One Week Left to Register for Mobile Web Course

30 08 2011

Registration for the second edition of W3C’s Mobile Web Online Training Course is open one more week. The acclaimed course begins Monday, 5 September and lasts 8 weeks.

Web developers face a number of challenges when designing for the wide array of mobile devices people use today. This course explains how to use Web standards to provide the best experience to the most users: which versions of HTML and CSS are effective in a mobile context, how to overcome various constraints tied to mobile devices, practical client and server-side techniques, what you can do with emerging APIs, and more.

The course is developed and taught by the W3C/MobiWebApp team. On successful completion, participants receive a W3C Certificate. Learn more about the Mobile Web Online Training Course.



Encouraging feedback from the MWABP training course

5 08 2011

The June 2011 mobile Web training course is just over. We are now sending certificates of completion to students who passed all course assignments. Excellent success rate so far, with students happy to have spent 8 weeks with us.

We are especially pleased by the feedback comments we got, ranging from praise of the teachers (yeah to Phil Archer and Frances de Waal!), to the high quality of the course. Here is some of the great feedback we received from students:

  • “I’d definitely recommend this course. Not only is it full of up-to-date, useful, excellent information, but the emphasis on true learning is what makes it particularly valuable.”
  • “The instructors were amazing — supportive, encouraging, and demanding all at the same time! “
  • “The diverse mix of professionals from around the world brought a robust forum discussion … these comments, feedback, and additional comments about technology in their part of the world was priceless user feedback …”
  • “AWESOME experience!!! I have taken away a great deal more than I anticipated!”
  • “Great course, money well invested. Thank you.”

Week by week, step by step, students gained more and more experience and, accordingly, their assignments gained in more and more complexity. Check it out with this cool hangman application (courtesy of David Moulton) or this rock, papers and scissors one (courtesy Marcela Vargas), all developed by creative 2011 June MWABP students

Get involved now!

Register Button

A 2nd edition of the course is now open for registration. The start date is 5 September 2011. With the same length (8 weeks), the same great teachers (Frances and Phil), and the same certificate of completion, the course will teach you how to make Web pages and applications render well on mobile devices. Register asap!

Stay tuned!

To find out about future training course, please follow us on @W3Training and/or subscribe to our mailing list. We will notably announce a course on “Mobile Web Advanced Techniques”. Soon.



New dates for a mobile Web training course

12 07 2011

After a very successful first run of the June 2011 mobile Web course, we are pleased to announce that registration is now open for a second edition of the “W3C Introduction to Mobile Web and Application Best Practices”.

The online course can be taken in any time zone and will last 8 weeks, from 5 September to 28 October 2011.

Since it first ran in 2008, the course has attracted over 700 students and with each update, with each new module, with each new advance, the course attracts more and more attention. We were sorry to have to close registration early for the June 2011 run due to excessive demand.

This course helps Web designers and content producers who are already familiar with the desktop world to become familiar with the Web as delivered on mobile devices. It is based entirely on W3C standards, particularly the Mobile Web Best Practices and Mobile Web Application Best Practices. Developed and taught by the MobiWebApp team, the course builds on the output of the various expert groups operating within W3C: the standards, the tools and the experience — all designed to help you make great content available to as wide an audience as possible.

Participants do notably:

  • learn about and use the recommended versions of HTML and CSS to use for mobile today;
  • understand the constraints of working on mobile and how to overcome them to deliver the best possible experience to the widest range of users;
  • practice client side and server side content adaptation techniques;
  • learn about and use the exciting new APIs available on modern mobile platforms.

On successful completion, the participants will receive a W3C Certificate of Completion.

To ensure your place on the course, please enroll now! The full price of the course is €195 but we have a strictly limited number of places available at the early bird rate of €145.

Enroll now and benefit from an early bird rate!



