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Application Design, Development and User Experience 
Methodologies for the 2 in 1 Ultrabook™: Creating 
Compelling Tablet and Laptop Usages on Windows* 8 
Meghana Rao – Developer Evangelist, Intel Corporation 
Doug Holland – Architect Evangelist, Microsoft Corporation 
MOBS005
2 
•Introduction to 2 in 1 Ultrabook™ 
•Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages 
•Universal Windows*8 app development methodologies 
•From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors 
Agenda
3 
•Introduction to 2 in 1 Ultrabook™ 
•Transformational app development guidelines on 2 in 1 Ultrabooks – winning the tablet and laptop usages 
•Universal Windows*8 app development methodologies 
•From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors 
Agenda
4 
Ultrabook™and 2 in 1 Devices 
Dell*XPS 12 Convertible Ultrabook™ 
Vision 
It’ s a tablet when I want it. 
It’ a PC when I need it. 
All day. Every day. 
Sony*VAIO*Duo 11 Ultrabook 
Touch, Stylus and Mouse enabled for Desktop and Tablet usages
5 
2 in 1 Device Variants 
Form Factor Tablet Mode Laptop Mode Image of Model 
Folder 181⁰-360⁰ 0⁰-180⁰ 
Ferris Wheel Screen facing outwards Screen facing the 
keyboard 
Slider Screen covering any part of keyboard Screen not covering any 
part of keyboard 
Swivel Closed lid position with screen facing up 
OR 
Stand mode with screen facing up 
Any other positions 
Detachable Screen detached from keyboard 
OR 
Keyboard attached with screen not 
facing the keyboard 
Attached with screen 
facing keyboard 
Dual Screen Closed lid position with cover facing up 
OR 
Stand mode with cover / screen facing up 
Screen facing the keyboard
6 
•Introduction to 2 in 1 Ultrabook™ 
•Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages 
•Universal Windows*8 app development methodologies 
•From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors 
Agenda
7 
2 in 1 Mode Aware App Demos 
•What does a transformative experience mean? 
-Supporting multiple device usage models in one application 
Provide different UIs for laptop and tablet modes 
Provide a seamless use of multiple inputs (touch and pen for tablet mode; keyboard, mouse and touch for laptop mode) 
Provide touch overlays for existing Windows*7 apps 
•How do I implement the transformative experience in my app?
8 
Developing a Transformative Experience 
•How to detect tablet and laptop modes: 
-Requires driver PNP0C60 
-Use GetSystemMetricsWindows*8 API 
•Limitations 
-Driver support currently not available on all 2 in 1 platforms 
-API works in Windows 8 Desktop mode only 
•Workarounds 
-Provide a manual switch to swap between laptop and tablet mode functionalities 
•Resources: 
•https://software.intel.com/en-us/articles/detecting-slateclamshell-mode-screen- orientation-in-convertible-pc 
•https://software.intel.com/en-us/articles/krita-gemini-twice-as-nice-on-a-2-in-1
9 
Providing Transformative UIs 
•High performance multi-track audio editing and recording software 
•Optimizes user experience for 2 in 1 Ultrabook™ 
-Adds touch 
-Provides distinct UIs for laptop and tablet usages 
-Implements manual and automatic switches from laptop to tablet modes
10 
Providing Transformative UIs 
•CalligraGemini* 
•Productivity Suite with word processor and presentation capabilities 
•Optimizes user experience for 2 in 1 Ultrabook™ 
-Works seamlessly with keyboard/mouse and touch
11 
Manage Multiple Input Types for 2 in 1 
•Provide a seamless transition between input types 
-Allow for touch, keyboard and mouse on laptop mode and support touch, pen on tablet mode 
Use Windows*8 methods to reuse code across all inputs 
-Identify the right type of input for each use case in the application 
•Resources: 
-Touch and Stylus Application: https://software.intel.com/en-us/articles/mixing- stylus-and-touch-input-on-windows-8 
-Feature Detection Application: https://software.intel.com/en- us/articles/programming-considerations-for-sensors-on-ultrabook-notebooks- convertibles-and-tablets
12 
Implement Touch-Overlays 
•Enhance UX of Windows*7 apps on Windows 8 based 2 in 1 devices 
•Build customized virtual controllers with GestureWorks* GamePlay 
•Resources: 
•https://software.intel.com/en-us/articles/gameplay-touch-controls-for- your-favorite-games
13 
Mobile App Development Guidelines for 2 in 1s
14 
Rethink Application Design for 2 in 1s 
Include new capabilities: 
•Multi-Touch: Touch targets and Gestures 
•Device Motion 
-State detection 
-Portrait vs. Landscape 
-Device tilt
15 
Rethink Navigation for 2 in 1 s 
• Challenge conventional navigation schemas 
- Controls at the top corner may not be ideal for device usage 
• Identify touch targets for tablet and laptop usages 
• Consider human ergonomics 
• Adjust placement of controls 
Interaction Reading
16 
URL: http://software.intel.com/en-us/articles/developing-for-high-dpi-applications-for-windows-8http://msdn.microsoft.com/en-us/library/windows/apps/dn263244.aspx 
Source: http://blogs.msdn.com/b/b8/archive/2012/03/21/scaling-to-different-screens.aspx 
Adjust 2 in 1 Designs for Different Screen Sizes
17 
Designing for Multiple Resolutions 
•Scale controls to fit screen size 
-ViewBox control in XAML and WinJS 
•Take advantage of larger screen area 
-Display more content 
-GridView or ListView controls for automatic scaling 
•Use different image resolutions to adapt to screen resolutions 
•Dynamically determine resolution 
-Windows.Graphics.Display.DisplayResolution class 
URL: http://software.intel.com/en-us/articles/developing-for-high-dpi-applications-for-windows-8http://msdn.microsoft.com/en-us/library/windows/apps/dn263244.aspx
18 
Designing for Multiple Views 
•Windows*8 supports multiple orientation views in Laptop and Tablet modes 
•Take advantage of SimpleOrientationSensorenumerations 
-Windows.Devices.Sensorsnamespace supports landscape, portrait, faceupand facedown views 
•Take advantage of DisplayProperties.OrientationChangedevent for device orientation 
