I'm posting here because I can't post at the development forum.
With the advent of cellphone addiction, the market for dumbphones has increased. People looking for ways to end their addiction to social media and gaming are supporting projects like Light Phone and Mudita Pure.
Unfortunately, these devices are pricy due to the relatively low demand and the fact that they are not produced in China.
I believe that there's a big opportunity for those developers looking forward to starting something new, like creating a "Dumb" Android version with less complexity, that would have only basic and productivity features such as:
Call, SMS, flashlight, camera, calculator, shopping list (todo list), hotspot only (no mobile data or wifi on the phone), music player.
Must not have: playstore, browser
Name suggestions: DumbDroid, AA, Antidote
I hope someone reads this and brings this idea to life.
Thanks :fingers-crossed:
@tijuco2
You are confusing Android OS - including device drivers - and applications, IMHO.
And, it's on the user to decide what applications lastly are installed ( used ) on an Android device.
jwoegerbauer said:
@tijuco2
You are confusing Android OS - including device drivers - and applications, IMHO.
And, it's on the user to decide what applications lastly are installed ( used ) on an Android device.
Click to expand...
Click to collapse
I'm not a developer. I know what the demand is, not how to achieve what I suggested. I'm talking about addiction when the user lost the ability to control their impulse.
Related
Taking a speech class and had a chance to write about the Android platform. Figured I'd share here. Enjoy and comment as you will.
I wish to start off by saying welcome to the future. A bold proclamation yes, but with such experiments and ongoing research by numerous scientists today, technological breakthroughs are vast and epic. One of the many platforms so to speak that is having phenomenal breakthroughs is in the mobile systems department. Here lays a couple companies with R&D plans that carter towards certain parties promising slick user interfaces, application channels, and a complete web experience. Couple that with feature rich phones that allow one to text, call, global positioning (GPS), and well, you have a product to sell. Google has done just that. Taking bits and pieces of everything one could ever ask for, and merging it all into its mobile operating system titled Android. Represented by a green round-headed robot figure, Android is passing its two year anniversary, and has surpassed other prominent mobile architectures like Apple’s iPhone software. But what exactly is Android? Why would one desire to chuck away their limited iPhone, or stray away from the Blackberry Enterprise lineup? One word: Open source. Couple that with the experience (the art of customizing your device), and the synchronization aspects of the device for virtually any account you have on the net, and you have a total package.
Having a total package within arm’s reach, and inside your pocket is quite a powerful tool. With Google’s Android platform, there is never a point where you can say No. Any and every idea can and could be coded into the device if you have the means to do so. Open source is the ticket. Asking yourself what this means is actually a very simple question. Open source is the definition of computer code that is freely available to anyone who wishes to find it. Google has opened up the software to all who have a spirit to create and provide applications (Apps) and programs to others. Hackers, coders, and all techy guros have created a plethora of net-libraries ranging from support groups, forums and websites to further help noobies in the process. Sounds like a lot, but in reality, the experience is quite easy going. Competitors like Apple and Blackberry have limited their system to developers by safekeeping some of its computer code. This limits creativity, as it puts restrictions and limitations as to what exactly what one can create. Add to the fact that companies like Apple also screen apps to a much higher caliber, halting smaller apps without much bang in the beginning to be choked to death. It seems as if anything is available for pleasure with Android though. If it doesn’t exist, pop into a forum and jot down a reply on a thread. If that’s not enough, I’m sure you have one friend that has already found solutions in the “Green-Guy”. There is always someone there who has the tools necessary to create it, or rather has already created it in the first place.
