"Mobile Interfaces" by Adriana De Souza E Silva and Jordan Frith

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"Mobile Interfaces" by Adriana De Souza E Silva and Jordan Frith by Mind Map: "Mobile Interfaces" by Adriana De Souza E Silva and Jordan Frith

1. Mobile phones

1.1. Cell phones

1.1.1. Mobile OS

1.1.1.1. Based on embedded operating systems. 56% of World Populiation will use cell phones in 2017.

1.2. Smartphones

1.2.1. A mobile phone that performs many of the functions of a computer.

1.2.1.1. Operating systems

1.2.1.1.1. Android

1.2.1.1.2. iOS

1.2.1.1.3. Windows Mobile / Windows Phone / Windows 10 for Mobile

1.2.1.1.4. Symbian

1.2.1.1.5. BlackBerry 10

2. Authentication

2.1. Single Sign On (SSO)

2.1.1. A feature for access control systems that allows users to log in to multiple, independent software systems using one set of credentials.

2.1.1.1. Simplifies user and password management.

2.1.1.2. Gives you the keys to the castle.

2.2. OAuth

2.2.1. OAuth is an open standard for access delegation, commonly used as a way to log in without giving the passwords.

2.2.1.1. Facial recognition

2.2.1.1.1. High accuracy rates

2.2.1.1.2. Still can be faked

2.2.1.2. Fingerprint scan

2.2.1.2.1. Suitable for most conditions

2.2.1.2.2. Dry finger issues in winter

3. Mobile applications

3.1. Native apps

3.1.1. A mobile application that is written in a programming language that is directly compatible with the target platform.

3.1.1.1. Has the ability to use device-specific hardware and software

3.1.1.1.1. Device API

3.1.1.2. Requires customization for different devices

3.2. Web app

3.2.1. A mobile application developed using web standards and accessed through a browser.

3.2.1.1. Suitable for all devices

3.2.1.2. Restricted by web browser

3.3. Hybrid App

3.3.1. A mobile application that uses a web-to-native abstraction layer, allowing the application to access mobile device APIs that pure web applications cannot access.

3.3.1.1. More options than the web app

3.3.1.2. May not be compatible with some features

4. Features

4.1. Camera

4.1.1. Augmented reality

4.1.1.1. An enhanced version of reality where live direct or indirect views of physical real-world environments are augmented with superimposed computer-generated images over a user's view of the real-world, thus enhancing one’s current perception of reality.

4.2. NFC

4.2.1. Near Field Communication - a way for your phone to interact with something in close proximity.

4.2.1.1. Mobile payments

4.2.1.2. Entry card

4.2.1.3. Passport

4.3. Health analytics

4.3.1. Pulse meter