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User Interface Report:
Enabling a Compelling User Experience

March 2006 146 Pages


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 Research
User Interface report: Enabling a Compelling User Experience
A more intuitive UI will stimulate greater data usage

The user interface (UI) is becoming increasingly important as devices and services become more complex. Without an intuitive UI, users will not utilise their handsets in the best way possible. An ease-to-use UI, on the other hand, encourages users to try out all the features, potentially helping boost usage and ARPU. An intuitive UI also enables operators to capitalise on branding and personalisation opportunities and maximise the use of networks and resources.

What are the critical ingredients necessary for a strong UI system? This report will tell you.

Visiongain estimates that the worldwide market for data services will grow at CAGR of 20%. However, the wireless industry still lacks a standard UI that can drive the mass-market appeal of these services. By purchasing this report, you will understand how the UI will evolve by 2011 and what impact this will have on KPIs.

The UI is a holistic term encompassing all elements of a handset (hardware and software) that contribute towards the end-user's experience with a mobile device. It is the system of screen images, devices and software components that allows the user to interact with and control the handset's operating system.

Questions answered in this report include:

- How will the market for input devices develop? Which UI technology will
dominate the market by 2011? Which new innovative solutions should be looked out for?

- How will display technologies improve and what revenues will be seen by 2011?

- What is the business case for an intuitive UI and to what extent can it increase data ARPU?

- Which services will gain most from an intuitive UI?

- What are vendors' strategies with regards to proprietary OS in low end/mid range handsets?

- What are the benefits of a customised and customisable UI?

- How can Off-line Portals enhance the user experience in combination with the UI?

- How will the market for client server applications on mobile devices develop by 2011?

- What market share will the Series 60 and Series x0 UIs command by 2011?

Why you should buy this report:

Network Operators: Gain insight into mean of increasing ARPU through the device
itself. How to customise portals and products on the market

Device Manufacturers: Understand how to customise the UI and gain competitive
advantage in the process

OEM/ODM: Learn how to plan for the handsets hardware/software elements
Consultants: Understand the dynamics of the UI value chain and key players
involved in this space

Application developers: Develop the solutions needed by operators
UI Vendors: Understand the market dynamics, market share and market evolution.

Executive Summary
E.1: Increasing Demand for Intuitive UI
E.2: Benefits of Intuitive UI
E.3: Simplifying the UI is Vital to win 3G Revenues
E.4: Intuitive UI is Essential to Reduce Revenue Leakage
E.5: Usability of the UI
E.6: Delivering a Holistic User Experience
E.7: Market Forecasts and Conclusions


