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February 08, 2012

M3W

The Samsung Galaxy Note Smartphone

The Galaxy Note is definitely worth a look, not only for the business man or woman on the run, but also for those creative types out there.

by M3W at February 08, 2012 07:26 PM

MobiWebApp Project

New Mobile Web “advanced” course is open for registration

We are pleased to announce that a brand new mobile Web course is open for registration: “Mobile Web 2: Applications” will provide you with all the knowledge you need to write mobile Web applications that can ship both online and in application stores, using today’s advanced technologies.

During this course, participants will:

  • Understand the specifics of developing Web applications for the mobile environment.
  • Learn the latest HTML5 and Javascript APIs that are actually usable in real-world environments.
  • Discover the options at your disposal to package applications so that they work offline or can be shipped to application stores.
  • Be informed about what technologies are coming next so that you will be ready to use them when they become broadly available.

Developped by the W3C/MobiWebApp team, and taught by Robin Berjon, W3C Device APIs working group chair and newly elected TAG member, this new course will last 8 weeks, with a start date of 12 March 2012. Read the course description and register quickly before 1 March to benefit from the early bird rate(165€).

 


by ercimomweb at February 08, 2012 04:45 PM

Mobile Web Programming

Google Chrome for Android: welcome to the mobile HTML5 world

It’s that time of the year again when the mobile web ecosystem changes. Google Chrome Beta for Android was released and it appears as the future replacement of Android Browser. I’ve made a deep analysis on the browser HTML5 compatibility and the comparison with Safari on iOS and Android Browser and I’ll show in this post my results.

 

Quick look

If you have an Android 4.0 device, go to the Market and download it so you can try it yourself. Chrome for Android is a big step for the whole mobile web community and I’m happy for it. It’s still the first beta so there are some things that need some work but in a quick look, it seems stable, fast, nice, and with the latest HTML5 support.

It’s the beginning of the future of some APIs in the mobile world, including Request Animation Frame, FullScreen API, Page Visibility API and IndexedDB. Unfortunately, Chrome is not available yet for Android 2.x and 3.x and WebGL is still out of this version.

I’ve played a couple of hours with the browser and here is my review. I’ll update this post if I find some new information to add or correct. Follow me if you want to get updates.

Why Chrome?

Do we really need a new browser for Android? The answer depends on our point of view. Android is right now the platform with more options in terms of web browsing: the by-default Android Browser, Opera Mobile, Opera Mini, Firefox, UCWeb and now Google Chrome. Chrome appears in the Android world not as a new browser but as a long-term replacement for Android Browser.

The problem was Android Browser. It was always behind Safari on iOS for iPhone and iPad and it was far away behind its desktop cousin Google Chrome; at least, in terms of HTML5 compatibility. Android Browser had problems in the past and the worst problem from my point of view: it doesn’t auto-update. And we know that Android users –because of vendors and carriers- usually upgrade only one version of the operating systems, so millions of users are prisoners of the same Android Browser version until they upgrade their device.

Today, the future of Android browser has begun. Google has released the first beta version of Google Chrome for Android. Starting from the ground from the Chromium Project instead of the original WebKit-based Android browser, Google did a good job aligning the browsing experience and HTML5 compatibility with the present and future standards.

Chrome Beta is a 17Mb free download available on selected countries via Android Market only for Android 4.0 smartphones and tablets. And that is the first bad news: Gingerbread (2.3) and Honeycomb (3.x) users don’t have a Chrome version now and there is no official communication about a version for those platforms in the future. Currently, only 1% of Android users are under 4.0.

Features

The browser claims to have a faster scrolling experience and I’m not sure yet if SPDY protocol is supported, but I hope so.

One of the most important features for me: it’s an Android app downloaded from the Market. Why this is so important? Because it can be updated in the same way. We will get auto-update feature on Chrome, and that’s the best news we as web developers can receive.

Chrome for Android has a nice UI optimized for tabbed browsing using a new tab browsing experience compared to Android Browser. You can flip/swipe between tabs, as in webOS (if you are creating a touch game, you should avoid use the edges).

It supports Incognito mode (private mode) and a feature called Bandwidth management that preload pages when you are using Wi-Fi. There is no information on how this feature works (rel=preload maybe?) but I believe the search bar is using it. When you search something the first results are being preloaded by default if you are on Wi-Fi.

The user interface includes a fixed URL bar, a tab button and a menu button. The URL bar is always visible and there is no way to hide it, as in Safari for iOS or even Android Browser. The URL bar doesn’t show the page’s title or the page’s icon, just the URL.

I really like the new feature called Link Preview that will make a quick zoom on areas with lots of links in a site without a mobile viewport (see image below). This feature helps the user selecting the right link.

Of course, if you sign in with your Google Account, you will get full synchronization between Chrome for Desktop and Chrome for Android, search suggestions, opened tabs, history and bookmarks.

Detection

To avoid misdetection of Chrome for Android as a desktop, the user agent looks like:

Mozilla/5.0 (Linux; U; Android 4.0.2; en-us; Galaxy Nexus Build/ICL53F) AppleWebKit/535.7 (KHTML, like Gecko) CrMo/16.0.912.75 Mobile Safari/535.7

As you can see, there is no Chrome string there; just CrMo (Chrome Mobile?) and other Android-typical strings.

I’ve made a quick test on some websites, and they are all detecting Chrome as Android Browser.

Remote debugging

For developers, remote debugging and profiling is one of the greatest additions. I’ve received lot of feedback a month ago when I’ve created iWebInspector, a remote debugger helper for iOS Simulator. Now you have the same tool for Android devices.

It allows us to use a full Remote Inspector –the same as in Chrome for Desktop- remotely using USB debugging. Unfortunately, this feature doesn’t work via the network as in BlackBerry Browser for PlayBook and Smartphones 7.0, Weinre or iWebInspector.

You need to use USB debugging mode, meaning that you as a web developer needs the Android SDK tools, the debugging drivers of your phone for Windows users and a couple of command-line tools to deal with. Maybe, it’s time for a iWebInspector for Chrome to help designers with this process :). I believe this process should be easier for web developer but it’s not a big deal when you understand how to do it.

For more information and instructions on how to set this up, visit http://code.google.com/chrome/mobile/docs/debugging.html

Hybrids and PhoneGap

This is a big question. Every developer that had experience with hybrid development in Android, including PhoneGap apps knows that sometimes the embedded WebView on Android gives us lots of problems compared with UIWebView on iOS.

At least today in this first beta, there is no way to use Chrome engine inside your hybrid Android app. However, in the FAQ this feature is mentioned so I believe it’s being under consideration so go now and help me ask for this feature. In the future, PhoneGap or other frameworks can detect if Chrome is available and use ChromeView instead of the original WebView. Let’s dream with that :)

About UI frameworks, just a quick test says that jQuery Mobile and Sencha Touch seems to work properly on Chrome for Android.

