What is mobile?

On Wikipedia mCommerce is described as ‘the delivery of electronic commerce capabilities directly into the consumer’s hand, anywhere, via wireless technology’. To implement an eCommerce strategy you will need to classify what you deem to be mobile by looking at the ‘consumer’s hand’ part of this definition.

Traditionally mobile would be defined as feature phones, those that were used primarily for calls, text messaging and basic productivity e.g. calendar. In terms of hardware they have dial pads, a small screen and possibly a basic internet browser. But in the past few years this has changed, with the advent of the smart phone. Smart phones can be seen as mobile computers that have powerful web browsers and the ability to download and install third party applications. The hardware tends to be a full touchscreen or in some cases it might have a hardware keyboard e.g. Blackberry.

Now things start to get interesting. With the advent of the smart phone, there became a market for the same device but on a bigger scale. The first company to recognise this were Apple, who bought out the hugely successful iPad tablet. But it does not end here. There is also a device that sits between the smart phone and the tablet – the phablet. These tend to have a screen size of around 5″ as opposed to 4″ for a smartphone and 7/10″ for a tablet. It does not end here either. What about laptops? They fulfill all of the criteria from the Wikipedia definition as well as hybrid devices that are a tablet that can dock onto a keyboard, again these fulfill the criteria.

Stretching this definition a little bit, there is also wearable technology e.g. Sony Smartwatch the and rumoured competitors from Samsung and Apple. These have mobile operating systems inside and are capable of running third party applications.

Then there is Google Glass. What if you were able to see a product through the using Glass, which would then recognise it as an object and allow you to search online retailers for that or related products?

So, by the look of it mCommerce by device is everything except desktop? What about cars? They can go almost anywhere.

What about internet enabled televisions? Although this does not satisfy the definition of mCommerce in terms of ‘anywhere’, they ‘satisfy in your hand’ – just and also wireless.

As you can see, a mobile strategy is not as simple as as it used to be, with a large number of channels to be taken into consideration.

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Posted in mCommerce

Windows Phone 7

I Have spent the last 6 months or so working on WP7 and just wanted to share some thoughts about it.

Platform
When Windows Phone 7 was first released the platform was quite immature. There was no multi-tasking or background services and the browser was not very good along with some smaller issues. With the Mango update both of these larger issues were rectified and the platform has caught up with Android and iOS quite quickly in other aspects such as voice input and platform search.

Development
The development tools are one area where Windows Phone is strong. Visual Studio is a mature and stable development environment. The programming language used is C# is powerful and easy to pick up if you know an OO language. Expression Blend can be used to create a polished, sophisticated User Interface (UI) using XAML, an XML markup specifically for UI. Games are created using XNA, the same tool set that is used for X-Box games. This means that same code base can be used between X-Box, Windows phone and Windows, creating a seamless, cross platform experience where the same game can actually be played across all platforms. One drawback is that Windows 7 is required for development as Visual Studio 2010 will not work on Windows XP.

Ecosystem
The ecosystem appears to be more like Apple than Android. For example, there is an annual subscription for publishing apps on the market place rather than a small one off payment. Without this subscription it is not possible to test on real devices, only on the emulator in Visual Studio. The apps also have to go through a quite stringent submission process, however in the latest version of the development tools, there is a testing suite to help you to get through this without any problems.

Summary
The tools for Windows phone development are strong and the platform is slowly(quickly?) catching up with the Android/iOS. My main concern right now would be consumer acceptance and who this device will appeal to. The consumer market is dominated by Android/iOS and other platforms are going to struggle to take market share from them and this is the market that WP7 is aimed at. Microsoft have moved away from the enterprise market who seem to prefer Blackberry at this moment in time due to the security of the platform.

One area that might be worth keeping an eye is the games market and the cross platform code. Maybe this could be applied to the rest of the platform in the same way to make it more compelling. Apps would look and behave in almost the same way on each device with the data stored in the cloud.