Standards for Web Applications on Mobile: May 2011 update

31 05 2011

Three months ago, I announced a first version of our standardization roadmap for Web applications on mobile devices, a compilation of the most relevant current and upcoming technologies to develop Web applications well-fitted to mobile devices.

As announced then, I am now releasing an updated version of that roadmap that takes into account the most recent changes and events in the W3C Web platform, including the creation of new Working Groups (Audio and Real-Time Communications), new work items started by existing groups, proposed new items for existing groups, etc.

This document is now extracted from the equivalent page in the W3C wiki, where contributions from the larger community are more than welcomed. Many thanks to those who already contributed to this updated version!

The next iteration of this document will be provided end of August, and will include also a first gap analysis of missing features in the Web platform, based on the our series of interviews, and in general, feedback from the community at large. Stay tuned!



uxebu and the Web as a mobile application platform

12 05 2011

I have been conducting a series of interviews of SMEs that use Web technologies to build mobile applications, as part of our work in the MobiWebApp project to build a standardization roadmap for mobile Web applications.

For this fifth interview, I have contacted Wolfram Kriesing, co-founder of uxebu, a Germany-based company that develops mobile cross-platform applications.

Hello Wolfram, could you give us a bit more details about your company?

We founded uxebu as a pure JavaScript company. We quickly moved into the mobile Web space and are trying to push the limits there now.

So we are packed with geeks who love to do bleeding edge web stuff especially on all the newest and hottest devices and (browser) runtimes out in the wild.

How have you been using Web technologies as part of your deployment of mobile applications?

We only use Web technologies for deploying mobile applications!

And to relieve us from the pain of installing an SDK we have launched the service apparat.io which allows to do the packaging of HTML5 apps into native apps. Currently only for iOS and Android, but we are working hard to broaden the reach.

What are the advantages you’ve found to using Web technologies?

The core of it all is our passion for the technology, that we all have already for a long time.

We know that the write-ones run-everywhere approach is not as easy as it sounds, but with the web and with all device vendors having the necessity to improve their web technology stack we are sure that we can get pretty far. It’s simply the future. Who doesn’t want to have a good browser on his device? And that is exactly the fact that is what is strengthening our approach.

And just look at the huge crowd out there with web experiences, we know we have to enable them all to create fascinating apps and web apps.

And by making it easy their ideas can become reality using just one set of technologies.

The browser is my SDK and the web my API – doesn’t that sound like it best fits web technologies? It does!

What are the missing pieces that prevent you from using Web technologies in more products, or in a more advanced fashion?

One thing that we see is being worked on are the device APIs. One common standard that is implemented across all devices is definitely a thing that is still lacking.

Sometimes we have the impression that more web technology focus will do the vendors good, but I guess that is in progress, it just takes a bit. And there are definitely areas where web technologies can not yet compete with native technologies but that is exactly our job to push those boundaries. And there are little successes and bigger ones every day!

In your experience, what are the type of situations where Web technologies are a better fit, and in what situations are they still lagging behind?

We would not (yet) use web technologies for games that require very hard core 3D action with very strong timing interaction patterns. But there are enough use cases that web technologies can cover very well. Just see all the information feeding apps, like news readers, twitter-like apps and alike. Though we have yet to find the time and funding inside uxebu to prove that we can go beyond and tackle the above mentioned use case, and we are working hard on it.

Expect to see something this year.

Any practical advice you would like to share with other companies that would like to take a similar approach?

Find a customer that believes in the web, who has a use case that fits web technologies well and go for it. Be sure to take some extra time and invest some knowledge and research in getting to a satisfactory result, it still is a road that needs to be paved. But there are enough companies out there who understand it and believe in exactly what we believe in and the number is growing. And don’t expect to never fail, that just makes you learn and want to reach the goal even harder.



When the Web calls in. Hello Sidney.

6 05 2011

Scream posterCould Scream movie characters rely solely on Web standards? Impossible… as of today! There is no standard way to make phone calls from your Web browser without having to install a plugin or some other proprietary artifact. Things are about to change though.

