ORMMA breaking the limits on Rich Media for mobile?

(Originally posted on the ORMMA blog)

Creating rich media takes a lot of work. Enough work so that creators are forced to justify their investments. And if you can't justify the time and money it takes, then cheaper solutions prevail. Less-rich media fills the void.

ORMMA is about doing more than just filling up ad space. It's about being able to create compelling ads – the kind that takes creative work – and getting a return on your investment. Wide ORMMA adoption means a wide-ranging audience. For truly rich media ad units. And that's a pay off for consumers as well as advertisers and publishers.

So ORMMA is not another SDK. It is a specification that any SDK can comply with to eliminate choices that limit designers. Instead it provides new choices that promote truly rich media creative on mobile.

For example, today creative development on mobile begins with choice – choices that limit your audience. Choose a platform. Will you focus on one or more of iPhone, iPad, Android devices (1.2 or 2.0), WindowsMobile, RIM, Palm? Choose a screen. 320x480, 768x1024, 480x800, landscape or portrait? Choose a technology. Webkit, Java, ObjectiveC, Flash, Silverlight?

Each one of these choices limits what you can do, where you can place your ad, and ultimately limits the time and money you invest to develop great ads. With these kinds of limits, creativity itself is limited. What else can rich media ads become except ads for the lowest common denominator?

So the first principle of ORMMA is to remove those limits. ORMMA provides designers with technology they already know – HTML5 – and a container to run it on modern mobile devices. Choosing to create rich media with ORMMA standards removes the need to choose between competing platforms, OS, or technology. Web and ad designers use the tools they already have to independently create compelling ads.

But to me, the larger reward of ORMMA is that it increases your rich media options. The many features of today’s smart phones – hardware features like GPS, accelerometer, compass, yes even the phone – are exposed for ad designers to use. (Yes, location based services are already available with HTML5 and even phone calls are possible, but with different protocols for different phones.) ORMMA creates a bridge to all the hardware capabilities for any designer with HTML5 and JavaScript skills. Today’s spec (http://code.google.com/p/ormma/) outlines support for these features

  • network - device reports on its network connectivity
  • orientation - device reports on orientation changes
  • screen - device reports on the screen size
  • heading - device reports compass direction
  • location - device reports its location
  • shake - device reports being shaken
  • sms - device can send an SMS message
  • tilt - device report any tilt changes
  • phone - device can make a phone call
  • email - device can compose email
  • calendar - device can create a calendar entry
  • camera - device can take a picture

With this level of support available to designers, the classic maze game becomes easy. And be more rich. With a shake to start over. Using the current desktop as a board. That stores a coupon in the camera roll if they win. A designer can test this on a mobile browser (there are ORMMA containers for the web, too!) and then push it out confidently to Android, iPhone, iPad, WindowsMobile without modifications.

ORMMA means that the stuff that makes mobile exciting – location and spatial awareness, on-the-go video, high-res vibrant screens, HD audio, photo gallery, calendar, email, phone and SMS – this is the stuff that everyone can use to make rich media ads exciting. It’s all built into the ORMMA specification.

It’s easy to use. Here’s the code to start up and get location-based data.

ORMMA.addEventListener('location', myLocationHandler);

So what does it mean about investing in rich media on mobile? To me it means that the bar for the lowest common denominator has been raised. The cost to create immersive experiences that engage users has dropped. And the return on that investment has extended to a larger audience without compromise. So my question is, what rich media experience will you create with ORMMA? The work you put into it can finally pay off.

Stop Arguing about Flash vs HTML 5 and Let's Move Mobile Advertising Forward

 MicrosoftAdobeApple and many other leading Internet enablers are now all involved in an active debate on how to move forward with content authoring in the multi-platform world.  The launch of the tablet device has prompted an escalating discussion on the merits of technologies like Adobe Flash versus Object C and HTML5. It has taken ridiculous proportions.  While it didn’t bother anyone initially that smart phones often don’t support Flash, with the launch of the Apple iPad, many were starting to question why.  I wrote a blog post on the lack of Flash on the iPhone about a year ago but Steve Job’s comments recently have really exposed the issue in a different light.

Apple has turned from reluctantly allowing content authored with 3rd party technologies like Flash on their mobile devices, to Steve Jobs doing a hatchet job on Flash.  He provided justification for that in an open letter which revealed his passionate dislike for technologies which aren’t native to his own platform.  I'm not buying every technical concern he has about Flash, but I'm not suspecting him of being disengenuous neither.  I do believe however, for Apple to not give the consumer and the developer the choice to use Flash is clearly a business model issue.  Some companies like to allow publishers, advertisers and developers to author content once and distribute them on many platforms.  Other companies - like Apple - require native development on their platform, so that content is only available on their own market leading platform. 
For apps from the App Store, Apple forces developers to use Apple's Objective-C based Cocoa API, a native and proprietary platform. Until recently, developers could also program in Flash and re-package it in Objective-C before submitting it to the App Store. This is now not allowed anymore, but the alternative Objective-C is still practical enough.  
However, for content on the mobile web, Jobs makes the impractical suggestion of using the W3C defined open HTML5 standard as an alternative for Adobe's proprietary Flash. That would make a lot of sense, except no one has any tools for developing similar content with the nascent HTML5.  Adobe Flash is many years ahead and, after carefully reading the technical specifications of both Flash and HTML5, I’m wondering if HTML5 will ever be able to match the level of expression that the author can achieve with Flash.  This is a challenge that authors of web based rich media like video, games and advertising have to deal with now.

