Mobile Game Monetization Methods for Bartle Types: Achieve Exponential Growth Through Social Gaming

The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Killers. In this, our concluding article, we will explore Socializers.

Socializers are perhaps the most important Bartle type for generating growth in a userbase. The Internet makes it easier than ever for players to share their experience with other users. Socializers aim to form connections through interactions with other players. Like the Explorer, they are focused on the internal qualities of the world and its inhabitants, while Achievers and Killers treat other users and the world as external objects.

In multiplayer games, Socializers enhance the gaming experience for all of the Bartle types. Achievers see any addition to the userbase as competition,  an elevation of the stakes, enriching their accomplishments. Killers see them as easy prey. Explorers see them as eager to communicate, join and help them on their quests. Socializers see other Socializers as people with whom they can socialize. Thus, Socializers appease all Bartle types and can trigger major growth in the ecosystem.

When developing games, mobile developers are often hampered with budgetary constraints which entail a single-player experience. Some turn-based games are able to counter that norm on a relatively small budget. However, in single-player games, the importance of social integration is absolutely vital in the current app landscape. In a world where Yelp rules and people are bombarded with an inordinate amount of daily advertising, many consumers rely on references from friends, family and trusted content curators to decide what they should pursue. Not only having a social presence, but giving players the opportunity to share in a variety of methods is a tactic which will enrich retainment on not only Socializers, but all of your userbase.

Profile creation satisfies both the Socializers desire to create a persona and connect with other users, while offering opportunities to entice Achievers with an opportunity to share their achievements.

Offering a variety of methods of communication is key to retaining Socializers. A “Social Prod” represents the lowest form of communication, such as the “Poke” button on Facebook, in which one user offers another user the minimum acknowledgement.

A “Brag Button” which allows you to easily shares your score and/or a video of your game to social networks is another method of communication which makes social sharing easy and entices the Achiever to share.

Creating a chat interface will encourage users to communicate with one another and allow them to share in-game secrets. A chat interface can function as a social network or discussion board for your users to congregate. When properly designed, chat interfaces can even help solve some of your customer service problems. Users feel more of a connection to other users, so setting up a kind of mentor system in your game where experienced players are rewarded for helping out newbies can go a long way in enhancing the intimacy of the experience while saving game developers money on maintaining Customer Service.

The presence of both a user’s outside friends playing the game and a community of friends existing within the game validates the game’s role in the user’s life and increases the sense of intimacy in the same way inside jokes with friends do.

Social Treasures are game items which a user can only get from another player. Candy Crush limits daily play, but lets players give their friends lives which enable them to play for longer as social treasure. Strategies like Social Treasure create a courtesy economy which encourages users to get their friends to play.

Rewarded Social Sharing gives users in-game currency or bonus items in exchange for sharing the game or their high score on social media, a method for encouraging sharing while also potentially previewing in-game in-app purchases.

Via Game Development Stack Exchange

Leaderboards factor into a number of single player games as the primary form of social integration, but Leaderboards can be intimidating and useless to new users when experienced players lord over the top ten spots and don’t give up. Offering a micro-leaderboard for in-game or social friends and/or monthly leaderboards will ensure new users are actually encouraged to become competitive through leaderboards and don’t feel left out.

When it comes to monetization, Socializers are best used as a tool to grow a userbase and thus enhance competition, increasing advertising and in-app purchases. Each of the above tactics applies to monetization in the sense that social sharing is in itself a currency. Freemium games can offer subscription-based online integration with a monthly fee.

Erwin Andreasen and Brandon Downey created the “Bartle Test” without collaboration or input from Richard Bartle. The test classifies users with a “Bartle Quotient.” The Bartle Quotient is calculated based on answers to a series of 30 random questions and totals 200% across all categories, with no single category exceeding 100%. So you can be 100% Socializer, 50% Explorer, 30% Achiever and 20% Killer. In other words, each of the Bartle types represents an urge within the gamer, but no gamer is 100% one of those categories.

Everyone has an Achiever, Explorer, Killer and Socializer in them. By isolating each archetype and analyzing their behavior, game designers can ensure they are making fully-formed, well-rounded games with a variety of appeal. And any mobile app developer will tell you the best monetization method is a well-built app.

