Archive for the ‘Mobile’ Category
The Future Of Firefox Mobile
New version will hopefully launch alongside Firefox 11
By Zach Walton
Firefox Mobile has been pretty great to me so far, and I’m sure it has been the same for the 8 million plus users who have downloaded it. While it’s not moving from Android anytime soon, it would be good to know where the platform is heading in the future.
Chris Lord, one of the developers for Firefox Mobile, updated his blog today to give us a look as to what he and Firefox mobile team is working on now. The major news is that the team is completely rewriting the Android version of Firefox. This is because Firefox is now a “native” Android app instead of an XUL app. One of the key advantages to this is that the app will start up much faster now.
They are completely changing the platform as well. This means switching to a multi-threaded application model and switching from a Java-based view compositor to a native-code off-main-thread-compositor. This allows them to directly composite the layers that make up a page on the platform.
The team is currently now working on fixing the bugs present in the mobile version and hoping to get that all sorted out as soon as they can. Once they do get the new version up and running, users can expect “smooth, 60FPS updates, excellent interactive performance, excellent Web standards support and a polished native feeling application.”
Coincidentally, Chris Lord and Lucas Rocha of the Firefox Mobile Team were at FOSDEM last month to talk about the very same thing – The State of Firefox Mobile. While there is not video of the talk, they have uploaded the slides and speaker notes of the talk to give you a better idea of what the future holds for the platform.
The plan was to have the new version of Firefox Mobile ready when Firefox 11 launched. Unfortunately, they have missed that mark as Firefox 11 launched last week. Now we just wait for the new version to be ready when it’s ready.
About Zach Walton
Zach Walton is a Writer for WebProNews. He specializes in gaming and technology. Google+
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The 10 Hottest Private Companies in Tech [REPORT]
Last Updated on Friday, 24 December 2010 11:33 Written by MauiDeveloper Friday, 24 December 2010 11:33
Sarah Kessler
SecondMarket, a firm that facilitates alternative investments, has shared with Mashable (
) a list of private companies its buyers and potential buyers were most interested in this year. The list is based on the percentage who indicated they were interested in each company.
- 1. Facebook (
): More than 25% of the firm’s buyers and potential buyers indicated that they were interested in Facebook. With the company reportedly on track to bring in $2 billion in revenue this year and attracting 81% of Gen Yers daily, it’s easy to see why. - 2. LinkedIn (
): Last month, the professional social networking platform announced that it was adding a member every second to its 85 million-person community. Earlier this year, estimates placed LinkedIn’s valuation at $2 billion. - 3. Twitter (
): Twitter finally tried to make money this year with promoted tweets, and it bodes well that beta testers are finding the new marketing channel valuable. The company just raised another $200 million that values it at a reported $3.7 billion. - 4. Zynga: The New York Times pondered whether Zynga might be the “Google (
) of Games” this year. The company has more than 45 million active users on its social games like FarmVille and Mafia Wars. - 5. Craigslist (
): Craigslist makes money on recruitment listings, and it used to make money on adult services listings. Alas (for Craigslist, at least), the questionably legal section that expected to comprise about 30% of its revenue was shut down yesterday. - 6. Groupon: Google was willing to pay $5.3 billion for the group-buying company, which has about an $800 million annual gross revenue run rate.
- 7. Yelp (
): This year Yelp took new funding and challenged Foursquare (
) and Groupon with new features. - 8. SecondMarket: Given that the investors who indicated SecondMarket was an interest were signing up to buy through SecondMarket, this one isn’t a surprise.
- 9. Pandora (
): Pandora reported its first profitable quarter — and $50 million in revenue — at the end of 2009. Earlier this year, a Wall Street analyst predicted the company’s 2010 revenue would reach $100 million. - 10. Bloom Energy: Building a refrigerator-sized box that can power a whole house with sand-based fuel cells will inevitably attract some attention from investors. Before the Bloom Box launch, it’s rumored that the company had already won more than $400 million in funding.