URL: http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.sensors.simpleorientationhttp://msdn.microsoft.com/en-us/library/windows/apps/windows.graphics.display.displayproperties.orientationchanged
19 
Accounting for Virtual Keyboards 
An undocked or detached 2 in 1 in tablet mode requires a virtual keyboard 
•Position primary controls in the visible area to account for the keyboard space 
•Reduce number of actions requiring typing 
-Provide autocomplete for text fields 
-Allow for item selection through a list 
-Provide tag inputs
20 
Key Takeaways 
•Understand how your users use the application 
•Design for Desktop and Tablet form factors 
•Design for different orientations 
•Design for various screen sizes 
•Design for touch, stylus and mouse
21 
•Introduction to 2 in 1 Ultrabook™ 
•Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages 
•Universal Windows*8 app development methodologies 
•From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors 
Agenda
22 
Universal App Development
23 
Universal App Development
24 
A common, familiar programming model for universal Windows*apps 
Universal App Development
25 
•Introduction to 2 in 1 Ultrabook™ 
•Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages 
•Universal Windows*8 app development methodologies 
•From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors 
Agenda
26 
bigger screen 
more pixels 
more content
27 
bigger screen 
more pixels 
more content 
higher dpi 
more pixels 
nicer graphics
28 
Layout 
Positioning UI objects on the screen. 
Assets 
Images, video and other graphics. 
Layout vs. Assets
29 
Layout 
Assets
30 
Layout 
Assets 
Physical Size & Shape
31 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance
32 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution
33 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level
34 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors
35 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors 
Mastering
36 
40” 
30” 
24” 
18” 
14” 
10” 
8” 
6” 
4” 
to scale
37 
40” 
30” 
24” 
18” 
14” 
10” 
8” 
6” 
4” 
to scale 
Size (not resolution) matters
38 
wide 
tall 
square
39 
Shape (not orientation) matters 
wide 
tall 
square
40 
Layout 
Assets
41 
Layout 
Assets 
Physical Size & Shape
42 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance
43 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution
44 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level
45 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors
46 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors 
Mastering
47 
If a 4” phone is 800 pixels wide, does that mean a 40” monitor is 8,000?
48 
4K TV: 
3840 x 2160 
But I just “upgraded” 
to a 4K TV! 
If a 4” phone is 800 pixels wide, does that mean a 40” monitor is 8,000?
49 
that’s an eye…
50 
x 
y 
that’s an eye…
51 
x 
y 
2x 
2y 
θ 
that’s an eye…
52 
Far-away objects appear smaller than they are 
x 
y 
2x 
2y 
θ 
that’s an eye…
53 
~4” phone at 10 feet 
Far-away objects appear smaller than they are 
~40” screen at 10 feet
54 
Far-away objects appear smaller than they are 
~40” screen at 10 feet 
~4” phone at 1 foot
55 
Far-away objects appear smaller than they are 
~40” screen at 10 feet 
~4” phone at 1 foot 
Same angle 
of view
56 
Layout 
Assets
57 
Layout 
Assets 
Physical Size & Shape
58 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance
59 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution
60 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level
61 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors
62 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors 
Mastering
63 
~40” screen at 10 feet 
~4” phone at 1 foot
64 
~40” screen at 10 feet 
~4” phone at 1 foot 
Same angle 
of view
65 
~40” screen at 10 feet 
Same effective 
resolution 
~4” phone at 1 foot
66 
~40” screen at 10 feet 
Same effective 
resolution 
~4” phone at 1 foot 
X ×Y effectivepixels 
X ×Y effectivepixels
67 
Effective resolution embraces viewing distance 
~40” screen at 10 feet 
Same effective 
resolution 
~4” phone at 1 foot 
X ×Y effectivepixels 
X ×Y effectivepixels
68 
40” 
30” 
24” 
18” 
14” 
10” 
8” 
6” 
4” 
to scale 
Size (not resolution) matters
69 
2560 x 1440 
1920 x 1080 
1366 x 768 
450 x 800 
to scale 
Effective resolution (not size) matters 
384 x 683
70 
Building adaptive apps for Windows*
71 
•Build shared UI components 
Building adaptive apps for Windows*
72 
•Build shared UI components 
•Combine them into platform-specific pages 
Building adaptive apps for Windows*
73 
•Build shared UI components 
•Combine them into platform-specific pages 
•Adjust layout based on available size & shape 
Building adaptive apps for Windows*
74 
•Build shared UI components 
•Combine them into platform-specific pages 
•Adjust layout based on available size & shape 
•Clean separation of view and model won’t hurt… 
Building adaptive apps for Windows*
75 
Layout 
Assets
76 
Layout 
Assets 
Physical Size & Shape
77 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance
78 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution
79 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level
80 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors
81 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors 
Mastering
82
83
84
85
86
87
88 
dvd_large.png dvd_small.png
89 
Effective asset size determines detail level 
dvd_large.png dvd_small.png
90 
Layout 
Assets
91 
Layout 
Assets 
Physical Size & Shape
92 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance
93 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution
94 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level
95 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors
96 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors 
Mastering
97
98 
2× as dense
99 
Relative density (not DPI) is important 
Also known as “scale factor” or “resolution scale” 
2× as dense
100
101
102 
Ignore this setting!