Mobile Game Monetization Methods for Bartle Types: Make Bank off Killer Gameplay

The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Explorers.

Bartle Types Taxonomy Via Extra Credits

The Killer is the wild card of the Bartle Types. While both Achievers and Killers are competitive,  Achievers compete with/through the game, whereas Killers compete with anyone or anything in their immediate vicinity. The Achiever wants to act upon the game according to the rules of gameplay, while the Killer just wants an immediate thrill. They derive pleasure from interfering with the functioning of the gameplay and/or the experience of other players. Like Internet “trolls”, Killers gleefully enact subversive behavior under the guise of their game persona. They aren’t interested in winning, socializing or exploring – they just want to provoke and impose themselves on the virtual world and its inhabitants.

Killers thrive on the experience of disrupting gameplay. Achievers represent the ultimate target since they are most antagonized by being killed. As a result, in multiplayer games, the more Achievers you have, the more Killers you’ll have, which may lead to a decrease in Achievers and overflow of Killers depending on the level of engagement of the gameplay. Explorers also represent easy prey for Killers, and if there are too many high level Killers, it may become hard for Explorers to explore. Socializers also make an appealing target for Killers in multiplayer games. Like Socializers, Killers are interested in interaction and influence. Some of the same retention tactics apply to both Bartle Types.

The best way to retain Killers is to give them opportunities to disrupt other players or the world of the game. In MMORPGs and shooters, it’s easy for them to find other players to kill. The challenge in single player games (especially single player mobile games) is how to appeal to a Bartle type that thrives on interaction. For one, Killers aren’t just into killing. Interfering with elements of the world will also appeal to them. For instance, if there are elements of the game world, such as crates or trees, which the user can crash into and destroy, it offers the same immediate thrill of interference as player elimination.

Games get creative to offer opportunities for world interaction. In The Legend of Zelda, beyond combat with enemies, Link can also famously antogonize “cuccos”, an element of the world. In Grand Theft Auto V, the ultimate game/franchise for Killers, users can not only kill civilians, but can bump into them for a humorous disruption. Offering cheat codes in single player games represents an opportunity for the Killer to expose and modify the game engine on the game developer’s terms. Pokemon GO employs battles in Pokegyms. Games like Candy Crush give Killers the thrill of destroying parts of the world. Killers love explosions. Giving them a tangible goal, like specific collectibles or targets that generate explosive reactions, will go a long way in retaining their interest.

In order for a Killer to spend money on a game, they must be engaged by the gameplay. Killers are looking for a specific type of satisfaction, a kind of schadenfreude. Retention methods are key since if a Killer doesn’t get satisfaction, they’ll move on quickly to something more immediate. Offering alternate game modes, such as low-gravity or disco mode, may entice Killers’ desire to subvert the game world. In multi-player games, extra weapons, stealth and any advantage in the killing department may tempt Killers to purchase if they are invested in the game.

As with appealing to any Bartle Type, everything begins with engaging gameplay. Thinking of these player types during the process of development will enrich your techniques and ultimately your final product.

Next week, in the final article of our series on Bartle Types, we’ll take a look at Socializers and the best methods for attaining, retaining and monetizing them.

Mobile Game Monetization Methods for Bartle Types: Think Like an Explorer

The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Achievers.

Explorer via Massively OP

The Explorer is one of the most important Bartle types to maintain in a userbase. Explorers are out for the thrill of discovery. They want to test the limits of the game and see as much of the world of the game as possible. Explorers will wander the world to find secrets. If given a level map, they will utilize it to view as much of the world as possible. They enjoy trying out different weapons and characters. For Explorers, the gameplay is simply a mechanism for discovering different worlds and abilities. They are obsessed with Easter eggs and exposing game methods to find hidden areas. They love analyzing gameplay systems and motion systems, and executing plans designed to see if they can outsmart the designer and find parts of the map which the designers hadn’t expected users to find. The savvy game designer will know his game inside out and give Explorers props when they reach rare areas of the level.

