Home > KODIME, LSO, Mobile, location and games > Update from LSO & KODIME app project

Update from LSO & KODIME app project

We are now working off agreed wireframes and user flows. The LSO team has provided quality feedback at all stages, which really helps.

This week has been focused on code details, how to make the app work with the realities of the ticketing process. A good example here is the use of local “caching” inside the iOS or Android device, meaning saving content locally.

With mobile devices being in and out of networks all the time, relying on a great 3G connection when a user is trying to view or show his/her ticket details at an event is not an option. We need to save down the event details and related fields as well as the mobile barcode that is the actual “ticket” locally to enable ticket redemption even where there is no mobile reception. As the creation of each ticket is happening server-side (backend), and can involve one user for one event ordering multiple tickets (for friends), with each one having to be generated and sent back and saved reliably on the app for future use – seamlessly and hidden from the user – not a trivial coding task.

PS: In this context I was amused to read so much this week about the “superfast 4G” trials by mobile operators in London, such as O2 – are these the same network operators that still can’t ensure a basic consistent 3G coverage in such remote locations as Wimbledon or Ealing? 

Below a further screenshot from our project, this is from Survey Module and “work in progress”.

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