Theory of learning and mobile technology
The power of connectivity cannot be overstated if you use mobile phone for calls and text messages. If your mobile phone as sufficiently advanced technology, it is more than an internet enabled desktop computer. It provides opportunities for “always-there” connected-grid through prototype of universal personal gadgets. This article is all about developing a healthy respect for your humble handset. This article should help demystify mobile generation technology. In the beginning the concept of talking to persons wireless in a long distance is a “remarkable-concept”. People are ready to haul around 40-odd kilos “zeroth generation” mobile (0G) devices because of its wireless existence. Telephone exchange and networking lead to the birth of a “powerful breaking-concept”. Police and other security agencies to communicate with head quarter through two-way radio communication medium. Outdoor sets of “HAM radio” sets tinker with all things electronic. Mobile technology is hybridization of these two technologies.
Creation of “Cellular Network” through radio antennas across cities provide much needed space for mobile telephony. The second generation of cellular technology envisages a shift from analog to digital system. Transmission in digital form adds clarity, security, less noise and data compression. Data compression stops eves dropping and reduce communication correspondence to reality levels. Digitization provides room for multiplexing techniques, which multiply capacity of cellular networks to many times. The primary tools used in first generation mobile technology are “base stations”, “analogue transmissions”, “frequency division multiple access” (FDMA). Eaves dropping of a conversion to a first generation cellular network was possible. Scrambled signal provided adhoc security. Second generation of networking security introduced the “SIM” (Subscriber Identity Module). The “SIM” runs on “GSM” (Group Social Mobile) standard. “SIM” provided memory to store phone number and Text-messages. “General Pocket Radio Service” (GPRS) be integrated with “GSM” network to send and receive multimedia content such as images, movies and sounds at a faster rate. This generation of technology stops between second and third generation of technology. The 2.5G technology introduced multimedia technology in phones. But the speed of data transfer within internet-communications was still left a lot to be desired.
Smart phones are hybrid of mobile phone and “PDA” (personal digital assistant). The first smart phone was “Simon”, developed by IBM in 1992. Today’s smart phone runs on android, i OS, Windows Mobile, Symbian. All is different variants of mobile operating-system. Your cellular phone is a highly glorified radio set. It runs on the principle of radio transmission. When you speak on any cell phone your voice is converted into an electrical-signal. Electrical signal cannot sustain within different environmental variables such as air currents, dusts and other obstacles. Your voice is carried through modulation process. With modulation your voice travels at the speed of light. Modulating-sound waves solve all time gap time-space problems between sender and receiver. Modulation technology employs the concept of “frequency-reuse”. Breaking up networks into callers, taking the capacity of the network was another step-ahead. Even when you make a call from your mobile phone it is like telling your network operator where you. Each cellular operator would be authorized to use range of frequencies. They bought these frequencies (spectrum) through national auction process. Each call is assigned a pair of frequencies- one is for talking and the other is for listening. “GSM” is essentially a set of recommendations for mobile telephone-network. It works at the difference between circuit-switched and packet-switched data transfer.
Packet switching and circuit switching:
Conversations spread out over all frequencies in a “CDMA” network can handle unlimited number of subscribers. The capacity of a “CDMA” network is about four to five times as much as that of a “GSM-network”. All calls run on the same “frequency-band”. There is no need for frequent conversation and call-drop. It provides practically unbreakable privacy, better call quality and superior coverage all across mobile-network. Data transfer of GPRS network works, on circuit-switching. Circuit switching is good for transmission of voices. Packet switching uses network resources only when data to be sent can simulate network to get data across faster.
Technology in handsets:
Mobile phones come in a variety of different form factors bring the portability, functionality, ergonomics and usability of these devices. Mobile handsets can be considered to be a candy bar, clam shell, flip, slider and with due course of time more variants of smart phones are reaching to market with newer form and factors. According to Google a smart phone is a “a mobile phone that is able to perform many of functions of a computer, typically having a relatively large screen and an operating system capable of running general-purpose applications” A smart phone is a device with an operating system, software, web access, application environment and gadgets. Many latest mobile and smart phones use nickel cadmium, nickel metal hydroxide, lithium ion and lithium ion polymer batteries. Many mobile manufacturers are constantly working on smaller, thinner and lighter battery for phones. A good smart phone gives a blazing fast performance, with a good camera that has built flash, and gathers data from accelerometers, gyroscope. Accelerometer and gyroscope are inbuilt into many modern smart phone devices.