Explorers’ role in the Bartle Type ecosystem is very important. They make for easy prey for Killers, but also, the secrets which they discover generally trickle down into Achievers, much to the benefit of Achievers who will go on to use these secrets to better their status.

Check out this awesome video on balancing Bartle Types by Extra Credits:

Retaining Explorers depends on the size of the world, but even a simple 2D scroller can have several lo-fi backgrounds which will prove incentives for explorers to see all the different backgrounds. A game board is a major opportunity to show off your world and offer explorers a tangible visual for the amount of work it will take to fully see the world. Explorers love to play as different characters and with different gear to see how the game experience changes. If you really want to appeal to this archetype, creating parts of a map only accessible with certain gear or characters will drive them wild.

The beauty of thinking about Explorers as an audience is that it will force the game designer to enrich their game. Making different levels available for purchase can drive Explorers to reach for their wallet. The savvy game designer may create an area which is only reachable when the user has made an in-app purchase of new gear or a tune-up. The Explorer wants to have the most full understanding of the game, so having unlockable and purchasable characters with different music and sound effects can entice the Explorer to buy.

But perhaps the best way to monetize an Explorer is not by forcing them to buy, but by sectioning their gameplay off with rewarded ads. Rewarded ads give the user a certain amount of in-app points or game money which can go toward an in-app purchase. Explorers are willing to spend hours exploring a map without a tangible goal – thus, rewarded video ads are a great way of rewarding their inquisitive behavior while offering a preview of some of the goods available for purchase.

A properly edited trailer will preview the game world in a way that leaves enough to the imagination of the user that it instills the desire to explore, regardless of whether they are Explorers or not.

Next week, we’ll take a look at Killers and the best methods for attaining, retaining and monetizing them.

Mobile Game Monetization Methods for Bartle Types: Break the Bank with Achievers

Last week, the Mystic Media Blog covered Richard Bartle’s taxonomy of player types. Over the next four articles, the blog will be conducting an in-depth exploration of each of Bartle’s four player types and how to attract, reward and ultimately monetize them.

The Achiever is the most basic player type. They seek to conquer the obstacles set up by the game. They look to act upon the world within its limitations. Achievers are generally the most important Bartle Type to maintain in your core userbase since they seek to play the game by the rules, as it was intended. Nicknamed “Diamonds” by Bartle, Achievers are interested in rewards, recognition and glory. They won’t settle for beating the game and will attempt to attain high scores in the leaderboard. If there is more than one difficulty, then they must learn to master it. In short, they look to attain any and every badge of honor they can.

The Achiever plays by the rules with the aim of progress. In order to entice them on a most basic level, they need to be engaged by gameplay from the outset. Games which are too difficult will discourage them from playing on, while games which are too easy will not be worth the time.

As they navigate through the game, giving Achievers finite goals and recognition for achieving these milestones will keep them engaged. They don’t just want to achieve, they want to be acknowledged for their achievements. A solid reward system with a steady stream of achievement-based unlockables and trophies will retain Achievers. As a game designer, using sound and visuals to create a positive emotional reaction upon in-game achievements should be among your top UI concerns.

One of the major visual opportunities to get users invested in your game is the Game Board. Check out a portion (57:20-59:09) of this awesome lecture by Nicolas Lovell where he breaks down how the Candy Crush board appeals to all different levels of player:

Game designers can monetize Achievers in a number of ways. Offering new game modes or difficulties through in-app purchases offers a tempting proposal to the Achiever, who will likely go ahead, buy and conquer if they are into the game. Having a difficult game with high level unlockables also available for in-app purchase can entice some Achievers to taking a shortcut. Offering an ad-less option is another enticing low-price option for the impatient achiever.

Achievers want their victories to become a part of their identity. They want to be known as winners and are looking to the game for fulfillment, so an alternate avatar for players who conquer the game is enough to retain them. Offering customizable avatars for in-app purchase is a simple way of appealing to all gamers’ desire to make their character their own. Candy Crush monetizes Achievers by limiting the amount of time they can play per day without paying, enticing many daily players to extend their time for a cheap price.

MMORPGs and warfare games capitalize on Achievers with special weapons and characters available for in-app purchases. Games with a social component make it easier to capitalize on Achievers since they are a sucker for status. The social component adds a major competitive edge which will cause some Achievers to jump at the opportunity to gain an advantage.

