Jarid Fitzgerald IOS Vs Android

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Jarid Fitzgerald

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Dr. Ramanujan
11/21/10

IOS vs Android

Daily people are berated with the latest and greatest cell phone and told by advertisers

and media alike why this new phone is better and greater than the existing phones on the market.

There are really two major competitors that are in the market, or at least the most prevalent of

them. There is of course research in motion’s blackberry, or Microsoft’s Windows Mobile, or

even Palm, but this will be a comparison between the key aspects of IOS, which was produced

by Apple, and Google’s, Android operating system. While, the Iphone is sitting on top of the

market in terms of sales and shares, Android is slowly eroding that market and potentially

poising itself to take over the top position in terms of market share. This will be a discussion on

the major aspects of the usability of both Android and IOS. It will compare the major elements of

these applications and how they intact with users. It is important for users to use the application

properly and understand the functionality.

Many of the modern elements of phone design are not new by any means. “While the

Iphone as a whole may be revolutionary, the individual elements forming the interface are not so

new. Bill Buxton was pushing multi-hand input back in the 1980s when the world was just

waking up to the mouse, already 20 years old at the time. Several researchers were

experimenting with gestural interfaces in 1990s, myself included. I was reminded of this only

minutes after Steve's speech when my partner, Jakob Nielsen, called me to say, "Jobs just

announced your pinch interface" (EveryIpad.com)! These elements have been around since the

1980s, they have been added to the modern elements of technology. It was important that these
elements have played a key role in allowing the Iphone and other pieces of technology to utilize

it. These elements are critical to IOS, and how it functions, in that IOS relies on multi-touch as a

critical element to usability and functionality of its applications. “Apple has patented specific

claims regarding how it implements touch screen behaviors to deliver a significantly improved

user interface. The name of the patent gives that away: “Touch screen device, method, and

graphical user interface for determining commands by applying heuristics.” It’s specifically

claiming a unique method of determining how the user’s fingers hit the screen in order to decide

whether to scroll only up and down, or to scroll around in any direction. This enables the

Iphone’s Safari browser, for example, to intelligently lock into scrolling up and down on a

column of text when it appears that the user is intending to only scroll up and down, but to allow

the user to freely scroll all over the page when they begin by touching the screen in a different

way” (RoughlyDrafted.com). The importance of this patent by apple is that it was not the

functionality that they where patenting, but it was the usability of the system. This is important

because it is the chief element of the product and as such it has been carried over into their Ipad,

and will more than likely show up in future touch and finger based products produced by Apple.

“The traditional GUI separation between "church and state" — that is, between content and

features or commands — has carried over to modern Web design. Those 1993-style image maps

are long gone from any site that hopes to do business on the Internet. The Ipad etched-screen

aesthetic does look good. No visual distractions or nerdy buttons. The penalty for this beauty is

the re-emergence of a usability problem we haven't seen since the mid-1990s: Users don't know

where they can click. For the last 15 years of Web usability research, the main problems have

been that users don't know where to go or which option to choose — not that they don't even

know which options exist. With Ipad UIs, we're back to this square one” (Jakob Nielsen). The
reason for the addition to the discussion of the Ipad is that the Ipad uses the IOS that is present

within the Iphone. The issue of usability really comes to play with the in ability of users to

determine what is actually selectable. It comes down to the ability to use the application, if a user

does not know how, or what to select, then it is difficult for them to be able to use an application.

This really comes to a head as more and more non-traditional items are being used as buttons for

the application. “The current design strategy of Ipad apps definitely aims to create more

immersive experiences, in the hope of inspiring deeper attachments to individual information

sources. This cuts against the lesson of the Web, where diversity is strength and no site can hope

to capture users' sole attention. Frequent user movements among websites has driven the

imperative to conform with interface conventions and to create designs that people can use

without any learning (or even much looking around). The Ipad could be different if people end

up getting just a few apps and sticking with them” (Jakob Nielsen). These new changes and such

are important to getting and attracting the attention of the user. If they want to keep attention of

people they must create these elements so that users will pay attention to them, but they must be

defined enough so that users know how to use them. Without a clearly defined role of usefulness,

or usability, it is hard to define what and how to use it.