HTML5 compatibility

The Chrome team did a good job porting Chromium to Android with the latest HTML5 APIs that we already have in Chrome for Desktop and Chrome OS. First, we have almost every API available in Android Browser 4.0. The only missing API is Network Information API that is on Android Browser since 2.2 and it’s not here on Chrome.

We have the typical HTML5 basic support, such as new elements, video –H.264 and WebM support- & audio tags, Geolocation, hardware accelerated Canvas (2D Drawing), Web Storage, SQL Storage (ok, we can discuss if it’s an HTML5 API), Offline AppCache, and all the CSS3 stuff, such as selectors, effects, media queries, transforms, transitions and animations.

The browser also adds support for mobile-specific stuff such as Touch events, viewport definition, mobile icon support (apple-touch-icon) for bookmarks and orientation change events to the Chrome for Desktop compatibility APIs.

Chrome for Android also supports:

  • History API
  • SVG and inline SVG
  • XMLHttpRequest 2.0
  • Device Orientation & Motion API (accelerometer and gyroscope)
  • Media Capture API
  • Web Workers (not shared)
  • Web Timing API (available also on iOS5 and IE9 on Windows Phone 7.5)
  • Chrome Performance Timing API (http://ecmanaut.blogspot.com/2010/06/google-bom-feature-ms-since-pageload.html)
  • File API (File, FileList, FileReader, Blob types)
  • Console API
  • Content Editing API (contenteditable attribute and selection API)
  • Flex CSS Model (the legacy version, not the latest standard)
  • Form validation and new input types including range and date selections (excepting week selector).
  • Fixed positioning and scrolling areas (overflow: scroll).

 

And for new APIs in the mobile world, we can mention compatibility with:

  • Page Visibility API
  • IndexedDB –the standard replacement for the SQL Storage API- (Firefox already supported this on mobile)
  • Request Animation Frame for smoother animations using HTML5
  • FullScreen API, but it’s not working properly yet (see below)

Missing features

Looking at the APIs available on other mobile browsers or in Chrome for Desktop that are not there yet in this first beta version for Android:

  • WebGL, aka 3D drawing API. The objects seems to be there as in iOS 4 and 5 but there is no way to use it.
  • Network Information API
  • Full Camera API (for using the camera source in a <video> tag and create augmented reality experiences)
  • Notification API, available in Chrome for Desktop and Firefox for Android
  • Gesture Events (they are only on Safari for iOS)
  • Flash Player support. However, this is a good decision, as Adobe will not support Flash Player in mobile in the future.
  • No home screen / applications menu icon support yet.
  • Some text-based input types don’t change virtual keyboard, such as email and url while number-based input types do.
  • There is still no support for datalist, menu and command. However, almost no browser is supporting these HTML5 elements.
  • No Input Speech extension for input types, available on Chrome for Desktop with the x-input-speech.
  • No extensions support yet. However, the APIs for extensions are there but disabled, such as window.chrome.app.experimental APIs.
  • SearchBox API is there but is not working. This API allow us to communicate with the URL bar (known as Omnibox in the Chrome world) while the user is typing or searching.
  • No compass support
  • No Web Audio support available on Chrome for Desktop
  • Custom Protocol Handler API is there but it’s disabled.

Bugs

This is the first beta version and there are still some bugs to be solved . If you find a bug, you can fill a request.

  • The FullScreen API is there and is working buggy. You can enable full-screen, sending in this mode an element and its content. However, it’s not really full-screen (the URL bar is still there) and there is no way to close this mode (by JavaScript or back button).
  • SearchBox, Custom Protocol Handler and Add Search Providers API are there but they don’t work

Emulating Chrome for Android

Unfortunately, there is no official way to emulate Chrome for Android. You can say that Chrome for Desktop should be enough but the reality is that it’s not. Mobile has specific design properties that need other kind of testing. While the code is based on Chromium, as far as I know, it’s not exactly 100% the same source code as Google for Desktop, so we still need testing on it.

We have Android Emulator; however there is no official way to install Chrome on it. Android Emulator doesn’t support Market so you can’t install the Chrome package. If you are curious like me then you will find a way to get the Chrome package and install it on the emulator. Yes, I did it (don’t ask me how). However, Chrome is not working fully (it has something to do with some libraries). I could get the Chrome UI but not the ChromeView (the rendering area), so nothing is shown on the screen. I hope the Chrome team can figure out some way to emulate it soon. I know they are reading this post (right? ;) ), so make us happy team.

Conclusion

It’s a great time for the mobile web. This release even put in hold my vacations in the great Tokyo for a couple of hours so I could make this review.

A new first-class browser appears in the mobile web space, joining the list to Firefox, Safari and Internet Explorer. We are going to deal in the next –maybe two- years with Chrome and Android Browser at the same time but for the future, it was a good decision from Google.

I’ll continue my testing over a real device with Android 4.0 and post my results here. I’ll also update Mobile HTML5 in the next few days.

Did you find anything else on Chrome for Android? Do you have any other ideas? Use the comments area below.

 

 

by firt at February 08, 2012 02:39 PM

February 07, 2012

Martin's Mobile Technology Page

Free - First Contact

Last week I was in France for the first time this year, at the lovely but icy cold Côte d'Azur. To my surprise, the new network operator "Free" who has just recently launched their own network in France was already there, even in snowy Sophia-Antipolis. 208 15 is their Mobile Country Code / Mobile Network code shown on older devices that were built before they registered their name in the SE.13 network name database. I couldn't roam into their network yet, but that is not very surprising given that they just launched less than a month ago.

And it seems their launch has brought quite some movement into the sleepy French mobile network landscape. With only three networks present, competition was relaxed and resulted in high prices. Free changed all that and for 20 euros a month, users can get an all you can eat unlimited calls and texts + 3GB of mobile data a month, finally bringing the country en par with prices in many other European countries.

The French are quite interested and there are reports that in the first month, Free has likely gathered over one million subscribers and mobile number portings are well beyond 40.000 a day, the maximum capacity the system was designed for. I'm a Bouygues customer and last week I received an interesting eMail from them informing me that, oh by the way, Free is not so special as everybody thinks, as Bouygues also has a 20 euro a month all you can eat plan, available on their website. And, it was stressed, it had that long before Free launched. Interesting, it must have been very well hidden on their website, I never saw it. But o.k. the eMail alone is quite telling.

In other countries, regulators are not faced with competition springing up but rather with networks trying to merge. Regulators have rejected such approaches recently in Switzerland and just lately in Greece. Rumors or deals in other countries, however, continue to spring up. Let's hope regulators take the time to have a closer look at countries such as France to see what the difference is between a three and a four network operator landscape. From a consumer point of view, the choice is simple and pretty much irreversible. If two network operators are allowed to merge, infrastructure goes away and is unlikely to be built again by another contender anytime soon.

by mobilesociety at February 07, 2012 07:01 AM

February 06, 2012

MobiWebApp Project

W3C Mobile Web tutorial @ WWW2012

At this year’s 21th International World Wide Web Conference – WWW2012, W3C organizes a W3C tutorial track over two days, on Monday 16 and Tuesday 17 April 2012.