The difficulty in monetizing Achievers lies in offering a fair game experience with in-app purchases. Purchasing a competitive edge can dilute the amount of new users in a game. Achievers want their achievements to be sacred, so while offering purchasables is important, it shouldn’t make the game a landslide for those who invest. Some glories should be unlockable purely through game progression, rather than for purchase. Another way of regulating is to set a limit on in-app purchases. If you only have $5 to work with, it creates an element of strategy for Achievers which makes both the game and the purchase appealing.

Finding a balance between enriching gameplay with in-app purchases and maintaining a fair and engaging game on a free level is the difficulty of the Freemium model.

Next week, we’ll take a look at Explorers and the best methods for attaining, retaining and monetizing them.

Money in the Mind: How Bartle Types Can Help You Effectively Monetize Your Mobile Game

As a mobile game developer, understanding demographics is equally as important as understanding gamer psychology. Due to the emergence of the Freemium model, profits depend less on acquiring downloads, but on retaining your user base. The key to retention is to understand not only who your game appeals to, but what they are looking for in their gaming experience and how to creatively capitalize on their desires with an effective monetization strategy.

Richard Bartle is a video game writer, professor, and researcher best known for creating MUD1, Multi-User Dungeon, the first and oldest virtual world in existence. One of the major pioneers of the MMOG (Massively Multiplayer Online Game) industry, Bartle penned a paper called “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs” which has become one of the fundamental reference texts for analyzing player psychology.

Bartle classified behavior into an axis which evaluated their tendency to act vs. interact, with players vs. the world.

Character Theory Chart (Via Wikipedia)

The Bartle Types break down into four categories:

Achievers

Achievers seek to achieve a high status within the game. They favor acting upon the world. They put the most value in points-gathering and make it their mission to rise in levels. They will work diligently to overcome obstacles presented by the game and generally take on the challenges laid before them. Achievers can also seek social fulfillment, deriving pleasure from public knowledge of their achievements (online leaderboards, statistics, unlockables etc.). They are drawn to RPGs, arcade games, anything where they can attain a high score or achieve goals.

Socializers

Socializers make the most of the game’s communicative facilities. They favor interacting with other players. They seek a social experience. Socializers are drawn to multi-player and online gaming. Their social tendencies may also cause them to engage with the games’ storylines, especially in open world games such as the Legend of Zelda and Grand Theft Auto.

Killers

Killers seek to utilize the tools offered by the game to cause distress and assert their dominance over other players and elements of the game. They favor acting on players and thrive on imposing themselves on others. They may seek to gather points and rise in levels, but only to better assert their dominance over others. Killers care less about storylines than they do about action and are drawn to shooters, sports games, and online RPGs with combat.

Explorers

Explorers seek to learn as much as they can about the world before them. They favor interacting with the world. They enjoy exploring both worlds and the mechanisms of the game. They are interested in testing all of the characters, wearing different gear, playing different game modes and levels, etc. The more complex, the more a game will appeal to explorers.

In his book Designing New Worlds, Bartle has gone on to add a third axis of implicit/explicit, leading to a total of 8 player types. While players generally skew toward one player type, any given user has a variety of desires and appealing to each Bartle archetype will ensure the game will provide an emotionally fulfilling experience to a wide audience.

While Bartle Types are vital in effective game development, the template can be used or abused if not taken with a dose of creativity and common sense. Learn from the master in this lecture on how to properly and improperly utilize the Bartle Type Theory:

You can learn what type of player you are and take your own Bartle Test here.

Are You Cashing Out? Rule the Mobile Game Market with Top Monetization Strategies

The ultra-competitive world of mobile game development leaves many game developers in the red. Less than 1% of mobile game players contribute 48% of revenue to game publishers. With the rise of the Freemium model, many feel paid apps are essentially dead. Without a price to download, app publishers can no longer rely on a single method of monetization.

Here are some of the best methods for mobile game monetization:

SEGMENTATION

Segmentation, the division of profit streams, is key to any mobile game monetization plan. By understanding the many different ways in which one can create a revenue stream out of their game, developers are able to tactically decide which streams they want to pursue and how they want to pursue them.