W3C just announced the Web Real-Time Communications Working Group (or Web RTC WG), chartered to define client-side APIs to enable Real-Time Communications in Web browsers. In short and clear, the group is to enable audio/video calls directly from within your Web browser, using inter-operable technologies.

As for audio, this exciting work is certain to benefit mobile phones be it only because these devices have been intended for calls from the very beginning. On top of shooting a Web standard friendly sequel to Scream, combining mobile devices, social networks and real-time communications opens up a myriad of possibilities, so get ready for an evermore immersive and connected experience!

The Web RTC group got created as a result of exploration discussions at the RTC Web Workshop back in October 2010. It will work in close relationship with the IETF Real-Time Communication WEB group to ensure compatibility between the API functions that the W3C group will work on and the Profile that the IETF group will define.

Instructions to join the group are available.



New W3C course: Introduction to Mobile Web and Application Best Practices

28 04 2011

2nd early bird rate at only 145€! Please register here

W3C is pleased to announce its latest online training course: Introduction to Mobile Web and Application Best Practices.  The course will start on 6 June 2011.

This represents a substantial revision of the popular course that ran several times between 2008 and 2010 and includes a lot of new material concerning Web applications. Delivered online over 8 weeks, the course will help Web designers and content producers who are already familiar with the desktop world to become familiar with the Web as delivered on mobile devices. It is based entirely on W3C standards, particularly the Mobile Web Best Practices and Mobile Web Application Best Practices.

Participants will:

  • learn about and use the recommended versions of HTML and CSS to use for mobile today;
  • understand the constraints of working on mobile and how to overcome them to deliver the best possible experience to the widest range of users;
  • practice client side and server side content adaptation techniques;
  • learn about and use the exciting new APIs available on modern mobile platforms.

The course will be taught by Phil Archer who was a member of the Mobile Web Best Practices Working Group from the outset. Phil is an acknowledged contributor to many W3C Recommendations related to mobile and gained praise from participants in the earlier course for his enthusiasm and subject knowledge.

The full price for the Introduction to Mobile Web and Application Best Practices is €195 but there are two early bird periods:

  • From now until Friday 6th of May you can enrol for just €95
  • The second early bird period runs until Friday 20 May at €145.

Please find full details of the course and register now!



Future Platforms on mobile Web applications

7 04 2011

I have been conducting a series of interviews of SMEs that use Web technologies to build mobile applications, as part of our work in the MobiWebApp project to build a standardization roadmap for mobile Web applications.

For this fourth interview, I have contacted Tom Hume, Managing Director of Future Platforms, a UK based software agency specialized in mobile.

Hello Tom, how would you describe the business of your company?

We launch software products for mobile phones. Over the years we’ve worked with most mobile platforms, including the web.

How have you been using Web technologies as part of your deployment of mobile applications?

Some of our first work, in 2000, was WAP sites and AvantGo (an offline web browser) services. Since then we’ve built mobile sites, hybrid native/web apps using PhoneGap, and have frequently used HTTP as a transport even in otherwise un-webbish applications.

What are the advantages you’ve found to using Web technologies?

The main one is speed of iteration of user interface; and finding skilled individuals who can work with them.

What are the missing pieces that prevent you from using Web technologies in more products, or in a more advanced fashion?

Browser fragmentation on mobile devices is a problem (even WebKit isn’t consistent). Performance of the web stack doesn’t match performance of native apps, and is unsuitable for producing apps which look native.

In your experience, what are the type of situations where Web technologies are a better fit, and in what situations are they still lagging behind?

They’re a great fit for adapting content to mobile devices and getting reach across a wide range of mobile OS and device platforms. They’re pretty good for producing apps which don’t necessarily look like native applications: we’ve done work for ad agencies which is a good fit, because they tend to be keen on producing highly branded, and therefore customised, apps.