Half-day tutorials from leading experts will be available to researchers and developers seeking to pick up new skills on the latest developments on W3C Web standards.

One of these W3C tutorials will be about “Developing Mobile Web Applications” and will be taught by Dominique Hazaël-Massieux (W3C Mobile Web Activity Lead) and Frances de Waal (W3DevCampus trainer for the Mobile Web and Application Best Practices online training course). The tutorial informations are summarized below:

  • W3C tutorial on “Developing Mobile Web Applications”
  • by Frances de Wall and Dominique Hazaël-Massieux
  • on Tuesday April 17th – morning
  • at the Lyon Convention Centre, Lyon, France
  • Abstract: Participants to the tutorial will learn how to build applications for mobile devices using Web technologies. We will first focus on what makes it different to use the Web on mobile devices compared to computers: the specific constraints of these devices, as well as their increasing specific advantages. The tutorial will then look at how to exploit all the specificities of the mobile user experience, via JavaScript APIs, touch interactions, camera integration, etc.
  • Please register to this tutorial before 13 February to get an early bird rate!

by ercimomweb at February 06, 2012 05:37 PM

New “startup level” for W3C Membership

Part of the goals of our MobiWebApp project is to help more European SMEs get involved in the standardization work around Web applications on mobile devices.

As a result, we’ve been pushing for the adoption of a new W3C Membership level targeted at small enterprises, which W3C just announced is now available to any company with less than 10 employees, less than 2.25M Euros of gross revenues and has never been a W3C Member before.

The fee for most Europe-based companies is at 1950€ (as can be verified in the W3C fees calculator), making it a great opportunity for small business that would like to help shape the future standards of the Web. Don’t miss it!


by Dominique Hazael-Massieux at February 06, 2012 03:59 PM

MobileMonday London

Event Round Up - 28th Jan, Mobile Games - Part 2

In the second part of the round-up from our event of 28th Jan on Mobile Games, Steve Devo, @sdevo, offers his view of the proceedings.

Steve's been attending Mobile Monday London events since the beginning (November 2005), so we were particularly touched by him tweeting:

Valuable insights from the  panel last night, good to hear what does not work as well as what does. this is momolo at its best.


What follows are Steve's views, put more expansively than 140 characters allowed.

Once again, many thanks to our event partners, ICTKTN.

There is a thriving and vibrant mobile gaming industry in the UK,  and it is starting to have effects beyond gaming with the so called "gamification" and "socialisation" (you are allowed to smile or groan at this point) of applications starting to become more mainstream.  So let's take a look at the gaming market and some of the more prevalent aspects.

I have written this after attending a Mobile Monday London conference this week and combining that with my own experiences of talking with the mobile community here in the UK.

There are three parts: commercial, technical and buzzword (the third is,  you guessed it,  about those two concoctions mentioned above.)

Commercial Aspects

Freemium model has taken hold and is now the main driver of revenue.

Freemium is where a game or app is provided free to try,  and if you like it you pay (in app charging) to have access to the rest of the game,  or to buy upgrades in the game such as better weapons, extra levels, better cars etc.

It should be noted that when freemium is added after a game has been built it nearly always leads to a poor user experience,  therefore "in app upgrading" must be built into the design.

Lots of games cross sell/advertise the publisher's other games,  and analytics is starting to be used to maximise these opportunities.  We are starting to see that games will send back usage and activity data to the server to drive this analysis, indeed this is critical to success.

Traditional app developers should consider a more explicit freemium model in their big tools, the ability to buy access to advanced functions as and when I as a user need them would make the management of license fees far more acceptable, especially in the mid market.  This also support the gamification of apps - more of which below.

Discoverability is a big issue,  because there are 380k and 500k apps in the android and apple app stores,  and they are averaging 100 new games per day.  You can pay to be in the Apple preferred top 25 lists or selected lists - however this is very expensive and if the game is not a natural hit it will die quickly. Obviously cost of getting those people back is much higher again, so make sure game is ready before you attempt this type of marketing.

Conversely it is wise to get the game out early and see what the user reaction and usage patterns are.  This is aided with freemium as you can add new sections and better replacements later (if the app is able to load modules) or use the upgrade functions of the platforms to send new better versions to the users.

Yoshi Monsters spent 10 of their £11M funding getting the game of the ground,  that's not good enough and way beyond the budgets of most game publishers so the Games industry investors are now looking to see that a publisher has not just build and creative skills,  but also analytical marketing skills.

Acquisition of these analysis skills is a problem for a lot of these smaller companies, but it is one of the ways that some small publishers are rising above the crowd and solving the discoverability problem. 

A further use of the analytics is to alter the game design as well as the price of the premium parts,  thus parts of the game move in and out of the premium sections, and the costs change in response to usage, including the equivalent of abandoned carts within the game.  Clever stuff,  you might say this is taking scrum/agile methods into the post launch period,  and that is what is so smart. You could say this is games companies version of "live life in beta".

The inability to get your game noticed without being clever and/or having some decent wads of cash meant that out of the 248 mobile game startups in England last year (most in London) 135 died within the year.  This is about double* the usual attrition rate. (* having trouble confirming this statement though, so grab some salt)

Copycat games are a problem because a successful game will get copied ad infinitum.

There is still money to be made from Java games,  but this is only in the growth markets rather than the Western markets where smartphones are dominating.

Revenues

But what is the income split for a game? Well typically  it looks like this:

  • 20% advertising- other people advertising within your game/site
  • 20% is from the game - purchase of the game, remember you give a lot of this revenue away to the store owner, hence this may be lower than you think.
  • 60% is digital goods - upgrades and additions -  e.g. in a zoo game you might buy extra ground, a cafe, more exotic animals etc.

You'll notice there is no product placement revenue in that list,  this has not worked on the console gaming world because the amount of effort required to manage the relationships / partnerships is too great for the small amount of income it generates.  Also gamers are quite a harsh audience and decry any placement that are too obvious or get in the way. It is expected that these issues will not change with a switch to a mobile platform.

Formats, technology and the like

Smartphones are mostly for casual games,  that is games that are just for fun,  there are very few successful mainstream games on these devices.

The tablets however are for more "serious" or hardcore games and the new ranges of tablets have the processing power (processor and graphics engines) to properly take on hardcore games. BUT there is a real challenge in moving a game from a console/PC to a touchscreen and that's because of the controls.  

There is a triangle of controllers: buttons/joystick for consoles/PC, movement for consoles (Wii, etc) and touch.

