going mobile
              choosing target devices & platforms




         Barbara Ballard
http://www.littlespringsdesign...
development options
                Symbian                       Java ME             BREW
  UIQ
        ARM              ...
typical thinking
“Let’s design for the RAZR”
“Our market is all phones”


“Let’s design for the RAZR”


“It’s gotta work on iPhone”
“Our market is all phones”
 “Smart phones are key”
“Let’s design for the RAZR”
  “Java is a nightmare”
“It’s gotta work on...
needs-based thinking
a selection methodology

   • class of technology based on
     application & user needs

    • native, cross-device app, ...
mobile needs come from
   • users & context

   • distribution: on/off deck; market

   • device & platform capabilities

...
fashion       personal
                                                       specialized
  statement       device
       ...
application & user needs
interaction needs

• reliability of data access
• interaction flow
• glanceability of data
• freshness of data
• interactio...
data access reliability
present                                 present
          calendar
unless                         ...
interaction flow
                       action games
excellent                                     good
                  c...
glanceability of data

• single screen paradigm makes difficult
• browser, app not likely running
 • less true for smart ph...
freshness of data
              contacts
takes                                    takes
effort                            ...
interaction richness
                     action games
 rich                                           good
           tur...
business needs
target market = devices
• Business users - mostly “smart phones”
 • North America: Windows Mobile, Blackberry

 • Europe: ...
impact of device selection
limited to                               wide -
“smart                                   “featu...
smart phone?

               named OS?

                download
                   native
                   apps?

     ...
distribution issues
• carrier (“on deck”)
 • only way to distribute BREW

• off deck
 • may need carrier relationship anyh...
discovery issues
• environmental (e.g., billboard)
 • camera input/MMS

 • short codes
   • messaging apps

   • downloada...
platform issues
web issues

                         • limited script support
app native   app multi   • variable standards

             ...
messaging issues

                         • SMS ubiquitous
app native   app multi
                         • no guarantee...
native app issues

                          • expensive to maintain
app native    app multi   • 6% market in US

        ...
multi-device platform issues

                         • BREW via carrier only
             app multi
app native          ...
mobile development
                                           Flash Lite
                        QT           UIQ
        ...
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Going Mobile: Choosing target devices & platforms

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A process for making a key early mobile development decision: which platform/technology to choose.

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  • Njce! Thanks for sharing.
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  • Can you send this slide to solomonkembo@gmail.com
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  • very good set of slides!
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  • Android will be sitting directly on the device - like any other OS. It competes with Symbian, Windows Mobile, Palm, and various versions of Linux. So on this map, it goes in the upper left quandrant.

    What the OS is developed in is pretty irrelevant to how to design applications within the OS. Sure it's Java, and I expect it will have an efficient Java interpreter and rendering engine, which will be helpful. Best case is that Android devices will be as similar to Symbian devices (including UIQ, Series 60, and other flavors). I expect the reality to be not quite that good: companies like to differentiate and Google isn't applying a lot of control over implementation.
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  • What about Android which is Googles New Platform / OS for phones which is almost open source--

    It is written in Java but the Byte code is then convert to run on Dalvick Virtual Machine!

    The Kernel is Linux but we would only touch the Java layer - There is no UI graphical creation tool at the moment, u have to code a user interface in..

    ---

    Also Apple are about to release a Limited SDK for there iPhone any minute!
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Going Mobile: Choosing target devices & platforms

  1. 1. going mobile choosing target devices & platforms Barbara Ballard http://www.littlespringsdesign.com
  2. 2. development options Symbian Java ME BREW UIQ ARM Flash Lite Palm SVG QT Linux app native app multi data sync mojax (etc.) Windows Mobile widgets x15 iMode picture WML messaging web XHTML Basic MMS IM XHTML MP SMS “web” ECMAScript
  3. 3. typical thinking
  4. 4. “Let’s design for the RAZR”
  5. 5. “Our market is all phones” “Let’s design for the RAZR” “It’s gotta work on iPhone”
  6. 6. “Our market is all phones” “Smart phones are key” “Let’s design for the RAZR” “Java is a nightmare” “It’s gotta work on iPhone” “Java is the best answer”
  7. 7. needs-based thinking
  8. 8. a selection methodology • class of technology based on application & user needs • native, cross-device app, web, messaging • specifics of technology based on market, distribution, and internal company needs • Java, BREW, web, scripting, Symbian, etc.
  9. 9. mobile needs come from • users & context • distribution: on/off deck; market • device & platform capabilities • necessary application behavior • data needs • the carry principle
  10. 10. fashion personal specialized statement device multipurpose reflection device communications of personality proliferation focus the carry principle a user’s mobile phone is always carried battery small screen powered inconsistent difficult text 1 handed connectivity entry operation
  11. 11. application & user needs
  12. 12. interaction needs • reliability of data access • interaction flow • glanceability of data • freshness of data • interaction richness
  13. 13. data access reliability present present calendar unless unless contacts device device app native app multi lost lost search only when could messaging web be data access Twitter delayed roaming air travel coverage hole
  14. 14. interaction flow action games excellent good call contact app native app multi news messaging web very slow slow add to calendar script only somewhat supported
  15. 15. glanceability of data • single screen paradigm makes difficult • browser, app not likely running • less true for smart phones • smart phone home screens • future: widgets
  16. 16. freshness of data contacts takes takes effort effort app native app multi RSS stocks messaging web good excellent Twitter
  17. 17. interaction richness action games rich good turn by native app turn app multi device feature directions access limited Twitter stock messaging web scarce moderate RSS qoutes script only somewhat supported
  18. 18. business needs
  19. 19. target market = devices • Business users - mostly “smart phones” • North America: Windows Mobile, Blackberry • Europe: Symbian, some Windows • Asia: mix - Linux, ARM • Consumers - mostly “feature phones” • Africa: Symbian, Windows • elsewhere: mix (Symbian uncommon in US, Asia)
  20. 20. impact of device selection limited to wide - “smart “feature app native app multi phones” phones” text - all messaging web XHTML - wide other - wide script - narrow
  21. 21. smart phone? named OS? download native apps? heavy data
  22. 22. distribution issues • carrier (“on deck”) • only way to distribute BREW • off deck • may need carrier relationship anyhow • SMS links • disabled by Verizon • 3rd party sales (e.g., Handango)
  23. 23. discovery issues • environmental (e.g., billboard) • camera input/MMS • short codes • messaging apps • downloadable apps (carriers may block) • URL • .mobi unnecessary (m.gmail.com) • on deck
  24. 24. platform issues
  25. 25. web issues • limited script support app native app multi • variable standards • Opera Mini vs. Mobile • helper apps messaging web • Flash Lite
  26. 26. messaging issues • SMS ubiquitous app native app multi • no guaranteed delivery • lag • MMS rendering differences web messaging • premium SMS costly
  27. 27. native app issues • expensive to maintain app native app multi • 6% market in US • highest data use • still rendering issues messaging web • less supported by carriers
  28. 28. multi-device platform issues • BREW via carrier only app multi app native • rendering issues • device support varies • launch times (esp. Java) messaging web • testing & porting
  29. 29. mobile development Flash Lite QT UIQ Linux Symbian SVG data sync Palm ARM BREW mojax (etc.) Java ME Windows Mobile widgets x15 SMS WML iMode picture “web” XHTML Basic MMS XHTML MP IM ECMAScript Barbara Ballard http://www.littlespringsdesign.com

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