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Android and IOS : A study on Android 5.0 and IOS 8 Interface :Preferences
Devadarshan A/L Ganasan
Tunku Abdul Rahman University College Wangsa Maju, Abstract
The purpose of the present study is to examine the Android 5.0 is and IOS 8. The study was guided by uses gratifications approach as a framework because the assumption that audience constantly seek the user interface for entertainment and satisfaction.
Introduction
The purpose of present study is to examine the preference of IOS 8 between Android 5.0 Lollipop. While it is know that both platform has their own user and fans but Android and IOS have their own design style and preferences . IOS is a mobile performing system build and establish by Apple INC. IOS formerly Iphone OS and allot exclusively solely for Apple Hardware. It is running the system that present time powers many mobile device’s company , along with IPhone ,Ipod and IPad. Originally revealed on 2007 for the Iphone. Later on it drawn out to support for other Apple device like Ipod September 2007. After 3 years on January 2010 for Ipad and second generation Apple TV along on September 2010.On January 2015 Apple App Store involve more than 1.4 million IOS application , 725,000of which are native for iPad .
IOS interface is based on the concept of using multi touch gesture , direct manipulation , flat designs . Interface control elements consist of sliders, switch and buttons. Communication with OS build gesture such as tap, swipe ,pinch and reverse pinch , all which have unique meaning in a period of the OS performing system and multi touch interface.
Android is a mobile operating system (OS) based on the Linux kernel and currently developed by Google. With a user interface based on direct manipulation, Android is designed primarily for touchscreen mobile devices such as smartphones and tablet computers, with specialized user interfaces for televisions (Android TV), cars (Android Auto), and wrist watches (Android Wear). The OS uses touch inputs that loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse pinching to manipulate on-screen objects, and a virtual keyboard. Despite being primarily designed for touchscreen input, it has also been used in game consoles, digital cameras, regular PCs, and other electronics. As of 2015, Android has the largest installed base of all operating systems.
Android's default user interface is based on direct manipulation, using touch inputs, that loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse pinching to manipulate on-screen objects, and a virtual keyboard. The response to user input is designed to be immediate and provides a fluid touch interface, often using the vibration capabilities of the device to provide haptic feedback to the user. Internal hardware such as accelerometers, gyroscopes and proximity sensors are used by some applications to respond to additional user actions, for example adjusting the screen from portrait to landscape depending on how the device is oriented, or allowing the user to steer a vehicle in a racing game by rotating the device, simulating control of a steering wheel. Most manufacturers, and some wireless carriers, customise the look and feel of their Android devices to differentiate themselves from their competitors.

Objective & Research Question
The objective of this study are to find out the about IOS 8 and Android 5.0 user interface. Besides that to study the performance between IOS 8 and Android 5.0. Moreover this study can get to know what is the benefit of using phone and which platform is better for a mobile user . Lastly is about the Features between IOS 8 and Android 5.0.
1) To examine the relationship between the performance of IOS 8 and Android 5.0
2) To compete the relationship between the Design of user interface of iOS 8 and Android 5.0
3) To compete the relationship between the Feature of interface of iOS 8 and Android 5.0

