|
In July 2009, a milestone was reached that illustrated
an important change in the mobile marketplace. Just
one year after its launch, 1.5 billion software applications
(also called “apps”) had been downloaded
from the website of Apple Inc, for use on the iPhone
or iPod “Touch”. This tremendous (and unexpected)
boom has led more and more handset manufacturers,
mobile network operators and suppliers of
mobile operating systems to join in to capitalize on
growing consumer demand.
Mobile apps are add-on software for hand-held
devices, such as smartphones and personal digital assistants
(PDA). Research firm Ovum expects the market
for smartphones to grow by 23 per cent in the
period 2008–2009, against an overall decline in the
total mobile phone market caused by the economic
crisis. Smartphone shipments are forecast to reach
more than 400 million by 2014, nearly all capable of
running apps from at least one store.
However, as more smartphones are sold, the
creation of mobile applications to run on them is
constrained by the fragmentation of the market between
different platforms. This is one of the issues
examined in a “TechWatch Alert,” * published by ITU’s
Telecommunication Standardization Sector (ITU–T)
shortly after the milestone was achieved.
What is an app?
In the beginning, a typical application would be
purely for entertainment: a game, perhaps, or something
that turns the screen of your phone into (for
instance) a functioning piano keyboard. Recently,
though, useful apps have become more popular.
These include programmes for tracking expenses,
foreign language phrasebooks, and currency converters.
Other apps provide reviews of nearby restaurants,
lists of local events, or audio walking tours of
tourist sites.
|
Table 1 — Characteristics of selected mobile platforms
|
|
Vendor
|
Operating system (OS)
|
Programming Language
|
Application store (launch date)
|
|
Apple
|
iPhone OS
|
Objective-C
|
App Store (July 2008)
|
|
LiMo Foundation
|
LiMo Platform (Linux)
|
Java, native (C/C++)
|
R2 (autumn 2009)
|
|
Microsoft
|
Windows Mobile
|
Visual C#/C++
|
Windows Marketplace for Mobile (autumn 2009)
|
|
Open Handset Alliance
|
Android (Linux)
|
Java
|
Android Market (October 2008)
|
|
Palm
|
Palm OS
|
C/C++
|
Palm App catalog (June 2009)
|
|
webOS (Linux)
|
JavaScript, HTML 5
|
|
Qualcomm
|
BREW
|
C/C++
|
Plaza Retail (May 2008)
|
|
RIM
|
BlackBerry OS
|
Java
|
BlackBerry App World (April 2009)
|
|
Symbian Foundation
|
Symbian
|
C++
|
Nokia Ovi Store (May 2009)
|
|
|
Such localized content is an important element
of the app environment. Its creation is supported
by the ease with which software developers (many of them amateurs) can produce an application and
have it placed in a store for downloading. Although
many of these creations will have a limited market,
they are relatively simple and cheap to produce, by
using the software development kits supplied by
manufacturers.
A list of some of the platforms for mobile applications
is given in Table 1. They use at least one of
a device’s communication interfaces (such as Wi-Fi,
WiBro/mobile WiMAX, GSM/EDGE, W-CDMA/UMTS/
HSPA, or Bluetooth), as well as — in some applications
— a device’s audio and video processors, camera,
or satellite navigation capability.
A study produced in May 2009 by Gravitytank
(a market consultancy firm in the United States)
showed that 69 per cent of smartphone owners they
surveyed had installed an application in the previous
month and that users had an average of 21 installed
applications, of which about a quarter were paid for.
Many applications are offered free of charge, in order
to win new customers for a future paid application;
others are for customers of an existing service, such
as a newspaper subscription.
Commercial opportunities and challenges
In most cases, mobile applications are created by
third-party developers, but store owners take care
of distribution, payments and limited marketing, in
return for around 30 per cent of the price of downloads
that are sold. This is potentially very profitable
for the stores (and leads to higher sales of hardware).
Developers too are finding more ways to make money.
The latest upgrade of the iPhone, for example,
allows developers to sell premium content or services
within their apps, using the store to collect one-off or
subscription fees. Additional revenues are promised
by the mobile marketing that is starting to take off,
in the form of branded applications.
However, some mobile network operators fear
“cannibalization” of existing services and are therefore
restricting such applications as:
Voice over Internet protocol (VoIP) apps that challenge conventional phone calls
Instant messaging apps that challenge the short message service (SMS)
Apps that speed up surfing and so reduce online traffic.
In addition, the fear of malware makes vendors
hesitant to give developers direct access to the core
functionalities of a device.
Variations or ambiguity in these restrictions, as
well as the lack of interoperability among platforms,
are obstacles to development of the mobile applications
market. Products written for one device must
be rewritten for another, since application programming
interfaces (API) and software development
kits are specific to each of the major platforms. This
means that it takes longer for an app to appear, and
prevents customers from using apps on a range of
different devices.
The good news is that attempts are under way
to unify the mobile ecosystem. For example, the
open-source “Android” operating system has been
developed by the Open Handset Alliance, which has
47 member companies. Another industry forum, the
Open Mobile Terminal Platform, aims at “simplifying
the customer experience of mobile data services and
improving mobile device security.” It recently published
the “BONDI” specification, which defines interfaces
for secure access to the core functionalities
of a device from its web browser or user interface.
This avoids developers being locked into one particular
platform and enables them to write applications
for all handsets using BONDI.
The GSM Association’s “OneAPI” initiative seeks
to define a commonly supported API, so as to allow
operators to disclose information about, and the
capabilities of, their mobile networks to application
developers. The API supports the creation of content
and applications that are portable across the networks
of different operators, and provides a common
interface for messaging, location services, user
data, connection and charging.
ITU has contributed to the considerable success
of mobile communications and applications,
including through its role as the global manager of
the radio-frequency spectrum, as producer of the
IMT-2000 family of standards (3G), and as pioneer in
the IMT-Advanced standards (beyond 3G). A unique
international mobile subscriber identity (IMSI) conforming
to the standard ITU–T E.212 is stored in each
SIM card and used for identification when interconnecting
between (mobile) networks. Many handsets
carry implementations of ITU–T Recommendations;
for example, speech and audio codecs, such as G.718
or G.722.2 and the multimedia decoders for H.263
and H.264. Many also conform to handset specifications
in the ITU–T P.300 series of Recommendations.
Software developers are demanding lightweight
standards and interfaces that are easily understood
and can be adopted in their applications. An increased
focus on standards for open and interoperable
API would help mobile applications to grow, offering
a huge variety of services to millions of people.
* “Mobile Applications” is the first publication in a series of TechWatch Alerts. It describes the mobile application
market and identifies initiatives that aim at creating standards for an open and interoperable mobile environment.
Alerts are intended to provide a brief, but concise, overview of emerging technologies and trends in the ICT field.
“Mobile Applications” can be downloaded at www.itu.int/ITU-T/techwatch/reports.html. Techwatch Alerts are prepared by the Telecommunication Standardization Bureau (TSB).
|