From forums and coders who have the know-how and tools to create a mind-blowing experience, the customization factor of Android is truly one of its largest selling points. To be quite honest, each and every android device could be considered a work of art. It’s all in how the user desires it for themselves…how deep the user wants to venture; how deep goes their rabbit? From changing backgrounds and wallpapers, to adding widgets to your home screen, the android spectrum allows one to make the phone their own, morph it into how they see fitting. But how is this different from other products? Surely other phones allow their users to alter what they see on screen. Yet I assert, the android experience is different. Almost, if not every aspect of android is customizable. Icons can be altered, the font can be changed, dates, times, anything can be tweaked. Sites like XDA, AndroidSpin, and AndroidandMe provide great reviews, heads up, and forums to browse through numerous applications, both beta and final. The options are endless, and it’s open in the air to anyone who desires a bit of change. Many new phones come preinstalled with newer software, as you might here Froyo, Éclair or Gingerbread tossed around. These are simply codenames for newer versions of software from Google. If your carrier doesn’t support the newer software, chances are a coder has already made it available for you. Convenience without a price attached!
Free in price is seemingly synonymous with freedom. Freedom to choose. Freedom to enjoy. Freedom to experience. Freedom from a stationary computer. Android is a thriving system that allows you to constantly stay on the up and up. Synchronization appears a mystery as your Facebook, Twitter, email, and numerous other accounts are integrated into the system via apps or at stock. With live widgets that monitor in real time your accounts, any and all social networks, social feeds, and business/personal accounts are updated instantly. No more carrying around a tiring laptop, or waiting to login the networks at any given campus. 3G speeds and now 4G on some carriers are making mobile devices the in crowd, as speeds are comparable to standard net speeds. As many people day are on the up and up, or rather, out and about, a mobile system that constantly allows access to ones desired feeds is grand. Couple that with ability to alter documents on the fly, listen to your favorite music (via Pandora, or from the Phones Internal Memory…think iPod), you have a complete package. It’s not just a Media Device, a Business Device, a Cell Phone, as it truly lives up to the name of Smart Phone.
For me the choice was easy. I thrive off customization, the ability to make my phone a tad different, even faster, or more efficient then what the original company did for me. But as Android ages, everything looks bright and promising. To proclaim dark clouds linger would be insanity. From its initial creation of being open-sourced, to customizing features and its ability to be versatile, Android has shattered the mobile systems realm. As it races to the top, Android allows users to update on the go, with synchronization from virtually every social feed. When people ask me about phones and what should be right for them, there is no question for me. It’s never been a question about what Android can’t do, but what Android does.
<- Laughing Out Loud.
It's full of grammar faux pas, by the way.
Still very well written *only read first paragraph* but I was impressed, not bad Also maybe a bit many commas...
BTW, shouldve been posted in the off topic section
Nice Speech. I Enjoyed reading it.
Sent from Conical. 07
Hi pals
As many apps developers here on XDA what I develop and publish on Android market is device-specific.
(Free and Commercial)
Those apps
- require certain hardware features (like an Audio codec, Super AMOLED screen & driver), often related to additional Kernel features.
- can only support a limited set of devices but also Kernel versions.
And like everyone I'm really annoyed by 1-star comment.
"pure crap, doesn't work on my beloved phone"
Of course, it's not the majority, but its always increasing with the popularity.
It's annoying when its free apps, but when you decide to sell apps and try to give the best service, it becomes really bad.
And people disappointed is really not what you hope when you share your creation.
This is why I'll appreciate some backup from you by leaving a comment on this thread named
Missing filter by Build.DEVICE and ability to contact customers from comments
I propose the idea of filter by Build.DEVICE because it's useful for my app. You need additional filters too right ?
By custom ROM? By Kernel version? Explain you needs
− in this thread on official Market forum of course - writing your comment here is nice too.
We are all used to an unprecedented level of user support here on forums, by the hackers themselves or the community of users. This is really something special.
Its maybe a bit bold to say that, but I'm sure Android Market has a lot to learn from communities like ours in order to improve its consumer satisfaction... so lets show them how to
PS: sorry for inviting people to another page (Google's one) at the occasion.
This is, I guess the best way to be heard by them: by posting on their dedicated tool for requesting features (they'll read)
supercurio said:
I propose the idea of filter by Build.DEVICE because it's useful for my app. You need additional filters too right ?
