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Market Research Report

User Interfaces 2009-2014: Enabling a compelling User Experience for the iPhone & Web 2.0 era

Published by Visiongain Contact us : +1-860-674-8796
Published 2009/09 Content info 137 pages
Product code KT102657
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Description TOC

Table of Contents

Executive Summary

  • E1. Success of the iPhone
  • E2. Simplifying the UI is Vital in Web 2.0 Era
  • E3. Product Differentiation with UI
  • E4. Dynamic UI for Mass Market Handsets
  • E5. Increasing Demand for Intuitive UI
  • E6. Market Forecasts

1. The iPhone and Web 2.0 Era

  • 1.1 Introduction
  • 1.2 iPhone
    • Table 1: iPhone Statistics
    • Chart 1: Total Global iPhone sales
    • Chart 2: iPhone Sales Q3 2007-Q2 2009
    • 1.2.1 Apple: The Trend Setter
    • 1.2.2 Changing the Rules of the Game
      • Table 2: Where iPhone Loses
      • Table 3: Where iPhone Wins
      • Figure 1: Display of Icons and Menu on Screens of Mobile Device
  • 1.3 The Web 2.0 Era
  • 1.4 Are the innovations brought about by Apple and others sufficient for the mobile industry to move into the Web 2.0 era?
    • Figure 2: Moving into 3D Realm
    • Table 4: UI Pitfalls to Avoid
  • 1.5 Why Intuitive UI?
    • 1.5.1 What is UI?
      • Figure 3: A Journey via Handsets Applications leads to User Experience
      • Figure 4: Layered Mobile Device Architecture (1)
    • 1.5.2 Mobile UI
      • Figure 5: Layered Mobile Device Architecture (2)
    • 1.5.3 UI Problems with the Traditional Handsets
      • Table 5: Key Handset Components that Contribute to User Experience
  • 1.6 Importance of Mobile UI
  • 1.7 Interest in Mobile UI
  • 1.8 Aim
    • 1.8.1 Key Questions Answered
  • 1.9 Scope
    • 1.9.1 Structure

2. Demands on User Experience in the iPhone and Web 2.0 Era

  • 2.1 Key Ingredients for Enhancing UI in the Web 2.0 Era
    • Figure 6: iPhone' s UI
    • 2.1.1 Eye-catching and Dynamic Idle Screen
      • Table 6: Benefits of idle screen solutions
      • Table 7: Idle Screen pitfalls
      • 2.1.1.1 Themes and Skins
      • 2.1.1.2 ODP
        • 2.1.1.2.1 Changing ODPs to offer Web 2.0 experience
        • 2.1.1.2.2 ODP personalisation
          • Table 8: ODP Vendors
          • Table 9: Idle Screen Solutions
      • 2.1.1.3 Active Idle Screen
        • Chart 3: Percentage Mobile Subscribers Browsing Internet (2009-2014)
    • 2.1.2 Enhanced Start Menu
      • 2.1.2.1 Hard and Soft Keys
      • 2.1.2.2 Button Options on Mobile Devices
    • 2.1.3 Highly Relevant Search & Discovery
    • 2.1.4 Fast and Intuitive Browsers
      • Figure 7: Device and Browser/Site Usability
      • Table 10: Mobile Web Browsers
      • Chart 4: Browser Shipment in Millions (2009-2014)
      • 2.1.4.1 Web Browser for S60
      • 2.1.4.2 Safari for iPhone
      • 2.1.4.3 SkyFire
      • 2.1.4.4 Opera Mobile 9.5.1
    • 2.1.5 Power of Expression with 2D and 3D Graphics
    • 2.1.6 Consistent UI Experience across Applications
      • Figure 8: Evolution of Applications and OS
      • Table 11: Key interfaces and their suitability based on device type
    • 2.1.7 GUI Tailored for the Specific Handset Features

