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Apps vs Sites vs Content
  A vendor-agnostic view on building stu for the
                   mobile web
What’s this all about?
“A primer for managers, developers,
business owners, architects on the mostly
confusing world of mobile devices,
mobile delivery platforms & the e orts
involved in monetizing the stu you’re
going to build or you’re going to spend
in the year 2011”
What does that mean?
Agenda
Back then and today
Mobile Platforms
How to code for mobile platforms
  e big decision: What are you building?
Making money?
  e future - Tablet Wars?
Me (Disclaimer)
Kai is...
an Apple fanboi
an Adobe fanboi
somewhat of a Windows-disliker
& interested in “weird” programming
languages
Back then
MXDU 2003
(Sydney, Australia)
How was it back then?
J2ME was BIG
Buying content was a pain in the neck
Lots of individual “app stores”
Installation and compatibility woes
Huge device fragmentation

“ e search for the killer app”
Today
“ e web is dead” (Wired Magazine)
Variations
“Mobile is the new standard”
“Don’t design for desktop, design for
mobile”
“...to empower people through great
so ware, any time, any place and on any
device...” (*)

  e app revolution??? Really???
What changed it?
Success
Apple believed in an innovative concept
Apple had a delivery and payment
system right there and ready to use

Essentially: Apple was at the right place
at the right time
Mobile Platforms
Apple iOS
iPhone 1, 3G, 3GS, 4
iPad 1 and 2
iPod Touch

iOS v1 to v4 are out in the wild, v5 beta
Based on OS X Mach kernel
Apple has and wants to keep full control
Google Android
Various device vendors (HTC, Samsung,
Motorola, LG etc)
Google doesn’t focus on hardware
Fragmentation

Android is Open Source
Based on Linux kernel
Network operators and device vendors
want full control
Symbian OS
Consortium-driven (but really Nokia)
4+ flavours: s40, s60, UIQ, MOAP
History: EPOC (a PDA OS)

Free of charge to license
Some degree of OS fragmentation
Alive and kicking
“ ere's no chance that
the iPhone is going to get
  any significant market
    share. No chance.”
Windows Mobile/Phone
Traditionally various device vendors
Pre WP 7: massive fragmentation
Lack of strategy within Microso

Best of breed of MSFT technology stack
WP 7 prescribes exact hardware specs
Others
Palm webOS (mainly Palm Pre)
Nokia Maemo (R.I.P.) / MeeGo
Limo Foundation
RIM Blackberry OS
Coding for mobile
Lots of options
Native
Common themes
IDE (Editor and/or interface builder)
Compiler
Device Emulator

Q: How do you (beta-)test?
Coding for iOS
For iOS 2+ XCode and iPhone SDK
Mac only
Objective-C (or C) based on Cocoa

Well-supported but also well-controlled
environment
Ca. 90% iOS 4.x vs 10% iOS 3.x
Objective-C and C libraries

Cocoa Touch               Camera, Accelerometer, Image Picker, Multi-Touch ...



Media   PDF, Video Player, Quartz, CoreAnimation ...



Core Services              NET, File Access, SQLite ...



Core OS       File System, Security, Mach, BSD



                           C libraries
Coding for Android
Java - but there’s no JVM: Dalvik VM
Android SDK, usually in Eclipse
SDK per sub-release (usually)

Variety of APIs, can become tricky due
to device and hardware fragmentation
and OS versions/API levels in the wild
Coding for SymbianOS
Majority: C++, Java or Python
Nokia-provided SDKs

Issue with OS flavour fragmentation
Many di erent hardware profiles around
Coding for WP 7
Visual Studio 2010 Express for WP
Expression Blend for WP
C# and VB.NET (the latter not for free)

XAML, Silverlight and XNA
Promising due to deal with Nokia
Goes well with MSFT stack
Application Object                  (Windows Phone 7 specific APIs)




Silverlight   (Presentation and Media)      XNA          (Game development)




Common Base Class Library
Coding for RIM
Java and custom APIs (Adobe AIR)
Prop. tooling (rather complicated)
Non-trivial deployment mechanisms

