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MOBILE DESIGN 
THAT SCALES 
Building for Existing and Future Devices
CONTENTS 
Introduction.................................................................................................2 
The App..........................................................................................................3 
Adaptive Layout is a No Brainer Right?..............................4 
When Adaptive Layout is Not Enough................................5 
Cards.................................................................................................................6 
Material Design System ...................................................................8 
Wearables ...................................................................................................11 
Conclusion...................................................................................................12 
INTRODUCTION 
Mobile designers and developers share a common 
frustration stemming from the fragmented device 
landscape. With wearables on the horizon, the 
puzzle is becoming more baffling. Is it possible to 
design the perfect app and user experience for all 
devices, from TV to wearables? This whitepaper 
offers practical step-by-step guidelines to help you 
design flawless cross-channel app experiences.
THE APP 
Since the announcement of Android Wear, we 
had plans to redesign our Tasks application for 
the Android ecosystem. The announcement of 
the Material Design System at Google I/O made 
it obvious that we’d have to reimagine Tasks 
from scratch. Tasks is a “to-do” lists app originally 
designed for Windows Phone and Windows 8. 
For our study, we chose a more simple scenario 
than the one in the actual app. This presumes the 
principles we’ll validate would then be applied to 
more complicated scenarios. We stripped down 
the task to its essentials: name, due date, reminder, 
priority and picture. The tasks could be organized 
in categories. We were reimaging the app, so we 
planned as though the Windows Phone/Windows 
version didn’t exist. 
A publication of 3 Share this article
ADAPTIVE LAYOUT IS 
A NO BRAINER RIGHT? 
Today 
Category 
Task Title 
REMINDER DUE DATE  DONE 
Category 
Task Title 
REMINDER DUE DATE  DONE 
Category 
Task Title 
REMINDER DUE DATE  DONE 
Tasks 
Category 
Task Title 
REMINDER DUE DATE  DONE 
Category 
Task Title 
REMINDER DUE DATE  DONE 
CATEGORIES 
11:11 
A publication of 4 Share this article 
Tasks 
Category 
Task Title 
REMINDER DUE DATE  DONE 
Category 
Task Title 
REMINDER DUE DATE  DONE 
Category 
Task Title 
REMINDER DUE DATE  DONE 
CATEGORIES 
Today 
 
11:11 
Tasks 
Today 
Category 
Task Title 
REMINDER DUE DATE 
LOAD NEXT WEEK 
 DONE 
CATEGORIES 
11:11 
When we think about design, responsive design 
and adaptive layouts are a must given the 
diversity of form factors. Adapting the layout 
to different screen sizes starts with identifying 
breakpoints. A breakpoint is a point at which 
certain aspects of website or an application 
change depending on specific conditions. The 
breakpoints we chose for Tasks used the Android 
classification and were measured in device 
independent pixels–dp: 
• Small and normal devices: Less than 480 dp. 
This accounts for most phones 
• Large devices: Between 480 and 720 dp (i.e. 
Nexus 7”) 
• xLarge: 720 dp and above (i.e. Nexus 10” ) 
Adapting the layout to different 
screen sizes starts with identifying 
breakpoints.
WHEN ADAPTIVE LAYOUT 
IS NOT ENOUGH 
These breakpoints cover the current device 
landscape in Android. We would create a different 
layout for each of these screen sizes, both for 
portrait and landscape orientations, if necessary. 
But what if a radical new form factor or platform 
is introduced, like wearables? To redesign and 
develop again from scratch is not a practical 
business solution. What happens when adaptive 
layout is not flexible enough to make the design 
fully responsive? Content needs to be structured 
to work on every possible screen size—existing 
and future—so we should intentionally design 
that way. Everyone is in the business of creating 
content, even Tasks. Users not only want access 
to their tasks, but also to have the ability to create 
them on any device of their choosing. Future 
platform-proof core content will be the foundation 
of our app. We have to be prepared to add the 
presentation layer on top, depending on the 
context, device and use case, without changing 
the core structure in the process. Our app will be 
platform-agnostic for content, and platform-aware 
for the user experience. There is no 
primary platform—all platforms are equal. 
