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iOS, Android, and the mobile web

As Keep­skor approaches its first release, I’ve spend a con­sid­er­able amount of time think­ing about the mobile mar­ket and mobile devel­op­ment. Last week, I looked at the size of the mar­ket oppor­tu­nity; This week, let’s cover more tech­ni­cal issues.

Many Ques­tions

The mobile mar­ket is basi­cally bro­ken out in a 2 + 2 con­fig­u­ra­tion: Android and iOS are the two con­tenders you can’t do with­out, while RIM and Microsoft are the two you might want to keep an eye on. Look­ing at this through the lens of lim­ited resources, it makes for tough choices. If you only have resources for one plat­form, which should it be? If you have resources for more than 2, should you also try to reach a third plat­form (and if yes, which one) or should you pour more invest­ments in the first two?

In order to bet­ter make those calls, one must assess the mar­ket posi­tion of each of the play­ers and place some bets as to where those play­ers will be in 12 months. While inter­est­ing from an intel­lec­tual chal­lenge, it can be emo­tion­ally wrench­ing from a com­pany stand­point as some of the bets you make today could help turn your com­pany into a win­ner or loser.

App or web?

Mobile apps seem to be the largest trend here. While many new apps have come up over the last few years, there doesn’t seem to be much dis­cus­sion of mobile web offer­ings. Curi­ously, the inter­net seems to be splin­ter­ing into javascript-heavy apps run­ning on users’ com­put­ers and mobile appli­ca­tions of the same apps run­ning natively on mobile devices.

With HTML5, a lot of the ben­e­fits that mobile apps could offer seem to dis­ap­pear: whether it is access to geo-location capa­bil­i­ties, local caching so the app can run when there is no sig­nal, or even access to hard­ware capa­bil­i­ties like a cam­era (some­thing Google is try­ing to bake into future ver­sions of HTML), there appears to be an increas­ing array of pos­si­bil­i­ties that would ensure some par­ity between web-based offer­ings and apps-based ones.

How­ever, the web has a few chal­lenges to over­come. For starters, local noti­fi­ca­tion, or the abil­ity to throw some type of alert flag when the appli­ca­tion is not run­ning, is not avail­able in web apps. One-click billing is not built-in by default. Access to local hard­ware devices is also lim­ited. But ulti­mately, the prob­lem web apps are going to encounter when com­pare to local apps have noth­ing to do with technology.

The main value of an iOS or Android app over a web app is largely a mar­ket­ing issue. To a lot of thought lead­ers, the web is seen as yesterday’s inven­tion and apps are seen as the cur­rent hot trend. To launch a web app in 2011 is seen as sim­i­lar to try­ing to launch a CD-based offer­ing in 1995: maybe inter­est­ing but prob­a­bly not, and more likely out­dated than up to the lat­est trend (or to put it in more bru­tal terms, it would be seen as “dead,” as per the cri­te­ria high­lighted in Om Malik’s excel­lent post on the sub­ject.)

Fur­ther­more, the pres­ence of an app in the respec­tive app stores by Apple, Google (and now Ama­zon) rep­re­sents mar­ket­ing chan­nels which can­not be matched in the open web. As restric­tive as they are, those chan­nels can rep­re­sent a sub­stan­tial advan­tage for new prod­uct offer­ings. The pres­ence of your apps’ icon on a user’s phone is also another mar­ket­ing marker that is hard to be matched by web appli­ca­tion: yes, it true that book­marks can be pre­sented along­side appli­ca­tions but few users know how to do that and even fewer actu­ally do make those links.

If an app is launched on a plat­form like iOS and Android, it gets more pub­lic­ity than if it launches as a mobile web-based offer­ing. This, by the way, is some­thing I see as a rea­son for con­cerns in the long terms as it means that most of the debate is now cen­ter­ing not on a more open world but on one as to which walled gar­den is bet­ter: Apple’s or Google’s?