3. Demands on Form Factor, Embedded OS and UI Platforms in the iPhone and Web 2.0 Era

  • 3.1 Input options: Compatibility with the features supported by the Handset
    • 3.1.1 Input or Data Entry in iPhone
      • Table 12: Input Methods used in Mobiles
      • 3.1.1.1 Advantages/Disadvantages of Touch Screen
      • 3.1.1.2 Market For Touch Screen Handsets
        • Chart 5: Touch Screen Handsets in Million units(2009-2014)
        • Chart 6: Selling Revenues from Touch Screen Handsets in $ Billions (2009-2014)
    • 3.1.2 Key Data Entry Options
      • 3.1.2.1 Keyboard Input
      • 3.1.2.2 Numeric Keypads
      • 3.1.2.3 QWERTY Keypads
        • Figure 9: QWERTY Keypads
        • Chart 7: QWERTY Keypad Sales with/without touch screen (2009-2014)
        • Chart 8: QWERTY Keypad Market Share in Smartphones and Feature Rich Phones
      • 3.1.2.4 Foldable Keyboards
      • 3.1.2.5 Keypad Agumentations
        • 3.1.2.5.1 Predictive Text Input
      • 3.1.2.6 Voice Input
      • 3.1.2.7 Multimodality
      • 3.1.2.8 Gesture input
      • 3.1.2.9 Sensors
  • 3.2 Display: Requirements for vivid colours, large screen and excellent image quality
    • Table 13: Limitations of Mobile Displays
    • 3.2.1 iPhone' s Display
    • 3.2.2 Types of Mobile Displays
      • 3.2.2.1 LCD
      • 3.2.2.2 OLED
      • 3.2.2.3 OLED over LED
    • 3.2.3 Touch Screen Displays
      • 3.2.3.1 Capacitance detection versus resistive technology
        • Figure 10: Resistive Screen
        • Figure 11: Capacitative Screen
    • 3.2.4 Projector Display
    • 3.2.5 Market for Display Technologies in Mobiles
      • Table 14: Comparison of Mobile Display Technologies
      • Chart 9: Display Technology Market Share (2014)
      • Chart 10: Display Technology
  • 3.3 Open source OS which offers UI support
    • Table 15: Issues with Ubiquitous Adoption of Open OS
    • 3.3.1 Impact of Open OS on UI
      • Table 16: Open OS on the Market
    • 3.3.2 iPhone OS
    • 3.3.3 UI Customisation with Symbian OS
    • 3.3.4 UI Customisation with Windows Mobile 6.5
    • 3.3.5 LiMO and UI customisation
      • 3.3.5.1 Access
      • 3.3.5.2 Azingo
    • 3.3.6. UI Customisation with Palm webOS
    • 3.3.7 UI Customisation with Android
      • Table 17: Operating Systems and their Support for UI
      • Table 18: Open OS Comparison
      • Table 19: UI Options with Open OS
      • Chart 11: OS Market Share (2009/2014)
      • Chart 12: Symbian OS Share Based on Geography
  • 3.4 A customisable UI Layer
  • 3.5 UI application platform must be resilient and dynamic
    • 3.5.1 S60
      • Chart 13: S60 Market Share Forecast (2009-2014)
    • 3.5.2 S40
    • 3.5.3 UiOne
    • 3.5.4 UIQ
  • 3.6 Popular Middleware UI platforms for Mass market Devices
    • 3.6.1 Brew
    • 3.6.2 Adobe Flash Lite
    • 3.6.3 Java
      • Figure 12: Java UI Components
    • 3.6.4 Java, Brew and Flash Lite Market Share
  • 3.7 UI Frameworks and Middleware Solutions
  • 3.8 Ergonomics

