Title: 3rd Mobile Application Platforms and OS
13rd Mobile Application Platforms and OS
- Usability Customisation
- From High-End to Mass Market Devices
- Vienna
- 8th to 10th of November 2005
23rd Mobile Application Platforms and OS
- What is involved in developing an application on
the J2ME platform? - Rough production flow
33rd Mobile Application Platforms and OS
43rd Mobile Application Platforms and OS
- Actual situation
- Complex production flow can only be mastered
through optimized and partly automated processes
and a set of custom tools all based on years of
experience! - Tight schedule, basically three phases
- Planning ( 2 weeks)
- Base programming, depending on the games
complexity ( 1 4 months T3 3,5 months 20
man months) - From ref. builds to release ( 3-4 weeks)
- Marketing material and partner styles ( 2-3
weeks) - A lot of specialized people involved
(Designer(s), Programmer(s), Graphic Artist(s),
Sound Designer(s), Porting programmer(s),
Tester(s), Marketing) - Biggest challenge
- The increasing number of supported handsets over
the last 3 years - 2003 4 handsets ( 80 coverage of the European
J2ME market) - 2004 30 handsets
- 2005 60 handsets
- 2006e 100 handsets and still increasing
- These numbers dont include compatible handsets
(e.g. Nokia Series 40 handsets are only included
as "one device")!
53rd Mobile Application Platforms and OS
- Evaluating the difference between J2ME handsets
in the context of application development and
deployment - Hardware
- Keys
- Number of keys with different functions (e.g.
Navkey not on all handsets some Navkeys are
2-way, others 4- or 5-way etc.) - Layout (e.g. Nokia 3650, Siemens SX1)
- Usability in J2ME (e.g. Siemens SL65 or 7210
sidekeys cant be accessed from Java)
63rd Mobile Application Platforms and OS
- Display
- Size
- Resolution
- Number of colours
- Brightness/contrast (e.g. N-Gage quite dark)
- Quality (e.g. 7210 very blurry, lags)
- Processor (Performance)
- Sound chip
- RAM
- ROM
- Graphics accelleration hardware
73rd Mobile Application Platforms and OS
- Software
- Firmware
- Often many versions with different behaviour,
bugs and capabilities (even after the release of
a mass market handset, e.g. T610 very slow
painting, transparency problems in first FW
version) - Developers have no information what exact
firmware versions have been delivered from
manufacturers to operators (operator variants) - Many different JVM (Java Virtual Machine)
implementations - A multitude of JVM implementation bugs and
problems - Functionality not implemented or not behaving
according to SUNs specifications (e.g. Sound,
which is a always big troublemaker
setMediaTime is used to start a sound from a
specific point, if you want to play a sound from
the beginning on a 6600 you have to call that
method before and on the K500 you have to call it
after starting the actual sound) - Phones often have features that are not
accessible in J2ME (missing or malfunctional JSR
implementations) - Special vendor-/device specific APIs (Vodafone)
- Very few phones have debugging functionality
(e.g. possible with T610 via datacable)
83rd Mobile Application Platforms and OS
- Deployment
- Many different types
- Datacable
- IRDA
- Bluetooth
- OTA (Over The Air)
- Some handsets support multiple transfer types,
but many only OTA -gt takes a lot of time to
transfer to the phone and generates a lot of
additional costs per port! (Device vendors could
make other transfer types available at least for
developers) - BT / Datacable are the fastest ways
93rd Mobile Application Platforms and OS
- "Write Once, Run Anywhere" how far along is the
industry in this respect? - We are far away from that!
- Soft- and hardware differ
- Many different versions of content like graphics,
sound and data have to be produced - Device problems ? code workarounds (e.g.
linebreaks in forms dont work on several devices
(GX10, Nec devices) ? own method needed ?
increases jar-size!) - Expertise has to be developped and documented
(time and money consuming) - This thesis could only work, if all handsets are
the same (hardware- and software-wise) - We are not developing for one platform, but for
more than 60! (E.g. console-game developers only
have one platform like the Gameboy.) - There are efforts to set standards (e.g. Open
Mobile Alliance or Mobile Entertainment Forum),
but we are still at the beginning. - Standards would have to be enforced, in order to
have an impact. But who could do that?
103rd Mobile Application Platforms and OS
- Example "Townsmen 3"
- 54 devices
- 10 hours av. needed to port from a reference
release to another device - 3-6 hours of testing needed for each release
- 4 languages (for release) more to be released
soon - 3 sets of graphics due to display size
differences and memory constraints - 2 sets of level-data due to memory constraints
- 14 sets of sounds
113rd Mobile Application Platforms and OS
- How can the industry facilitate the development
of compelling applications from third party
developers? - Device Manufacturers
- Early access to handsets (min. 4 weeks prior to
retail) - Actual situation
- Buying (gets very expensive concerning the ever
increasing number of handsets that need to be
supported) - Borrowing ( sometimes begging/chasing) ?
complicated and time consuming/expensive - More than one single prototype (minimum 2
devices) for production - Early access to info about the handsets and known
problems - Setting of standards for the VM implementation
(VM verified) that are enforced by committee - Technical support for devices with available
contact persons in case of problems - Guaranteed compatibility lists (some
manufacturers dont even know themselves which of
their devices are compatible!)
123rd Mobile Application Platforms and OS
- Operators
- Easy to use upload facilities (reducing
complicated upload interfaces) - Definition of File Style Standards (File naming,
JAD entries, etc.) - Definition of Marketing Style Standards
- Collective goal of device manufacturers,
operators and content developers - Increase surplus value of devices and thus
increase profit! - Developing content is time critical
- The most profit concerning content is made during
the first months of a devices lifecycle!
13Contact
- www.handy-games.com GmbH
- i_Park Klingholz 13
- 97232 Giebelstadt
- Germany
- Christopher Kassulke
- Phone 49 (0) 9334 9757 - 11
- Fax 49 (0) 9334 9757 - 19
- christopher.kassulke_at_handy-games.com
- http//www.handy-games.com