Archive for the ‘Windows Phone’ Category

What do you really want in a future smartphone?

I’m voting for five simple things. Note, we are talking about smartphones here and not tablets. I look at the patent fights and all the junk functionality that is being crammed into the newest SDKs, and as a consumer all that I really want is all of the following bolted into one phone:

  • Significantly better battery life – My current phone won’t make it through a typical work day.
  • Faster battery charging time – My original Google Ion used to charge in less than an hour, my Atrix takes at least 2 hours and usually much longer.
  • Better default keyboard app – I probably make six mistakes typing one average length sentence because the tiny keys are so close together. Some third party apps have figured this out.
  • Better control over the camera app – I would stop carrying a separate camera if I could simply adjust f-stop and aperture.
  • Ability to read my screen in full sunlight with polarized sunglasses on – No chance of that on my current phone.

I’m fairly happy with the operating system software. And, my phone already has plenty of CPU horsepower and memory. It appears that in five short years the smart phone market has matured and the phone vendors are struggling to differentiate themselves. The current phone wars remind me of car ads on TV. Everyone is claiming incremental improvements that make your life better, easier or faster.  However, I propose there hasn’t really been any ground breaking innovation in smartphones since June 29th, 2007.

Now if there was a press release that said in the next version I could heavily use my phone for 3 days straight without a charge…that would get my attention!

What do you want in the next smartphone?

Posted in Android, iPhone, Windows Phone | No Comments »

I’ve surprised many people when I tell them my Android lasts less than 8 hours under heavy use. And, I’ve lost track of how many times I’ve asked someone how long their smartphone lasts and they really don’t know. The most common response goes something like this “…not sure because I plug it in whenever I get a chance.” Some of my friends even carry separate rechargeable backup battery packs to augment their limited battery life. As soon as their battery gets down to around a quarter tank they plug in the mega backup.

As a developer who builds apps for smartphones, I’ve spent quite a bit of time becoming very familiar with many of the configurable aspects of my various phones all the while using it intensively in build/debug cycles. And, I’ve put some thought into categorizing the different types of battery power usage of which some are less obvious than others. So here goes:

  1. Screen brightness. I turn it all the way down, but this does make reading the screen outside in bright daylight nearly impossible. The fact is the brighter the screen , the more pull on the battery.  On all my phones, the screen is the biggest gas hog.
  2. Number of applications loaded into memory.  Very few of us pay attention to how many applications are loaded/running versus completely shut down.  The more running apps the phone has to manage the more battery is drawn.
  3. Cellular signal strength. If your phone has a weak signal it will boost its own radio to try and compensate.  Cell phone signals are not constant and they ebb and flow all the time. On the down side when signals are weak, the phone will expend additional power to try and keep you connected. Sure, use wireless (wifi) were possible, but when wifi isn’t available you have to rely on good old cellular. It’s commonly understood that 4G draws the most power, 3G draw less and wifi draws the least.
  4. Duty-cycle for using apps. What I mean by this is how much time you use apps during the time period between charges.  If you spend 2 solid hours of app play time between 8 hour charge cycles then that means a duty cycle of 25% (2 divided by 8). The lower the duty cycle the less power is drawn assuming an idling phone with no apps installed is the baseline for minimal power usage.
  5. Number of applications that continuously connect to the internet.  This includes Twitter, facebook, FourSquare, email, etc. Secretly these apps can be very talkative in the background and you might not even know it. Every time they ask the mother ship for an update it draws power to make the request over the internet and then process the results.
  6. Talk-time. Everyone knows that talk time uses battery power, so this is obvious compared to items 1 – 5. On a smartphone you are usually doing other things in addition to talk time. In the days of feature phones, such as the original Motorola Razr, the only thing you could do with those was talk, talk, talk and intermix that with some limited texting. At least for me, over the period of 8 hours I’ve spent much more time (or duty cycle) using apps, such as email, as compared to making phone calls.

Hopefully this takes some of the mystery away from short battery life. We all wish batteries could last days, but we unconsciously create situations within our phones that draws down the battery much faster than expected. And, their are situations beyond our control. such as low cell signal strength, that draw extra power.

