Tag: iphone Page 12 of 16

JavaFX: and another one…

Whoever had hoped that the iPhone example would trigger an end of the fragmentation will be disappointed. Android will likely come in infinite flavours as and when OEMs and carriers adapt the OS to their specific tastes (I dare not speak of needs…), Symbian when going open-source will likely fare a similar fate, and now Sun fights back to maintain its stronghold by launching JavaFX, which is supposed to provide a bit of zing to the ubiquitous J2ME middleware that dominates the mobile handsets (according to Sun, 2.6bn devices carry it).

It’s early days but I will make sure quizzing our engineers to see what they think.
And now let’s go back to dream of a single platform… Zzzzzzzz.

RIM's 50m & Symbian's riposte

Blackberry maker RIM announced it had raced through the “epic” 50m device barrier. An honourable feat indeed! Symbian fired of a riposte (or was it Symbian-fan-boy-bloggers that did? I don’t know) that it had sold just under 80m devices in 2007 alone (with a total install base of 250m), and the Blackberry story therefore was to be considered as “how very quaint”.

Now: isn’t this comparing apples and pairs? Every Blackberry is (and has been for, like, ever) the benchmark device for e-mail on the go. I still remember sitting in Moscow pulling down my e-mail on a Nokia 9300, and, in the time it took me to download the header of the e-mails when my dear US colleague had browsed through his e-mail and replied to 5. So: Symbian is not to be equated with Blackberry; it’s an entirely different thing: Symbian was all about creating a more powerful OS that could do a lot of things, and it does them fairly well. But we shouldn’t forget that most of them a N-Series devices without a QWERTY keyboard that do different things than a Blackberry does. It is probably possible (now, not 3 years ago) to create a similar experience on a Symbian-powered phone than it is on a Blackberry but I have still to find an e-mail client on a phone as pain-free, reliable and quick as the Blackberry’s.
I do believe that it is less about the theoretical power of an operating system but about the end-to-end experience (iPhone anyone? I commented on this a long time ago). And – across the board – a Blackberry beats most of its rivals hands down on that; still. So this comparison limps heavily. It is probably also to blame on this odd way to define “what is a smartphone“? The mere fact that it has a “an identifiable operating system” surely is not that smart (although Admob classifies it as such). 
I applaud RIM to their feat of selling 50m devices (or “i-banker phone” as they were called in their early years) and remain a fan.
On a sideline, RIM also mentioned that there have been 7m downloads of the Facebook client for the Blackberry so far. This would mean that a fairly respectable 15% of all Blackberries that have EVER been sold have the client, and this means that this is probably a rather high number of the ones currently in use. Who would have thought that? I-banker phone goes social networking. Ts ts ts…

Next-Gen iPhone Will Wipe Out DS & PSP

Today, there was a piece analyzing recent reports whereby Apple was well on its way to wipe out DS and PSP from the handheld gaming sphere, and that it would therefore seek to address a number of weaknesses in its next iteration of the iPhone (and iPod Touch) that would add a few currently missing features that should bridge the – already slim – gap to the PSP.

You have of course read it here before but I would like to revisit this again. I had mentioned the huge advantage of having swift and global digital distribution, giving Apple and any developer pondering which platform to choose an easy solution. Accelerometer and multi-touch add new gameplay features. Plus the iPhone is lighter than its rivals (and of course does a number of other things pretty decently, too, namely playing music, making phone calls or surfing the web).
And then there are the numbers. It took Apple less than 3 months to boast 1.5x the number of games of DS and PSP combined (1,500). The digital distribution model keeps on impressing and shows that this is really what consumers want in terms of accessibility, purchase mechanism (download as opposed to physical cartridge) and – yes – perhaps also price (although there is rumour that Apple wants to introduce a premium segment).
So here is what Apple allegedly wants to change:
  • Enhanced graphics (to address its current lack of loading complex textures);
  • improved processing capabilities (through its own ARM chip, which is currently developing; this follows the acquisition of PA Semi last spring);
  • Better camera (minimum 3.5 mega-pixels) and video-recording.
Multi-tasking as demonstrated by the Palm Pre with its WebOS would be something I would like to see. 
No word if cut-and-paste will work as well, it seems… Oh well, I guess they need to leave something to complain about for the old-school geeks to who Apple still is the fruity devil… 😉
Photo Credit: http://www.macblogz.com/Media/2008/6/iphone-flash-nand.jpg

Vodafone ponders and prepares to bulk up

Did you know about Vodafone’s Flipfont app? No, I didn’t think so; it seems to have gone more or less unnoticed. Well, it allows you to – listen to this – customise your phone frontpage. Woah! How cool is that? The downside? Well, you need to pay £1.99 for the pleasure, per screen! I don’t think so… And, apparently, (now) so does Vodafone. Amidst the iPhone/AppStore rage and the “revelation” that UI might actually matter to people, they seem to have realized that changing a font will not necessarily change the uptake of consumption to new levels. And because they cannot have the iPhone (although it has the Blackberry Storm, which is performing much better than the initial damning reviews would have suggested), they will launch their very own app store, or so they said (if you read Dutch, that is; how nice that we have a Dutch blogger amongst us who translated it for us).

