Showing posts with label apps. Show all posts
Showing posts with label apps. Show all posts

Monday, 16 August 2010

Just seven apps drive smartphone design

Twitter,  banking and Voice as key design drivers on the road to 7bn downloads 

By Nick Flaherty www.flaherty.co.uk

Smartphone manufacturers need to accommodate seven core smartphone applications, the “Big Seven,” in their next-generation handset designs, according to In-Stat (www.in-stat.com).   These big seven applications include email, games, social networking, instant messaging, mapping & directions, music & radio, and weather. Combined, the big seven will account for 7 billion downloads worldwide in 2014.
  “In-Stat tracks 26 different categories of smartphone applications,” says Frank Dickson, VP of Research.  “A designer can optimize a handset for any one of the application categories. However, it's the big seven applications that phone designers need to accommodate in each and every device.”
Recent research by In-Stat found the following:
  • The three applications that have the highest compound annual growth rates through 2014 are micro blogging, mobile banking and VoIP.
  • The number of Android apps downloaded is growing at the fastest rate; however, Apple applications still dominate both free and paid downloads.  2012 witnesses the last of the Palm OS application downloads.
  • The tsunami of mobile applications has created a hyper-competitive market putting significant pressure on prices and margins.
  • Productivity applications such as mapping, business and enterprise applications and phone tools & utilities generate 59% of all smartphone application revenue.  

Thursday, 13 May 2010

Market forces will overcome mobile device fragmentation says Analysys Mason

Fragmentation is a major issue for portable multimedia
As the mobile industry catches up with the iPhone, device fragmentation will increasingly become an issue and  the costs and effects of potentially needing to rewrite (and maintain) every application for every device and platform combination will become increasingly noticeable, says Jim Morrish, Principal Analyst at Analysys Mason. This has recently been highlighted by Adobe’s desire to use Flash CS5 to write software once for deployment across multiple mobile platforms, and Apple’s recent actions that effectively prevent Flash-compiled software from being admitted to the App Store.
In the medium term, defragmentation may be driven by developers of more-sophisticated applications, mobile operators, handset manufacturers and the use of browsers as runtime environments, and combating device fragmentation is currently high on many agendas in the mobile industry.
This is in the context of a boom in smartphones worldwide, forecast to grow at an annual rate of 32% between 2010 and 2014, according to a Analysys Mason report, Smartphones forecast to grow to 26% of handsets by 2014.
More than 50% of this growth will be generated in developing Asia–Pacific and Latin American markets. Western European, North American and developed Asia–Pacific markets combined will account for less than 30% of total growth, so it is clear that the market for smartphones will transform over coming years.
This means initiatives to combat the effects of device fragmentation are now moving centre-stage. The GSMA recently announced the Wholesale Application Community, which will take the JIL (browser widget) and BONDI (handset API standardisation) initiatives and develop them into a common standard for widget-based applications. It will also take advantage of the work that the GSMA has already undertaken in developing open network APIs (OneAPI).
Others are taking an alternative approach to the same problem, promoting a ‘write-once, deploy-many-times’ scheme. For instance, Tech Mahindra is working to develop software that will ‘translate’ applications between incompatible OS environments, and Nokia is seeking to exploit the Qt application development environment, which is capable of compiling applications into code suitable for a variety of devices and platforms. Writing a mobile application once and then compiling it into many OS environments (cross-platform compilation) is also something that Adobe is pursuing with Flash CS5, as are Appcelerator with Titanium, Metismo with Bedrock and Nitobi Software with PhoneGap.
Another theme in the battle against device fragmentation is the extension of a ‘smart-like’ environment to non-smart phones. Opera Software is mining this vein, with its server-side widgets that are accessible via a handset web browser client, and shift application processing requirements off the handset and into the network. Another example is Silent Communication, which has written a proprietary software client that it claims will work on the majority of handsets shipped in developed markets during the past two years. The client acts as an abstraction layer, enabling the effective roll-out of standardised applications across a large range of handsets. An example is visual voicemail, which the company soon expects to roll out across the whole range of handsets from a leading manufacturer.
From a developer’s perspective, many of the defragmentation initiatives can simply seem to result in more fragmentation. Apple’s recent stipulation that all App Store applications must be originally written in Objective-C, C, C++ or JavaScript as executed by the iPhone OS WebKit engine – not, for example, in Flash and then compiled – adds further complexity (although cross-platform compilers that use Apple’s SDK may sidestep this restriction).