HTML5 is a specification for video (H.264), vector animation (canvas), interactive logic (JavaScript) and layout (CSS/HTML).  Adobe Flash also covers video (FLV), vector animation (FLA), interactive logic (ActionScript) and layout.  Aside from the video part which can automatically be converted (be it with some loss of functionality), the other parts of these technologies are absolutely not automatically convertible and aren't even comparable due to vast differences in sophistication.  Flash is far better with animation, while HTML5 is far more efficient in simple content layout.  It has been surprising how many opinions are published where that critical fact is omitted. (Including Steve Jobs open letter)

What About Mobile Advertising?
Crisp Wireless has made the bet that Flash would be too slow to come to mobile in order to be a practical technology for mobile rich media advertising.  We have invested in developing a compelling framework for designers of ad units that leverage HTML5, without requiring the designer to program. Using HTML 5, we are enabling advertisers to use a single technology to deliver compelling ads across the broadest range of platforms. Using Crisp's ad building blocks, the designer can simply and easily create mobile rich media ads. Individuals interested in experimenting with the beta version of this technology are welcome to contact us –end mandatory plug.
As for mobile devices from Apple. The debate is now over. Even Adobe has cancelled their Flash initiatives on iPhone. However, Adobe will keep improving their mobile Flash technology and will find plenty of platforms, including Android, that won’t reject their technology in the near future. Apple will require developers to give their mobile devices special attention at the expense of standards that publishers and ad agencies are familiar with today.  Here at Crisp Wireless we are investing in products that can bring that cost down and make the process to run more compelling display advertising easier on all leading mobile platforms. Our HTML5 strategy is part of that, but we're working to support Flash on Android as well.

 

The iPad is here.

I pre-ordered the iPad via the Apple website.   Even though the Apple site mentioned the Saturday April 3 delivery date, I was really expecting it on Monday.  On Friday, I tracked the package via the UPS site in the style of NORAD tracking Santa.  This was yet another reality check of where these beautiful electronics are manufactured. The package was still in Guangzhou, China.  Our UPS guy generally doesn't even attempt deliveries in the weekend to our business address, so I called UPS. Before I could get through to an agent, an automated message preempted me.  It announced to all impatient kids waiting for their iPad (or something like that) that it was going to get delivered on Saturday.  Indeed, it even arrived in the morning.

Once in possession of the device, the crazy idea of taking a golf club to it before even turning it on like Daniel Tosh did in this clip flashed through my head. But that would have been a really stupid thing to do.  Minutes after using the device, it became obvious--this device stands up really well to all it was hyped to be.
 
Even though many people have said that this is all about the irrational culture created by Apple's marketing genius, I have a perfectly rational explanation for the popularity this device is having. Here it goes.
 
Evident by the basically unchanged Windows PCs many of us have been using for at least a decade now, the consumer is pretty tolerant to the often poor user interfaces of personal computers. After all, what choice did we have?  This has not been the case for cell phones. There has been a lot of choice of different mobile software platforms.  Since the first Motorola 3000 cell phone circa 1983, all the way up to today, if a mobile phone is hard to use, it will sell poorly and it will give the mobile operator a huge customer support headache. Since I started using a Blackberry 957, I have wished the same care for detail would be put into the user interface of an actual computer OS.
 
This is it. The iPad is a small computer with the well designed user interface of a cellphone--the iPhone.  I can find a large collection of content and software especially designed and optimized for this exact hardware. This is not the case on everyone's PC. In contrast to some PCs, it is a computing experience without the common frustrations of slow software, clogged menus or searing hot laptops with 4 hour battery lives.  Not surprisingly, it is individuals who have great computer skills who don't understand the hype about iPad.  They miss the point. They are often happy Linux users unaware of user interface obstacles common to software.
 
Users of the iPhone had seen what developers are capable of in terms of interactivity design on a constrained mobile device. Those are the same users who bought approximately 700,000 iPads over the weekend.  It's a great example of less is more.  I read a great blog post by Matt Gemmell on iPad user interface design here.  The more direct a consumer can interact with content the more fun they have.  So far, because of the large touch screen on a mobile 'always-on' device, the iPad allows more direct interaction with content than any other. The device is surprisingly fast thanks to the A4 CPU that can move data 64bits at a time.
 
Seeing the great full screen advertisements for Coca-cola, Oracle, Buick, and several other advertisers in between the content of great iPad optimized applications (like the WSJ and USA Today applications), I expect this device to be a darling of brand advertisers.   The combination of large full page interstitials with integrated video works really well. Advertisers finally have the tripple threat: size, interactivity and measurability.
 
This is great news for those who bought the iPad. Your favorite newspapers, magazines and TV shows are likely to be largely free to download.  For mobile publishers, this is a chance to take more control over monetizing their content as well.  The ad network model that has been helpfull in mobile because of its efficiency, I expect to be less important for iPad apps.  Regardless what you call rich media on mobile (H.264, HTML5, JavaScript or Flash), the iPad can support more impressive advertisements than any popular mobile device.