By custom ROM? By Kernel version? Explain you needs
Click to expand...
Click to collapse
Filtering by ROM / kernel is way too specific, but by device is great. I support this proposal.
this would be an incredibly useful feature for developers on XDA. since many hobbyist developers put an app that only works on the device they're developing it for, it would make sense to be able to whitelist or blacklist certain phones so they can be restricted to certain phones.
for instance, I'm sure the developer of RealHDMI (the Droid X HDMI mirroring app) would have loved this feature when people with EVO's were trying to install and were (not shockingly) unable to use it and giving the developer negative feeback. for a community such as this, I can't help but see how this could be an amazing addition to the marketplace.
I don't think its realistic. Google may well come round to a warning message (after accepting permissions perhaps?) saying 'your device is not supported'. This would help in situations such as the Android 2.1 Galaxy S's inability to play ball with Skype, and various games that don't support or fully support some chipsets, as well as your own, very real, problem.
Filtering per device will only pave the way for more fragmentation jibes and claims by Apple/Microsoft that Google are inflating number of apps available. We have to remember Google's priorities: PR > OEMs > Developers > Consumers > Facebook. They *need* to stop any fragmentation claims and *need* to boost app numbers in line with App Store, all to prevent counter PR.
HazzBazz said:
I don't think its realistic. Google may well come round to a warning message (after accepting permissions perhaps?) saying 'your device is not supported'. This would help in situations such as the Android 2.1 Galaxy S's inability to play ball with Skype, and various games that don't support or fully support some chipsets, as well as your own, very real, problem.
Filtering per device will only pave the way for more fragmentation jibes and claims by Apple/Microsoft that Google are inflating number of apps available. We have to remember Google's priorities: PR > OEMs > Developers > Consumers > Facebook. They *need* to stop any fragmentation claims and *need* to boost app numbers in line with App Store, all to prevent counter PR.
Click to expand...
Click to collapse
Its not by ignoring facts and developer needs that you prevent fragmentation.
Hello,
I've been doing some research on the many, many different routes I can go with Android development, and I'm hoping someone might be able to help narrow down my choice. My experience is currently web related, PHP/HTML/CSS, with knowledge of intermediate Javascript, etc.
I'd like to create a very similar game to Football Manager, but less ambitious. For those that aren't aware, it's a simulation game where you're the manager of a soccer team.
My ambition is to keep it very simple, dumbed down. No need to watch the games, pretty much all text with simple graphics for some things.
My issue is, trying to find a place to start. There's literally a lot of different routes, and I'm overwhelmed. Do I use HTML5? Java? One of the programs like Unity, Construct? PhoneGap?
For my specific game, and idea, what would be your best suggestion on what to use?
Thanks in advance.
you can try CocoonJS. it's easy.
It's html5 fraemwork.
CocoonJS is a technology that helps HTML5 developers publish their web-based games and apps in the most important mobile and web stores with no code changes and with all the advantages of native development.
Using CocoonJS, a single code base is enough to publish a game or app natively on more than 10 stores. Best of all, with no installations thanks to our cloud-based platform.
HTML5 is finally ready for cross-platform app and game development!
Learn more: http://ludei.com
But now it's in open beta.
All free, but all Extension only for premium users.
Premium account granted for free, if you have nice idia/project.
The answer is "it depends"
A couple of questions...
1. Will it only be for Android? or are you also planning to push it to iPhone?
2. Will the interface be more like a app (eg. gmail, calendar, utility apps) or more like a game (immersive, completely different interface) ?
3. Will there be a lot of interaction? or mainly consuming information?
pyko said:
The answer is "it depends"
A couple of questions...
1. Will it only be for Android? or are you also planning to push it to iPhone?
2. Will the interface be more like a app (eg. gmail, calendar, utility apps) or more like a game (immersive, completely different interface) ?
3. Will there be a lot of interaction? or mainly consuming information?
Click to expand...
