The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
2. Roadmap
The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
5. The Mobile Ecosystem
Operators make the entire mobile ecosystem work
ROLE: to create and maintain wireless services over a
reliable cellular network
They install
cellular towers
• Voice
• Messages
• Internet access
Operators
6. The Mobile Ecosystem
Mobile networks communicate through electromagnetic
radio waves with a cell site base station, the antennas of
which are usually mounted on a tower, pole or building
image from: http://
en.kioskea.net/contents/
telephonie-mobile/gsm.php3
Networks
Operators
7. The Mobile Ecosystem
The PHONE
handsets or terminals in industry
but also other devices such as tablets, ebook readers…
Devices
Networks
Operators
8. The Mobile Ecosystem
Feature Phone
VS
Smartphone
(and touch phones)
Devices
Networks
Operators
image source: http://techcrunch.com/2011/11/28/its-still-afeature-phone-world-global-smartphone-penetration-at-27/
9. The Mobile Ecosystem
Platforms provide access to the devices, they provide a core
programming language in which ALL the software is
written
Open Source: free to use and modify
• Android, Firefox OS
Proprietary: by device makers
• iPhone, BlackBerry, Palm
Licensed: sold to device makers
• JavaME, BREW, Windows Mobile
Platforms
Devices
Networks
Operators
10. The Mobile Ecosystem
OS have core services or toolkits that enable apps to talk to
each other and share data or services
For example:
OSs are common in smartphones,
but rare in feature phones
Operating Systems
Platforms
Devices
Networks
Operators
11. The Mobile Ecosystem
They run on top of the OS, sharing core services such as:
• Communications
• Messaging
• Graphics
• Location
• Security
• Authentication
• …
Application Frameworks
Operating Systems
Platforms
Devices
Networks
Operators
12. The Mobile Ecosystem
Application Frameworks
Operating Systems
Platforms
Devices
Networks
Operators
data source: http://www.slideshare.net/fling/mobile-20-designdevelop-for-the-iphone-and-beyond
13. The Mobile Ecosystem
Definition: in the realm of technology, this usually refers to a
computer program that runs on a website (Google Apps), a
small computing device (iPad App) or a cell phone
(Android App).
Example applications include
• Games
• Web Browser
• Camera
Applications
Application Frameworks
Operating Systems
Platforms
Devices
Networks
Operators
14. The Mobile Ecosystem
Apps live between the device and the user
APP
They must fit with their usage context
They must know the specific device
attributes and capabilities
à FRAGMENTATION PROBLEM
Applications
Application Frameworks
Operating Systems
Platforms
Devices
Networks
Operators
15. The Fragmentation problem
It is the inability to develop an app against a reference
operating context (OC) and achieve the intended behavior
in all OCs suitable for the application.
OC = the external environment influencing its operation
Applications
Application Frameworks
Operating Systems
Platforms
Devices
Networks
Operators
17. The Mobile Ecosystem
Services are “everything the user is trying to do”
They are often available at different levels
• Application
• Application Framework
• OS
Example services may include
• the Internet
• sending a text message
• being able to get a location
Services
Applications
Application Frameworks
Operating Systems
Platforms
Devices
Networks
Operators
18. The Mobile Ecosystem
All of these layers must be passed through before you get to
the content
Services
Applications
Application Frameworks
Operating Systems
Platforms
Devices
Networks
Operators
Nowadays, the mobile
ecosystem is:
complicated, fragmented, and
a political nightmare
RUN AWAY!!!
however…
19. Mobile market
How big is the Mobile Market?
