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Media Seminar

The document discusses the history of smartphones from early devices in the 1990s to the introduction of the iPhone in 2007. It covers key devices and operating systems that helped popularize smartphones, including BlackBerry, Windows Mobile, Symbian, and the touchscreen revolution started by the iPhone.

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0% found this document useful (0 votes)
44 views28 pages

Media Seminar

The document discusses the history of smartphones from early devices in the 1990s to the introduction of the iPhone in 2007. It covers key devices and operating systems that helped popularize smartphones, including BlackBerry, Windows Mobile, Symbian, and the touchscreen revolution started by the iPhone.

Uploaded by

Zubair
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Introduction:

Mobile phones are amazing device which brings most of the works in a single hand. In
the world one quarter of the earth’s population using a mobile phone. Therefore another
mobile phones are Smartphone’s which are great phones and it’s a phenomenal
.Smartphone’s are rich mobile personal gateways into the digital universe and its
growing and expanding all over the digital world. In the digital worlds its combines
content, commerce, computing, and community.
Early smartphones were marketed primarily towards the enterprise market, attempting
to bridge the functionality of standalone personal digital assistant(PDA) devices with
support for cellular telephony, but were limited by their battery life, bulky form, and the
immaturity of wireless data services. In the
2000s, BlackBerry, Nokia's Symbian platform, and Windows Mobile began to gain
market traction, with models often featuring QWERTY keyboards or resistive
touchscreen input, and emphasizing access to push email and wireless internet. Since
the unveiling of the iPhone in 2007, the majority of smart phones have featured thin,
slate-like form factors, with large, capacitive screens with support for multi-
touch gestures rather than physical keyboards, and offer the ability for users to
download or purchase additional applications from a centralized store, and use cloud
storage and synchronization, virtual assistants, as well as mobile payment services.
Improved hardware and faster wireless communication (due to standards such as LTE)
have bolstered the growth of the smartphone industry. In the third quarter of 2012, one
billion smartphones were in use worldwide.Global Smartphone sales surpassed the
sales figures for feature phones in early 2013.

History

The first commercially available device that could be properly referred to as a


"smartphone" began as a prototype called "Angler" developed by Frank Canova in 1992
while at IBM and demonstrated in November of that year at the COMDEX computer
industry trade show.A refined version was marketed to consumers in 1994
by BellSouthunder the name Simon Personal Communicator. In addition to placing and
receiving cellular calls, the touchscreen-equipped Simon could send and
receive faxes and emails. It included an address book, calendar, appointment
scheduler, calculator, world time clock, and notepad, as well as other visionary mobile
applications such as maps, stock reports and news.The term "smart phone" or
"smartphone" was not coined until a year after the introduction of the Simon, appearing
in print as early as 1995, describing AT&T's PhoneWriter Communicator.

Beginning in the mid-late 1990s, many people who had mobile phones carried a
separate dedicated PDA device, running early versions of operating systems such
as Palm OS, Newton OS, Symbian or Windows CE/Pocket PC. These operating
systems would later evolve into early mobile operating systems. Most of the
"smartphones" in this era were hybrid devices that combined these existing familiar
PDA OSes with basic phone hardware. The results were devices that were bulkier than
either dedicated mobile phones or PDAs, but allowed a limited amount of cellular
Internet access. The trend at the time, however, that manufacturers competed on in
both mobile phones and PDAs was to make devices smaller and slimmer. The bulk of
these smartphones combined with their high cost and expensive data plans, plus other
drawbacks such as expansion limitations and decreased battery life compared to
separate standalone devices, generally limited their popularity to "early adopters" and
business users who needed portable connectivity.

In March 1996, Hewlett-Packard released the OmniGo 700LX, a modified HP


200LX palmtop PC with a Nokia 2110 mobile phone piggybacked onto it and ROM-
based software to support it. It had a 640×200 resolution CGA compatible four-shade
gray-scale LCD screen and could be used to place and receive calls, and to create and
receive text messages, emails and faxes. It was also 100% DOS 5.0 compatible,
allowing it to run thousands of existing software titles, including early versions
of Windows.

In August 1996, Nokia released the Nokia 9000 Communicator, a digital cellular PDA


based on the Nokia 2110 with an integrated system based on the PEN/GEOS
3.0 operating system from Geoworks. The two components were attached by a hinge in
what became known as a clamshell design, with the display above and a
physical QWERTY keyboard below. The PDA provided e-mail; calendar, address
book, calculator and notebook applications; text-based Web browsing; and could send
and receive faxes. When closed, the device could be used as a digital cellular
telephone.

In June 1999 Qualcomm released the "pdQ Smartphone",


a CDMA digital PCS smartphone with an integrated Palm PDA and Internet
connectivity.

Subsequent landmark devices included:

 The Ericsson R380 (2000) by Ericsson Mobile Communications.The first device


marketed as a "smartphone",[12] it was the first Symbian-based phone, with PDA
functionality and limited Web browsing on a resistive touchscreen utilizing
a stylus. Users could not install their own software on the device, however.
 The Kyocera 6035 (early 2001), a dual-nature device with a separate Palm
OS PDA operating system and CDMA mobile phone firmware. It supported limited
Web browsing with the PDA software treating the phone hardware as an attached
modem.
 Handspring's Treo 180 (2002), the first smartphone that fully integrated the Palm
OS on a GSM mobile phone having telephony, SMS messaging and Internet access
built in to the OS. The 180 model had a thumb-type keyboard and the 180g version
had a Graffiti handwriting recognition area, instead.

