Apps. Gerard Goggin

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vendors were still seeking to link up mobile devices with software applications and data running on enterprise networks and services—the Canadian company Blackberry, for instance, was reported as aiming to “mobilise apps” (Moore, 2004).

      As we shall see, apps really became a household word from 2008 onwards. To understand how this app moment came about, we’ll shortly have a look at some of the kinds of technologies, social developments, and media cultures that created the conditions for apps to become a household word. In the meanwhile, let’s see how apps work as a technology.

      As software, apps cannot work without hardware. The key hardware for apps is the smartphone. The smartphone combines three previously separate functions: cellular mobile telecommunications; mobile Internet; and mobile computing. If you dismantle a smartphone, you will find a CPU (central processing unit). This is a computer chip that is typically integrated into a CMOS (complementary metal-oxide-semiconductor) SoC (system-on-a-chip) application processor. You will also find a power source in the form of a rechargeable battery. There will be one or more antennae (transducers) for receiving and transmitting data via electromagnetic waves in order to handle a range of different signals from cellular networks, Bluetooth, WiFi (wireless fidelity), the GPS (global positioning system), or NFC (near field communication). These may not all be housed in the same chip, but rather crammed into the device housings. Added to which, the antennae may be all in use at once, to help run apps across one, two, or all GPS, Bluetooth, WiFi, cellular mobile, and other networks (Hu & Tanner, 2018).

      Smartphones have grown considerably in sophistication and capabilities, operating as they do at the frontiers of material science and technology, engineering, and computing, as well as interface, user experience, and other user-oriented disciplines. The hardware ensemble offered by smartphones provides a generative “base” or “matrix” for what apps can and cannot do. Apps have sent smartphones into the stratosphere as a consumer technology, so the software very much maketh the device. Conversely, for all their real and imaginary potential, apps remain anchored in the materialities of devices, their social contexts, and what users make of them.

      While synonymous with mobile communication, apps are also used with a growing range of other hardware. Many mobile apps are adapted and deployed for desktop and laptop computer use, and vice-versa. Leading brands, from Microsoft through Apple to Google, make a virtue of the fact that their apps work across the ecosystem of devices—especially the troika of mobile, tablet, and desktops or laptops. Other hardware for which apps have been systematically developed and widely used are tablets, TV sets, and watches and other “wearables.” Apps also feature in technologies such as cars, fridges, homes, gaming devices, VR headsets, and voice-activated devices such as Amazon’s Alexa and Google Home. With the developments referred to as the Internet of Things, apps have acquired the potential to be designed for and installed in a range of low-power devices. They need to be customized for particular kinds of equipment and configurations, as each technology has different characteristics, architecture, affordances, contexts, and uses.

      We can grasp these OSs as a series or stack of layers that allow apps (and their developers and users) to best avail themselves of the capabilities and affordances of the smartphone and, through it, of the various devices, networks, software, things, data, and so on to which it is connected. Increasingly, smartphones are a critical and generative node in wider platforms. What we, as users, experience as apps is a veritable tip of the iceberg. The breakthrough in mobile apps was the creation of these platforms as powerful, supportive, easy-to-use app development environments, typically operated by companies that own or are custodians of an OS. As we shall explore further, especially in chapter 3, companies such as Google, Apple, and others allow developers to avail themselves of their software developer kits, their OS environment, and their services and then to offer apps via an app store (often associated with an OS owner, too). This is the kind of thing introduced in software and app development manuals that target the novice developer; these manuals typically set an exercise such as making a flashlight app or a

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