First, the Iphone’s IOS, which is based on a full touch screen set of controls that allow

users to control every aspect of the phone. From QWERTY controls, to multi-touch and defining

elements that have made this phone extremely popular among the apple user base. The “Iphone

is a simple drag and drop utility for IOS designers. The app specializes in allowing you, the

designer, to preview what each of your designs would look like on an actual device, as opposed

to in Photoshop or Illustrator” (Razorianfly). These drag and drop utility of IOS allows designers

to create very functional and aesthetically pleasing to users. This allows users to control all
functionality of the phone with their finger tips. This allows them to use several aspects of the

phone and functionality with it. “One of the joys of using the Iphone is understanding that it's not

just a press-and-hold interface, but one that can be controlled by numerous gestures, most of

them fairly intuitive. When you're in a long list (such as a list of iTunes artists), flicking your

finger on the screen makes the list scroll rapidly. To unlock the Iphone and start using it, you

have to slide your finger across its face; a movement that made me feels as if I was almost

unzipping the phone. Zooming in on an image or a web page by poking at the area you'd like to

enlarge with two fingers and then spreading them apart feels quite natural, too” (EveryIpad.com).

These numerous gestures and the ability of the phone to respond to multiple aspects of users

controls not only is a huge advancement in modern phone usability. The ability to zoom in and

out of an image, actively move in and out of a map. Move around the screen, and control various

aspects of the application’s functionality. “It's the same with Ipad apps: anything you can show

and touch can be a UI on this device. There are no standards and no expectations. Worse, there

are often no perceived affordances for how various screen elements respond when touched. The

prevailing aesthetic is very much that of flat images that fill the screen as if they were etched.

There's no lighting model or pseudo-dimensionality to indicate raised or lowered visual elements

that call out to be activated”.(Jakob Nielsen) This has allowed developers to tap into the phones

intuitive and responsive controls, giving their users a better user experience which is always a

goal of a company attempting to sell the project/application/or controls. "Ipad apps are

inconsistent and have low feature discoverability, with frequent user errors due to accidental

gestures. An overly strong print metaphor and weird interaction styles cause further usability

problems" (Stuart Dredge). This seems to be contrary to the feelings of users who think that the

IOS is a fantastic operating system and sales of Ipads and Iphones seem to support that users like
and enjoy them, but with that in mind, Andriods are starting to take over more and more and as

such the Android OS will be compared to it.

Android is currently the second biggest phone operating system, and it is starting to

traverse into the tablet market with new version coming up in the near future. This is pivotal

because it is becoming more and more important that these operating systems be more and more

user friendly and as such this will be an in-depth look at Android. “Froyo gives users a massive

speed increase, thanks to the JIT compiler, and the Java V8 engine. With the JIT compiler,

applications will launch quicker, and the overall OS will just be that much snappier. The Java V8

engine, which you can find on Google’s desktop browser, makes the Android web experience the

fastest in all the land” (StuffApproved.com). This is important because users want

responsiveness. It is important to keep people interested in the applications, and the hardware

itself, and to achieve these user enjoyments, they must has a device that is responsive and

enjoyable. Additionally, with the primary development platform being in Java, it allows a large

portion of the population to develop on the platform. “Froyo makes the best of your data

connection, and can turn your phone into a mobile hotspot. This feature may not make it to any

other phone than the Nexus One; since wireless carriers would rather you pay a premium for that

feature” (StuffApproved.com). Apple for the longest time has made it a point to push and even

punish users away from using their devices as Wi-Fi hotspots. As such, they limit the uses of

these functions and quash any application posted in the application store that adds this

functionality, whereas, Google, allows and promotes the use of the device as a Wi-Fi hotspot,

and allows users in the application market to produce better more efficient version of these

applications to sell to the end users. “Google may get into the music business with Gingerbread,

with plans to take on iTunes directly” (StuffApproved.com). This is also another huge feat that
Google needed to overcome. This is because for the longest time, Itunes, Apple’s premier music

service, has dominated the digital music market. As such, it has been exceedingly harder for

other competitors to step into the market and take away from Apple’s market share. Additionally,

this is one of the key features of the IOS, is that it is tied to Itunes. Now, Google is offering and

alternative to this. They are offering it in the form of a new source of music to tie into their

application market. “One of the biggest rumors is that Android will experience a complete UI

revamp, and it will likely be taking notes from Android 2.1’s Gallery application. So we are

talking 3D Android here. Snatching up one of Palm’s WebOS designer’s, who will likely lead

the design team, will likely aid in the process, and we can’t wait to see what they come up with”

