March 27, 2014
Apkudo Partners with CCA to Create Common Device Requirements for Competitive Carriers
“Device Hub” provides operators with access to the latest devices, faster and at better prices
March 27, 2014 – San Antonio, TX – Today, Apkudo and Competitive Carriers Association (CCA) announced the launch of the CCA Device Hub Powered by Apkudo (Device Hub), a centralized resource that promises to revolutionize the device buying ecosystem for smaller rural and regional wireless operators.
The Device Hub will enable CCA carrier members to more efficiently and economically manage their device portfolio from end-to-end by providing a platform to interact, collaborate and share information. The Device Hub will gather and consolidate network and device data from participating carriers and will use that information to create a “SmartSpec,” a common device specification that participating carriers, device manufacturers and distributors can use to simplify and accelerate the device launch process.
“The Device Hub is a game-changer for our members, especially for smaller carriers who do not have the scope and scale to access the latest devices,” said CCA President & CEO, Steven K. Berry. “The Device Hub helps overcome this obstacle by allowing carriers to pool their resources to create a ‘Virtual Tier-1’ operator, and I am delighted that Apkudo, a CCA member, is helping carriers solve the device dilemma. The Device Hub is a good complement to the Data Access Hub, which is full speed ahead with CCA’s announcement earlier today, and this is another great reason to become a member of CCA!”
“The Device Hub is a one-stop shop for CCA members,” said Josh Matthews, Co-founder and CEO of Apkudo. “They can access our industry-leading ‘Apkudo Approved’ reports, which contain usability and performance data on almost every device in the marketplace, and use this information to make much more informed decisions about the devices they offer their subscribers from a user-experience perspective. This will save considerable time and resources during all device launch phases, and for post-launch customer support.
Participating carriers will have access to all of the Device Hub resources through a secure portal.
December 12, 2013
CATR to Analyze Device User Experience in China
December 10, 2013 – Baltimore, MD – Apkudo, the device quality assurance company, and the China Academy of Telecommunication Research of MIIT (CATR), today announced that the companies have agreed to deliver Apkudo’s device user experience testing and analysis to the Chinese market. Apkudo Approved, a comprehensive user experience analytics suite, helps wireless operators and device manufacturers successfully launch their mobile devices.
An Apkudo Approved device is one that provides a consistent, reliable, and well-characterized user experience. The Apkudo partnership will allow Terminal Test Labs (TTL) within CATR to help their customers determine how their devices perform across millions of different user scenarios, exercising key apps, and comparing them to every other similar device on the market.
“China is the largest wireless device market in the world,” said Song Chongwen, Director of Marketing and Sales at TTL. “This market has matured so rapidly that user experience is often an afterthought. It is critical the dominant Chinese operators and manufacturers now aggressively focus on how to make their customers’ user experience better.”
“Apkudo is committed to helping the mobile device ecosystem deliver the best possible user experience. TTL currently tests about 1000 devices a year, and with Apkudo’s help they can ensure that higher quality devices get into the hands of Chinese consumers,” said Josh Matthews, CEO of Apkudo.
November 25, 2013
Acquisition Expands Apkudo’s Wireless Device Testing and Certification Capabilities
November 25, 2013 – Baltimore, MD – Apkudo, the device quality assurance company, today announced the acquisition of Blue Potato, an innovative wireless device testing and certification company headquartered in San Diego, California.
Blue Potato currently provides technical expertise and testing services to help OEMs/ODMs and wireless operators bring their devices to market more quickly by leveraging their knowledge of North American lab approvals to navigate the end-to-end approval process. Its cost effective approach in providing functional device testing as a managed service allows OEMs and wireless operators to focus their efforts and resources on other critical areas.
The acquisition combines Blue Potato’s innovation in traditional testing and certification of all devices with Apkudo’s innovation in user experience testing and optimization. “The fit couldn’t be better,” stated Josh Matthews, Apkudo Co-Founder and CEO. “The joining of these two innovative companies greatly expands our offering and now allows an approach to traditional testing through the lens of experience testing.”
Apkudo Approved, a comprehensive user experience analytics suite, helps wireless operators and device manufacturers ensure the successful launch of their devices. An Apkudo Approved device provides a consistent, reliable, and well-characterized user experience.
“Device interoperability, testing and certification are constant challenges, especially for OEMs entering the U.S. market,” stated Stan Scheufler, COO of Blue Potato. “We are excited to join the Apkudo team, who share the same core principals of making it easier for OEMs and wireless operators of all sizes to offer the latest devices and deliver the best possible user experience to their subscribers.”
October 17, 2013
In waiting rooms and lines across the world, a new breed of gamer is emerging. With the proliferation of mobile devices, people who wouldn’t have called themselves “gamers” are now playing Angry Birds and Fruit Ninja. While they might not consider themselves serious gamers, they play nonetheless. With most Triple A developers making games for the upcoming next generation consoles, many indie developers are focused on the Android ecosystem. This change in focus for new designers is a fundamental shift in how we play and Android could be the future of that shift – if they can overcome several hurdles.
