Mobile Technology
Its Benefits towards Economy and future path
How many cell phones are there in the world today?
Around the world, there are more than 2.4 billion cell phone users — and more than 1,000 new customers are added every minute (as of July 2006).
Out of 6billions of people in the world, that's 1 out of 3 people has cell phone!!!
What is remarkable about the mobile phone phenomenon?
With 59% of users in developing countries, cell phones are the 1st telecommunications technology in history to have more users there than in the developed world.
What do people in the developing world stand to gain economically?
An extra 10 mobile phones per 100 people in a typical developing country leads to an additional 0.44 percentage points of growth in GDP per person.
And India?
India has 125 million mobile phone users In India, about 13 percent of people have cell phones — three times the number of landlines in the country (as of 2006).
and that's 1 out of every 8 people that has cell phone!!!
Is that number growing quickly?
With India adding more than six million cell phone subscribers a month, analysts expect that nearly half of India’s 1.1 billion people will be connected by cell phone by 2010. (Washington Post)
What is notable about the mobile phone market in India?
Mobile phone rates in India are about one cent a minute — the lowest in the world. India is a rapidly emerging country and booming economy has exploded with cell phone usage. The financial industry is up to par with the most developed countries of the world, because cell phones and their usage have enabled financial markets to operate speedily and all stakeholders to be in constant contact with their agents and banks. Further, the construction of infrastructure, cities, and metropolis areas are being completed in record time, all due to the ease of instant communication via cell phone usage.
Populationhttp://www.indiastat.com/1,129,820,145Telephones - main lines in use: 49.75 million (2005)Telephones - mobile cellular: 125.1 millionInternet users: 60 million (2005)Indian ExchangeIndian rupees per US dollar - 41.487 (2007)
Per Capita income (current prices) 2006-200
US$ 657.83 (Est.)Poverty2% of the population lives below the poverty line; 70% of these people live in rural areas86% of the population lives under $2 per day; 44% lives under $1 per day
Problems
- Low income and not able to afford handsets.
- Lack of low-cost handsets.
- Putting adoption-driving services into place but potential subscribers make emerging markets a likely source of growth.
- Electrical infrastructure is so unreliable that operators are using generators to power bay stations.
- Local government regulations and taxation can be tough.
Uganda mobile phone kiosk
Villagers walk 20km to charge their phones. With the lack of electricity, phones are widely spread.
Development Connecting the Dots
EPROM (and related projects)
Mosoko
Tellme
+++++++++++++ MILEE
Mobile and Immersive Learning for Literacy in Emerging Economies
Overview: "The MILLEE research project aims to enhance access to literacy among children of school-going age in the developing world. More specifically, we aim to complement the formal schooling system by applying mobile learning technology to augment educational opportunities in out-of-school settings."Social Problem: Poor literacy remains a decisive barrier to the economic empowerment of many people in the developing world. Mastery of English is the "single most influential factor that determines access to … important avenues of economic and social advancement” (Kishwar 2005). 90% of indigenous web content in India is in English. Field research and literature indicate that a large proportion of low-income populations desire to improve their command of an appropriate "world language" whether it be English, Mandarin Chinese or Spanish.
Two significant factors exacerbate the problems of literacy: irregular school attendance owing to the need for students to work in the fields, homes, etc, and the the disinterest in schoolwork due to the perceived opportunity costs or lack of benefits of formal schooling. It was found that 43% to 61% of school-going-age children do not attend school regularly (Azim Premji Foundation 2004) Those students who do attend school are instructed by ESL teachers who are unable to communicate in English with Berkeley's researchers without the help of interpreters!
Envisioned Solution: Develop ESL learning games on cell phones that learners can use in out-of-school settings. The game-like design can improve the learning experience and encourage spontaneous adoption by students. They want to make ESL learning resources more accessible and form a curiculum based on local needs.
Early Development: A large scale evaluation by the Pratham NGO showed significant gains on mathematics test scores from playing computer game that target math learning. MILLEE had concluded three field studies between 2004-2005 with children in urban slums and rural areas to learn about their everyday learning and assess their broader needs. After interacting with 12 rural children intensively over a two-week period, they tested commercial ESL computer games on laptops that targeted vocabulary building and phonics instruction. Participants in grades 4-8 and aged 10-16
could barely read each letter in the English alphabet or decode words phonetically even after attending ESL for three years. Most learners encountered poor user-interface designs and had a lack of familiarily with a keyboard and mouse. Learners also struggled with games situated in certain settings like carnivals which were foreign to India. One of the members observed that some learners tended to guess or select every possible option until they obtained the correct answer, eradicating the educational benefit.
In spring 2006, the research group conducted more fieldwork in India to learn about how children use existing software and identify a list of functional literacies that were relevant to children's lives. The functional view of literacy where language is relevant to specific local contexts and practices and is widely acknowledged to be critical for language acceptance in developing regions. They used functional literacies to create relevant curriculum later. Using successful commercial learning packages as an example, they designed over 30 ESL learning games including crossword puzzles, word searches, hangman, fill-in-the-blank, multiple choice games, matching games, and word scrambles.