Japanese cell phones

In 1999, Japanese wireless provider NTT DoCoMo launched i-mode, a new mobile


internet platform which provided data transmission speeds up to 9.6 kilobits per second,
and access web services available through the platform such as online shopping. NTT
DoCoMo's i-mode used cHTML, a language which restricted some aspects of
traditional HTML in favor of increasing data speed for the devices. Limited functionality,
small screens and limited bandwidth allowed for phones to use the slower data speeds
available. The rise of i-mode helped NTT DoCoMo accumulate an estimated 40 million
subscribers by the end of 2001, and ranked first in market capitalization in Japan and
second globally. This power would later wane in the face of the rise of 3G and new
phones with advanced wireless network capabilities. Japanese cell phones increasingly
diverged from global standards and trends to offer other forms of advanced services
and functionality, such as mobile payments, near-field communication (NFC),
and 1seg mobile television.

Early smartphones

Smartphones were still rare outside Japan until the introduction of the Danger Hiptop in
2002, which saw moderate success among U.S. consumers as the T-MobileSidekick.
Later, in the mid-2000s, business users in the U.S. started to adopt devices based on
Microsoft's Windows Mobile, and then BlackBerry smartphones from Research In
Motion. American users popularized the term "CrackBerry" in 2006 due to the
BlackBerry's addictive nature.

Outside the U.S. and Japan, Nokia was seeing success with its smartphones based
on Symbian, originally developed by Psion for their personal organisers, and it was the
most popular smartphone OS in Europe during the middle to late 2000s. Initially, Nokia's
Symbian smartphones were focused on business with the Eseries, similar to Windows
Mobile and BlackBerry devices at the time. From 2006 onwards, Nokia started
producing consumer-focused smartphones, popularized by the entertainment-
focused Nseries. Until 2010, Symbian was the world's most widely used smartphone
operating system.

The original Apple iPhone; its introduction contributed to the steady rise of smartphones
that feature large touchscreen interfaces without physical keypads.

In the 2000s, it was common for smartphones to have a physical T9 numeric keypad


or QWERTY keyboard in either a candybar or sliding form factor. Some smartphones
had resistive touchscreens, which allowed for virtual keyboards and handwriting
input with a finger or a stylus, thus also allowing easy entry of Asian characters.

In 2007, the LG Prada was the first mobile phone released with a


large capacitive touchscreen.Later that year, Apple Computer introduced the iPhone.
The iPhone was also designed around a large capacitive touchscreen, but added
support for multi-touch gestures (for interactions such as "pinching" to zoom in on
photos and web pages). Such phones were notable for abandoning the use of a stylus,
keyboard, or keypad typical for smartphones at the time, in favor of a capacitive
touchscreen for direct finger input as its only input type. The invention of the
touchscreen smartphone is often attributed to Apple, but they actually made the
smartphone as we know it today something mainstream due to the company's
popularity in the US (and to a lesser extent worldwide) and they made popular the way
that people interact with smartphones. Following the iPhone's success despite its
original retail price of over US$500, other smartphone manufacturers started to use the
same basic design of the iPhone.

The iPhone was at first "not a smartphone by conventional terms, being a platform
device that allows software to be installed", A year later, it followed platforms like
PalmOS, Symbian and Windows Mobile in allowing apps to be installed. It did so
through Apple's App Store, an online distribution platform which was present on the
phone and controlled and monetized by Apple. This became a common means for
smartphone software distribution and installation. The first iPhone also faced criticism
for not supporting the latest 3G wireless network standards, but was praised for its
hardware and software design, and its June 2007 release was met with heavy demand,
with customers waiting in lines outside Apple Store locations to be among the first to
purchase it.

The screen-focused hardware of phones centered around a capacitive touchscreen


stimulated the software to focus on features such as a web browser designed to render
full web pages (as opposed to stripped down WAP services), multimedia functionality
(such as videos), and online services such as maps apps. This was a key factor in the
success of the form factor.

The advantages of a design around a capacitive touchscreen affected the development


of another smartphone OS platform, Android, with a more BlackBerry-like prototype
device scrapped in favor of a touchscreen device with a slide-out physical keyboard, as
Google's engineers thought at the time that a touchscreen could not completely replace
a physical keyboard and buttons.[31][32][33] The first Android device, the HTC Dream, was
released in September 2008.Although Android's adoption was relatively slow at first, it
started gaining widespread popularity in 2010, largely due to its functionality at a low
price, and in early 2012 dominated the smartphone market share worldwide, which
continues to this day. Android is based around a modified Linux kernel, which makes
Linux the most widely used operating system worldwide, and it also makes Android the
most widely used general purpose operating system worldwide. Apple's iPhones are
more widespread in rich, developed countries than in relatively poor and developing
countries, where having an iPhone or a high end Android smartphone is considered a
luxury.

Android and iPhone devices popularized the smartphone form factor based on a large


capacitive touchscreen, and led to the decline of earlier, keyboard- and keypad-focused
platforms. Microsoft, for instance, discontinued Windows Mobile and started a new
touchscreen-oriented OS from scratch, called Windows Phone. Nokia abandoned
Symbian and partnered with Microsoft to use Windows Phone on its smartphones.
Windows Phone became the third-most-popular smartphone OS, before being replaced
by Windows 10 Mobile, which declined in share to become "largely irrelevant" at less
than 0.5% of the smartphone market.Palm replaced their Palm
OS with webOS. BlackBerry Limited, formerly known as Research In Motion and known
for phones with a full qwerty keyboard below the screen, made a new platform based
on QNX, BlackBerry 10, with which it was possible to control a device without having to
press any physical buttons.

