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Jackson Feijó
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Nokia Developer Days in South Africa
December 01, 2009
Johannesburg, South Africa
Forum Nokia Developer Conference ’09, India
December 07, 2009
Bangalore, India
LeWeb
December 09, 2009
Paris
Web Runtime Coding With Aptana WRT Plug-in
December 09, 2009
9am New York | 2pm London | 4pm Helsinki
Web Runtime Coding With Aptana WRT Plug-in
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9:30am New Delhi, noon Beijing
BlueskyNorth was born in Newcastle in 2003 after its founders had become somewhat jaded with the work they had been doing in Flash at the turn of the century. In 2001, a fact-finding mission to San Francisco – Macromedia-land at the time – revealed that mobile could be a big deal in a few years, with mobile-optimised Flash– Flash Lite – the tool to take it forward.

“We knew that there wasn’t a market in existence at the time, so it was a bit of a leap of faith for us to get together on the understanding that probably there would be a market by the time we’d really learned our trade,” says the company’s communications director, Chris Petty, looking back.
And learned its trade it has. BlueskyNorth is now an authority on Flash Lite development. It is a go-to developer for Adobe and has a depth of experience developing games, user interfaces, wallpapers and applications for smartphones and feature phones. Now owned by Seattle interactive developer studio Smashing Ideas, BlueskyNorth also supplies Verizon and its mobile content delivery service Get It Now, powered by Qualcomm’s BREW (Binary Runtime Environment for Wireless) technology. Audio device maker iRiver is also a client.
Behind BlueskyNorth and Adobe’s collaboration on the showcase for Flash Cast, a news portal for mobile handset operators.
Stage 1: Consultancy and scoping
The key to Flash Cast is data. It is
essentially a Flash Lite application that
takes XML data pushed from a server and
presents it to the user in a graphically rich
format. As is typical for BlueskyNorth
projects, the first step is to make sure the
proposed project is actually possible. For
Flash Cast, that meant finding the data
and making sure it could be supplied
regularly and correctly. It also had to scope
the project: setting aims and objectives,
organisational issues and identifying risks.
Stage 2: Project build – design
Once feasibility and scope had been
established (including linking with Reuters
to supply data for the channels)
BlueskyNorth had to assemble a team to
brainstorm look-and-feel and technical
elements, with daily liaison with Adobe. In
this case, the team consisted of two
full-time designers, one part-time
designer and a full-time technical
developer. BlueskyNorth also had to be
sure it had the latest version of the Flash
Lite reader, as an update could render its
work obsolete in a day.
Stage 3: Project build – development
Building the project is primarily a case of
ensuring usability, legibility, code
optimisation and other potential pitfalls of
mobile development. Adobe has very high
standards when it comes to these issues,
and required submission of each build for
internal quality control, but BlueskyNorth’s
experience gave it an advantage – the
team knew how rigorously to test during
the build, both via Device Central and
on handsets.
Stage 4: Final testing and publishing
Before final handover, each Flash Cast
application was tested extensively on
testing servers, and the work thoroughly
put through its paces. On this project, it
was a matter of finally ‘handing’ files to
Adobe, which would then form part of the
handsets’ pre-installed technology.
However, it’s more typical that Bluesky-
North-authored applications would be
sent to the end user as an installer
specific to the phone manufacturer and
relevant operating system.
Currently there are five BlueskyNorth employees: three tend to focus on look-and-feel design and two on technical development. “But within that, we split our time doing things like business development, project management, and all the other good stuff that comes with it,” Petty chuckles. For those who are used to working with Flash, Flash Lite is a case of ‘it ain’t what you do but the way that you do it,’ given the devices’ display size, processor and navigational constraints.
“Legibility is a big issue and always is on mobile,” says studio manager Spencer Britton. “I know as a designer we tend to go for form over function, so we have to make sure that the most important things are delivered.” Petty adds: “It’s really about graphic optimisation, code optimisation, making sure performance really works, making sure the colours you use show properly on the screen. Obviously we have lower colour ranges on these machines.”
Thankfully, Adobe’s Device Central is a great help with this. Device Central is a set of resources, including handset simulators, for mobile development. The simulators accurately mimic the behaviour and capabilities of a broad range of handsets, enabling instant testing and feedback for coders and designers. “They’re pretty good but there’s always something that’s going to catch you out,” says Petty of the simulator resources. “That’s why we’ll tend to use them as a primary quality assurance (QA) device while you’re developing day by day, while you’re publishing and testing your movies, to check if there are any major bugs or flaws. But, before it goes too far, we’ll be looking to test on the actual handset.”

This flexibility is also reflected in the way the team approaches projects, according to Britton. Wallpapers, for instance, will tend to be put together by one- or two-person teams relatively quickly, as they are largely graphically based. For technically based products, BlueskyNorth takes on a consultancy role, demonstrating what is possible with the technology, scoping the project and carrying out relevant research and development. “Then we would bring a team together,” says Britton. “A team might consist of two technicians, a designer and a project manager. Then we would work together to produce various builds, and from there would follow an alpha and a number of betas going into QA and testing.”
Mobile is certainly going places, and BlueskyNorth’s experience means it can easily peek over the prow to see what lies ahead for Adobe’s mobile development tool. “Probably the big development with Flash Lite is that it’s starting to integrate a lot more closely with the actual handsets’ operating systems,” Petty reveals, citing a range of new handsets which enable Flash to bridge across to the Java operating system, enabling designers and developers to dig into the individual phone’s feature sets.

This has far-reaching implications, from the way users interact with media held on their phones – manipulating photos within the gallery, for example – to enabling Flash Lite to communicate with sensors within the phone itself. Nokia’s similar programme is underway. “There is a JavaScript element to a lot of the work we do,” Petty says. While some handsets don’t currently support Flash, Petty is certainly aware that C/C++ may have a larger part to play in his future than he thought back in 2003. “It’s not purely Flash being completely self-contained anymore. ActionScript has developed a lot over the years to being an object-oriented model, and it is a lot more capable and a lot closer to those sorts of languages than it was when we started designing and developing with the application.”
Given that the founders were after a challenge when they set up the company, it’s safe to say they got what they were looking for, with the rewards coming in the shape of new clients and exciting project briefs that result in genuinely cutting-edge mobile design work.