2012년 11월 22일
by gdkim
0 comments

실망하는 것보다 기대하지 않는 게 더 나쁘다.

앞 일을 생각하는 건 즐거운 일이에요.
이루어질 수 없을 지라도 생각하는 건 자유거든요.
린드 아주머니는 “아무것도 기대하지 않는 사람은
아무런 실망도 하지 않으니 다행이지”라고 말씀 하셨어요.
하지만 저는
실망하는 것보다 아무것도 기대하지 않는 게
더 나쁘다고 생각해요.
-몽고메리, ‘빨간 머리 앤’에서

 

‘가만히 서 있으면
절대로 발가락을 찧을 일이 없습니다.
빠르게 움직일수록
발가락을 찧기 쉽지만
그만큼 어딘가에 도달할 가능성도 커집니다.’(찰스 케터링)
수많은 사람들이 실패한 것 보다는
하지 않은 것을 더 후회합니다.

-조영탁, ‘행복한경영’

2012년 11월 16일
by admin
0 comments

족발. 차 한잔 그리고 이야기

image

맛난 족발 먹고 찻집에서 처 한잔과 재미난 이야기가 꽃피는 금요일 밤

2012년 11월 12일
by admin
0 comments

거절 잘 하는 법! 3S의 법칙을 기억하세요!

살다보면 업무에서도 그렇고 어쩔수 없이 부정적인 이야기를 해야 할 때가 많지요?
그런데 ‘안된다’, ‘거절하겠다’는 부정적인 결론부터 알리게 되면
상대로 하여금 무시받고 있다는 느낌을 들게 할 수 있습니다.
그래서 공격적인 반응이 나올 수도 있습니다.

그럼 상대방의 감정을 조금이라도 덜 상하게 하는 방법이 있을까요?
상대방의 실망감을 최소화하는 커뮤니케이션 기법인 ’3S 기법’을 소개해 드립니다.
컨설팅사 맥킨지식 스피치 기법이기도 한 ’3S의 기법’
Situation, Sorry, Suggest로 구성되는 3단계의 머릿글자를 뜻합니다.
돈을 빌려달라는 부탁을 거절하는 예를 함께 들어보겠습니다.

Situation(empathy) 단계에서는
청중이나 상대방의 마음을 잘 이해하고 있다는 것을 알리고 공감을 형성합니다.
상대가 기대하는 내용과 상황에 대해 직접 언급해 사정을 이해하고 있음을 표시하는 것이지요.
“너가 금요일까지 돈이 필요하다고 부탁했는데, 많이 급한 거 알아” 라는 식으로 말입니다.

다음은 Sorry(sincere) 단계입니다.
즉 거절에 대한 유감스러움과 그 이유를 진실되게 표현하는 것이지요.
거절할 수 밖에 없는 이유를 최대한 솔직하게 밝히는 것이 중요합니다.
예를 들면 “그런데 정말 미안해. 다음주에 어머니 생신인데,
형제끼리 여행을 보내드리기로 해서 나도 여유가 없어” 정도겠지요?

마지막은 Suggest(substitute) 입니다.
원래 부탁 대신 해줄 수 있는 다른 것을 역으로 제안합니다.
상대방의 마음을 다독이고 관계 악화를 예방하는 것으로 마무리 하는 것이지요.
“대신, 다음달이라면 다만 얼마까지는 가능할 것 같아” 라든가,
“너가 OO을 사려고 필요한 거면, 내가 아는 판매자를 연결해 줄게.
아마 조금 더 비용을 줄일 수 있을거야” 등 다양한 방법이 있을 것입니다.

이 3S 기법은 평소는 물론, 팀이나 조직 앞에서 스피치할 때도 유용하게 활용 가능합니다.
그러니 꼭 기억해 두시고 위기나 곤란한 사항을 지혜롭게 풀어 나가시길 바랍니다

2012년 10월 30일
by shpark
0 comments

200년 전에는..

200년전에 노예해방을 외치면 미친 사람 취급을 받았습니다.
100년전에 여자에게 투표권을 달라고하면 감옥에 집어 넣었습니다.
50년전에는 식민지에서 독립운동을 하면 테러리스트로 수해 당했습니다.