As a strong sup­porter for a more open web, I find myself con­flicted: on the one hand, I see that get­ting into those walled gar­dens is bad for the web as a whole; on the other hand, in order to run a suc­cess­ful busi­ness, I have to be in those walled gar­dens. Almost a year ago, I cov­ered this as Apple is the new China and things have got­ten worse since, as Google is fol­low­ing a path sim­i­lar to Apple. But in the end, one has to be real­is­tic: the only way to influ­ence this debate is to become suc­cess­ful enough that your voice gets ampli­fied: so play­ing in the walled gar­dens is imper­a­tive for any new mobile com­pany that wants to succeed.

iOS or Android first?

With apps as an obvi­ous first step towards devel­op­ment, the next ques­tion in the deci­sion tree is Android vs. iOS. Here, there are con­fus­ing sig­nals in the mar­ket­place: on the one hand, one can talk about mar­ket size and see that Android is becom­ing the most used oper­at­ing sys­tem in the mobile world. On the other hand, one can see the frag­men­ta­tion of the Android mar­ket as a developer’s night­mare.

Assum­ing the fact that most star­tups have lim­ited resources, one could safely make the bet that a less frag­mented mar­ket is eas­ier to launch a suc­cess­ful prod­uct on and thus devel­op­ing for iOS first would make the most sense. That is gen­er­ally the rule that most devel­op­ers fol­low and I want to chal­lenge that rule.

Accord­ing to Apple, there are over 350,000 apps in the app store. By com­par­i­son, the Android mar­ket has over 100,000 apps. So one can safely say that there are roughly 3 to 4 apps on iOS devices for every app on Android devices. Today, the path of most appli­ca­tions is to estab­lish them­selves on the iPhone, get the adu­la­tion of the Apple crowd and then move to migrate to Android devices.

This gen­er­ally means that apps which were suc­cess­ful on the iPhone ben­e­fit from a lift when they finally make it to the Android mar­ket­place as Android users are curi­ous to see what all the hub­bub was about. This sit­u­a­tion has led to a sit­u­a­tion whereas both top 10 lists are dom­i­nated by apps that first saw the light of day as iOS ones.

But what if one were to apply the amount of effort that goes into craft­ing a well-received app for iOS into devel­op­ing a sim­i­lar app for Android first? What if a com­pany were to decide to pri­or­i­tize its efforts on devel­op­ing the best app for Android devices? All things being equal, a great app devel­oped for iOS would have to be bet­ter than over 350,000 apps while a sim­i­lar app being devel­oped for Android would have to be bet­ter than 100,000 apps.

When look­ing at those num­bers, com­bined with the fact that the Android mar­ket­place is explod­ing, it seems that Android devel­op­ment makes more sense when first get­ting out the door but there is yet another catch.

Free or Paid?

Paid apps seem to fair bet­ter in the Apple world than in the Android world. I don’t know if it is due to the demo­graphic pro­file of Apple users vs Android users (remem­ber that Apple tends to mar­ket itself as a pre­mium brand, prob­a­bly cre­at­ing a user com­mu­nity that is more afflu­ent and more free-wheeling with its spend­ing) but the fact of the mat­ter is that if you are mar­ket­ing a paid app, this is some­thing you have to consider.

So if your mon­e­ti­za­tion model is purely cen­tered o sell­ing apps, you may be bet­ter off using Apple’s offer­ing (as long as you can fig­ure out how to build a suc­cess­ful busi­ness 99 cents a time.)

On the other hand, few apps with hybrid strate­gies (social, web, mobile) are offered as paid ones. A few exam­ples like Face­book, Twit­ter or LinkedIn all seem to show that app that also work as web-based plat­forms are gen­er­ally free (as plat­forms though, they have cre­ated oppor­tu­ni­ties for oth­ers to mar­ket paid apps on top of their ser­vices). If your app is a social web app, the Android mar­ket seems to be a bet­ter place in the short run.

The key to this posi­tion­ing will have to be around your company’s abil­ity to present itself as break­ing the mold. By going against the grain, you are likely to suf­fer the ire of Apple fan-boys but the ensu­ing con­tro­versy may get you mar­ket­ing views you would not have got­ten otherwise.

Dan­ger to Android

Today, Android is indeed a frag­mented mar­ket. So devel­op­ment for that plat­form is more com­pli­cated than devel­op­ment for iOS, where one only has to worry about 2 phones (iPhone 3GS and 4).