Moving a game between these controller types without this change being built in from the start has not been successful yet.  Also games scaled up from a phone to a tablet tend to have the controls in the wrong place and too far apart,  needs to be thought through.

TV's & Multi-device: As yet the game companies do not see a great deal of use for a game that spans several devices _and_ a TV.  I think this is missing a trick, playing a board game like monopoly, scrabble, etc,  or other turn based games could benefit from a large shared screen,  and then local hand held screens.  On the negative side a lot of casual gaming is played at the same time as watching TV.
For software vendors it would be good if these guys could consider dual screen/device working for some tools.  e.g. being able to use a subset of RSA or Doors etc on a tablet when working away from the desk, or even in presentations, meeting  makes a lot of sense to me.  Multi-person edit sessions that go beyond screen sharing makes sense too,  life is more about collaboration these days,  yet we are more likely to be in physically separate spaces.

HTML5 is not ready for gaming (yet).  Games need fast reactions to complex series of inputs. HTML5 does not cut the mustard.  And then there is the old saw of fragmentation.  HTML5 supposedly will fix this by having the browser act as middleware between the HTML5 and the device.  However this is dependent on the browsers acting consistently and they never do.

For an iOS game you're likely to produce 4 different versions, and for an Android about 6 perhaps as many as 10 in some markets.  Compared to the bad old days of Java when 800 to 2000 versions (skus) was not uncommon - this is vastly improved.

Tools: So how does one build apps for multiple platforms, remembering that Android is Java and iOS is objective C?

Well the answer is either two build efforts or the use of some clever strategy.  Some folks simply use C++ for the core elements of the game (physics engine etc) and then can port this to the devices quite easily.  The libraries that deal with device specific elements (camera, input, accelerometer and other gadgets) are written per platform.

There are some tools for writing once and building to multiple targets such as unity and marmalade and IBM's newly bought Worklight.

It seems that opinion is split on these tools.  Generally if you are stressing the device with a lot of work then you need to hone the code by hand,  if you're more  a turns-based casual game (eg Sudoku) then these tools are ok. But be careful. Here be demons.

Artificial Intelligence: A lot of platform games compete with the quality of the AI that controls the game.  This is becoming true with mobile games,  and the AIs are starting to fit into the constraints of the mobile.

Siri has sparked a lot of interest because it is not just a voice recognition AI,  it has a personality all of its own and that is what intrigues gamers.  Expect to see this kind of system in use in games quite soon.  
I suspect that we will start to see eye tracking soon,  then you can sneak things onto the screen whilst the user's gaze is elsewhere,  that kind of input into the AI will make a big difference.

Sadly you'll have not noticed the BlackBerry or Nokia/Windows phones in anything above.  these are just not working for games.  Yes a _lot_ of kiddies have BlackBerrys leading to these devices being the biggest seller last year,  however they are not set-up for gaming,  and a lot of the devices go to corps where games would be frowned upon or banned.

Nokia/Windows are just not a big enough market to justify the costs of entry, and the way things are going this is likely to remain the case for some time to come.

Some horrible buzz words that are emerging.

Gamification: (I did warn you) this is the use of game type techniques in apps to gain traction and maintain interest.  A Lot of apps,  and by that I mean the vast majority of apps have a short usage life on a device.  People download,  have a short flirtation with the app, and then it just kinda lurks on your screen unloved and unused.  there are figures for this and they are scary.

According to a Harris online survey on behalf of mobile ad provider Pontiflex, only 3 percent of apps downloaded through incentivised install campaigns are used frequently, and only 62% of downloaders use an app more than once.  Given this challenge and the popularity of games what can a game teach us to make an app more likely to be used.

Well initially people used "badges and leader boards" like Foursquare did,  and this can help but is a little cheesy to say the least.

What games do to increase usage is, I think, the following: -

  • They take you through a period of learning,  where you are introduced to more and more parts of the interface and the application.  This prevents the user being overwhelmed. 
  • Then they discover what you want to do,  and adjust accordingly,  and with the freemium model this means targeting the best upgrades / extensions at you.  
  • Then they let you explore and move around the game as you like.
Seems to me that this is the way to go with other types of apps,  understand the user's journey from wide eyed innocent through knowledgeable user to comfortable expert.  Forget the cheese.

Next up games use incentives that appeal to the user at a quite simple level,  often involving completing something and feeling good about it.  We can see that web sites are using short, chunked up, incentives to get folks to fill in their profile data,  for example Linked-in and Yahoo! properties do this, encouraging you to get 100% on your profile,  but not all at once,  they will ask you for more as you progress through your journey with them,  and will reward you with encouragement and kind words,  and, yes, sometimes a little competition, especially for men.

Socialification (it's worse then gamification,  and that's saying something) simply put, this is the use of social networks and interactions into an app.  

Games are starting to use presence in an asynchronous way,  that is knowing about other players without necessarily playing against them.  This provides a sense of belonging and with care can become an incentive to return to the game.

Multiplayer is not social networking,  get over it.  OK?  

Thanks again, Steve, for this really interesting piece!

by Jo Rabin (noreply@blogger.com) at February 06, 2012 12:30 PM

Event Round Up - 28th Jan, Mobile Games - Part 1

Not just one round-up but two this time! We're very fortunate to have two complementary views of last Monday's event.

The first is from volunteer Valentina Ciolino that's @MissFog. Thanks for this most comprehensive-write up, Valentina - what's the story with the hats? Indeed!

With many thanks, once again, to our event partners, ICTKTN.



Oscar Clark
Having worked invideo games and mobile, I could not miss the first London MobileMonday of 2012. “Mobile Games” was the hot topic of the night,discussed by a great panel of professionals and chaired by OscarClark of Papaya Mobile. Notthat one would want to miss any of these industry gatherings, but,for me, it was also the first time on the volunteer side. In fact,they even gave me the chance to blog about the event, so here I am.

While on the tube to goto the event, I was thinking about the topic. I personally feel thatvideo games and mobile industry are converging towards somethingdifferent, and mobile games development is driving the innovation.The new mobile and tablet platform allowed games to change, thanksmainly to three new features: touch screens, connectivity andportability. All the portable game consoles we used before the riseof the app stores lacked at least one of the three, not to speakabout the powerful graphic of the new mobile screens. We now havetap/swipe/multitouch games, games paid by ads, a new type of socialgames, 5 minutes games (to repeat every hour). Before the eventstarted, I wondered what other changes the panelists would forecastfor 2012. The answer at the end of this post!

But back to the evening:Oscar, who was one of the two people in the room wearing a hat(pictured), made a good job moderating the debate and bringing on thetable some alternative points of view of his own.

Credit is due to Oscar and to Mobile Monday London for bringing four panelists withdifferent background and experience, always a good way to guaranteea nice and lively discussion.

