Spring 2020 will be distance education.

PA1469 Mobile Applications Development

Single subject course, 7,5 Higher education credits, First cycle, autumn semester 2019

It is no longer possible to apply to this option

The purpose of the course is for to gain skills in developing mobile applications (apps) with good usability.

Facts

  • Type of instruction: On campus, day, part-time 50%
  • Period : 2019-November-04 until 2020-January-19
  • Education level: G2F
  • Application: It is no longer possible to apply to this option
  • Language of instruction: The teaching language is English.
  • Location: Karlskrona
  • Main field of study: Software Engineering
  • Course syllabus: Download
  • Welcome letter: Download
  • Entry requirements: Admission to the course requires 60 credits completed in the main field of Computer Science or Software Engineering.

Content

The course encompasses the following topics:
• Client hardware (Desktop vs. Mobile) and its implications on Software Engineering decisions
• Android development with Java/Kotlin
• iOS development with Swift
• RESTful and Non-RESTful apps
• Incorporating web/cloud services
• Mobile sensors
• Security and trust management
• Privacy and ethics
• Usability and accessibility

Learning outcomes

Knowledge and understanding
• discuss the commonalities and differences between desktop and mobile application development,
• discuss which and how software engineering tasks are affected by these differences.

Competence and skills

• architect, design, implement and test a simple mobile application,
• use the capabilities of handheld devices to develop applications that cover the spectrum of their unique hardware features that are not available on stationary devices.

Judgement and approach

• evaluate the capabilities of handheld devices and judge whether and how user needs can be fulfilled by those capabilities,
• discuss the implications of mobile devices on privacy and security issues, as well as ethical concerns.

Course literature and other teaching material

Marsicano, Kristin, Bill Phillips, and Chris Stewart. Android Programming: The Big Nerd Ranch Guide, Third Edition, Big Nerd Ranch Guides, 2017.
Hillegass, Aaron, and Christian Keur. iOS Programming: The Big Nerd Ranch Guide, 6th Edition, Big Nerd Ranch Guides, 2016.
Both books are available in digital form in the BTH library. In addition to use the above books as reference works, the students are expected to find and read articles, online documentation and guidelines on their own.

Course literature and other teaching material

Marsicano, Kristin, Bill Phillips, and Chris Stewart. Android Programming: The Big Nerd Ranch Guide, Third Edition, Big Nerd Ranch Guides, 2017.
Hillegass, Aaron, and Christian Keur. iOS Programming: The Big Nerd Ranch Guide, 6th Edition, Big Nerd Ranch Guides, 2016.
Both books are available in digital form in the BTH library. In addition to use the above books as reference works, the students are expected to find and read articles, online documentation and guidelines on their own.

Learning methods

The teaching consists of lectures in which the course topics are presented. The students are expected to participate through discussions and questions, based on their experiences working on the course project. The course project consists of specifying the requirements, designing and architecting, implementing and testing, and finally demoing a mobile application. Students can work in groups of two in the course project and deliver two written reports (a requirements specification and a design document) and present the implemented application in a live demo. A final report, which is an individual assignment, shall reflect upon the development process, the outcome (final product) and the team collaboration.

Work placement

No work placement is included in the planned learning activities. BTH is aiming for a close contact with the surrounding community when developing courses and programmes.

Teachers

Time allocation

On average, a student should study 200 hours to reach the learning outcomes.
This time includes all the various available learning activities (lectures, self studies, examinations, etc.).
This estimation is based on the fact that one academic year counts as 60 ECTS credits,
corresponding to an average student workload of 1 600 hours. This may vary individually.

Assessments

Grading

The course will be graded A Excellent, B Very good, C Good, D Satisfactory, E Sufficient, FX Insufficient, supplementation required, F Fail.

Exams

More information about exams are found in the Student's Portal, where you also enrolls for most exams.


There might be other scheduled examinations. Information regarding these examinations are available in the learning platform Canvas or at other places that the person who is responsible of the course will refer to.

Course Evaluation

The course manager is responsible for the views of students on the course being systematically and regularly gathered and that the results of the evaluations in various forms affect the form and development of the course.