mobile applications and cloud computingberaldi/macc_19/01_introduction_ok_09.pdf · mobile app...
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MOBILE APPLICATIONS AND CLOUD COMPUTINGRoberto Beraldi
Course Outline• 6 CFUs• http://www.dis.uniroma1.it/~beraldi/MACC• Topics:
• Mobile application programming • à Mobile web sites /Hybrid/Native android
• Cloud computing • à used as a backend for mobile apps
• Technology spot light • Exam:
• Design and develop a mobile application• About 70% of the final score (see example)
• Answer to 3 general questions• They are a necessary condition (it is a flag)
About your project• Propose the application to be developed (via form) • After acceptance start to develop• FAQ are available on the site• Free to use other technology beyond what seen during the
lectures• Two examples (video and github)
Mobile application and main technologies
Front-end
Back-end
Storage CloudService
Web-API
Mobile application and main technologies
Front-end
Back-end
Storage
Mobile application and main technologies
Front-end
Back-end
Storage
Kotlintitanium
nativescript
Mobile application and main technologies
Front-end
Back-end
Storage
Kotlintitanium
nativescript
Mobile application and main technologies
CloudService
Web-API
Aside…• Thesis available, pls ask
Key terms• Mobile Application à
• An application running on a "mobile device" à smartphone
• Cloud computing à• A way to deliver remote virtual resources through internet
• virtual machines • storage space • software platform• Software libraries (web api) • data – e.g. open data, etc..
Smartphone and application usage
• # people 7.6 billion• # phones = 0.34 x 7.6 = 22,25• # download = 205.4 billion • # download per user per year
= 9.2• # new installations per mounth
per user < 1
Why mobile app are different from desktop• Average number of installed applications ≅ 35 • Percentage of apps used per day ≅ 26 %• Very easy to install an application
• Crash (no second change)• Bad UX (User eXperience)• Slow
• Design UI is important• No Bugs (impossible) à TESTING
A big picture• Digital world (digital society)• Cyberspace• 5G• IoT• Data Mining, AI, AR• Cloud/Fog/Edge/Mist Computing• Kwowldge: API for AI, vision, tensorFlow, Recognition• Place (from IP geocoding to Maps)• Open Data
A big picture
Smartphone market
Worldwide Mobile web traffic share
Source: www.statista.comhttp://gs.statcounter.com/platform-market-share/desktop-mobile-tablet
Smarthone operating systems
Duopoly• Android (Google)
• Android Open Source Project (AOSP)• New versions lead by Google
• Producers customize the new versions to their device• May take a while
• Many marketplaces
• iOS (Apple)• Single official source• Single marketplace
Available apps (iOS vs Android)
Application publishers
Source: appAnnie
App categories
App in May 2018. 33 categories in Google Play, 24 in Apple’s App store
Installing an app• Average number of installed applications ≅ 36• Percentage of apps used per day ≅ 26 %
Souce: think with Google 2015
Why apps do have success?• Solve a problem (do something with less effort)
• Focused on a real problem • Have fun
• Provide Sense of achievement-engagment• GAMIFICATION
Why app do not have success?• App performance issues:
• Long load times• Long registration processes• Features that are difficult to access
• Bad user experience:• UI depends and navigation may depend on the the platform:
• swipe gestures, back-button, etc.• Improper testing
• A user will hardly give a second change to an app thatcrashes
• Example of bad site
Smartphone as a disruptive technology• A distruptive technology is a technology which brings great
changes in market and replaces the existing technology.• Examples:• landline phones• pagers• digital cameras• portable music players• portable game players• portable video players• portable navigation and devices
Smarthphone as innovation [some example]• Media:
• Traditional media, including TV, radio, and newspapers, are adapting their channels
• print media (such as books and magazines)
• Banking • Traditional banking to Home banking• Mobile payement
• Entrateniment
Digitalization• Decuple information from physical support• For example: content of a book from paper, music from
a tape, etc.• Marginal cost is virtually zero• Notion of ‘original’ changes• Digital signature• Uniqueness (blockchain)
Smarthphone and e-commerce• Smartphones are increasingly being used for shopping: either browsing
for products, comparing prices or during shopping itself.
• Traditional retailers who do not adapt to the new buying patterns of the current generation of shoppers face the risk of losing out to other retailers who are innovative.
• Some forecasts predict brick-and-mortar retails will close in the next future
• Innovations in Retail space include: • online to offline (O2O) strategy, • in-store apps • proximity technologies.
• Sharing economy
• Crowdsourcing
Smarthpone and society• They have greatly changed everything in our lives
including how we shop, how we spend our time, how weorganize our lives, and how we connect with other people.
• Twitter revolution (?)• Democracy 2.0 ? • Opinions (sentiment analysis)• Closed group of people that share the same convicement
Mobile app classification [based on …]• Web-site for mobile devices:
• deliver web content to mobile devices, using web site style navigation
• Web app: • web application that mimics native apps look and feel as well as
navigation
• Native apps:• Applications installed on the devices, purched from app stores
• Hybrid app:• Mix web and native applicsations
• [Native] Native applications:• Direct access to C/C++ libraries