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Pengembangan Aplikasi Perangkat Bergerak PTIIK UB Herman Tolle

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Pengembangan Aplikasi Perangkat Bergerak PTIIK UBHerman Tolle

Development: tahapan mulai dariperencanaan, perancangan, implementasidan testing pada lingkungan terbatas: Design-Develop-Implement-Testing

Deployment: tahapan pengembangan danimplementasi pada lingkungan penggunaansebenarnya hosting-upload-testing-publish

Design Development Testing Deployment Publish

Project Name Project Description: Tujuan, sasaran

pengguna Data Collecting Design:

Arsitektur , Use Case, Diagrams, Basis data

User Interface, User Experience

Asset

Icon, Gambar Ilustrasi, Splash Screen

JustInMind http://www.justinmind.com/Microsoft VisioAdobe inDesignPencil Project

http://pencil.evolus.vn/Default.html FrameBox

Tahapan pembuatan aplikasi Coding

Testing and debugging on desktop browsers Testing on emulators and simulators Testing on hardware devices

Emulators An emulator is a piece of software “that translates compiled code

from an original architecture to the platform where it is running” Emulator’s don’t simply simulate a device’s operating system; they

provide a means to run a virtual version of it on your computer (often down to the specific version number). Emulators therefore provide a useful and accurate environment to test and debug your mobile app.

Pros Emulators reflect the true web browser (and or operating system)

environment, so are ideal for testing and debugging visual design, overall rendering, and the execution of simple client-side interactions.

Many emulators are provided free of charge by the OEM or platform manufacturer.

Cons Emulators cannot provide emulation of individual devices from a

hardware and CPU point of view. They cannot reveal, for example, that animations will perform poorly due to limited CPU power, or that link buttons will not respond as expected due to poor screen touch sensitivity.

Emulators may not represent real-world conditions such as network latency, limited bandwidth, or determining the device's location.

Emulators are typically bundled into an operating system SDK and they can take considerable time to install and learn to use correctly.

Most emulators do not work with automation tools and so must be used manually. The user agent strings provided by emulators often differ from those of the actual devices. Logic that relies on specific user agent strings may not behave as expected on emulators.

Simulators A simulator is a far less sophisticated tool that is

only designed to provide a reasonable facsimile of the experience on a device. Simulators vary greatly in their ability to represent the true device environment.

Some, such as the iOS simulator, provide an excellent facsimile of the overall environment, including simulation of the native iOS font. Others may simply simulate the screen size of popular devices.

Pros Most (but not all) simulators are provided free of charge

by the OEM or platform manufacturer.

Cons Simulators cannot emulate the actual operating system,

or web browser found on the device, so they cannot be relied on to test or debug front-end design or functionality (the excellent iOS simulator is an exception and provides an excellent browser simulator).

Similar to emulators, simulators will not reflect differences in device hardware, performance, CPU, fonts, color gamut, display density, network speed.

Testing on actual device hardware can be costly, but will always provide the most accurate results.

Pros Testing on actual devices provides access to real device

capabilities and constraints. These include device CPU, physical size, manipulation options, screen size, dpi, screen quality, and overall device responsiveness. Testing on devices (using a network SIM card) will also enable you to determine the impact of network speed and latency.

Cons Testing on actual devices is expensive. Unless you have access to a

local test lab (or a community through which you can borrow devices), you will need to purchase the devices you need.

Feature testing of key functionality. Feature testing enhancements. Look & Experience Performance Usability

Feature testing of key functionality. Ideally, all users, on all browsers should be able to perform key application tasks. The usability may vary, but no user should be prevented from completing a task due to app error or lack of support for their browser.

Feature testing enhancements. Many web apps also include non-critical features that are implemented as enhancements through feature detection. For example, Mileage Stats requires that users input the name of their local gas station during a fill up. On browsers that support the HTML5 geolocation API, this input field is replaced with a prompt to “use my location” to detect

Look and experience. Testing the look and experience will also be highly dependent on the browser or device.

For example, if the design has been implemented using media queries, certain layout and stylistic enhancements will only appear at certain screen sizes.

Performance. Testers should also keep an eye out for performance problems. All devices are not alike, and even smartphones can vary greatly in screen quality, memory, and processor speed. An underpowered device will always perform more poorly than a more capable one, but testing may uncover cases where the performance difference is unacceptable.

Usability. Testers should also flag any usability concerns.

These may include: Text that is too small or difficult to read due

to poor contrast (especially on lower-end devices).

Buttons and links that are too close together, or too small to manipulate.

Custom widgets and controls such as sliders or carousels that don’t work as expected.

Test using wi-fi and (if possible on several) operator networks

Be sure to test at both portrait and landscape orientations

test on several of the most popular standalone browsers: Opera Mini, Dolphin (iOS)

We finally made it. Our coding is done, we have an application icon, and it’s time to package the application for deployment. This involves a number of steps:

1. Building the application in release mode, and then signing our application for deployment.

2. Registering for the Android Market.3. Publishing our application to the market.

Android Developer: Google / Android Developer ID Publish on play store: 25US$ once payment Sharing provit: 70% - 30%

iOS Developer: Apple Developer ID Testing on device & publish to app store: 99US$ /

year Windows Developer: Annual subscription: 99US$ to publish application on

Windows Phone Store

Apk dalam mode release (alpha, beta, release)

Deskripsi Aplikasi Image (gambar aplikasi dan menu-menu yg

ada) Maturity Level Icon-icon

Simple and instant to create and publish mobile application

iBuildApp: ibuildapp.com AppsGeyser: appsgeyser.com

Perancangan Aplikasi Pembuatan dan Implementasi Aplikasi Presentasi Perancangan (dipresentasikan

Minggu ke 11-12) Presentasi Hasil (dipresentasikan Minggu ke

13-14) Laporan Perancangan & Published

Application (dikumpulkan paling lambat saatUAS)

Nama Aplikasi, Deskripsi Requirement Analysis Perancangan Use Case Diagram (Fitur & Struktur

Menu) Perancangan ER dan DB Perancangan AntarmukaWireframe Rencana dan Pembagian Kerja

Waktu presentasi maksimal 10 menit per kelompok File presentasi (ppt / pdf) dikirimkan ke email dosen

paling lambat sebelum jam 12 Rabu (10 Des)

Produk Aplikasi Proses Pembuatan Fitur Demo Aplikasi

Waktu presentasi maksimal 10 menit per kelompok

APK (release mode) Database dan Admin Module terinstall di

server Deskripsi Aplikasi Image dan Icon