103 
Steps to generating assets
104 
•Determine desired layout size (in effective pixels) 
Steps to generating assets
105 
•Determine desired layout size (in effective pixels) 
•Output your asset at that size (Shared project) 
Steps to generating assets
106 
•Determine desired layout size (in effective pixels) 
•Output your asset at that size (Shared project) 
•Multiply the layout size by 2.4 
Steps to generating assets
107 
•Determine desired layout size (in effective pixels) 
•Output your asset at that size (Shared project) 
•Multiply the layout size by 2.4 
•Output your asset at that size (Phone-only) 
Steps to generating assets
108 
•Determine desired layout size (in effective pixels) 
•Output your asset at that size (Shared project) 
•Multiply the layout size by 2.4 
•Output your asset at that size (Phone-only) 
•View the result on target devices 
-Emulator / simulator insufficient for asset verification 
Steps to generating assets
109 
•Determine desired layout size (in effective pixels) 
•Output your asset at that size (Shared project) 
•Multiply the layout size by 2.4 
•Output your asset at that size (Phone-only) 
•View the result on target devices 
-Emulator / simulator insufficient for asset verification 
•If it looks good, you’re done! 
Steps to generating assets
110 
•Determine desired layout size (in effective pixels) 
•Output your asset at that size (Shared project) 
•Multiply the layout size by 2.4 
•Output your asset at that size (Phone-only) 
•View the result on target devices 
-Emulator / simulator insufficient for asset verification 
•If it looks good, you’re done! 
•If not, try an additional scale factor (e.g., 1.4 or 1.8) 
Steps to generating assets
111 
Layout 
Assets
112 
Layout 
Assets 
Physical Size & Shape
113 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance
114 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution
115 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level
116 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors
117 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors 
Mastering
118 
Master at highest practical resolution
119 
•Ideally, use a vector format 
Master at highest practical resolution
120 
•Ideally, use a vector format 
•Otherwise, bitmaps >= 400% scale 
Master at highest practical resolution
121 
•Ideally, use a vector format 
•Otherwise, bitmaps >= 400% scale 
•Export at target scale factors as needed 
Master at highest practical resolution
122 
•Ideally, use a vector format 
•Otherwise, bitmaps >= 400% scale 
•Export at target scale factors as needed 
•Don’t forget about the detail level! 
Master at highest practical resolution
123 
•Ideally, use a vector format 
•Otherwise, bitmaps >= 400% scale 
•Export at target scale factors as needed 
•Don’t forget about the detail level! 
•Don’t worry if you only have a low-res asset 
Master at highest practical resolution
124 
Layout 
Assets
125 
Layout 
Assets 
Physical Size & Shape
126 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance
127 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution
128 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level
129 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors
130 
Layout 
Assets 
Physical Size & Shape 
Viewing Distance 
Effective Resolution 
Detail Level 
Scale Factors 
Mastering
131 
Where’s the code?
132 
Where’s the code?
133 
Where’s the code? 
Property 
Description 
ResolutionScale 
Scale factor (enum) –Windows 
RawPixelsPerViewPixel 
Scale factor (double) –Windows Phone 
RawDpiX, RawDpiY 
Ignoreunless measuring real-world objects (ruler, hardware, etc.) 
LogicalDpi 
Avoidunless working with Direct2D or legacy code that assumes96 DPI
134 
Where’s the code? 
Property 
Description 
ResolutionScale 
Scale factor (enum) –Windows 
RawPixelsPerViewPixel 
Scale factor (double) –Windows Phone 
RawDpiX, RawDpiY 
Ignoreunless measuring real-world objects (ruler, hardware, etc.) 
LogicalDpi 
Avoidunless working with Direct2D or legacy code that assumes96 DPI
135 
Where’s the code? 
Property 
Description 
ResolutionScale 
Scale factor (enum) –Windows 
RawPixelsPerViewPixel 
Scale factor (double) –Windows Phone 
RawDpiX, RawDpiY 
Ignoreunless measuring real-world objects (ruler, hardware, etc.) 
LogicalDpi 
Avoidunless working with Direct2D or legacy code that assumes96 DPI
136 
Where’s the code? 
Property 
Description 
ResolutionScale 
Scale factor (enum) –Windows 
RawPixelsPerViewPixel 
Scale factor (double) –Windows Phone 
RawDpiX, RawDpiY 
Ignoreunless measuring real-world objects (ruler, hardware, etc.) 
LogicalDpi 
Avoidunless working with Direct2D or legacy code that assumes96 DPI
137 
Where’s the code? 
Property 
Description 
ResolutionScale 
Scale factor (enum) –Windows 
RawPixelsPerViewPixel 
Scale factor (double) –Windows Phone 
RawDpiX, RawDpiY 
Ignoreunless measuring real-world objects (ruler, hardware, etc.) 
LogicalDpi 
Avoidunless working with Direct2D or legacy code that assumes96 DPI
138 
 
 
 
Wrap-up & Call to Action
139 
Use the right words! 
•Good: effective resolution / shape / scale factor 
•Bad: physical resolution / orientation / DPI 
 
 
Wrap-up & Call to Action
140 
Use the right words! 
•Good: effective resolution / shape / scale factor 
•Bad: physical resolution / orientation / DPI 
Architect for a flexible layout 
•Prefer component parts vs. monolithic pages 
•Let the layout system work for you 
 
Wrap-up & Call to Action
141 
Use the right words! 
