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Platform vs. Native vs. HTML5: Which mobile development makes sense for your business?
Na#ve	
  
HTML	
  5	
  
Pla.orm	
  
Possible  Methods
Na0ve  vs.  Mobile  Web  
vs.  Pla4orm  
  
It’s  complicated
Na0ve  Development
•  Coded	
  with	
  a	
  
specific	
  programming	
  language	
  
(Objec#ve-­‐C	
  for	
  iOS,	
  Java	
  for	
  
Android,	
  etc…).	
  These	
  applica#ons	
  
are	
  fast,	
  reliable,	
  and	
  powerful	
  but	
  
are	
  #ed	
  to	
  a	
  mobile	
  pla.orm.	
  	
  
ü  Best	
  performance	
  
ü  Access	
  to	
  device	
  specific	
  
features	
  exposed	
  by	
  na#ve	
  
APIs	
  
ü  Can	
  be	
  downloaded	
  via	
  the	
  
app	
  store	
  or	
  direct	
  
distribu#on	
  
ü  No	
  limits	
  
Na0ve  Apps
Na0ve  approach:  
Challenges
ü  Less	
  stable	
  than	
  na#ve	
  
ü  Pulls	
  in	
  data	
  much	
  more	
  
slowly	
  than	
  na#ve	
  
ü  Browser	
  fragmenta#on	
  
ü  No	
  app	
  store	
  
discoverability	
  
ü  May	
  take	
  longer	
  to	
  
generate	
  revenue	
  
ü  Scarcity	
  of	
  mobile	
  web	
  
developers	
  
ü  Less	
  offline	
  capabili#es	
  
ü  Poor	
  gaming	
  capabili#es	
  
ü  Not	
  as	
  UI	
  rich	
  as	
  na#ve	
  
ü  Less	
  device	
  access	
  
capabili#es	
  
Na0ve  approach:  
Advantages
ü  Leverage	
  full	
  device	
  
capabili#es	
  
ü  Full	
  offline	
  device	
  storage	
  
ü  Best	
  performance	
  
ü  Richest	
  UI	
  
ü  Must	
  go	
  through	
  app	
  
store	
  or	
  direct	
  distribu#on	
  
ü  Gaming	
  capabili#es	
  
ü  Plethora	
  of	
  app	
  
developers	
  
ü  No	
  limits	
  
Na0ve  Apps
Build	
  when:	
  
•  Complicated	
  &	
  Strenuous	
  
Data	
  Processing	
  
•  High	
  Performance	
  
•  Gaming	
  &	
  Video	
  based	
  apps	
  
•  Significant	
  offline	
  storage	
  
•  1	
  or	
  2	
  Devices	
  
	
  
Don’t	
  build	
  when:	
  
•  Content	
  driven	
  and	
  not	
  UI	
  
driven	
  
•  Low	
  Budget	
  
•  Reusable	
  Components	
  
•  Inefficient	
  maintenance	
  
structure	
  
•  Many	
  Devices	
  
Mobile  Web  Development  (HTML5)
Mobile	
  web	
  site	
  living	
  on	
  the	
  
mobile	
  browser	
  of	
  a	
  device	
  
and	
  tailored	
  to	
  a	
  specific	
  
device	
  or	
  form	
  factor	
  
ü  No	
  approval	
  process	
  
ü  Easy	
  to	
  update	
  app	
  and	
  
new	
  features	
  
ü  Save	
  #me	
  and	
  money	
  
ü  Supports	
  mul#ple	
  
pla.orms	
  
	
  
Mobile  Web
Mobile  web:  
Challenges
ü  Less	
  stable	
  than	
  na#ve	
  
ü  Pulls	
  in	
  data	
  much	
  more	
  
slowly	
  than	
  na#ve	
  
ü  Browser	
  fragmenta#on	
  
ü  No	
  app	
  store	
  
discoverability	
  
ü  May	
  take	
  longer	
  to	
  
generate	
  revenue	
  
ü  Scarcity	
  of	
  mobile	
  web	
  
developers	
  
ü  Less	
  offline	
  capabili#es	
  
ü  Poor	
  gaming	
  capabili#es	
  
ü  Not	
  as	
  UI	
  rich	
  as	
  na#ve	
  
ü  Less	
  device	
  access	
  
capabili#es	
  
Mobile  web:  
Advantages
ü  Leverage	
  effec#ve	
  web	
  
search	
  technology	
  for	
  
discoverability	
  
ü  Na#ve	
  mobile	
  developers	
  
are	
  ge^ng	
  more	
  expensive	
  
ü  More	
  capable	
  than	
  HTML4	
  
ü  Mul#media	
  support	
  
ü  Cost	
  efficient	
  
ü  Cross-­‐pla.orm	
  
ü  Less	
  maintenance	
  
ü  Mul#variate	
  tes#ng	
  
ü  Faster	
  #me-­‐to-­‐market	
  
ü  Smaller	
  device	
  footprint	
  
ü  Can	
  be	
  wrapped	
  in	
  hybrid	
  
format	
  
Mobile  Web
Build	
  when:	
  