4. Handset UI Requirements and Usability Analysis

  • 4.1 Designing Intuitive UI
    • Figure 13: Handset Usability Analysis
    • Figure 14: Customer Demands From UI
    • Table 21: Requirements from UI in the Web 2.0 Era
  • 4.1 Which Applications Will Drive Data Usage in the Web 2.0 Era?
    • 4.1.1 Gaming
      • 4.1.1.1 Vendors in the Gaming market
      • 4.1.1.2 Growth in Gaming Market
        • Chart 14: Global Gaming Revenues
        • Chart 15: % Gaming revenues from different regions
    • 4.1.2 Mobile TV
      • Chart 16: IPTV Subscriber Growth (2009-2015)
      • Chart 17: IPTV Revenues Growth (2009-2015)
  • 4.3 Messaging Applications
  • 4.4 Multimedia Messaging
    • Chart 18: MIM Revenue Growth (2009-2015)
    • Chart 19: Mobile Video Telephony Revenues (2009-2015)
    • Chart 20: PoC Subscriber Growth (2009-2015)
  • 4.5 Mobile Internet Browsing and Searching
    • 4.5.1 Market Growth for Browsing and Searching
      • Chart 21: Mobile Browsing Usage for February 2009
      • Chart 22: Mobile Search Engine Usage for February 2009

5. Analysing UI Attractiveness

  • 5.1 Four UI Strategies for Market Penetration
    • Chart 23: Smartphone Market Share Vs the Mass Market Devices (2008-2014)
    • 5.1.1 Targeting UI for mass market handsets
    • 5.1.2 Segmentation
      • 5.1.2.1 UI Specific to Segment and Geographical Market
      • 5.1.2.2 DooPhone
      • 5.1.2.3 Re-skinning is a thing of the past
      • 5.1.2.4 Can handsets have their own personalities?
      • 5.1.2.5 Idle Screen Customisation
      • 5.1.2.6 Handling Mobile Complexity
      • 5.1.2.7 Handset customisation is not the same as UI customisation
      • 5.1.2.8 Provide an Ecosystem with intuitive UI on Handset
        • Table 22: Ecosystem for Mobiles
    • 5.1.3 Multiple input interfaces
      • 5.1.3.1 One Form Factor Strategy
    • 5.1.4 Standards based approach
      • 5.1.4.1 Browser Standards
        • 5.1.4.1.1 OMPT
        • 5.1.4.1.2 LIMO' s support for BONDI
  • 5.2 Benefits from UI Strategies
    • 5.2.1 Competitive Advantage
      • 5.2.1.1 Can UI provide competitive advantage?
      • 5.2.1.2 Marketing UI
    • 5.2.3 Increase Data ARPU
    • 5.2.4 Promoting 3G, HSDPA and LTE
      • Chart 24: Data Traffic Per Radio Technology
  • 5.3 Difficulties with UI strategies
    • Table 23: Key Success Factors for Operators and Device Manufacturers
    • 5.3.1 UI Strategies adopted by top vendors
      • 5.3.1.1 Samsung
      • 5.3.1.2 LG
        • Chart 25: LG' s Smartphone Shipment (2005-2008)
      • 5.3.1.3 Nokia
      • 5.3.1.4 Sony Ericsson
      • 5.3.1.5 Motorola
        • Chart 26: Handset Vendor Market Share 2009
  • 5.4 Business Case for UI
    • Chart 27: Global Mobile Subscriber Base in Billions (2003-2008)
    • Chart 28: Operator Revenues (2007-2014)
    • 5.4.1 Market for Smartphones
      • Chart 29: Smartphone Sales Q1 2009
      • Chart 30: Smartphone Market Share Q1 2009
    • 5.4.2 Key high speed technologies bolstering data ARPU
      • Chart 31: Global 3G Subscriber Growth (2007-2014)
      • Chart 32: Global 3G Subscriber Revenues (2008-2014)
    • 5.4.3 Opportunity to Increase Data Revenue from Killer Applications
      • Chart 33: Revenues from Voice/Data Services (2015)
      • Chart 34: LTE Subscriber Growth (2009-2015)
      • Chart 35: LTE Operator Revenues (2009-2015)
      • Chart 36: Percentage Data Revenues Generated by Different Data Applications (2015)
      • Chart 37: Data revenues as a percentage of total revenues (2009-2015)
      • Chart 38: Global Data ARPU (2008-2015)
    • 5.4.4 Handset Size and Cost
      • Chart 39: Breakdown of Handset Cost
      • Table 24: Mobile Device Comparison
    • 5.4.5 WIDgets
      • Chart 40: Widget Platform Market (2008-2014)
    • 5.4.6 Mobile Searchers and Browsers
    • 5.4.7 ODP
    • 5.4.8 LiMO Gains

