Use cases is an ideal fit for the following use cases.

Document publishing

Locomote’s mix of features makes it the ideal platform for publishing technical and other document sets to web and mobile. Documents and images can be edited in docx format and stored in a Dropbox folder. Before being published, documents are converted to HTML and CSS for better display on mobile devices and desktop. Once synced to mobile, documentation is available, and fully searchable, in offline mode.


Using, it is easy for an enterprise to build apps which can be used as internal reporting tools. Data can be read from an internal data source, such as an accounting or inventory system, and replicated as relational data to a sqlite database local to each device. From there it can be locally queried and used to generate reports and graphs for display on the device, whilst automatically refreshing as new data is published through the system. Fine-grained access controls can be setup to limit the data visible to individual users, with permissions and user authentication being performed through the enterprise’s user directory systems.

Content-driven apps

A content driven app is an app whose user interface and navigation is defined and controlled by the content the app displays. The web is naturally content driven, but on mobile this can be more difficult due to the constraints of native UIs and the difficulties of dynamically generating flexible, native UI experiences from content. solves these problems using the SCFFLD cross-platform dependency injection framework, which is a natural fit with Locomote’s content management model.

Large scale asset management

Game and other apps often require hundreds of megabytes image, sound and other media files, and these assets usually have to be packaged with the app installable, resulting in a very large download for the user when they install the app. Additionally, changes or additions to these media sets can only be acheived by performing an app upgrade, requiring a full app release cycle, and imposing another full download on existing app users as they upgrade - even if only a small number of assets have been modified or added. provides a solution to these problems by allowing apps to be published with only a small initial subset of assets, downloading the remaining assets after the app is installed. This has the effect of reducing the app download size, and means that a full download doesn’t need to be repeated after an app upgrade. Additionally, assets can be remotely managed and replaced, or new assets added, without requiring an app upgrade. also provides tools for automatic image catalog generation etc. which help reduce the overall effort of managing large asset sets.

In-app purchase of digital goods

Many types of apps allow in-app purchases of digital goods (e.g. audio or image files, game levels) through the appropriate app store. The recommended method for distributing digital goods for purchase this way is to package them with the app, and to unlock user access to the digital good once an app store receipt is presented as proof of purchase. However, this approach has a number of major drawbacks. It bloats the size of the app download, and reduces the number of digital goods which can be offered for sale. Changes or additions to the goods on offer require a new app version to be released and downloaded by the user. Allowing a user to share the purchases across multiple devices becomes another complication. offers an ideal solution to all these problems, allowing digital goods to only be downloaded once a user has purchased them. The catalog of goods can be remotely managed through the CMS, and changes to the offerings can be made without requiring a new app release.