•  Suppor#ng	
  all	
  devices	
  
•  Low	
  to	
  moderate	
  budget	
  
•  Content	
  over	
  UI	
  
•  Low	
  to	
  moderate	
  offline	
  
storage	
  
•  Easy	
  maintenance	
  
	
  
•  Don’t	
  build	
  when:	
  
•  High	
  performance	
  is	
  needed	
  
•  Low	
  Budget	
  
•  UI	
  over	
  Content	
  
•  Inefficient	
  maintenance	
  
structure	
  
•  Leverage	
  custom	
  widgets	
  or	
  
device	
  specific	
  features	
  
What  is  Pla4orm  Development?
Rely	
  on	
  cross-­‐channel	
  development	
  frameworks	
  like	
  JavaScript	
  
that	
  ensure	
  cross-­‐pla.orm	
  compa#bility	
  and	
  also	
  access	
  the	
  
devices	
  specific	
  features	
  to	
  build	
  na#ve,	
  mobile	
  and	
  hybrid	
  apps.	
  
	
  
ü  Write	
  once	
  build	
  any	
  where	
  
(i.e.	
  supports	
  mul#ple	
  devices)	
  
ü  Saves	
  #me	
  and	
  possibly	
  significant	
  money	
  
ü  Good	
  performance	
  
ü  Caters	
  to	
  all	
  methods	
  of	
  deployment	
  
ü  Could	
  poten#ally	
  have	
  other	
  areas	
  of	
  SDLC	
  	
  
(i.e.	
  Design,	
  Management,	
  Tes#ng,	
  etc…)	
  
Pla4orm  Apps
Pla4orm  
approach:  
Challenges
ü  Unsupported	
  features	
  
ü  Restricted	
  use	
  of	
  
personal	
  tools	
  
ü  Possibility	
  of	
  slow	
  
performance	
  
ü  Vendor	
  lock	
  /	
  
restric#ons	
  
ü  May	
  not	
  be	
  as	
  UI	
  rich	
  
ü  Not	
  every	
  feature	
  is	
  
cross-­‐channel	
  
Pla4orm  
approach:  
Advantages
ü  Ease	
  of	
  use	
  
ü  Re-­‐usability	
  of	
  code	
  
ü  Easy	
  availability	
  of	
  plugins	
  
ü  Fastest	
  to	
  market	
  
ü  Lower	
  total	
  cost	
  of	
  
ownership	
  
ü  Support	
  for	
  cloud	
  services	
  
ü  Single	
  code	
  base	
  across	
  all	
  
devices	
  
ü  Security	
  /	
  Authen#ca#on	
  
ü  May	
  support	
  other	
  elements	
  
of	
  SDLC	
  
ü  Build	
  na#ve,	
  mobile	
  web,	
  
hybrid	
  and	
  mixed	
  mode	
  
apps	
  
ü  Future	
  proofing	
  
Pla4orm
Build	
  when:	
  
•  Port	
  across	
  all	
  devices	
  
•  Many	
  apps	
  
•  Singular	
  development	
  
language	
  skill	
  set	
  
•  Reusable	
  components	
  
•  Low	
  TCO	
  
Don’t	
  build	
  when:	
  
•  1	
  or	
  2	
  devices	
  
•  1	
  or	
  2	
  apps	
  
Comparison
Na3ve	
  
Pla6orm	
  
Mobile	
  Web	
  
Device	
  
Access	
  
Full	
  
Full	
  
Par#al	
  
Speed	
  
Best	
  
Beber	
  
Good	
  
Dev	
  
Cost	
  
Expensive	
  
Reasonable	
  
Approval	
  
process	
  
Mandatory	
  
Mandatory	
  
None	
  
Code	
  Base	
  
Different	
  
1*	
  
1	
  
Comparison	
  
Reasonable	
  
What  To  Consider
•  How	
  large	
  is	
  your	
  user	
  base	
  and	
  how	
  tech	
  savvy	
  are	
  they?	
  
•  What	
  do	
  your	
  users	
  want?	
  	
  
•  What	
  devices	
  are	
  your	
  users	
  on?	
  
•  What	
  are	
  your	
  opera#onal	
  and	
  maintenance	
  cost	
  
requirements?	
  