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Posted in Android, iPhone, Windows Phone | 3 Comments »

7 Critical Things to Know When Building Any Mobile App

This blog post builds on concepts proposed in an earlier post about not all mobile apps being created equally. If you are a developer who is in the process of migrating to mobile this post is for you. It’s intended to raise awareness of important items to consider in your requirements. My goal is to help you identify some of the major gotchas early on in the development process and improve your chances for success.

There are many more details to learn on the topics I’ve described below. The good news is that in the last few years the amount of deeply helpful documentation has expanded considerably. Where possible I’ve tried to include links related to each topic.

Touch-based Workflows. Recent research has shown that people use their smartphones more often than web apps, and they spend roughly 80% of their time on social media and games. Because of this and the fact that smartphones today are touch driven and not mouse driven, you have to take that into account in your user interface design. Touch implies many things including gestures and multi-touch. You can toss your old conceptions of user interface design based on desktops and tablets, and check out Android’s recommendations as well as Apple’s. My strong recommendation is to hire a UX designer to help you through building a user interface.

Mutliple form factors come with various screen sizes and densities. Long gone are the days of building for just three main browser types. Now you have to take into consideration iPhones, iPads, tablets, numerous different style androids as well as desktop and laptops. Android defines the following screen sizes and, as you can see, this is quite varied and smaller than a typical laptop or desktop. Those typically run 1024 x 768 or greater.

  • xlarge screens are at least 960dp x 720dp
  • large screens are at least 640dp x 480dp
  • normal screens are at least 470dp x 320dp
  • small screens are at least 426dp x 320dp

This is important to know because an app that looks good on an iPad may not look good, or display correctly, on the four inch display of a Motorola Atrix at 960 x 540. A button that looks correctly sized on one smartphone may look too big on another. A whopping 84% of all Android screens are what Android defines as normal size (>=  470dp x 320dp) and between either medium dpi (~160dpi) or high dpi (~240dpi). But, you still have to take into consideration other densities. I also recommend taking a look at new HTML5 browser-based technologies to help with addressing this problem, such as CSS media queries.

Inconsistent Internet. It’s a best practice to check if internet connections exist and gracefully handle HTTP requests when the internet is down, as I blogged about here.  Depending on your application and needs, you should also monitor whether or not a wireless connection can be made and then allow the application to switch to wireless where possible. Wireless also has the advantage of using less battery power.

Slower Connections. And, on a related note, you can’t always depend on 4G connections having consistent maximum download speeds. Over the course of a user session, the connection speed will vary widely and you should plan for that. I’ve been trying to find some stats on mobile internet quality world-wide, if they are out there they are hard to find. But, we’ve all experience spotty mobile internet coverage. Take this into account if you are transferring large amounts of data between your servers and your app. You should also consider detecting when the user is in an area of greater bandwidth and use that to download more data less often. Use loosely coupled and event driven architectures. Test app load times on various devices and around town and away from your office.

Less CPU Horsepower. While the latest generation of four core phones are certainly the most powerful phones yet. In general, applications and web pages will run slower on phones than they do on your development machine running a desktop browser. Take older generation phones into account because they are usually significantly slower than the newer phones. There are a few workarounds in HTML5 to help with this, in that done correctly they can offload rendering to the hardware. In native applications be aware of memory leaks because, remember, more memory usage means less battery life and applications that can run slower over time.

Support across multiple operating system versions. Remember on Android that the vast majority of users are still running v2.2 – v2.3.7 even though v4.x is currently shipping. You’ll have to do some research on your target market and find out what versions and type of phones they are using. You can’t support everything, but you can make educated guesses. Apple, on the other hand, has a significantly more limited selection of phones and tablets that you have to support, and they do a great job helping you support those.

There are some solutions that help with building cross-platform mobile apps, to go into more detail will take another blog post. Here’s a few: Adobe Flex, PhoneGap and Titanium. Keep in mind that the future of Flex, as a development platform, is being called into question after Adobe open sourced everything but the browser and desktop runtimes to the Apache Foundation. PhoneGap and Titanium offer what is now being called “hybrid” solutions where you can build an application in JavaScript, for example, and then compile that code for native deployments on Android and iOS.