The chal­lenge Google now has is bal­anc­ing its open­ness while mak­ing it eas­ier for devel­op­ers to deal with the mul­ti­tude of changes. Its recent efforts in try­ing to tighten up reg­u­la­tion of the plat­form can cut both ways. Devel­op­ers on the Android plat­form should keep an eye on the impact of those efforts on car­ri­ers and device man­u­fac­tur­ers sup­port. If Google tight­ens the screws too much, it could lose some of the momen­tum it has built and give com­pa­nies like Apple and Microsoft a chance to estab­lish lead­er­ship in the space.

The sec­ond tier

Today, devel­op­ers have to develop an offer­ing for both the Android and iOS mar­ket­place. Once they’ve done so, the next strate­gic ques­tion is whether to put any effort into RIM, HP (aka. Palm) or Microsoft’s offering.

If I were to fol­low the points above, logic might dic­tate that the smaller the plat­form, the bet­ter the way to shine out. How­ever, at the cur­rent time, those plat­form look too small to cater to today. The recent announce­ment from Nokia may point to Microsoft becom­ing an emerg­ing plat­form again but  the actual switch is not due for another cou­ple of years. At that point, the mar­ket­place may look rad­i­cally dif­fer­ent again.

So at the end of day, my rec­om­men­da­tion (and what we’re bet­ting on at Keep­skor) is Android first, mobile web sec­ond, iOS third, and then fig­ure out the next step.

Originally published on April 3, 2011 in Business, Technology . You may find related thoughts pieces under the following terms: , , , , , , , , , , , , , , , , , , , ,

  • David W

    Apple’s Mac line, let alone the Win­dows world, have more hard­ware and soft­ware diver­sity in one minute than Android has all year. Yet no one seri­ously sug­gests that “frag­men­ta­tion” some­how hurt the desk­top PC market.

    I believe “frag­men­ta­tion” is a FUD bul­let point cre­ated some­where inside Apple’s mar­ket­ing depart­ment. It pre­sumes an ideal world that could only be a fan­tasy of an Apple exec­u­tive; one in which a sin­gle man­u­fac­turer pro­duces per­fect, stan­dard devices in a grace­ful schedule.

    Iron­i­cally, Android has the most com­pre­hen­sive, well-engineered mech­a­nisms for han­dling hard­ware and soft­ware diver­sity ever widely deployed. All to man­age an ecosys­tem with diver­sity both lim­ited and sim­i­lar to Apple’s: screen sizes, gen­er­a­tional changes in CPU, GPU, RAM, and IO per­for­mance, the pres­ence or absence of dis­crete sen­sors like a com­pass, and uniquely to Android, some worth­less and uni­ver­sally ignored manufacturer-supplied skins and extensions.

    Google’s devel­op­ment envi­ron­ment pro­duces apps that run on every­thing, or you can choose a higher API ver­sion from a pull­out menu should you need to. You can sim­u­late vir­tu­ally any type or ver­sion of hard­ware, and run your apps on it with a sin­gle click. The emu­la­tor is a proper low-level design, unlike Apple’s simulator.

    Bugs are, of course, not uni­form across builds. :) But by the logic that this some­how dooms the plat­form, it’s time to call for i.e. the web browser folks to pick a win­ning browser and all oth­ers to capitulate.

    • http://www.tnl.net Tris­tan Louis

      One counter-argument to this is that the frag­men­ta­tion means higher amounts of time spent in qual­ity con­trol for app devel­op­ments as apps have to be tested on a vari­ety of form fac­tors and for­mats. From that stand­point, it makes devel­op­ing for Apple eas­ier. On the other hand, if you solve that puz­zle, it seems the mar­ket will con­tinue to increase at a faster rate: the main rea­son is that net­works (and Android is more of a net­work, with many sup­pli­ers) tend to win over mono­lithic structures.