단기적으로 보면 불가능해 보여도
장기적으로 보면 사회는 계속 발전합니다.

그러니 지금 당장 이루어지지 않을 것처럼 보여도
대안이 무엇인가 찾고 이야기해야 합니다.

장하준

2012년 10월 26일
by gdkim
0 comments

생각과 행동

생각없이 행동하지 말라.

행동없이 생각하지 말라.

 

생각하지 않고 행동만 하면 목표를 잃어버리고,

행동하지 않고 생각만 하면 목표를 이룰 수 없다.

 

생각하지 않고 살아가면 살아가는 대로 생각한다

-조엘 오스틴, ‘긍정의 힘’

 

‘당신은 하루를 살아가나요? 하루를 죽어가나요?’

–> 조직 내에서도 미래와 비전이 없다면 하루하루 서서히 죽어가는 것이겠지요. 모든 일이 생각과 그의 실천인 행동하기 나름입니다.

2012년 10월 25일
by gdkim
0 comments

매일 날씨가 좋으면 사막이 된다

수많은 싸움과 셀 수 없는 패배 끝에
성공할 수 있다는 점에서 장애물은 필수적이다.
싸움과 패배는 당신의 실력과 힘을 강화시키고,
용기와 인내력을 키우며, 능력과 자신감을 높일 것이다.
한마디로, 모든 장애는 당신을 발전시키는 동지이다.

-오그 만디노(Og Mandino)

 

사람들은 화창한 날씨를 고대하지만

매일 맑은 날만 계속되면 땅은 사막으로 변해갑니다.

지속적 평안보다는 거친 풍파가 사람과 조직을 강하게 합니다.

2012년 10월 24일
by gdkim
1 Comment

333법칙

나는 333법칙을 믿는다. 팀, 직장 어디서든
구성원을 상중하로 나누면 언제나 똑같은 특징이 드러난다.
하위 1/3은 그 무엇도 흡족하게 여기지 않기에
사람들의 생기를 빨아들인다.
중위 1/3은 일이 잘 풀릴 때는 행복하고 긍정적이지만,
고난이 찾아오면 주저앉고 만다.
상위 1/3은 시련의 순간에도 긍정적 자세를 잃지 않는다.
-수 엔퀴스트(여자 소프트볼 감독)
 
상위 3분의 1의 사람들이 앞에서 다른 사람을 이끌고
영향을 미치며 고난의 상황에서도 전세를 역전시킵니다.
긍정도 부정도 모두 바이러스처럼 급속하게 전파됩니다.
-조영탁, 행복한 경영
 

2012년 10월 23일
by shpark
2 Comments

LG전자 영국법인 IPS 모니터 광고

LG전자 영국법인 IPS 모니터 광고

2012년 10월 23일
by aduris
0 comments

Jelly Bean BSP Porting Guide

JB_BSP_Porting_Guide6 (1)

2012년 10월 22일
by 김성용
0 comments

안드로이드 앱 품질 체크리스트

http://developer.android.com/distribute/googleplay/quality/tablet.html

누군가 해석을 해주면 참 좋을텐데…

Tablet App Quality Checklist

Before you publish an app on Google Play, it’s important to make sure that the app meets the basic expectations of tablet users through compelling features and an intuitive, well-designed UI.

Tablets are a growing part of the Android installed base that offers new opportunities for user engagement and monetization. If your app is targeting tablet users, this document helps you focus on key aspects of quality, feature set, and UI that can have a significant impact on the app’s success. Each focus area is given as checklist item, with each one comprising several smaller tasks or best practices.

Although the checklist tasks below are numbered for convenience, you can handle them in any order and address them to the extent that you feel is right for your app. In the interest of delivering the best possible product to your customers, follow the checklist recommendations to the greatest extent possible.

As you move through the checklist, you’ll find links to support resources that can help you address the topics raised in each task.

1. Test for Core App Quality


The first step in delivering a great tablet app experience is making sure that it meets the core app quality criteria for all of the devices and form factors that the app is targeting. For complete information, see the Core App Quality Checklist.