To make our app design truly responsive, we 
added to the need of adaptive layout, the need 
of adaptive content. In Karen McGrane’s talk, 
“Adapting ourselves to adaptive content,” she gives 
wonderful examples of how to develop a content 
strategy. While she focuses on large content 
publishers, adaptive content is totally applicable 
in situation like ours. It’s the right approach if 
imagining your app will run on all platforms, whether 
mobile or tablet apps, mobile or desktop web, social 
media or anywhere else—even print. 
Adaptive content is: 
-- Structured: Consists of bite-sized pieces of 
content 
-- Designed for re-use: Has multiple versions for 
different contexts 
-- Designed as a service: With APIs, data storage 
and future concepts for how people will interact 
with it. 
Let’s get back to our concept app. We’ve already 
determined our breakpoints and structured our 
content according to the principles listed above. 
Now, we face our next design challenge: users want 
to share tasks in progress with others– for example 
on their Facebook family group page. We need a 
user interface solution that not only combines the 
adaptability of the layout and content in the most 
beneficial way, but also creates rich interactions in a 
consistent design format that works across multiple 
platforms, including web, mobile, apps, wearables 
and more. 
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CARDS 
You may already know what cards is if you’ve 
stumbled upon apps like Tinder, Google Now, 
Twitter, Jelly and so on. We’ve already written on 
that topic. 
According to the Material Design system 
guidelines, a card contains a unique data set 
of related, heterogeneous information, for 
example, a photo, text, and a link all related to a 
single subject. A card delivers information in an 
easily readable way, and card interaction comes 
naturally with a single finger (usually the thumb 
on the phone). That’s why it is perfect for smaller 
screen sizes like phones and wearables. Cards 
combine an information design pattern with their 
own interaction model, a set of gestures, which 
creates an engaging user experience. 
Cards combine an information 
design pattern with their own 
interaction model, a set of gestures, 
which creates an engaging user 
experience. 
A publication of 6 Share this article
We chose cards as an atomic unit of our content 
for several reasons: 
-- Contextual structured content: A card 
can contain a single information item 
together with a set of attributes or actions 
related to the item, which provides the user 
with choices in the context of this piece of 
information. This is how cards distribute 
context. 
-- Scalable: Adaptive by nature, the layout 
configurations are very flexible. They can be 
stacked like deck of cards, or organized in a 
list or grid view. 
-- Fun: A single card can be swiped, marking 
the task as done. 
-- Sharable: Design and information consistency 
remains intact on a variety of platforms. 
-- Meaningful contextual information: Cards 
can show meaningful information depending 
on the context. The information displayed can 
vary both in terms of length and content – 
the answer to the user’s question is provided 
before the question is asked. 
At this point, we need to pay attention to the 
UX principles of the platform for which we are 
designing. 
A publication of 7 Share this article
MATERIAL DESIGN SYSTEM 
The Material Design system can be explained 
with three words: light, surface and motion. 
Light: Google gives developers and designers a 
built-in way to provide depth through the z-axis 
and shadows of the user interface elements. 
Surface: The material metaphor is a way to see 
every piece of UI as something tangible and 
familiar. I won’t get into details with the paper 
metaphor which is extensively covered in these 
brilliantly written guidelines. 
Motion: The usage of animations and meaningful 
transitions provides context and affordance. 
With these principles Google, unifies the user 
experience across the variety of devices and form 
factors. As the device count grows, the biggest 
promise of the Material Design system is the 
transition of content between them to look and 
feel natural and familiar. 
How the Material Design guidelines are applied 
in our app: 
We started designing the app before Google I/O. 
After Material guidelines were announced, we had 
to adapt the design once again. The core design 
principles and Tasks UI elements remain the same: 
the adaptive layout, the adaptive content and 
the cards and they are supported by the Material 
Design system by default. 
1. Typography, space and color. 
Square baseline grid—8dp for all elements, 4dp for 
type and iconography—margins according to the 
guidelines. Bold colors and typography make the 
initial design background unnecessary. 
A publication of 8 Share this article
2. Floating action button (FAB) 
The FAB is the primary action for its context. 
In the categories view, the FAB morphs into 
two related action buttons—new task button 
and new category button—since both primary 
for this context. 
A publication of 9 Share this article
3. Depth 
Although depth is not a visual ornament and it should support the information architecture, 
we added it here to emphasize the meaning. 
