It has been a few months since my latest post, and I've been quite busy with other interests during these times, but finally got some time to reflect and post a few updates.
Last time I wrote something, it was my intention to start playing around with Android applications.
Note that in this context, "applications" means software packages
where the final user is also the one who is paying for the application.
Enterprise packages can have notoriously bad user interfaces and people
using these can complain as much as they want, but at the end they are
being paid for using them, and unless someone can positively prove some
productivity gains of a UI upgrade, these user interfaces will remain
there now and forever.
Android applications fall squarely on the category where asking someone for money raises the level of expectations. Nowadays, the race to the bottom in pricing applications has left very little margin per unit sold. Very few Android apps cost more than 99 cents, the underlying idea is that you'll make it up what is lost in per unit margins by leveraging the sheer market size of the billions of Android devices and leveraging the sales volume. The end result is that for such low amount of money, the users are expecting polished, well designed, reliable and well behaved applications.
Compound that with the problem of market saturation. "There is an app for that" is a very convincing slogan, and is also true in the Android market. Almost all types of market niches for applications have already been occupied. It's very hard to think of an application that is not either already done well enough to occupy its niche or has enough free good enough alternatives that nobody is seriously thinking of making money selling one. There is always the ad-supported option, of course, but that is something that introduces a lot more uncertainty in the equation.
(now someone will say that the market saturation problem is only an idea problem, and will be probably right. Could be entirely my own problem not being able to come up with new ideas)
So far I've created very few things worth trying to sell, or even give away. But all is not lost, at least this experience has reminded me of an important fact that I have almost forgotten: developing applications is difficult. I mean, one gets used to look only at the server side portions of an application and analyzing them in detail, while essentially ignoring all the other components.
The phone development environment starts by throwing you back to the days of the past. Seemingly innocent development decisions have consequences on CPU and RAM usage that you're used to discard as transient spike loads on a desktop or server, but in those limited machines can make or break the difference between an usable application and one that the OS decides to close because it's taking to long to respond or too much memory to run.
What we take today for granted, such as dealing with different timezones (with different daylight saving time rules changing from year to year), different character sets and different localization rules are the results of lots of people working during lots of time, including doing such unglamorous things as standards committees. Those are amazing achievements that have standardized and abstracted huge portions of application specific functionality, but even so, they are only a small part of the scope that an application has to provide.
And let's face it, the most unpredictable, irrational, demanding and unforgiving component in any software application is the human sitting in front of it. In any application, even the trivial looking ones, there is a lot of user interaction code out there that has to deal with human events happening in crazy order, data entered in weird formats that is expected to be understood and business rules that have to match the regulatory landscape changes of the last fifty years or so.
Further proof of that: the number one category of security vulnerabilities is exploiting memory management errors (buffer overflows, use of orphan pointers) by... usually sending the application malformed input. This is not by accident, dealing with user input correctly is one of the hardest parts of creating a satisfactory user experience.
Let's not even add the regulatory compliance, audit requirements, the integration requirements with the rest of the environment -perhaps using those beloved text files- and the technical standard compliance and cross platform requirements.
All this adds up to a delicate balance between the user experience, the real world metaphors and processes being modeled and implemented, and the technical environment. And all this for 99 cents.
I'm not dropping completely the idea of selling some day an Android application, but it will have to wait for the right idea to come, and also for the necessary time to execute it properly.
There is also an emerging market for Android applications, one that is starting to surface and gaining momentum, as business adoption of Android and iPhones expands: the enterprise application, mobile version. Yes, expect some of these ugly use interfaces to be ported over to mobile platforms and likely this is the next big revenue source for mobile developers. And of course, I expect these applications to have performance issues, too.
But so far, my biggest learning is not with the ADK, Dalvik, ICS vs. Jelly Bean or Eclipse, for that matter. My biggest learning from all this is that there is a world of difference between focusing on a single area of an application and improving its performance or resource usage and delivering a complete application. That requires a different skill set. And after looking for a while at creating mostly toy Android applications, I'm glad that this experience has reminded me of all this. Too long living in the ivory tower can make you forget that these simple things are, in fact, quite complex.