By the mid-2010s, almost all smartphones were touchscreen-only,


and Android and iPhone smartphones dominated the market.

The IPhone X

In the early 2010s, larger smartphones with screen sizes of at least 5.5 inches diagonal,
dubbed "phablets" , began to achieve popularity, with Samsung's Galaxy Note
series gaining notably wide adoption.Phablets have become the industry standard, with
many companies abandoning smaller, 4-inch displays, except in their cheapest models.
In 2013, Fairphone launched its first "socially ethical" smartphone at the London Design
Festival to address concerns regarding the sourcing of materials in the
manufacturing followed by Shiftphone in 2015.In late 2013, QSAlpha commenced
production of a smartphone designed entirely around security, encryption and identity
protection. Some companies began to release smartphones incorporating flexible
displays to create curved form factors, such as the Samsung Galaxy Round and LG G
Flex.

In October 2013, Motorola Mobility announced Project Ara, a concept for a modular


smartphone platform that would allow users to customize and upgrade their phones with
add-on modules that attached magnetically to a frame.Ara was retained by Google
following its sale of Motorola Mobility to Lenovo,but was shelved in 2016.That year, LG
and Motorola both unveiled smartphones featuring a limited form of modularity for
accessories; the LG G5 allowed accessories to be installed via the removal of its battery
compartment, while the Moto Z utilizes accessories attached magnetically to the rear of
the device.

The first smartphone with a fingerprint reader was the Motorola Atrix 4G in 2011. In
September 2013, the iPhone 5S was unveiled as the first smartphone on a major U.S.
carrier since the Atrix to feature this technology.

By 2014, 1440p displays began to appear on high-end smartphones. In 2015, Sony


released the Xperia Z5 Premium, featuring a 4K resolution display, although only
images and videos could actually be rendered at that resolution (all other software is
upscaled from 1080p). Microsoft, expanding upon the concept of Motorola's short-lived
"Webtop", unveiled functionality for its Windows 10 operating system for phones that
allows supported devices to be docked for use with a PC-styled desktop
environment. Other major technologies began to trend in 2016, including a focus
on virtual reality and augmented reality experiences catered towards smartphones, the
newly introduced USB-C connector, and improving LTE technologies. As of 2015, the
global median for smartphone ownership was 43%.Statista forecast that 2.87 billion
people would own smartphones in 2020.
New trends for smartphone displays began to emerge in 2017, with both LG and
Samsung releasing flagship smartphones utilizing displays with taller aspect ratios than
the common 16:9 ratio. These designs allow the display to have a larger diameter, but
with a slimmer width than 16:9 displays with an equivalent screen size.Another trend
popularized that year were displays that contained tab-like cut-outs at their top-centre
colloquially known as a "notch" to contain the front-facing camera, and sometimes other
sensors typically located along the top bezel of a device. These designs allow for "edge-
to-edge" displays that take up nearly the entire height of the device, with little to no
bezel along the top. This design characteristic was popularized by the Essential
Phone (which featured a circular tab for its camera) and iPhone X (which used a wider
tab to contain a camera and facial scanning system).In 2018, the first smartphones
featuring fingerprint readers embedded within OLEDdisplays were announced, followed
in 2019 by an implementation using an ultrasonic sensor on the Samsung Galaxy S10.

Display

One of the main characteristics of smartphones is the screen. Depending on the


device's design, the screen fills most or nearly all of the space on a device's front
surface. Many smartphone displays have an aspect ratio of 16:9, but taller aspect ratios
became more common in 2017.

Screen sizes are measured in diagonal inches. Phones with screens larger than 5.2
inches are often called "phablets". Smartphones with screens over 4.5 inches in size
are commonly difficult to use with only a single hand, since most thumbs cannot reach
the entire screen surface; they may need to be shifted around in the hand, held in one
hand and manipulated by the other, or used in place with both hands. Due to design
advances, some modern smartphones with large screen sizes and "edge-to-edge"
designs have compact builds that improve their ergonomics, while the shift to taller
aspect ratios have resulted in phones that have larger screen sizes whilst maintaining
the ergonomics associated with smaller 16:9 displays.
Liquid-crystal displays are the most common; others are IPS, LED, OLED,
and AMOLED displays. Some displays are integrated with pressure-sensitive digitizers,
such as those developed by Wacom and Samsung, and Apple's Force Touch system.

Sound

Some audio quality enhancing features, such as Voice over LTE and HD Voice have
appeared and are often available on newer smartphones. Sound quality can remain a
problem due to the design of the phone, the quality of the cellular network and
compression algorithms used in long distance calls. Audio quality can be improved
using a VoIP application over WiFi. Cellphones have small speakers so that the user
can use a speakerphone feature and talk to a person on the phone without holding it to
their ear. The small speakers can also be used to listen to digital audio files of music or
speech or watch videos with an audio component, without holding the phone close to
the ear.

Battery

By the end of 2017, smartphone battery life has become generally adequate; however,
earlier smartphone battery life was poor due to the weak batteries that could not handle
the significant power requirements of the smartphones' computer systems and color
screens.