App monetization revenues stem from three major categories: in-app purchases, subscription-based premium upgrades, and ad revenue. Highly-successful games can also bring in money through sponsorships, merchandise, and even big-budget Hollywood movies, but the bulk of app developers generate revenue from inside the phone. Experienced mobile game developers give individual attention to their apps, analyze what monetization streams will be the most effective, and design individual strategies for each stream.

REWARDED AD FORMAT

Ads and in-app purchases are both great assets to mobile game developers looking to monetize, but what if you could play them off each other to increase both sources of revenue? That’s the idea behind  the rewarded ad format. Games offer its users in-game rewards in exchange for watching full ads. The incentive increases video completion rate as well as ad revenue. By giving users a free in-app purchase, developers are not only able to increase ad revenue, they also preview the premium features, enticing more in-app purchases.

While the rewarded ad format can lead to a surge in both in-app purchases and ad revenue, it still requires strategy. Keeping the audience in mind by ensuring the user will find the ad interesting will increase completion rate. Considering the best time to show the ad also will affect whether the user is frustrated or eager to view the ad. Showing an ad after every level can be overkill and limiting the amount of rewarded ads can help strike a balance between user experience and monetization.

FREEMIUM

The popular Freemium monetization method entails a free download of the most basic form of the app to entice the user, then offering a price for premium services and features. Freemium apps can also profit through ads, but in order to be considered freemium, they must offer in-app purchases or premium versions for a subscription fee.

Apps like Tinder and Candy Crush have capitalized on acquiring a massive user base then enticing users to make in-app purchases and update to premium accounts. Candy Crush also intelligently uses social to allow users to receive premium features in exchange for sharing with their friends.

Candy Crush Social Share via BeatCandyCrushLevel.com

NATIVE ADS

Native ads are advertisements which are designed to match the form and function of their surroundings. Twitter, Facebook, Google, and Instagram all offer native ads and tools to help developers create and customize their ads. Native ad placement increases the chance of engagement by seamlessly blending the design of the ad in with the UI of the app. While many ads stand out in the context of a mobile app, native ads look like they are a part of the app rather than an advertisement. In 2013, Twitter upped their ante on mobile ads with the purchase of MoPub for $350 million.

The debate surrounding the morality of native ads is still ongoing. Some say they are unethical and deceptive, but few argue against the fact that they lead to better customer targeting and enhance content to reach more customers by blending in with surrounding content. The number one rule of native ads is to know your audience. While some will be bothered by the deceptiveness of native ads, if the developer can incorporate relevant content rather than ads for random products, native ads can appear to become more of an enhancement than an interruption.

Here is an example of a native ad by Google’s service AdMob:

AdMob Native Ad via The Next Web

FEEDER APPS

Feeder apps are simple games with addicting gameplay which app developers utilize to spread brand awareness. Feeder apps often feature such simple gameplay, in-app purchases and ads would feel intrusive. Instead, push notifications and links in the main menu  redirect users to their company website or another one of their games in iTunes. Many mobile development companies develop a network of feeder apps as a part of their publication and monetization strategy.

By utilizing a well-integrated native ad for the company or the game the developer intends to monetize, developers can turn viral feeder apps into profits. This comprehensive article by Scientific Revenue offers a great example:

ZeptoLab cross-promotes their featured app King of Thieves through their feeder app Cut the Rope.

Succeeding in the world of mobile gaming requires the same intense flare for competition which fuels mobile gamers. Experienced game developers know the stakes and come out swinging, ready to capitalize on every strategy they can to create a revenue stream. With the right combination of smarts, app development, promotion and strategy, mobile game monetization can rake in the big bucks.

For help with your next monetization strategy, contact Mystic Media today by clicking here or by phone at 801.994.6815

Connect with Millennials Through Snapchat

Many questioned Snapchat’s staying power when the company launched in 2011, but unlike the ephemeral nature of the network’s content strategy, Snapchat has proven it’s here to stay. Statistics show Snapchat has over 100 million daily users that combined watch 7 billion videos per day and contribute 8,800 photos per second. In 5 short years, the company has evolved from fad to one of the fastest growing and most intriguing social media networks on the internet. In 2016, Snapchat is projecting $300-$350 million in revenue, over 600% growth from the company’s 2015 projection of $50 million.