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An iPhone Lover’s Take On Windows Phone
Last Updated on Thursday, 23 December 2010 06:21 Written by MauiDeveloper Thursday, 23 December 2010 06:21
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Back in October, after the official launch of Windows Phone 7, I wrote up some initial thoughts after having played with a few prototype devices in the months leading up to the launch. Many seemed surprised by my mostly positive reactions. It seemed to me at the time that Microsoft may have actually brought a gun to a gun fight with Windows Phone — as opposed to a sword, or a knife, or a mop.
At the same time, I noted, “Now they just have to run a marathon. Up a mountain. Against competitors that they gave a 20 mile head-start to.” And the early indications point to that race not going so well for Microsoft early on. But still, I think there might be some hope for the platform, for two reasons. First, I’ve actually had the chance to use a finished device for a while now — and I like it. Second, Microsoft has a seemingly endless supply of money.
As I’ve done with a number of other smartphones, the following is my take on Windows Phone from the perspective of an iPhone lover. In my mind, the latest iPhone (currently, the iPhone 4) is still the device to beat out there in the smartphone market, and so I look at all these new devices from that perspective. Is Windows Phone good enough to make me consider switching? Is there anything about it that’s better? Worse? Etc.
Different Is Good
Right off the bat, let me just say the thing that is sure to piss off every fandroid reading this. From an OS perspective, I find Windows Phone more appealing than Android. As I’ve stated previously, I like that Microsoft is doing something different to move the concept mobile OSes forward. The main problem I’ve always had with Android is that it feels too much like a less-polished version of iOS. Google has done a good job iterating and getting it closer to iOS, but it still lacks the refinement. And the fact that they made it have the same basic look and feel makes comparisons impossible to get around.
Windows Phone is completely different. From the homescreen tiles to the UI (codenamed Metro), when I’m using it, I don’t feel like I’m using a poor-man’s iPhone. I feel like I’m using something new. That’s jarring for some people considering the apps-on-the-screen model has been so dominant in the smartphone market up until now. But if Microsoft is able to scale Windows Phone into an actually successful product, they’ll have a lot of competitors copying a lot of what they’re doing.
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Tiles
First and foremost, the live-updating tile idea of Windows Phone is great. I’ve never been a big fan of the little red dot badging system that iOS uses to indicate if there’s some update to an app. Windows Phone’s tile system uses a straightforward number system within the tile to show how many new text messages (or emails, or calls, etc) you have.
I also love the simple design of the tiles. They’re big and clickable. And unlike iOS or Android where developers often create weird-looking, ugly icons, Windows Phone tiles are all standard squares. The ones made by Microsoft can be customized with different colors, which changes the look of the homescreen. And tiles can also update with live information such as new pictures.
Clicking on a tile produces a neat little effect where all the other tiles zoom away and the app you clicked on opens. It’s little elements of polish like this that shows Microsoft actually put some work and thought into this OS.
Apps
In the apps themselves, the Metro design work is also very apparent. Microsoft uses this carousel-style system where you cycle through the different main parts of apps. This is a little odd because the way they indicate that there is something to scroll to is often with the word of the next area being partially obstructed. Again, different.
The best third-party apps follow this style as well. A bunch of the apps I’ve been using regularly, such as Twitter and IMDb, were created by IdentityMine, a firm which often works with Microsoft on a number of products. Because they adhere to this Metro style, the apps look really nice. Most importantly for Microsoft, you come away with the feeling that they seem like Windows Phone apps, rather than just regular old apps developed to be cross-platform.
Of course, that styling has probably slowed down the app development process for some third party teams. Kurt Brockett, the Director of UX Evangelism for IdentityMine, tells us that the dev tools are pretty great for Windows Phone and credits Microsoft for doing a good job on a v1 product. But at the same time, to look like the best Windows Phone apps, you’re likely going to have to either outsource your work to companies like IdentityMine or hire dedicated people.
