eLearning Designer / Developer
9 Feb
I recently created a software demo in flash lite to show another way we can distribute eLearning experiences to potential customers. Compared to authoring for conventional PC distribution, be it browser-based, AIR or executable, Flash for Mobile Devices presents a complex world.
I wonder if it is even possible to create a chart that includes all of the considerations involved in carving out a solution space within the Flash Mobile space? OK, now I know:
There are 3 major versions of Flash Lite, each viable for certain applications. Version 1 runs ActionScript 1 code, 2 and 3 run AS2. There are multiple phone manufacturers, each supporting a variation of Flash versions and implementations on different families of phones and phone OS’es. Of course, new phones come out on a quarterly schedule. The implementations can include standalone, browser-based, wallpaper, screen-savers and others. There are significant regional differences in whether and how one can install software on a phone, how much it costs, how much data costs, etc. There is no carrier, manufacturer, or underlying technology consistently leading share in any market. There are multiple markets in each region- consumer, youth, business. There is an almost infinite variety of screen sizes, aspect ratios, color depths, memory spaces, processor speeds, browser versions, form factors, keyboards.
Fortunately it appears that we are on the verge of a big change that should simplify this landscape. Adobe is soon to release a new player version is designed to work on PCs and all devices. It will run on the new AVM, so ActionScript 3 code can be used. And it will run on all smartphones except iPhone, which will be handled through a separate publishing process.
Until Flash 10.1 is released and adopted, there are other ways to cut down the complexity. I found the most efficient way to do this is to start by defining who your end customer is. If your customer happens to represent a homogenous technology base you are in luck! For example, most of the development work I do is focused on eLearning in North America. That means I must support Blackberry. If I was targeting youth casual gamers I would probably have to support multiple platforms or start with the one with the best developer support or payment terms.
Since I develop custom solutions for individual customers, I might encounter a potential customer standardized on Windows Mobile instead of Blackberry. As long as I can show a demo on my demo phone we can make it work on that platform as part of the project. Blackberry will be a challenge until Flash support is truly part of their platform, however.
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