Smartphone users purchase additional chargers for use outside the home, at work, and
in cars and by buying portable external "battery packs". External battery packs include
generic models which are connected to the smartphone with a cable, and custom-made
models that "piggyback" onto a smartphone's case. In 2016, Samsung had to recall
millions of the Galaxy Note 7 smartphones due to an explosive battery issue.\ For
consumer convenience, wireless charging stations have been introduced in some
hotels, bars, and other public spaces.
Softwares

A mobile operating system (or mobile OS) is an operating system for


phones, tablets, smartwatches, or other mobile devices.

Mobile operating systems combine features of a personal computer operating system


with other features useful for mobile or handheld use; usually including, and most of the
following considered essential in modern mobile systems;
a touchscreen, cellular, Bluetooth, Wi-Fi Protected Access, Wi-Fi, Global Positioning
System (GPS) mobile navigation, video- and single-frame picture cameras, speech
recognition, voice recorder, music player, near field communication, and infrared
blaster. By Q1 2018, over 383 million smartphones were sold with 85.9 percent
running Android, 14.1 percent running iOSand a negligible number of smartphones
running other OSes. Android alone is more popular than the popular desktop operating
system Windows, and in general smartphone use (even without tablets) exceeds
desktop use.

Mobile devices with mobile communications abilities (e.g., smartphones) contain two
mobile operating systems – the main user-facing software platform is supplemented by
a second low-level proprietary real-time operating system which operates the radio and
other hardware. Research has shown that these low-level systems may contain a range
of security vulnerabilities permitting malicious base stationsto gain high levels of control
over the mobile device.

Mobile app

A mobile app is a computer program designed to run on a mobile device, such as a


smartphone. The term "app" is a short-form of the term "software application".

Application stores

The introduction of Apple's App Store for the iPhone and iPod Touch in July 2008
popularized manufacturer-hosted online distribution for third-party applications
(software and computer programs) focused on a single platform. There are a huge
variety of apps, including video games, music products and business tools. Up until that
point, smartphone application distribution depended on third-party sourcesproviding
applications for multiple platforms, such as GetJar, Handango, Handmark,
and PocketGear. Following the success of the App Store, other smartphone
manufacturers launched application stores, such as Google's Android Market (later
renamed to the Google Play Store) and RIM's BlackBerry App World and Android-
related app stores like F-Droid. In February 2014, 93% of mobile developers were
targeting smartphones first for mobile app development.

Dramatic Impact of Smart phones on Personal Life

San Mateo, CA, April 13, 2010 – Ring Central, which is a cloud computing based
business phone system provider, their new survey find out that customers on the
changing nature of business communications. The survey included Ring Central’s small
to medium-sized business customers around the U.S. reveals that the Smartphone has
going to an integral part of their daily life and a dramatic impact on personal life. Survey
results provide that intimate relations and Smartphone’s tied as the number one thing
survey respondents cannot live without. Another proof is that an increasingly mobile
workforce would rather give up their morning cup of coffee than their Smartphone’s.

The majority of people in the city they are using Smartphone’s as compared to home
phone or office phone. On the other hand Smartphone’s are using more than computers
for business and also encroaching on computers as well, more than 25% of surveyed
showed that using the Smartphone more than the computer for business. In fact, nearly
8% don’t even take their laptop when they travel for business if they carry their
Smartphone. We can say that Smartphone’s are the new resolution in every single day
in our personnel life and business.

Smartphone is Primary Business Phone


From survey find out that more than 45% of their phone communication via
Smartphone’s. And nearly 80% of the surveyed showed that people are using the
Smartphone as their primary business phone. Coupled of Years ago, laptops came qas
a new era of working remotely. Now a day’s, cloud based systems and Smartphone’s
have dramatically filled this trend and providing different kind of facility and access tools
what helps to the people to do instead of physical office work they can carry all of work
in a single hand. The nature of business are changing and it’s no longer dependent on
location because of increasing demand for fingertips technology, which has increased
the demand for professional business communication systems that are designed for a
fully mobile workplace.

Information Security Risk of Smartphone

Consumer

The phone is an integral part of a person’s daily life – e.g. private phone-calls, social
networking, messaging, navigation, gaming, online banking, on-the-go entertainment,
location based services, Internet browsing, micro-blogging, email, photography, video
recording, e-health, etc.

Employee

The Smartphone’s is used by an employee in a business or government organization. It


is used for business phone calls, Internet browsing, corporate email, expense
management, customer relationship management, travel assistance, contact
management and business social networking, video conferencing, scheduling tasks,
and reading documents. In some cases workflow applications are run on the
Smartphone’s, e.g. to fill in forms as part of an employee task.

High Official

The Smartphone’s is used by a high or top-level official in a business or government


organisation, or by his or her close aide. The Smartphone’s is used as in usage
scenario E but in addition it is used for dealing with sensitive information and/or tasks.
Usage in this scenario is subject to security policies and the functionality of the
Smartphone’s may be restricted or customized, for example by adding cryptographic
modules for protecting call-confidentiality.

Information security opportunities

From an information security perspective, Smartphone’s have certain advantages over


traditional PCs and mobile handsets. In this chapter we give an overview of the main
information security opportunities for Smartphone’s users. Note that any concrete
security benefit provided depends heavily in all cases on the extent to which the
opportunities are exploited in practice. We have ordered the opportunities taking into
account the rating from the experts consulted when writing this report. The experts were
asked to rate on a scale ranging from no opportunity, through minor and medium
opportunities, to major opportunity.