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Posted in Windows Phone

Android and bloatware

I have just bought a Sony Ericsson Xperia Play. I love the phone and am not someone who feels the need to rant much, but I am really disappointed with the apps that they have put on the device. Firstly they cannot be removed, so they take up valuable space. More importantly they are badly written and tend to start background services, often for an application that does not need a service and also without the application even being opened. On a higher spec device, this may not be the end of the world, but with 512Mb of RAM and a single core, this can cause lag when playing games. My big question is why? I understand that OEM’s need to differentiate and need to add skins and apps to Android. However, if you are going to differentiate, it should be an improvement on the stock experience, not make it worse. This makes absolutely no sense to me. I have turn off background services on my device daily when I should not have to and I really do not want to root the device yet as it is quite new still. Hopefully when the device gets the Android 4 update this situation will have improved and some missing apps like the Bravia Engine will be added, but I’m not holding my breath. Still, to play Metal Gear Solid and Mario Kart, it is a small price to pay.

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Posted in Android

The lack of revenue in Android apps

In the May 2011 app store report by Distimo, which covers all of the major app stores, the focus was on the lack of revenue being made by developers on the Android platform. One of the major findings was that:

20% of all free applications and 80% of all paid applications have been downloaded
less than 100 times in the Google Android Market worldwide to date.

These figures shows that paid downloads are not selling very well on the Android Market. In my opinion a major contributor to this lack of sales for paid apps is the fact that Android phone owners do not need to have a Google checkout account in order to to download apps. This means that they may never purchase an app and will always look for one that is free. This differs from Apple who will not let consumers download apps unless they have an iTunes account which must have a payment card associated with it. This means that the customer already has a payment mechanism in place and is therefore more likely to make impulse purchases that cost a small amounts of money.

 

This then raises the question, how can money be made on Android? There other solutions such as crippleware that offers limited functionality and then full functionality has to be purchased. This can be done using in-app purchasing, which could either be facilitated by the platform or by a trusted third party such as Paypal. However, this is a path less trodden and the success of this method is not well documented. The other alternative of course is in-app ads such as Admob. This may currently be the best option for Android developers given the tendency toward free apps, unless Google finds a way to entice the people who do not have a Google checkout account to create one.

Maybe the consumer will be more likely to purchase apps if more mobile networks implement carrier billing, allowing the app purchase to be added to the users telephone bill.

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Posted in Android, mCommerce

AR – what is the point?

Many of the current implementations of AR involve searching for points of interest, but this is not exploiting AR to its full extent. The best use of AR is to overlay virtual information on to the physical world. AR can then be used to enrich what we see based on our location. A simple example of this is shown by the layar team:

Here is another example where grafitti and street art can be located, extra information can be viewed as well as conversations with other users: streetARt.

Another use for AR is gaming, here are some examples of games; Virus killer and Falcon Gunner:

There are many potential applications for AR, for example you could have restaurant menus displayed when looking through the camera of your phone, to save you crossing the road or going into the restaurant. This exciting technology is still in its infancy and it will be interesting to see what new and innovative uses can be made of it.

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Posted in Augmented reality

Xperia Play and the Android ecosystem

I am really excited about the Xperia Play coming from Sony Ericsson. Not just because of how it will change the mobile gaming experience, but also how it will change the Android ecosystem.

This device is going to be huge. The PlayStation brand has a huge following and a large number are going to want this device. Not only this, but there are a number of emulators on the Android market. So the device can be used to play N64, NES, SNES, Megadrive, Master system and Gameboy games using emulators such as those published by yongzh. Currently these emulators have on screen controls which are not that easy to use, especially as there is no easy way of showing shoulder buttons. The Xperia play changes all this and gives the emulators the hardware they deserve.

Combine all this with a new platform for creating games and a number of PS1 releases and the device’s attraction is even greater. If Sony are really clever they will tie this in closer with the PlayStation experience. They have a wealth of content and services that are currently offered on the PS3 such as music and film. If they can provide these through the Playstation Suite, the Androids are going to become harder to resist.