Here their names and titles: IanBaverstock (Tenshi Ventures), StruanRobertson (Product Director, NaturalMotion Games), GarethEdmonson (CEO, Thumbstar Games), GeorginaMackenzie (CEO at Toytek). They are famous enough for me not tospeak about them, but you can always click on the links to know more.

The icebreaker questionregarded the current situation of the mobile games industry and itslatest evolutions. Some 2011 changes in the market were felt as veryimportant: first of all the rise of the Android platform and market,which grew and gained strength in terms of monetization. Android canbe seen as a difficult market as it’s full of freemiumproducts and shows high piracy and discoverability problems, but itoffers many opportunities in terms of potential innovation. Thehardware presents high fragmentation but the majority of the Androiddevices are powerful enough – in memory & chips - to allow forcreativity. And the fragmentation can be addressed; in fact, Garethmentioned that there are 6 versions of Android OS but 4 of Apple iOS.On the bad side, the gap it’s probably widening as Struan noted,and this could higher the entry barrier for developers. Moreover,even if sales on Android are big, the Apple App store is morepredictable, continued Struan, and many developers spend much moneyon it.

Another 2011 hit was thetablet market, with the iPad leading the way. It is a “spectacularplatform” as Ian said and features atype of games different from mobile, 3D games with great graphicand new additions to the user interface. It is also easier, Iannoticed, to get visibility on a smaller market such as the iPad AppStore than on the larger ones, which is definitely an importantadvantage for games developers.

The Copy Cats
The third, less positivetrend of 2011 was the increase of the number of “copycat” gameson the market. Apparently, some big and medium companies (in order toavoid the risks of innovation, and the costs of experimenting withnew channels, noted Georgina), prefer to reproduce famous existinggames, replicating the gameplay. One of the possible solutions tothis problem is to use the cloud to make social-mobile games for alarge market, which is something that big publishers are alreadybetting on. “Social mobile is going to explode”, said Gareth,“thanks to the cloud”.

Socification of games wasthe topic of one of the question from the public (by @torgo)which started a nice debate on if social games today are “reallysocial” or not. People playing asynchronously on the sameserver brings a lot of revenues, said Oscar, and developers spend alot of time to get people to complete quests, but it can’t becompared with the experience of multiplayer games. On a slightlydifferent note, Ian noted that only few games, and mainly onconsoles, are well-tailored for the multiplayer mode. The verdict onsocificiation was, in the end, that it’s not bad as long as it addsto the game experience and don’t steal the fun out of the gameplayto increase sales or get new users.

The main discussionsrevolved around few topics: business models (freemium vs premium,ads), platforms and markets (emerging markets, operators, WindowsPhone) and, of course, customers. I am really happy to report on thislast theme because I think the panelists just put in words mythought: there are many kinds of gamers, gamers change all the time.As Georgina mentioned, the advergamingplayers, for example, “don’t consider themselves gamers at all”,but enjoy the experience anyway. Similarly, the console gamers maynot be scared to move to TV games as long as the controllers stay thesame, since, as Ian stated “console games are basically TV games”.When touchscreen emerged, the lack of buttons was seen as a problemfor gameplay, but now there’s a large audience who won’t playwith controller as they are too different and require a differentapproach. There are some psychological differences too, added Oscar,and different inputs works better for different games – and gamers.

Same story for businessmodels: free games with ads appeal to some gamers, free games within-app purchases appeal to others. The freemium model has beenaffected by a bad reputation as the UK industry is still not fullyconvinced it works, but maybe the developers just have to startadjusting the learning curve for their games to make them sell more.The “user training” tricks proved to be very effective for allthe applications that use game mechanisms to engage consumers (theso-called gamification of apps). Struan made the example of LinkedInapps where daily simple notifications ask you to recommend yourcolleagues, add a picture or complete your profile, thus explaininghow to use the app itself. Other tricks used on gamified apps are thepublic leader boards and the awarding of badges. Oscar quoted a veryeffective explanation for gamification, which is how you get peopleto go back to the app, versus game design, which is the way youcreate fun. Not necessarily marketing people can make good design oreven level design, and not all mobile developers know how to learnfrom games.

One of my favouritequestions of the night was the following one: Is this a good momentto be a game development company? There are many opportunities,especially on mobile and tablets, but also a lot of competition. Thebarrier to enter the market is low, but the effort requested to makegood games has increased. There are new ways to work across formats(web, mobile, consoles, etc), and this is driving a change in contentand gameplay, but also new ways to market products, which is anopportunity that requires new people with marketing knowledge. Itwould have been good to ask to some of the experts at TIGA,who were between the audience, what’s their take on it, if it’strue, as Georgina reported, that of 147 development companies set inUK between 2008 and 2010, 131 shut down before the end of thatperiod. How many of them were mobile developers, I wonder? And what’sthe number of start-ups which develop games but have other digitalproducts too (apps, or websites, or design, for example)?

The panel discussed a lotof other topics, and answered some 999 questions from the passionateaudience, but I thought I’d better condense their words into a listof 8 kick-ass suggestions for UK mobile game developers:
  1. Research about your target market and decide the business model before stating to design your game: if you go web, you can have a “try before you buy” approach and make the first level teasing like a movie trailer or, if you are opting for the freemium approach, the gameplay must be compelling enough to make your audience play often and pay for in-app. That’s what Natural Motion did before releasing “My Horse”, and that’s a point on which all the panelists agree, the marketing must be integrated with the game design.

  2. Choose your coding language and engines with care: Objective C can limit your chance to port the game to other platforms in the future, warned Georgina, who suggested C++ for the core features of any game so they can be transferred, but only if you’re using the same core mechanics. The rest of the code could then be more quickly ported from one program to others. When someone from the audience asked if the panel would suggest developing games separately for each platform, the answer was unanimous: you can develop you own engines, but don’t underestimate the value of cross-platform engines such as Unity, Marmalade and so on.

  3. Don’t limit your business to only one market; try to plan your production so to include porting the game to other platforms and stores. Having one product on one app store is not going to be enough for funders to notice you, as Ian hinted, and, as in Struan’s experience, being an established developer on one app store also helps to get more users thanks to “internal” cross-promotion. As Gareth said “there’s an opportunity in throwing at different channels out of the app stores” such as operator’s markets, if you have good content, or, better, a network of content. But there’s a catch: be specific about the channel you address: don’t go for the common lower denominator, try to exploit all the hardware features.

  4. Make a clever use of analytics: pass the knowledge from the commercial to the production team and back, change your product price and game design according to the feedback from your customers. Never before the game industry has had such an amount of data, comments and feedback from the users, let all the people in your company understand the information you get.

  5. Have a roadmap for main changes, but be able to respond to the market. In the console world sales data were locked due to licensing and access issues, and both prices, design and were basically fixed. Now, instead, you can change your game’s design depending on the rise or fall in sales, so have an expert to look at your data and let your product evolve with them.