Clever move: Android sandbox
Web
History
iOS 1 just allowed custom web apps
“Make or break” (or jailbreak)

  e limitations of iOS 1 are what caused
Ajax-based mobile web apps to become
successful.
Coding mobile JS apps
Leverage HTML(5), JS, CSS
jqTouch, JQuery Mobile, SenchaTouch
Variety of CSS libs to create native look
& feels

WebKit - used on all major platforms
WebStorage API / LocalStorage API
GeoLocation API / Caching
Cross-Platform
Coding with Flash/AIR
By design cross-platform
Flash CS5/5.5 to iOS packager (export
tool)
Flash Player 10.x & AIR 2.7 on Android
AIR is one of the major dev platforms on
RIM’s playbook tablet
Flex for mobile: v 4.5.1 (just released)
Flash Player on devices
Depending on the device: 10 / 10.1 / 10.2
Molehill (3D) will finally come to mobile

Game development!
Leveraging lots of existing libs and code
AIR on devices
AIR 2.x: first release of AIR for devices
Now at 2.7 -> even on iOS

Apps install as native apps and can be
sold through app stores
Recent Example
Flash-based game engine built on Flixel

1 hr to make it work
iPad 2 - 20-25 fps
iPhone 4 - 5-7 fps
Google Nexus One - 10-12 fps
Recent Example
Flash-based game engine built on Flixel

A er about 6 hrs of optimisation
iPad 2 - 30 fps
iPhone 4 - ca. 20 fps
Google Nexus One - ca. 20 fps
Coding with Titanium
Similar idea as Flash Platform
Code in JS, compile to native app
Support for Android and iOS
Coding with PhoneGap
Build app in HTML/CSS/JS
iOS, Android, BlackBerry, Palm,
Symbian
Requires underlying SDKs installed
What to build?
I don’t know!
But here are some ideas
Mobile presence?
Better visibility through app stores?
Features?
Monetization of your solution by selling?
What are your target users?
WHERE are your target users?
Content
How to deliver content?
Again - need to monetize by selling
“things” or maybe a subscription model?
Text/Images on websites
PDF documents
Interactive Magazines (for instance via
Adobe’s Digital Publishing suite)
Making money
AppStores
It’s unlikely that you’re going to become
rich. Not impossible though.

General concept:
Build
Get into platform’s dev program and get
approval for your app
Sell under a revenue sharing model
General rules
Some stores have requirement docs for
approval
Unstable apps, links to competition’s
stores, objectionable (porn) content,
racist and discriminating content are
usually not approved

Investigate the rules before you code!
Some numbers
iTunes AppStore
2010 - 2.5+ billion turnover

Prediction for 2013
6+ billion for iTunes AppStore
17+ billion for all major platforms
More numbers
iTunes AppStore: 340k+ apps
Nokia Ovi Store: 30k apps (+10k WP7)
Android Market: around 200k apps

Android Market has a huge momentum
though as the platform is growing
App Pricing
Avg purchase price: US$ 4.03
Avg selling price of top 100: US$ 2.14

45% of all apps are US$ 0.99
19% US$ 1-2
just 9% are US$ 7+
Revenue Sharing
Common model: 70/30 split

BB AppWorld is di erent - concept of
individual kiosks: 80/20 but then the
kiosk owner also keeps a certain share

Interesting question: What’s the future
gonna be re the revenue sharing?
Pricing and legal stu
Apple: US$ 0 or US$ 0.99 - US$ 999
MSFT: US$ 0 or US$ 0.99 - US$ 499
Android: US$ 0 or US$ 0.99 - US$ 200

Devs usually hardly have any rights
Having to agree to overseas legal t&cs
In the Future
e tablet wars of 2011
iPad -> iPad2
About 35-40 new Android tablets
announced for 2011
RIM Playbook
Android for the masses
What could cause
Android to fail?
Android #fail?
Stupid handset manufacturers
Even more stupid network operators
Device fragmentation

Google is actively working on this -
there’s a shi towards less openness and
more control with Android
My recommendation
Try to leverage your existing skills
Don’t focus on one single platform
Do not discard cross-platform
development because “it’s not native”.
at’s it! Finito!
Go home and build stu !