4. Cards 
Our cards vary from the Material guidelines a little 
bit, but here is what we thought: we stepped on 
the solid base of these guidelines and created a 
solution that solves the user’s problems in the 
most effective way without compromising the 
Material Design principles. It is an improvement. 
5. Animation and delightful 
details 
Most of the points above are only the designer’s 
concern, but there is serious work to be done by 
both designers and developers before everything 
is polished and ready to ship. That’s why Material 
Design is something more than a set of principles: 
it is a team collaboration. 
At this point, we can easily state that the design 
of Tasks for Android is almost done. Following the 
Material Design system, we are being consistent in 
terms of transitioning the visual presentation of the 
content for Android Wear. What’s left to decide 
is which part of this content makes sense on 
wearables. 
Material Design is something more 
than a set of principles: it is a team 
collaboration. 
A publication of 10 Share this article
WEARABLES 
There is a big conversation about whether 
people use it or abandon it over time. That said, 
if we understand the experiences users want 
out of these devices, we can tailor content that 
makes our app relevant for wearables. 
The superpowers of wearables are: 
-- Sensing: The information they collect 
should be meaningful to their owner. 
-- Personal assistance: Wearables should 
provide a set of context-aware and timely 
notifications, without overwhelming the user 
with frequent interruptions. 
-- Fast Access: Information is on the wrist, 
in front of eyes, and accessible without 
reaching for a phone or other device. You 
can take a picture instantly with a wink of an 
eye, making wearables ever-present at just 
the right moment. 
The most important thing our app does is to 
help users organize their time. To do that, it 
should remind the users for their tasks in a 
contextual way. Getting contextual triggering 
right has great impact on the user experience. 
Each of the wearable superpowers above is 
about context: the right information for the user, 
the right time to display a notification, resulting 
in the most reasonable action for the moment. 
Getting contextual triggering 
right has great impact on the 
user experience. 
We have two types of notifications: 
-- Just in time notification: for tasks with fast 
approaching due dates 
-- Just in place notification: for tasks which can 
be done near to a users’ location 
These notifications will appear in the context 
screen of the Android Wear: 
A publication of 11 Share this article
On card dismissal, the task is considered 
done. Otherwise it can be postponed with the 
action button. For just in time notifications, 
it automatically postpones the task one day. 
For the just in place notifications, the task is 
postponed until the next time a user passes 
the triggering location. The combination of 
both is not possible by design. 
Just as important as the notifications, is the 
tasks creation. The cue card in Android Wear 
enables a user to speak to Google. Our app will 
register to a voice intent users will use to create 
tasks for a specific due date, or for the location 
they are at the moment. 
It is as simple as that. Just carefully consider 
what would be relevant for the user’s context 
(time, location, physical activity) without being 
pushy. These two simple rules will make the 
app a helpful addition to users’ everyday life 
anywhere—on their wrists or in their Google 
glasses. As stated in Designing for Wearables 
in Google I/O, the notifications in Google Glass 
and Android Wear will be shared. 
CONCLUSION 
It looks like we are ready to answer the question 
we asked in the beginning. Is it possible to design 
the perfect app and the perfect cross-channel 
experience on a mobile phone, TV, on a Twitter 
or Facebook summary card, wrist watch or even 
a refrigerator? I don’t know. Certainly with our 
approach, the adaptive layout and the adaptive 
content strategy backed up with the cards—we’re 
close enough. By looking for the answer, we 
reinforced that an app needs to be relevant above 
all else. That means it should have a relevant 
interface, show relevant information and deliver 
a relevant user experience. Today, you can’t have 
a relevant app if you design only for just one 
use case, device and context. Regardless of the 
approach and design process you choose, creating 
design that scales across all existing and future 
form factors and platforms makes an app relevant 
to the most users. 
Creating design that scales across 
all existing and future form factors 
and platforms makes an app 
relevant to the most users. 
A publication of 12 Share this article
ABOUT THE AUTHOR 
Nina Zayakova 
UI & Interaction designer 
Nina Zayakova is a UI & Interaction designer 
for mobile in Telerik. Her growing expertise 
in designing for different mobile platforms 
is driven by constant curiosity and urge 
to help people understand. She strongly 
believes that user experience should never be 
compromised. You can read more from Nina 
on Twitter at @myninka. 
