Welcome to Mobile Computing - Design and Implementation
- 2015-01-12 The information about the project presentation on Wednesday has been updated
- 2014-12-20 The information about the project report has been updated
- 2014-12-14 You can now sign up for supervision on Wednesday
- 2014-12-14 The weekly to-do and the schedule have been updated
- 2014-12-09 You can now sign up for supervision on Wednesday
- 2014-12-07 The weekly to-do and the schedule have been updated
- 2014-12-01 The weekly to-do has been updated
- 2014-11-25 There will be no lecture on Monday December 1
- 2014-11-25 Remember to hand-in 3 project proposals on November 27. Use PingPong
- 2014-11-25 The deadline for the lab has been extended to November 27
- 2014-11-23 The deadline for creating project groups was November 20
- 2014-11-23 The weekly to-do and the schedule have been up-dated
- 2014-11-16 The lecture on Monday November 17 will be in Low
- 2014-11-16 More information about the project is available on-line
- 2014-11-09 Weekly to-do for the second week available under Tasks
- 2014-11-06 For the lab hand-in, send an e-mail to Olof with the names of your group's members
- 2014-11-06 The schedule on this site is updated. Note that the lecture on Monday starts 10.15
- 2014-11-05 Exercise 2 is available online
- The course starts on Monday November 3, 8.15, in room Svea239, Campus Lindholmen.
- 2014-11-02 Most content is now in place.
- 2014-10-29 The schedule has been updated.
The course deals with design and implementation for mobile computing. The focus is on smart phones using touch screens for input. Both design principles, various application areas for mobile computing and programming techniques using state-of-the-art tools and methods will be covered.
The course consists of lectures, exercises made in groups, and a final project carried out in groups where the aim is to invent, design and implement a mobile computing application making use of all the interaction possibilities available on a modern mobile computing device.
In the project students may use their preferred technology, e.g., Android, iOS, Windows Phone...