Understanding Mobile Application Stores

All App stores have a number of common features that provide users with access to mobile applications.

Storefront – every app store has a store front that’s basically a mobile application but is structured to provide a directory of all available applications. The store front enables users to find an app and then pay for it.

Download – once the app is selected and purchased (or it’s free), the user downloads the app to the device. The download process is actually quite a clever and complex process that happens behind the scenes of the apps store.  Once the app is purchased, the app sends a command to the server (cloud) to download the app.  An icon for the new app is then displayed by the operating system and the user can see that the app is downloading.  It appears that the selected app is doing this when, in fact, it is the operating system.  Once the app finishes downloading, then the operating system passes control to the app, and it begins to run. From the user perspective, it seems simple and straightforward, but inside the device it’s one of the more complex procedures.

Catalog – the full library of mobile applications is stored on the internet, but the directory of those apps is displayed locally on the device apps store catalog. Thus, the catalog represents a cloud/mobile integrated application. It appears to the user that the entire catalog of what may be hundreds of thousands of applications is stored on the mobile device when, in fact, only the summary of the applications is shown and not all of the ‘thumbnails’ are in the local app.

Categories – the primary way in which mobile users find applications is via the various categories which group together applications of a similar function.  The category listings often also show which apps are most popular, which are free and which are paid. Some of the more advanced category lists provide sub-categories since there are so many applications that are in the supplier’s app store.

Search – using a ‘search’ process to find an application is really in its infancy. While search processes for web pages are now quite robust, it’s more difficult to search through an apps store library to present the user with the most appropriate and relevant application. Does the search algorithm present the most popular apps based on a search request?  Or, does it try to best match the user’s search inquiry?  Or (even more interesting), does the search process look at the user’s profile and provide a recommendation that is truly more relevant to the user’s interests? The algorithms to search the web are far different from the algorithms to search through an apps store library.  Most app stores create an index of the apps library so there are many different ways in which the search can proceed. And, apps stores may intentionally ‘lock out’ external search engines to keep their environment as a ‘walled garden’ which can only be accessed by the users of that platform. It’s interesting to note that Apple has now tagged applications in the iOS Apps Store as for iPads if the application takes advantage of the larger screen. All iPhone apps will run on the iPad but simply in a small subset of the total screen.

Analytics (downloads, pay/free) – a new and important part of apps stores is the ability for the provider of the store to give developers and resellers summaries of the store’s activity.  This becomes the ‘analytics’ of the store much like there are analytics of web sites that summarize activity. The primary analytic is the number of downloads that have occurred over a specific time and to summarize the downloads by category (e.g. games, productivity, health, fitness, financial, etc.) or by device within a platform (e.g. iPod touch, iPhone, iPad). Other analytics include such statistics as paid vs. free apps and which generate post-download revenue as well as how frequently the app is used. A number of companies (e.g. ClickTale) are extending their customer experience analytics to mobile, e.g. where the user touches the screen, what type of gesture they do and what screens they visit while running the application. This is a fruitful new area in mobile in which we can expect to see more interesting development efforts. Flurry is one of the more well-known analytics companies. They provide their analytics APIs free to developers.  Code goes into the developer’s app that sends behavior information back to Flurry that aggregates the information so that developers can obtain overall performance data on their applications.  Flurry’s primary business model, however, is advertising. They give their analytics resources away to get the chance to work with developers to get their advertising platform added to their apps.

In-App Purchase & Subscriptions – while the original process of downloading an app was the end of the story regarding financial activity, more recently both iOS and Android have enabled in-app purchasing – either as a transaction (“buy this digital asset to help you win the game”) or a subscription (“subscribe now to get access to enhanced information and services”). This is a new and exciting arena for developers of consumer applications but may not be of interest or relevant to enterprise IT departments that don’t really sell their mobile applications.