•Good: effective resolution / shape / scale factor 
•Bad: physical resolution / orientation / DPI 
Architect for a flexible layout 
•Prefer component parts vs. monolithic pages 
•Let the layout system work for you 
Focus on the right set of assets 
•Start with high-resolution masters 
•Generate only the scale factors you need (eg, 100% and 240%) 
•Ensure detail level is appropriate 
Wrap-up & Call to Action
142 
Legal Disclaimer 
INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS.NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO ANY INTELLECTUAL PROPERTY RIGHTS IS GRANTED BY THIS DOCUMENT.EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY, RELATING TO SALE AND/OR USEOF INTEL PRODUCTS INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANYPATENT, COPYRIGHT OR OTHER INTELLECTUAL PROPERTY RIGHT. 
A "Mission Critical Application" is any application in which failure of the Intel Product could result, directly or indirectly, in personal injury or death.SHOULD YOU PURCHASE OR USE INTEL'S PRODUCTS FOR ANY SUCH MISSION CRITICAL APPLICATION, YOU SHALL INDEMNIFY AND HOLD INTEL AND ITS SUBSIDIARIES, SUBCONTRACTORS AND AFFILIATES, AND THE DIRECTORS, OFFICERS, AND EMPLOYEES OF EACH, HARMLESS AGAINST ALL CLAIMS COSTS, DAMAGES, AND EXPENSES AND REASONABLE ATTORNEYS' FEES ARISING OUT OF, DIRECTLY OR INDIRECTLY, ANY CLAIM OF PRODUCT LIABILITY, PERSONAL INJURY,OR DEATH ARISING IN ANY WAY OUT OF SUCH MISSION CRITICAL APPLICATION, WHETHER OR NOT INTEL OR ITS SUBCONTRACTOR WAS NEGLIGENT IN THE DESIGN, MANUFACTURE, OR WARNING OF THE INTEL PRODUCT OR ANY OF ITS PARTS. 
Intel may make changes to specifications and product descriptions at any time, without notice.Designers must not rely on the absence or characteristics of any features or instructions marked "reserved" or "undefined".Intel reserves these for future definition and shall have no responsibility whatsoever for conflicts or incompatibilities arising from future changes to them.The information here is subject to change without notice.Do not finalize a design with this information. 
The products described in this document may contain design defects or errors known as errata which may cause the product to deviate from published specifications.Current characterized errata are available on request. 
Contact your local Intel sales office or your distributor to obtain the latest specifications and before placing your productorder. 
Copies of documents which have an order number and are referenced in this document, or other Intel literature, may be obtained by calling 1-800-548-4725, or go to:http://www.intel.com/design/literature.htm 
Intel, Ultrabook, Look Inside and the Intel logo are trademarks of Intel Corporation in the United States and other countries. 
Other names and brands may be claimed as the property of others. 
Copyright ©2014 Intel Corporation.
143 
Risk Factors 
The above statements and any others in this document that refer to plans and expectations for the second quarter, the year and the future are forward-looking statements that involve a number of risks and uncertainties. Words such as “anticipates,” “expects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” “may,” “will,” “should” and their variations identify forward-looking statements. Statements that refer toor are based on projections, uncertain events or assumptions also identify forward-looking statements. Many factors could affect Intel’s actual results, and variances from Intel’s current expectations regarding such factors could cause actual results to differ materially from those expressedinthese forward-looking statements. Intel presently considers the following to be important factors that could cause actual results to differ materiallyfrom the company’s expectations. Demand for Intel's products is highly variable and, in recent years, Intel has experienced declining orders in thetraditional PC market segment. Demand could be different from Intel's expectations due to factors including changes in business and economic conditions; consumer confidence or income levels; customer acceptance of Intel’s and competitors’ products; competitive and pricing pressures, including actions taken by competitors; supply constraints and other disruptions affecting customers; changes in customer order patterns including ordercancellations; and changes in the level of inventory at customers. Intel operates in highly competitive industries and its operations have high costs that are either fixed or difficult to reduce in the short term. Intel's gross margin percentage could vary significantly from expectations based oncapacity utilization; variations in inventory valuation, including variations related to the timing of qualifying products for sale; changes in revenue levels; segment product mix; the timing and execution of the manufacturing ramp and associated costs; excess or obsolete inventory; changes in unit costs; defects or disruptions in the supply of materials or resources; and product manufacturing quality/yields. Variations in gross margin may also be caused by the timing of Intel product introductions and related expenses, including marketing expenses, and Intel's ability to respond quicklyto technological developments and to introduce new products or incorporate new features into existing products, which may result in restructuringand asset impairment charges. Intel's results could be affected by adverse economic, social, political and physical/infrastructure conditions in countries where Intel, its customers or its suppliers operate, including military conflict and other security risks, natural disasters, infrastructure disruptions, health concerns and fluctuations in currency exchange rates. Intel’s results could be affected by the timing of closing of acquisitions, divestitures and other significant transactions. Intel's results could be affected by adverse effects associated with product defects and errata (deviations from published specifications), and by litigation or regulatory matters involving intellectual property, stockholder, consumer, antitrust, disclosure and other issues, such as the litigation and regulatory matters described in Intel's SEC filings. An unfavorable ruling could include monetary damages or an injunction prohibiting Intel from manufacturing or selling one or more products, precluding particular business practices, impacting Intel’s ability to design its products, or requiring other remedies such as compulsory licensing of intellectual property. A detailed discussion of these and other factors that could affect Intel’s results is included in Intel’s SEC filings, including the company’s most recent reports on Form 10-Q, Form 10-K and earnings release. 