A publication of 13 Share this article
Telerik helps developers create engaging mobile experiences regardless 
of the coding language of choice. Check out some of Telerik products 
helping you build mobile apps faster. 
Cross-Platform Development 
Telerik Platform 
for building cross-platform mobile apps for iOS, Android 
and Windows Phone using JavaScript 
NativeScript 
for building cross-platform native apps with JavaScript 
UI for Xamarin 
building cross-platform native apps with C# 
Hybrid Development 
AppBuilder 
for building cross-platform hybrid apps using a single pure 
HTML5, CSS and JavaScript codebase 
Web Development 
KendoUI 
for building modern sites and apps with HTML5/JS 
Native Development 
UI for Android 
for building pure native Android apps using Java 
UI for iOS 
for building pure native iOS apps using Objective C 
UI for Windows Phone 
for building pure native Windows Phone apps using C#

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Mobile Design that Scales: Building for Existing and Future Devices

  • 1. MOBILE DESIGN THAT SCALES Building for Existing and Future Devices
  • 2. CONTENTS Introduction.................................................................................................2 The App..........................................................................................................3 Adaptive Layout is a No Brainer Right?..............................4 When Adaptive Layout is Not Enough................................5 Cards.................................................................................................................6 Material Design System ...................................................................8 Wearables ...................................................................................................11 Conclusion...................................................................................................12 INTRODUCTION Mobile designers and developers share a common frustration stemming from the fragmented device landscape. With wearables on the horizon, the puzzle is becoming more baffling. Is it possible to design the perfect app and user experience for all devices, from TV to wearables? This whitepaper offers practical step-by-step guidelines to help you design flawless cross-channel app experiences.
  • 3. THE APP Since the announcement of Android Wear, we had plans to redesign our Tasks application for the Android ecosystem. The announcement of the Material Design System at Google I/O made it obvious that we’d have to reimagine Tasks from scratch. Tasks is a “to-do” lists app originally designed for Windows Phone and Windows 8. For our study, we chose a more simple scenario than the one in the actual app. This presumes the principles we’ll validate would then be applied to more complicated scenarios. We stripped down the task to its essentials: name, due date, reminder, priority and picture. The tasks could be organized in categories. We were reimaging the app, so we planned as though the Windows Phone/Windows version didn’t exist. A publication of 3 Share this article
  • 4. ADAPTIVE LAYOUT IS A NO BRAINER RIGHT? Today Category Task Title REMINDER DUE DATE  DONE Category Task Title REMINDER DUE DATE  DONE Category Task Title REMINDER DUE DATE  DONE Tasks Category Task Title REMINDER DUE DATE  DONE Category Task Title REMINDER DUE DATE  DONE CATEGORIES 11:11 A publication of 4 Share this article Tasks Category Task Title REMINDER DUE DATE  DONE Category Task Title REMINDER DUE DATE  DONE Category Task Title REMINDER DUE DATE  DONE CATEGORIES Today  11:11 Tasks Today Category Task Title REMINDER DUE DATE LOAD NEXT WEEK  DONE CATEGORIES 11:11 When we think about design, responsive design and adaptive layouts are a must given the diversity of form factors. Adapting the layout to different screen sizes starts with identifying breakpoints. A breakpoint is a point at which certain aspects of website or an application change depending on specific conditions. The breakpoints we chose for Tasks used the Android classification and were measured in device independent pixels–dp: • Small and normal devices: Less than 480 dp. This accounts for most phones • Large devices: Between 480 and 720 dp (i.e. Nexus 7”) • xLarge: 720 dp and above (i.e. Nexus 10” ) Adapting the layout to different screen sizes starts with identifying breakpoints.