Billing & Payments – Apple was innovative in the billing and payment arena for the iOS Apps Store by disconnecting the selection and downloading process from the payment process. Consumers are required to establish an iTunes account which includes a credit card.  Then, when the account is either pre-paid via a gift card or is charged for an application or service within the app, Apple takes care of settling the payment by the user to Apple and then from Apple to the developer (the developer gets 70% and Apple gets 30%) all behind the scene, so that the user can focus on enjoying and using the application. Every time the application is updated, Apple requires the user to verify their iTunes account which ensures that the credit/debit card on file is valid. Google has worked with a number of operators to facilitate convenient billing through the operator’s cell phone bill (as well as via credit card) so that when a purchase is made, the amount shows up on the user’s cell phone bill from the operator.  In this way, operators have become financing institutions since they are providing credit to the user of a post-paid account. Pre-paid accounts would have the transaction processed immediately so that credit would not have to be extended. All of these processes have made it easier for developers to create exciting and useful applications rather than forcing the developers to each includes payment processing inside their application (as is currently required for payments made on the web).

Cloud Services – many mobile applications are ‘self-contained’ in that they load and only utilize local storage.  They don’t interact or communicate with the outside world.  A local game would be a good example of this service.  But, many other applications interact with the user locally but then request information from a server (cloud) that extends the capability of the mobile app. A good example is a weather app that gets the local weather summary from the server and displays it locally in an attractive manner.  Or, another example would be a financial application that is getting the latest stock prices stored online. These ‘hybrid mobile/cloud’ applications provide users with services and benefits that are more valuable than local-only applications.

Business Models – there has been a great deal of dialog and debate on pricing strategies for mobile applications. Is it better to offer a free app and then charge or to charge upfront?  Is it better to provide the user with unlimited access to the application at no charge for a period of time and then to charge them? Here is a summary of the most common business models used on mobile applications today:

Freemium – The core of the Freemium model is to offer the application for free to the public and then offer value added services that generate revenue. The idea is obvious: let users try the app at no charge and see the value and then they will want to buy additional services. There are two ways in which Freemium is implemented: 1) where access to the application is free for a period of time and then a charge is imposed and 2) the app itself is always free but the user is offered a number of upgrade services that are provided on top of the basic app.

Upfront purchase – According to apps analytics from Fisku, upfront purchase of apps is happening in about one-third of the time and the average price is around $1.95 although prices vary from $0.99 on the low end to over $10 for rich, high-end apps designed for vertical markets. This model is often used if the only thing offered into the market is a mobile app with no web or value added services.  If the app has value, then the upfront purchase works well.

In-App Purchase – In-app purchase allows for not only upgrades to purchase the application after a period of free trial (Freemium), in-app purchase also includes purchasing other services within the app which could be services provided by the app or affiliated services. In-app purchase was a huge improvement to the Apple Apps Store and has since been followed by others. This allows the developer to not have to force a final decision on purchasing until later within in the app itself. We’ll see more of this going forward in innovative ways (see Conclusions).

Wholesale – this is a model that is similar to traditional publishing model in which the publisher contracts with the author for the publishing of one or more applications (at the wholesale price) and then the publisher invests in marketing and promotion to sell the application at retail. This is new to mobile applications but something that will become more important over the coming months and years.

Subscription – this model is focused on having the mobile application provide a service that is paid on a subscription basis. There is often a trial period – just as with magazines.  The in-app purchase capability enables subscription models to be offered to users.  Thus, a publisher such as Time, Inc. might offer the Sports Illustrated digital edition on a subscription basis either in combination with the print edition or separate from it.

For more information, see:

http://www.mindcommerce.com/Publications/FutureAppStores.php

Posted in Applications, Wireless Carriers | Leave a comment

Wireless Broadband replacing Wired Networks

The United States now has 82.4M broadband connections.  Gigacom indicates that cable companies added roughly 800,000 new subscribers and that the top two phone companies,  AT&T and Verizon,  saw a decline of 696,000 DSL accounts but added a total of 919,000 fiber subscribers.

A key theme throughout the evolution of mobile/wireless evolution has been replacement of POTS (Plain Old Telephone Service) with various wireless options (mostly cellular but also fixed wireless of various types).  This trend has accelerated in recent years as prices decrease, awareness increases, trust in Internet Protocol (IP), wireless, and VoIP increases.  A theme within a theme has been the replacement of narrow-band and circuit switched with broadband wireless.

