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The authors of Flash Enabled: Flash
Design and Development for Devices (New
Riders Publishing, 2002) are a smart and talented
bunch; just check out their bios at the bottom
of the page. This book allows Macromedia Flash
designers and developers to create content and
applications for multiple devices with Flash
and other tools. Focusing on the Pocket PC platform,
this book also discusses how to develop with
Flash for set-top box systems, cell phones,
and Palm devices. The book targets four main
concepts: design and development considerations,
creating content once and deploying to many
platforms, creating Flash content for the Pocket
PC, and application development using Flash
integrated with middleware. Throughout, the
authors provide guidelines, step-by-step tutorials,
workflow, best practices, and case studies.
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Chapter 5, "From Start to Finish: Understanding
the Flash Application Development Workflow," covers
planning and defining your project, and then steps you through
the process of creating an event guide in Flash for the
Pocket PC.
Introducing the event guide application
"We've all been to trade shows and are familiar with
the cumbersome-but-necessary printed event guides that show
us the conference schedule, presenters, a map of the exhibits,
conference sponsors, and so on.
"I use a Pocket PC device daily for various purposes
including calendar, contacts, notes, and Flash development,
among other uses. During these conferences, I find myself
using both the event guide and my Pocket PC, which is not
easy to do as I'm walking around. So I thought, why not
take the same information (or at least the information that
I find useful), create a great user experience, and put
it on a Pocket PC that I can easily access? Not only can
I include information about the event, but I can also include
hotel information, local map, points of interest, and anything
else that might be specific to the event.
"Creating this application for the Pocket PC using
Flash seemed like a useful way to present the workflow process
in this chapter while at the same time creating a functional-and
hopefully fun-model. By using Flash to create this event
guide application, we're able to take advantage of the "develop
once, deploy anywhere" feature of Flash, which has been
mentioned throughout this book. This same event guide that
we will create can also be viewed on desktops, WebTV, and
other devices that can display Flash with no or little modifications
done to the finished files.
"As a developer, you will no doubt create a wide variety
of Flash projects on many different devices. Each project
will have its own quirks and challenges, but there will
be similar issues to address in them all. Using Flash to
develop an event guide for the Pocket PC serves as an example
that requires you to think about the following issues determine
the best solutions:
- What stages are involved in developing a Flash application?
- What's involved in specing out a project?
- What's the target audience?
- How do I assess the limitations and plan for them before
I begin?
- What resources do I have for troubleshooting?
- What type of connectivity will be required?
- How much time do I have to develop, test, and implement
the project?
"These questions and more are sure to come up as you
plan your own Flash projects (see Figure 5.1). For that
reason, the process of developing the Flash event guide
will help you anticipate and answer some of the challenges
you will find in your own projects.
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Planning your project
"One of the most important things you need to do before,
during, and after a project is to be organized. Being organized
might seem time consuming, but in the overall picture, it
helps you keep focused on what you need to do and keeps
you on track. Organization is a good skill to have, and
it will help you in other situations.
"At this point, you should have an idea of the types
of devices you're considering, cost and time estimates for
completion, and how you plan to utilize the capabilities
of Flash for your project.
Five things to ask first
"Here is a quick checklist of questions that you should
ask in the initial meetings with a client:
- What's the purpose?
- Are there any specific requirements?
- Who will be the end users?
- What's the scope?
- What's your budget?
"Remember: This checklist can be used in all types
of projects, not just Pocket PC Flash projects.
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Understanding your limitations
"Every project will have its own unique set of limitationsonly
in an ideal world will we have all the time, resources,
functionality, and flexibility to create projects just the
way we want them. Here are some limitations I've found that
might affect your Flash project:
- Available time for development
- Available resources (which means "cheap is good")
- Ambiguity from the client
- Ignorance about the software
- Hardware (platform?) limitations
- Limited training available
- Lack of IT support
- Internal politics and personality clashes
- Other concurrent projects you might have
"In the event guide example that we're following in
this chapter, we need to consider many major limitations:
the event guide content, the Pocket PC Flash Player, and
the Pocket PC devices. For example, consider these issues:
- Amount of content. Event guides usually include
a lot of information. How do you choose what you need
for your Pocket PC application? What's fluff and what's
important? You will most likely determine the specifics
with your client, but the sifting will have to be done.