Another brilliant app for the platform is the one made by Netflix. In fact, I’d say it’s noticeably better than the app Netflix makes for the iPhone. It’s just more polished. And they still don’t have any app available for Android. Of course, it may help that Netflix CEO Reed Hastings is on Microsoft’s Board of Directors.
Most developers I’ve spoken with over the past several weeks have said they are not focusing on the Windows Phone platform just yet. The main reason, obviously, is because they’re just not sure what the public interest will be yet. This is similar to developer reactions after Android launched. And it’s only just now getting to the point where teams are focusing on both iPhone and Android at the same time. So third-party apps may be a slow road for Windows Phone for some time.
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Games
But while apps may be coming along slowly, one segment, games, already seem fairly strong. Microsoft has an advantage here given their experience with Xbox Live. And wisely, they’re tying that directly into games on Windows Phone. When games launched on Android, they were pretty awful. On the iPhone, they were decent, but I think it’s fair to say that Apple underestimated how important that market would be. Microsoft doesn’t seem to be underestimating that.
I haven’t played a huge number of them, but the ones I have played seem to run smoothly for the most part and look great. Ones also available on the iPhone (in other words, ported), like Fruit Ninja, don’t seem to run quite as well, but the experience is close.
Windows Phone ties in your Xbox Live avatar to the gaming area so you can keep track of achievements and connections. I suspect the company will continue to beef this up in the coming months as this could potentially be a huge hook for them to get people onto the platform.
Hardware
The Windows Phone I’ve been using is the Samsung Focus. It has a 1Ghz processor, a 4-inch Super AMOLED display, a 5 megapixel camera, and 8 gigabytes of internal storage (which can be beefed up via the microSD slot). The device runs on AT&T’s network — which, as we’re all probably well aware by now, is pretty awful in the Bay Area.
Call quality when AT&T is playing nice (meaning, it’s not raining, I’m not in SoMa, etc…) seems quite good. I love text messaging on the device because I prefer the Metro style Windows Phone users versus the cutesy bubble style iOS uses.
Simply put: the hardware is overall good, but not great. The screen is great, but the device itself feels a little too plastic-y. Compared to the iPhone 4, it’s shockingly light — which is great when it’s in your pocket, but feels a little odd when it’s in your hand. It’s so light that it feels almost as if it’s missing the battery (which, of course, it isn’t).
Like most Android phones, taking the back off of this device is just about the least elegant thing in the world.
Microsoft is doing a smart thing with their OEM partners in giving them a fairly strict set of specs to adhere to for Windows Phone devices. This means that each phone will have many of the same basic elements, and all should be fairly similar from a user experience perspective. Like Android phones, the Windows Phones have virtual buttons that reside just below the screen. But instead of the four you find on most Android phones, there are three: Search, Home, and Back.
The Focus also has a physical camera button which allows you to quickly jump into camera mode no matter what app you’re in on the device. I’ve heard that a big focus of Windows Phone was to make the picture-taking process as quick as possible. And it is very quick. The problem with the physical button (as opposed to the virtual ones found on the iPhone and Android phones) is that it can lead to small jitters in your pictures, I’ve found.
But if you have steady hands, the picture quality is good. And the device can take 720p video, which looks great.
Overall, the system runs quickly and smoothly. Windows Phone could definitely benefit from the type of background pausing and resuming that iOS employs (apps currently fully quit when you exit them), but that’s a software issue, not a hardware one, and one that will undoubtedly be implemented.
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Miscellaneous
In my few weeks with the Windows Phone device, I’ve found a few other things here and there to like about it. One huge thing is the deep Facebook integration. Your Facebook contacts are tied directly into the People tile on the phone, and all of the contact information from their profiles comes over to your device. A few Android phones offer similar things, but it feels more integral to the system on Windows Phone and less tacked-on.
Bing search, with its huge pictures tailored for the phone’s screen looks amazing. And the results pages that take on the Metro design look far better than anything Bing has done on the web proper.