6. New UI Solutions on the Horizon and Innovative Vendors

  • 6.1 Sweeping UI innovations
    • 6.1.1 TouchFlo
    • 6.1.2 3D Touch Cube
    • 6.1.3 Qualcomm MEMS Technologies
    • 6.1.4 Oil and Water based Display
    • 6.1.5 Foldable Displays
    • 6.1.6 Modu
    • 6.1.7 Zeemote
    • 6.1.8 Semantic Analysis with Speech Recognition
    • 6.1.9 Finger Print Sensor for Mobile Devices
    • 6.1.10 Swype
    • 6.1.11 Handwriting Recognition
    • 6.1.12 Fully Multi-touch Based UI
    • 6.1.13 3D Graphics Acceleration
    • 6.1.14 Mobile Shell
    • 6.1.15 Mode Shift
    • 6.1.16 Multimodal Output
      • 6.1.16.1 Haptics
    • 6.1.17 Winged QWERTY Keypad
    • 6.1.18 Themed UI
  • 6.2 Innovative UI Vendors
    • 6.2.1 Metaphor
    • 6.2.2 Vlingo
    • 6.2.3 Voice Signal
    • 6.2.4 Lightmaker
    • 6.2.5 Nuance
    • 6.2.6 Fastap
    • 6.2.7 Metaphor
  • 6.3 UI Frameworks and Middleware Solutions Vendors
    • 6.3.1 TAT
    • 6.3.2 Digital Airways
    • 6.3.3 GestureTek Mobile
    • 6.3.4 Acrodea
  • 6.5 Store Fronts Vendors
    • 6.5.1 SurfKitchen
    • 6.5.2 Celltick
    • 6.5.3 FullPower
    • 6.5.4 Pure Digital
    • 6.5.5 Zumobi

7. Conclusion

  • 7.1 Different Form Factors
  • 7.2 Quality of Input/output device
  • 7.3 Simplicity and Ease of Use
  • 7.4 Benefits of Intuitive UI to the Players in the Wireless Value Chain
    • Table 25: UI Strategy Benefits for UI Value Chain Players
    • Table 26: Findings of the Report

Companies Listed

  • Abaxia
  • Access
  • AccuWeather.com
  • Acrodea
  • Action Engine
  • Aditon
  • ALJAWAL (Saudi Telecom)
  • Amazon.com,
  • AOL Tegic
  • Apple
  • ARM
  • Atrua
  • Azingo
  • Celltick
  • Cibenix
  • Cincinnati Bell Wireless
  • Cingular Wireless
  • Comstar-UTS
  • Digit Wireless
  • Digital Airways
  • Facebook
  • Fandango
  • Fastsearch
  • Flickr
  • FullPower
  • GestureTek Mobile
  • GetJar
  • Glofiish
  • GSMA
  • HTC
  • Immersion
  • Inflexion
  • Intromobile
  • Kvaleberg AS
  • LG
  • Lightmaker
  • LiMo Foundation
  • Macrovision
  • Maxis
  • Mentor Graphics
  • Metaphor Solutions
  • MobiComp
  • Modu
  • Morpho
  • Motorola
  • Movial
  • MSX
  • MTV
  • Nokia
  • NTT DoCoMo
  • Nuance
  • O2
  • Onskreen
  • Open Table
  • Openwave
  • Openwave Systems
  • Opera Platform
  • Orange
  • Pharos
  • Pure Digital
  • Qualcomm
  • RefreshMobile
  • Samsung
  • Skyfire
  • Sony Ericsson
  • Spb Mobile Shell
  • StubHub
  • SurfKitchen
  • Suri
  • Swype
  • Symbian
  • Synapsy
  • TAT
  • Tegic Communications
  • Telefonica
  • Telefonica Moviles Espana,
  • Telstra
  • Toshiba
  • UPEK
  • UTStarcom
  • Validity
  • Verizon
  • Vlingo Mobile
  • Voice Signal
  • Webwag
  • YouTube
  • ZeeMote
  • Zi Corporation
  • Zodiac Interactive
  • ZTE
  • Zumboi
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