Better backup and recovery

Some Smartphone’s ship with convenient backup and recovery functions to address the
risk to data availability of failure, loss, or theft. Smartphone’s are often well integrated
with local or remote backup and recovery services. For example, some platforms
automatically back up contacts, calendar or emails to a remote service. Smartphone
applications, furthermore, often rely on network-based storage and backup. Overall this
can make recovery of data in the event of a device failure, theft or loss quicker and
more convenient and increase overall service availability.

In some cases, Smartphone’s can even be located remotely via the network, allowing
the user to recover a lost device more easily. Additionally, some Smartphone’s can be
disabled and wiped remotely (and data may be easily recovered by the owner). This
combined with above-mentioned backup and recovery services can be used to mitigate
the risks associated to theft and loss.

Extra authentication and non-repudiation options


Smartphone’s are equipped with a smartcard reader, which gives additional options for
authentication and non-repudiation. Smartphone’s can be used to improve the process
of online authentication and provide a mechanism for non-repudiation. Smartphone’s
lend themselves to such applications because:

The SIM card used in Smartphone’s is a smartcard (50) and, with the appropriate
software, licences and certificates in place can be used for PKI-based authentication
and digital signatures (51). Although unavailability of smartcards and readers is not the
only impediment to the uptake of PKI, this

feature of Smartphone’s could be one factor in encouraging the use of PKI and digital
signatures for the authentication of users and transactions.

Smartphone’s may also take advantage of the shared secret between the SIM card and
the HLR (Home Location Register) using the 3GPP standard Generic Bootstrapping
Architecture (GBA).

Smartphone’s may also be used to create one-time-password codes without using SMS
or network connections.

Extra encryption options

Smartphone’s allow users to use end-to-end encryption for phone calls and SMS more
easily. Smartphone’s come with more processing power and third-party encryption
applications are easily available to end-users. For call confidentiality, traditional handset
users rely on encryption offered by the mobile network operator.

Crypto-modules for additional protection are expensive and are typically only used by
top-officials. However several third-party applications are now offering encryption for
Smartphone’s voice calls, on top of the standard encryption provided by mobile network
operators.

Brief History of Mobile Phone Apps


Battered or scratched, shiny or new, here at Ding we just love the mobile phone. Since
launching our amazing new app for iOS and Android we thought we’d write a little article
on the history of mobile phone apps, taking you down memory lane and revealing some
fascinating facts.

It’s impossible to discuss the history of mobile apps without first looking at the mobile
phone. The first hand-held mobile phone was demonstrated by John F. Mitchell and Dr.
Martin Cooper of Motorola in 1973, using a handset weighing around 4.4 pounds (2 kg).

In 1983, the DynaTAC 8000x was the first commercially sold mobile phone and would of
set you back a cool $3,995 ($9460 in present-day money), yikes!

Since then, technology has moved at an astonishing rate including features on phones
we would never have thought possible like controlling the temperature of house while
you’re out or monitoring your heart rate and blood pressure, all through mobile apps of
course!

Fun facts about early mobile phones:


1. You could only call a few people a day in your area due to network range issues
2. Because of the terrible battery life you could only makes calls for 30 minutes a
day and had to charge your mobile phone for 10 hours.
3. The phones weighed around 2kg and you couldn’t even leave a message. It
certainly wouldn’t have anything as interesting on it as an app!
 

Fast-forward a few years to when phones weren’t the size of a large cavity block...
We would like to introduce one of the first “apps” created to entertain (or waste time
whichever you prefer), the game snake, introduced in 1998 as a standard pre-loaded
game on Nokia phones, this became a global sensation.

Snake was a game where you controlled a line of dots that, with imagination, looked like
a snake. As you turned the snake left or right in a small square screen you tried to eat
little squares. These squares would then make you longer with the goal being to not let
your front end touch anywhere else on your body.

Jump forward even more, to today’s smart phones and snake seems archaic in
comparison. For example just last year some of the most popular apps were:
Candycrush (time wasting games are still going strong apparently), Twitter, Snapchat,
YouTube, Minecraft, Pandora, Netflix, and Facebook. Vastly different in all ways to
Snake!

But it was in 2007 that saw the real birth of today’s more recognisable mobile apps
when the launch of the first iPhone appeared. The iPhone changed everything and
became an instant hit all over the world. Now we had a new way to access our phones,
through touch screen use which apps dominated.

So what makes mobile apps so popular?


Well for one, most people have smart phones now so apps are easy to access and
simply make your life so much better as a result. As the saying goes, there’s an app for
that, and its true! There are literally millions of mobile apps now. There are apps for
social networks, banking, travel, health, fitness, news, calendars, games, you name it,
there is sure to be an app there for it.

Fun facts about mobile apps:


1. The Apple App store adds about 20,000 apps every month!
2. 87% of app downloaders have used deal-of-the-day websites like Groupon or
Living Social. Nielsen
3. In June 2011, the number of U.S. wireless subscriber connections surpassed the
U.S. population. CTIA

Uses and gratifications theory

Uses and gratifications theory  (UGT) is an approach to understanding why and how


people actively seek out specific media to satisfy specific needs. UGT is an audience-
centered approach to understanding mass communication. Diverging from other media
effect theories that question "what does media do to people?", UGT focuses on "what
do people do with media?" It postulates that media is a highly available product and the
audiences are the consumers of the same product.