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Apps vs. Sites vs. Content - a vendor-agnostic view on building stuff for the mobile web

  • 1. Apps vs Sites vs Content A vendor-agnostic view on building stu for the mobile web
  • 2. What’s this all about? “A primer for managers, developers, business owners, architects on the mostly confusing world of mobile devices, mobile delivery platforms & the e orts involved in monetizing the stu you’re going to build or you’re going to spend in the year 2011”
  • 4. Agenda Back then and today Mobile Platforms How to code for mobile platforms e big decision: What are you building? Making money? e future - Tablet Wars?
  • 5. Me (Disclaimer) Kai is... an Apple fanboi an Adobe fanboi somewhat of a Windows-disliker & interested in “weird” programming languages
  • 6.
  • 8.
  • 9.
  • 10.
  • 12.
  • 13.
  • 14. How was it back then? J2ME was BIG Buying content was a pain in the neck Lots of individual “app stores” Installation and compatibility woes Huge device fragmentation “ e search for the killer app”
  • 15. Today “ e web is dead” (Wired Magazine)
  • 16. Variations “Mobile is the new standard” “Don’t design for desktop, design for mobile” “...to empower people through great so ware, any time, any place and on any device...” (*) e app revolution??? Really???
  • 18.
  • 19. Success Apple believed in an innovative concept Apple had a delivery and payment system right there and ready to use Essentially: Apple was at the right place at the right time
  • 21. Apple iOS iPhone 1, 3G, 3GS, 4 iPad 1 and 2 iPod Touch iOS v1 to v4 are out in the wild, v5 beta Based on OS X Mach kernel Apple has and wants to keep full control
  • 22. Google Android Various device vendors (HTC, Samsung, Motorola, LG etc) Google doesn’t focus on hardware Fragmentation Android is Open Source Based on Linux kernel Network operators and device vendors want full control
  • 23. Symbian OS Consortium-driven (but really Nokia) 4+ flavours: s40, s60, UIQ, MOAP History: EPOC (a PDA OS) Free of charge to license Some degree of OS fragmentation Alive and kicking
  • 24.
  • 25. “ ere's no chance that the iPhone is going to get any significant market share. No chance.”
  • 26. Windows Mobile/Phone Traditionally various device vendors Pre WP 7: massive fragmentation Lack of strategy within Microso Best of breed of MSFT technology stack WP 7 prescribes exact hardware specs
  • 27. Others Palm webOS (mainly Palm Pre) Nokia Maemo (R.I.P.) / MeeGo Limo Foundation RIM Blackberry OS
  • 31. Common themes IDE (Editor and/or interface builder) Compiler Device Emulator Q: How do you (beta-)test?
  • 32. Coding for iOS For iOS 2+ XCode and iPhone SDK Mac only Objective-C (or C) based on Cocoa Well-supported but also well-controlled environment Ca. 90% iOS 4.x vs 10% iOS 3.x
  • 33. Objective-C and C libraries Cocoa Touch Camera, Accelerometer, Image Picker, Multi-Touch ... Media PDF, Video Player, Quartz, CoreAnimation ... Core Services NET, File Access, SQLite ... Core OS File System, Security, Mach, BSD C libraries
  • 34. Coding for Android Java - but there’s no JVM: Dalvik VM Android SDK, usually in Eclipse SDK per sub-release (usually) Variety of APIs, can become tricky due to device and hardware fragmentation and OS versions/API levels in the wild
  • 35.
  • 36.
  • 37. Coding for SymbianOS Majority: C++, Java or Python Nokia-provided SDKs Issue with OS flavour fragmentation Many di erent hardware profiles around
  • 38. Coding for WP 7 Visual Studio 2010 Express for WP Expression Blend for WP C# and VB.NET (the latter not for free) XAML, Silverlight and XNA Promising due to deal with Nokia Goes well with MSFT stack
  • 39. Application Object (Windows Phone 7 specific APIs) Silverlight (Presentation and Media) XNA (Game development) Common Base Class Library
  • 40. Coding for RIM Java and custom APIs (Adobe AIR) Prop. tooling (rather complicated) Non-trivial deployment mechanisms Clever move: Android sandbox
