Showing posts with label cellphone. Show all posts
Showing posts with label cellphone. Show all posts

Tuesday, April 17, 2012

The changing face of India

These are the outliers; but outliers that point to a trend that will soon become the norm.


(Context: From a recent trip. A barber in a small shop in Jalandhar, Punjab. Not a fancy place; the kinda place where you can still get a haircut for around Rs.50/ ~$1. Where I had a quick haircut and a 'L'Oreal hair conditioning' session cross-sold to me in the process :))
  • Barber.
  • Should be around 25. (Identity withheld on request)
  • Owns a fancy Nokia handset with a big screen.
  • Prepaid mobile customer.
  • Is a migrant worker from a Saharanpur, UP (If I recall correctly)
  • Subscribes to a few GB 'internet pack' for around Rs. 100 a month.
  • He taught me how to download the latest movies and songs "for free" from (a certain banned but extremely popular site songsonline.pk or something like that).

I can see the mobile slowly but steadily taking roots as the first internet access device for the masses in India. Not there yet; but gaining momentum on the way. There is still a majority of people who use basic mobile phones (and these phones; at times second hand or third hand and made in china; have been reported to be available for as less as Rs. 50!). The changing face of India.

Wednesday, June 24, 2009

Powering the next billion cell phones

Despite the state of affairs with the world economy, there seems to be a sense of a treasure hunt as far as mobile companies' approach to the developing world is concerned.

Considering all the 'little' insights seriously could go a long way in ensuring the viability of a product or service in such a challenging environment. In other words; I think that the best way to approach this market is with a clear sense of the opportunity it presents and a much clearer sense of its constrains.

From a recent trip to rural India undertaken as a part of a usability research team, I realized that the biggest constraint to the uptake of mobile phone there was not money. From our conversations with existing users, we found that almost all of them used really basic handsets, some even bought as second/ third hand refurbished devices where the cost was just a couple of hundred rupees ($4 or 5!).

Connectivity was also fast becoming a non-issue with major operators trying to set up really extensive rural networks and even competing with each other to offer 'lifetime' pre-paid connections for less than half a dollar! We even saw how local village stores (each, just about the size of a small car) had morphed into outlets there selling small value airtime recharges.

The major concern there was finding a means to recharge ones phone! and to find a phone that required shorter recharges and lasted longer. I'd like to share two interesting developments (thanks again to textually.org) in the past week give some hope here.

Solar powered phone.
Heres a launch news from Samsung and LG - earlier this year. I think these should become as ubiquitous as solar powered calculators. Rural India is blessed with enough sunshine to at least supplement the need for (non-existent) power sockets!

Ambient radio powered phone.
This is more interesting, though it sounds slightly more ambitious. I have always wondered why this could not be done! There is enough 'free' radio noise around to feed some power circuits. I remember having experimented with Crystal Radios (basically AM receivers that do not need power source) when I was into hobby electronics (the most difficult part I remember was getting the ear-piece right). All one needs to do is have a gazillion tuned circuits to harness the spectrum. Anyways, the good news is that Nokia allegedly has done just that!. This makes for an exciting powering solution for the mobile phone, especially in the Urban context.

I don't know if the news links are really trustworthy news sources, but I do know that these are relevant pointers in the right direction and at scale their cost should be really low.

On a side note, I think it is constraints that push the human ability to innovate and every era and region has its fair share of the same. If all was well with the stone age, I would have been engraving this blog post on a stone tablet now :) - Flintstones anyone ;)?

Friday, September 14, 2007

Mobile handsets as gaming devices. Part III

(...Continued from Part II)

The following graphic depicts a rough time-line. Most of the handsets like the Motorola T720 and the Nokia 7650 are now extinct.


A notable and notorious handset as far as mobile gaming is concerned was the N-Gage and the N-Gage QD from the Nokia stable. Though visionary in its purpose, it failed in its execution at being a mass market gaming device which could also make phone calls. The take-away from its life was the fact that until the technology so matures, mobile phones are not a hard-core gamer's first port of call. They will always have their PS3s for that.

However, what is notable is the progress made in handset technology over these few years (you may note that a major part of this whole 'history' I am talking about has unraveled in just about half a decade! The growth IS that frantic and this means that the cool phone that I carry today will be tomorrow's junk. This rapid evolution can be tracked using the following attributes which are relevant from a developer's perspective.

a. Screen resolution
The following representation should give you a good idea:

...2001...
100 x 80

...2002...
128 x 128

...2004...
176 x 220

...2005...
240 x 320

...2007...
480 x 320, 160 dpi - The iPhone


b. Keypad and its layout
Undoubtedly the most used and abused parts of most erstwhile digital devices. More so for phones used as gaming devices.

......2001...

Number keys only.
Other keys did not exist except for make / break call ones.
Even if other keys existed, their use inside apps was undefined and unintended.

...2002...

Standard layouts.
Soft-keys defined.
4-way simple joysticks incorporated and used in menus as well as simple games.

...2003...

Additional game specific keys prominent.

...2005...

Six+ way joysticks.
Simultaneous multiple keypress detection.

....

Other innovations in human interface including screen-touch and camera motion detection.

c. Processing power

...2001...
Very slow, inefficient processors, primarily intended to feed text only screens and very simple computational needs.

...2003...
Playable frame-rates for arcade style games. Reasonable number crunching.

...2004...
Good frame-rates, even 3D gets introduced, advanced screen rendering algorithms.