This communication theory is positivistic in its approach, based in the socio-


psychological communication tradition, and focuses on communication at the mass
media scale. The driving question of UGT is: Why do people use media and what do
they use them for? UGT discusses how users deliberately choose media that will satisfy
given needs and allow one to enhance knowledge, relaxation, social
interactions/companionship, diversion, or escape.

It assumes that audience members are not passive consumers of media. Rather, the
audience has power over their media consumption and assumes an active role in
interpreting and integrating media into their own lives. Unlike other theoretical
perspectives, UGT holds that audiences are responsible for choosing media to meet
their desires and needs to achieve gratification. This theory would then imply that the
media compete against other information sources for viewers' gratification .

UGT has a heuristic value today because it gives communication scholars a


"perspective through which a number of ideas and theories about media choice,
consumption, and even impact can be viewed".

Mobile phone usage

Mobile phones, a comparatively new technology, have many uses and gratifications
attached to them. Due to their nature of mobility, constant access, and options to both
add and access content, this field is expanding with new research on the motivations
behind using mobile phones.

In general, people use mobile phones for the following uses and gratifications

 Affection/sociability
 Entertainment
 Instrumentality
 Psychological reassurance
 Fashion/status
 Mobility
 Immediate access

Uses and gratifications do, however, differ based on location and audience:

 Using mobile phones on buses, cars, and trains is related to the UG of mobility
and immediate access
 Talking to business partners is related to the UG of instrumentality
 Talking to family members is related to the UG of mobility and affection

The specific function of text messaging has been studied ] to find its uses and
gratifications and explore any potential gender differences. The researchers proposed
seven uses and gratifications; they are listed below, from highest to lowest ranked
according to the study's results:

 Accessibility/mobility
 Relaxation
 Escape
 Entertainment
 Information seeking
 Coordination for business
 Socialization/affection seeking
 Status seeking

The results also displayed gender differences (in an undergraduate population): women
scored the UG of accessibility/mobility, relaxation and escape, and coordination higher
than the men did. These results may imply social and societal expectations for females
around independence but connected to family and friends and/or a tendency for women
to rely more on detailed conversation in text messaging than men.

Since many now use their mobile phones as devices to connect to the internet and both
contribute and retrieve content, researchers have investigated the UG of smart devices
which engage multiple media. The uses and gratifications for contributing mobile
content differ from those for retrieving mobile content.

 Contribution: Leisure, entertainment, easy access, and passing time are all
motivations for adding material.
 Retrieval: Efficient access of information resources/services and the need for
high quality information are uses and gratifications for accessing content.

Internet usage[

The Internet provides a new and deep field for exploring UGT. It was found to have
three main categories of gratifications: content gratification, process gratification, and
social gratification.

 Content: Uses for the Internet include the need for researching or finding specific
information or material, which are gratified with content.
 Process: Users gain gratification from the experience of purposeful navigating or
random browsing of the Internet in its functional process.
 Social: Uses encompass a wide range of forming and deepening social ties.

Scholars like LaRose et al. utilize UGT to understand Internet usage via a socio-
cognitive framework to reduce uncertainties that arise from homogenizing an Internet
audience and explaining media usage in terms of only positive outcomes (gratifications).
LaRose et al. created measures for self-efficacy and self-disparagement and related
UGT to negative outcomes of online behavior (like Internet addiction) as well.

Social media usage

Recent research has looked at social networking services, personal and subject-
based blogs, and internet forums put together to study the U&G in posting social
content, the relationship between gratifications and narcissism, and the effects of age
on this relationship and these gratifications. Users have motivations of the following
overall:

 Social and affection


 Need to vent negative feelings
 Recognition
 Entertainment
 Cognitive needs

Forums were found to be the main media for venting negative feelings, potentially due
to the fact that comparatively, forums are more of a one-way street. Use of social media
cures loneliness and satisfies a compulsion for addictive behaviors. Similar to the
variables of gender, location, and audience as previous research has found, the U&G
differed by category of narcissism. The researchers found four multi-dimensional
narcissistic personality types: feeling authoritative or superior, exhibitionistic,
exploitative, and often hungry for vanity. The U&G differed depending on the specific
type of narcissism a given user had. For instance, those who were exhibitionistic tended
to focus on the social media U&G of showing affection, expressing negative feelings,
and being recognized. Those who viewed themselves as superior had higher uses and
gratifications by cognitive motivations than by recognition. The vain narcissists were
most gratified by recognition and attention, and they did not vent negative feelings.
Exhibitionists were motivated by all gratifications of social media. No generational
differences were found in the narcissistic tendencies.

Friend-networking sites

Basic research finds that socialization motivates use of friend-networking sites such as
MySpace and Facebook. Particulars under socialization might be finding old friends,
making new friends, learning about events, creating social functions, and feeling
connected. Some further exploration has demonstrated that although emotional,
cognitive, social, and habitual uses are motivational to use social media, not all uses are
consistently gratified. In research examining Facebook groups' users' gratifications in
relation to their civic participation offline, 1,715 college students were asked "to rate
their level of agreement with specific reasons for using Facebook groups, including
information acquisition about campus/community, entertainment/recreation, social
interaction with friends and family, and peer pressure/self satisfaction." The study
ultimately yielded results through principal components factor analysis with varimax
rotation. The results showed that there were four needs for using Facebook groups,
"socializing, entertainment, self-status seeking, and information."