Moving forwards in a fragmented world It is unclear how this situation will evolve, but fragmentation is certainly here to stay for the foreseeable future and will continue to affect different applications in different ways. For example, it might be easier to port sophisticated games that depend on specific handset capabilities (such as a touchscreen interface) between OS environments for handsets with similar capabilities than it would be to port them within OS environments for handsets with different capabilities. Such an effect may drive some standardisation among high-end smartphones – for example, manufacturers and developers might adopt the latest iPhone capabilities as a lowest common denominator. The reach of sophisticated applications beyond this set of phones would then be determined by a simple business case: the incremental cost of tailoring the application compared with the addressable market per additional handset type, combined with an expected sales-conversion rate.
Many simple applications are relatively untroubled by fragmentation within OSs. For example, Nokia’s Ovi app wizard enables users to construct an RSS newsfeed client in a few minutes, and the resulting application runs on nearly all Nokia devices that support Ovi Store. Other relatively simple applications may simply be developed as browser widgets.
Operators and handset manufacturers are likely to be the driving force behind the development of more-sophisticated applications that are suitable for a large cross-section of devices. Such effects suggest that in the medium-term new dynamics may emerge in the market for mobile content and applications, including:
  • a range of high-end handsets (running various OSs, but similar in terms of functionality) that benefit from an extensive and sophisticated developer community, using cross-platform compilation and application translation tools
  • a significantly larger group of diverse handsets (not necessarily smartphones) that will have access to a more restricted set of moderately sophisticated applications for which investment by operators or handset manufacturers to overcome device fragmentation is financially viable
  • an extensive range of less-sophisticated applications, available via a browser interface across an extensive range of handsets.
Against this framework, the main opportunity for mobile operators will be to drive the creation of high-quality applications that transcend the boundaries of OSs or specific handset types. These applications’ ability to drive customer acquisition and limit churn will provide the justification to do so.
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Monday, 26 April 2010

Japanese firms to create standard mobile apps processor platform

Embedded hardware and software platform compatible with Symbian and Linux

Japanese major operator NTT DOCOMO is teaming up with Renesas Electronics, Fujitsu, NEC, Panasonic Mobile Communications and Sharp to jointly develop a new applications processor platform for mobile phones that will be compatible with both the Symbian and Linux operating systems. Commercial launch of mobile phones incorporating the new platform is scheduled in the second half of the fiscal year ending in March 2012 and will form a major silicon platform for mobile devices. The new platform will offer improved processing speeds for high-quality video and enhanced 3D graphics processing for advanced mobile multimedia functions.
All six companies will utilize their expertise in mobile phone development based on their respective experiences in using existing platforms for either Symbian or Linux. In particular, the new platform will enable mobile phone manufacturers Fujitsu, NEC, Panasonic Mobile Communications and Sharp to avoid having to develop basic application-processing functions on their own, thereby allowing them to significantly reduce development time and costs and conversely invest more time and resources in the development of manufacturer-specific handset features.
The platform is planned to be offered to mobile phone manufacturers worldwide and compatibility with open operating systems such as Android also is under consideration.

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Sunday, 28 March 2010

Apple Leaks Approved iPad Apps - PadGadget - The latest iPad news, apps

Apple Leaks Approved iPad Apps - PadGadget - The latest iPad news, apps & accessories reviews


Apps for the iPad are emerging, separate from the standard iPhone apps - labelled HD or XL:

  • Ammoin HD
  • Azkend HD
  • Flight Control HD
  • Grind HD
  • HD Recovery
  • Labyrinth 2 HD
  • NBA Hotshot HD
  • Numba HD
  • Plants vs. Zombie HD
  • Sparkle HD
  • Worms HD

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Wednesday, 24 March 2010

The fight for mobile app downloads is only half the story

iPhone users download 2.4x as many apps but lag on location-based tools
The fight for market dominance has heated up as mobile subscribers take to mobile smartphone apps in
rapidly increasing numbers, reports In-Stat. While users are downloading applications at a phenomenal rate, Apple users download 2.4 times more applications than the average smartphone user.  However, downloads is not the only success factor for an application.

“Monitoring mobile application success by downloads alone is like driving your car and only using the rear view mirror; it provides only half of the story,” says Frank Dickson, In-Stat analyst.  “Especially for free applications, usage is what determines success.  Our research indicates that social networking and phone tools and utilities provide better returns for developers as they have above-average usage and below-average deletion rates.”

Recent research by In-Stat found the following:

 - Increased competition and aggressive pricing strategies are  starting to create significant price pressures in the market. Certain price points are emerging for premium applications, developers should
price their products accordingly.
 - Free mapping and directions were the most downloaded apps on most  platforms, but just sixth on Apple.
 - Only 3% of Palm OS users have downloaded free social networking applications, compared to 31% of total respondents.

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Wednesday, 10 February 2010

iPhone controls Parrot quad copter

French Bluetooth specialists parrot have developed an iPhone app taht uses the accelerometer to control a quad helicopter.


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Monday, 7 December 2009

Secrets of Google Goggles for visual search on Android

How it's done

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Google has launched a visual search application on Android devices that allows users to search for objects using images rather than words. When you take a picture of an object with your camera phone, Google Goggles attempt to recognize the item, and returns relevant search results. Goggles is available in Android Market on devices with Android 1.6+ in US English.
Goggles lets users search for objects using images rather than words. Simply take a picture with the phone's camera, and if Goggles recognizes the item, it returns relevant search results. Right now Goggles identifies landmarks, works of art, and products (among other things) by:
* Sends the user's image to Google's datacentres
* Creates signatures of objects in the image using computer vision algorithms
* Compares signatures against all other known items in Google's image recognition databases; and
* Figures out how many matches exist; and
* Returns one or more search results, based on available meta data and ranking signals.