That said, the web browser on Windows Phone is an abomination. It’s hard to describe how bad it is. It’s sort of like IE6, but worse. Nearly every page I’ve visited over the past several weeks has been broken in the browser in some way. It’s usually just small style issues, but still — Microsoft should be ashamed of this. The browser is arguably the most important feature of any smartphone. And on Windows Phone, quite frankly, it sucks.
The software keyboard in Windows Phone is somewhere between the iPhone keyboard and Android’s virtual keyboards in terms of usability, but it’s much closer to the iPhone’s. Again, for a v1 take on this, that’s impressive.
In fact, the overall responsiveness of the touchscreen elements is impressive on v1 of Windows Phone. Android has had a long time to nail this, and with many of their phones, they have not.
Conclusion
I’ve been pleasantly surprised with how much I’ve liked Windows Phone. Would I recommend buying one? Certainly not on AT&T, but if and when it came to Verizon, I certainly think it’s worthy of consideration. Would I replace my iPhone with it? Well, no. But I do think it’s important to remember that this is Microsoft’s first stab at this. If you were to compare this to the original iPhone, just from a software perspective, clearly this would be right there, if not slightly better (and much better if you consider that this has third-party apps and the original iPhone didn’t at first).
Of course, we’d probably be having a whole different discussion if Microsoft had released this in 2007 instead of continuing to give mouth-to-mouth to the decaying Windows Mobile brand. Now, they’re coming two to three years late to the party. That means they’re going to have to iterate as an extremely rapid pace — and that could be a good or bad thing.
But the good news is that they’re Microsoft. They have a ton of money that they clearly don’t mind burning if they feel it’s worth it. And mobile is clearly worth it. And that’s why Windows Phone is going to be around a while even if it never fully takes off.
But at least Microsoft has given it the chance to take off with the initial release of Windows Phone. They could have just as easily released a total dud into the market. They could have brought the mop to the gun fight.
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More:
- An iPhone Lover’s Take On The Nexus One
- An iPhone Lover’s Take On The HTC EVO 4G
- An iPhone Lover’s Take On The iPhone 4
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Mobile Year in Review
Last Updated on Monday, 13 December 2010 03:21 Written by MauiDeveloper Monday, 13 December 2010 03:21
2010 was the year mobile connected the world. With stunning statistics, facts, and visual cues, this video takes a tour of key consumer and technology mobile trends across an eventful year.
Posted under Gadgets, Mobile | No Comments
7 Tips for Building a Better Branded App
Last Updated on Thursday, 9 December 2010 05:06 Written by MauiDeveloper Thursday, 9 December 2010 05:06
Sarah Kessler (Mashable)
The Facebook® Recommend button is incorporated only in select, public areas of the American Express OPEN website. To learn more about the Facebook® Recommend button, click here.
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Dec 01, 2010 -
At this point, many companies recognize that developing a branded mobile app can be an asset. Unfortunately, fewer of them understand how to best leverage this new channel in order to benefit their brand.
“We were inundated with requests that were like, ‘We need an app because somebody within an organization says we need an iPhone app or we need an Android app,’” says Anthony Franco, the president and co-founder of app development agency EffectiveUI. “The conversations are sometimes a little awkward because we asked the very simple question, ‘Why?’ And there was this struggle, and there’s still a little bit of struggle with articulating the reason behind the mobile app.”
In order to better articulate the factors that should drive mobile app development, EffectiveUI recently commissioned a Harris Interactive survey of 781 online adults who downloaded mobile apps. As the company suspected, the study found that 38 percent of mobile app users weren’t satisfied with the apps available from their favorite brands.
Franco recently chatted with us about how brands can avoid contributing to this group of unsatisfied mobile app users.
1. A Mobile App Is Not a Marketing Campaign
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If your goal is merely to make your brand visible, advertising networks are a better outlet for your marketing campaign than a mobile app. Only 18 percent of respondents in the study said that they even considered whether an app was from a brand name company when deciding to download it. Even your most loyal customers won’t download an app unless it does something useful for them.
