Saturday, September 22, 2007

Hardware and Software

Throughout their histories, Microsoft and Apple have had different strategies. Microsoft sells only software (WIndows, Office) but Apple sells hardware too (iMac, iPod, iPhone).

For a long time, Microsoft had the better strategy. It could focus on one thing - software - and build a dominating position in the space where most of the technology innovation happened. It could then dominate an ecosystem of hardware partners to help grow the PC market at double-digit growth.

Times have changed, leaving Apple's approach looking better (at least on the client side):

  • New form factors arose - e.g. the smartphone - that require different types of software, focused on battery power and communications
  • Hardware innovation became as important as software innovation, for example the iPhone touch screen, camera phone, satellite navigation, and Wii controller, leaving Microsoft struggling to catch up
  • The establishment of common standards (e.g. HTML, ODF, USB) and common user interface paradigms removed barriers to change for the end user
  • Open source competed with much proprietary software, but not with proprietary hardware
  • PC operating systems became commoditised; what you really need is a good browser, and a few basic productivity apps

The biggest change is surely the internet - the client OS is becoming the browser. That means on the client side, hardware is just as important than software.

News in: Microsoft reconsiders its software only approach.

An integrated business model of making both device and software could make sense, executive tells investors at tech conference. Microsoft said on Tuesday that it is "not unreasonable" for the company to introduce a mobile phone combined with features of its Zune digital music player to compete with Apple's iPhone....

If that's true, Microsoft will have to turn the company on its head (again). And what about making their own laptops and PCs? Somehow I can't see it...

Friday, September 14, 2007

gPhone based on Google Gears

The only way I can understand current gPhone rumours is if the gPhone is based on Google Gears.

The gPhone is Google's allegedly forthcoming mobile software platform. It's very unclear what it'll actually do, but it sounds like an API for Google and third party providers, presumably for applications such as maps, emails, photos, and videos.

But isn't Google an internet company?

Trouble is, this doesn't sound very like Google. Didn't Eric Schmidt say "don't bet against the internet"? What are they doing building an API for the client? Can't they continue their strategy of developing stripped-down websites in HTML for small mobile browsers?

Two major problems with mobile browsers are the lack of bandwidth and the intermittant connections. That's where Google Gears comes in - I think it was designed with phones specifically in mind.

That 8Gb phone memory is just a cache!

For example, your phone's photo application could be a link to www.google.com/photos. If you're in a Wifi or HSDPA zone, the site will be pulled up over the net (and synched with your phone). If the connection speed is slower, then the local cache from your phone memory will display instead, using Google Gears.

Similarly for email, maps, and even your phonebook contacts - to access them, you visit an internet site, but if the connection speed is too slow, the local cache is displayed instead via Google Gears.

Now it makes sense

Using Google Gears, gPhone application development uses just URI, HTML, and javascript. All gPhone apps sit on the internet, and data is stored locally when your mobile browser accesses the site.

Google is still betting on the internet - in fact it's making it work in an environment where network speed is uncertain.

Wednesday, September 12, 2007

Web Art

Walking through Greenwich market in London recently, I passed lots of stalls selling jewellery, cards, fabrics, and various pieces of art.

It occurred to me that "web art" - digital multimedia produced by an artist and published online - is still in its infancy (with the exception, perhaps, of photography).

Where is the art exchange selling beautiful SVG clockfaces for my desktop or wristwatch, or abstract paintings for my digital photoframe? Where can I purchase thoughtful and arty online cards, or "moody" background videos for plasma screens?

This must be partly down to artists preferring traditional physical materials - and to be honest, given current display and design technology, I don't blame them. But in a couple of years, the market will be there.

Webifying art

Art could be the next area to be turned upside down by the internet. If every piece of virtual art has a URI, this means perfect copying - if someone creates the next Mona Lisa online, everyone can see the "original" perfectly in their browser, and download it.

It's similar to the music industry, - business models will have to change. What will it mean to "own" virtual art? Will anyone pay for it? How will the artists' rights be protected? In music, some suggest that the web will eliminate the record company - but art has never had the equivalent of record companies, and it still may have serious issues.

Of course, there will still be offline art. But it's already clear that the internet will change the world of art, just as it has for music.