To assess the quality of your app on tablets — both for core app quality and tablet app quality — you need to set up a suitable hardware or emulator environment for testing. For more information, see Setting Up a Test Environment.

Related resources:

2. Optimize your layouts for larger screens


Android makes it easy to develop an app that runs well on a wide range of device screen sizes and form factors. This broad compatibility works in your favor, since it helps you design a single app that you can distribute widely to all of your targeted devices. However, to give your users the best possible experience on each screen configuration — in particular on tablets — you need to optimize your layouts and other UI components for each targeted screen configuration. On tablets, optimizing your UI lets you take full advantage of the additional screen available, such as to offer new features, present new content, or enhance the experience in other ways to deepen user engagement.

If you developed your app for handsets and now want to distribute it to tablets, you can start by making minor adjustments to your layouts, fonts, and spacing. In some cases — such as for 7-inch tablets or for a game with large canvas — these adjustments may be all you need to make your app look great. In other cases, such as for larger tablets, you can redesign parts of your UI to replace “stretched UI” with an efficient multipane UI, easier navigation, and additional content.

Here are some suggestions:

Get rid of “stretched” UI: On tablets, single-pane layouts lead to awkward whitespace and excessive line lengths. Use padding to reduce the width of UI elements and consider using multi-pane layouts.

  • Provide custom layouts as needed for large andxlarge screens. You can also provide layouts that are loaded based on the screen’s shortest dimension or the minimum available width and height.
  • At a minimum, customize dimensions such as font sizes, margins, spacing for larger screens, to improve use of space and content legibility.
  • Adjust positioning of UI controls so that they are easily accessible to users when holding a tablet, such as toward the sides when in landscape orientation.
  • Padding of UI elements should normally be larger on tablets than on handsets. A 48dp rhythm (and a 16dp grid) is recommended.
  • Adequately pad text content so that it is not aligned directly along screen edges. Use a minimum 16dp padding around content near screen edges.

In particular, make sure that your layouts do not appear “stretched” across the screen:

  • Lines of text should not be excessively long — optimize for a maximum 100 characters per line, with best results between 50 and 75.
  • ListViews and menus should not use the full screen width.
  • Use padding to manage the widths of onscreen elements or switch to a multi-pane UI for tablets (see next section).
Related resources:

3. Take advantage of extra screen area available on tablets


Multi-pane layouts result in a better visual balance on tablet screens, while offering more utility and legibility.

Tablet screens provide significantly more screen real estate to your app, especially when in landscape orientation. In particular, 10-inch tablets offer a greatly expanded area, but even 7-inch tablets give you more space for displaying content and engaging users.

As you consider the UI of your app when running on tablets, make sure that it is taking full advantage of extra screen area available on tablets. Here are some suggestions:

    • Look for opportunities to include additional content or use an alternative treatment of existing content.
    • Use multi-pane layouts on tablet screens to combine single views into a compound view. This lets you use the additional screen area more efficiently and makes it easier for users to navigate your app.
    • Plan how you want the panels of your compound views to reorganize when screen orientation changes.
Compound views combine several single views from a handset UI (above)into a richer, more efficient UI for tablets (below).

  • While a single screen is implemented as an Activity subclass, consider implementing individual content panels asFragment subclasses. This lets you maximize code reuse across different form factors and across screens that share content.
  • Decide on which screen sizes you’ll use a multi-pane UI, then provide the different layouts in the appropriate screen size buckets (such as large/xlarge) or minimum screen widths (such as sw600dp/sw720).
Related resources:

  • Multi-pane Layouts — Android Design guide for using multi-pane UI, including examples of how to flatten navigation and integrate more content into your tablet UI.
  • Planning for Multiple Touchscreen Sizes — Android Training class that walks you through the essentials of planning an intuitive, effective navigation for tablets and other devices.
  • Designing for Multiple Screens — Android Training class that walks you through the essentials of planning an intuitive, effective navigation for tablets and other devices.

4. Use Icons and other assets that are designed for tablet screens


So that your app looks its best, make sure to use icons and other bitmap assets that are created specifically for the densities used by tablet screens. Specifically, you should create sets of alternative bitmap drawables for each density in the range commonly supported by tablets.