data source: http://www.slideshare.net/fling/mobile-20-design-develop-for-the-iphone-and-beyond
20. Mobile market
in 2009
data source: http://www.slideshare.net/fling/mobile-20-design-develop-for-the-iphone-and-beyond
21. Mobile market
in 2009
data source: http://www.slideshare.net/fling/mobile-20-design-develop-for-the-iphone-and-beyond
22. Mobile market
in 2009
data source: http://www.slideshare.net/fling/mobile-20-design-develop-for-the-iphone-and-beyond
23. Roadmap
The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
24. Mobile is the 7th mass media
1. Printing press
2. Recordings
3. Cinema
4. Radio
5. Television
6. Internet
25. Mobile is the 7th mass media
Mobile is the LARGEST
,
most available
mass medium
TO MANKIND
26. Mobile is the 7th mass media
it started at the
same time as the
Web
7. Mobile
UNIQUE TRAIT
it can do EVERYTHING all the
other media can do
• Reading (and publishing)
• Play recordings
• Watch movies
• Listen to radio
• Watch TV (and
streaming)
• Surf the Internet
27. Unique benefits of Mobile
Apart from covering all the other media, mobile has five
unique benefits
First truly personal mass media
We don’t share our phones with our
friends
First always-on mass media
Information is always available 24/7,
even when idle
First always-carried mass media
7 out of 10 people sleep with their
phones within reach
Built-in payment channel
Universal click-to-buy + credit cards
At the point of creative impulse
Ability to create or consume content
whenever the mood strikes
28. Context
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT
Mobile apps have the amazing capability to add
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT
CONTEXT
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT
CONTEXTinformation, adding immediate CONTEXT CONTEXT
to CONTEXT CONTEXT CONTEXT CONTEXT relevance
to what we are doing right here, CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXTright now
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT CONTEXT
29. Two kinds of context
Context
with a big “C”
VS
context
with a little “c”
30. Context VS context by example
The app works in a specific context depending on the
current location of the user
The app gives Context by providing additional info
http://bit.ly/wXGpNA
31. Context VS context by example
Context
who is here?
VS
context
where I am
Context answers users’
questions
VS
context is a fact
https://foursquare.com
32. Context with a big “C”
How users will derive value from something they are
currently doing
For example:
• info on restaurants
• rate places
• GPS navigator
http://www.oink.com
33. Context with a big “C”
The information provided by the app gives Context
A better understanding of what this moment in time
means to the user
Recurrent targets:
people, places, things, situations, ideas
34. context with a little “c”
The mode, medium and environment in which we
perform our tasks
There are 3 different types of context:
1. Physical context
2. Media context
3. Modal context
35. context with a little “c”
Physical context
where I am
http://bit.ly/wXGpNA
http://bit.ly/yoBk7d
36. context with a little “c”
Physical context
in which environment I am
• at home
• on a bus
• in the streets
• in my office
• in a shop
http://www.textndrive.com
http://www.whatsapp.com
car
VS
train
37. context with a little “c”
Media context
the device I am using
• Connectivity
• Screen size
• Camera
• etc …
http://www.facebook.com
38. context with a little “c”
Modal context
my present state of mind
what I am doing right now
How I feel right now
http://www.runens.com
http://photostatsapp.com/
http://babypad.mezmedia.com
39. …again on “big C” VS “little c”
I only care
about…
I only care
about…
Context
user
context
Developer
(you)
40. The Mobile golden rule
If you can unlock the state of mind of
your users and start thinking in their
context, understanding how a mobile
experience will add value to their lives,
you will have the ever-elusive…
KILLER
APP
41. How can you apply the golden rule?
Think of your app in its context
• Who is your user? Business man, teenager, mum…
• What is happening? Are they hanging out with
friends?
• When will he interact? @home? @work? waiting for
the bus?
• Where is he? Public/private space, inside/outside, day/
night
• Why will he use your app? How do you give Context?
• How is he using his mobile device? Is the device held in
the hand? Portrait or landscape?
46. Roadmap
The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
47. Developing a mobile strategy
Mobile strategy =
How much it will cost you to
develop your app?
How much time?
How much
effort?
How much
money?
48. Bursting the first myth
Mobile design and development IS NOT CHEAP
http://www.slideshare.net/fling/native-v-hybrid-v-web
49. Bursting the first myth
Mobile design and development IS NOT CHEAP
http://www.slideshare.net/fling/native-v-hybrid-v-web
50. The new rules for a mobile strategy
Remember, mobile is a new medium
à
DIFFERENT RULES
Don’t try to follow “traditional rules” since mobile has its own
peculiarities:
• context
• location, user mood
• device fragmentation
• unique UI patterns
51. Rule #1
Forget what you think you know
Mobile is an ever-evolving area
à today you are already outdated
• Forget what you think you know about mobile
- It is most likely incorrect
• Don’t try to emulate other projects
- Focus on what is right for your user, not what is right for someone
else’s user
52. Rule #2
Believe what you see, not what you read
• Don’t trust any report, fact, or figure that 1-2 years old
- It is most likely wrong
• Go to your users and ask them questions in person
- Don’t try to simply validate your ideas
• Record everything
- Your own users’ worlds will help you in focussing on their need
• Don’t forget to innovate
- Try new things, be bold, and don’t be afraid to fail
53. Rule #3
Constraints never come first
• Avoid talking about constraints at an early-stage brainstorming
session
- Refer back to Rule #1 and forget what you think you know
• There will always be constraints in mobile, accept it!
