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Building mobile applications can be as easy as opening up Visual Studio, throwingsomething together, doing a quick bit of testing, and submitting to an App Store– all done in an afternoon. Or it can be an extremely involved process thatinvolves rigorous up-front design, usability testing, QA testing on thousands ofdevices, a full beta lifecycle, and then deployment a number of differentways.

In this document, we’re going to take a thorough introductory examinationof building mobile applications, including:

  1. Process – The process of software development is called the Software Development Lifecycle (SDLC). We’ll examine all phases of the SDLC with respect to mobile application development, including: Inception, Design, Development, Stabilization, Deployment, and Maintenance.
  2. Considerations – There are a number of considerations when building mobile applications, especially in contrast to traditional web or desktop applications. We’ll examine these considerations and how they affect mobile development.

This document is intended to answer fundamental questions about mobile appdevelopment, for new and experienced application developers alike. It takes afairly comprehensive approach to introducing most of the concepts you’ll runinto during the entire Software Development Lifecycle (SDLC). However, thisdocument may not be for everyone, if you’re itching to just start buildingapplications, we recommend jumping ahead to the Introduction to Mobile Development guide and then coming back to this document later.

Mobile development software lifecycle

The lifecycle of mobile development is largely no different than the SDLC forweb or desktop applications. As with those, there are usually 5 major portionsof the process:

  1. Inception – All apps start with an idea. That idea is usually refined into a solid basis for an application.
  2. Design – The design phase consists of defining the app’s User Experience (UX) such as what the general layout is, how it works, etc., as well as turning that UX into a proper User Interface (UI) design, usually with the help of a graphic designer.
  3. Development – Usually the most resource intensive phase, this is the actual building of the application.
  4. Stabilization – When development is far enough along, QA usually begins to test the application and bugs are fixed. Often times an application will go into a limited beta phase in which a wider user audience is given a chance to use it and provide feedback and inform changes.
  5. Deployment

Often many of these pieces are overlapped, for example, it’s common fordevelopment to be going on while the UI is being finalized, and it may eveninform the UI design. Additionally, an application may be going into astabilization phase at the same that new features are being added to a newversion.

Furthermore, these phases can be used in any number of SDLC methodologiessuch as Agile, Spiral, Waterfall, etc.

Each of the these phases will be explained in more detail by the following sections.

Inception

The ubiquity and level of interaction people have with mobile devices meansthat nearly everyone has an idea for a mobile app. Mobile devices open up awhole new way to interact with computing, the web, and even corporateinfrastructure.

The inception stage is all about defining and refining the idea for an app.To create a successful app, it’s important to ask some fundamentalquestions. Here are some things to consider before publishing an app in one of the public App Stores:

  • Competitive Advantage – Are there similar apps out there already? If so, how does this application differentiate from others?

For apps that will be distributed in an Enterprise:

  • Infrastructure Integration – What existing infrastructure will it integrate with or extend?

Additionally, apps should be evaluated in the context of the mobile form factor:

  • Value – What value does this app bring users? How will they use it?
  • Form/Mobility – How will this app work in a mobile form factor? How can I add value using mobile technologies such as location awareness, the camera, etc.?

To help with designing the functionality of an app, it can be useful todefine Actors and Use Cases. Actors are roles withinan application and are often users. Use cases are typically actions orintents.

For instance, a task tracking application might have two Actors: User and Friend. A User might Create a Task, and Share a Task with a Friend. In this case, creating atask and sharing a task are two distinct use cases that, in tandem with theActors, will inform what screens you’ll need to build, as well as whatbusiness entities and logic will need to be developed.

Once an appropriate number of use cases and actors has been captured, it’s much easierto begin designing an application. Development can then focus on how to create the app, rather than what the app is or should do.

Designing mobile applications

Once the features and functionality of the app have been determined, the next step isstart trying to solve the User Experience or UX.

UX design

UX is usually done via wireframes or mockups using one of the many design toolkits. UX mockups allow the UX to be designed without having to worryabout the actual UI design:

When creating UX mockups, it’s important to consider the interfaceguidelines for the various platforms that the app will target. The app should 'feel at home' on each platform. The official design guidelines for each platform are:

  1. Apple - Human Interface Guidelines
  2. Android – Design Guidelines
  3. UWP – UWP Design basics

For example, each app has a metaphor for switching between sections in anapplication. iOS uses a tab bar at the bottom of the screen, Android uses a tab bar at the top of the screen, and UWP uses the Pivot or tab view.

Additionally, the hardware itself also dictates UX decisions. For example,iOS devices have no physical back button, and therefore introduce theNavigation Controller metaphor:

Furthermore, form factor also influences UX decisions. A tablet has far morereal estate, and so can display more information. Often what needs multiple screens on a phone is compressed into one for a tablet:

And due to the myriad of form factors out there, there are often mid-sizeform factors (somewhere between a phone and a tablet) that you may also want totarget.

