1 - History of Mobile Computing
1 - History of Mobile Computing
TOPIC 1
Topic Outline
1. Wireless Technology
2. Telephony and Messaging concept
3. Mobile Computing Concept
1. Wireless Technology
In the Beginning
The telephone is one of the greatest inventions of
mankind
It revolutionized communications, enabling us to
communicate across great distances.
Telephone was used only to carry out analog voice
communication over electrical wire
The invention of wireless communication enables phone
communication over electromagnetic signal subsequently
leading to the development of cellular/mobile phones
In the Beginning
The advancement in digital signal processing (DSP)
enables digital information to be carried out over
communication
This gave birth to 2nd Generation wireless telephony
technology (2G), which enables the sending of SMS text,
picture messages, multimedia messages (MMS) and
internet communication
The mobile phone no longer being used solely for the
purpose of analog voice communication
Evolution of Devices
Evolution of Devices
However, the modern mobile phone is no longer used
solely for ‘communication purposes’
Modern mobile phones have been imbued with
processing power and high-resolution screen which can
rival even the classic desktop computers.
In fact, modern mobile phone is capable of doing nearly
everything that can be done with a desktop computer –
with the potential for more meaningful relevance to our
daily activity
Evolution of Mobile Devices
Brick Era
Candy Bar Era
Feature Phone Era
Smartphone Era
Touch Era
Evolution of Mobile Devices: Brick Era
First generation of mobile device (circa 1975-1988)
Bulky, has chord. Also known as suitcase phone, has large
battery pack.
This is because Brick Era phone require enormous
transmission power to reach the nearest cell tower site, in
which in that era were few and far between.
Only provide analog voice communication and only useful to
those who require constant communication or those who work
on the field
It was very expensive and only used by specific group of
people
Evolution of Mobile Devices: Brick Era
Suitcase Phone
Evolution of Mobile Devices: Candy Bar Era
Candy Bar is a term to describe the long, thin, rectangular
form factor of most mobile devices used during the era
(1988-1998)
Mark the shift towards second-generation 2G technology
and SMS
Number of cell towers exploded by increased demand, has
reduced the device power requirements. Thus, candy bar
era phones are significantly smaller.
Devices in this era are getting progressively more
affordable to the masses
Evolution of Mobile Devices: Candy Bar Era
Evolution of Mobile Devices: Feature Phone Era
The Feature Phone (1998-2008) marks the
incorporation of computing power to mobile phone
This opened the floodgates to variety of use and services
on the phone such as listening to music, taking photos and
introduces internet (post-WAP) on a phone.
Feature Phone Era introduces the concept of
customizable content (custom ringtones, applications,
games)
Evolution of Mobile Devices: Feature Phone Era
Evolution of Mobile Devices: Smartphone Era
The Smart Phone Era occurred at the same time as the Feature
Phone and Touch Era (2005-now?)
Smartphone have almost the same capabilities as Feature
Phone, except Smartphone incorporate multi-tasking
operating system.
Most Smartphone also shares common operating system and
applications developed for smartphone often can be shared
across devices that share common operating system
Example: Symbian applications can be shared across several
mobile phones which runs Symbian OS
3G technology is prevalent within Smartphone era (video-call
and HSDPA offering high speed data and network capacity)
Evolution of Mobile Devices: Smartphone Era
Evolution of Mobile Devices: Touch Era
The Touch Era beginnings is marked by the launch of the
first iPhone back in 2008.
The Touch Era phone distinct itself from Smartphone era
devices on the virtue of its input which uses multi-touch
touchscreen.
Touch Era phone also includes a standard set of sensors
(as defined by its operating systems: accelerometer,
magnetometer, gyroscope, Location-aware, GPS)
The form of similarities between Touch Era devices and
Smartphone era devices are they are still using common
operating system platform
Evolution of Mobile Devices: Touch Era
Exercise
Differentiate between feature phone and smartphone
Briefly explain the importance having wireless
communication device
Differentiate between touch era phone and smartphone
2. Telephony and Messaging
Telephony History
First wireless experiments
1888: Heinrich Hertz – spark generator
1894: Guglielmo Marconi – Ring a bell 30
ft away
Broadcast radio – 1920
Photographs transmitted by radio – • Pagers (widely used) – 1985
1924
• Candy Bar Era Phone – 1988-
Mobile Radio to Police Cars – 1926
1998
Satellite Systems for Telephony – 1962
• Feature Phone – 1998-2008
Cordless Telephones – 1980
• Smartphone Era – 2005
Brick Era Phone – 1975-88
• Touch Era - 2008
1G, 2G, 3G Networks
1G
Circuit-switched, analog signals, Voice only
2G
Circuit-switched, digital signals, voice or data overlay, 9 kbps or
19 kbps
2.5G - GPRS, why it is called 2.5G?
