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SD1230

SD1230. Unit 4 Planning and Executing a Programming Project. Objectives. During this unit, we will cover the following course objectives: Identify the different processes and roles of a software development cycle. Define all the necessary steps of software design. Learning Outcomes.

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SD1230

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  1. SD1230 Unit 4 Planning and Executing a Programming Project

  2. Objectives • During this unit, we will cover the following course objectives: • Identify the different processes and roles of a software development cycle. • Define all the necessary steps of software design.

  3. Learning Outcomes • Completing this unit should help enable you to: • Describe the various roles people play in the application development process. • Describe the phases in the software development life cycle.  • Describe how to design the context and strategy for a mobile application. • Provide an overview of the job opportunities in the mobile development industry. • Understand the general job requirements for different roles in the mobile development industry. • Provide an overview of the mobile application development certifications.

  4. Planning a Programming Project I

  5. Planning a Programming Project II

  6. Planning a Programming Project III

  7. Planning a Programming Project IV • Researching Existing Solutions • How much of what you laid out in your initial checklist does the existing software carry out? • How much does it cost? • Does it seem widely used?

  8. Planning a Programming Project V

  9. Planning a Programming Project VI

  10. Planning a Programming Project VII

  11. Programming the Basics • Writing code that is associated with what happens when the application is first started by the end user • Any prompts or instructions given by the application to the end user • Writing code that is associated with what happens when the application is exited by the end user • Writing this kind of code allows you to develop a skeletal framework of code to which you can attach more code and continue to develop the application. Programming a Programming Project I

  12. Programming a Programming Project II

  13. Programming a Programming Project III • Commenting code: • Functions, variables, and blocks of functions • Comment even code that seems obvious.

  14. Testing • Testing for actual code errors that cause running problems: This is actually testing the code to see whether the program operates as expected and to make sure there are no bugs with the actual code that cause crashing or other errors. • Testing for logic errors in the code: These errors are trickier to spot. Logic errors occur when it’s the logic of the code that’s at fault. Programming a Programming Project IV

  15. Programming a Programming Project V

  16. Programming a Programming Project VI

  17. Programming a Programming Project VII • Problems • Did you encounter any problems? • If yes, describe the problem in as much detail as possible. • Were you using any other applications at the time? • Usability • How easy to use did you find the software? • Were there some areas that you found confusing? • If yes, why? • How do you think they could be improved upon?

  18. Programming a Programming Project VIII • Suggestions • How would you improve the software? • What additional features would you add? • Are there any features that you would remove? • General questions • Do you find the software useful? • Would you buy the software? • If yes, how much would you be willing to pay? • If no, why not? • If you are unsure, why?

  19. Tweak the Code • Final Testing Programming a Programming Project IX

  20. DESIGNING FOR CONTEXT 1. CONTEXT WITH A CAPITAL C Example of distracted driver:

  21. DESIGNING FOR CONTEXT 1. CONTEXT WITH A CAPITAL C Example of distracted driver:

  22. DESIGNING FOR CONTEXT 1. CONTEXT WITH A CAPITAL C Example of distracted driver:

  23. DESIGNING FOR CONTEXT 1. CONTEXT WITH A CAPITAL C Example of distracted driver:

  24. DESIGNING FOR CONTEXT 1. CONTEXT WITH A CAPITAL C Example of the eRuv project:

  25. DESIGNING FOR CONTEXT 1. CONTEXT WITH A CAPITAL C Example of the eRuv project:

  26. DESIGNING FOR CONTEXT 1. CONTEXT WITH A CAPITAL C Example of the eRuv project:

  27. DESIGNING FOR CONTEXT 2. CONTEXT WITH A LOWERCASE C - The present location or physical context - Our present device of access, or media context - Out present state of mind, or modal context

  28. DEVELOPING A MOBILE STRATEGY Rule #1: Forget What You Think You Know Rule #2: Believe What You See, Not What You Read Rule #3: Constraints Never Come First Rule #4: Focus on Context, Goals, and Needs Rule #5: You Can’t Support Everything Rule #6: Don’t Convert, Create Rule #7: Keep It Simple

  29. Summary • In this unit, we covered the following topics: • Planning and executing a programming project • Collecting clients’ development questions • Roles and jobs in mobile application development • Designing the context and strategy of a mobile application • Requirements and skill sets to be a mobile application developer • Job positions in mobile application development

  30. Source • Kingsley-Hughes, A., & Kingsley-Hughes, K. (2005). Beginning programming. Hoboken, NJ: Wiley. • Fling, B. (2009). Mobile design and development: Practical techniques for creating mobile sites and Web apps. Sebastopol, CA: O’Reilly Media, Inc.

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