•  What	
  UX	
  and/or	
  UI	
  experience	
  do	
  your	
  users	
  require?	
  
•  Are	
  you	
  looking	
  to	
  be	
  in	
  the	
  app	
  store?	
  
•  Is	
  vendor	
  lock	
  a	
  concern?	
  
What  To  Consider
•  How	
  much	
  does	
  content	
  maber	
  to	
  your	
  users?	
  
ü  Industry	
  like	
  publishing	
  put	
  content	
  at	
  a	
  premium	
  
•  How	
  do	
  your	
  users	
  access	
  and	
  consume	
  content?	
  
ü  Mobile,	
  Desktop,	
  Other	
  
•  How	
  does	
  mobile	
  sa#sfy	
  your	
  business	
  needs?	
  
ü  Revenue	
  driven?	
  
•  Does	
  your	
  business	
  need	
  to	
  evolve	
  as	
  fast	
  as	
  technology?	
  
ü  Gaming	
  vs	
  Publishing	
  
Kony  –  A  Complete  Pla4orm
Tools	
  
•  Leverage	
  single	
  code-­‐base	
  (JavaScript)	
  
to	
  build	
  cross-­‐channel	
  applica#ons	
  on	
  
premise	
  or	
  on	
  the	
  cloud	
  
•  Build	
  beau#ful	
  effec#ve	
  user	
  
experience	
  with	
  tools	
  /	
  widgets	
  
•  Handles	
  and	
  simplifies	
  any	
  form	
  of	
  
deployment	
  
•  App,	
  device	
  &	
  content	
  security	
  and	
  
management	
  
Built	
  for	
  Enterprise	
  and	
  Consumer	
  
•  Commercial	
  channels	
  
•  BYOD	
  
Next  Steps:  
  
Follow  us  on  TwiNer  for  the  
latest  in  mobile  development:  
@Kony  
  
Visit  our  resource  center  at  
kony.com/resources
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Platform vs. Native vs. HTML5: Which mobile development makes sense for your business?