Table 1. Raw asset sizes for icon types.

Density Launcher Action Bar Small/Contextual Notification
mdpi 48x48px 32x32px 16x16px 24x24px
hdpi 72x72px 48x48px 24x24px 36x36px
tvdpi (use hdpi) (use hdpi) (use hdpi) (use hdpi)
xhdpi 96x96px 64x64px 32x32px 48x48px

Other points to consider:

  • Icons in the action bar, notifications, and launcher should be designed according to the icon design guidelines and have the same physical size on tablets as on phones.
  • Use density-specific resource qualifiers to ensure that the proper set of alternative resources gets loaded.
Related resources:

  • Iconography — Android Design document that shows how to use various types of icons.
  • Providing Resources — Developer documentation on how to provide sets of layouts and drawable resources for specific ranges of device screens.
  • Supporting Multiple Screens — API Guide documentation that explains the details of managing UI for best display on multiple screen sizes.
  • Supporting Different Screens — Android Training class that takes you through the process of optimizing the user experience for different screen sizes and densities.

5. Adjust font sizes and touch targets for tablet screens


To make sure your app is easy to use on tablets, take some time to adjust the font sizes and touch targets in your tablet UI, for all of the screen configurations you are targeting. You can adjust font sizes through styleable attributes or dimension resources, and you can adjust touch targets through layouts and bitmap drawables, as discussed above.

Here are some considerations:

  • Text should not be excessively large or small on tablet screen sizes and densities. Make sure that labels are sized appropriately for the UI elements they correspond to, and ensure that there are no improper line breaks in labels, titles, and other elements.
  • The recommended touch-target size for onscreen elements is 48dp (32dp minimum) — some adjustments may be needed in your tablet UI. Read Metrics and Grids to learn about implementation strategies to help most of your users. To meet the accessibility needs of certain users, it may be appropriate to use larger touch targets.
  • When possible, for smaller icons, expand the touchable area to more than 48dp using TouchDelegate or just centering the icon within the transparent button.
Related resources:

  • Metrics and Grids — Android Design document that explains how to arrange and size touch targets and other UI elements on the screen.
  • Typography — Android Design document that gives an overview of how to use typography in your apps.
  • Supporting Multiple Screens — Developer documentation that explains the details of managing UI for best display on multiple screen sizes.
  • Supporting Different Densities — Android Training class that shows you how to provide sets of layouts and drawable resources for specific ranges of device screens.

6. Adjust sizes of home screen widgets for tablet screens


If your app includes a home screen widget, here are a few points to consider to ensure a great user experience on tablet screens:

  • Make sure that the widget’s default height and width are set appropriately for tablet screens, as well as the minimum and maximum resize height and width.
  • The widget should be resizable to 420dp or more, to span 5 or more home screen rows (if this is a vertical or square widget) or columns (if this is a horizontal or square widget).
  • Make sure that 9-patch images render correctly.
  • Use default system margins.
  • Set the app’s targetSdkVersion to 14 or higher, if possible.
Related resources:

7. Offer the app’s full feature set to tablet users


Let your tablet users experience the best features of your app. Here are some recommendations:

  • Design your app to offer at least the same set of features on tablets as it does on handsets.
  • In exceptional cases, your app might omit or replace certain features on tablets if they are not supported by the hardware or use-case of most tablets. For example:
    • If the handset uses telephony features but telephony is not available on the current tablet, you can omit or replace the related functionality.
    • Many tablets have a GPS sensor, but most users would not normally carry their tablets while running. If your phone app provides functionality to let the user record a GPS track of their runs while carrying their phones, the app would not need to provide that functionality on tablets because the use-case is not compelling.
  • If you will omit a feature or capability from your tablet UI, make sure that it is not accessible to users or that it offers “graceful degradation” to a replacement feature (also see the section below on hardware features).

8. Don’t require hardware features that might not be available on tablets


Handsets and tablets typically offer slightly different hardware support for sensors, camera, telephony, and other features. For example, many tablets are available in a “Wi-Fi” configuration that does not include telephony support.