They lag behind on delivering an experience which matches expectations of quality driven by native apps.

Any practical advice you would like to share with other companies that would like to take a similar approach?

Test across different platforms from the very beginning; evaluate the “kitchen sink” apps of toolkit and framework providers carefully; produce differing versions of your product for different OS platforms which fit with the UI metaphors of that platform. For instance, Android users expect to use the hardware back button, whilst iPhone users expect there to be a “back” button at the top left of their screen.



The Web in full stereo

6 04 2011

A couple weeks ago, W3C announced the creation of a new Working Group, the Audio Working Group.

This group has been chartered to bring more advanced audio capabilities to the Web platform.

HTML5 already provides a useful <audio> element, with a scriptable interface to control how audio resources can be played.

The additional APIs that this new group will develop adds capabilities to process and synthetize audio streams in JavaScript.

This work is based on exploration work made in the W3C Audio Incubator Group, and some early experimental implementations of related APIs are already available in Firefox and Chrome.

As their etymology indicates, phones have historically been primarily sound-based devices, and this new work on improving the audio capabilities of the Web is certain to benefit mobile devices. In particular, the role of audio in games (a big part of the applications space on mobile devices) makes this work really exciting.

You can follow the work of the group in its microblog on Identi.ca or Twitter.




Grinwalk and mobile Web applications for culture and tourism

22 03 2011

I have been conducting a series of interviews of SMEs that use Web technologies to build mobile applications, as part of our work in the MobiWebApp project to build a standardization roadmap for mobile Web applications.

For this third interview, I have been in contact with Romain Pellerin , the co-founder of Grinwalk, a young French start-up that is exploring the role mobile applications in enriching cultural and touristic experiences.

Bonjour Romain, could you describe quickly your company and its business in general?

Grinwalk is a company that aims to build interactive mobile applications in the context of culture and tourism, for example in museums. Our applications integrate serious gaming as a core concept. Thus, we’re developing a generic game engine that can be deployed on smartphones and also on the web.

Have you been using Web technologies as part of your deployment of mobile applications? if so, how?

We have recently started to port our engine to web technologies in order to bypass native mobile application development that requires a lot of work, and thus high costs, for our company.

Now our engine is built on a HTML5/JavaScript based framework. In addition, we use server-side open source and standardized web technologies like web services and OSGi framework.

What are the advantages you’ve found to using Web technologies?

Web technologies are solutions for us to work around language and device heterogeneity and to reach application portability. In addition, we plan to adopt a transmedia strategy for our future products, and these technologies enable us to build a unique code base to build our engine to be deployed on various devices.

What are the missing pieces that prevent you from using Web technologies in more products, or in a more advanced fashion?

On the client-side, mobile browsers currently seem to not perfectly support an HTML5/js framework. In particular, we have encountered problems with canvas element displaying or touch based actions handling. In my opinion, the hot topic for mobile web technologies is to reach full webapp portability from one mobile browser to another, in order to avoid portability problems.

Moreover, our engine needs to access data from smartphone embedded technologies like GPS, Bluetooth discovery, NFC, accelerometer, digital compass, camera handling etc. Mobile web technologies standardization should expose all of these features to HTML5/JS environment to enable us to keep of our existing engine functionalities.

In your experience, what are the type of situations where Web technologies are a better fit, and in what situations are they still lagging behind?

As our client application can be deployed on smartphones or in browsers, web technologies enable us to have only one generic game engine to run on various devices. Thus, we are ready now to introduce transmedia features in our applications.

On the server side, web services technologies enable us to make our engine interoperable with any other web service that shares its interfaces/APIs.

Any practical advice you would like to share with other companies that would like to take a similar approach?

I strongly recommend to companies that take a similar approach to adopt standardized web technologies in order to develop their applications. This way ensures to build sustainable, portable and interoperable services. However, it is important to select carefully the libraries implementing these standards, in order to fit application requirements.