Snapchat thrives on allowing users to focus on the moment rather than perfection. Users can send photos and videos which disappear after they have been viewed. They can also craft “Snap Stories” which remain up for 24 hours after they’ve been posted. Snap Stories created an avenue for major corporations to deliver content  to their followers. Media companies like Vice utilize Snap Stories to deliver the news to millennials, while retail companies like Grubhub have had major success creating promotions.

Here are some creative ways companies are utilizing Snapchat:

MARKETING PROMOTIONS

Since Snap Stories disappear after 24 hours, users are motivated to watch stories frequently or risk missing out on an awesome moment. As a company, offering exclusive discounts or deals through a Snap Story is the ultimate incentive to increase snap views. Grubhub gained acclaim for their #SnapHunt Scavenger Hunt, which awarded 10 winners $50 in free food for each challenge. The personal, one-to-one nature of Snapchat makes it ideal for marketing promotions, which in turn increases your daily views and following.

A LOOK BEHIND THE CURTAIN

Many companies utilize social media to take consumers behind the curtain of day-to-day  operations. The spontaneity of Snapchat provides the ultimate network for such interactions. Snap Stories don’t have to be perfect, they don’t have to be major, they can be casual. Some companies utilize Snapchat to broadcast live events. Small events like birthday parties and company outings can make for engaging content.

Musicians often utilize Snapchat to offer glimpses at their new music. Tommy Hilfiger and Michael Kors both have used Snapchat to preview their new lines.

BROADCAST MEDIA

TV Networks like CNN and Comedy Central utilize Snapchat to promote their shows with bite-sized snippets designed to tease the viewer. CNN targets younger audiences with news stories relevant to them through the Discover function. Coca-Cola realized their audience could detect advertising when the company repurposed their TV commercials for the network, at which point they began creating Snapchat-specific content. The change ultimately was received with a 54% increase in video completion rate.

MAXIMIZING INFLUENCER MARKETING

As any social media expert knows, influencer marketing is key to developing a following and gaining access to new audiences. Snapchat’s emphasis on shared, intimate experiences with the individual makes the format ideal for celebrities and other influencers. Social media stars and acclaimed artists like DJ Khaled can document their day-to-day lives, including the clothes they wear, the stores where they shop, and even bizarre instances of getting lost at sea on a WaveRunner. Celebrities use Snapchat to create a narrative of their daily lives, an unparalleled opportunity for companies to incorporate their product or service and acquire positive brand association.

In one of the best uses of influencer marketing, Ben Stiller & Owen Wilson reprised their roles as Derek Zoolander and Hansel during a Valentino show for Fashion Week in Paris.

While Snapchat provides a major opportunity to market promotions, sculpting public perception of your brand in Snapchat requires a large amount of content in order to compete and keep users satiated. Snapchat is still a burgeoning network with an unlimited amount of possibilities. For an amazing look at the potential future of Snapchat, check out this awesome article from TechCrunch.

Get Fluent in IoT: Top Programming Languages for the Internet of Things

As we explored in our previous blog, the Internet of Things is shaping our future. With Internet of Things development on the rise and potentially $11.1 trillion in economic value generated per year due to IoT, many companies are creating strategies to develop for the platform.

To all the decision-makers out there looking to develop for the loT platform, getting familiar with the programming languages and how they relate to the platform will have a major impact on the budget and quality of any given IoT project. IEEE, the largest technical professional organization dedicated to advancing technology for human benefit, recently ranked the top programming languages of 2015. Bearing in mind embedded devices present their own programming difficulties, here are the top programming languages for the IoT:

Java: James Gosling, Mike Sheridan, and Patrick Naughton began developing the Java language project in June 1991. Java has become the most popular programming language and many choose Java when developing for IoT. Java is an object-oriented language designed for portability. With few hardware dependencies, Java is a great choice from an economic standpoint. Java code can be transmitted to multiple platforms and hardware-support libraries give Java developers the ability to control specific pieces of hardware. Developing for Java can be deterred by the hardware-support libraries available for control functions.