(StuffApproved.com). This is, and can potentially be devastating to Android. This is because one

of the biggest selling points of Android is its current format, so in order to make an effective user

interface, the new version of Android is going to have to keep many of the key functionalities

that it had in the past, but also expand on the ones that it is going to be implementing. Really the

best way to look at it is that you need to polish the existing portions of it that are good, and look

to change those that users feedback leads you to think do not fit into the picture.

There are two distinctly different approaches to how an interface is designed between

these two operating systems. Each claim to be the best at what they are and what they do, but

neither is perfect in every area. When you look at application support for the devices you have

two different approaches to development. On one hand you have closed market with a

gatekeeper defining entry into the application market; on the other hand, you have open access to

anyone who has a computer. From this point, it expands even more. With different takes on how

the users should be allowed to interact with the applications, what they can do with their own

devices and so on. There are many elements that are coming together. A mobile device is
becoming are more and more integral part of live and this is prevalent with the user experience.

In order to have the best and most effective user experience, they must be able to navigate

applications, understand the fundamental design elements. See uniformity from page to page,

and as such they are going to need to have both an aesthetically pleasing and enjoyable system to

work with and use.

As you can see there are major weaknesses in the usability of the operating systems for

these phones. They are designed to be easy and straight forward to use. With the Iphone, you see

where there are major studies showing that there are major issues with controls and functions

with the application. When users have a problem understanding the basic fundamental controls

of an application, there shows that there is a problem. It is important that users understand the

most basic elements of the application and how to use it. When you look at something like

Microsoft Windows, you expect to see similarities form screen to screen. When you look at one

application there are a set of controls that you expect to look a specific way. So the look and feel

of the design needs to stay a specific way. This means that if there is not uniformity from page to

page then it makes it more difficult for users to access and utilize the data.
References:

Dredge, Stuart. “Usability guru Jakob Nielsen slams Ipad launch apps”. May 12, 2010. Mobile

Entertainment. Accessed November 21, 2010. http://www.mobile-

ent.biz/news/37096/Usability-guru-Jakob-Nielsen-slams-iPad-launch-apps.

Nielsen, Jakob. “Ipad Usability: First Findings From User Testing”. May 10, 2010. Useit.com.

Accessed November 21, 2010. http://www.useit.com/alertbox/ipad.html.

Schofield, Jack. “The Technology newsbucket: Ipad usability, Iphone v Android, WiGig, and

more”. May 11, 2010. Guardian.co.uk.

http://www.guardian.co.uk/technology/blog/2010/may/11/technology-links-newsbucket.

Dilger, Daniel. “The Iphone multitouch patent myth”. Feb 13, 2009. Roughly Drafted Magazine.

Accessed November 21, 2010. http://www.roughlydrafted.com/2009/02/13/the-iphone-

multitouch-patent-myth/.

“Iphone Q&A”. January 31, 2007. EveryiPod.com. Accessed November 21, 2010.

http://www.everyipod.com/iphone-faq/iphone-how-multi-touch-interface-works-when-

developed.html.

“Review For Iphone – An Awesome Utility for IOS User Interface Designers”. August 23, 2010.

Razorianfly.com. Accessed November 21, 2010.

http://www.razorianfly.com/2010/08/23/review-for-iphone-an-awesome-utility-for-ios-

user-interface-designers/.

“Evolution of Android”. July 17, 2010. Steven Jan’s Usability & ia forum. Accessed November

22, 2010. http://stuffapproved.com/blog/2010/07/17/evolution-of-android/.

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