3G
Packet-switched, Transparent roaming, 2Mbps, Identification of
caller location
1G, 2G, 3G,4G Networks
1G introduced by AT&T in 1983, only analog cellular
telephony.
2G introduced in 1987 in Europe. Three primary
wireless standards:
TDMA (Time Division Multiple Access)
GSM (Global System for Mobile Communications)
CDMA (Code Division Multiple Access)
2.5G supports faster wireless data services, GSM
extensions.
3G & 4G provide wider bandwidth and higher data
rates for mobile users.
1G, 2G, 3G, 4G and 5G Networks
1G, 2G, 3G, 4G and 5G
G – stands for GENERATION
Each Generation is defined as a set of telephone network
standards , which detail the technological implementation
of a particular mobile phone system.
The aim of wireless communication is to provide high
quality, reliable communication just like wired
communication(optical fibre) and each new
generation of services represents a big step(a leap
rather) in that direction
1G, 2G, 3G and 4G Networks
Each generation has requirements that specify things like
throughput, delay, etc. that need to be met to be
considered part of that generation.
Each generation built upon the research and development
which happened since the last generation.
1G Network
1G is an analog technology and the phones generally had poor battery life
and voice quality was large without much security, and would sometimes
experience dropped calls .
These are the analog telecommunications standards that were introduced in
the 1980s and continued until being replaced by 2G digital
telecommunications
The very first generation of commercial cellular network was introduced in
the late 70's with fully implemented standards being established
throughout the 80’s
Nippon Telegraph and Telephone (NTT) launched 1G network in 1979,
The United States has approved the first 1G operations with Motorola
DynaTAC and Nokia Mobira Talkman becoming the first mobiles phones to
see widespread use in that country.
2G Network
Adapted from: Brown, J., Shipman, B., & Vetter, R. (2007). SMS: The short message service. Computer, 40(12).
Typical SMS Applications
CONSUMERS
1. Person to person messaging (chat with friends)
2. Interactive Information services (getting weather forecast)
3. Entertainment services (download a ringtone)
CORPORATE
1. Notification & alert services: (Emergency broadcast messages,
ShortCode)
2. Managing contacts & Appointments (Outlook Integration)
3. Content Push – pushing information or content to subscribers
Adapted from: Brown, J., Shipman, B., & Vetter, R. (2007). SMS: The short message service. Computer,
40(12).
SMS Advantages: Is it still relevant?
Although SMS is an older technology, SMS still has its
own appeal, some of the SMS advantages in the modern
world are:
Support modern and older devices, including
embedded device.
Almost guaranteed to work on any mobile network.
Can be used to send text messages programmatically
Support Application-to-person (A2P) use-case,
machine base
SMS Advantages
Reliable and can (almost) guaranteed to work on any
mobile devices.
SMS messages can be sent to devices without internet
connection (if it is connected to a GSM network).
SMS messages can be sent even if the receiver’s
device is switched off.
Supports sending to multiple receivers and supports
broadcast.
Can be used in Application-to-Person (A2P) or
Machine-to-Machine (M2M) applications
Risks and Attack Associated with SMS
SMS Spoofing
Attackers can replace the originating Sender ID with
alphanumeric text, mispresenting its origin and impersonating
legitimate sender.
SMS Phishing
Often combined with spoofing where the users may be baited
into sending private information or clicking on the URL
presented in the messages.
SMS Spam
Unsolicited SMS messages to users’ devices
Risks and Attack Associated with SMS
SMS Subscription Fraud
Unscrupulous company subscribe mobile phone user to
premium SMS service without their consent.
•Barbara Ballard.(2007).“Designing the Mobile User Experience”, John Wiley and Sons. ISBN 978-0470033616 (Page: 10-16)
Mobile Devices Characteristics
Mobile Device Characteristic
1. Portable
2. Connected
3. Limited Storage
4. Limited Power
5. Limited Resource
Barbara Ballard.(2007).“Designing the Mobile User Experience”, John Wiley and Sons. ISBN 978-
0470033616 (Page: 10-16)
Portable
Mobile device are designed to be movable and portable
It is meant to be carried by its user and kept close by
This also means that the data stored inside mobile device
should be portable too
Mobile devices are also expected to be used at a moment
notice (user don’t plan-ahead before using mobile device)
Ad-hoc uses due to its portability must be reflected in the
device usability and user interface. Information presented
should be concise and UI must be clear and less verbose.
Connected
Mobile devices are meant to be connected and are expected to
be connected to any form of network
Even the most primitive form of mobile device is connected to a
GSM network
A mobile device without connection is useless
Users expect to use mobile device to connect with other users.