Battery Life. Ah, battery life is last but certainly not least. Be aware of how battery intensive your application is and try to minimize battery consumption as much as possible. The Android online docs have a number of highly information articles on this subject. Smaller app footprint in memory means less battery consumption. Heavy CPU usage means more battery usage. Minimize GPS usage through smart algorithms to help preserve battery life.  Switch to 802.11 wireless connections where possible, since this requires less battery power than 3G and significantly less power than 4G.

So, there you go. I hope these suggestions help. If you have more suggestions based on your own experience please post a comment!

References:

Android Gestures

Android Optimize Battery Life

Android Screen Sizes and Densities

CSS media queries

Android UI Design

Android Model for Best GPS Performance

iOS User Experience

HTML5 Hardware Acceleration

Event-based Architectures for Adobe Flex

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Posted in Android, iPhone, Mobile, Windows Phone | No Comments »

Here’s my short list of some things to consider when you demo your company’s mobile apps to a live audience. I’ve accumulated this list over the last several years as the team I’m on does a lot of showing off apps on iOS, Android and Windows Phone. We’ve also seen quite a few demos from customers and at industry conferences.

While most of these tips apply to personal demos where you have the phone in your hand while standing in a tradeshow booth, I’m actually talking about projecting demos on a big screen in front of a live audience, or during an internet video conference call with screen sharing.

  1. Screen brightness. Adjust the screen brightness so that the screen is not too dark and not washed out, and temporarily disable screen brightness auto-dimming. Auto-dimming is where the phones background light gets dimmed usually around ten to fifteen seconds before the screen auto-locks.
  2. Turn off auto-lock. Temporarily disable your auto-screen lock (if your company policy permits it). There’s nothing more aggravating than talking about something for a few minutes and then when you turn your attention back to the phone you have to re-enter your unlock code. I’ve also seen this happen to people on the screen behind them and they didn’t notice but the audience could see it.
  3. Silence the phone. For demos that don’t need sound, which is probably most demos, turn your phone’s sound all the way to “off”. Most phones beep, tweedle and pop as various things happen in the background, so spare your audience by making your phone silent.
  4. A/C Power. Plug your phone into a power outlet. While this may seem obvious, I’ve seen a phone die during a major industry conference plenary session.
  5. Shutdown extra apps. Shut off any unnecessary apps that will consume memory and CPU. You want your demo to run as fast as possible.
  6. Remove unnecessary icons. Clean any non-professional app icons from the navigation screens you will be showing live. On a few rare occasions I’ve seen some fairly disturbing icons that had no place in a professional presentation.
  7. Verify the type of demo camera. Ask ahead what kind of demo camera the conference has for mobile phones, one of the most common ones is called an ELMO. These are devices where you set your phone below it and it has a camera that points downward at the phone and connects to a projector through a switch. So, when you go to show off your app you turn a switch that connects the ELMO (or similar device) to the projector. Some of these are terrible and some are great. I use an IPEVO Point 2 for some demos because it’s portable and I trust it.
  8. Test demo camera. Test your demo camera well before your presentation. You may need some help from the conference’s audio visual team. Make sure your phone in focus, check if you can see the application details, look to see if the background colors aren’t too white and washed out, etc.
  9. Cache local data. Cache your data when possible. If you plan on connecting to remote data sources, consider moving that data onto a local SQLite database on your phone.
  10. Check internet connection. Check your internet connection beforehand. Conference are notorious for having limited cell and wireless coverage. My recommendation is always create a movie backup of your most important demo points. Yep, I’m 100% serious. With an IPEVO Point 2, for example, you can project the camera image in a desktop app and use software such as Camtasia Studio, which also offers a free trial, to create a movie with audio too. Also, a note to phone developers here, it’s a best practice to check if your app has an internet connection and to let your users know if the connection goes away, for example: http://www.andygup.net/?p=155.
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Posted in Android, Conferences, iPhone, Windows Phone | 2 Comments »