There are health features that check how far you have walked. “My Tracks” from Google tracks your walking by measuring distance traveled. Calories spent. All these applications have built-in social networking features. The underlying impression that a smart phone is producing through its operating system cannot only deliver premium devices, but can create that sort of innovation which is easy to get excited about. There is one key aspect in which smart phone is massively different from its mobile and PDA competitors. Many smart phones are running with operating system from Android, i OS, Windows Mobile. All are modern and sophisticated operating systems that can produce smoother user experience. The multiple variances of smart phones comes with screen size, processing power, software applications, capacitance touch screens, hardware performance improvements, series of updates from operating system. Smart phones come with pleasant build quality with a variety of funky colors in addition to it massive uprated camera which has the ability to withstand rain, snow and sand with a clearly super fast snapdragon processor.
A unique Zen like state:
Handset makers are constantly strives to provide power chargers that can squeeze more millions into a phone battery. Faster charging in the high end range ubiquitous mobile system makes sense mostly with improvements in battery life longevity and conservation. It will keep lower-power device as well as higher-power device under the impression that keeps one’s mobile life going. Recent mobile gaming hits like “Flappy Bird” and “threes” put serious thought on the importance of massively additive gaming environment in a smart phone environment. Students skip examination, professionals skip important assignments in order to continue playing such immersion mobile-games. The difference between mobile gaming and console gaming is about mobility. With mobile gaming, if you feel exhausted seating at a place then you immediately change the place and can even play those games while sleeping. This is not possible with console gaming. That is why day by day the popularity of mobile games is on the rise. Ultimately, developers had to withdraw these games from “Google Play Store” and “Apple Store”.
Many mobile game enthusiasts are disappointed with this move, but the developer of these games, ultimately decided to withdraw these games due to morphine uncontrollable phenomena of unholy extreme score in a miserably difficult mobile game play. The central undercurrent to unimaginable success of “Flappy Bird” had crafted something truly special in the realm of manipulative mobile games processing the creation of something of mindless repetition. “Flappy Bird” is an extreme example of experience beyond expectations. It provides the same level of concentration of what we get from religious places or while watching a favorite move. The “flow” in game design of mobile technology is psychological phenomena which co regulates mobile technology with real satisfaction. It provides unprecedented focus and oneness with our actions which are fundamentally different experiences that are used in the aspect of “flow” to leverage simplicity in a fleeting sense of zen-like serenity. These games coincide as a concept of psychology that goes beyond boredom and anxiety. Every individual is ultra aware of his own actions, which should challenge with regards to own skill and level of difficulty in playing games.
The theory of flow in mobile-game designing:
The “flow” is like a stream of the river which stays as a balance between boredom and anxiety. When a person is locked between the state of boredom and anxiety, ultimately it searched for the sweet spot between skill and intrinsic difficulty of the task. Mobile game developers have tried to exploit this positive aspect of human psychology by bringing in pivotal flow from a game development and player’s perspective. These simulative games generate chemicals which form additions to play all these brilliant mobile games. These simulative super additive games create an environment of titular characters, by creating a near unequivocal difficult balance. All these newer mobile technologies bring additional human representation for maximum mobile gaming environment in and around every sphere of human-life. These games tricks the player into expecting the task was easier and keeps generating the desire to carry on playing. These games play the role of distractions through mindless mindfulness. It performs tasks within subconscious modules within a continuous flow of tiles which merge into innate awareness what brings you back to these mindless distractions.
According to super additive mobile game “Flappy Bird” developer, the 29-year old Dong Nguyen, mentioned about its early departure from mobile game environment. According to him, “Flappy Bird was designed to play in a few minutes when you are relaxed. Flappy Bird is gone forever”. It is all about working within distracting work environments and actively adding intense situations to actually remove distractions. This mobile technology brings out one of the most positive aspects of human life through co regulation of practical neuroscience in the nature of mobile gaming. By playing good mobile games, it improves performance of individuals and boosts genuine chemicals within the human mind that is ready to make human pacify to stay active. It is all about science of learning. In this way mobile technology comes handy in dealing with difficult mental hazards of people dealing with day-to-day human activities.
Damage control trainer of US navy:
US Navy formally added “Damage Control Trainer” (DCT) which is incredibly dense training schedule at its boot camp. But, it allows management trainees to play two hours of immersion game play which showed the recruits gained massive performance improvement to enhance mental capacity through the time honored “laws of learning”. It goes on to show the importance of mobile technology in our daily life and how it can synergies the traditional gulf between instructional design and a new wave of mobile technology, in the sphere of perspective of fundamental laws of designing for mobile games. It goes on to prove the best learning occurs in correlation with proper rest, standard food and exercise. It motivates the mind and significantly reduces learning time through practice and repetition.