This very concept is also extended to modern smart phones
where most users expect mobile applications to be connected
(i.e: Calendar application that can be syncronized, Dropbox
application, Google Drive, Facebook mobile)
Limited Storage
Due to its nature, mobile device will always have relatively
limited storage. This trend will continue in the foreseeable
future.
Early phones only have limited space to store contact
names and phone numbers (typically limited to 256-512
‘slots’)
Later candy-bar era phones allows users to store notes
and reminders in a built in memory (usually not more
than 1024k)
Limited Storage
Even by current standards, mobile phones still in need of
‘extra’ storage.
Storage space is still one the deciding factor in buying
phones. Whether it supports external memory card or if
the phone comes with complimentary cloud storage
facility.
Application designed for mobile device should always
minimize the use of storage or at least offload the storage
to a remote location (by using cloud storage facility)
Limited Power
One can argue that there is no ‘unlimited’ power
However, in mobile device – power is significantly limited by its
battery capacity
Factor that affects battery drains:
Weak cell tower signal
Extensive processing cycles
Extensive use of sensors (GPS, NFC, Magnetometer, light sensor etc)
Connectivity (Mobile data, WiFi, Bluetooth)
Screen activity
Background process activity
A good application should keep battery drains to a minimum level
Limited Resource
Resource in mobile device refers to its memory,
processing capabilities and connectivity.
Memory (or RAM) is limited in mobile device.
Applications should reuse objects and discard objects that
are out of scope to conserve memory.
Devices will often stalled when it runs out of memory
during use.
Processing power in mobile devices is usually constrained
to conserve battery and to reduce heat. Application that
uses extensive and prolong computation usually offloads
them to remote server.
Limited Resource
Mobile device has limited connectivity
This is due to:
Unreliable network coverage
Limited network cell capacity (overcrowding)
Subject to interference (signal bounces off barrier, noise)
Barbara Ballard.(2007).“Designing the Mobile User Experience”, John Wiley and Sons.
ISBN 978-0470033616 (Page: 10-16)
Mobile
Mobile users are mobile. They may move while
using the application or between instances of
application
Physical location and social context may change while mobile
user are travelling
Users may be in rush hour traffic, in a meeting, in class, on a
bus or train, at the library, in the restroom.
Some resources may not expected to be available while
mobile: Internet connectivity, storage, notes, familiar locations,
etc.
Information stored on a remote computer may not be available
while users are mobile
Interruptible, Easily distracted
Mobile users are easily distracted
Users attention may be distracted by his environment or
social cues.
Example: a user in a bus station writing an SMS may be
distracted by bus departure announcement.
Tasks performed on mobile device should always be
expected to be interruptible.
Writing SMS or watching videos on mobile can always be
interrupted by a phone call.
Available
Converse side to interruptibility is that mobile users are
always available to remote friends and contacts.
The purpose of mobile devices is to make its users
‘available’. (why own one if you don’t want to make
yourself available? ☺☺)
Mobile devices are likely to be close to users wherever the
user goes (restroom, bedroom, in the class, etc)
In fact, Many people feel uncomfortable when separated
from their devices
1. Lasen, Amparo (2002). A Comparative Study of Mobile phone use in Public Places in London. University of Surrey
Digital World Research Center.
2.Cumiskey, Kathleen M. "“Surprisingly, Nobody Tried to Caution Her”: Perceptions of Intentionality and the Role of
Social Responsibility in the Public Use of Mobile Phones." Mobile Communications. Springer London, 2005. 225-236.
Socialable
A voice call is socially and technologically assumed
between two or more people
Sociability is a key metaphor in mobile app design.
Sociability in mobile phone is a means to reach others
around you, to be able to communicate whether verbally
or in written form or to immerse in other form of digital
social interactions (giving digital gifts, receiving
invitations, playing games together, sharing memorable
photos)
Users may not be interested to use applications without
the element of sociability,
Identifiable
Because devices are personal, they are usually unique to a
single users, exception to this rule is RARE.
This identification includes – unique phone numbers, user
account, SIM card, email addresses, contact lists.
Mobile devices are usually tied to a single user. People
sharing mobile device is extremely RARE
Therefore, application designed for mobile devices
SHOULD NOT ask for users for login credential each time
when accessing the app.
Exercise
1. List THREE(3) Mobile Device Characteristics
2. List THREE(3) Mobile User Characteristics
3. Mobile application needs to take account into Mobile
Device Characteristic and Mobile User Characteristic.
1. Wireless Technology
2. Telephony and Messaging concept
3. Mobile Computing Concept
End of Lecture