 Socializing: Students were interested in talking and meeting with others to


achieve a sense of community and peer support on the particular topic of the group.
 Entertainment: Students engaged with the groups to amuse themselves.
 Self-Seeking: Students sought out or maintained their personal status, as well as
those of their friends, through the online group participation.
 Information: Students used the group to receive information about related events
going on and off campus.

What is tik tok?


TikTok is a social video app that allows users to share short videos.
TikTok was launched initially as Douyin in China in September 2016. It was pushed out
globally as TikTok the following year.
The TikTok app allows users to create 15 second videos, sound tracked by music clips.
Sounds simple enough, but it’s a wildly popular concept. The app was the most
downloaded free iOS app over the first half of 2018. As of late September 2018, TikTok
also became the most-downloaded free app on the Apple App Store in the US, and also
ranked first on Google Play over October.
It’s not just in the world’s two biggest economies where TikTok has proven popular,
however. Counting both Apple App Store and Google Play download stats, TikTok
ranked third in the world as of November 2018. It has been in the global top four since
at least June 2018.
TikTok/Douyin parent company Byte Dance also owns hugely popular Chinese AI-
powered news aggregation platform Toutiao, created by CEO Zhang Yiming at the age
of 29 in 2012. Notably, he was not backed by either Alibaba or Tencent, which rolled
back its own attempt to push flagship product WeChat to an international audience.
In November 2017 ByteDance acquired the popular (also China-based) Musical.ly app
for a reported $1 billion, which similarly provided a short video-based social media
service. TikTok was merged with Musical.ly app in August 2018, with app users’
accounts migrated to their TikTok accounts. This was seen as a way for the Chinese
app to enter the US market – with Musical.ly already boasting a considerable American
audience.
TikTok/Douyin (and formerly Musical.ly) users use the app largely to create, share, and
view content based around lip syncing, dancing, comedy skits, and other physical
activities. Clearly, this is something that appeals to young people (and quite a few older
ones) around the world, with app snowballing in popularity over 2018.

Key TikTok Statistics:


 TikTok is available in 150 markets, in 75 languages
 500 million TikTok monthly active users globally, as of June 2018
 800 million installs of TikTok as of October 2018 (not including Android users in
China)
 80 million US downloads of TikTok as of October 2018, with an active user count
of 40 million
 According to Google Play Store download stats, TikTok was downloaded 9
million times over October 2018
 TikTok was downloaded 68 million times worldwide in October 2018 – making it
the third most-downloaded app globally
 In H1 2018, TikTok was downloaded 104 times on the Apple App Store, more
than any other app over the same period
 In late September 2018, TikTok accounted for 30% of App Store downloads of
top-ranking apps (Facebook, Instagram, YouTube, and Snapchat), rising to 42% a
month later,
 TikTok engagement levels were, however, significantly lower, at 29%, compared
to 95% upwards for rival apps
 TikTok merged with Musical.ly in August 2018, which at the time had over 100
million monthly active users
 In China, Douyin (TikTok for the Chinese market), reported 400 million monthly
active users, 50% of which were active daily
 Short video apps account for 9% of online time in China
 Douyin commands market penetration of 30% in China (June 2018)
 According to one analysis, around a third of Douyin users are aged 20-24, just
over a quarter fall into the 25-29 bracket, and 20% are under 20; another shows 40% of
users falling into the 25-30 bracket
 Around two thirds of Douyin users and content creators respectively are female
 82% of Douyin users use the app to find funny videos, with talent (56%) and daily
life (54.1%) the next most popular categories
 Most-followed TikTok account is German twins Lisa and Lena, with 31.5 million
followers; most-followed Douyin account belongs to actor Chen He (50.7 million)
 TikTok users spend an average 52 minutes per day on the app
 Douyin users open the app four or five times a day, using it for around half an
hour daily
 TikTok brought in $3.5 million in revenue over 2017, 42% of which came from the
US, 39% from China (excluding Chinese Android users)
 Parent company ByteDance brought in $2.5 billion revenue in 2017
 ByteDance valued at $75 billion, making it the world’s most highly-valued
privately-held startup
 Investors led by SoftBank invested $3 billion in ByteDance in October 2018

TikTok User Statistics


TikTok is available in over 150 markets around the world, in 75 languages. The latest
available statistics show that there are 500 million TikTok users around the
world (monthly active users). This was the case in the June 2018, so the figure is more
than likely to be significantly higher by this point. It had been installed 800 million times
by October 2018 (not including Android users in China).

By way of comparison, Instagram could boast 1 billion monthly active users at this point,
with Instagram Stories registering 400 million daily users. These are also the latest
available statistics.
According to data provided to CNBC by marketing intelligence firm Sensor Tower,
TikTok was downloaded 104 million times on the Apple App Store over the first half of
2018. This makes it the most downloaded app on the platform over this period.
Going as far as the end of the second quarter of 2018, we can see a huge surge in
downloads of TikTok (and the eventually absorbed Musical.ly). A slight slowdown
occurs between Q1 and Q2 2018; though with over 50 million downloads in the latter,
it’s not the most catastrophic of declines.
We must note that these figures occur before TikTok registered its top rank in terms of
US iOS downloads in October 2018, and the Musical.ly merger, so the growth curve is
likely to have robustly recovered after this blip.

