practical design and development with flash on mobile and devices
DESCRIPTION
The Flash player is on hundreds of millions of mobile and other non-PC devices. It is a great runtime to quickly create effective applications and compelling experiences targeting both mobile and other device platforms. Attend this session to take a journey through the pains and pleasures of design and development with the Flash Platform across mobile and devices. The session will cover: application design and development with Flash and ActionScript, testing with Adobe Device Central, and deploying to device.TRANSCRIPT
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Practical Design & Development with
Flash on Mobile & Devices
Chris GriffithQualcomm, Inc.
User Experience Group
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Practical Design & Development with
Flash on Mobile & Devices
Based on a talk given byScott Janousek
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Agenda
Intro
Flash Platform Overview
Practical Design & Development
Project Discussion
Q & A
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Poll
Flash?
iPhone?
Android?
webOS?
BlackBerry/RIM?
Other?
How many people are developing mobile apps in?
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Mobile is Everywhere
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Intro
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My First Public Mobile Apps
Mobile Guide Application Adobe MAX 2009 – iPhone Version
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My First Public Mobile Apps
Mobile Guide Application Adobe MAX 2009
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Mobile Guide Application Adobe MAX 2009 – Flash Lite Version
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Flash Platform Overview
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Flash is pervasive
Whether Steve likes it or not!
Flash Player is installed on 98% of Internet-connected PCs and more than 450 million devices
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Desktop to Device
Working with Flash on devices isn’t just making things smaller!
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Flash on screens
Working with Flash on devices isn’t just making things smaller!
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Flash on SmartPhones
It’s a fun time for mobile development
Google Nexus One HTC Incredible Palm Pre HTC EVO
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Open Screen Project
Hey, I work for one of those companies!
Open Screen Project partners span the entire value chain
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Practical Design &Development
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Flash Mobile & Devices 101
.SWF = Flash Content
.FLV = Flash Video
Flash Lite 1.x/2.x/3.x/4.x
Flash 10
Supported Device Platforms = Dozens of OEM
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Flash Lite vs. Flash 10
Flash Lite
Optimized Flash Player for Mobile & Devices (4.x)
Flash Lite 4.0 supports ActionScript 3, and it is a browser plugin (i.e. not standalone player)
Flash Lite 4.0 is for slower, less powerful and memory-constraint devices, and Flash 10 is for more powerful devices, possibly with hardware graphics acceleration.
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Flash Lite vs. Flash 10
Flash Player 10.1*
Top-Tier Mobile & Devices (in beta for Android OS)
*Late 2010 might be timeframe for release?
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Flash Lite vs. Flash 10FlashPlayer 10.1 Features*
Enhanced Performance (87% on rendering)
Reduced Memory Comsumption (55% improvement)
Multitouch & Gesture Support
Accelerometer and Geolocation Support
Screen Orientation Support
Mobile Input Models
H.264 Video & Hardware acceleration
ActionScript 3
Out of Memory Management
Sleep Mode
Optimized SWF Management
*Late 2010 might be timeframe for release?
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Flash Lite vs. Flash 10
AIR for Mobile*
Top-Tier Mobile & Devices (in beta for Android OS)
*Late 2010 might be timeframe for release?
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Practical Design
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Creation Tools
Photoshop Illustrator Fireworks
Flash Flash Catalyst Flash Builder
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Wireframing
Lots of great tools to assist, but pen and paper work just fine
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Prototyping
Guess what I think about this part of the process?
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UI Components
Flash Lite
Nokia
Sony Ericsson
Feather Framework (FL 2.x)
Adobe XD UI Components (FL 1.1/FL 2.x)
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UI Components
Flash 10
Kevin Hoyt’s Android Components
Reflex
Flex
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Designing: Best Practices
Wireframe and/or paper prototype
Design LOTS of prototypes
Start with vectors to handle varying screen resolutions
Learn design considerations for your platform
Reuse UI components when possible
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Practical Development
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The Flash Platform
Flex Flash Media Server Family
Flash PlatformServices
AIR
Flash Player
Flash Builder
FlashCatalyst
FlashProfessional
FLA
SH
PLA
TFO
RM
TOOLS FRAMEWORK CLIENTSSERVICESSERVERS
LiveCycle
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Develop: Best Practices
Prototype
Conserving memory
Using bitmaps
Minimizing CPU usage
Optimizing network interactions
SQL Database performance
Read: Optimizing Performance for the Adobe Flash Platform
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Practical Testing
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Device Central
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Testing: Best Practices
Always test on device (when possible)
Adobe Device Central
Automated Test Scripts
Utilize Device Central’s Panel (memory, cpu, etc)
Utilize testing services (DeviceAnywhere)
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Practical Deployment
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Deployment: Best Practices
Figure out your business model
Look at the #’s! (devices, customers, etc)
Focus on key on 1-2 device platforms
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Project Discussion
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mobileMAXOverview
Flash Lite 2.x Application
Platform = Nokia S60 (Symbian)
Targets = N95, 6650
3-5 weeks project time
Features
Personal Schedule
unConferences
Had no idea what this would lead to…
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mobileMAXOverview
WebKit/iUi
Platform = iPhone/iPod
1 week project time
Features
Personal Schedule
unConferences
Had no idea what this would lead to…
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Conference Solutions
FlashCamp was not released
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Wrap Up
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Mobile is Everywhere
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Q&A
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Thanks!