- Information that is hard to reproduce. Event
guides often have large maps that show you city information
and where to find booths you're interested in visiting
(see Figure 5.2). A large map or a complex table can be
hard to display well on the Pocket PC.
- Flash Player for the Pocket PC. You've already
read in Chapter 2, "Creating Content for the Pocket PC
Using Flash," about the Flash Player for the Pocket PC,
and you should be aware of the limitations of displaying
Flash content on Pocket PCs. Please refer to that chapter
for more detailed information.
- Screen size. Pocket PC devices have a relatively
small screen size that you must take into account when
planning your design.
- Color depth. Keep in mind color depth limitation
when planning your design for display on Pocket PCs.
- Available RAM. Another limitation you need to
plan for might be the storage space or built-in RAM. Currently,
devices have anywhere from 32-64MB, with the latter being
plenty for most projects.
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"When creating your project, you should keep in mind
that in most cases, devices have limited storage space or
bandwidth; therefore, file size should be a consideration.
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Planning the workflow
"Most people are visual learners; they remember things
more easily if they're able to see a picture or diagram
of a concept as opposed to just reading about it. This is
where a project workflow comes into play. It doesn't have
to be complex or confusing, but something simple to which
you and the client can refer throughout the project. Here
is an example of a project workflow for a medium-sized Pocket
PC Flash project:
- Initial meeting with client in which you get your questions
answered. [Time estimate: 2 hours]
- Spec, research, and prepare proposal, with prototype
if needed. [Time estimate: 8-16 hours]
- Confirmation meeting with client-presentation of project
plan. [Time estimate: 1-2 hours.] This could be done online
to save time.
- Begin development. Determine the number of developers,
make task assignments, and set deadlines, with checkpoints
midway through. [Time estimate: 1-4 weeks (depends on
complexity)]
- Walkthrough meeting with client, which can be scheduled
once or several times during development. [Time estimate:
2-4 hours]
- Testing and modification cycle. [Time estimate: 2-8
hours (depends on number of modifications)]
- Rollout/deployment. [Time estimate: 2-8 hours]
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Defining your project
"This might be the most critical part of your project,
so it's important to spend the time to get it right the
first time. At this point, you should have already met with
the client, asked your questions, and have a good understanding
of the purpose of the project, the requirements, the scope,
and so forth. Now you need to define what the project will
be, what needs to be accomplished, and how your project
might be used beyond its intended scope.
"Here are a few things to consider as you begin to
define the goals and expectations of your project:
- Remember the purpose of the project.
- Research and determine the best solutions.
- Have a device on which to test your project.
- Create realistic goals and deadlines.
- Manage your hours to stay within budget.
- Be prepared for things to go wrong.
"Thinking and planning beyond the scope of your project
toward how it can grow is a great selling point to a client
for follow-up work. Not only will the client get enhanced
capabilities, but the development time and costs will also
be minimized because you're adding to an existing project.
When defining your project, it's best not to think of it
as only one project, but instead as the start of several
projects. A great way I've found to accomplish this is to
present your project in "phases" to the client. Each phase
of the project can be built on the other, developed and
deployed at different times. This "phased" approach might
not be applicable to all projects, but always try to develop
projects this way."
The authors continue by introducing the event guide,
choosing the platform, and planning the user experience,
before embarking on a detailed overview of creating the
Macromedia Flash project. This discussion includes project
requirements, organizing the project, gathering content,
and organizing your folders. Finally they discuss making
the event guide—laying the foundation, creating the
sections, creating the navigation, testing, and deployment—before
concluding:
"As you can see, creating applications in Flash for
Pocket PC devices takes preparation, planning, development,
and testing—each of these having its own requirements.