To ensure that you can deliver a single APK broadly across the your full customer base, make sure that your app does not have built-in requirements for hardware features that aren’t commonly available on tablets.

  • Your app’s manifest should not include <uses-feature> elements for hardware features or capabilities that might not be available on tablets, except when they are declared with the android:required=”false” attribute. For example, your app should not require features such as:
    • android.hardware.telephony
    • android.hardware.camera (refers to back camera), or
    • android.hardware.camera.front
  • Similarly, your app manifest should not include any <permission> elements that imply feature requirements that might not be appropriate for tablets, except when accompanied by a corresponding <uses-feature> element declared with the android:required=”false” attribute.

In all cases, the app must function normally when the hardware features it uses are not available and should offer “graceful degradation” and alternative functionality where appropriate. For example, if GPS is not supported on the device, your app could let the user set their location manually. The app should do run-time checking for the hardware capability that it needs and handle as needed.

Related resources:

9. Declare support for tablet screen configurations


To ensure that you can distribute your app to a broad range of tablets, declare all the screen sizes that your app supports in its manifest:

  • Declare a <supports-screens> element with appropriate attributes, as needed.
  • If the app declares a <compatible-screens> element in the manifest, the element must include attributes that specify all of the size and density combinations for tablet screens that the app supports. Note that, if possible, you should avoid using this element in your app.
Related resources:

  • <supports-screens> — Description and reference documentation for the <supports-screens> manifest element.
  • Declaring Screen Size Support — Developer documentation that explains the details of managing UI for best display on multiple screen sizes.

10. Follow best practices for publishing in Google Play


  • Publish your app as a single APK for all screen sizes (handsets and tablets), with a single Google Play listing:
    • Easier for users to find your app from search, browsing, or promotions
    • Easier for users to restore your app automatically if they get a new device.
    • Your ratings and download stats are consolidated across all devices.
    • Publishing a tablet app in a second listing can dilute ratings for your brand.
  • If necessary, you can alternatively choose to deliver your app using Multiple APK Support, although in most cases using a single APK to reach all devices is strongly recommended.
  • Highlight your app’s tablet capabilities in the product details page:
    • Add at least one screenshot taken while the app is running on a tablet. It’s recommended that you add one screenshot of landscape orientation and one of portrait orientation, if possible. These screenshots make it clear to users that your app is designed for tablets and highlight all the effort you’ve put into designing a great tablet app experience.
    • Mention tablet support in the app description.
    • Include information about tablet support in the app’s release notes and update information.
    • In your app’s promo video, add shots of your app running on a tablet.
  • Make sure you are distributing to tablet devices. Check the app’s Supported Devices list in the Developer Console to make sure your app is not filtered from tablet devices that you want to target.
  • Let tablet users know about your app! Plan a marketing or advertising campaign that highlights the use of your app on tablets.
Related resources:

Setting Up a Test Environment for Tablets


To assess the quality of your app on tablets — both for core app quality and tablet app quality — you need to set up a suitable hardware or emulator environment for testing.

The ideal test environment would include a small number of actual hardware devices that represent key form factors and hardware/software combinations currently available to consumers. It’s not necessary to test on every device that’s on the market — rather, you should focus on a small number of representative devices, even using one or two devices per form factor. The table below provides an overview of devices you could use for testing.

If you are not able to obtain actual hardware devices for testing, you should set up emulated devices (AVDs) to represent the most common form factors and hardware/software combinations. See the table below for suggestions on the emulator configurations to use.

To go beyond basic testing, you can add more devices, more form factors, or new hardware/software combinations to your test environment. For example, you could include mid-size tablets, tablets with more or fewer hardware/software features, and so on. You can also increase the number or complexity of tests and quality criteria.

Table 1. A typical tablet test environment might include one or two devices from each row in the table below, with one of the listed chipsets, platform versions, and hardware feature configurations.

Type Size Density Version AVD Skin
7-inch tablet large or
-sw600
hdpi,
tvdpi
Android 4.0+ WXGA800-7in
10-inch tablet xlarge or
-sw800
mdpi,
hdpi
Android 3.2+ WXGA800

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