Designing with touchscreens and mobile in mind
We’ve had touch screens in our pockets going on six years, but even now games seem to be forever plagued by on-screen joysticks and buttons that make mobile game controls feel clunky and imprecise. Of the thousands of games in the Play Store (not even counting the emulator applications, which allow for some serious retrogaming) most don’t feel designed for touchscreens. Dead Trigger is a prime example of developers shoehorning a genre that relies on precise synchronized controls onto a platform that struggles to emulate them. Touchscreens provide an inherently different experience than the tactile feedback of controllers and keyboards. Developers need to start designing games to take advantage of the touchscreen’s unique strengths. There are new and interesting gameplay mechanics waiting to be unlocked in new and established genres. Some developers like Capybara Games understand this and have created an amazing touchscreen gaming experience with their game Sword and Sorcery EP. Ingress by Niantic Labs @ Google has other great mechanics like GPS, and competitive AR (augmented reality) gameplay only available on mobile devices. Android phones and tablets are packed with sensors that (save for a few gems) go woefully unused. By developing games designed for the touchscreen and mobile experience, serious gamers will begin to consider Android as a viable platform. However this isn’t necessarily too big of a problem because…
Android isn’t just for your phone anymore
With new Android powered consoles like Nvidia’s Project Shield, Google Chromecast or the recently Kickstarted Ouya, developers have more options with the controls and scope of their game. They could use the Ouya’s controller, a mouse and keyboard, controllers from old consoles for their emulator or motion tracking hardware like the Kinect. Developers could have a game that requires intensive console play for some levels and more immersive, out-in-the-world exploration for others. Mobile devices with touchscreens are more suited to games that deliver quick bursts of fun (think WarioWare) that can be played for a few minutes while you take the bus. Long, story-driven games or competitive, high-action games are best enjoyed at home over the course of a few hours. The benefit of an Android console such as OUYA is that developers have access to the huge open (and free) ecosystem that is Android. Developers should have no issues bringing games to an Android console if it means no more paid Dev kits and NDAs through Sony and Microsoft. Perhaps in the future serious console games will be “Available on the PlayStation, Xbox, and Android”. But for that to happen we’d need to see…
Established developers/distributors in Android
Right now there’s a stigma that Android isn’t for “serious gamers”, and for good reason: with established systems like Steam and Xbox Live, hardcore gamers already have a place to call home. That could all change if Valve, or someone like them, started working with Google to integrate products like Steam or PSN with the Play Store. Imagine being able to show off all your achievements and game progress displayed in your Steam account for all your friends to see. Valve, who offers Steam as a digital distribution software (which includes features such as social networking, DRM, cloud saving, in-game voice chat, and more) caters to both casual and hardcore gamers. A company such as Valve could pave the way for bringing both of these worlds together on a single, open source platform. Considering Gabe Newell’s worries with Windows 8 and Valve’s intention of making their own gaming console Linux based, there’s quite the opportunity for a team up. Even if Google took a page out of Steam’s handbook and offered widely publicized sales, it would create an opportunity for people to purchase games they may not have otherwise considered due to price. They’re already taking steps toward this with the new features like cloud saving, leaderboards, and achievements that we saw at this year’s Google I/O. Thankfully, the ever popular Humble Bundle has been offering it’s package deals that have drawn some PC gamers to pick up a few games for their phone (all in the name of charity, no less). Speaking of Humble Bundles’ charitable donations, games should no longer be ruined by…
Free to play (pay to win)
Companies like Zynga have been pushing this destructive model into mobile and browser games for a while now, and it’s poisoning the water of in-app purchases and turning the Play Store into a minefield. It’s important that developers make money off of their work, but there’s a right way and a wrong way to do it (and a request to plunder your wallet for in-game currency is not the right way). There is nothing wrong with in-app purchases if done correctly. A prime example of this is in Radiant Defense. In the game, you can play for free through the entire game without purchasing anything. However, you can purchase three modules for a dollar each that unlock a few different helpful turrets. The League of Legends model is also an acceptable solution, where you can purchase additions to the game which aren’t required to complete the game (such as skins for your existing characters, or the ability to unlock additional characters early). Neither of these examples require additional (or worse, repeated) payments to remain competitive.
There’s a long and uncertain road ahead for gaming in Android, and we’ve only scratched the surface of the challenges it faces. But look how far we’ve come from playing Tetris on our flip-phones to playing games with rich 3D graphics and innovative gameplay. And who knows, before long we could see game companies completely forgo producing games for Playstation or Xbox in favor of the flexible and ubiquitous OS in everyone’s pocket and in every living room.
September 26, 2013