  • 2. Na#ve   HTML  5   Pla.orm   Possible  Methods
  • 3. Na0ve  vs.  Mobile  Web   vs.  Pla4orm     It’s  complicated
  • 4. Na0ve  Development •  Coded  with  a   specific  programming  language   (Objec#ve-­‐C  for  iOS,  Java  for   Android,  etc…).  These  applica#ons   are  fast,  reliable,  and  powerful  but   are  #ed  to  a  mobile  pla.orm.     ü  Best  performance   ü  Access  to  device  specific   features  exposed  by  na#ve   APIs   ü  Can  be  downloaded  via  the   app  store  or  direct   distribu#on   ü  No  limits  
  • 6. Na0ve  approach:   Challenges ü  Less  stable  than  na#ve   ü  Pulls  in  data  much  more   slowly  than  na#ve   ü  Browser  fragmenta#on   ü  No  app  store   discoverability   ü  May  take  longer  to   generate  revenue   ü  Scarcity  of  mobile  web   developers   ü  Less  offline  capabili#es   ü  Poor  gaming  capabili#es   ü  Not  as  UI  rich  as  na#ve   ü  Less  device  access   capabili#es  
  • 7. Na0ve  approach:   Advantages ü  Leverage  full  device   capabili#es   ü  Full  offline  device  storage   ü  Best  performance   ü  Richest  UI   ü  Must  go  through  app   store  or  direct  distribu#on   ü  Gaming  capabili#es   ü  Plethora  of  app   developers   ü  No  limits  
  • 8. Na0ve  Apps Build  when:   •  Complicated  &  Strenuous   Data  Processing   •  High  Performance   •  Gaming  &  Video  based  apps   •  Significant  offline  storage   •  1  or  2  Devices     Don’t  build  when:   •  Content  driven  and  not  UI   driven   •  Low  Budget   •  Reusable  Components   •  Inefficient  maintenance   structure   •  Many  Devices  
  • 9. Mobile  Web  Development  (HTML5) Mobile  web  site  living  on  the   mobile  browser  of  a  device   and  tailored  to  a  specific   device  or  form  factor   ü  No  approval  process   ü  Easy  to  update  app  and   new  features   ü  Save  #me  and  money   ü  Supports  mul#ple   pla.orms    
  • 11. Mobile  web:   Challenges ü  Less  stable  than  na#ve   ü  Pulls  in  data  much  more   slowly  than  na#ve   ü  Browser  fragmenta#on   ü  No  app  store   discoverability   ü  May  take  longer  to   generate  revenue   ü  Scarcity  of  mobile  web   developers   ü  Less  offline  capabili#es   ü  Poor  gaming  capabili#es   ü  Not  as  UI  rich  as  na#ve   ü  Less  device  access   capabili#es  
  • 12. Mobile  web:   Advantages ü  Leverage  effec#ve  web   search  technology  for   discoverability   ü  Na#ve  mobile  developers   are  ge^ng  more  expensive   ü  More  capable  than  HTML4   ü  Mul#media  support   ü  Cost  efficient   ü  Cross-­‐pla.orm   ü  Less  maintenance   ü  Mul#variate  tes#ng   ü  Faster  #me-­‐to-­‐market   ü  Smaller  device  footprint   ü  Can  be  wrapped  in  hybrid   format  
  • 13. Mobile  Web Build  when:   •  Suppor#ng  all  devices   •  Low  to  moderate  budget   •  Content  over  UI   •  Low  to  moderate  offline   storage   •  Easy  maintenance     •  Don’t  build  when:   •  High  performance  is  needed   •  Low  Budget   •  UI  over  Content   •  Inefficient  maintenance   structure   •  Leverage  custom  widgets  or   device  specific  features  
  • 14. What  is  Pla4orm  Development? Rely  on  cross-­‐channel  development  frameworks  like  JavaScript   that  ensure  cross-­‐pla.orm  compa#bility  and  also  access  the   devices  specific  features  to  build  na#ve,  mobile  and  hybrid  apps.     ü  Write  once  build  any  where   (i.e.  supports  mul#ple  devices)   ü  Saves  #me  and  possibly  significant  money   ü  Good  performance   ü  Caters  to  all  methods  of  deployment   ü  Could  poten#ally  have  other  areas  of  SDLC     (i.e.  Design,  Management,  Tes#ng,  etc…)  
  • 16. Pla4orm   approach:   Challenges ü  Unsupported  features   ü  Restricted  use  of   personal  tools   ü  Possibility  of  slow   performance   ü  Vendor  lock  /   restric#ons   ü  May  not  be  as  UI  rich   ü  Not  every  feature  is   cross-­‐channel  
  • 17. Pla4orm   approach:   Advantages ü  Ease  of  use   ü  Re-­‐usability  of  code   ü  Easy  availability  of  plugins   ü  Fastest  to  market   ü  Lower  total  cost  of   ownership   ü  Support  for  cloud  services   ü  Single  code  base  across  all   devices   ü  Security  /  Authen#ca#on   ü  May  support  other  elements   of  SDLC   ü  Build  na#ve,  mobile  web,   hybrid  and  mixed  mode   apps   ü  Future  proofing  
  • 18. Pla4orm Build  when:   •  Port  across  all  devices   •  Many  apps   •  Singular  development   language  skill  set   •  Reusable  components   •  Low  TCO   Don’t  build  when:   •  1  or  2  devices   •  1  or  2  apps  
  • 19. Comparison Na3ve   Pla6orm   Mobile  Web   Device   Access   Full   Full   Par#al   Speed   Best   Beber   Good   Dev   Cost   Expensive   Reasonable   Approval   process   Mandatory   Mandatory   None   Code  Base   Different   1*   1   Comparison   Reasonable  
  • 20. What  To  Consider •  How  large  is  your  user  base  and  how  tech  savvy  are  they?   •  What  do  your  users  want?     •  What  devices  are  your  users  on?   •  What  are  your  opera#onal  and  maintenance  cost   requirements?   •  What  UX  and/or  UI  experience  do  your  users  require?   •  Are  you  looking  to  be  in  the  app  store?   •  Is  vendor  lock  a  concern?  
  • 21. What  To  Consider •  How  much  does  content  maber  to  your  users?   ü  Industry  like  publishing  put  content  at  a  premium   •  How  do  your  users  access  and  consume  content?   ü  Mobile,  Desktop,  Other   •  How  does  mobile  sa#sfy  your  business  needs?   ü  Revenue  driven?   •  Does  your  business  need  to  evolve  as  fast  as  technology?   ü  Gaming  vs  Publishing  
  • 22. Kony  –  A  Complete  Pla4orm Tools   •  Leverage  single  code-­‐base  (JavaScript)   to  build  cross-­‐channel  applica#ons  on   premise  or  on  the  cloud   •  Build  beau#ful  effec#ve  user   experience  with  tools  /  widgets   •  Handles  and  simplifies  any  form  of   deployment   •  App,  device  &  content  security  and   management   Built  for  Enterprise  and  Consumer   •  Commercial  channels   •  BYOD  
  • 23. Next  Steps:     Follow  us  on  TwiNer  for  the   latest  in  mobile  development:   @Kony     Visit  our  resource  center  at   kony.com/resources