• Focus on strategy first, what the user needs, and lay down the
features
- Then, if the constraints become an issue, fall back to the user goals
• There is always an alternative
54. Rule #4
Focus on context, goals and needs
• Defining the users’ context is the first thing to do
- without it, you don’t have a mobile strategy, you have only a plan of action
• Uncover the users’ goals
- and then try and understand how the users’ context alters their goals
• With goals understood, figure out the tasks the users want to perform
• Look for ways to filter content by context
- for example: location, media, and model
55. Rule #5
You can’t support everything
• Don’t try to support everything
- Start with the devices that best represent your core customer
• The most popular might not always be the best device for your
project
• Check your server logs for the devices accessing your site
- These are the first devices to target
56. Rule #6
Don’t convert, create
Great mobile products are created, never ported
• Understand your user and his context
- Having an idea of how and when users will access your content
will aid in understanding how to best
create a tailored mobile
experience
• Mobile is a unique medium
57. Rule #7
Keep it simple
People want to use mobile devices in a simple way
• Simplicity à fewer technical problems
• Easier to iterate and evolve your app
• Don’t try to create a desktop software on a mobile
- Adding feature after feature is an easy trap to fall in
• Build the experience around your users’ main need and nothing else
58. Roadmap
The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
59. Types of mobile apps
Applications can be presented in different ways
es. taks-based utility, immersive experience, etc…
• Typically, it is best to choose one app context and present it
to the user
à don’t mix app contexts!
TIP: if you really need to switch context within your app, let
the user choose when to switch
60. Types of mobile apps
Mobile apps can provide different experiences to the user
Utility
Locale
Informative
Productivity
Immersive
61. Utility
• short, task-based scenarios
• minimal information from the user
• minimal design
ex.
calculator
alarm clock
weather forecast
62. Locale
• it provides info about “what’s around”
• recurrent feature: a map on which data is displayed
• goal of the user: to find additional
info about his present location
ex.
find friends around
find pubs around
get route directions
https://foursquare.com
63. Informative
• Goal: to provide information to the user
• Task of the user: to read and understand
• not necessarily to interact
• remember that user tasks are
short and can be interrupted
ex.
news
online directory
mobile commerce
https://www.pinterest.com
64. Productivity
• Meant to increase user’s sense of efficiency
• Users have a clear goal in mind
• Very structured (with folders)
– it gives a sense of order
• Clear workflow
ex. mail, scanning, todo lists…
TIP: focus on the main task only, and
only after start adding other features
http://www.thegrizzlylabs.com/genius-scan
65. Immersive
• immersive, full-screen app
• meant to consume the user’s focus
ex.
games
media players
entertainment
TIP: you can use it as alternative to other app contexts
http://www.rockstargames.com/grandtheftauto3
67. Roadmap
The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
68. Tips for the project
There is no “perfect app”, you have to find the sweet spot
costs, revenue,
market share, and
time to market
development or
configuration,
maintainability, and
reliability
your
APP
User Goals
usability
69. Tips for the project
1.
Find a REAL NEED first
2.
Find your GOAL to fill the need
3.
Reverse Engineer the goal into a potential app
4. Remember the unique benefits of Mobile
5.
CONTEXT CONTEXT CONTEXT
• Location, camera, always-carried, accelerometer
• WHO is your typical user???? Define usage scenarios
70. Tips for the project
This is my checkbox when I review an app:
ü Does it have a clear goal?
ü Is it filling a real need?
ü Does it consider the context in which I’m using it?
ü Is it integrated with other services?
Look at http://www.programmableweb.com
and discover a new world out there!! J
ü Is it a pleasure to use it?
I look at UI design, interface slickness, ecc.