Date (2 nd Jan) Cherry Cheng (Original) Will Kwok (1 st revision) SHATIN 沙田 A brief history of mobile.

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Presentation transcript:

Date (2 nd Jan) Cherry Cheng (Original) Will Kwok (1 st revision) SHATIN 沙田 A brief history of mobile

One of the greatest inventions of mankind Revolutionized communications Enabling us to reach across great distances and share thoughts, ideas and dreams with the fellow man Make the world a much smaller place in the process Mobile phone in the past

Is a distant cousin to the telephone A communication and information device Nearly always connected to the Internet You can send and receive voice and text messages You can purchase goods and services Can do early everything you can do with a desktop computer Not merely a telephone, is a long-overdue promises that technology will make the lives easier Modern mobile device

Web is divided desktop web and the mobile web The desktop web is made up of the sites and web applications designed for a browser running on desktop or laptop computers The desktop context involves information that we access typically while stationary and sitting at our desk The mobile web contains the sites and web applications designed for mobile devices, or the mobile context which we can access anywhere at any time Web on mobile device

Mobile technology has gone through many different evolutions to get to where it is today In mobile industry, we often refer to these evolutions as “generations” or simply “G” “G” refers to the maturity and capabilities of the actual cellular networks Design not focused on G, but focus on five distinct eras of devices The Brick Era The Candy Bar Fra The Feature Phone Era The Smartphone Era The Touch Era The evolution of devices

Brick Era (1973 – 1988) A corded receiver connected to a portable radio the size of a car battery Useful only to those who truly needed constant communication, such as stockbrokers or who worked in the field, such as salepeople or real estate agents Expensive Far too impractical for the majority of us In the early 1990s,bulky mobile technology would eventually be added to cars for increased mobility More cellular radio towers were needed to provide constant coverage Power demands of the devices went down The Brick Era

Candy Bar Era (1988 – 1998) Candy bar is the actual term used to describe the long, thin, rectangular form factor of the mobile devices The network shifted to second-generation (2G) technology at 1991 The density of cellular sites caused by increased usage decreased the power demands of the device, making it small enough to fit in your pocket It is the first time people started to realize that mobile phones could do more than make voice calls. Candy bar phones commonly associated with 2G GSM networks for SMS (Short Message Service) Users realized that they could send messages to their friends for free when voice calls were still expensive. Thus the abbreviated text language limited to 140 characters was born. The Candy Bar Era

The Feature Phone Era (1998 – 2008) Up to this point, mobile phones had done three things: make voice calls, send text messages and play the Snake game The Feature Phone Era opened the floodgates to a variety of applications and services on the phone, like listening to music and taking photos, and introduced the use of the Internet on a phone GSM network providers added GPRS allowing packet-switched data service. Called 2.5G or halfway between 2G and 3G networks With the introduction of cameras into higher-end feature phones and with increased consumer interest in digital photography, demand for feature phone began to increase At last the Web had reached mobile devices The Feature Phone Era

Smartphone Era from around 2002 to present No clear description for what is a smartphone It contains all the same capabilities of a feature phone Most smartphones are distinctive in that they use a common operating system, a larger screen size, a QWERTY keyboard or stylus for input and Wi-Fi or another form of high-speed wireless connectivity Microsoft attempted with its initial Windows CE platform, which would later become Windows Mobile By combined a Palm OS, based on PDA with a phone module to create PDA-style smartphones(BlackBerry) Nokia created the Symbian OS, which used for a variety of mobile devices, popular models (6260 and N95) The Smartphone Era

Before mobile devices were still just person-to- person communication tools As network improve and data speeds increase, it allowed more features 2007 Steve Jobs introduced the world to the iPhone in the MacWorld conference iPhone 3G got around 30% of the overall smartphone market In less that a year, more than 2000 mobile web applications were made freely available specifically for iPhone Within six months of iPhone 3G release, iTunes App Store had already seen its more than applications downloaded over 300 million times Touch Era are a completely new medium capable of offering real people new and exciting ways to interact and understand information The Touch Era

The Mobile Ecosystem Services Applications Application frameworks Operating system Platforms Devices Aggregators Networks Operators

Refers to Mobile Network Operators The operator’s role in the ecosystem is to create and maintain a specific set of wireless services over a reliable cellular network E.g. China Mobile, Vodafone, Telefonica, etc The Mobile Ecosystem Operators

Mainly use wireless networks Cellular technology is just a radio that receives a signal from an antenna The majority of networks use the GSM standard 2G / 3G / LTE, faster standard is in development The Mobile Ecosystem Networks

85% use feature phones 13% use smart phones Operators sell devices at a severely discounted price, often one-third or less of the actual cost of the device Lock the devices to their networks Most challenge the mobile ecosystem currently faces: device fragmentation, causing different mobile devices to display content inconsistently The Mobile Ecosystem Devices

Primary duty is to provide access to the devices To run software and services on each of these device Three types of platforms: licensed, proprietary and open source Licensed: Sold to device maker, create a common platform of development application programming, e.g. Java ME, Windows Mobile Proprietary: Designed and developed by device makers for use on their devices. E.g. Palm, iPhone, BlackBerry Open Source: mobile platform that are freely available for users to download, e.g Android The Mobile Ecosystem Platforms

It used to be that if a mobile device ran an operating system, it was most likely considered a smartphone Operating systems often have core services or toolkits that enable applications to talk to each other and share data or services E.g. Windows mobile, Palm OS, Mac OS X, Android The Mobile Ecosystem Operating system

The first layer the developer can access is the application framework or API Used to create application, such as games, camera Sharing core services such as communications, messaging, graphics, location, security, etc iOS SDK, Android SDK, Web (HTML5) The Mobile Ecosystem Application frameworks

The Mobile Ecosystem Applications A game, a web browser, a camera Need to know the application framework and the device Web browser as the solution for the various of application framework and device difference

The Mobile Ecosystem The last layer in the mobile ecosystem Include tasks such as accessing the Internet, sending a text message, etc. Services

HK Mobile App Dev Industry Information Technology? Multimedia? Design?

Mainly Makes App for Other Corporations Involves Subcontractors Some Runs their Own Product Target – International: Talkbox | Step-ly | FileSq | Target – Regional: Openrice | Target – Hong Kong: HK Movie Quru | HK App Dev Industry

Market / Design Oriented Cherrypicks Pacific Link iMedia why Interactive why Interactive IT Oriented Green Tomato Mtel Four Type of App Dev

Gaming Where’s my water? Advertising-based / Campaign-based (Soft Sell) iButterfly TownCheck Zappar Innovative Service Instagram Enhance existing IT Solution HSBC App Openrice App Type of App

Touch Era: Usability + Aesthetic = rise the customers’ standard App Store – Eye Candies to attract downloads IT = may not be a good app designer Design = may not be good at system design, performance optimization Which side better? No One Knows. But Mobile App with better User Interface WINS Why DESIGN/IT?