      • David W

        To argue against myself, another coun­ter­ar­gu­ment is that closed and per­fectly stan­dard­ized devel­op­ment tar­gets such as XBox, Playsta­tion and Wii won over their open coun­ter­part, the PC, in the video game indus­try. Some counter-counterarguments are that the ver­ti­cally inte­grated plat­form ven­dors could sub­si­dize the hard­ware sales with future licens­ing rev­enues, and that rel­a­tive to game con­soles (where a sin­gle, largely stan­dard device reigns for 5+ years), iOS already has most of the same types of diver­sity that Android has (mak­ing the com­pat­i­bil­ity “time spent” argu­ment less of a bud­get dri­ver than other forms of tool qual­ity, and the word “frag­men­ta­tion” some­thing of a shibboleth).

        (I’d add the argu­ment that game con­soles won because Win­dows was so poor for its most com­mon uses that it cre­ated the com­pet­i­tive opportunity.)

      • http://www.tnl.net Tris­tan Louis

        I would beg to dif­fer as to the amount of diver­sity within the iOS plat­form being any­where near as high as Android. As far as I can see, there are 11 devices with iOS: iPhone, Iphone 3G, iPhone 3GS, iPhone 4 GSM, iPhone 4 CDMA, iPad, and 4 iPod Touch ver­sions. That’s the whole iOS uni­verse to date. HTC alone prob­a­bly has that many Android devices… and that’s one manufacturer.

        So the diver­sity isn’t really there on iOS and that makes it eas­ier to do qual­ity con­trol for it.

      • David W

        There are def­i­nitely many more Android device mod­els. But obvi­ously there’s a com­mon API. A sin­gle app could run on them all. Let’s define diver­sity in terms of vari­a­tions that add time to your devel­op­ment schedule.

        How many screen res­o­lu­tions must you sup­port? The only rel­e­vant answers are basi­cally “One, or more than one.” Is there a stan­dard hard­ware design with pre­dictable per­for­mance char­ac­ter­is­tics, or do I have to cope with vari­a­tions? Are things like a cam­era or com­pass or near field com­mu­ni­ca­tions or a 3G/4G radio optional (so you have to check for them with an API and deal if they’re not there)? Both Apple and Google vary screen sizes, per­for­mance char­ac­ter­is­tics and hard­ware fea­tures. Devel­op­ers on both plat­forms use lay­out man­agers, grace­fully degrade via per­for­mance tests and API calls, almost with­out even notic­ing. What kind of diver­sity is left that is a big dri­ver of devel­op­ment time?

        You would need a sur­vey to prove this, but I would guess the aver­age “diversity-related work” per project to be roughly equiv­a­lent for iOS and Android, and small in both cases. Write your app using an API ver­sion of your choice, and it will _generally_ work on all devices that sup­port that ver­sion. The dif­fi­culty that remains is con­sid­er­ably less than in Win­dows devel­op­ment (where the archi­tec­ture is infe­rior and the diver­sity vastly greater). It will not keep devel­op­ers away from the #1 smart­phone plat­form in the US.

      • http://www.tnl.net Tris­tan Louis

        I would beg to dif­fer as to the amount of diver­sity within the iOS plat­form being any­where near as high as Android. As far as I can see, there are 11 devices with iOS: iPhone, Iphone 3G, iPhone 3GS, iPhone 4 GSM, iPhone 4 CDMA, iPad, and 4 iPod Touch ver­sions. That’s the whole iOS uni­verse to date. HTC alone prob­a­bly has that many Android devices… and that’s one manufacturer.

        So the diver­sity isn’t really there on iOS and that makes it eas­ier to do qual­ity con­trol for it.

  • http://www.tnl.net Tris­tan Louis

    I believe it’s a mis­take to merge the tablet and phone mar­kets when doing those analy­sis: the use pat­terns and mod­els are rad­i­cally dif­fer­ent (but if you want to merge things, then Microsoft wins the war because it’s got portable PCs and phones run­ning win­dows. *just kidding*)

    Your point about the iPod Touch is a valid one, how­ever. So this a valid counter-argument. How­ever, I have a ques­tion regard­ing usage pat­terns of the touch: how many peo­ple see the WiFi as an always-on type of offer­ing. I wish it were the case but the dearth of WiFi hotspots in a lot of areas still mean that as far as mobile apps, EDGE, 3G and 4G are the only way to go (it is for the same rea­son, inci­den­tally, that I do not rec­om­mend going after a web-based app only approach).

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