Rev. 4/15/14

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Application Design, Development and User Experience Methodologies for the 2 in 1 Ultrabook™: Creating Compelling Tablet and Laptop Usages on Windows* 8

  • 1. Application Design, Development and User Experience Methodologies for the 2 in 1 Ultrabook™: Creating Compelling Tablet and Laptop Usages on Windows* 8 Meghana Rao – Developer Evangelist, Intel Corporation Doug Holland – Architect Evangelist, Microsoft Corporation MOBS005
  • 2. 2 •Introduction to 2 in 1 Ultrabook™ •Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages •Universal Windows*8 app development methodologies •From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors Agenda
  • 3. 3 •Introduction to 2 in 1 Ultrabook™ •Transformational app development guidelines on 2 in 1 Ultrabooks – winning the tablet and laptop usages •Universal Windows*8 app development methodologies •From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors Agenda
  • 4. 4 Ultrabook™and 2 in 1 Devices Dell*XPS 12 Convertible Ultrabook™ Vision It’ s a tablet when I want it. It’ a PC when I need it. All day. Every day. Sony*VAIO*Duo 11 Ultrabook Touch, Stylus and Mouse enabled for Desktop and Tablet usages
  • 5. 5 2 in 1 Device Variants Form Factor Tablet Mode Laptop Mode Image of Model Folder 181⁰-360⁰ 0⁰-180⁰ Ferris Wheel Screen facing outwards Screen facing the keyboard Slider Screen covering any part of keyboard Screen not covering any part of keyboard Swivel Closed lid position with screen facing up OR Stand mode with screen facing up Any other positions Detachable Screen detached from keyboard OR Keyboard attached with screen not facing the keyboard Attached with screen facing keyboard Dual Screen Closed lid position with cover facing up OR Stand mode with cover / screen facing up Screen facing the keyboard
  • 6. 6 •Introduction to 2 in 1 Ultrabook™ •Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages •Universal Windows*8 app development methodologies •From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors Agenda
  • 7. 7 2 in 1 Mode Aware App Demos •What does a transformative experience mean? -Supporting multiple device usage models in one application Provide different UIs for laptop and tablet modes Provide a seamless use of multiple inputs (touch and pen for tablet mode; keyboard, mouse and touch for laptop mode) Provide touch overlays for existing Windows*7 apps •How do I implement the transformative experience in my app?
  • 8. 8 Developing a Transformative Experience •How to detect tablet and laptop modes: -Requires driver PNP0C60 -Use GetSystemMetricsWindows*8 API •Limitations -Driver support currently not available on all 2 in 1 platforms -API works in Windows 8 Desktop mode only •Workarounds -Provide a manual switch to swap between laptop and tablet mode functionalities •Resources: •https://software.intel.com/en-us/articles/detecting-slateclamshell-mode-screen- orientation-in-convertible-pc •https://software.intel.com/en-us/articles/krita-gemini-twice-as-nice-on-a-2-in-1
  • 9. 9 Providing Transformative UIs •High performance multi-track audio editing and recording software •Optimizes user experience for 2 in 1 Ultrabook™ -Adds touch -Provides distinct UIs for laptop and tablet usages -Implements manual and automatic switches from laptop to tablet modes
  • 10. 10 Providing Transformative UIs •CalligraGemini* •Productivity Suite with word processor and presentation capabilities •Optimizes user experience for 2 in 1 Ultrabook™ -Works seamlessly with keyboard/mouse and touch
  • 11. 11 Manage Multiple Input Types for 2 in 1 •Provide a seamless transition between input types -Allow for touch, keyboard and mouse on laptop mode and support touch, pen on tablet mode Use Windows*8 methods to reuse code across all inputs -Identify the right type of input for each use case in the application •Resources: -Touch and Stylus Application: https://software.intel.com/en-us/articles/mixing- stylus-and-touch-input-on-windows-8 -Feature Detection Application: https://software.intel.com/en- us/articles/programming-considerations-for-sensors-on-ultrabook-notebooks- convertibles-and-tablets
  • 12. 12 Implement Touch-Overlays •Enhance UX of Windows*7 apps on Windows 8 based 2 in 1 devices •Build customized virtual controllers with GestureWorks* GamePlay •Resources: •https://software.intel.com/en-us/articles/gameplay-touch-controls-for- your-favorite-games
  • 13. 13 Mobile App Development Guidelines for 2 in 1s
  • 14. 14 Rethink Application Design for 2 in 1s Include new capabilities: •Multi-Touch: Touch targets and Gestures •Device Motion -State detection -Portrait vs. Landscape -Device tilt
  • 15. 15 Rethink Navigation for 2 in 1 s • Challenge conventional navigation schemas - Controls at the top corner may not be ideal for device usage • Identify touch targets for tablet and laptop usages • Consider human ergonomics • Adjust placement of controls Interaction Reading
  • 16. 16 URL: http://software.intel.com/en-us/articles/developing-for-high-dpi-applications-for-windows-8http://msdn.microsoft.com/en-us/library/windows/apps/dn263244.aspx Source: http://blogs.msdn.com/b/b8/archive/2012/03/21/scaling-to-different-screens.aspx Adjust 2 in 1 Designs for Different Screen Sizes
  • 17. 17 Designing for Multiple Resolutions •Scale controls to fit screen size -ViewBox control in XAML and WinJS •Take advantage of larger screen area -Display more content -GridView or ListView controls for automatic scaling •Use different image resolutions to adapt to screen resolutions •Dynamically determine resolution -Windows.Graphics.Display.DisplayResolution class URL: http://software.intel.com/en-us/articles/developing-for-high-dpi-applications-for-windows-8http://msdn.microsoft.com/en-us/library/windows/apps/dn263244.aspx
  • 18. 18 Designing for Multiple Views •Windows*8 supports multiple orientation views in Laptop and Tablet modes •Take advantage of SimpleOrientationSensorenumerations -Windows.Devices.Sensorsnamespace supports landscape, portrait, faceupand facedown views •Take advantage of DisplayProperties.OrientationChangedevent for device orientation URL: http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.sensors.simpleorientationhttp://msdn.microsoft.com/en-us/library/windows/apps/windows.graphics.display.displayproperties.orientationchanged