  6. Beware! When porting your product to the iPad, remember that it is used in a much different way and for longer game sessions compared with mobiles. Ian was the first to point that out: people use their mobiles to play on the go, shorter and simpler games, but if they can choose, they opt for the iPad as console and buy optimised games. Porting from iPhone to the iOS tablet is one of the simplest ways to differentiate, he said, and Georgina added that her company produces games with high quality graphic exactly for that reason. That applies to all the platforms.

  7. Don’t save on Q&A, or better, set a budget for proper testing. Ian pointed clearly out that many mobile developers unfortunately have no idea how much important that is for every release. I would add: test features that will make your product stand out from the crowd - original soundtrack, great graphic, vibration effects, multiplayer etc. Don’t be scared to be original and innovative, as long as your products are technically impeccable and fun.

  8. Apply for grants and funding. Abertay University, TIGA and ICT KTN periodically offer the chance to get some money for your ideas and support the applicants during the process with mentoring sessions. Someone from the audience even said he had won one of the challenges and got a fair amount for a mobile game! You’ve just missed the deadline for the contest to produce a game integrated with the SDK and marketed through the networks of Antix Labs and Turbulenz, so try not to miss the next one.
And here we are with thepanel’s trends for the future of mobile games. First of all:social-mobile is going to explode, according to Gareth, thanks to thecloud, and big publisher are going to put big money on innovation andgame content for the genre. But there are some cool features that candrive innovations, such as voice controls, added Struan, or AugmentedReality, said Georgina. Oscar bets on location games, if they movetheir focus from tech to the experience. What did Ian forecast for2012? The boom of more expensive and higher quality mobile games.It’s time, I say.

Finally, I’d like to goback to the initial note about the chairman who was wearing a hat andadd that the other person wearing one at the event was the hosthimself, Jo Rabin. May I assume there’s a fashion trend? Youropinion on this important theme will be very welcome.


That is probably the first time I have been accused of being at the forefront of a fashion trend :-) - Jo

by Jo Rabin (noreply@blogger.com) at February 06, 2012 11:58 AM

Volker on Mobile

Carnival of the Mobilists # 260

As per usual, another week, another carnival (if things were only like this in real life, too…). This week’s edition of the Carnival of the Mobilists is being hosted by the formidable...

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by Volker at February 06, 2012 09:43 AM

February 05, 2012

Martin's Mobile Technology Page

Wi-Fi Protected Setup (WPS) Insecurities

At the end of 2011, Stefan Viehböck published a paper on the insecurity of the Wi-Fi Protected Setup (WPS) protocol and how implementation flaws make it even worse. With code to exploit these weaknesses now in the public domain, WPS enabled routers are easily crackable under certain circumstances that seem to be widespread. There's lots of information on this to be found on the web in the meantime and since I think this is an issue not to be underestimated if your neighbors have kids who spend their afternoons with the latest hacker tools I thought it was time to learn a bit more about it and collect some sources for further reading. Here's the result:

The initial weakness found was that many routers on the market today have WPS activated by default with a PIN printed on the device which allow an unlimited number of WPS pairing attempts. Due to the length of the WPS pin, a brute force attack on the system is successful within a few hours. This is the what was discovered by Stefan and described here, with a Wikipedia entry here and a US CERT vulnerability note note here.

If a router implements WPS in this faulty way the only solution is to turn WPS off, hope for a software update in the future and for the moment rely on the WPA-PSK password authentication scheme, which is just as simple to use and much more secure anyway. As it turns out, there are products out there where WPS can't be switched off at all, or, what's even worse, where the Web GUI has an option to turn it off but it remains activte nevertheless.

Better WPS implementations have a safeguard against this by:

  • limiting the number of attempts that can be made before WPS pairing is blocked for some time
  • using a different PIN for every pairing attempt
  • limiting the pairing time to two minutes

Unfortunately that does not solve the whole problem. If an attacker is able to record a successful WPS pairing between two devices it's possible to retrieve the authentication details in an offline brute force attack in a reasonable amount of time due to the length of the PIN of 7 characters + 1 checksum character. Fortunately, the odds of being able to intercept a WPS pairing and then performing an offline brute force calculation of the credentials are much smaller than an active brute for attack, as the attacker has to intercept the WPS. A good explanation of this can be found in episode 337 of my favourite weekly security podcast 'Security Now'.

So for people who like their home networks to be secure, the best advice is to turn WPS off. Good luck!

Update, 6. Feb. 2012: Episode 338 of Security Now has an errata early on in the podcast in which it is made clear that it's NOT possible to get the WPS PIN and WPA key by observing a successful pairing and then cracking it offline. This is because at the beginning of the PIN exchange a Diffie-Hellman key exchange is performed to encrypt (not authenticate!) the reset of the conversation. This prevents the offline cracking approach.

by mobilesociety at February 05, 2012 11:04 PM

Wap Review

Found on the Mobile Web #251

Found on the Mobile Web is a regular WAP Review feature listing newly added and updated sites on the YesWAP.com mobile portal and WapReview mobile site directory. With these latest additions the directory and portal now list 2361 mobile sites.

Move the Web Forward

Tech/Internet/Web Design & Development

Move the Web Forward movethewebforward.org A "Responsive Web Design" promoting web developer community involvement in open standards. Links to web design and development resources and places where you can contribute to creating and promoting open standards.
Content: **** Usability: XXXX

Nokia Places

Search/Local

Nokia Places m.nokia.me/p?nord Local search engine powered by Nokia Maps. Results include address, a small map and click to call phone numbers
Content: **** Usability: XXXX

Afrigadget

Tech/Tech News Sites and Blogs

AfriGadget afrigadget.com Bamboo laptop cases, generating biogas from cow manure; boats, airplanes and soccer balls made from recycled materials. These are just a few of the hundreds of the amazing creations found in Afrigadget, a blog celebrating the ingenuity of African inventors and tinkers.
Content: **** Usability: XXXX

Tech/Mobile/MobileTech

jQuery Mobile Gallery www.jqmgallery.com A gallery and directory of mobile sites and apps built with JQuery Mobile.
Content: **** Usability: XXXX

Tech/Mobile/OS - Brand Specific/WebOS/Palm OS

WebOS Getting Started

webOS | Getting started www.hpwebos.com/us/products/software/webos/gettingstarted... It's probably a little late to post this, but I just discovered these mobile friendly Getting Started video tutorials and tips for new webOS users from HP. The well made videos do a great job of demonstrating the largely unrealized potential of WebOS.
Content: **** Usability: XXXX

MarketingProfs

Business/News

MarketingProfs m.marketingprofs.com Tips, advice, and news for marketing professionals from a team of PROFessors and PROFessionals. Some content is behind a paywall but the majority of articles are free.