Law of effect:
“Law of effect” produces positive effect of mobile game designing. “Law of effect” is optimized when it acts on a dashboard environment. Smart phones perform the role of stimulating additive environment, which leads to development of positive effects with certain regulated environment. During my management career, in the second term a new management professor had joined the institution. He began a new way of learning through the process of intensity. He taught us real life experiences, in a nut shell that brought concentration to promote learning. Mobile technology goes on the same principles which are trying to emulate “law of intensity” through amalgamation of different products. The old adage saying states that “love at first sight”. The first thing you learn makes a strong impression. Mobile technology caters six focus areas of “laws of learning”. It conjoins motivation, feedback, practice, positive feelings, intensity and involvement. Many researchers feel the success of android mobile operating system, because it caters to the “laws of primacy”.
Prior to android mobile operating system. Symbian from Nokia was number one mobile operating system. Nokia ignored “laws of learning” in developing mobile operating system. On the contrary android from Google creates motivation among users with fluid graphic user interface, constant background updates, a strong security policy, secure application environment and many new and innovative features which the user can feel proud of. Users always feel the sense of learning while using android and this generates interest which catapults into a major engagement while the flow of learning continues to be there. It gives personalized feelings and connects users to sophisticated mobile technologies. Android as a mobile technology is focused on motivation which learns faster and retains longer. It produces motivation of readiness which is linked to learning in almost every way. Scope for learning from advance mobile technologies increased practice of learning. For example, in “developer option” of android is hidden inside “setting” of android.
Law of exercise in mobile technology:
“Law of exercise” in mobile technology clearly emphasizes that practice and feedback must exist together. It generates interest and excitement. Both traits together must exist for generating bond of users inside mobile technology. Generally, people think mobile technologies are created on the perspective of developers. History of mobile technology had witnessed a massive influx of selfish technology which was flopped within a few years of its introduction. When technology blurs the field of GUI (graphical user interface), user friendliness, the end of those technologies is bound to happen. Blackberry mobile operating system was one time champion among elite professionals is now waiting for its last rites. During its glory days, it failed to take on innovative ideas that slowly decapitated the competitive advantage which it held for many years. It could not sense the emotional appeal of touch enabled smart phones. It continues to develop its server side technologies but failed to protect the flow of expectations of common masses. Users learn more when the learning is associated with positive emotions. When user think of mobile technology as “law of positive feelings”, generating ideas and creating a deep inner correlated conception.
This shows success with comprehensive innovation in multiple technologies that associate positive emotions to the day to day learning experience of users. A user friendly mobile technology’s because the effect will be more motivated in future product updates. Further, it indicates user choice has a positive effect on feelings and motivation. Few years back, in the initial stages of communicative technology development, many would not have ever imagined such technology could spell such influence on the lifestyle of people at large. No one could comprehend at the wildest possible thoughts that small mobile apps could influence such on psychological thinking of humans in such a way that ultimately developers had to withdraw an application from public usages. New and innovative mobile technologies create intensity and this creates the sense of involvement within application involvement. Developers should learn how to calculate the time taken for tasks which is generating motivation which is necessary for learning of mobile technology. When an application satisfies every idea and motivation of users while keeping space for more intense work is called user friendliness of application.
The concept of “flow” as mobile technology:
“Flow” is the first technology used for developing mobile technology. Some mobile developer’s calls it as “intense” but may agree to call it as “Flow”. It is a state when people are completely involved with any mobile technology. It was first described by researcher “Csikszentmihalyi”. In layman’s term “flow” is called as “engagement”. “Flow” deals with the positive development of any human activity. Any mobile technology be it application or operating system which engages users to the extent of human experience that is so enjoyable that people will involve it, to be one of the fundamental reasons which deals with how long mobile technology continues to be in “flow”? Recently, developer of “Flappy Bird” withdrew game application of Apple mobile store. This game is based on “theory of flow”. That occurs as an activity, and it delegates power to the user to derive his own identity from playing games. This game provides users to derive tasks, set their own reachable goal and balance “feedback” with attainable goals. This game is based on “theory of flow” which aims to absorb mind of users with a perfect environment of game.