Click to collapse
1. Android to start, possibility of iPhone in the future.
2. Straight forward, more like an app, nothing too pretty, more statistical.
3. Mainly consuming information, lots of behind the scenes work.
In that case, I would say go for a mobile friendly web-based app, as opposed to a native app. So this would mean HTML/CSS/JavaScript.
Reasons are:
You want to eventually be on both Android and iPhone. Since you're app is more "app like" if you go native, you'll essentially have to write 2 separate apps to have good user experience (Android and iPhone have vastly different experience guidelines). WIth a mobile-friendly website, you'll satisfy both with one code base
You've already got experience in HTML/CSS/Javascript - definitely a big win!
Since your app will mainly be information consumption, it sounds suitable for a website.
When done correctly, a mobile-friendly website can still be a great experience to use
A couple of things to be aware of...
Don't try and imitate the native UI on the mobile-friendly website. It is a website, not a native app! Users are fine if it doesn't behave like a native app (afterall, they would've just reached your site via the browser). In fact, if you make the website behave sorta like a native app, it might confuse users more. Best direction is to have a good, solid ,easy to use and understand UI. (Be wary of the Uncanny Valley)
Unlike laptops/desktops, mobiles generally are less powerful, so you'll need/want to optimise performance. Make sure the website runs fast & smoothly (ie. optimise resource downloading, minimise/optimise javascript animations etc). Be aware that most phones have a 'click delay' (to detect swipes/drags etc) so you'll want to use something like fastclick to eliminate this.
Remember that on a mobile device your user will be using their fingers (and not a mouse) to click/interact with your website. So make sure tap targets are nice and large.
Finally .... test on a real device! Chrome dev tools etc to simulate phone screens is great for dev, but actually using your website on a mobile will reveal many design decisions that might need to change.
This might sound like a lot to think about, but I think given what you've said about your idea, in the long run, it will be more time efficient. (there is probably a equally long list of things to think about when developing a native app!)
Good luck with your idea
pyko said:
In that case, I would say go for a mobile friendly web-based app, as opposed to a native app. So this would mean HTML/CSS/JavaScript.
Reasons are:
You want to eventually be on both Android and iPhone. Since you're app is more "app like" if you go native, you'll essentially have to write 2 separate apps to have good user experience (Android and iPhone have vastly different experience guidelines). WIth a mobile-friendly website, you'll satisfy both with one code base
You've already got experience in HTML/CSS/Javascript - definitely a big win!
Since your app will mainly be information consumption, it sounds suitable for a website.
When done correctly, a mobile-friendly website can still be a great experience to use
A couple of things to be aware of...
Don't try and imitate the native UI on the mobile-friendly website. It is a website, not a native app! Users are fine if it doesn't behave like a native app (afterall, they would've just reached your site via the browser). In fact, if you make the website behave sorta like a native app, it might confuse users more. Best direction is to have a good, solid ,easy to use and understand UI. (Be wary of the Uncanny Valley)
Unlike laptops/desktops, mobiles generally are less powerful, so you'll need/want to optimise performance. Make sure the website runs fast & smoothly (ie. optimise resource downloading, minimise/optimise javascript animations etc). Be aware that most phones have a 'click delay' (to detect swipes/drags etc) so you'll want to use something like fastclick to eliminate this.
Remember that on a mobile device your user will be using their fingers (and not a mouse) to click/interact with your website. So make sure tap targets are nice and large.
Finally .... test on a real device! Chrome dev tools etc to simulate phone screens is great for dev, but actually using your website on a mobile will reveal many design decisions that might need to change.
This might sound like a lot to think about, but I think given what you've said about your idea, in the long run, it will be more time efficient. (there is probably a equally long list of things to think about when developing a native app!)
Good luck with your idea
Click to expand...
Click to collapse
Thank you very much for your help, I appreciate all the information. One last question on my end.
I'm assuming the development tools would be the same as a usual website (ie. In my case, Dreamweaver?). If you're familiar with Game Dev Tycoon, would a layout /similar style of interaction game b, e capable using only Dreamweaver, or is something else needed?
