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Blog: How we built mobile replay #9376
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Co-authored-by: Manoel Aranda Neto <[email protected]>
…hog.com into built-mobile-replay
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Looks great!
Co-authored-by: Lior539 <[email protected]>
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A few bits I think we should tighten up, but this is looking good.
Also, does the headline make sense? I think "why it took so long" is a pretty minor part of the story and the real answer is "because we only started last year"! If that's part of the story, we should make it clearer when we actually started work on it.
Phones are much less powerful than desktops. Because of this, we need to be much more sensitive about performance. | ||
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If you've ever tried to record your phone screen, you would know its impact on performance. Apps take longer to load, animations become choppy, reactivity degrades, and your phone heats up. | ||
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Anything that degrades your user experience is not an option for many developers. |
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This could do with a bit more caveating and context. Something about how the vast majority of phones aren't top-of-the-range iPhones. Your app needs to work just as well on $150 Android phone as a $1,500 iPhone 16 etc. That screen recording example is not universally true, so probably not a great example.
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Not slowing down people's apps was core to our mission with session replay. | ||
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To do this, we decided to focus on capturing wireframes instead of screenshots. Although we built both in the end, wireframe mode is much less performance-intensive, meaning it is the mode users prefer. |
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can we quantify this? how big is the difference?
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Co-authored-by: Andy Vandervell <[email protected]>
Co-authored-by: Andy Vandervell <[email protected]>
Going to wait for Manoel's benchmarks then I'll merge this |
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How we built mobile replay
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