Mobile and IoT Computing Services
With nearly 2 billion smartphone users, new mobile and Internet of Things (IoT) computing technologies are changing the way enterprises interact with their customers and employees. The explosion in smartphone ownership and other smart devices (e.g. activity bracelets, smart thermostats, smart cars) along with the deployment of 4G networks is leading to a slew of new mobile and IoT applications and services. They range from mobile commerce services, enterprise apps, mobile social networking apps, all the way to more futuristic Internet of Things technologies.
The objective of the course is to introduce participants to the technologies, services and business models associated with Mobile and IoT Computing. It also provides an overview of future trends and ongoing research in this new and fast growing area.
What You Will Learn:
This course is about learning to design successful mobile and IoT applications and services. Students who take this course will learn to evaluate critical design tradeoffs associated with different mobile and IoT technologies, architectures, interfaces and business models and how they impact the usability, security, privacy and commercial viability of mobile and IoT computing services and applications.
Mobile Communications, Mobile and IoT OS’s, Mobile Web technologies – including app development environments, Mobile Security, Mobile Payments, Mobile Web Apps and Services (e.g. Mobile Entertainment, Mobile Banking, Mobile Social Networking, Mobile Health, etc.), Location-Based Services, RFID, Mobile Enterprise Apps, Context Awareness, Wearable technologies, Intelligent Assistants, Internet of Things Applications. This also includes an overview of future trends and ongoing research in this fast moving area.
The course looks at relevant technologies and architectures as well as the many security, privacy, usability and business challenges that impact the adoption and commercial viability of solutions in this space.
Students enrolled in the 9-unit section of the course are expected to complete a team project. Students are encouraged to develop fully-fledged apps ready to be deployed on the iPhone App Store, Android Market, or other relevant environments (e.g., smartwatch app store). Projects can also be more research-oriented in nature and involve the study particular usage scenarios or other relevant issues (e.g. privacy infrastructure for IoT, personalized privacy assistants for IoT). All projects are expected to include the demonstration of some sort of prototype. Each year a panel of judges awards $1,000 to the best team project.
Read more on class projects here
There is also an option to enroll in a 12-unit (full-semester) version of the course. Students who opt for the 12-unit section are subject to the exact same expectations as those in the 9-unit section, which includes completing a class project by the end of the first mini-semester. During the second half of the semester, they are given a chance to further refine their prototype. There are no lectures during the second half of the semester. Students just have a couple of meetings with the instructor and then provide an updated version of their final report along with a demo of their refined prototype. This option is primarily intended for students who want to refine their app prior to releasing it on one or more app stores.