Python: In December 1989, implementation of Python began. Designed by Guido van Rossum, Python is a multi-paradigm programming language which has become one of the go-to languages for web developers. Python’s flexibility and emphasis on readability have caused it to rise in the ranks of top languages used for embedded control and IoT. Readability increases workflow as programmers who have attempted to decipher other programmer’s optimized C code would know.

C: With development beginning in 1972 on the PDP-11 Unix system, C is one of the most popular programming languages. C has influenced many languages, including C++, Go, Java, JavaScript, & Python. Due to its long history, C functions as a common language for many software developers. C’s popularity and lack of built-in hardware bias toward a graphical interface make it a good choice for IoT development.

C++: Created in 1979 by Danish computer scientist Bjarne Stroustrup, C++ was designed as an object-oriented pre-processor for C, keeping the spare nature of the language but adding data abstraction, classes and objects. C++ is commonly used to write embedded and IoT code for Linux systems.

Assembler: Assembler is the simplest method intended to keep projects as compact as possible. Assembler is a low-level language which maintains a high correspondence between language and the hardware’s machine code instructions. Assembler minimizes overhead, making a popular choice despite how it doesn’t allow a safety net. Silly mistakes are easy to make and some hardcore programmers may be frustrated by its simplicity.

Go: Announced by Google in 2009, Go is an open-source, embedded-specific programming language gaining traction in the IoT world. Go supports concurrent input, output, and process different channels, an asset to gathering data from and sending data to separate sensors. Go was created in the tradition of C, but with specific changes to make it simpler, safer & more concise.

ParaSail: ParaSail was created in 2009 as an embedded-specific language. ParaSail stands for Parallel Specification and Implementation Language. ParaSail was created to support safe, secure, highly parallel applications which can be mapped to multicore, many core, heterogenous, or distributed architecture.

Choosing the right programming language will have a major impact on the budget and functionality of any IoT project. Doing the proper research on the subject will pay off in the long run. Stay tuned for more blogs on this subject and learn more about best IoT development practices via this awesome article by InformationWeek. 

Mind Over Matter: Why Apple Downsized with the iPhone SE

On March 21st, Apple announced a smaller 9.7 inch iPad Pro modela price drop for Apple Watch and new nylon bands, and most importantly, their latest smartphone: the iPhone SE. While the iPhone 6 and 6+ represented the largest phones in Apple history, Apple elected to go smaller with their latest release. The iPhone SE is the size of an iPhone 5 with the processor of an iPhone 6, essentially recycling the aesthetic design of the iPhone with the speed of an iPhone 6.

When it comes to smartphones, screen size matters. Statistics show over half of YouTube views come from mobile devices and the average YouTube session lasts for over 40 minutes. Although people are watching more video than ever on their phones, it doesn’t mean bigger is always better. Many scorned the iPhone 6+ for being too large and clunky. The iPhone SE represents a more affordable option with all the processing power of an iPhone 6 on a smaller screen.

iPhone SE vs. iPhone 6s (via 9 to 5 Mac)

When it comes to specs, the iPhone SE is no slouch. The iPhone SE screen measures at 4.87 x 2.31 x .30 inches, the exact same dimensions as the iPhone 5. Like the iPhone 6, the iPhone SE has retina display. The phone has an A8 chip with 64-bit architecture and an M8 motion coprocessor, like the iPhone 6. While the iPhone 6 has 1334 x 750 pixels (326 PPI), iPhone SE has slightly fewer with 1136 x 640 pixels. The SE’s rear camera is identical to the iPhone 6. The one area in which the SE exceeds the iPhone 6 is in battery life: iPhone SE has 1642 mAh while iPhone 6S has 1715. The SE’s smaller, lower-resolution display ensures users will receive 20% longer 3G internet surfing time on the SE, 30% more 4G, and 20% longer when watching video.

