talk to the business. Think about non-traditional devices.

  41. The Common Threads Unified Windows Apps really do work across all devices. Unity + Unified Apps is the key for anything really interactive.

  42. Q & A

  43. Complete your session evaluation on My Ignite for your chance to win one of many daily prizes.

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