Software Development for Mobile Devices
Duration
- One Semester or equivalent
Contact hours
- 48 hours face to face + Blended
On-campus unit delivery combines face-to-face and digital learning.
2023 teaching periods
Hawthorn Higher Ed. Semester 2 |
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Dates: Results: Last self enrolment: Census: Last withdraw without fail: |
Swinburne Online Teaching Period 2 |
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Dates: Results: Last self enrolment: Census: Last withdraw without fail: |
Prerequisites
or
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Aims and objectives
This unit of study aims to introduce students to software development and design for mobile devices.
Unit Learning Outcomes (ULO)
On successful completion of this unit students will be able to:
1. Explain the key differences between development of systems to run on mobile devices and on typical personal computing or internet-based environments, and apply this knowledge in the design of mobile device software (K1, K2, K3, K4, K5)
2. Design effective applications for a mobile device by taking into consideration the underlying hardware-imposed restrictions such as screen size, memory size and processor capability (K1, K2, K3, K4, S1, S2, S3)
3. Build, test and debug graphical applications for mobile devices by using the standard libraries that are bundled as part of the developers’ toolkit for the mobile device (K2, K3, K4, S1, S2, S3, A6)
Swinburne Engineering Competencies (A1-7, K1-6, S1-4): find out more about Engineering Skills and Competencies including the Engineers Australia Stage 1 Competencies.
Unit information in detail
- Teaching methods, assessment and content.
Teaching methods
Hawthorn
Type | Hours per week | Number of Weeks | Total |
Live Online Lecture | 2 | 12 | 24 |
On Campus Class (Computer Lab) | 2 | 12 | 24 |
Online Directed Online Learning and Independent Learning | 1 | 12 | 12 |
Unspecified Activities Independent Learning | 7.5 | 12 | 90 |
TOTAL | 150 hours |
Swinburne Online
Type | Hours per week | Number of Weeks | Total |
Online Directed Online Learning and Independent Learning | 12.5 | 12 | 150 |
TOTAL | 150 hours |
Assessment
Types | Individual or Group task | Weighting | Assesses attainment of these ULOs |
Portfolio | Individual | 100% | 1,2,3 |
Content
- Mobile devices – Hardware, Operating Systems and Architecture
- Principles and techniques to use when developing applications for mobile platforms
- User Experience – Interaction Design and Usability Evaluation
Study resources
- Reading materials.
Reading materials
A list of reading materials and/or required texts will be made available in the Unit Outline.