  • 5. WHEN ADAPTIVE LAYOUT IS NOT ENOUGH These breakpoints cover the current device landscape in Android. We would create a different layout for each of these screen sizes, both for portrait and landscape orientations, if necessary. But what if a radical new form factor or platform is introduced, like wearables? To redesign and develop again from scratch is not a practical business solution. What happens when adaptive layout is not flexible enough to make the design fully responsive? Content needs to be structured to work on every possible screen size—existing and future—so we should intentionally design that way. Everyone is in the business of creating content, even Tasks. Users not only want access to their tasks, but also to have the ability to create them on any device of their choosing. Future platform-proof core content will be the foundation of our app. We have to be prepared to add the presentation layer on top, depending on the context, device and use case, without changing the core structure in the process. Our app will be platform-agnostic for content, and platform-aware for the user experience. There is no primary platform—all platforms are equal. To make our app design truly responsive, we added to the need of adaptive layout, the need of adaptive content. In Karen McGrane’s talk, “Adapting ourselves to adaptive content,” she gives wonderful examples of how to develop a content strategy. While she focuses on large content publishers, adaptive content is totally applicable in situation like ours. It’s the right approach if imagining your app will run on all platforms, whether mobile or tablet apps, mobile or desktop web, social media or anywhere else—even print. Adaptive content is: -- Structured: Consists of bite-sized pieces of content -- Designed for re-use: Has multiple versions for different contexts -- Designed as a service: With APIs, data storage and future concepts for how people will interact with it. Let’s get back to our concept app. We’ve already determined our breakpoints and structured our content according to the principles listed above. Now, we face our next design challenge: users want to share tasks in progress with others– for example on their Facebook family group page. We need a user interface solution that not only combines the adaptability of the layout and content in the most beneficial way, but also creates rich interactions in a consistent design format that works across multiple platforms, including web, mobile, apps, wearables and more. A publication of 5 Share this article
  • 6. CARDS You may already know what cards is if you’ve stumbled upon apps like Tinder, Google Now, Twitter, Jelly and so on. We’ve already written on that topic. According to the Material Design system guidelines, a card contains a unique data set of related, heterogeneous information, for example, a photo, text, and a link all related to a single subject. A card delivers information in an easily readable way, and card interaction comes naturally with a single finger (usually the thumb on the phone). That’s why it is perfect for smaller screen sizes like phones and wearables. Cards combine an information design pattern with their own interaction model, a set of gestures, which creates an engaging user experience. Cards combine an information design pattern with their own interaction model, a set of gestures, which creates an engaging user experience. A publication of 6 Share this article
  • 7. We chose cards as an atomic unit of our content for several reasons: -- Contextual structured content: A card can contain a single information item together with a set of attributes or actions related to the item, which provides the user with choices in the context of this piece of information. This is how cards distribute context. -- Scalable: Adaptive by nature, the layout configurations are very flexible. They can be stacked like deck of cards, or organized in a list or grid view. -- Fun: A single card can be swiped, marking the task as done. -- Sharable: Design and information consistency remains intact on a variety of platforms. -- Meaningful contextual information: Cards can show meaningful information depending on the context. The information displayed can vary both in terms of length and content – the answer to the user’s question is provided before the question is asked. At this point, we need to pay attention to the UX principles of the platform for which we are designing. A publication of 7 Share this article
  • 8. MATERIAL DESIGN SYSTEM The Material Design system can be explained with three words: light, surface and motion. Light: Google gives developers and designers a built-in way to provide depth through the z-axis and shadows of the user interface elements. Surface: The material metaphor is a way to see every piece of UI as something tangible and familiar. I won’t get into details with the paper metaphor which is extensively covered in these brilliantly written guidelines. Motion: The usage of animations and meaningful transitions provides context and affordance. With these principles Google, unifies the user experience across the variety of devices and form factors. As the device count grows, the biggest promise of the Material Design system is the transition of content between them to look and feel natural and familiar. How the Material Design guidelines are applied in our app: We started designing the app before Google I/O. After Material guidelines were announced, we had to adapt the design once again. The core design principles and Tasks UI elements remain the same: the adaptive layout, the adaptive content and the cards and they are supported by the Material Design system by default. 1. Typography, space and color. Square baseline grid—8dp for all elements, 4dp for type and iconography—margins according to the guidelines. Bold colors and typography make the initial design background unnecessary. A publication of 8 Share this article
  • 9. 2. Floating action button (FAB) The FAB is the primary action for its context. In the categories view, the FAB morphs into two related action buttons—new task button and new category button—since both primary for this context. A publication of 9 Share this article