Advantages of Tik Tok:

Let’s talk about some advantages of tik tok also. So it is mostly used by people for fun.
They are making short videos and share it with their followers for getting comments and
like and they want to famous by this tik tok app. It seems very enjoyable and amazing if
you use it when you are free. Therefore, there will be a variety of background music and
the people will act only. So it has a lot of advantages I shared with you which I have
seen and observe them.

Disadvantages of Tik Tok:

I have told you the advantages of tik tok. So, it is time to tell you about the
disadvantages of tik tok app. People are wasting their time for making such a useless
video and they think that they will be famous no you are wasting valuable time. I think it
is very shameless for those who are making the video in order to be an actor. And it
does not have any good because they are hitting the book, education, jobs away. I
request to don’t let your child use delete it from there because in order to read the
books to get information so that they will be open minded. So it was all my experience
which I shared with you guys.
Features:

Uploading Video Directly

This is indeed an unique feature of this application. With TikTok, you can upload your
recorded videos directly to your account. You can then edit those and add type of
effects as per your wish. This helps in saving your time and energy as you will be able
to engage your followers in a situation where video recording is not convenient.

Duet Videos

Are you interested in collaborating with your friend for making videos? You may hesitate
in this as your friend is staying in a far off place. But again with TikTok things are pretty
simple. You can produce good quality duet videos using this app even if your friend
stays in a different country. Standard effects can be added in those videos. This feature
can add variety to your feed which will further help you in acquiring more followers.

Slideshow Maker

If you are an active user of social media, you should be familiar with popular slideshow
videos. Through such videos, you can create a unique collection by embedding several
memories of yours in the form of videos. Fort other similar types of apps creation of
slideshow videos is a bit difficult as you need to download external apps. But with
TikTok it is easy and also you can share those in your feed seamlessly.

Timer for Video Recording

Making of lip sync videos are a bit difficult as you need to maintain the right time along
with focusing on the video. Creating such videos consumes a lot of time, but using
TikTok you can do it in few minutes. The timer feature will enable you in concentrating
on the video content. You just have to choose the timer option and then wait to make
the record happen automatically.
Superior Video Editor

This is another distinctive feature of this app. This feature will help you in editing videos
so that the lip sync can be made perfect even if the recording does not happen properly.
This possibility is not available in other apps of similar types.

TikTok's Top and Famous Users

1. Jacob Sartorius - 19.9 Million Followers.

2. Baby Ariel - 29.3 Million Followers. ...

3. Loren Gray - 30 Million Followers. ...

4. Lisa and Lena - 32.2 Million Followers. .

Top ten Pakistani Tiktokers

1. Pinky Francis (@pinkyfrancis)

This UAE based Pakistani is all about laughs! She makes videos with funny Urdu
dialogues, and her videos based on songs also have a fun element to them. She has
done duos with her friends and other TikTok users which are equally great. Her videos
will surely put you in a good mood.

2. Pretty Alia (@prettyalia1)


Alia has created numerous kinds of videos showing her versatile set of skills. She
usually creates videos based on popular monologues and duologues from films and talk
shows. Videos based on fun and catchy songs can also be found here and there on her
profile.

3. Buggs Bunny (@mjahsan20)


He likes to call himself bunny and bunny’s got style! Many of his videos are he chilling
with his folks (#mjcrew) showcasing their acting skills and participating in challenges.
He is famous for exhibiting some great moves on popular songs and his on-point
expressions while doing emotional dialogues.
4. Reeja Jeelani (@reejajeelani)
This girl was equally famous on Instagram, Dubsmash, and Musical.ly and now she is
killing it on TikTok. Reeja is famous for the best lip-sync skills and awesome makeup.
She does famous dialogues from dramas and awesome songs. She is also interested in
making duets with her fellow TikTok users.

5. Pir Ahmed (@pirahmed)


He likes to live by his own choices. He has varied kinds of videos including songs,
slowmos, dialogues, monologues and more. He creates whatever he likes whether its
famous or not, and that makes him different from others. Mostly, he is doing duets with
his little friend (@pir_siraj) which are hysterical.

6. Hazeera (@hazeera_k)
Hazeera was among the most famous users on Musical.ly and she has continued her
tradition on TikTok too. Her profile has videos ranging from funny dialogues to
emotional songs, all based on her mood. She is famous for just the right expressions for
every kind of content.

7. Nouman Rizwan Khan (@bboyjonty)


This guy loves songs; whether desi or Bollywood. He shows his best dance moves,
awesome expressions, and emotions in these videos. There are occasional videos with
dialogues but they, too, are not without music. He has impressed everyone with his right
sound choices.

8. Mubeen Rehman (@mubeenrehman66)


Popular raps and melodies are Mubeen’s specialty. He is really blessed in terms of
looks. Blend those with the right skills and you get a hit like him. His acting and dancing
skills are mind-blowing. He also has made some dialogue duets with his fellows which
you can’t pass without liking.

9. Ibrahim (@ibrahimm007)
He has got the greatest mixture of looks, wardrobe, skills, and talent. He creates
versatile content comprising of fast music, monologues, duologues, dialogues and with
as perfect timing as his, the videos are just impossible to ignore.
10. Anum Asad (@anumasad)
Anum owes her fame to her slaying looks and stunning hair. Her great dialogue choice
and ideal acting skills are sure to leave you impressed. She makes videos with famous
dialogues and songs which highlight her talent very well.

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