Module ICL-2001:
Designing Mobile Technology

Module Facts

Run by School of Computer Science and Electronic Engineering

20 Credits or 10 ECTS Credits

Semester 1 & 2

Overall aims and purpose

This module will introduce learners to various aspects of mobile technology. The learners will gain an understanding of the process involved in developing applications for mobile devices using suitable software development tools for example: Xamarin, Phone Gap, Corona SDK, Windows C# Mobile Developer. The module will allow the students to develop a greater understanding of the primary concepts, physical constraints and final solutions, culminating in a clearer comprehension of developing for mobile technology.

Course content

● Understanding the nature of mobile content and development.

● Understand the legal and ethical elements of mobile development.

● Understand the rapidly changing environment and choices that face a mobile developer.

● Understanding the range of platforms and compatibility between software tools.

● Understand the HCI guidelines applicable to mobile devices.

● Interpreting a business scenario and to create a design and final solution.

● Using suitable software development tools to develop mobile applications.

● User interface (screens, imagery text boxes, labels, buttons etc.)

● User interaction (input using swipe, tap and touch control, events handlers, triggers, etc.)

● Use of suitable validation and error handling.

● The use of debugging tools.

● Devising and using a valid test plan to test the final solution.

● Review and justify design and development decisions made.

Assessment Criteria


All of the requirements completed satisfactorily with some to a high standard. A very good submission demonstrating an understanding of mobile technology available and their strengths and weaknesses. However, some areas are not fully explored affecting the potential success of the solution. At this level, students will make only a few errors in descriptions, design, syntax or functionality in documentation or developed applications. Structure, layout and style will be good overall and they will have demonstrated clear understanding through a range of designs and application functionality. The solutions will be more than just basic and will show a degree of creativity. The review and testing will be thorough and will demonstrate an understanding of the solutions potential and limitations.


All of the requirements completed to a high standard. An excellent submission clearly evidencing planning and may include independent research additional to taught materials. Clear evidence of the use of good design theory throughout. Practical elements have been well presented and thought through with analysis of the problem and clear solutions developed showing a very good level of understanding issues which arise. At this level, students will make very few errors in descriptions, design, syntax or functionality. Structure, layout and style will be excellent overall. They will have demonstrated clear understanding through a range of functionality and are likely to have shown further research by the breadth of the solutions submitted. The solutions will be in-depth and advanced. They will clearly demonstrate the students’ knowledge, creativity and flair and will have been tested extensively. The review will be comprehensive, exploring the final solutions true potential and limitations.


Most of the requirements completed satisfactorily. Some elements may show a measure of weakness. Adequate but not outstanding. At this level, students may make errors in descriptions, designs, syntax or functionality in documentation or developed applications. Structure, layout and style will be weak but they will have demonstrated some understandingthro ugh a range of designs and program functionality. The solutions will be basic and lack any real depth or creativity, the review and testing will be weak.

Learning outcomes

    1. Develop a design of a mobile application for a given scenario.
    1. Discuss the nature and context of mobile development including the rapidly changing technology.
    1. Justify the design, methods and choices made.
    1. Develop a mobile application to a given scenario.
    1. Devise and use a test plan to carry out application testing.
    1. Review the strengths and weaknesses of the completed solution.

Assessment Methods

Teaching and Learning Strategy


60 of the 200 notional learning hours - 60 hours demonstrations, lectures and support workshop.


140 of the 200 notional learning hours - 140 hours tutor directed student learning.


Transferable skills

  • Literacy - Proficiency in reading and writing through a variety of media
  • Numeracy - Proficiency in using numbers at appropriate levels of accuracy
  • Computer Literacy - Proficiency in using a varied range of computer software
  • Self-Management - Able to work unsupervised in an efficient, punctual and structured manner. To examine the outcomes of tasks and events, and judge levels of quality and importance
  • Critical analysis & Problem Solving - Able to deconstruct and analyse problems or complex situations. To find solutions to problems through analyses and exploration of all possibilities using appropriate methods, rescources and creativity.


Reading list

Fling, B., 2009. Mobile Design and Development, Practical concepts and techniques for creating mobile sites and web apps . O'Reilly Media

McWherter, J. and Gowell, S., 2012. Professional Mobile Application Development , John Wiley & Sons.

Neil, T., 2014. Mobile Design Pattern Gallery: UI Patterns for Smartphone Apps . O'Reilly Media

Olson, S. and Hunter, J., 2012. Professional Cross-Platform Mobile Development in C# . John Wiley & Sons.

Courses including this module

Compulsory in courses: