Cell Phone Software: The Billion-Dollar Sand Trap
alexkrupp.typepad.com
alexkrupp.typepad.com
Take point #3 for example. Has he not heard of OTA installation? That is the way things are done nowadays, not transfer over the USB cable.
Basically all of his points are BS with the exception of #1. Compatibility differences really are the problem with cell phone development. But this really just makes the barriers for entry higher. Cool things are still possible. Also, I'm not seeing THAT many cell phone startups right now.. At least not as many as I would expect.
I can think of about a million cool cell-phone apps, none of which exist yet. Conversely, there are about 10x as many web apps as I would ever need. There must be reasons why this is so...if it's not the ones listed here, what are they?
1) This was written from a social perspective, not an engineering perspective. If you are looking at it from the point of view of the engineer, a lot of these wouldn't make sense or would seem trivial.
2) This was written for two kids in a garage, not huge corporations. Certainly if you throw enough resources into mobile you can create some cool stuff, but for two college kids to try it would be like launching a home-by-christmas offensive of Russia.
There are two main problems with mobile currently: device UI and carriers. Here in the EU at least carriers are openning up and encouraging users to try data services. Many now offer monthly flat rate data packages, such as Three who bundle skype, slingbox, etc with the package. T-Mobile even has a "well never charge you more than £1 a day for your data access" for pay as you go users. The operators now understand that they can make money from being mobile payment providers, identity solutions, ad brokers, etc instead of just charging huge ammounts for data.
So things are looking up. It may be 5-10 years before mobile web and apps are as mature as the desktop is now but there is so much potential thats it shouldnt be dissmissed so quickly.
And it IS a pain to adapt to all possible screen sizes - granted, it might be a problem of designing the application, but as I was working on games, the design was often based on fixed size images. Especially as font support is crap with J2ME. Maybe flash for mobiles does a better job, haven't tried it.
Another thing that used to suck with J2ME: there is no standard for text entry, so it is difficult to integrate text entry nicely into your application. The only standard way is to switch to a blank screen that supports your phones text entry method, so you can't integrate it into your design.
Another problem, which I currently face: even if you know what phones you support, how can your customer know? Phones are usually not labeled with their technical name, so if you say "Nokia 6230i supported", it might mean nothing to your customer.
I wouldn't say it is impossible to make money with mobile applications, though. It seems also the price for mobile networking is falling.
Edit: the mobile games company I was working for was and is very successful and also in the meantime was bought by a big international entertainment company (think the Coca Cola of Entertainment). When I was there it was a 7 people company, so I think it qualifies as a successful startup (I think now they have 50 employees).
As far as UI differences, there are some good tools to help with that. You might want to check out J2ME Polish. On devices that will support it, you can get much more consistent and predictable results with how things will look on screen across platforms. I'm really impressed. Be aware though that if you dont plan on opening up your source code you'll have to pay a $1000+ license fee.
For these incompatibility reasons I'm actually drawn more to Windows Mobile.. I hate just about everything related to MSFT, but at least when you develop for Windows Mobile via VS2005 you get predictable results. What you see is what you are going to get and that is very valuable to a developer.
As for APIs, of course over time working with the devices one also builds a set of abstractions, so that it gets easier and easier to support multiple phones for future developments.
I forgot another problem: uncertainty about monetization. Theres no proven way to make money on mobile yet. Do you go ad supported? Sell to operators, device makers or users? Charge micropayments or subscriptions? It's hard to pitch a mobile startup when you dont know how you're going to make money from it!
I think there is room for Ad Support for mobile devices - is anybody even doing it yet? One could start a company focussing on that - making interesting applications available for "free" might also give the whole business a boost.
At the moment it has a very bad reputation where I live because mostly the industry was ripping of kids. I don't think there even is a portal to check for serious applications. The mobile games portals have some serious applications at times, but I don't think the target audience is likely to stumble upon them there.
Same here in the UK. There are a lot of companies tricking kids into premium subscription services for ringtones, etc.
Perhaps there is an oppertunity for a mobile marketplace/portal for applications? I think there are plenty of these for games, but are there any for apps? If the portal handled distribution, easy installation, etc it could work.
At least in Germany the established players seem to have a firm believe that the only ways to make serious money are through excessive TV advertising and abo schemes, or to be on the WAP pages of the actual carriers. There must be a huge untapped market out there, though - I don't know anybody who ever surfed their carriers WAP pages.
I am currently setting up a dedicated homepage for my mobile phone application, hoping to tap some other channels. I guess I will report back to YC news in a few weeks about it's success or failure.
Most adverts about phones don't even mention Java capability, it tends to take some detective work to discover a phones capabilities for development. Whereas having developed for mobile phones, there are some models I would definitely commend against.
Perhaps if you could market a 'myspace' phone or a youtube handset it might work? A phone with tight integration between the device UI and popular web apps. This looks like more of a marketing problem than a technical one.
There are plenty of places to innovate even with voice. Theres no mobile white pages (those great big hulking phone books that contain all of the phone numbers of people living nearby) for example. Voicemail and other forms of asyncronus voice are ripe for improvement. Possibly even a 'voice twitter' that would let you record 60 second snippets of audio and broadcast them over website, skype, MMS etc. Micro-podcasting as it were!
Like you, I'm sure voice phone calls will remain the predominant use for a phone but that doesnt stop us innovating with mobile!