The history of mobile applications dates back to simple games such as Snake, Pong, Tetris, and Tic-Tac-Toe included with candy bar phones.
As phones became “smarter,” Windows Mobile phones of the mid-2000’s and others included the ability to install third-party software, both paid and free.
Next came the era of the high noise level platform app stores that we know and love/hate today. There are tons of both free and paid apps. Some apps are useful to accomplish very specific, pointed tasks with high efficiency. Others apps are arguably less than useless. The good and the bad, the useful and the useless are packaged together in a cacophony of brightly-colored graphics and flowery sales language, all on equal footing and demanding attention. App discovery is often painful, unpleasant and risks device app bloat.
Mobile device ownership and management requires a learning curve. In phase one, the mobile device novice is at high risk of downloading seemingly every app encountered, while actually making use of very little of that which has been installed.
Phase two of the learning curve is typically marked by out of storage memory errors.
Phase three requires the user to decide which useless apps should be deleted so that the mobile device can continue to be updated and/or functional. When deleting apps, there is a tendency for the user to hang on to installed apps if there’s even the most remote of chances that the user might conceivably use the app.
The key test to determine whether a particular app should simply be deleted is to ask yourself whether or not you would reinstall it after a factory reset.
It should be noted that apps that the user has paid for will tend to have a higher psychological value placed on them, regardless of whether they are actually useful or not.
In this noisy mobile app jungle, where crap is right alongside cream, people are trying to squeeze the most out of their mobile devices, to extract the maximum productivity.
Mobile devices make great content consumption devices. Proof is all around us. At any given moment when people are around, how many of those people are absorbed with their mobile devices?
As mobile devices become ever more powerful, the next step in the evolution of the mobile device usage learning curve is revolving around increasing demand to accomplish real-world productivity tasks. While some productivity tasks can be accomplished, others are difficult or impossible – not because of computing power limitations – after all, today’s mobile devices often have quite powerful processors – no, because of software limitations.
Mobile device operating systems have grown larger and more sophisticated along with the more powerful processors. However, there is a problem plaguing both iOS and Android in the form of an app gap. Apps are wannabe pretenders when it comes to genuine software sophistication. No mobile device apps can compare on equal footing with desktop computer software. Both major platforms – iOS and Android – suffer from this problem.
There is nothing stopping software vendors from developing highly sophisticated mobile software, other than the fact that it’s typically just not worth it. For whatever reason, mobile device owners have a pervasive “it has to be free or very low cost” mentality. We are willing to spend upwards of a thousand dollars or even more for a high end mobile device, but balk at the idea of having to pay more than a few dollars for single apps.
If you have ever tried to push a mobile device to better take advantage of its powerful processing capabilities, you quickly run into a problem. Go beyond a certain level of task sophistication, and the apps typically fall flat very quickly. The ultimate test for mobile apps is to take a mobile device and plug it in to a 1080p or higher monitor. Attach a keyboard and if it’s an Android device, attach a mouse or trackpad. Try to use the mobile device and the installed apps like you would a full computer. For example, try to push the experience to its limits by editing a long, complex video and see how well it goes. The mobile software will play back high resolution videos without any trouble at all, but try to do something really productive and things quickly fall apart. The problem isn’t the processor, but the software.
The mobile app gap situation doesn’t look as if it will improve anytime soon. In the meantime, as mobile device owners and users there are a lot of questions we should be asking ourselves.
How much are you willing to pay for mobile device apps? What has been your experience? Have you ever paid for an app and then realized later that it was a waste of money? What is the most you have ever paid for a mobile app and why?
Why are people willing to pay sometimes hundreds of dollars for sophisticated commercial desktop class software without batting an eye, yet close their wallets when it comes to paid apps for mobile devices? Do people perceive mobile devices to have as big of a potential payoff as a desktop or laptop? If mobile computing devices don’t have the same payoff potential as a desktop or laptop, then why not? What is the difference between the two systems? What can be done to increase the potential payoff value of mobile computing devices?