1 Introduction
Chart 1: Worldwide Mobile Subscriber Growth Rate (2003- 2011)
1.1 Defining Mobile UI
1.1.1 UI and User Experience
Figure 1: Usability/User Experience with Moto Q
1.1.2 Mobile UI and its Importance
1.1.2.1 Marketing UI
1.1.3 Interest in UI
1.1.3.1 Competitive Advantage
1.1.3.2 ARPU
1.1.3.2.1 3G
1.1.3.3 Revenue Leakage
1.1.3.4 Increasing Complexity of Mobile Devices
1.1.3.4.1 Making Mobiles User Friendly
1.1.3.5 Segmentation
1.1.3.6 Success of DoCoMo
1.1.3.7 Fragmentation
1.2 Aim of this Report
1.3 Key Questions Explored by this Report
1.4 Scope of this Report
1.4.1 Report Structure
2.1 UI Overview
2.1.1 UI in Computers
2.1.1.1 Graphical User Interfaces (GUI)
2.1.1.2 Command-line Interface
2.1.2 UI in Mobiles
Figure 2: Example of display of Icons and Menu on Screens of Mobile Devices
Figure 3: Handset's Software Components
2.1.2.1 Basic Criterion for Effective UI Software
2.1.2.1.1 Internal Consistency
2.1.2.1.2 External Consistency
2.1.3 What Makes a Good Interface?
2.1.4 Elements that Play a Critical Role in Delivering User Experience
2.1.4.1 Limited Bandwidth
2.1.4.2 Intermittent Connection
2.1.4.3 Limited Battery Life
2.1.4.4 Limited Memory on Client Device
2.1.4.5 Limited CPU
2.1.4.6 Limited Form Factor
2.2 Components that Increase the Usability of a UI
Table 1: Key Handset Components that Contribute towards User Experience
2.2.1 Input Options
2.2.1.1 Numeric keypad
2.2.1.1.1 Fastap
Figure 4: Fastap Keypad
2.2.1.2 QWERTY Keypads
Chart 2: Sales of QWERTY Keypads based Smartphones and Mobile Phones
(2005-2011)
2.2.1.3 Alphanumeric Keypads
2.2.1.4 Foldable Keyboards
2.2.1.5 Some other Input Options
2.2.1.5.1 Jog Dial
Figure 5: Sony Ericsson P910i
2.2.1.5.2 Touch Screen
2.2.1.5.3 Predictive Text Input
Figure 6: Predictive Text Input
2.2.1.5.4 Handwriting Recognition
2.2.1.5.5 Voice Input
2.2.1.5.6 Hard and Soft Keys
2.2.1.5.6.1 Button Options on Mobile Devices
2.2.1.6 Navigation Issues
2.2.2 Output Options
2.2.2.1 Key Characteristics of Output Devices
2.2.2.1.1 Screen Size
2.2.2.1.2 Resolution
2.2.2.1.3 Colour Display
2.2.2.2 Types of Output Devices in Use in Mobile Handsets
2.2.2.1 Liquid Crystal Displays (LCD)
2.2.2.1.1 Colour-STN (C-STN) and TFT Screens
2.2.2.1.2 Organic Light Emitting Diodes (OLEDs).
2.2.2.1.3 Support for Audio and Video
2.2.3 Operating Systems (OS)
Figure 7: Mobile Software
2.2.3.1 Impact of OS on UI
2.2.3.2 Key OS Available on the Market
2.2.3.2.1 Symbian OS
2.2.3.2.1.1 Impact of Symbian OS on the UI
2.2.3.2.2 Palm OS
2.2.3.2.3 Microsoft
2.2.3.2.3.1 UI Customisation with Windows Mobile 5.0
2.2.3.2.4 SavaJe
2.2.3.2.4.1 Impact of SavaJe on UI
2.2.3.2.5 Linux
2.2.3.2.5.1 UI Efforts for Linux OS
2.2.3.3 OS Comparison
Table 2: Comparison between the Operating Systems and their Support for UI
2.2.4 Features of a Handset
2.2.4.1 Battery life
2.2.4.2 Memory
2.2.4.3 CPU
2.2.4.4 Ergonomics
2.3 Deciding on a UI Technology
2.3.1 Customer Segments
2.3.1.1 Novice
2.3.1.2 Advanced
2.3.1.3 Corporate Users
2.3.2 Profiling
2.3.3 Perceived Latency