User interface (UI) design

Once the UX is determined, the next step is tocreate the UI design. While UX is typically just black and white mockups, the UIDesign phase is where colors, graphics, etc., are introduced and finalized. Spending timeon good UI design is important and generally, the most popular apps have aprofessional design.

As with UX, it’s important to understand that each platform has it’s owndesign language, so a well-designed application may still look different on each platform:

Development

The development phase usually starts very early. In fact, once an idea hassome maturation in the conceptual/inspiration phase, often a working prototypeis developed that validates functionality, assumptions, and helps to give anunderstanding of the scope of the work.

In the rest of the tutorials, we’ll focus largely on the developmentphase.

Stabilization

Stabilization is the process of working out the bugs in your app. Not justfrom a functional standpoint, e.g.: “It crashes when I click this button,”but also Usability and Performance. It’s best to start stabilization veryearly within the development process so that course corrections can occur beforethey become costly. Typically, applications go into Prototype, Alpha, Beta, and Release Candidate stages. Differentpeople define these differently, but they generally follow the followingpattern:

  1. Prototype – The app is still in proof-of-concept phase and only core functionality, or specific parts of the application are working. Major bugs are present.
  2. Alpha – Core functionality is generally code-complete (built, but not fully tested). Major bugs are still present, outlying functionality may still not be present.
  3. Beta – Most functionality is now complete and has had at least light testing and bug fixing. Major known issues may still be present.
  4. Release Candidate – All functionality is complete and tested. Barring new bugs, the app is a candidate for release to the wild.

It’s never too early to begin testing an application. For example, if amajor issue is found in the prototype stage, the UX of the app can still bemodified to accommodate it. If a performance issue is found in the alpha stage,it’s early enough to modify the architecture before a lot of code has beenbuilt on top of false assumptions.

Typically, as an application moves further along in the lifecycle, it’sopened to more people to try it out, test it, provide feedback, etc. Forinstance, prototype applications may only be shown or made available to keystakeholders, whereas release candidate applications may be distributed tocustomers that sign up for early access.

For early testing and deployment to relatively few devices, usually deployingstraight from a development machine is sufficient. However, as the audiencewidens, this can quickly become cumbersome. As such, there are a number of testdeployment options out there that make this process much easier by allowing youto invite people to a testing pool, release builds over the web, and providetools that allow for user feedback.

For testing and deployment, you can use App Center to continuously build, test, release, and monitor apps.

Distribution

Once the application has been stabilized, it’s time to get it out into thewild. There are a number of different distribution options, depending on theplatform.

iOS

Xamarin.iOS and Objective-C apps are distributed in exactly the same way:

  1. Apple App Store – Apple’s App Store is a globally available online application repository that is built into Mac OS X via iTunes. It’s by far the most popular distribution method for applications and it allows developers to market and distribute their apps online with very little effort.
  2. In-House Deployment – In-House deployment is meant for internal distribution of corporate applications that aren’t available publicly via the App Store.
  3. Ad-Hoc Deployment – Ad-hoc deployment is intended primarily for development and testing and allows you to deploy to a limited number of properly provisioned devices. When you deploy to a device via Xcode or Visual Studio for Mac, it is known as ad-hoc deployment.

Android

All Android applications must be signed before being distributed. Developerssign their applications by using their own certificate protected by a privatekey. This certificate can provide a chain of authenticity that ties anapplication developer to the applications that developer has built and released.It must be noted that while a development certificate for Android can be signedby a recognized certificate authority, most developers do not opt to utilizethese services, and self-sign their certificates. The main purpose forcertificates is to differentiate between different developers and applications.Android uses this information to assist with enforcement of delegation ofpermissions between applications and components running within the AndroidOS.

Unlike other popular mobile platforms, Android takes a very open approach toapp distribution. Devices are not locked to a single, approved app store.Instead, anyone is free to create an app store, and most Android phones allowapps to be installed from these third party stores.

This allows developers a potentially larger yet more complex distributionchannel for their applications. Google Play is Google’s official app store, but there aremany others. A few popular ones are:

UWP

UWP applications are distributed to users via the Microsoft Store. Developers submit their apps for approval, after which they appear in the Store. For more information on publishing Windows apps, see UWP's Publish documentation.

Mobile development considerations

While developing mobile applications isn’t fundamentally different thattraditional web/desktop development in terms of process or architecture, thereare some considerations to be aware of.

Common considerations

Prototype

Multitasking

There are two significant challenges to multitasking (having multipleapplications running at once) on a mobile device. First, given the limitedscreen real estate, it is difficult to display multiple applicationssimultaneously. Therefore, on mobile devices only one app can be in theforeground at one time. Second, having multiple applications open and performingtasks can quickly use up battery power.

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Each platform handles multitasking differently, which we’ll explore in abit.

Form factor

Mobile devices generally fall into two categories, phones and tablets, with afew crossover devices in between. Developing for these form factors is generallyvery similar, however, designing applications for them can be very different.Phones have very limited screen space, and tablets, while bigger, are stillmobile devices with less screen space than even most laptops. Because of this,mobile platform UI controls have been designed specifically to be effective onsmaller form factors.