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Posted in Android

J2ME web services – unknown protocol: c

If you ever find you have the following exception when trying to create stubs for your web services:
java.net.MalformedURLException: unknown protocol: c
make sure that the path in which your WSDL resides does not have spaces in the any of the folder names. The Exception is misleading and can take a while to figure out.
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Posted in Development

Android invasion

The android OS is starting to appear on other Linux based devices showing how versatile it is. The first is the Nokia N900:

The project link is http://guug.org/nit/nitdroid/. The next is the iPhone 3G:

More information can be found here: http://linuxoniphone.blogspot.com/2010/05/iphone-3g-binaries.html. Although these are not ready for every day use, these projects show that it can be done.

Finally, Android has even made it on to Windows mobile devices:

More information can be found on this XDA thread: http://forum.xda-developers.com/showthread.php?t=623792

The fact that Android is an open source OS means that people are able to do more interesting things with the platform. It will be interesting to see what other devices Android appears on in the future and what other shapes the platform will come in.

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Posted in Android, iOS

What can I do with Android?

The answer is ‘what can’t I do with Android?’.

Currently the Android platform offers three levels of development:

  1. Application level
  2. Native level
  3. OS level

Application level

Like most mobile development platforms (Symbian, iPhone, Windows mobile, J2ME, Flash Lite, BREW) you can create normal applications. In order to do this you need to use the Software Development Kit (SDK). Currently Android is at version 1.6, the SDK can be downloaded here http://developer.android.com/sdk/1.6_r1/index.html. The documentation and examples are ok but sometimes easier, more clearer examples can be found online. The Android application has some very useful components. For example the UI is separate from the application code and is declared in an XML file which makes it very to tweak and change. There is also a Manifest file that allows the developer to easily change the application settings such as permissions. The SDK also has a built in Emulator for testing the applications but as always, having the physical device is always better. Coming from a J2ME background I have found Android a bit more involved but there are a large number of libraries that are avaliable: http://developer.android.com/reference/packages.html

Native level

If you have an application that needs a bit more speed or access to lower level libraries you will need to use the Native Development Kit (NDK). This allows you to work under the Application framework (Java) and work with the Android runtime (C, C++). This is something that is offered fewer other mobile platforms (Symbian, BREW, iPhone). Currently the NDK is at version 1.6 and can be downloaded here: http://developer.android.com/sdk/ndk/1.6_r1/index.html.

OS level

If you are a handset manufacturer or have a project that requires you to work even lower you can also work at the OS level. This will enable you to customise the OS to suit your needs. This could be adding or removing functionality of Android. The source is available here: http://source.android.com/. What makes this exciting is companies such as HTC and Motorola are making their own adjustments to add enhanced UI features on top of Android.

HTC sense:

Motorola Blur:

This is what makes Android an open platform. You are able to make changes to the platform to suit your requirements.

Conclusion

Depending on your needs, there is a flavour of Android for everyone. This makes the platform very flexible and exciting.  If you are not sure which you require here is a comparison of using appication v native v web application:

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Posted in Android

Mobile wallet

I think mobile wallets are an area that has the potential for a lot of growth and use if implemented correctly. Here is a good article in the IEEE Computer magazine on mobile wallets: http://tinyurl.com/csbkrd. I think the idea of using NFC communications for payment is especially good for scenarios where there is no mobile network signal. In America there is a company called Blaze who are doing something similar and have made a product version for the iPhone: https://www.blazewallet.com/productinfo.asp.

Although this has some security issues, it can actually be seen as a sensible way to prevent someone stealing your money. If the mugger takes your phone he will not be able to access your money if your phone is protected with a code. One idea that comes to mind to compliment this technology would be to have a finger print reading device on the phone to authenticate the user.

One problem with replacing your wallet with a mobile device though, is that you will have nowhere to put your stamps!

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Posted in mCommerce

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