Software Development for Mobile Devices
48 hours face to face + Blended
One Semester or equivalent
Hawthorn, Online
Available to incoming Study Abroad and Exchange students
Overview
This unit of study aims to introduce students to software development and design for mobile devices. Students produce a mobile application applying advanced software engineering processes and principles, researching and applying current mobile development/user experience principles and justifying design choices..
Requisites
Prerequisites
COS20007
Object Oriented ProgrammingOR
COS20011 Software Development in Java
OR
COS30014 Object Oriented Programming in C++ *
Teaching periods
Location
Start and end dates
Last self-enrolment date
Census date
Last withdraw without fail date
Results released date
Teaching Period 3
Location
Online
Start and end dates
04-November-2024
09-February-2025
09-February-2025
Last self-enrolment date
17-November-2024
Census date
29-November-2024
Last withdraw without fail date
27-December-2024
Results released date
04-March-2025
Teaching Period 2
Location
Online
Start and end dates
07-July-2025
05-October-2025
05-October-2025
Last self-enrolment date
20-July-2025
Census date
01-August-2025
Last withdraw without fail date
22-August-2025
Results released date
Semester 2
Location
Hawthorn
Start and end dates
04-August-2025
02-November-2025
02-November-2025
Last self-enrolment date
17-August-2025
Census date
31-August-2025
Last withdraw without fail date
19-September-2025
Results released date
09-December-2025
Learning outcomes
Students who successfully complete this unit will be able to:
- 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)
- 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)
- 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)
Teaching methods
Hawthorn
Type | Hours per week | Number of weeks | Total (number of hours) |
---|---|---|---|
On-campus Lecture |
2.00 | 12 weeks | 24 |
On-campus Class |
2.00 | 12 weeks | 24 |
Specified Activities Various |
1.00 | 12 weeks | 12 |
Unspecified Activities Independent Learning |
7.50 | 12 weeks | 90 |
TOTAL | 150 |
Assessment
Type | Task | Weighting | ULO's |
---|---|---|---|
Portfolio | Individual | 60% | 1,2,3 |
Project | Individual | 40% | 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
A list of reading materials and/or required textbooks will be available in the Unit Outline on Canvas.