  • 10. 3. Depth Although depth is not a visual ornament and it should support the information architecture, we added it here to emphasize the meaning. 4. Cards Our cards vary from the Material guidelines a little bit, but here is what we thought: we stepped on the solid base of these guidelines and created a solution that solves the user’s problems in the most effective way without compromising the Material Design principles. It is an improvement. 5. Animation and delightful details Most of the points above are only the designer’s concern, but there is serious work to be done by both designers and developers before everything is polished and ready to ship. That’s why Material Design is something more than a set of principles: it is a team collaboration. At this point, we can easily state that the design of Tasks for Android is almost done. Following the Material Design system, we are being consistent in terms of transitioning the visual presentation of the content for Android Wear. What’s left to decide is which part of this content makes sense on wearables. Material Design is something more than a set of principles: it is a team collaboration. A publication of 10 Share this article
  • 11. WEARABLES There is a big conversation about whether people use it or abandon it over time. That said, if we understand the experiences users want out of these devices, we can tailor content that makes our app relevant for wearables. The superpowers of wearables are: -- Sensing: The information they collect should be meaningful to their owner. -- Personal assistance: Wearables should provide a set of context-aware and timely notifications, without overwhelming the user with frequent interruptions. -- Fast Access: Information is on the wrist, in front of eyes, and accessible without reaching for a phone or other device. You can take a picture instantly with a wink of an eye, making wearables ever-present at just the right moment. The most important thing our app does is to help users organize their time. To do that, it should remind the users for their tasks in a contextual way. Getting contextual triggering right has great impact on the user experience. Each of the wearable superpowers above is about context: the right information for the user, the right time to display a notification, resulting in the most reasonable action for the moment. Getting contextual triggering right has great impact on the user experience. We have two types of notifications: -- Just in time notification: for tasks with fast approaching due dates -- Just in place notification: for tasks which can be done near to a users’ location These notifications will appear in the context screen of the Android Wear: A publication of 11 Share this article
  • 12. On card dismissal, the task is considered done. Otherwise it can be postponed with the action button. For just in time notifications, it automatically postpones the task one day. For the just in place notifications, the task is postponed until the next time a user passes the triggering location. The combination of both is not possible by design. Just as important as the notifications, is the tasks creation. The cue card in Android Wear enables a user to speak to Google. Our app will register to a voice intent users will use to create tasks for a specific due date, or for the location they are at the moment. It is as simple as that. Just carefully consider what would be relevant for the user’s context (time, location, physical activity) without being pushy. These two simple rules will make the app a helpful addition to users’ everyday life anywhere—on their wrists or in their Google glasses. As stated in Designing for Wearables in Google I/O, the notifications in Google Glass and Android Wear will be shared. CONCLUSION It looks like we are ready to answer the question we asked in the beginning. Is it possible to design the perfect app and the perfect cross-channel experience on a mobile phone, TV, on a Twitter or Facebook summary card, wrist watch or even a refrigerator? I don’t know. Certainly with our approach, the adaptive layout and the adaptive content strategy backed up with the cards—we’re close enough. By looking for the answer, we reinforced that an app needs to be relevant above all else. That means it should have a relevant interface, show relevant information and deliver a relevant user experience. Today, you can’t have a relevant app if you design only for just one use case, device and context. Regardless of the approach and design process you choose, creating design that scales across all existing and future form factors and platforms makes an app relevant to the most users. Creating design that scales across all existing and future form factors and platforms makes an app relevant to the most users. A publication of 12 Share this article
  • 13. ABOUT THE AUTHOR Nina Zayakova UI & Interaction designer Nina Zayakova is a UI & Interaction designer for mobile in Telerik. Her growing expertise in designing for different mobile platforms is driven by constant curiosity and urge to help people understand. She strongly believes that user experience should never be compromised. You can read more from Nina on Twitter at @myninka. A publication of 13 Share this article
  • 14. Telerik helps developers create engaging mobile experiences regardless of the coding language of choice. Check out some of Telerik products helping you build mobile apps faster. Cross-Platform Development Telerik Platform for building cross-platform mobile apps for iOS, Android and Windows Phone using JavaScript NativeScript for building cross-platform native apps with JavaScript UI for Xamarin building cross-platform native apps with C# Hybrid Development AppBuilder for building cross-platform hybrid apps using a single pure HTML5, CSS and JavaScript codebase Web Development KendoUI for building modern sites and apps with HTML5/JS Native Development UI for Android for building pure native Android apps using Java UI for iOS for building pure native iOS apps using Objective C UI for Windows Phone for building pure native Windows Phone apps using C#