Jeff Gardner; Smarter Apps for Smarter Phones


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  • My name is...I head up a Terminal solution team for DT. W ere dedicated to being the group skill centre for Platform based mobile solutions and are working with all the leading vendors and industry groups to create the best user experience amongst our competitors. By making the user experience the best, were helping our customer base get the most out of services like media, location, mobile payments. This capability combined with the most advanced networks provides an enhanced user experience for millions of our customers. Smarter apps is core to these values which is why I‘m very happy to be here with you today.
  • Key finding is that Apps are developed with little consideration of the networks over which they run. Historically developers have designed apps for the fixed line environment – this must change in the increasing market of computers on the move. Techniques adopted to produce better network-friendly apps that also benefit the end user. Examples of what the guidelines look like in practice ie techniques in a language that developers understand. How GSMA are publishing the guidelines – on-line and further popularising with a competition.
  • In order to understand the problems the Operators are facing today, we need to look back to the past. In 2000, low end devices with bandwidth of 10-20kb/s entered the market and with basic features. Going forward Technology has moved as fast as the mobile standards and industry would allow. A combination of lower smartphone prices, attractive data tariiffs and expanding apps market has all served to drive increased customer usage. From period 2000 to 2011 – peak bandwidth grown by a factor of 180, yet consumption has grown gone exponentially in comparison. In some markets it has doubled y’n’y. This extreme organic growth has come as a surprise to many.
  • The result is unprecedented traffic growth stimulated by apps usage. MNO’s have reacted by scaling their networks replicating huge IT operations. DT were early in recognising further problems and put forward a best-practice approach where improved apps design would lead to more efficient use of devices and networks. Ultimately a win-win situation would result.
  • It’s not just the Operators who are being impacted – the user has suffered reduced battery life due to apps behaviour. As you can see in this example there is a linear relationship between device to apps traffic levels and for this reason the guidelines address battery conservation also. High traffic occupancy leads to reduced battery lifetime – nothing more, nothing less.
  • The approach to smartphone challenge is an eco system one – considering all the players in the problem description and solutions. Here are examples where DT is active – for droidcon we are focusing on the apps area – specifically 4 key areas 1) bandwidth, 2) latency, 3) battery, 4) connectivity. DT drafted the original guidelines with GSMA providing the scale and leverage to gather support and dissemination.
  • Target audience - aimed at private designers, OEM’s and operators, here is the breakdown of the developer areas – when adopting the guidelines all of these contribute to improved UX, mobile connectivity and preserve battery. Eg Asynchrony ensures efficient data tx, local cache ; The server cache working with local cache to decrease the amount of data transferred via network, 3G Fast dormancy The scope is ANDROID, WP and iOS as these are the most popular platforms in the market and with high volume of apps in the market.
  • Individual requests are unlikely to fully saturate network bandwith instead of issuing multiple sequential requests parallel them up. In an ideal environment results will be available more quickly. reality results may arrive after varying delays (or not at all). ...UI must take account of this an be prepared to populate UI with results in an “unordered” fashion and use placeholders so that failed results do not break the navigation
  • The application on the left goes to the network to pull in some updates ...and sits there with the spinner until a response is received (might be never). Rest of the UI is blocked. Central application puts the spinner in the footer bar and uses subtle highlighting of other parts of the UI to provide a cue that UI navigation is still live. Right hand application elaborates on this to provide a spineer that runs briefly as the screen is populated with content once the update has been received.
  • Top graph shows the impact on power consumption as a result of issuing three separate network requests. ...time constants associated with Fast Dormancy lead to gradual step-down to idle mode consumption after fixed periods of inactivity (not obvious to app developer) handset might as well do something useful in the time before return to idle mode Bottom graph shows result of issuing multiple requests at the same time to make good use of period before idle. ...overall power consumption is about one third of graph on left even though more has been achieved
  • Why GSMA involvement? GSMA affiliates co-developed and promoted the guidelines within it’s affiliate community. Free to use and easy to read with an attractive layout, the guidelines provide valuable insights on network and platform constraints, tips and techniques for optimizing an app. They even include sample code for iOS, Android and WP.
  • Jeff Gardner; Smarter Apps for Smarter Phones

    1. 1. Smarter apps for Smarter phones - a guide to improving apps development for mobilesJeffrey Gardner PhotoM o b ile T e r m in a l (s. TippS o lu t io n s rechtsD e u t s c h e T e le k o mU K L td Based on works by GSMA, Deutsche Telekom Business Units : T-Labs,je f f . g a r d n e r @ e le k o m . c o m t Technology Innovation & Governance,w w w . t e le k o m . d e Service Management & Product Development. Life is for sharing.
