The Android Paradox and Computing Inequality

Benedict Evans wrote a great article on android fragmentation. He and I have covered this theme a variety of ways but I wanted to add a few more elements for you to think about. I also tweeted over the weekend on this theme and faced fire from the twittersphere.

 

Furthermore, Benedict makes a point in his post key to understanding the Android paradox:

Again, this is a paradox: Android is the platform best for early adopters and iOS the one best for late adopters who just want something that works, but the market adoption is the other way around.

There is no question Android is a unique beast. I’ve long heard Android compared to Windows. However, I have never been comfortable with this comparison. There are certainly some fundamental similarities but there are also a great deal of fundamental differences. They are similar in that they are both software platforms available for third parties. OEMs can take the software platform and create their own hardware. While those are basic similarities, Android has a fragmentation problem Microsoft never really had.

In the PC era, Microsoft maintained very strict hardware constraints for products running Windows. Intel, and AMD to a degree, also assisted with this a great deal to make sure OEMs had a certain bar that was maintained in terms of computing experience. This came crashing down with Windows Vista. This was an example of Microsoft having too computationally complex a piece of software which made machines with underpowered CPUs, and more importantly weak graphics capabilities, have many issues with Vista. I remember telling the OEMs around the time if everyone just shipped a discreet GPU on all their Vista machines it would be fine. But that would have driven costs up at a time they were all trying to drive costs down. For the most part, we have not had the same fragmentation issues with Windows we have with Android. Curiously, we saw the beginnings of the issue with Netbooks. For the first few years, these devices ran underpowered CPUs which consumers then attempted to use to do things they would do with more powerful computers. This is why early Netbooks didn’t play flash video well, or games, or other CPU intensive tasks. It brings us down an interesting thought trail of where we are today with computing power in lower cost devices. Which leads us to the Android paradox.

Where Windows seemingly was always designed to run computationally capable silicon, Android is and must be designed for the lowest common denominator. Android must run on an extremely low end CPU and an extremely high end CPU. This problem is outlined well in this video and in this post by Game Oven.

The point the folks at Game Oven highlight is the challenge of building a computationally complex piece of software and getting it to run on every Android device in the world. This is a significant problem for the future of computing and it begs a fascinating question. Architecturally speaking, is ARM or x86 better suited to address this particular issue? I do not have this answer yet, but it is a key question.

With my background in semiconductors, I look at this problem and doubt Google can solve it. Google can not maintain control of the hardware in smartphones the same way Microsoft could with Windows PCs. Mostly this has to do with the fact Android OEMs want to make a phone that can be sold for $100 dollars or less. Those devices, by sheer economics, will have to use an inexpensive and low powered CPU. That vendor will also have to make decisions on which sensors or other chipsets to include or not include in order to hit that price. Which means software developers like Game Oven simply can’t run their software on those devices. It emphasizes the point that a software developer Android addressable market is limited by hardware if they are looking to push the envelope of computing.

Going further down this rabbit hole gets even more interesting for the future of computing. With roughly 80% of the Android install base being lower end, underpowered devices, and even more so as we add another billion plus first time computer owners with a smartphone costing less that $150, we have an issue of exposing those first time owners to the full potential of handheld computing. Perhaps that isn’t necessary, since it is their first computer, but it is from the standpoint of personal computing.

However, this may only be a short term problem. When you look at silicon road maps and Moore’s Law, it seems it’s possible that, 4-5 years from now, some incredibly powerful CPUs will be able to run in devices that can be extremely low cost. That being said, as long as Moore’s law exists, software developers will hopefully exploit the new capabilities of latest generation silicon and push software to the limits. Until Moore’s law is passed, conceptually, there will always be an inequality gap with regard to computing.

Intel may have something to offer to solve this problem, as x86 brings many efficiencies to the table for complex operations. Should they get to a very low power yet high performance benchmark over the next few years and gain traction in smartphones, I will be curious to see if the fragmentation issue around what Game Oven highlights could be solved through an x85 Android environment. We will have to wait to see, but I am still skeptical fragmentation can be solved simply by all computing devices running the same application processor architecture.

Remarkably, Apple is one of the few companies who can solve computing’s inequality gap. Should they be able to bring their experience to hardware at lower costs, it could be a huge benefit to the future of computing. Until then, we remain firmly set in an environment where the capabilities of hand held computing are unequal.

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Ben Bajarin

Ben Bajarin is a Principal Analyst and the head of primary research at Creative Strategies, Inc - An industry analysis, market intelligence and research firm located in Silicon Valley. His primary focus is consumer technology and market trend research and he is responsible for studying over 30 countries. Full Bio

5 thoughts on “The Android Paradox and Computing Inequality”

  1. Where Android fragmentation is a problem is most importantly (but not exclusively) on matters of security. Google, OEMs and carriers have to be held accountable if their software leaks information. When DOS/Windows got upgraded they ran on most current machines of the day. Yes, they typically ran slower on older hardware, but so does iOS 7 on an iPhone 4.

    Otherwise, it still, and always will, depend on hardware and software requirements. Even now, PC software lists minimum and optimum hardware requirements and OS versions sometimes. This is especially true for games. Some software will refuse to install if the right computing environment isn’t present. That’s the way it should be.

    That $100 phone is the netbook of that market. I “blame” the hardware, but that’s the value proposition in that case. Still, that market is getting served better than “not at all”. We did useful work on DOS back in the day. Would I want to go back to it? Of course not.

    There was a time early on that Windows (even DOS) was quite fragmented. Remember Windows286, Windows386, and QEMM386?

    I remember back when I had a Pentium II desktop. As a curiosity, I ran PC Mag’s DOS benchmarks in a DOS box. The result was quite funny! Basically, the benchmark blew up.

  2. Another big difference is that you really can not upgrade phones and tablets. If I wanted to run the latest version of Windows or some piece of software and my PC was not up to it, I had the option of adding more RAM, installing a new video card or even upgrading the processor. Using the Game Oven example, you just can’t add a gyroscope to your phone if it doesn’t have one (or if the one on your $600 Galaxy S4 is junk).

  3. There will come a time…and probably soon…when it will be actually difficult to come up with software worthy of the latest chips. I haven’t upgraded a computer in 10 years due to the need for more power. Now I buy a machine,don’t worry much about it’s specs and know that it will be just fine for many years. That didn’t used to be the case. Apple has a significant performance per watt advantage. However, Android phones just became bigger to compensate. In a couple years…Apple’s advantage won’t matter nearly as much.

    What will continue to matter is the seamless experience, the total ecosystem, top quality apps. Apple has a pretty good record in the Mac of keeping it’s edge in ease of use and keeping it’s premium pricing for it. Apple’s hold on the most profitable customers will keep Apple as the top spot in support for it’s ecosystem.

    I’m most interested to see how long the google ecosystem can keep investing in innovation as the margins plummet to near zero…while Apple rakes in the lion’s share of the profits and invests in innovation. It used to seem obvious that the sum total of everybody working on Android would blow Apple-going-it-alone out of the water. But only Samsung is making decent money and that is trending down and the trend will only worsen. Google has near infinite resources but that comes from it’s PC advertising for the most part and a good deal from it’s iOS customers. Will Google have to reenter the hardware business like Msft in order to infuse hardware innovation?

    Google being open, and far easier to get apps in it’s Google Play Store has NOT resulted in more high quality and more innovative apps. It seemed obvious that it would….but the reality is that developers follow the money more than they follow the number of users. Android’s explosive growth is coming in the most unprofitable segments.

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