Check out this awesome video review of the iPhone SE by The Verge:

Apple is expected to announce the iPhone 7 in 2017. Techies expect the iPhone 7 to be a major advancement in the Apple lineage. With a large announcement looming, the iPhone SE is designed to diversify their product line with a cost-friendly option to hold Apple lovers over and combat the probability that iPhone sales will decline for the first time in company history in 2016.

At $399 without a contract, Apple seems to be aiming to take a bite out of the cost-friendly Android market. Although the average price for an Android smartphone was about $215 at the end of 2015, the difference may entice those drawn by the allure of Apple products.

Last year, Apple took a big bite out of China. In the 4th Quarter of 2015, iPhone sales grew 33% in China. Having recently lost their crown as largest smartphone vendor in China to Xiaomi, the Chinese market represents a major area of potential growth for Apple. Affordable options with premium processing power have the potential to eat into Android’s sales in rural and urban Chinese markets.

The move to more affordable iPhones began with the iPhone 5c; however, supply chain problems taught Apple that using new material can produce unforeseen difficulties. Foxconn announced that the iPhone 5 was the most difficult device they have ever assembled. By recycling iPhone 5 design, materials, and supply chain, iPhone SE is a much cheaper product to create and manufacture.

Some argue that smartphone UX has not advanced with screen-size and few phones have UX features specifically designed for large-screen devices. Whether or not this influenced Apple’s decision to downsize, the affordability, overseas sales potential, and diversified design certainly make the iPhone SE an attractive device for the company. The question now becomes: will Apple unveil a larger iPhone 7 in 2017 with groundbreaking large-screen UX? We’ll have to wait and see.

Scopes: How Ubuntu Is Changing the OS Landscape by Eschewing Apps

In the world of operating systems, Android and Apple reign supreme. According to leading research firm Gartner, about 97% of new smartphones sold are either iPhone or Android devices. While Windows, Firefox OS, and Blackberry all attempted to take a seat at the OS table, no company has been able to top Android & iOS. With the landscape more fixed than ever, Ubuntu has entered the arena with a different strategy which may break through the noise and catch on.

Ubuntu managed to stir up publicity in 2013 when they launched the largest crowdfunding campaign of all time through IndieGoGo—and failed. They attempted to raise $32 million in one month, but only hit $12.8 million and received none of the funds. Regardless, the stunt captured the attention of many and helped make a name for the young company.

Ubuntu has made waves in the tech world with an innovative strategy which eschews traditional OS models. Instead of apps, Ubuntu uses Scopes. Scopes are home-screen dashboards which present content from various sources alongside each other on a page. For instance, the music Scope puts songs stored locally on the device side-by-side with Youtube, Apple Music, and other music library services. The video Scope allows users to search for a title and see where it is available for viewing rather than forcing the user to to search individual video streaming libraries like Netflix and Hulu. Instead of forcing the user to search for content within a specific app, Scopes present the content from all providers that have it available.

If apps are folders in a computer, Scopes allow the user to search through the entire local storage disk rather than have to check each individual folder. The philosophy is intended to provide a more intuitive user experience. When a user wants to find content or information, they care less about where it’s coming from than receiving the content with the highest quality attainable.

Check out this awesome video walkthrough of Scopes functionality to better understand how they work visually:

Scopes are easier and less time-consuming to design than native-apps. Scopes also appeal to mobile developers as they offer more discoverability for their companies than apps in the app store. The lack of division in presenting search results ensures the best content will rise to the top, rather than the most popular brand. Given the lower price of entry and the innovative approach, Ubuntu parent company Canonical has managed to bring name-brand content providers to build Scopes, including Twitter, Facebook, Amazon, Yelp, SoundCloud, and more. Communities are also developing Scopes for other apps, including Dropbox and Spotify, using their APIs.

Meizu launched the Meizu PRO 5 Ubuntu Edition in February 2016. They currently have four phones on the market, including BQ Aquarius E5 HD, and the previous versions of either device. Windows 10 with Ubuntu recently went into public preview. Going forward, Ubuntu must become available on enough devices to gain traction and popularity if they want to compete with Android & iOS. Given the amount of resources at their disposal and the clear innovation on display in Ubuntu’s philosophy, we wouldn’t be surprised if Apple or Android took a shot at figuring out a way of applying Scopes within their OS.