    2. 2. T h is p r e s e n t a t io nc o v e r s t h e f o llo w in g …  How Mobile Operators view smart phones & apps  The objectives of the apps developer guidelines  Working examples of the apps guidelines  Where you can find and contribute to the guidelines  GSMA sponsored – smarter apps challenge 2
    3. 3. C h r o n ic le o f t h e 1S ma rtp ho ne a ndc ons ume r us a g e WAP 2.0 UMTS Android LTE 2000 2002 2003 2004 2007 2009 2010 2011 GPRS/ MMS iPhone Windows WAP 1.0 Phone 7 6 5 U s e r D a ta U s e r D a ta 4 c o n s u m p t io n c Highs u m p t i o n on High 3 Medium 2 Medium 1 Low Low 0 2006 2008 2010 2012 3
    4. 4. H o w S ma rtp ho ne a p p sm p a c tusers o b i l e Network t w o r k sapps Service Smartphone m ne providers Operator Apps ‘chattiness’ overloads Operators signalling network 4
    5. 5. H o w S ma rtp ho ne a p p sim p a c t m o b ile u s e r sApps activity (chat) Traffic Pattern Battery Lifetime 100% G1 with heartbeat: every 28 minutes 73% IM A p p A reload: every 4 minutes 33% IM A p p B reload: every 1 minutes Apps ‘chattiness’ consumes battery lifesource: T-Mobile US analysis for G1, defined user activity (power user) and two different Instant Messaging applications as on top activity in comparison 5
    6. 6. S m a r t p h o n e C h a lle n g e -e c o s y s t e m aCollaborateo a OS suppliers to optimize p p r with c h OS s efficiency App OS Apps Networks Terminals etworks TerminalsN Drive mitigating features through 3GPP Ensure integration into terminal specificationOptimize network configurationDrive resource friendly features withinnetwork releasesa l y z e A p p s a n d a d d r e s s c r i t i c a l b e h a v i o AnExecute granulari v e h a r m o n i z e d d e v e l o p e r g u i d e l i n e s t h r D r load monitoring 6
    7. 7. M o b i l e N Objective:o r k ‘ K n o w - e twH o w ’ f o r Ther“developer guidelines” document aims 3 d p a rtyd e v e l o p e r to create awareness amongst new/novice s developers while encouraging better development habits.  Provides a set of key principles (some independent of the underlying platform) covering:- Asynchrony Connection Loss and Error Handling Caching Efficient Traffic Usage Compression Background/Foreground Modes Security S c ope :  Targeted at Android, Windows Mobile & iOS 7
    8. 8. D e v e lo p e r G u id e lin e s –w h a t a r e a Asynchronyr e a Latency r e s s e d ? s a dd Connectivity User Experience Connection Loss + Non-Modal User Error Handling Interface User experience Mobile Fast Dormancy HTTP Cache connection Application Network Scaling Efficiency Device battery Optimizing NetworkCompression Data Formats Requests Media Security Transcoding Local Cache 8
    9. 9. Connectivity User Experience Asynchrony Latency Connectivity User ExperienceTopic : Asynchrony Connection Loss + Non-Modal User Error Handling Interface Mobile networks are relatively slowSynchronous requestsAsynchronous requests(ideal)Asynchronous requests(real mobile network) 9
    10. 10. Connectivity User Experience Aynchrony Latency Connectivity UserTopic : Non Modal User Interface Experience Connection Loss + Non Modal User Error Handling Interface User interface should not be blocking  Network activities should be visible to the end user 10
    11. 11. Network efficiency Fast Dormancy Compression Network EfficiencyTopic : Fast dormancy HTTP Cache Data Formats Security Awareness of how networks save battery & signalling } 30K 30K 30K b b b D a ta tra n s fe r Data transfer Before Power =9 0 k b Power } 90K Time us ed = x b T i a te = y Dm a tra ns fe r After Data transfer =9 0 k b Power Power Time u s e d = x /3 T i m e = y /3 11
    12. 12. And now for the video ! See it Shortcut to 120227_SmarterApp_FINAL_V2.wmv.lnk 12
    13. 13. T o d o w n lo a d , f e e d b a c ka n d e n g a g e g o t o … I t‘s Download the full document @ fre e You can provide feedback on the document by emailing You can join the dedicated W3C community discussion at You can enter a competition, prove your app as being network efficient, and win prize money and a trip to Asia World Congress Tweet @appchallenge 13
    14. 14. A c k n o w le d g e m e n t s The guideline has been compiled by operators, vendors and developers. It is a living document and planned to be updated on regular basis. All trademarks are acknowledged. 1 iOS is a trademark or registered trademark of Cisco in the U.S. and other countries and is used under licence by Apple Inc. 2 Mac® and Mac OS® are trademarks of Apple Inc., registered in the U.S. and other countries. 3 Android™ is a trademark of Google Inc. in the U.S. and other countries. 4 Windows® is a registered trademark of Microsoft Corporation in the United States and other countries. GSMA is a registered trademark of GSMA Ltd. in the United Kingdom and other countries. Copyright Notice Copyright © 2012 GSM Association. 14
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