SHE Level 4
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code MHI325105
Module Leader Iain Lambie
School School of Computing, Engineering and Built Environment
Subject Computing
  • B (January start)

Pre-Requisite Knowledge

Programming 2

Summary of Content

This module introduces students to the specific requirements of developing an application which runs on a mobile platform such as Android, iOS, Windows Phone, Blackberry. Students will make use of an appropriate programming language and programming tools to develop a working application for a mobile device. Students investigate the HCI issues that are specific to a mobile application and utilise appropriate communication technologies to transfer data between mobile devices when appropriate. The percentage of Work Based Learning for this module, as represented by the proportion of the Activity Types which take place off campus, is 79%. The percentage of Work Based Assessment for this module is 0%.


The ubiquitous landscape Tabs, Pads and Boards Utilise design specifications and design notations UML Notation Storyboards Investigate basic design issues in Mobile Computing Screen size/Resolution Screen Navigation Menu utilisation Threading on Mobile devices UI Thread Background Thread Communication between threads Utilise communication technologies Wi-Fi Bluetooth Utilise appropriate design patterns Model/View/Controller Utilise pre built graphical components Labels/Edit Boxes/Spinners/Radio Buttons/Check Boxes Animation Techniques Frame Animation/Tweened Animation Develop components for mobile applications Graphical components Model Components Testing mobile applications Testing techniques Testing environments Debugging Applications Utilise Debug environments Device Storage Reading/Writing to removable memory Structured Data Data Structures and Collections Database Storage

Learning Outcomes

On completion of this module, students should be able to:1 - Develop mobile applications using a suitable programming language and programming environment2 - Discuss and apply appropriate testing procedures to mobile applications3 - Compare and contrast alternative connection and communication technologies for mobile platforms.4 - Understand and critically evaluate the usability concerns and design heuristics that application development on mobile platforms

Teaching / Learning Strategy

Work based Education aims to maximise the direct and digitally mediated contact time with students by practicing teaching and learning strategies that use authentic work based scenarios and encourage action learning, enquiry based learning, problem based learning and peer learning. All these approaches aim to directly involve the students in the process of learning and to encourage sharing of learning between students. The module team will determine the level and accuracy of knowledge acquisition at key points in the delivery, inputting when necessary either directly or with the support of external experts who will add to the authenticity, the credibility and application of the education and learning in the workplace. The course material is introduced through lectures in the form of online presentations, which as well as covering the Mobile Platform Development will illustrate the relevance of these techniques to real-world applications and introduce a range of approaches suitable for developing applications for the Mobile Platform. Students will engage with practical programming assignments and online tutorial material which may include instructor and peer-created content, and there will be seminars on campus which will allow students to discuss key concepts and issues with peers and with instructors. Students will be expected to undertake a significant level of independent study within the workplace, including practical activities. Links will be provided to appropriate external material where appropriate. Students will also be encouraged to reflect upon the theoretical learning within the work place and the application of newly learned concepts to the work environment. Students will receive feedback on their performance throughout the module through undertaking the practical assignments and tutorial exercises and participating in the seminars.

Indicative Reading

Deitel, H, Deitel, P, Android: How to Programme: Global Edition, Pearson, August 2014 ISBN-10: 027379339X ISBN-13: 9780273793397 Deitel, H, Deitel, P, Android for Programmers: An App-Driven Approach, 2/E, Prentice Hall Jan 2014, ISBN-10: 0133570924 | ISBN-13: 9780133570922 Meier, R, Professional Android 2 Application Development, Wrox, March 2010, ISBN: 978-0-470-56552-0 Van de Put P , Professional iOS Programming, Wrox, December 2013, ISBN: 978-1-118-66113-0 iOS Hackers Handbook, Miller C et al, Wrox, April 2012, ISBN: 978-1-118-22843-2 Randolph N, Fairbairn C, Professional Windows Phone 7 Application Development: Building Applications and Games Using Visual Studio, Silverlight and XNA, November 2010, ISBN: 978-0-470-89166-7

Transferrable Skills

Specialist knowledge and application Critical thinking and problem solving Critical analysis Communication skills, written, oral and listening Effective information retrieval and research skills Computer literacy Self confidence, self discipline & self reliance (independent working) Awareness of strengths and weaknesses Appreciating and desiring the need for continuing professional development Reliability, integrity, honesty and ethical awareness Ability to prioritise tasks and time management Develop an understanding of the practical considerations that constrain the application of theory in the workplace.

Module Structure

Activity Total Hours
Lectures (FT) 24.00
Assessment (FT) 18.00
Tutorials (FT) 24.00
Independent Learning (FT) 110.00
Practicals (FT) 24.00

Assessment Methods

Component Duration Weighting Threshold Description
Course Work 01 n/a 50.00 n/a Lab Based Practical Assignment or 4000 Word Technical Essay
Course Work 02 n/a 50.00 n/a Online Class Test