  • 41. Web
  • 42. History iOS 1 just allowed custom web apps “Make or break” (or jailbreak) e limitations of iOS 1 are what caused Ajax-based mobile web apps to become successful.
  • 43. Coding mobile JS apps Leverage HTML(5), JS, CSS jqTouch, JQuery Mobile, SenchaTouch Variety of CSS libs to create native look & feels WebKit - used on all major platforms WebStorage API / LocalStorage API GeoLocation API / Caching
  • 45. Coding with Flash/AIR By design cross-platform Flash CS5/5.5 to iOS packager (export tool) Flash Player 10.x & AIR 2.7 on Android AIR is one of the major dev platforms on RIM’s playbook tablet Flex for mobile: v 4.5.1 (just released)
  • 46. Flash Player on devices Depending on the device: 10 / 10.1 / 10.2 Molehill (3D) will finally come to mobile Game development! Leveraging lots of existing libs and code
  • 47. AIR on devices AIR 2.x: first release of AIR for devices Now at 2.7 -> even on iOS Apps install as native apps and can be sold through app stores
  • 48. Recent Example Flash-based game engine built on Flixel 1 hr to make it work iPad 2 - 20-25 fps iPhone 4 - 5-7 fps Google Nexus One - 10-12 fps
  • 49. Recent Example Flash-based game engine built on Flixel A er about 6 hrs of optimisation iPad 2 - 30 fps iPhone 4 - ca. 20 fps Google Nexus One - ca. 20 fps
  • 50. Coding with Titanium Similar idea as Flash Platform Code in JS, compile to native app Support for Android and iOS
  • 51. Coding with PhoneGap Build app in HTML/CSS/JS iOS, Android, BlackBerry, Palm, Symbian Requires underlying SDKs installed
  • 54. But here are some ideas Mobile presence? Better visibility through app stores? Features? Monetization of your solution by selling? What are your target users? WHERE are your target users?
  • 56. How to deliver content? Again - need to monetize by selling “things” or maybe a subscription model? Text/Images on websites PDF documents Interactive Magazines (for instance via Adobe’s Digital Publishing suite)
  • 58. AppStores It’s unlikely that you’re going to become rich. Not impossible though. General concept: Build Get into platform’s dev program and get approval for your app Sell under a revenue sharing model
  • 59. General rules Some stores have requirement docs for approval Unstable apps, links to competition’s stores, objectionable (porn) content, racist and discriminating content are usually not approved Investigate the rules before you code!
  • 60. Some numbers iTunes AppStore 2010 - 2.5+ billion turnover Prediction for 2013 6+ billion for iTunes AppStore 17+ billion for all major platforms
  • 61. More numbers iTunes AppStore: 340k+ apps Nokia Ovi Store: 30k apps (+10k WP7) Android Market: around 200k apps Android Market has a huge momentum though as the platform is growing
  • 62. App Pricing Avg purchase price: US$ 4.03 Avg selling price of top 100: US$ 2.14 45% of all apps are US$ 0.99 19% US$ 1-2 just 9% are US$ 7+
  • 63. Revenue Sharing Common model: 70/30 split BB AppWorld is di erent - concept of individual kiosks: 80/20 but then the kiosk owner also keeps a certain share Interesting question: What’s the future gonna be re the revenue sharing?
  • 64. Pricing and legal stu Apple: US$ 0 or US$ 0.99 - US$ 999 MSFT: US$ 0 or US$ 0.99 - US$ 499 Android: US$ 0 or US$ 0.99 - US$ 200 Devs usually hardly have any rights Having to agree to overseas legal t&cs
  • 66.
  • 67.
  • 68. e tablet wars of 2011 iPad -> iPad2 About 35-40 new Android tablets announced for 2011 RIM Playbook
  • 69. Android for the masses
  • 70.
  • 72. Android #fail? Stupid handset manufacturers Even more stupid network operators Device fragmentation Google is actively working on this - there’s a shi towards less openness and more control with Android
  • 73. My recommendation Try to leverage your existing skills Don’t focus on one single platform Do not discard cross-platform development because “it’s not native”.
  • 74. at’s it! Finito! Go home and build stu !