Broadband used to just refer to data content only.  Broadband is a term used in telecommunications to refer to a type of transmission method.  Broadband is the opposite of baseband.  Baseband transmission is the transmission of a single signal over a transmission media.  Broadband is the transmission of more than one signal over a transmission media.  Technically a telephone conversation over a T-1 is a broadband transmission.  Telephone voice conversations are multiplexed into 24 voice channels over a T span.  A T-1 is capable of supporting transmission speeds of up to 1.544 Mbps.

In contrast, narrowband is not just less bandwidth available.  Narrowband describes a channel in which the bandwidth of the message does not significantly exceed the channel’s coherence bandwidth. It is a common misconception that narrowband refers to a channel which occupies only a “small” amount of space on the radio spectrum.  In other words, IP allows for a big “pipe” of data (signaling and bearer feeds) in which all data/signaling can flow unimpeded.  In laymen’s terms this means that there is a much greater opportunity for the following:

  • Downward price pressure causing margins for bearer services to drop
  • Increased opportunities to add applications and services on top of broadband

From its recent report, LTE Strategy 2013 – 2018, Mind Commerce predicts landline losses driven by broadband wireless displacement.

Landline Losses

Landline Losses

The report provides additional forecasts including:

  • Landline/Fixed Losses forecast
  • Migration from Landline to VoIP forecast
  • Global Wireless Infrastructure Spending (by technology, region, type)
  • Global LTE Device forecast and Data Usage (by category, device type, and region)
  • Global LTE Subscriptions and Revenue (by consumer, enterprise, and industry segment) 

For more information, see:

http://www.mindcommerce.com/Publications/LTE_Strategy_2013-2018.php

Posted in 4G, Broadband Wireless, Fixed Network Operators, LTE, Wireless Carriers | Leave a comment

Prepare for Increasingly more Services in the Cloud

With the advent of 4th Generation (4G) cellular via the LTE standard, there is the potential for anywhere, anytime high bandwidth facilitates the potential for cloud-based storage/access of virtually any content and applications.

End-users will be able to store music, pictures videos, games, etc. in the cloud and access them anytime, anywhere and share them with others.  The question for the end-user is: “how can I have more room, that’s also safe and isn’t tied to my phone or tablet?”

A debate remains what type of company should provide the storage.    As a case in point, Verizon Wireless offers “Verizon Cloud” as a competitor to pure play companies such as Drive, Dropbox, SkyDrive, Evernote, Mega, etc.

RCS is uniquely positioned to both be a single-point of interface for all stored content and a multi-media, multi-modal dashboard for all content and applications.

For more information, see:

http://www.mindcommerce.com/Publications/LTE_Strategy_2013-2018.php

Posted in Broadband Wireless, Cloud Computing, LTE, Wireless Carriers | Leave a comment

Location API for Rich Communications Services

Rich Communication Suite (RCS) benefits greatly from API integration and location is no exception.  While a large part of the market is yet to understand their technological and strategic significance, Telco Network APIs play a critical part in carrier networks as a secondary stream of revenue.

Telco Network APIs capitalize on existing network infrastructure to create a vast array of business opportunities for carriers worldwide. In essence, these APIs allow carriers to disseminate a wealth of internal information or resources to third parties.  This could entail everything from network QoS for video service delivery to Subscriber Data Management (SDM) for advertising and profiling, the goal being to enable third party developers to offer services in return for revenues.

For more information, see:

http://www.mindcommerce.com/Publications/TelephonyAPI_EcoValuBusModMktOpp.php

http://www.mindcommerce.com/Publications/MktOpp_RCS.php

Posted in API, IP Multimedia Subsystem (IMS), LTE, Presence and Location-based Services | Leave a comment

Self Organizing Network Benefits

Self-configuration: There will be a reduction in human interventions in deployment of network elements.   Network elements shall automatically create logical associations with the remainder of the network.