When a major credit card company recently tried to build a social network around its brand on a mobile app, for instance, it crossed the line between what is appropriate for a mobile app and what is appropriate for a marketing campaign, said Franco.
“[The mobile app] had nothing to do with their business really, other than to attract eyeballs,” he says. “And if you look at the reviews on that app, it’s: ‘This is an obvious attempt at trying to market to me. It’s a well-designed app, it’s pretty, but all it is is about deals in my area trying to sell me something.’ Try to stick really closely to what your business does, and provide value.”
2. A Branded App Is Not a Mobile Website
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Some companies that Franco has worked with have initially wanted to put all of their website features into their mobile apps. But that’s not what apps are intended for, Franco says. Seventy-three percent of mobile app users in the study agreed that they expect a company’s mobile app to be easier to use than its website.
Taking the top 10 features of a company’s website and moving them directly over to its mobile app, for example, just doesn’t work. The problem is that those 10 features may be useful on the web, but that usefulness may not translate when put on a mobile device.
“[Customers] don’t want the entire website on a mobile application. They want utility and a very defined set of features that are specifically designed for mobile use cases. Make it easier to use — make it less complex than your website.”
3. A Branded App Should Provide Utility
Seventy-five percent of survey respondents said that a mobile app should do exactly what they want or need it to do. “In other words, provide me utility,” Franco says. “Don’t market to me. Provide me something to get something done.”
There are quite a few utility-based branded apps out there. Chipotle, for example, has an app that allows you to order without waiting in line. One feature in the Starbucks app allows users to buy coffee with their phones. And Target recently introduced an iPad app that will make it easier for customers to shop during the holidays.
4. Focus on the User
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In order to understand what will appeal to your target users, it’s helpful to understand your target users. And a little research never hurt in contributing to this objective.
Franco says that after the brand decides what kind of consumer it is targeting with its mobile app, the app developers should figure out a way to deepen their understanding of what that consumer wants. Sometimes it’s a matter of interviewing people on the street. Sometimes it’s going into people’s offices and watching how they use a website or software.
“[A mobile app] has to be user-centered,” Franco says. “It has to come from a place of empathy for what the user wants to get done on their device. It can’t be from a place of big creative, big think, big campaign, and hoping it’s going to go viral. That’s not what people want on their mobile devices.”
5. Build Around Mobile Use Cases
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People accomplish some tasks on their phones. They prefer to do other tasks on a website or in some other way. It’s important to focus on the former category so that you don’t clutter your app with features that users won’t appreciate in a mobile setting.
EffectiveUI cited the FedEx app, for instance, which allows users to do four tasks: make a shipping label, track a package, find a FedEx location and get a quote. While the app leaves out a lot of features that are available on the company’s website, it focuses on tasks that people are likely to complete on their phones, while standing in line, on a train or during a break.
6. Think Twice Before Becoming a Game Developer
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While some brands like Barclaycard and Audi have had some success with branded mobile apps that are games, this strategy is a risky one. First, you’re entering the gaming business. There are a lot of companies that exclusively build games in the app store, and they’re pretty good at it. Competing can be tough. Second, it’s hard to determine the ROI for a game. Are they really engaging with your brand by, let’s say, navigating a character down a crazy waterslide?
“If you want to [get] eyeballs, there are ad networks for that,” Franco says. “You’re specifically going in and picking out a game that is relevant to your brand and saying, we want to sponsor that game. So instead of getting into the gaming business, stay in the marketing business if that’s your goal. And sponsor other things. Or use the mobile ad platform.”
7. It’s Better to Have No Branded App Than a Mediocre Branded App
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The EffectiveUI study found that 13 percent of people who had a bad experience with a branded app avoided downloading other apps from that brand because of it. That means that if you create an ineffective branded app, it will affect your future attempts at mobile applications as well.
“The study basically says take this channel seriously,” Franco says. “And don’t just treat it like a $60,000 microsite campaign. A bad microsite falls flat, and it’s designed to go away in three months. A bad mobile application does lasting damage — it’s there forever. So take it very seriously.”
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