  • 19. 19 Accounting for Virtual Keyboards An undocked or detached 2 in 1 in tablet mode requires a virtual keyboard •Position primary controls in the visible area to account for the keyboard space •Reduce number of actions requiring typing -Provide autocomplete for text fields -Allow for item selection through a list -Provide tag inputs
  • 20. 20 Key Takeaways •Understand how your users use the application •Design for Desktop and Tablet form factors •Design for different orientations •Design for various screen sizes •Design for touch, stylus and mouse
  • 21. 21 •Introduction to 2 in 1 Ultrabook™ •Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages •Universal Windows*8 app development methodologies •From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors Agenda
  • 22. 22 Universal App Development
  • 23. 23 Universal App Development
  • 24. 24 A common, familiar programming model for universal Windows*apps Universal App Development
  • 25. 25 •Introduction to 2 in 1 Ultrabook™ •Transformational app development guidelines on 2 in 1 Ultrabooks– winning the tablet and laptop usages •Universal Windows*8 app development methodologies •From 4 to 40 inches: Developing Windows Applications across Multiple Form Factors Agenda
  • 26. 26 bigger screen more pixels more content
  • 27. 27 bigger screen more pixels more content higher dpi more pixels nicer graphics
  • 28. 28 Layout Positioning UI objects on the screen. Assets Images, video and other graphics. Layout vs. Assets
  • 30. 30 Layout Assets Physical Size & Shape
  • 31. 31 Layout Assets Physical Size & Shape Viewing Distance
  • 32. 32 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution
  • 33. 33 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level
  • 34. 34 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors
  • 35. 35 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors Mastering
  • 36. 36 40” 30” 24” 18” 14” 10” 8” 6” 4” to scale
  • 37. 37 40” 30” 24” 18” 14” 10” 8” 6” 4” to scale Size (not resolution) matters
  • 38. 38 wide tall square
  • 39. 39 Shape (not orientation) matters wide tall square
  • 41. 41 Layout Assets Physical Size & Shape
  • 42. 42 Layout Assets Physical Size & Shape Viewing Distance
  • 43. 43 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution
  • 44. 44 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level
  • 45. 45 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors
  • 46. 46 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors Mastering
  • 47. 47 If a 4” phone is 800 pixels wide, does that mean a 40” monitor is 8,000?
  • 48. 48 4K TV: 3840 x 2160 But I just “upgraded” to a 4K TV! If a 4” phone is 800 pixels wide, does that mean a 40” monitor is 8,000?
  • 49. 49 that’s an eye…
  • 50. 50 x y that’s an eye…
  • 51. 51 x y 2x 2y θ that’s an eye…
  • 52. 52 Far-away objects appear smaller than they are x y 2x 2y θ that’s an eye…
  • 53. 53 ~4” phone at 10 feet Far-away objects appear smaller than they are ~40” screen at 10 feet
  • 54. 54 Far-away objects appear smaller than they are ~40” screen at 10 feet ~4” phone at 1 foot
  • 55. 55 Far-away objects appear smaller than they are ~40” screen at 10 feet ~4” phone at 1 foot Same angle of view
  • 57. 57 Layout Assets Physical Size & Shape
  • 58. 58 Layout Assets Physical Size & Shape Viewing Distance
  • 59. 59 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution
  • 60. 60 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level
  • 61. 61 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors
  • 62. 62 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors Mastering
  • 63. 63 ~40” screen at 10 feet ~4” phone at 1 foot
  • 64. 64 ~40” screen at 10 feet ~4” phone at 1 foot Same angle of view
  • 65. 65 ~40” screen at 10 feet Same effective resolution ~4” phone at 1 foot
  • 66. 66 ~40” screen at 10 feet Same effective resolution ~4” phone at 1 foot X ×Y effectivepixels X ×Y effectivepixels
  • 67. 67 Effective resolution embraces viewing distance ~40” screen at 10 feet Same effective resolution ~4” phone at 1 foot X ×Y effectivepixels X ×Y effectivepixels
  • 68. 68 40” 30” 24” 18” 14” 10” 8” 6” 4” to scale Size (not resolution) matters
  • 69. 69 2560 x 1440 1920 x 1080 1366 x 768 450 x 800 to scale Effective resolution (not size) matters 384 x 683
  • 70. 70 Building adaptive apps for Windows*
  • 71. 71 •Build shared UI components Building adaptive apps for Windows*
  • 72. 72 •Build shared UI components •Combine them into platform-specific pages Building adaptive apps for Windows*
  • 73. 73 •Build shared UI components •Combine them into platform-specific pages •Adjust layout based on available size & shape Building adaptive apps for Windows*
  • 74. 74 •Build shared UI components •Combine them into platform-specific pages •Adjust layout based on available size & shape •Clean separation of view and model won’t hurt… Building adaptive apps for Windows*
  • 76. 76 Layout Assets Physical Size & Shape
  • 77. 77 Layout Assets Physical Size & Shape Viewing Distance
  • 78. 78 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution
  • 79. 79 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level
  • 80. 80 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors
  • 81. 81 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors Mastering
  • 82. 82
  • 83. 83
  • 84. 84
  • 85. 85
  • 86. 86
  • 87. 87
  • 89. 89 Effective asset size determines detail level dvd_large.png dvd_small.png
  • 91. 91 Layout Assets Physical Size & Shape
  • 92. 92 Layout Assets Physical Size & Shape Viewing Distance
  • 93. 93 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution
  • 94. 94 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level
  • 95. 95 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors
  • 96. 96 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors Mastering
  • 97. 97
  • 98. 98 2× as dense
  • 99. 99 Relative density (not DPI) is important Also known as “scale factor” or “resolution scale” 2× as dense
  • 100. 100
  • 101. 101
  • 102. 102 Ignore this setting!
