There are two demo days: Friday, April 28 and Monday, May 1. Students are only required to come to their assigned demo day, but are highly encouraged to come to both to see all the projects! ALL project code for both days is due at 10:00 AM on Friday, April 28. ANY change to the code between that time and demo will result in a 0 for the project for both partners.
Teams demoing on Friday, April 28: Android teams named Aipom through Squirtle
Teams demoing on Monday, May 1: Android teams named Sunkern through Yanma and all iOS teams
When you come to demo, please bring your device and all parts needed to turn it in. You SHOULD NOT wipe the device, but YOU MUST do the following:
Android devices: Ensure there are no passwords on the device at all.
iOS devices: Ensure that there is either no password or the password is set to 0000. You MUST verify that any iCloud accounts have been removed!
I will wipe all devices after grading has been completed.
We will finish up our discussion on VR before continuing on with wearables today.
You know what's better than a powerful computer in your pocket that can do a lot of what you do on your laptop? A powerful computer on your wrist that can augment a powerful computer in your pocket that can do a lot of what you do on your laptop!
We will compare and contrast Google's and Apple's strategies, hardware, and software. We will also look at where watches really all started with the Pebble watch. We'll also get into wearable, personal computing at large.
Consider the idea that mobile video addresses three needs:
Immediacy - the ability to share with others quickly and easily
Authenticity - the ability to convince people that this is a "real" event
Immersion - the ability to put the person there in the video
The point is that immersion isn't really being addressed yet. It's a vast untapped market, and with billions of smartphone users out there (already recording everything in their lives), there will be no shortage of content the instant everything comes into alignment.
What are things you can do to be ready for this change?
Know what VR is and isn't
When is it useful
What concerns are there that people might have when using VR
How can you augment your app to give people a better experience
As we discussed in the monetization lecture, determining which platform to build for can be a tricky decision. There are several aspects to consider:
Which platform has the most users? Android, definitely.
Which platform has more stuff in the app store and makes it harder to find things? Again, Android. Definitely.
Which platform is more expensive to develop for? iOS. (Macs are not cheap, plus $100 a year.)
Which platform makes the most money for developers? Probably iOS.
So, the answer than many compaines come to is that they need to develop for both Android and iOS to hit more of their market. One way to do this is to have two dedicated teams, one for each platform, that collaborate on requirements and design. This is how many mobile shops like WillowTree opperate.
However, in a large company whose main business is not producing software, there's a desire to optimize the time needed to produce an app. Also, if updates need to occur, it's best to make those changes in one place. Hence the desire for cross-platform development.
Cross-platform development for mobile basically comes in two forms:
Build with an API/toolchain that exposes the native SDK of the platform for a single programming language/system (i.e. C# with Xamarin)
Build a hybrid HTML5 web app that can execute as an app on the device (i.e. Apache Cordova)
It is estimated that Google brings in $1.1 million per day
Over 2013, the estimate is $1.3 billion in 2013 (13% of what Apple did)
The Google Play Store, however, is 75% of all total mobile app downloads worldwide (App Store is 18%)
Much larger install base
More phones and properties
Currently growing at a faster rate than the App Store
Most profitable Android apps are doing better than the most profitable iOS apps
Spring 2017 Update
Highlight quotes from the article linked below:
90% of Google Play income came from games.
According to App Annie, the average user spent over 150 billion more hours in apps in 2016 than they did in 2015. The number of hours spent in apps totaled nearly 900 billion. That’s good for about a 15% increase overall.
Download numbers stopped being the big metric that developers and pundits used to calculate an app’s success. Things like daily active users (DAUs) and time spent in an app became the more important metrics.
The number of downloads increased by 13 billion from 2015. Total apps and games downloads were over 90 billion overall. That’s a growth of 15%. Much like 2015, Google Play saw more download growth than Apple. China also contributed about 80% of Apple’s download growth.
In 2016, India surpassed the US in overall downloads while Brazil and Indonesia saw good growth. Four of the top five countries in “time spent in apps” were also developing markets.
The idea of analytics is the gathering, processing, and interpreting of data. The concept of analytics is not new (consider any program you have used that asked to send data back to the developers), but the ready capability to do analytics with web services and cloud computing has made it now more easily available to anyone.
The code isn't all that exciting... the best part is that we can add events to actions that we want recorded. For instance, when you press the "Feature 1" button, here is what is called:
Toast.makeText(this,"Tychonievich is very smart. He likes Feature 1. So you are smart too!",Toast.LENGTH_LONG).show();Bundlebundle=newBundle();bundle.putString(FirebaseAnalytics.Param.ITEM_ID,"Feature 1");bundle.putString(FirebaseAnalytics.Param.ITEM_NAME,"Feature 1");mFirebaseAnalytics.logEvent(FirebaseAnalytics.Event.SELECT_CONTENT,bundle);
Now that you've seen the system in action, what sort of thing can and should we record about our apps?
There are two vectors to consider: who is using the app and what are they doing in the apps.
Let's start with the what. Software engineers call a profile and likelihood of how often certain features are used an operational profile. Operational profiles are incredibly important to manage how you build and maintain an application. Consider features like print and save in a word processor versus mail merge. Some features simply require more attention because they are going to be used extensively. How do you know what parts of your app people use the most? Wouldn't you want to know that? How would you use that data?
Then there's the who. If you could pair the operational profile with info regarding your users, then your development could be even more targeted. What aspects of a person would you be most interested in?
returning user vs. new user
how long people use the app
what device they use
what network are they on
What pieces of data would you want from your app to make it successful?