Self-optimization:  There will be automation of tasks using measurements from the network equipment through various means such as substituting measurements from eNodeB and UE for site survey data.

Neighbor List Optimization: The neighbor list will be automatically updated based on UE measurement reports.

Coverage and Capacity Optimization: There will be appropriate overlapping areas between adjacent cells based on automatic setting of antennas triggered by measurements.

Mobility Robustness Optimization: There will be elimination of unnecessary handover and instead there will be more appropriate handover timing.

Mobility Load Balancing Optimization: There will be automatic reselect of certain UE in congested areas by adjusting the threshold of reselection and handover.

Automatic Fault Identification and Self-healing: Without SON, networks may determine that they are down but are unable to communicate due to node failure.  SON can do a statistical analysis of network logs to determine by inference note faults.

Cell Outage Determination and Recovery: There will be identification of root cause and recovery actions to fix problems.

User Perceived Quality Improvements: Optimization of intra-cell radio quality shall result from taking into account various factors including coverage, type of subscriber, etc.

Energy Savings: There will be a reduction in energy usage.

For more information, see:

http://www.mindcommerce.com/Publications/SON_ImplOper.php

Posted in Infrastructure, Next Generation Networks (NGN), OSS, BSS, and Back-office systems, Self Organizing Networks (SON) | Leave a comment

The Power of Branding and Market Positioning in Wireless

Why does the USA say “texting” and other places, particularly Europe, say “SMS”?  How many people know what SMS (Short Messaging Service) means?

Much more recently, why do all of the tier-one wireless carriers in the USA refer to their fourth generation (4G) cellular service offering as LTE (Long Term Evolution)?  How many consumers know what LTE means (that’s it’s the name of a cellular standard) or would even care if you explained it to them?

Why did T-Mobile USA refer to the HSPA standard (that they were rolling out) as “4G” before the International Telecommunications Union (ITU) designated it as a 4G technology?

Why was this “LTE” terminology so important that there could have been litigation?

The answer is: Branding and Market Positioning

The point is that the wireless carrier ecosystem is fiercely competitive and the mobile network operators have learned over the years that capturing “mindshare” or the hearts and minds (so to speak) of their customers (and potential customers they can steal from competitors) is very important.

Each carrier wants to position its own brand in the marketplace as being the most up-to-date, best value, fastest, most reliable, easiest to use, etc.

Even more recently, we have Samsung claiming to be developing 5G technology to be available in 2020.

What will it be like?  The company claims that using its new adaptive array transceiver technology, such bands can work for high-speed cellular networks, and that the technology allows it to transmit data in the millimeter-wave band at a frequency of 28 GHz at a speed of up to 1.056 Gbps to a distance of up to 2 kilometers.

That would represent a considerable leap above current 4G bandwidth.  However, the reality is often much different than the theoretical and 2020 is a long time from now.

In marketing terms, what is important is not the actual speed so much as being considered as being the best service provider.

In this regard, the carriers better be careful, because our research indicates that the smartphone and application store era is causing end-users to start to identify more with their application, content, and commerce providers more than their communications providers.  Even worse, with the advent of the so-called over-the-top (OTT) VoIP and messaging providers, the communications providers are not even the carriers.  The carriers are relegated to providing only raw (e.g. non-value-added) data providers.

This all underscores the need for carriers to be very careful to do the following:

  1. Be VERY careful how they define/position themselves
  2. Develop mobile value-added services (MVAS)
  3. Develop a variety of MVAS including content, commerce, communications, and applications
  4. Develop strategic partnerships with trusted third-parties
  5. Maintain a developer program for the non-trusted parties
  6. Continue to open up the network via various API interfaces
  7. Finally, coordinate #’s 5 and 6 above so that certain core capabilities are available to trusted parties