The player should be in a position to focus on the game and its diverse tasks with ease of attendance. “flow” is a part of mobile technology which deals with human psychology in balancing of difficulty against skills of time management. It is a simple concept, but it is difficult to implement in terms of mobile technology development environment inside developer options of any mobile technologies. “Theory of flow” is all about joy of learning. It creates rational mind out of positive thoughts. It works like magic, and it exhibits as a magnet for learning. “The process of feedback” is a technique employed by game developers to generate interest among users. It correlates actions from outcomes. Mobile games operate within a “feedback-loop”. “Feedback” in mobile technology is different from literary senses.
Relation between magic and mobile games:
Portability is the major factor of popularity of mobile games. “theory of feedback” is the impulses of seconds which form the core part of gaming which measures the behavior from the relay of the measurement by the user. Also, it provides alternative actions when the user failed to comply with the “flow of time”. “Temple Run 2” is a popular mobile game in android Mobile operating system. It is a game of endless run of distance. Users with their finger “swipe”, slide and use “motion gesture” technology to continue to endless run. Users have to follow endless run by constantly attending maximum impulsive time of “feedback”. That is why “feedback” is the core of success to every application. In eighties business enterprises are agog with the concept of “Just in time” (JIT) concerned with increased in productivity industrial houses. Many vehicle manufacturers implemented JIT to improve capacity production and mass generation of industrial output. That is why big industrial giants irrespective of technology companies are implementing “theory of feedback” in their day to day functions, in order to produce quality for end users. In this way, users while playing games in their mobile devices learns the tricks that should be done to achieve “theory of flow” which increases motivation, through feedback loops, screen layouts, good story narratives. People are fond of magic. They love magic because it cannot be replicated by anyone. Magic is a powerful gaming trick which is practiced and perfected by the magician through a long list of exhausted practice. They use the “law of feedback” to its maximum perfection in order to create a sense of reality, from realm of absurdity. Magic is an illustration of immersion. Consider editing a cut-scene of a movie. It is similar to different levels of mobile games. The difference between magic and mobile technology is that magic is active immersion and mobile technology is passive immersion.
Flow of engagement:
The active part of technology is immersed completely with passive activities that synchronize the problem to create the “flow of engagement” among users. Another way of looking about simplicity in game-playing is the ideas of real players are more powerful than the virtual world. Here virtual world consists of a mobile operating system, game application and an active internet connection. Like a magician sequence, mobile game developers and technology enthusiasts often use a combination of simulative graphics, brilliant story, audio techniques and animations. Magicians combine “idea of transcendence”, to engage user’s brain with a series of problems, choices, and puzzles to create “involvement” of audiences. Similar extension of ideas pertaining to the creation of mobile technology closer to the user is almost synonymous with the tricks of magic. It is called “flow of engagement”. When the user feels the need for a sense of involvement through attendances of expectations in different mobile game techniques, which provide tasks faster than real-life situations, and user exceeds own expectations without minuscule outside interference. Expectations exceed in highly unlike situations through the attendance of constantly upgraded knowledge base of users.
Knowledge is power and power brings in expectations and provides a path for motivation. Within all these assemblies of thoughts, more convenient path is created which is popularly known as “theory of flow” by prominent psychologists. The ultimate aim of developers of mobile technology is to create one such application which could create massive influx of ideas related to “theory of flow” in the minds of user. Users find him alone in his space while dealing with a particular mobile technology. It is all about creating an intense gaming experience that strives to present new materials in simple form with an interface that minimize external dependency. It brings forward positive inspirations and deeper feelings. It generates one such feeling which aims to go for complete situations to conquer all possible hurdles that come from user’s way while interacting with brilliant mobile apps.
Theory of immersion and engagement in mobile technology:
Douglas and Hargadon propels “theory of immersion and engagement” which emphasized in dealing with mobile technologies and developers which gives them opportunities to create “paradox of choice” that can hurt the creation of immersion ideas, thus breaking filled progress to complete engaged. When the user has to be dealt with so many ideas arbitrarily throws upon him. Slowly he enters into the state of passive “paradox of ideas” which is bad for popularity of mobile technology. It creates postponement of ideas of policy paralysis. “Paradox of choice” provides too many choices which make hard to correlate between event. Both actions and outcomes distract users. It disconnects users from specific logical sequence of mobile-tech. This field of study is completely new but mobile application developers are already aware of “paradox of choice” and most developers have put forward broader attention towards presenting accumulated expectations while dealing technology. Technology deals with artificial entities. All these interactive ideas, create emergent mobile technology and accumulate a complete set of learning.