No worries, more than happy to help
I would actually suggest not using Dreamweaver as for the mobile website, you'll really want to be as lean and minimal as possible. From what I recall, Dreamweaver can add quite a bit of 'cruft' to your code.
I would suggest a standard text editor (recommend: http://www.sublimetext.com/) as that would allow you to have complete control over your code, what you include/exclude, what goes where etc. The mobile site will require that extra attention as you really want to make sure it runs smoothly on the mobile.
In terms of quick dev iteration (making sure the site looks correct) you can use the chrome developer tools (https://developers.google.com/chrome-developer-tools/) which allows you to fake the user agent/screen size etc on your browser. Though nothing beats occasional testing on a real device - just to make sure you're on the right track.
Had a look at Game Dev Tycoon and I would say for something as involved as that (lots of interaction, animations etc) it's better to go down the native route.
pyko said:
No worries, more than happy to help
I would actually suggest not using Dreamweaver as for the mobile website, you'll really want to be as lean and minimal as possible. From what I recall, Dreamweaver can add quite a bit of 'cruft' to your code.
I would suggest a standard text editor (recommend: http://www.sublimetext.com/) as that would allow you to have complete control over your code, what you include/exclude, what goes where etc. The mobile site will require that extra attention as you really want to make sure it runs smoothly on the mobile.
In terms of quick dev iteration (making sure the site looks correct) you can use the chrome developer tools (https://developers.google.com/chrome-developer-tools/) which allows you to fake the user agent/screen size etc on your browser. Though nothing beats occasional testing on a real device - just to make sure you're on the right track.
Had a look at Game Dev Tycoon and I would say for something as involved as that (lots of interaction, animations etc) it's better to go down the native route.
Click to expand...
Click to collapse
Thank you again. I appreciate all your help.
Hey Guys,
Though this may be my first post, i will was i am no pro nor noob. With that out of the way, I've been on android since gb stock and custom (usually custom 2-3hr after i get a new phone XD ). Android has improved leaps and bounds. However, simple things are either complex ( such as managing nandroids or even obtaining for some users), convoluted ( media management, migration to a new rom while retaining data etc.), or costly( the new airdroid, helium backup etc..). I feel that a lot of the paid services while awesome, simply cost too much.
So that said would anyone be interested in:
A cross platform Android manager
A set of core android utilities (on your phone)
Incorporating premium functionality and a nice gui (probably material based).
If so what functionality would you like ?
Some links to some existing works ?
some cool ideas ? ~~
**NOTE **
i do know there are quite a few initiative towards this goal.
The idea is to have a unified toolset to form an unofficial official Environment & utilities.
I want all feedback good or bad to keep this a realistic as possible.
And yes i can program quite well, as can my colleagues.
IF this comes into fruition it will be a community project and the idea is to have a very very low cost product with all the features you need/want.
SO Shoot !!
[RESERVED] - Further details.
Hi everyone,
Here is a little history first. In 2014 I helped develop a traffic counting app for an engineering buddy. I designed the UI's, the flow charts and wrote the 275-page illustrated, developers manual. The developer had it working in less than 6 weeks, thanks to, as he said, "to the awesome documentation provided". The app has been in use since then and has worked flawlessly on the original 24 tablets I originally purchased for him.
Recently, we have been asked to bring the app to a wider audience so, my question is, "Is there a way to prepare an image of the Android OS containing only the setup we need, and then clone it to the new tablets?" The app is designed as engineering tool and is not listed through Google Play and as such, it does not require most of the bloatware found on the new tablets. The app does require the use of photos, some file management along with network connectivity to send and receive the various data files required and produced by the app.
I have limited experience in rooting, but I have been successful when I done it on my Samsung phones.
As a certified Graphics Designer/Windows and Mac tech/COVID-19 survivor (nearly killed me, literally...LOL), I am aware of the amount of work that goes into aiding people with their "little" projects. Any help or direction in this matter would be deeply appreciated.