For more information see:

http://www.mindcommerce.com/Publications/MobileVAS2013.php

http://www.mindcommerce.com/Publications/SDM_2012-2017.php

http://www.mindcommerce.com/Publications/TelecomAPI_2012-2016.php

http://www.mindcommerce.com/Publications/TelephonyAPI_EcoValuBusModMktOpp.php

Posted in 4G, Applications, Broadband Wireless, Business and Technology Strategy, Infrastructure, LTE, Messaging, Mobile Data and Applications, Value-added Service Applications, Wireless Carriers | Leave a comment

Cellular Mobile Network Infrastructure

The first generation (1G) analog cellular systems supported voice communication with limited roaming. The second generation (2G) digital systems promised higher capacity and better voice quality than did their analog counterparts. The two widely deployed second-generation (2G) cellular systems are GSM (global system for mobile communications) and CDMA (code division multiple access).  As was the case with the 1G analog systems, 2G systems were primarily designed to support voice communication. In later releases of these standards, capabilities were introduced to support data transmission.

The 3GPP (3rd Generation Partnership Project) developed 3G systems for efficient data support. The 3GPP2 first introduced the HRPD (high rate packet data) system that used various advanced techniques optimized for data traffic such as channel sensitive scheduling, fast link adaptation and hybrid ARQ, etc.

The fourth generation (4G) of cellular via the Long Term Evolution (LTE) standard was introduced in 3GPP Release 8 as the next major step for UMTS (Universal Mobile Telecommunications System). It provides an enhanced user experience for broadband wireless networks. LTE supports a scalable bandwidth from 1.25 to 20MHz, as well as both FDD (Frequency Division Duplex) and TDD (Time Division Duplex).

GSM

The GSM standard was developed as a replacement for first generation (1G) analog cellular networks, and originally described a digital, circuit switched network optimized for full duplex voice telephony. This was expanded over time to include data communications, first by circuit switched transport, then packet data transport via GPRS (General Packet Radio Services) and EDGE (Enhanced Data rates for GSM Evolution or EGPRS).

W-CMDA

Universal Mobile Telecommunications System (UMTS) is a third generation mobile cellular system for networks based on the GSM standard. Developed and maintained by the 3GPP (3rd Generation Partnership Project), UMTS is a component of the International Telecommunications Union IMT-2000 standard set and compares with the CDMA2000 standard set for networks based on the competing cdmaOne technology. UMTS uses Wideband Code Division Multiple Access (W-CDMA) radio access technology to offer greater spectral efficiency and bandwidth to mobile network operators.

HSPA

High Speed Packet Access (HSPA) is an amalgamation of two mobile telephony protocols, High Speed Downlink Packet Access (HSDPA) and High Speed Uplink Packet Access (HSUPA), that extends and improves the performance of existing 3rd generation mobile telecommunication networks utilizing the WCDMA protocols. A further improved 3GPP standard, Evolved HSPA (also known as HSPA+), was released late in 2008 with subsequent worldwide adoption beginning in 2010. The newer standard allows bit-rates to reach as high as 168 Mbit/s in the downlink and 22 Mbit/s in the uplink.

TD-SCDMA

Time Division Synchronous Code Division Multiple Access (TD-SCDMA) or UTRA/UMTS-TDD 1.28 Mcps Low Chip Rate (LCR), is an air interface found in UMTS mobile telecommunications networks in China as an alternative to W-CDMA. Together with TD-CDMA, it is also known as UMTS-TDD or IMT 2000 Time-Division (IMT-TD).

D-SCDMA was developed in the People’s Republic of China by the Chinese Academy of Telecommunications Technology (CATT), Datang Telecom, and Siemens AG in an attempt to avoid dependence on Western technology. This is likely primarily for practical reasons, since other 3G formats require the payment of patent fees to a large number of Western patent holders.

CDMA-2000/EV-DO

CDMA is a “spread spectrum” technology, allowing many users to occupy the same time and frequency allocations in a given band/space. CDMA (Code Division Multiple Access) assigns unique codes to each communication to differentiate it from others in the same spectrum. In a world of finite spectrum resources, CDMA enables many more people to share the airwaves at the same time than do alternative technologies.