The largest social networking giant Facebook is investing heavily on buying “What's App” a cross-platform mobile application. Cross platform mobile application can run on a different set of mobile operating systems. It can run with android as well as Apple and Windows Mobile operating system. This application helps users to send messages without incurring SMS (Short messaging service) costs. It is popular and has more than 450-million strong members. Bigger companies are purchasing popular mobile applications to strengthen their brand-image. Mobile technologies are used by real people. This provides a viable alternative to developers and industries to vouch for an alternative source of commercial space. Slowly, applications have included provisions for ad sense-contextual-advertisements so that when connected with internet, the said application can fetch relevant advertisements based on your profile. It provides additional opportunities for developers to vouch for monetization of their application so that when users download and use it for free still then they can be beneficial by incurring earning by displaying different advertisements. Google has provided a viable alternative for developers to monetize their application, and this creates sufficient impetus for developers to develop their application.
Woes of Facebook:
Few months back, Microsoft bought “Skype” and avail it free to use for all users. “Skype” is a popular video calls over internet. Slowly, the scope for massive use of mobile technology is expanding further into bipolar directions. Facebook knows it is facing heat from competitors such as Google+ and Twitter. With the massive success of android mobile operating system comes with successes of Google+. Google+ is installed by default on Android operating system. Facebook is late to recognize the emergence of the mobile operating system as a futuristic operating system. Facebook mobile application for Android proves to be buggy. People are not using it as it is giving them touch times within android operating system environment. On the other hand, Google+ emerges with the emergence of android. Auto enhancement features of Google+ photos are a welcome addition and people love to post enhanced pictures of their different moments and this satisfies their expectations beyond certain limit. With standard photo upload size, unlimited photo back up is available in every android account of Google. Thus every photo your android camera takes automatically back up in the cloud. Of late, face book has realized the mistakes of the past and takes over two biggest mobile apps.
Facebook bought “Instagram” and “What's App” at higher prices than the market offer. Market analysts are confused with the decision of Facebook. They fell face book has many inland resources and by using those resources it can create own in-built application from its internal team of developers than buying those two apps. It seems it has taken this decision in fear of losing its market share to these companies. “Instagram” was made for amateur users. More and more youngsters have had begun sharing images with “Instagram” instead of “Face book”. It results in reducing the number of uploading of photos and “face book” panicked. Then it decided to buy “Instagram” in order to stop this application from further eroding its mobile time-share. This decisions show “face book” lacked the idea of choice and involvement. It failed to understand people used “Instagram” to learn ready editing of captured image through the process of intense-feeling. On the contrary, it should have introduced basic editing features of “Face Book” which is similar to “Instagram”. Similarly, the face book application of android, by default uploads pictures took by camera to “face book”. This it slows down internet bandwidth considerably. It continues to drain batteries during sleep-mode. It eats considerably higher amount battery and thus it causes battery drains within device. Facebook introduced, photo synchronization feature, which is a noble idea without preparations.
Human aspect associated with mobile technology:
It is offering two GB (gigabytes) of storage for photo synchronization. It is not enough considering modern android camera comes with higher resolution images which can occupy a higher amount of spaces. Photo synchronization of face book is fast and done through mobile push technology. It even works fast in slower connections. Facebook has understood the psychological aspect of people who are applying these applications. People use it as their habit. People use mobile application like “What's App” as for personal and private use. They use it for private conversations, with intimate people and they wish the conversation needs to be kept private and that is why they use it in this application. People use “face book” as their habit and casually and there is nothing seriousness about using Face book. Owners of Facebook have failed to understand the psychological aspect of expectations of people. Facebook failed to understand the psychologically of users. It thinks it is due to the former application and thus it decided to buy it in order to control it further eroding its share. This is the reason “face book” bought “What's App” in order to stop competitive advantage. “What's App” has the potential to be money-minting enterprise. So far “Facebook” have not announced any such future idea to maximize benefits from “Whats App”.
Many mobile game enthusiastic is disappointed with this move, but the developer of these games, ultimately decided to withdraw these games due to morphine uncontrollable phenomena of unholy high score in a miserably difficult mobile game play. The central undercurrent to unimaginable success of “Flappy Bird” had crafted something truly special in the realm of manipulative mobile games processing the creation of something of mindless repetition. “Flappy Bird” is an extreme example of experience beyond expectations.
Caring for your handset:
Modern mobile handsets are costly. These smart phones come principally with sophisticated operating system. It is the store house of all your data. It functions as a data mining instrument. It is time to take care of your mobile instrument. It is a technological masterpiece. It is a moving operating system at your fingertips. There are a few essential tips and guidelines needs to be remembered while utilizing trendy phone for optimum security and safety.