3 Players in the UI Market
3.1 UI Market Place
Figure 8: Players in the UI Domain
Figure 9: UI Value Chain Relationship: Value Proposition to Customers
3.2 UI Vendors
3.2.1 Qualcomm
3.2.1.1 Uione Technology
3.2.1.1.1 Qualcomm Acquires Trigenix
3.2.1.1.2 Features of UiOne
3.2.1.1.3 Key Customers of Uione
3.2.2 UIQ Technology
3.2.2.1 UIQ Software Platform
Table 3: UIQ Handsets (January 2006)
3.2.3 Macromedia
3.2.3.1 Success of Flash
3.2.3.2 Macromedia's Strategy
3.2.3.2.1 Acquisition of Mobile Innovation
3.2.3.3 Licensing Agreement with Nokia
3.2.4 SurfKitchen
3.2.5 Opera
Figure 10: Opera Mobile
3.2.6 Digital Airways
3.2.6.1 Kaleido
3.2.6.1.1 Kaleido Design
3.2.6.1.2 Kaleido Viewer
3.2.6.1.3 Kaleido Runtime
3.2.6.2 Digital Airways and Red Bend Collaboration
3.2.7 MSX
3.3 Network Operators
3.4 Device Manufacturers
3.4.1 Nokia
3.4.1.1 Series 30 UI
3.4.1.2 Series 40 UI
3.4.1.3 Series 60 UI
Figure 11: Nokia's 6630 Series 60 Smartphone
Table 4: Licencees of S60 Platform
Chart 3: Worldwide Converged Devices (Q3 2005 Market Share)
3.4.1.4 Series 80 UI
3.4.1.5 Series 90 UI
Figure 12: Series 90 UI
3.4.2 Motorola
3.4.2.1 UI for Java/Linux Environment
3.4.2.2 The A910's UI
3.4.3 Samsung
3.5 Application Developers
3.5.1 Logia
3.5.2 mPortal
3.5.3 Action Engine
3.5.4 Abaxia
3.5.5 Cibenix
3.6 Browser Developers
3.6.1 Openwave
3.6.2 Jataayu Software
3.7 Content and its role in User Experience
3.7.1 User Experience in Content Search
Figure 13: Device and Browser/Site Usability
3.7.2 JumpTap
3.7.3 Handmark
3.7.4 OnSkreen
3.8 Simplifying the UI
3.8.1 Developments in Input Devices
3.8.1.1 Microsoft and Quikwriting
3.8.1.2 IBM and ShapeWriter
3.8.1.3 QWERTY keyboard
3.8.1.3.1 Eatoni
3.8.1.4 Advanced Recognition Technologies (ART)
3.8.1.5 Nuance
3.8.1.6 Zi Corporation
3.8.1.6.1 Qix Interface
3.8.1.7 Wildseed's SmartSkins
3.8.1.8 AOL and Mozilla
3.8.1.9 Tegic Communications
3.8.1.10 Sonaptic
3.8.1.11 Samsung and Motion Recognition Technology
3.8.1.12 n-e-ware
Figure 14: n-e-ware KeyStick
3.8.2 New Developments in Output Devices
3.8.2.1 Philips Electronics
3.8.2.2 Sony
3.8.2.3 Samsung Developing Display Screens
3.8.2.4 DoCoMo and Plastic Logic
3.8.2.5 Vibration Technology
3.8.2.5.1 Orange launches Samsung E770 with Vibetonz
3.8.2.6 Virgin Mobile Trialling KI-BI CARDS
3.8.2.7 NEC
3.8.3 Efforts in the Direction of Producing Devices that can Deliver Rich
User
3.8.3.1 Palm and Microsoft based Treo
3.8.3.2 Opera Software and France Telecom
3.8.4 Software Client Applications on Mobile Devices
3.8.4.1 SurfKitchen's Surfkit Offline Portal
3.8.4.2 Store-fronts
3.8.4.2.1 iLoop
3.8.4.3 Home-Screen Replacement Products
3.9 Chip Manufacturers
3.10 New Developments in Battery Technology


