Book
  • Introduction
  • Welcome !!
  • Chapter 1: The mobile ecosystem
    • Fragmentation is the devil
    • There is more than one type of mobile app
    • ... more than one type of app
    • ... one type of app
    • Under pressure (ee da de da de) !!
    • Further reading!!
  • Chapter 2: Let's start with design thinking
    • A taste of design thinking
    • The five steps
    • Design for everybody
    • Accessibility in mobile apps
  • Chapter 3: Give me a context and I will give you an app
    • Users
    • Personas? Users ? What is the difference?
    • Please, help me to model the context
    • The context canvas
  • Chapter 4: Powerful models
    • Data architecture is the foundation of analytics
    • From data to information and knowledge
    • Information/Knowledge in our mobile ecosystem
    • Questions to ask yourselves when building and classifying questions
    • The visualization-data map
    • On the scene: describing how personas interact with your app
  • Chapter 5: A GUI is better than two thousand words
    • 'Good to Go:' Let's explore the Design Systems
    • Designing GUI Mocks
    • No prototype... no deal
  • Chapter 6: About mobile operating systems ... and other deamons
    • The Android OS ... son of LINUX
    • iOS son of Darwin? or is it iOS son of UNIX?
    • Kernels
  • Chapter 7: Yes, software architecture matters !!
    • Self-test time
    • About design and design constraints
    • Architects' mojo: styles and patterns
    • What you need is a tactic !!
    • Self-test time 2 (for real)
    • Further reading
  • Chapter 8: Finally... coding
    • MVC, MVVM, MV*, MV...What?
    • Programming models: the Android side
    • Hello Jetpack, my new friend... An Android Jetpack Introduction
    • Programming models: the iOS side
    • Controllers and more controllers
    • Flutter son of... simplicity
    • Programming models: Flutter?
    • Flutter: State matters... Let´s start simple
    • Flutter: State matters... Complex stuff ahead
    • Micro-optimizations
  • Chapter 9: Data pipeline
    • Generalities data pipelines
    • Data storage types
    • Types of data pipelines
  • Chapter 10: Error Retrieving Chapter 10
    • Eventual Connectivity on Mobile Apps
    • How to handle it on Android
  • Chapter 11: The jewel in the crown: Performance
    • As fast as a nail
    • Memory bloats
    • Energy leaks
    • Final thoughts
  • Chapter 12. Become a performance bugs exterminator
    • Weak or strong?
    • Micro-optimizations
    • The single thread game !!
    • Using multi-threading like a boss !!
    • Caching
    • Avoiding memory bloats
    • Further readings
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Chapter 3: Give me a context and I will give you an app

#Chapter 3: Give me a context and I will give you an app (By Mario Linares-Vásquez and Sergio Velásquez)


One of the powerful elements in design thinking is the empathize step, and in particular, the philosophy of understanding the problems and situations from an "inside-out" perspective. In that sense, understanding the context is a "must" if we want to apply design thinking in a mobile app development process. But what is a context? The merriam-webster dictionary defines context as "the interrelated conditions in which something exists or occurs : environment, setting" Pretty easy definition, right? But, in the context of a mobile app, what is the context? Well, the context is everything that surrounds the app, the environment where the app will be installed and used.

A solution that does not consider the context is a solution (i) expected to fail with a high probability, or (ii) expected to work only on the "happy paths". For example, assume there is a device with a display panel in which the contrast/brightness can not be modified, by default it is in a low-energy mode, and the display is located in such a way that during sunny days, the light goes directly to the display. What is the problem? You can not operate the display because you do not see anything on it !!! (This is a real problem in some of the copy machines in the university) What was the problem? The display in the copy machines was designed without considering the context, and in particular, different settings/environments in which the machine could be operated. Now , lets say you are going to design a solution for personas with disabilities. You need to be in their shoes to design a good solution, you need to understand the context.

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Last updated 1 year ago