- Never hold your cell phone nearer to heat sources such as a gas store, direct sunlight and in magnetic sources such as speakers or computers.
- Use a wrist strap or belt clip to cover your phone.
- Get a screen protector to protect LCD (liquid crystal display) screens of high-end phone models.
- If the phone does not require a long period of time switch the device off.
- Keep the device away from kitchens and bathrooms and away it from liquids, dust and moisture.
- Before eliminating charging switch off the main electricity supply; In this way, you could avoid spiking. Electricity spike can harm your phone.
- Switch off the phone before removing SIM, battery and SD cards.
- Samsung Apps provides mobile users information about power ratings of applications before downloading and installing any applications from Samsung application ecosystem, ensures power rating of application is taken into consideration fully before installing the application.
- A major fear factor associated with mobile phones is electromagnetic radiation (EMR).
- Mobile phone can cause brain tumors and Alzheimer’s disease.
- Mobile phone radiation indicates mild direct brain warming and short-term raised blood-pressure.
- The greatest risk to a mobile phone user is just an accident particularly when driving while distracted.
- Unsolicited mobile messages are irritating.
- The dangers of mobile viruses on smart phone can make it useless.
- Many cell phones get to the market without proper safety testing.
Mobile technology is indistinguishable from magic:
In the last decade, the number of mobile phone users has superseded the number of land line users. Mobile technology is rapidly being the preferred mode of communication among people. With the introduction of android Mobile operating system as the preferred choice for application eco-system, more and more mobile users are customizing their everyday experiences. Ralph Kosher says that ‘fun is really just another word for learning’. People love mobile technologies which provide fun to enjoy every moment they engage with their devices. When learning becomes fun, then it becomes essential part of mobile game design. Like “feedback” which is discussed earlier, fun is an essential part which developers need to understand before building coding architecture. When “flow” of mobile technology coincides with “fun”, it leads to "feedback". “Feedback” is the requirement of “flow” to correlate actions with outcomes. “practice” promotes learning of virtual or real skills to keep players in “flow” in progress. “learning” is supposed to be associated with positive feelings. “intensity” comes in combination of “immersion” and “engagement”. Involvement and decision making comes from moment to moment through the process of motivation, intensity and positive feelings.
In other words, the things that are known to improve mobile technology are between learning and coding of designs of “primary”, “intensity” and “recency”. People have very short-term memory. They forget things of far past and tend to remember present. The same principle applies to “Laws of recency” which advocates mobile technology developers to build technology in a cyclical fashion so that interest of users stays on during inactive summer vacations. It is important to examine the perspectives of users while developing any such mobile applications. Taylor Swift says that, “as your career grows, the list of things that make you happy should not become smaller, it should become bigger”. It gives out a platform to create written blog, photo blog, or video-blog. Android has “Blogger”, “YouTube” applications to manage blog and videos. “YouTube” app can perform video streaming of movies and songs even in 2G-internet connection. All settings of android have been optimized for the user's convenience. Mobile blogging is essentially accessing blog on your mobile to post articles, images or videos. This means you can post as long as you have computers or smart phone that allow to access through browser. The mobile technology has thus moved from a telecom device capable of sending text SMS (short messaging service) to become the most significant happening of internet. Mobile technology brings mobile payment straight at your fingertips.
With “PayPal” apps one can send and receive mobile payments easily. It is like an online wallet system which runs on secure networking. Smart phones provide opportunities for “push technologies” which empower users to receive notification live in their smart phone notification panel. In some countries it is mandatory for mobile manufacturers to install “GPS” navigation system on smart-phone. So what is “GPS”? Global positioning system (GPS) as the name suggests is a scientific system that pin points users location. Earlier space scientists use “GPS” navigation system to trace life in far off space, also to trace the weather in other planet. Weather-gadgets of mobile, used to trace the place through “GPS” to read and predict exact weather of your city.
There are too many mobile technologies that none of us know exactly what to expect by staying informed. Certainly this write-up does not represent a comprehensive exploration of the topic on mobile technology. The art and science of communicative technology are a complex subject that has recently been briefly explored in this paper. If mobile technology work because of choice, feedback, recency, engagement; designers should figure out what makes an activity engaging and how to foster fun. Perhaps by studying mobile technology we will attribute the science of learning. Mobile technology design and instructional design is fundamentally two parallel ways of looking at the same problem. There is much still to uncover about designing for mobile technology. This technology works thanks to science of learning which the basis of human psychology is.
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