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Building Mobile Applications for This Market Print

  • mobiledevelopment, mobile, email, caching, performance, billing, guide, howto
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Local conditions.

WHAT TO ASSUME ABOUT USERS

Android, overwhelmingly Devices across a wide capability range, many modest Metered data, paid for directly Intermittent connectivity Limited device storage

WHAT THAT MEANS FOR PRIORITIES

Application size, first Data consumption, second Performance on modest hardware, third

WHY SIZE FIRST

A large download is a genuine reason people do not install, and storage pressure is a reason they uninstall.

WHAT TO DO ABOUT IT

Ship the format delivering only what each device needs Remove unused dependencies, assets and fonts Use vector artwork Measure the final download size

WHAT TO DO ABOUT DATA

Size images for the screen Avoid automatic media loading Cache aggressively Offer a reduced-data mode

WHAT TO BUILD FOR OFFLINE

Reading previously retrieved data, and queueing actions.

WHAT TO TEST

On a mid-range device, on mobile data, at a busy time of day.

WHAT TO CONSIDER FOR PAYMENTS

Which methods your users actually have.

WHAT TO CONSIDER FOR SUPPORT

That enquiries arrive by messaging, not email.


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