4 Requirements and Forecasts for Intuitive UI
4.1 Changing Demands
4.1.1 Multi Functional or Specialised Devices
4.1.2 Shifting Focus from Operators to Customers
4.1.3 Multitasking
4.1.4 End User Perspective
Table 5: Requirement for a Mobile UI
4.2 Requirements for Designing Intuitive UI
4.2.1 Input Solutions
Chart 4: Market Share for Input Solutions (2011)
Table 6: Key Characteristics of a Superior UI Solution (Input Devices)
Table 7: Most Widely Used Input UI Solutions (2006-2011)
Table 8: Limitations of Input UI Solutions
4.2.2 Output UI Solutions
Table 9: Key Characteristics of a Superior UI Solution (Output Devices)
Table 10: Most Widely Used Output UI Solutions (2006-2011)
Chart 5: 3D Display Market Growth (2007-2011)
Chart 6: Demand for OLEDs in Mobile and Other Devices (2011)
4.2.3 OS Solutions
Table11: Issues with Ubiquitous Adoption of Open OS
Chart 7: Worldwide Open OS Market Share (Q1 2005)
Chart 8: Smartphone Shipment as a Percentage of Total Handset Shipment
Table 12: Key Characteristics of a Superior OS Solution
4.2.4 Requirements from Processors
Table 13: Key Characteristics of a Superior Processor for Mobile Devices
4.2.5 UI in Applications
4.2.6 Battery Characteristics
Table 14: Battery Characteristics
4.3 Business Case for UI
4.3.1 Declining ARPU
Chart 9: Monthly UK ARPU (2001-2005)
Chart 10: Worldwide Data Revenue Growth (2005-2011)
Chart 11: Worldwide Average Data ARPU in USD (2003-2011)
Chart 12: Data User Growth in Asia Pacific (2004-2011)
4.3.2 Device Proliferation
Chart 13: Global Handset Shipments (2003-2011)
Chart 14: Annual Camera Phone Shipments (2003-2011)
4.3.3 Opportunity to Increase Data Revenue from Killer Applications
Chart 15: Revenues from Voice/Data Services (2011)
Chart 16: Percentage Revenue Generation by Application Type (2011)
4.3.3.1 Why have Data Services not been so Popular in the West so far?
Table 15: Reasons for Slow Pickup of Data Services
4.3.4 Push From 3G
Chart 17: W-CDMA Subscriber Growth Estimates (2002-2011)
4.4 UI Trends and Forecasts
4.4.1 Handset Size and Cost
Chart 18: Average Selling Price of Mobile Handsets (2004-2011)
Table 16: Mobile Device Comparison
4.4.2 Bill of Material (BOM)
4.4.3 Revenue Leakage
Chart 19: Revenue Leakage (2006) due to Complicated UI
4.4.4 Regional Variations in UI
Chart 20: 3G Penetration in Selected Markets
Chart 21 Wireless Penetration in Emerging Markets
4.4.4.1 Data Services in Emerging Markets
Chart 22: Estimated Subscriber Growth in India (2003-2011)
Chart 23: Spending in Asia Pacific by Youth on Data Services (2004-2011)
4.4.5 Growth of "Off-line Portals" a Boost to Data Services
Chart 24: Growth of Portal Market (2005-2011)
4.5 UI Demand Statistics
Chart 25: Opera's Browser Market Share in Smartphones (2005-2011)
Chart 26: Nokia's UI Platforms (Series 40 and above) Market Share (2005-2011)
Chart 27: Nokia's Series 60 Handset Shipment (2003-2011)


5 Standards in UI
5.1 Open Mobile Terminal Platform (OMTP)
Table 17: OMTP Members
5.2 Linux Phone Standards Forum (LiPS)
Table 18: LiPS Members
5.3 Mobile Service Architecture (MSA)
5.4 Competing and Competitor Technologies in UI
5.4.1 Brew UiOne
Chart 28: Global Growth of Brew Handsets (2004-2011)
5.4.2 Java
Chart 29: Java Handset Growth (2003-2010)
Chart 30: Revenues from Java (2003-2011)
5.4.2.1 Java's UI Component
5.4.2.2 Java Vs Brew
5.4.3 Flash Lite
Figure 15: Example of Handset Supporting Flash UI (Kyocera W21K)
5.4.3.1 Features of Flash Lite
5.4.3.1.1 Cross Platform Capability
5.4.3.1.2 Modularity
5.4.3.1.3 Merging Diverse Handset Functionality
5.4.3.2 Flash Lite and associated Issues
5.4.3.2.1 Suitability with Low-end Handsets
5.4.3.2.2 High Processor Speed
5.5 UiOne and Flash
Chart 31: Flash Lite Handset Shipment (2004-2011)
Chart 32: UiOne Handset Shipment (2004-2011)
5.6 Standard's Conclusion
Table 19: UI Technology Comparison