The CDMA air interface is used in both 2G and 3G networks. 2G CDMA standards are branded cdmaOne™ and include IS-95A and IS-95B. CDMA is the foundation for 3G services: the two dominant IMT-2000 standards, CDMA-2000 and WCDMA, are based on CDMA.

WiFi

Wi-Fi is a popular technology that allows an electronic device to exchange data wirelessly (using radio waves) over a computer network, including high-speed Internet connections. The Wi-Fi Alliance defines Wi-Fi as any “wireless local area network (WLAN) products that are based on the Institute of Electrical and Electronics Engineers’ (IEEE) 802.11 standards”. However, since most modern WLANs are based on these standards, the term “Wi-Fi” is used in general English as a synonym for “WLAN”. A device that can use Wi-Fi (such as a personal computer, video-game console, smartphone, tablet, or digital audio player) can connect to a network resource such as the Internet via a wireless network access point. Such an access point (or hotspot) has a range of about 20 meters (65 feet) indoors and a greater range outdoors

Due to WiFi’s growing popularity carriers are now also beginning to integrate it with their own cellular networks. Carrier WiFi can be owned and operated directly or indirectly by the carrier. WiFi is becoming a key focus for mobile carriers as more and more wireless carriers are considering it as a cost effective solution for tackling skyrocketing consumer data demand (and cable carriers wishing to expand their fixed broadband market appeal).

WiMAX

WiMAX (Worldwide Interoperability for Microwave Access) is a wireless communications standard designed to provide 30 to 40 megabit-per-second data rates, with the 2011 update providing up to 1 Gbit/s for fixed stations. The name “WiMAX” was created by the WiMAX Forum, which was formed in June 2001 to promote conformity and interoperability of the standard. The forum describes WiMAX as “a standards-based technology enabling the delivery of last mile wireless broadband access as an alternative to cable and DSL.

Mobile WiMAX was a replacement candidate for cellular phone technologies such as GSM and CDMA, or can be used as an overlay to increase capacity. Fixed WiMAX is also considered as a wireless backhaul technology for 2G, 3G, and 4G networks in both developed and developing nations.

Long Term Evolution (LTE)

LTE or Long Term Evolution, marketed as 4G LTE, is a standard for wireless communication of high-speed data for mobile phones and data terminals. It is based on the GSM/EDGE and UMTS/HSPA network technologies, increasing the capacity and speed using a different radio interface together with core network improvements. The standard is developed by the 3GPP (3rd Generation Partnership Project) and is specified in its Release 8 document series, with minor enhancements described in Release 9.

It is the next step in mobile technology evolution, created to improve the 3G phone standard to cope with future demand and faster data services. Amongst its objectives includes improving spectral efficiencies, lowering costs, making use of newly available spectrum, creating the possibility to re-farm, and reallocate spectrum opportunities, and integration with a host of open standards, including those related to Internet Protocol.  LTE uses OFDMA (Orthogonal Frequency Division Multiple Access) in the downlink and SCFDMA (Single Carrier-Frequency Division Multiple Access)/DFTS-FDMA (Discrete Fourier Transform Spread-Frequency Division Multiple Access) in the uplink. The system supports multi antenna technologies, whose architecture is called EPS (Evolved Packet System), and is comprised of the E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) on the access side, and Evolved Packet Core (EPC) on the core side.

Small Cells

Small cells is an umbrella term for low-powered radio access nodes that operate in licensed and unlicensed  spectrum that have a range of 10 meter to several hundred meters. These contrast with a typical mobile macrocell which might have a range of up to several tens of kilometers. The term covers femtocells, picocells, microcells and metrocells

Small cells provide improved cellular coverage, capacity and applications for homes and enterprises as well as metropolitan and rural public spaces.

Small cells also facilitate a new breed of mobile service that exploits the technology’s ability to detect presence, and connect and interact with existing networks.

For more information see:

http://www.mindcommerce.com/Publications/WirelessInfrastructure_2012-2017.php

Posted in 4G, Broadband Wireless, HetNet, LTE, WiFi, WiMAX, Wireless Carriers | Leave a comment