This is not the only bit of news though: Vodafone also wants to tighten relationships with two other players in the market, and these are none other than giants China Mobile and Verizon Wireless. Now if you thought that Vodafone was large, take this in: together, these 3 carriers combine 821 million (!) subscribers (Vodafone 280m, China Mobile 457m and Verizon Wireless 84m [although I believe that VF counts a number of VZW subscribers proportionate to its shareholding in]).
Here’s what Vodafone’s CEO Vittorio Colao told the FT:
“If you think of three players, China Mobile is very strong in China; it’s a big country. Vodafone is very strong in Europe, Africa, India. Verizon is very strong in the US.

“If these three companies could work more closely… in the management of customers, procurement and service creation, we could be unbeatable, quite frankly.”
And right he is…

Mobile Social Gaming?!

I’ll be giving a presentation at Casual Connect Europe in a few weeks and have hence been looking a little at the concept of social gaming. In particular with the iPhone success story, this concept has received its fare share of the limelight recently – and rightly so: the unique distinguishing factor of a mobile phone is that it is always with its owner and that it’s always on, making it the perfect tool for connecting with people (well, this is what they were invented for in the first place), and the iPhone does that well not only with voice or SMS…

The “social” aspect of mobile gaming has mostly focussed on this connectivity and this is also what has been haunting it, at least in most parts of the world because of the horrendous fragmentation on the carrier and handset side. To make a fully integrated connected mobile game, one needs to integrate with a vast number of carriers (in the US, the situation is a little different – integration in only the 3 or 4 biggest carriers – Verizon Wireless, AT&T, Sprint/Nextel and maybe T-Mobile, and you’re in business big time; there is e.g. WPT Texas Hold’Em that scored tremendous commercial success, including full web-to-mobile-to-web play), and they cannot seem to resolve on a common standard; nearly every carrier runs its own little system…

However, do games really have to be fully connected multi-player with in-game chat, buddy lists, alerts, etc, etc, in order to be “social” games? I do not think so. They “merely” have to become a social object, and set in an environment to leverage the social aspect of this (there’s more from Jyri Engestrom on object-centered sociality). This does not work for every game in every case but there are plenty of examples out there both in mobile and online: Playfish (founded by mobile games veteran Kristian Segerstrale) runs a number of games on Facebook that are stand-alone single-player games but integrated into Facebook in a way that pushed them all the way up the rankings. Digital Chocolate runs a very successful franchise with TowerBloxx on mobile and online – again a single-player game with hooks into existing social networks (the latter providing the environment that facilitates them becoming a social object). Orange Israel recently created a raft of online destinations around Totomi: a micro-site, a Facebook Group is all you need to create a community around a game.
So whilst I am and will remain a big fan of connected games (phones are to connect with people!), some simple data streams out (high-scores, etc) AND links into existing social networks are actually likely to activate a lot of the potential in there. 
I will be continuing to ponder this, and I would be most grateful for any input!

Windows Mobile: we didn't mean it like that…

So following the conflicting news about what the strategy for Windows Mobile would be, some learned folks followed up and quizzed Microsoft. So here‘s what they said:

Microsoft will be focusing on building out the quality of the Windows Mobile experience, investing more in working with its partners to ensure the best hardware-software integration. While this may result in fewer phone models, Microsoft will continue working with our partners to innovate on the Windows Mobile platform.

Microsoft is committed to continued innovation of the Windows Mobile platform. Our goal continues to be working together with you to deliver exciting experiences to end users. The implication in The New York Times that Microsoft will limit the number of Windows Mobile devices is not accurate. In an interview with the paper, Todd Peters stated that Microsoft would be focusing on building out the quality of the Windows Mobile experience, investing more in working with its partners to ensure the best hardware-software integration.

So, there you have it. Despite it still being awkward that Todd Peters and Steve Ballmer would make such contradicting on the same day, the above would suggest that Microsoft has a couple of iPhone test devices running and now tries to catch up with the smooth overall end-to-end user experience (see also here) (or how would you read the first paragraph of the above?). With Windows 7 supposedly pushing into a tighter/more intuitive desktop-web integration, this would appear to being in line with an overall push to improve performance on this end.

Apple AppStore Rises and Rises: Now Past 500 Million Downloads!

It is quite breathtaking: it took them 3 months to hit 100m. Then, only 5 weeks after they announced that they went past 300 million downloads, Apple announced that they just raced past 500 million. This means 200 million downloads in 5 weeks, 40 million per week, 5.7 million per day or 4,000 per minute! Get that! Whilst numbers don’t equate to happiness, I sincerely hope that Steve Jobs will be taking some comfort from this and recover well.

I will not tire of harping about the (nigh) flawless end-to-end experience that enables that: a gaming experience that challenges “traditional” handheld gaming devices like Nintendo DS and Sony PSP, an interface that promotes games beyond the hardcore crowd, connectivity that allows “social gaming” to evolve (see also here), and a purchase experience that does not force a user through onerous double-digit-click orgies and various ominous warnings.
So despite the fact that we still do not have clearer numbers illuminating the underlying commercials of the average application and game on their, I tip my hat, I take a bow, I applaud…

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