There's currently a bug in the mobile template that causes every other headline on the front page to link to the desktop version of the article rather than the mobile one to the consternation of users with a slow connection or metered data plans.
Content: **** Usability: XXX

Nokia Maps

Search/Maps and Directions

Nokia Maps m.maps.nokia.com Nokia Maps beta mobile webapp for Android and iOS is location aware, and supports paning and zooming.
Content: **** Usability: XXXX

Real Beauty

Entertainment and Leisure/Life Style/Women's Interest

Real Beauty m.realbeauty.com Mobile edition of Hearst Publishing's online magazine, Real Beauty. Features hair, makeup, skincare, and fitness tips. The site's mobile template design is by Crisp Wireless
Content: **** Usability: XXXX

Braineez

Entertainment and Leisure/Games

Braineez braineez.mobie.in Braineez lets you win virtual trophies, shields, cups, medals, badges etc. by participating in competitions like quizzes or an essay writing contest.
Content: **** Usability: XXXX

AGRICH

Shopping/Stores

AGRICH agrich.mobi An illustrated online mobile seed catalog . Shop for seeds and plants. AGRICH sells vegetable, herb and flower seeds and plants, trees and shrubs in retail and wholesale quantities. Pay with PayPal or set up a wholesale account. US based company ships seeds worldwide.
Content: **** Usability: XXXX

by Dennis Bournique at February 05, 2012 05:56 AM

February 04, 2012

Open Gardens

Informa Telecoms & Media’s latest Future of TV Survey

Occasionally, you come across a survey which has a lot of information and insights.
This is one. Its not from me but I found it useful to understand the industry issues around connected TV one of my top trends for 2012 http://www.opengardensblog.futuretext.com/archives/2012/01/technology-predictionstrends-2012.html
as below

Thank you for your email. Here is the survey detail that you can forward on:
Welcome to Informa Telecoms & Media's latest Future of TV Survey.
We would love to hear your views on the issues shaping the industry in the next five years.
Your participation will be anonymous and should take no longer than 10 minutes.
To thank you for your participation, we will send you the headline results of this survey,
plus the chance to win an Amazon voucher worth US$150. Please leave us your contact details
at the end of this survey to be entered into the draw.

To complete the The Future of TV 1Q12 survey, click below: 

https://www.surveymonkey.com/s/Futureoftv2012

by ajit at February 04, 2012 06:31 AM

February 03, 2012

MobileMonday London

Monday 13th Feb - Data Driven Mobile Apps - Open data and more ...


Using public and other data in mobile applications seems like a natural fit for lots of applications. And there's more and more of it, especially since Tim Berners-Lee pushed for open data with his crowd rousing chant, "raw data now" at TED 2009 - making developers and data providers aware of demand. 
But what's it all about?  There's open data, commercial data, raw data, linked data, data marketplaces, data apps and data journalism ... to name a few! Join us for a session with some of the top data professionals in the world today for a discussion on what it's all about and why app developers and data providers alike should take notice.
We're delighted to be supported by Kasabi for this event and will be looking at both the benefits of and possibilities for new data driven mobile applications. What does data bring to mobile apps and what do mobile apps bring to data? How are data driven apps bringing about social change?  What are the UX challenges in dealing with data, and how can you tell stories and represent it via design?
Our panel will be led by Matt Biddulph, who founded Dopplr, and most recently was the Head of Data Strategy for Location and Commerce Applications at Nokia.
Joining Matt will be:
Leigh Dodds, CTO of Kasabi
Jeni Tennison, Linked Data Expert, Technical Architect legislation.gov.uk
Ian Holt, Developer Programme Manager at the Ordnance Survey
Hannah Donovan, Design Director, The Echo Nest
AGENDA
6.00 pm Doors open
6.30 pm Welcome and introduction
6.35 pm Panel session
8.00 pm Drinks and networking 
9.30 pm Doors close
As usual the venue is CBI Conference Centre at Centre Point. Please use the entrance at street level. Nearest tubes are Tottenham Court Road on the Central Line and Northern Line.
The event is free to attend, RSVP is required at http://momolondon-2012-02-13-mw.eventbrite.com

Kasabi is an online marketplace that brings developers and data publishers together to enable new business models for consumers and producers of data at all scales.

Kasabi's unique approach is to link individual data records together enabling layered views of information about specific topics to be easily created. We provide consistent developer APIs that work across all types of data within the marketplace and a simple subscription approach that removes the frustration of working with different licensing and pricing regimes. Data publishers can license and brand data through the marketplace to reach a global community of developers and learn more about the value of their data through Kasabi's analytics services. All data is hosted on Kasabi's secure and reliable data platform.

by Jo Rabin (noreply@blogger.com) at February 03, 2012 06:22 PM

M3W

Samsung Galaxy S2 Smartphone

Advertised as the Next Generation Smartphone, the Galaxy SII does not disappoint. It’s slim, elegant, stylish and sexy all at the same time.  A display that cannot be matched for its clarity and vibrant colours, the ...

by M3W at February 03, 2012 06:21 PM

mobiForge blog

Future of the Mobile Web

Last week we hosted an event loftily entitled "The Future of the Mobile Web" at the Dublin Convention Centre.

read more

by mclancy at February 03, 2012 12:13 PM

February 02, 2012

Ajaxian

Winding road of open-source webOS

HP continues to divulge bits and pieces of a road map for the ill-starred and nearly-orphaned webOS. The company has followed up its December plan to release webOS mobile platform and development tools with a proposed timeline, with a full release set before year’s end.  Some people see a life for the associated Enyo JavaScript framework aside from any success or failure webOS ultimately achieves.

by jvaughan at February 02, 2012 10:21 PM

Volker on Mobile

Facebook’s IPO with no mobile revenues

So here’s the mother of all IPOs then, and it was coming a long way. The web was buzzing, today analysts of any couleur are commenting and reading through the fine print of Facebook’s...

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by Volker at February 02, 2012 11:34 AM

Brad Frost Web » Brad Frost Web | Web Development, Design, Music and Art

Better Numerical Inputs for Mobile Forms

usable numeric inputs in iOS

My colleagues in Chicago just launched a great responsively-designed greygoose.com, and Jason Grigsby and I were wondering how they brought up the user-friendlier telephone keypad in iOS instead of the ok-but-not-great number keypad. The team dynamically set the input type to tel with Javascript, but we were wondering if there would be a better way.

After some Twitter-talk with Grigsby and Chris Coyier, I set up a demo page to see if setting pattern="[0-9]* would make a difference. Thankfully it did.

So here’s the recommended format for numeric input types:

<input type="number" pattern="[0-9]*" />

Adding pattern="[0-9]*" triggers iOS to bring up the obese-finger-friendly keypad instead of the just-alright numeric keypad riddled with punctuation. Usability wins and the crowd goes wild.

By default iOS only triggers the number-only keypad on tel inputs, but this way the input type and the keypad don’t need to be bound. Semantics win and the crowd rises to their feet in jubilation.