  • 103. 103 Steps to generating assets
  • 104. 104 •Determine desired layout size (in effective pixels) Steps to generating assets
  • 105. 105 •Determine desired layout size (in effective pixels) •Output your asset at that size (Shared project) Steps to generating assets
  • 106. 106 •Determine desired layout size (in effective pixels) •Output your asset at that size (Shared project) •Multiply the layout size by 2.4 Steps to generating assets
  • 107. 107 •Determine desired layout size (in effective pixels) •Output your asset at that size (Shared project) •Multiply the layout size by 2.4 •Output your asset at that size (Phone-only) Steps to generating assets
  • 108. 108 •Determine desired layout size (in effective pixels) •Output your asset at that size (Shared project) •Multiply the layout size by 2.4 •Output your asset at that size (Phone-only) •View the result on target devices -Emulator / simulator insufficient for asset verification Steps to generating assets
  • 109. 109 •Determine desired layout size (in effective pixels) •Output your asset at that size (Shared project) •Multiply the layout size by 2.4 •Output your asset at that size (Phone-only) •View the result on target devices -Emulator / simulator insufficient for asset verification •If it looks good, you’re done! Steps to generating assets
  • 110. 110 •Determine desired layout size (in effective pixels) •Output your asset at that size (Shared project) •Multiply the layout size by 2.4 •Output your asset at that size (Phone-only) •View the result on target devices -Emulator / simulator insufficient for asset verification •If it looks good, you’re done! •If not, try an additional scale factor (e.g., 1.4 or 1.8) Steps to generating assets
  • 112. 112 Layout Assets Physical Size & Shape
  • 113. 113 Layout Assets Physical Size & Shape Viewing Distance
  • 114. 114 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution
  • 115. 115 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level
  • 116. 116 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors
  • 117. 117 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors Mastering
  • 118. 118 Master at highest practical resolution
  • 119. 119 •Ideally, use a vector format Master at highest practical resolution
  • 120. 120 •Ideally, use a vector format •Otherwise, bitmaps >= 400% scale Master at highest practical resolution
  • 121. 121 •Ideally, use a vector format •Otherwise, bitmaps >= 400% scale •Export at target scale factors as needed Master at highest practical resolution
  • 122. 122 •Ideally, use a vector format •Otherwise, bitmaps >= 400% scale •Export at target scale factors as needed •Don’t forget about the detail level! Master at highest practical resolution
  • 123. 123 •Ideally, use a vector format •Otherwise, bitmaps >= 400% scale •Export at target scale factors as needed •Don’t forget about the detail level! •Don’t worry if you only have a low-res asset Master at highest practical resolution
  • 125. 125 Layout Assets Physical Size & Shape
  • 126. 126 Layout Assets Physical Size & Shape Viewing Distance
  • 127. 127 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution
  • 128. 128 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level
  • 129. 129 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors
  • 130. 130 Layout Assets Physical Size & Shape Viewing Distance Effective Resolution Detail Level Scale Factors Mastering
  • 133. 133 Where’s the code? Property Description ResolutionScale Scale factor (enum) –Windows RawPixelsPerViewPixel Scale factor (double) –Windows Phone RawDpiX, RawDpiY Ignoreunless measuring real-world objects (ruler, hardware, etc.) LogicalDpi Avoidunless working with Direct2D or legacy code that assumes96 DPI
  • 134. 134 Where’s the code? Property Description ResolutionScale Scale factor (enum) –Windows RawPixelsPerViewPixel Scale factor (double) –Windows Phone RawDpiX, RawDpiY Ignoreunless measuring real-world objects (ruler, hardware, etc.) LogicalDpi Avoidunless working with Direct2D or legacy code that assumes96 DPI
  • 135. 135 Where’s the code? Property Description ResolutionScale Scale factor (enum) –Windows RawPixelsPerViewPixel Scale factor (double) –Windows Phone RawDpiX, RawDpiY Ignoreunless measuring real-world objects (ruler, hardware, etc.) LogicalDpi Avoidunless working with Direct2D or legacy code that assumes96 DPI
  • 136. 136 Where’s the code? Property Description ResolutionScale Scale factor (enum) –Windows RawPixelsPerViewPixel Scale factor (double) –Windows Phone RawDpiX, RawDpiY Ignoreunless measuring real-world objects (ruler, hardware, etc.) LogicalDpi Avoidunless working with Direct2D or legacy code that assumes96 DPI
  • 137. 137 Where’s the code? Property Description ResolutionScale Scale factor (enum) –Windows RawPixelsPerViewPixel Scale factor (double) –Windows Phone RawDpiX, RawDpiY Ignoreunless measuring real-world objects (ruler, hardware, etc.) LogicalDpi Avoidunless working with Direct2D or legacy code that assumes96 DPI
  • 138. 138    Wrap-up & Call to Action
  • 139. 139 Use the right words! •Good: effective resolution / shape / scale factor •Bad: physical resolution / orientation / DPI   Wrap-up & Call to Action
  • 140. 140 Use the right words! •Good: effective resolution / shape / scale factor •Bad: physical resolution / orientation / DPI Architect for a flexible layout •Prefer component parts vs. monolithic pages •Let the layout system work for you  Wrap-up & Call to Action
  • 141. 141 Use the right words! •Good: effective resolution / shape / scale factor •Bad: physical resolution / orientation / DPI Architect for a flexible layout •Prefer component parts vs. monolithic pages •Let the layout system work for you Focus on the right set of assets •Start with high-resolution masters •Generate only the scale factors you need (eg, 100% and 240%) •Ensure detail level is appropriate Wrap-up & Call to Action