6 Key Players and their strategies in the UI Market
6.1 Network Operators
6.1.1 Attention to UI Requirements
6.1.2 Consistency
6.1.3 Customisation
6.1.4 Mobile Demo
6.2 Handset Vendors
6.2.1 Easy Implementation and Maintenance
6.2.2 UI Adds Value to the Handset
6.2.3 Smart Solution
6.2.4 Over-The-Air Updating
Table 20: UI Strategies for Operators and Device Manufacturers
6.3 Case Studies
6.3.1 NTT DoCoMo
6.3.1.1 i-mode
6.3.1.1.1 Why has i-mode been so successful?
Table 21: Reasons for the Success of i-mode
6.3.1.1.1.1 Clear Business Model
6.3.1.1.1.2 Intuitive UI
6.3.1.1.1.3 DoCoMo and Flash Lite
6.3.2 Vodafone Live!
6.3.3 O2
6.3.3.1 O2 Investing in Improving UI
6.3.4 Cingular Wireless
6.4 Application Developers
6.4.1 Strategies for Application Developers
6.5 Strategies for UI Vendors
6.5.1 Vendor Case Studies
6.5.1.1 Digit Wireless
6.5.1.1.1 Partnerships
6.5.1.1.2 Potential UI Solution for IM Services
6.5.1.1.3 ROI
6.5.1.1.4 Mass Market Solution
6.6 Understanding End User Requirements
Figure 16: Handset Usability Analysis
6.7 Pressing Needs for Efficient and Effective UI in Today's applications
Table 22: Applications that Require Intuitive UI for Growth
6.7.1 Email
Chart 33: Revenues Growth Prospects with Corporate Email and Information
Management
6.7.2 SMS and MMS
6.7.3 Mobile TV
6.7.4 Mobile Internet


7 Conclusion
7.1 Different Form Factors
7.2 Quality of Input/output devices
7.3 Simple and Easy to Use
7.4 Need for Coordinated Efforts
7.5 Benefits of Intuitive UI to the Players in the Wireless Value Chain
Table 23: Strategy of Intuitive UI, its Benefits and Outcome for Key Players

Abaxia
Action Engine
Advanced Recognition Technologies (ART)
Alltel
AOL
Amena
Apple
Arima
ARM
ATI Technologies
AtlasCT
BenQ
Bluefin Mobile
Cellon
Cibenix
Cingular
CNN
Compaq
Digital Airways
Digit Wireless
DoCoMo
Eatoni
Esmertec
France Telecom
Freescale
FSMLabs
Google
Handmark
Hasbro
Huawei
IBM
iLoop
Immersion
Infocube
Intel
Jaluna
Jataayu Software
JumpTap
KDDI
Kyocera
Lenovo
LG
Logia
Macromedia
MAJIRE
Microsoft
MIZI Research
mmO2
Mobile Innovation
MontaVista
Motorola
Mozilla
mPortal
MSX
Navteq
NEC
Nellymoser
n-e-ware
Nextel
Nokia
Nuance
O2
OnSkreen
Open Plug
Openwave
Opera Software
Orange
Palm Source
Panasonic
Philips Electronics
Qualcomm
Red Bend
RefreshMobile
RIM
Samsung
Sanyo
SavaJe
Siemens
Silk Mobile
Singtel
Sky MobileMedia
Smart Communications
Smart Global
Sonaptic
Sonofon
Sony
Sony Ericsson
Sprint
SurfKitchen
Symbian
Tegic Communications
Telecom Italia Mobile
Telefónica Móviles
Telenor
Telus Mobility
Texas Instruments
TIM Greece
TIM Italy
T-Mobile
Trigenix
UIQ
Verizon
Virgin Mobile
VoiceSignal
Vodafone
Wildseed
Yahoo
Yell.com
Zi Corporation







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