Also worth noting the Kindle Fire pulls up a friendlier keypad regardless of whether pattern="[0-9]* is set:

Number & Tel inputs on Amazon Kindle

Number & Tel inputs on Amazon Kindle

Big thanks to Björn Rixman, Chris and Jason for working through this!

Related Resources:

by brad at February 02, 2012 01:25 AM

February 01, 2012

Wap Review

How To Hide the Opera Mini Virtual Keypad On Samsung, LG and Other Touchcreen Phones

Opera Mini With Virtual Keypad Opera Mini Without Virtual Keypad

When the Java ME version of the Opera Mini Browser is running on many touch screen phones, an unnecessary virtual keypad appears at the bottom of the screen (image above left). The keypad wastes space, looks ugly and isn't needed with touch aware apps like Opera Mini. The keypad is not part of Opera Mini. It's something your phone adds because it doesn't recognize that Opera Mini is optimized for touch

Here are several ways to get rid of the virtual keypad so your Opera Mini looks like the right hand image above.

I. By using the phone's menu

Some phones have a menu option for getting rid of the keypad. I've only seen it on Samsungs but it may be an option on other brands as well.

  • Open the folder or menu where you launch Opera Mini. On my Samsung Wave it's called "Games and more".
  • Look for and tap a button named  "Options", "Menu" or something similar or has an icon that looks like a menu, stack of papers or three dots. On the Wave it's  the middle button with the three dots in the left hand screenshot below.
  • In the Options menu (image below, center) look for and tap a button labeled "Use virtual keypad"
  • On the next screen tap the check mark next to Opera Mini (image below, right) to remove it and then tap the Save button. Now launch Opera Mini and the virtual keypad should be gone

Samsung Wave - Options Menu Samsung Wave - Use Virtual Keyboard Menu

If your phone doesn't have a menu option to remove the keypad continue reading to see if Opera Mini has a fix for your phone.

II. By using an official version of Mini customized for your phone to remove the virtual keypad.

If Opera recognizes and officially supports your phone it should deliver a modified version of Opera Mini that contains code telling your phone to remove the keypad.  Opera can only recognize your phone if you download Mini from m.opera.com using the phone's built in browser.  If you download Opera Mini from an unofficial source or downloaded it with your PC and copied to the phone using Bluetooth or a cable you have a generic version that's not optimised for your phone.

If you download Mini from m.opera.com with your phone's built-in browser and you still get the virtual keypad, let Opera know so they can fix it in a future release. File a bug report at mini.bugs.opera.com. Also visit people.opera.com/forsberg/detect/ with your phone's built-in browser and fill in the form listing the phone make and model.

If you still have the virtual keypad after downloading from m.opera.com with your phone browser and you don't want to wait for Opera to get around to fixing it, which can take months, it's fairly easy to fix it yourself. Read on for instructions.

III. By modifying the Opera Mini jad file to remove the virtual keypad

You will need a PC, some patience and the ability to follow directions in order to modify Opera Mini. If you lack any of those or want someone else to do the work, skip to the end of this post for a link to an already modified version of Opera Mini.

Obtain an official copy of the Opera Mini jad file. You can download the unsigned versions of Opera Mini directlty to your PC from www.opera.com/mobile/download/versions/

The trouble with unsigned apps is that on most phones you will get annoying pop-up messages asking you to allow Opera Mini to connect. On some phones you only get one pop-up when you first start Opera Mini but on others you get pop-ups every time you click a link which makes Opera Mini almost unusable. A few phones won't allow unsigned apps to connect at all.

There are many ways to download signed versions of Opera Mini to your PC but the easiest is to use the Opera Desktop browser which is available for Windows, Mac OSx and Linux.  Download and install it from www.opera.com/browser/ Then:

  • Launch the Opera PC browser
  • Go to m.opera.com using the Opera PC browser
  • Click "Other Download Options"
  • Click "Select Code-Signing Certificate" under "Options for Opera Mini 6.5:" (or under "Options for Opera Mini 4.4:" if you prefer that version)
  • Click "All Certificates" (works on most phones. If it doesn't on yours try repeating this process with one of the other signed options)
  • Click "Download Opera Mini 6.5" and save the file (named mini.jad) somewhere you can find it later
  • Open the downloaded mini.jad with a text editor or Windows Wordpad
  • Scroll to the bottom of the file and paste in the following lines:

MIDlet-Touch-Support: True
UseNativeTextButtons: hide
ReverseSoftkeys: hide
UseNativeCommands: hide

Upload the file to Dropbox.com or another file sharing service that is easy to use in your phone browser. Click here to get a free 2GB Dropbox account (by using this referral link I get an extra 250 MB of storage in my Dropbox which I thank you for).

Visit Dropbox with your phone browser and click the modified mini.jad link to download it on your phone.

If that didn't work or you don't have a PC or are just in a hurry, here's a link to my modified version of the signed (All Certificates) version of the Opera Mini 6.5 ,jad file:

http://dl.dropbox.com/u/4637247/mini.jad

Click the above link in your phone browser to install Opera Mini 6.5 with the virtual keypad disabled.

by Dennis Bournique at February 01, 2012 07:30 PM

How To Hide the UC Browser 8 Virtual Keypad On Samsung, LG and Other Touchcreen Phones

UC 8 Shows with Default Touch Keypad on Samsung Wave UC 8 After Removing the Touch Keypad

Last week I did a post explaining how to modify Opera Mini's jad file to hide the unneeded touch keypad that displays at the bottom of the screen on some touchscreen phones. The post included a link to the modified Opera Mini. I received a request asking for a copy of the latest signed Java version of UC Browser modified to hide the keypad.

The process for modifying the UC Browser or any other Java app is exactly the same as what was described in the original post:

1.Download the app's jad file to a PC. You can get UC Browser jad files (signed or unsigned ) at www.ucweb.com/English/UCbrowser/platform.html?platform=java

2. Open the downloaded mini.jad with a text editor or Windows Wordpad

3. Scroll to the bottom of the file and paste in the following lines:

MIDlet-Touch-Support: True
UseNativeTextButtons: hide
ReverseSoftkeys: hide
UseNativeCommands: hide

4. Upload the file to Dropbox.com or another file sharing service that is easy to use in your phone browser. Click here to get a free 2GB Dropbox account (by using this referral link I get an extra 250 MB of storage in my Dropbox which I thank you for).

5. Visit Dropbox with your phone browser and click the modified mini.jad link to download it to your phone.

I posted the modified UC Browser jad at:
dl.dropbox.com/u/4637247/UCBrowser_V8.0.3.107_Java_pf70(Build11112416).jad
Short link: is.gd/uc8touch. To install it, go to is.gd/uc8touch with your phone browser.

by Dennis Bournique at February 01, 2012 07:13 PM