The important thing is that you should now understand the
process and limitations for developing a Flash application
for Pocket PC devices. You can modify this project development
process to fit your own Flash projects. There isn't an absolute
right or wrong way of working on a project; it's different
for each person. What's similar is the fact that we can
share ideas for developing projects, thus learning from
each other."
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You can download the entire version of Chapter 5 below:
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| You can also
check out the book's official site at www.flashenabled.com. |
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About the authors
Christian Cantrell is a software developer specializing
in web-based and network applications. For the past two
years he has been integrating Java, JSP, Macromedia Flash,
and Generator into various large-scale commercial applications.
Recently Christian has turned his attention toward platform-independent
development for mobile and embedded devices, concentrating
on integrating Flash user interfaces with lightweight Java
server software.
Mike
Chambers has been creating applications primarily utilizing
Flash, Generator, and Java for the past three years. He
also has experience working with ASP, JSP, PHP, and ColdFusion.
Mike currently works at Macromedia.
Branden
Hall, a well-known member of the Flash community, can
most often be found regulating on the highly popular Flashcoders
(chattyfig.figleaf)
mailing list that he founded over a year ago. Both he and
his wife, Patti, work at Fig Leaf Software in Washington
D.C.
Robert
M. Hall is currently the senior developer for mCom LLC
in Philadelphia, PA. He architects projects and develops
ATM machine interfaces, award-winning Internet banking software,
and wireless device applications. Robert uses a variety
of technologies, including Flash, PHP, and MySQL.
Andreas Heim hails from Hattenhofen,
Germany, close to Stuttgart, a center of German car engineering.
Originally intending to become a professional soccer player,
his education took him into the area of media studies and
programming. Andreas currently works on all kinds of cutting-edge
digital media projects, including bringing Flash to devices.
Craig Kroeger creates Flash-friendly, vector-based pixel
fonts perfect for large or small screen applications available
at miniml,
a site whose purpose is to encourage functional and beautiful
design by providing inspiration and resources.
Steve "Leo" Leone (unplug.tv)
is currently a freelance illustrator/designer and former
art director of NexusGroup. He holds multiple design awards
and has been involved in some of the most innovative Flash
projects to date.
Markus Niedermeier is a producer, writer, and director
in Munich, Germany, who frequently works on integrated concepts
for TV and the Internet. Markus wrote and directed Germany's
first commercial Flash web-cartoon, animated by Smashing
Ideas, for hugely popular "Diddl-Maus."
Bill Perry is a senior consultant at Prosum where he
focuses on web design and wireless application development
for various clients. He's the creator of pocketpcflash,
a Flash development resource for Pocket PCs. He is a member
of Team Macromedia and is exploring alternative uses of
Flash applications in wireless Pocket PC environments.
Fred Sharples is the founder of Orange
Design, a digital creativity company that specializes
in Flash application and game development. Under Fred's
direction, Orange created Old Navy's online game collection
and, in collaboration with MarchFIRST, also helped develop
Barbie Pix, a Flash-based painting program that lets users
make online pictures, save them, and send them to friends.
Glenn Thomas is one of the founders of Smashing
Ideas, a leading digital media services company. Smashing
Ideas' projects include the Madonna "Music" Shockwave
Single, Email Chess, webcasting the Sydney 2001 Paraolympics,
Pocket PC games, and web animation shows, such as Zombie
College.
Phillip
M. Torrone is director of product development of Fallon
Worldwide. From developing applications and hardware for
the first PDA, the Apple Newton, to creating the first 100%
Flash-based, Generator-driven online bank and creating rich
data-driven content for cell phones, devices, and automobiles,
Phillip applies his diverse skill set to push the boundaries
of current technologies. As this book went to press, Phillip
was awarded Microsoft's Most
Valuable Professional award in the mobile devices category.
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