.....
The lines between personal computers and personal mobile phones is blurring further and further. Some devices as capable as earlier PCs and some like the iPhone carving a niche for the way in which the UI and power has been designed to give a superior user interface.

d. Memory
All the graphics, sound effects and rendering code need space - the more the better. More space translates into a better ability to pack in richer textures, detailed sprites and backgrounds with a good color-depth and range. Also, games gobble a good amount of working memory - the stack and the heap to give a better gaming experience. There is a lot of data associated with any game instance and these must be buffered for quick access. In simple terms abundant heap and stack space translates into a smoother and richer game-play.

...2001...
32 to 64KB jar size
200KB heap

...2004....
200KB jar size
512KB heap

...
Jar size in Mega Bytes
Introduction of Virtual memory...?

This pretty much sums up the evolutionary pattern being followed by mobile handsets. I'm sure as technology progresses, these parameters will be redundant - but until then and even beyond, they're welcome to stay on my journal ;).

In the next piece I intend to list out a few notable games that can be called milestones in the handsets' journey of evolution. Till then - adios!

Sunday, September 02, 2007

Mobile handsets as gaming devices. Part II

(...Continued from part I)
Around the same time, Qualcomm launched BREW - a rival platform for CDMA phones running on its chip-sets. While J2ME had a mass following due to a high number of Java developers available, BREW had a smaller following.

Many would argue that despite the ease of coding and huge developer network, BREW had an edge over Java for the reason that it was built as a product with a monetization mechanism built it, while the engineers at Sun Microsystems were more intent on building a 'standards platform'. That apart from the fact that BREW code works closest to the machine and hence has potentially better performance.

However, considering its reach, J2ME (now known as JavaME) which is available on almost all GSM phones and a few CDMA phones is unrivaled.

The following is the first Java enabled phone from Motorola - the i3000
Year 2001. Motorola i3000. Screen 110 x 110 px. Black and White

Siemens too launched its first Java handset the same year- the SL45. For many J2ME enthusiasts, the Siemens SL45 was an introduction of sorts.
Year 2001. Siemens SL45. Screen 100 x 80 px. Greyscale (better than BW :) )

Not to be left behind, Nokia too came out with its classic Java enabled phone. The rugged and handy Nokia 3410 candybar was perhaps the first mass market J2ME MIDP 1.0 device.
Year 2002. 3410, Nokia Series 30. Screen 96 x 96. Greyscale


The 'other' platforms

It was not as if there were no other mobile development platforms around, infact there were a handful of them, some very good ones too - alas, not all are as successful as J2ME and BREW.

The most notable among the 'other' platforms was Mophun. Mophun was a revolution of sorts. Initially built for the Sony Ericsson T300 (We called it the soap-box phone ;) ), it was the first arcade level mobile gaming platform with a freely download-able SDK. The T300 was one of the first handsets to have an 100 x 80 color screen, sound effects support and a joystick. It even supported an external camera ;)
Year 2002. SonyEricsson T300. Screen 100 x 80. 256 colors

Infusio meanwhile developed another Java based platform name ex-en. It featured on a few Sagem, Philips, Toshibas and its likes.

Another notable platform was Do-ja. Again Java based (J2ME based to be more specific) with the exception of having a proprietary Profile originally built for the Japanese telcos.

The year 2002 and beyond witnessed mobile technologies literally leapfrogging. The screens kept getting better, the processor got faster and memory was bigger. The mobile world as we know it can be called the post 2002 era which we will explore in the next article.
(To be continued ...)

Saturday, September 01, 2007

Mobile handsets as gaming devices. Part I

The humble mobile phone has come a long way. There was a time when this device was available only to the elite few, looked like a brick and cost a fortune to have and to keep. Heres how it all started. Though many wireless devices did exist before this brick, it holds the distinction of being the worlds first 'cellphone'.

Year: 1984. The Motorola DyanTac 8000x.

Nokia (which started in 1865 as a wood pulp mill!) debuted its first GSM mobile phone only in 1992 with Nokia 1011 (though it too had made the first transportable phone in 1984)

Year 1992. The Nokia 1011

Mobile phones were pretty serious business till some geek at Nokia decided to add some fun to it and along came Nokia 6110 with Snake on it!

Year 1997. Nokia 6110 - There's a snake on board!


Nokia's Snake is considered the 'pioneer' in mobile gaming.
The enormous interest on this mobile game, even among the typical 'business' folk is legendary, with people vying with each other to break the high score record. For a few years, games such as Snake were production-embedded on handsets.

All that changed in 2000-2001, with the Java platform claiming a new playground. (... To be continued in part II)

Wednesday, December 06, 2006

'The phone of the future'

(Originally published on my w2forum journal on 4th dec 2006)

Found this interesting post on The Economist through textually.org - thought it would be a nice add to my 'future .. ' journal.

The phone of the future

The article aims to place the cellphone as the “the remote-control for life”.

Interestingly its author also believes that future devices may interact directly with the brain as I had mentioned in my journal.

Apart from that what is interesting to me is a prediction that storage media may improve so much that ... "In a decade's time a typical phone will have enough storage capacity to be able to video its user's entire life... Researchers at Nokia, meanwhile, speculate that within a decade, the cost of storage will have fallen so far that it might be possible to store every piece of music ever recorded in a single chip that could be included in each phone...". Whoa!

The article ends talking about researchers at Motorola already talking about “the device formerly known as the cellphone” :-)

Interesting.