Device and operating system fragmentation

It’s important to take into account different devices throughout the entiresoftware development lifecycle:

  1. Conceptualization and Planning – Keep in mind that hardware and features will vary from device to device, an application that relies on certain features may not work properly on certain devices. For example, not all devices have cameras, so if you’re building a video messaging application, some devices may be able to play videos, but not take them.
  2. Design – When designing an application’s User Experience (UX), pay attention to the different screen ratios and sizes across devices. Additionally, when designing an application’s User Interface (UI), different screen resolutions should be considered.
  3. Development – When using a feature from code, the presence of that feature should always be tested first. For example, before using a device feature, such as a camera, always query the OS for the presence of that feature first. Then, when initializing the feature/device, make sure to request currently supported from the OS about that device and then use those configuration settings.
  4. Testing – It’s incredibly important to test the application early and often on actual devices. Even devices with the same hardware specs can vary widely in their behavior.

Prototype

Limited resources

Mobile devices get more and more powerful all the time, but they are stillmobile devices that have limited capabilities in comparison to desktop ornotebook computers. For instance, desktop developers generally don’t worryabout memory capacities; they’re used to having both physical and virtualmemory in copious quantities, whereas on mobile devices you can quickly consumeall available memory just by loading a handful of high-quality pictures.

Additionally, processor-intensive applications such as games or textrecognition can really tax the mobile CPU and adversely affect deviceperformance.

Because of considerations like these, it’s important to code smartly and todeploy early and often to actual devices to validateresponsiveness.

iOS considerations

Multitasking

Multitasking is very tightly controlled in iOS, and there are a number ofrules and behaviors that your application must conform to when anotherapplication comes to the foreground, otherwise your application will beterminated by iOS.

Device-specific resources

Within a particular form factor, hardware can vary greatly between differentmodels. For instance, some devices have a rear-facing camera, some also have afront-facing camera, and some have none.

Some older devices (iPhone 3G and older) don’t even allow multitasking.

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Because of these differences between device models, it’s important to checkfor the presence of a feature before attempting to use it.

OS specific constraints

To make sure that applications are responsive and secure, iOSenforces a number of rules that applications must abide by. In addition to therules regarding multitasking, there are a number of event methods out of whichyour app must return in a certain amount of time, otherwise it will getterminated by iOS.

Also worth noting, apps run in what’s known as a Sandbox, an environmentthat enforces security constraints that restrict what your app can access. Forinstance, an app can read from and write to its own directory, but if itattempts to write to another app directory, it will be terminated.

Android considerations

Multitasking

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Multitasking in Android has two components; the first is the activitylifecycle. Each screen in an Android application is represented by an Activity,and there is a specific set of events that occur when an application is placedin the background or comes to the foreground. Applications must adhere to thislifecycle to create responsive, well-behaved applications. For moreinformation, see the Activity Lifecycle guide.

The second component to multitasking in Android is the use of Services.Services are long-running processes that exist independent of an application andare used to execute processes while the application is in the background. Formore information see the Creating Servicesguide.

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Many devices and many form factors

Google doesn’t impose any limits on which devices can run the Android OS. Thisopen paradigm results in a product environment populated by a myriad ofdifferent devices with very different hardware, screen resolutions and ratios,device features, and capabilities.

Because of the extreme fragmentation of Android devices, most people choosethe most popular 5 or 6 devices to design and test for, and prioritizethose.

Security considerations

Applications in the Android OS all run under a distinct, isolated identitywith limited permissions. By default, applications can do very little. Forexample, without special permissions, an application cannot send a text message,determine the phone state, or even access the Internet! To access thesefeatures, applications must specify in their application manifest file whichpermissions they would like, and when they’re being installed; the OS readsthose permissions, notifies the user that the application is requesting thosepermissions, and then allows the user to continue or cancel the installation.This is an essential step in the Android distribution model, because of the openapplication store model, since applications are not curated the way they are foriOS, for instance. For a list of application permissions, see the Manifest Permissions reference article in the Android Documentation.

Windows considerations

Multitasking

Multitasking in UWP has two parts: the lifecycle for pages andapplications, and background processes. Each screen in an application is aninstance of a Page class, which has events associated with being made active orinactive (with special rules for handling the inactive state, or being“tombstoned”).

The second part is providing background agents for processing tasks even whenthe application is not running in the foreground.

Device capabilities

Although UWP hardware is fairly homogeneous, there are still components that are optionaland therefore require special considering while coding. Optional hardwarecapabilities include the camera, compass, and gyroscope. There is also a specialclass of low-memory (256MB) that requires special consideration, or developerscan opt-out of low-memory support.

Security considerations

For information on important security considerations in UWP, refer to the Security documentation.

Summary

This guide gave an introduction to the SDLC as it relates to mobiledevelopment. It introduced general considerations for building mobileapplications and examined a number of platform-specific considerations includingdesign, testing, and deployment.

Next steps