Table of Contents
1. Executive Summary
2. Definition of a Mobile Widget
- 2.1 What Separates a Widget From a Bundled Device Feature?
- 2.2 Examples of Current Mobile Widgets
3. History of Mobile Platform Programming
- 3.1 The First Widget
- 3.2 Hardware Widgets?
- 3.3 Hardware and Software Evolution
- 3.3.1 Hardware evolution
- 3.3.1.1 The Smartphone revolution
- 3.3.2 Development platform evolution
- 3.3.2.1 Palm
- 3.3.2.2 WAP, WML, and HTML
- 3.3.2.2.1 HTML and Mini Browsers
- 3.3.2.2.2 Adobe, Flash, and Director
- 3.3.2.2.3 JavaScript
- 3.3.2.2.4 AJAX
- 3.3.3 Development future
4. Platform Architectures
- 4.1 Platform Specific Development
- 4.1.1 Symbian
- 4.1.2 Windows Mobile
- 4.1.3 Blackberry OS
- 4.1.4 iPhone OSX
- 4.1.5 Linux
- 4.1.6 Palm OS
- 4.1.7 Danger Hiptop, SideKick
- 4.1.8 Android
- 4.2 Portable Widget Development
- 4.3 Web Based Widgets
- 4.3.1 WAP/WML/XML
- 4.3.2 HTML
- 4.3.2.1 Browser Constraints by Platform
5. Key Development Concepts
- 5.1 Size Constraints
- 5.1.1 Compact Code
- 5.1.2 Compact File Space
- 5.2 Display Constraints
- 5.2.1 Display Sizes and Standards
- 5.2.2 Multiple Displays
- 5.3 Input and Controls
- 5.3.1 Input device types
- 5.3.1.1 Keypad
- 5.3.1.2 Keyboard
- 5.3.1.3 Touch Screen
- 5.3.1.4 Scroll Wheel
- 5.3.1.5 Thumb Sticks, Roller Balls, and Direction Pads.
- 5.3.2 Environmental Controls
- 5.3.2.1 Motion and Orientation Sensors
- 5.3.2.2 Light Sensors
- 5.3.3 Peripheral Access
- 5.3.3.1 GPS onboard and off
- 5.3.3.2 Bluetooth
- 5.3.3.3 Infrared
- 5.4 Network Access
- 5.4.1 Connection Persistence
- 5.4.1.1 Dial on Demand
- 5.4.1.2 Always On
- 5.4.2 Connection Types and Limitations
- 5.4.2.1 Cellular Data
- 5.4.2.2 WiFi
- 5.4.2.3 WiMax
- 5.4.2.4 Bluetooth
- 5.5 Processing
- 5.5.1 Platforms and Speeds
- 5.6 Web Widget development
- 5.6.1 Limitations of Web Based Applications
- 5.6.2 A note about WAP/WML translators, compression gateways, and
proxies
- 5.7 Licensing
- 5.7.1 License Model Table by Platform
6. Markets
- 6.1 Mobile Advertising
- 6.1.1 The Advertising Double Edged Sword
- 6.2 Market Summary
- 6.2.1 Case Study RIM
- 6.2.2 Case Study Apple
- 6.2.3 Case Study PopCap Games
- 6.2.4 Platform Market Share
- 6.3 Market Sizing
- 6.3.1 Predicted Mobile Sales
- 6.3.2 Predicted Smart Phone Sales
- 6.3.3 Predicted Mobile Application Sales and Revenue
- 6.3.4 Recent Market Developments as Growth Indicators
7. Mobile Application Examples
- 7.1 SalesForce
- 7.2 Dexterra
- 7.3 America' s Emergency Network
8. Carrier and Vendor Adaptations
- 8.1 Topology and Network Changes
- 8.2 Policy Changes
- 8.2.1 Open Network Movements
- 8.2.2 Billing Plan Changes
- 8.3 Infrastructure Hardware Changes
- 8.3.1 Location Based Services
- 8.3.2 WiFi Localized Service Hosting
- 8.3.3 Network Monitoring Changes and Effects
- 8.4 Handset Manufacturer Changes
- 8.4.1 Integrating New Handset Features
- 8.4.2 Evolving the Handset
- 8.5 Software Changes
- 8.5.1 Mobile Browser Evolution
- 8.5.2 Multiple Platform Mobile Operating Systems
9. The Future of Widgets
- 9.1 Innovative Solutions on the Horizon
- 9.1.1 Context and Location Sensitive Applications
- 9.1.2 Pay Point Solutions
- 9.1.3 Swarm Data Mining
- 9.2 Predictions for the Next Generation
- 9.2.1 Obsolescence of the Wallet
- 9.2.1.1 Digital ID
- 9.2.1.2 Electronic Signature
- 9.2.2 Convergence of Portable Devices
- 9.2.2.1 Geo Tagging Multimedia
- 9.2.2.2 Geocasting, Personal Broadcasting
- 9.2.3 Breaking the Phone Mold
- 9.2.3.1 Unlocking and Starting Your Car
- 9.2.3.2 Authentication on a Computer and Elsewhere
- 9.2.3.3 Remote Control
10. Summary
11. Index of Tables
12. Image Credits
13. References
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