  • 142. 142 Legal Disclaimer INFORMATION IN THIS DOCUMENT IS PROVIDED IN CONNECTION WITH INTEL PRODUCTS.NO LICENSE, EXPRESS OR IMPLIED, BY ESTOPPEL OR OTHERWISE, TO ANY INTELLECTUAL PROPERTY RIGHTS IS GRANTED BY THIS DOCUMENT.EXCEPT AS PROVIDED IN INTEL'S TERMS AND CONDITIONS OF SALE FOR SUCH PRODUCTS, INTEL ASSUMES NO LIABILITY WHATSOEVER AND INTEL DISCLAIMS ANY EXPRESS OR IMPLIED WARRANTY, RELATING TO SALE AND/OR USEOF INTEL PRODUCTS INCLUDING LIABILITY OR WARRANTIES RELATING TO FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY, OR INFRINGEMENT OF ANYPATENT, COPYRIGHT OR OTHER INTELLECTUAL PROPERTY RIGHT. A "Mission Critical Application" is any application in which failure of the Intel Product could result, directly or indirectly, in personal injury or death.SHOULD YOU PURCHASE OR USE INTEL'S PRODUCTS FOR ANY SUCH MISSION CRITICAL APPLICATION, YOU SHALL INDEMNIFY AND HOLD INTEL AND ITS SUBSIDIARIES, SUBCONTRACTORS AND AFFILIATES, AND THE DIRECTORS, OFFICERS, AND EMPLOYEES OF EACH, HARMLESS AGAINST ALL CLAIMS COSTS, DAMAGES, AND EXPENSES AND REASONABLE ATTORNEYS' FEES ARISING OUT OF, DIRECTLY OR INDIRECTLY, ANY CLAIM OF PRODUCT LIABILITY, PERSONAL INJURY,OR DEATH ARISING IN ANY WAY OUT OF SUCH MISSION CRITICAL APPLICATION, WHETHER OR NOT INTEL OR ITS SUBCONTRACTOR WAS NEGLIGENT IN THE DESIGN, MANUFACTURE, OR WARNING OF THE INTEL PRODUCT OR ANY OF ITS PARTS. Intel may make changes to specifications and product descriptions at any time, without notice.Designers must not rely on the absence or characteristics of any features or instructions marked "reserved" or "undefined".Intel reserves these for future definition and shall have no responsibility whatsoever for conflicts or incompatibilities arising from future changes to them.The information here is subject to change without notice.Do not finalize a design with this information. The products described in this document may contain design defects or errors known as errata which may cause the product to deviate from published specifications.Current characterized errata are available on request. Contact your local Intel sales office or your distributor to obtain the latest specifications and before placing your productorder. Copies of documents which have an order number and are referenced in this document, or other Intel literature, may be obtained by calling 1-800-548-4725, or go to:http://www.intel.com/design/literature.htm Intel, Ultrabook, Look Inside and the Intel logo are trademarks of Intel Corporation in the United States and other countries. Other names and brands may be claimed as the property of others. Copyright ©2014 Intel Corporation.
  • 143. 143 Risk Factors The above statements and any others in this document that refer to plans and expectations for the second quarter, the year and the future are forward-looking statements that involve a number of risks and uncertainties. Words such as “anticipates,” “expects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” “may,” “will,” “should” and their variations identify forward-looking statements. Statements that refer toor are based on projections, uncertain events or assumptions also identify forward-looking statements. Many factors could affect Intel’s actual results, and variances from Intel’s current expectations regarding such factors could cause actual results to differ materially from those expressedinthese forward-looking statements. Intel presently considers the following to be important factors that could cause actual results to differ materiallyfrom the company’s expectations. Demand for Intel's products is highly variable and, in recent years, Intel has experienced declining orders in thetraditional PC market segment. Demand could be different from Intel's expectations due to factors including changes in business and economic conditions; consumer confidence or income levels; customer acceptance of Intel’s and competitors’ products; competitive and pricing pressures, including actions taken by competitors; supply constraints and other disruptions affecting customers; changes in customer order patterns including ordercancellations; and changes in the level of inventory at customers. Intel operates in highly competitive industries and its operations have high costs that are either fixed or difficult to reduce in the short term. Intel's gross margin percentage could vary significantly from expectations based oncapacity utilization; variations in inventory valuation, including variations related to the timing of qualifying products for sale; changes in revenue levels; segment product mix; the timing and execution of the manufacturing ramp and associated costs; excess or obsolete inventory; changes in unit costs; defects or disruptions in the supply of materials or resources; and product manufacturing quality/yields. Variations in gross margin may also be caused by the timing of Intel product introductions and related expenses, including marketing expenses, and Intel's ability to respond quicklyto technological developments and to introduce new products or incorporate new features into existing products, which may result in restructuringand asset impairment charges. Intel's results could be affected by adverse economic, social, political and physical/infrastructure conditions in countries where Intel, its customers or its suppliers operate, including military conflict and other security risks, natural disasters, infrastructure disruptions, health concerns and fluctuations in currency exchange rates. Intel’s results could be affected by the timing of closing of acquisitions, divestitures and other significant transactions. Intel's results could be affected by adverse effects associated with product defects and errata (deviations from published specifications), and by litigation or regulatory matters involving intellectual property, stockholder, consumer, antitrust, disclosure and other issues, such as the litigation and regulatory matters described in Intel's SEC filings. An unfavorable ruling could include monetary damages or an injunction prohibiting Intel from manufacturing or selling one or more products, precluding particular business practices, impacting Intel’s ability to design its products, or requiring other remedies such as compulsory licensing of intellectual property. A detailed discussion of these and other factors that could affect Intel’s results is included in Intel’s SEC filings, including the company’s most recent reports on Form 10-Q, Form 10-K and earnings release. Rev. 4/15/14