Hypothesis
1) The IOS 8 and Android 5.0 have their own unique performance in mobile devices.
Literature review
James L Lentz, User Interface Architect, IBM (2011) iOS relies heavily on software User Interface control features, such as virtual buttons. Users interact with widgets by touch, with the single exception of exiting an application or folder. In contrast, both Android and Blackberry devices provide physical buttons for navigating back to the previous view and for opening option menus. On iOS devices these actions are invoked with buttons.
According to ISO/IEC-9126-1; usability includes the understand ability, learnability, operability, attractiveness, and usability compliance sub-characteristics. Usability is known as a qualitative attribute that determines how easy the user interface can be used. It measures the quality of user’s interaction to the system environment. In general, mobile applications should be simple, and the input should be easy to insert, simplified by using location aware functions. Mobile applications must have a well-designed interface with appropriate color and font sizes because mobile users may not be able to concentrate on the system use.
In this section we discuss literature that deals with the usability and summarize a selection of the most relevant findings. To start, in the ISO 9241-11 (1997) standard, usability is defined as “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use”. However, ISO/IEC 9126- 1 (2001), states that usability is “the capability of the software product to be understood, learned, used and attractive to the user, when used under specified conditions.” , on the other hand, emphasize that there is a great deal of literature available that addresses usability, user interface design, and related topics for mobile devices. A mobile application must be developed and designed with respect to user technological ability, skills, and language proficiency. This forces developers to be very careful with design issues in order to maximize the level of usability with all of its sub-characteristics.
(Ruuska et al., 2001) User interface design for mobile communication devices has not been a central research topic in the past. However, telecommunication is merging with information processing, intersecting with mobility and internet technology, and the resulting communication devices will be the largest consumer product segment in the world. The convergence of information processing and communication is a clear trend in mobile communication. One aspect of trying to create “good” user interfaces for this class of devices is to look at its social impact.
(2007 John Wiley & Sons, Ltd)There are fundamental concepts of design that apply across all design domains, but each domain interprets how these design principles apply. For example, one fundamental design concept is Fitt’s Law, which states that the time to acquire a target is a function of the distance to the target and the size of the target. The further the target is away from the user’s current position, the longer it takes to move to the target. The smaller the target, the more the user has to use fine muscle control and hence take more time to move. While Fitt originally worked on control panels and studied muscle and limb movement, the basic concept has been extended to cursor movement on computer screens. The implications of Fitt’s law varies design by design, domain by domain. The size of a target is affected by input mechanism, such as direct manipulation, cursor manipulation, or scroll and select. The distance to a target is affected by display and input mechanism, such as physical controls, computer screen with mouse, serial input (scrolland select or pure keyboard input), or small screen with stylus
Theoretical Framework
The theory to apply into this research is the uses and gratification theory. Uses and gratification theory was first introduced by Elihu Katz in the early 1970’s (Severin & Tankard Jr, 2001). During that time, most communication research had been asking “What do media do to the people?” However, Katz suggested turning the question around to “What do the people do with the media?” His theory contradicted with older view that sees audience as passive group. Rossi (2002) also stated that uses and gratification theory “views the audience as active, meaning that theyactively seek out specific media and content to achieve certain results or gratifications that satisfy their personal needs”. Some other famous researcher who used this theory is Jay Blumler and Michael Gurevitch. Both of them are Katz colleague and they continue to expand the idea (Rossi, 2002). The reason why users and gratification theory will serve as a framework for the present research is because the assumption that audience is active. They constantly seek the media for entertainment and satisfaction. The people whoever using both mobile operating system. They have the power to choose which platform they prefer to use and explore . Moreover, this both mobile operating system has their own unique user interface.

Research Methodology
The research methodology that I used for my research competitor analysis by Survey and Questionnaires. Is a tactic use for collecting quantitative information by asking participants a set of questions in specific. Survey and Questionnaires is used because this is an exploratory research on the usage pattern of IOS 8 and Android 5.0 among peoples, the performance of IOS 8 and Android 5.0. Survey will be conducted by distributing questionnaire to the younger generations aged between 18-25 years old in Tunku Abdul Rahman University College. There will be 5 questions :
1) Which one is the better one though between iOS 8 and Android 5.0 ?
2) Which one has implemented widgets in a better fashion bet between iO8 and Android 5.0
3) Which one has a better multi-tasking (recents apps ) menu between iOS 8 and Android 5.0
4) Which has a better camera app interface between iOS 8 and Android 5.0 ?
5) Which one has better lock and home screens between iOS 8 and Android 5.0

SUMMARY
What a great battle, right? Well, both platforms have their own merits and it's virtually impossible, so regardless of which one turns out to amass more voters, it is pretty safe to say that both iOS 8 and Android 5.0 Lollipop offer the best user experience possible.
Refrence
Online Journal reference:
- http://www.ibm.com/developerworks/library/wa-interface/
- TelecomTube - Folder File Profile - Designing the Mobile User Experience [Barbara Ballard] 2007.pdf
-International Journal on Integrating Technology in Education (IJITE) Vol.3, No.4, December 2014 (A STUDY OF THE INTERFACE USABILITY ISSUES OF MOBILE LEARNING APPLICATIONS FOR SMART PHONES FROM THE USER’S PERSPECTIVE) (Abdalha Ali, Muasaad Alrasheedi, Abdelkader Ouda and Luiz Fernando Capretz Department of Electrical and Computer Engineering, Western University, LondonOntario, N6A5B9, Canada)
- Portal Hayoung Noh Computer Science Honours Programme University of Cape Town 13 May( Starting Mobile Application Development for E-Sports ) http://people.cs.uct.ac.za/~cpatrick/Honours/files/LiteratureReviewNHXHAY001.pdf -Abdalha Ali, Abdelkader Ouda, Luiz Fernando Capretz, Senior Member, IEEE Bulletin of the IEEE Technical Committee on Learning Technology, Volume 14, Number 4, October 2012 (A Conceptual Framework for Measuring the Quality Aspects of Mobile Learning) PDF
2012 45th Hawaii International Conference on System Sciences Change and Control Paradoxes in Mobile Infrastructure Innovation(The Android and iOS Mobile Operating Systems Cases) http://www.hicss.hawaii.edu/hicss_45/bp45/dt7.pdf http://en.wikipedia.org/wiki/Android_%28operating_system%29 Android http://en.wikipedia.org/wiki/IOS IOS
Book Reference
Severin, W.J., & Tankard, Jr, J.W. (2001). Communication Theories: Origins, Methods, and Uses in the Mass Media. New York: Addison Wesley Longman.

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