Dissecting and DeFragmenting the Wild and Wacky Mobile App World


Published on

This presentation was given by Joe Monastiero at the WIP "Muther of all Hackathons" in San Jose, CA on June 24, 2011.

Published in: Technology
  • Be the first to comment

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Dissecting and DeFragmenting the Wild and Wacky Mobile App World

  1. 1. Dissecting & Defragmenting the Wild and Wacky Mobile App World<br />Joe “Toe” Monastiero<br />VP & Co-Founder<br />
  2. 2. Mobile Dev EnvironmentsMost Relevant Today<br />Android<br /><ul><li>40+% Global Smartphone Market by EO2011
  3. 3. Over 200,000 apps
  4. 4. 43% of developer pool (just flipped with iOS)</li></ul>iOS<br /><ul><li>18.2% of Market by EOY
  5. 5. Over 400,000 apps
  6. 6. 40% of developer pool</li></ul>Web<br />71 Minutes/day for Smartphones web browsing <br />vs. 81 minutes for Smartphone apps<br />
  7. 7. Dev EnvironmentsMost Relevant Tomorrow*<br />Web/HTML5<br />If the playing field is leveled, could provide 75% of daily usage<br />Android<br />44% market share by 2015<br />Microsoft WP7<br />Projected 20.3% market share in 2015<br />Apple<br />Predicted to fall to 17% share by 2015<br />BBY<br />Will hold about 13% share in 2015<br />The Rest<br />HP/WebOS<br />Flash<br />Bada<br />*Source - IDC<br />
  8. 8. Web/HTML5<br />Pros<br /><ul><li>5 million web developers
  9. 9. Open Standards, Free
  10. 10. HTML5 is strong candidate to replace Flash
  11. 11. No app store tariffs
  12. 12. Carriers, companies not named Apple/Google/Adobe highly motivated</li></ul>Cons<br />Need platform parity – performance, <br />hardware access, frictionless payments, <br />push messaging, compelling app stores<br />
  13. 13. Why The Mobile Web Will Win<br />The fragmentation issue in mobile only gets worseeach year with new devices, different implementations and operating systems, the cost of rolling out an app across multiple devices around the world can increase exponentially. The browser provides the prospect of being the great unifier so you can truly design once and run everywhere …a browser provides the perfect avenue to maximize impact with the least amount of development. Chetan Sharma, Wireless Industry Expert, http://www.chetansharma.com.<br />
  14. 14. Android<br />Pros<br /><ul><li>100M+ devices
  15. 15. Expansive hardware choices
  16. 16. Market is less restrictive than Apple store</li></ul>Cons<br /><ul><li>30% of everything goes to Google
  17. 17. Minimal app filter, questionable app quality
  18. 18. Small developer pool, limited dev tool offerings
  19. 19. Immature app Market
  20. 20. No matching “iTunes” experience</li></li></ul><li>Apple iOS<br />Pros<br /><ul><li>200M devices, 14B downloads
  21. 21. Innovative platform provider
  22. 22. Quality tools, iTunes
  23. 23. Robust platform
  24. 24. Generating revenue and cottage industries</li></ul>Cons<br /><ul><li>30% of everything goes to Apple
  25. 25. Restrictive policies
  26. 26. Limited (alright, zero) hardware choices</li></li></ul><li>Others<br />Windows Phone 7 and HP WebOS devices <br /><ul><li>Impressive hardware, software
  27. 27. Nokia will fight hard to hold market share
  28. 28. Do not count out HP, huge channel presence
  29. 29. Look to 2012 for reasons to adopt, or…
  30. 30. …just focus on mobile web apps</li></ul>– vertical market strategies<br />BBY – Unknown market strategy<br />
  31. 31. Cross-Platform Developer Tools<br />HTML5/JavaScript Tools<br />Lua-based<br />Ruby-based<br />Flash<br />JS Frameworks<br />Game Engines<br />
  32. 32. HTML5/JavaScript Tools<br /><ul><li>Free Open Source project
  33. 33. JavaScript native device API bridge
  34. 34. Consulting Services offered by Nitobi
  35. 35. Varied support for numerous platforms (iOS, Android, BBY and WebOS)
  36. 36. Use any JS Framework (Sencha, jQuery, Impact JS)
  37. 37. Use any IDE</li></li></ul><li> HTML5/JavaScript Tools<br /><ul><li> JavaScript native device API bridge
  38. 38. XDK desktop simulator (app*lab on device simulators)
  39. 39. Service APIs for payments, push messaging, analytics and field app updates
  40. 40. Cloud builds, no SDKs or Macs required
  41. 41. TapJS social gaming engine, DirectCanvas
  42. 42. Native hardware accessing web browser
  43. 43. Use any JS Framework (Sencha, JQuery, ImpactJS)
  44. 44. PhoneGap support built-in</li></li></ul><li>Pure JavaScript Tools<br /><ul><li>Titanium framework, aptana IDE
  45. 45. Written in JS as an alternative to Objective C
  46. 46. Not targeting web developers, no DOM support</li></ul>(Thus no support for other JS frameworks)<br /><ul><li>iOS-centric
  47. 47. Outputs native code, requires Mac and X-Code
  48. 48. $600-$2400/yearly</li></li></ul><li>Lua and Ruby Tools<br /><ul><li>Lua-based, game-centric SDK, iOS-focused
  49. 49. Requires Mac for iOS dev
  50. 50. $199-$349/yr
  51. 51. Lua-Based, game-centric SDK
  52. 52. $1500-$4500 per license
  53. 53. Ruby-based
  54. 54. $1200-$6000 yearly for RhoHub, RhoSync, RhoGallery</li></li></ul><li>Adobe Flash Builder<br /><ul><li>Uses Actionscript & Flex programming language
  55. 55. Turns Flash apps into iOS, Android and BBY apps
  56. 56. $249-$699</li></li></ul><li>JavaScript Frameworks<br /><ul><li>Widget-like building blocks for web apps, work transparently with native app-building products like PhoneGap and appMobi
  57. 57. Examples
  58. 58. Sencha Touch
  59. 59. JQuery Mobile
  60. 60. ImpactJS</li></li></ul><li>The Bottom Line<br />Fragmentation is real and unsustainable<br />Pure Native development will deliver largest feature set and optimum performance<br />Cross-platform tools will allow developers, especially web developers, to reach the largest audience and most devices<br />With feature and performance parity, the future of mobile likely lives on the web<br />
  61. 61. Have a Great Hack!!!<br />Questions?<br />joemonty@appmobi.comor<br />support@appmobi.com<br />Twitter<br />#appMobiJoe<br />LinkedIn<br />http://www.linkedin.com/in/jmonastiero<br />