Localization: The above designs suffered from localization-related problems when most of the team couldn't expand the shortlisted functional literacies into a suitable syllabus. ESL textbooks they had weren't structured according to shortlisted literacies either. In theory, localization should come after internationalization and take culturally independent components that are isolated from culturally dependent components and adapt them for the local context. Isolation and culturally independent components can then be adapted for various local contexts.
FRAMEWORK:
PATTERN is a "template" description of a solution to a problem that has been previously encountered and solved. The pattern allows for us to represent the steps the current language learning software takes to implement a learning task, which the learner engages in with the software to develop his or her language skills. An example of a pattern comprises of a receptive phase where the learner is taught new words, and an activation phase where the learner is tested on these words.
They used a sample of commercial language learning packages with a professional customer base, highly-educated users, and excellent ratings from previous purchasers on e-commerce, home-schooling and other websites. Their sample included Rosetta Stone, The Learning Company's Reader Rabbit, Scholastic's Clifford, etc. Handouts of pattern were distributed with over 50 patterns but they reviewed the collection to shortlist the patterns appropriate for learners -- they decided on phonetic decoding ("sounding out" letters and syllables, segment words into syllables), pronunciation, reading comprehension, and sight reading.
ACTIVITY implements the pattern in Figure 1 and could take the form of a game, beginning with a receptive phase where the player is presented with words and pictures that represent the meanings of those words and an activation phase where a word appears and you must choose the picture that depicts the word's meaning. Separating pattern and activity allows a division of labor between the programmers working on activities and ESL experts working on new patterns.

In the second goaround in 1006, they prioritized 9 learning activities for development on .NET Compact Framework 2.0 for the i-Mate SP5 smartphone because the ease of prototyping on that phone facilitated numerous rounds of iterative design. They designed every activity with receptive-activation cycles in which the receptive phase aims to develop the player's competence and the activation phase tests the player on the targeted aspect of the language. This phase tests the player on items that were "taught" during the preceding phase. Each activity had several short receptive-activation cycles that repeat until the curriculum is mastered. Players couldn't pass until they were correct thrice. Score keeping now included penalties for wrong answers to prevent students from picking each answer.
CURRICULUM AND EXERCISE result from associating the two and letting the learner interact directly with the educational software. Separating the activity from surriculum promotes reuse and scalability by: (1) creating curriculums independent of their cultural backgrounds that can be reused with different activities that have more culturally appropriate user interfaces, (2) reusing curriculums with different activities to appeal to more than one age group, (3) reuse activities with good interfaces as much as possible since learnability and usability are such big issues and (4) reuse localized curriculums such as a vocabulary list that is culturally meaningful for a given learner community with different activities -- one activity can focus on listening comprehension, another can focus on pronunciation and different activities within the same vocabulary list.In 2006, 21 curricula were developed that covered the English alphabet and functional literacies such as numbers, dates and time, shopping, traveling, nature and social situations. 14 kindergarten and 1st grade children were trained to play the ESL learning games and they made changes to the games -- added a repeat sound button, changed the text displays to smiley and frown to make it easier on students and included more animations. It was hard to measure the results without a post-test but some students completed 3 exercises which means they would have had to have learned all the letters. Because the teachers were hinting at answers to the kids, they didn't find it useful to conduct a post-test and most of the children already knew the alphabet anyway.
A second user study with 11 6th grade students taught every participant text input just by observation even though it was their first experience with cell phones. As participants began to finish the 12 exercises, the ones who lagged behind were reluctant to finish or quit playing. Enthusiasm and fun died down once it became competitive. As the developers were more comfortable with this teacher, they conducted a post test, in which learners exhibited post-test gains of 4.3 out of 12 points. They tested for transfer by asking students to write a story but they didn't have the resources to test everyone. Students used Hindi words where they didn't know the English ones but mostly, they succeeded.
Source:
http://www.cs.berkeley.edu/%7Emattkam/publications/CHI2007a.pdfConnecting the Dots EPROM (and related projects) Mosoko Tellme View the PresentationMobile TechnologyIts Benefits towards Economy and future pathHow many cell phones are there in the world today? Around the world, there are more than 2.4 billion cell phone users — and more than 1,000 new customers are added every minute (as of July 2006).Out of 6billions of people in the world, that's 1 out of 3 people has cell phone!!! What is remarkable about the mobile phone phenomenon? With 59% of users in developing countries, cell phones are the 1st telecommunications technology in history to have more users there than in the developed world. What do people in the developing world stand to gain economically? An extra 10 mobile phones per 100 people in a typical developing country leads to an additional 0.44 percentage points of growth in GDP per person.And India? India has 125 million mobile phone users In India, about 13 percent of people have cell phones — three times the number of landlines in the country (as of 2006). and that's 1 out of every 8 people that has cell phone!!! Is that number growing quickly? With India adding more than six million cell phone subscribers a month, analysts expect that nearly half of India’s 1.1 billion people will be connected by cell phone by 2010. (Washington Post) What is notable about the mobile phone market in India?Mobile phone rates in India are about one cent a minute — the lowest in the world. India is a rapidly emerging country and booming economy has exploded with cell phone usage. The financial industry is up to par with the most developed countries of the world, because cell phones and their usage have enabled financial markets to operate speedily and all stakeholders to be in constant contact with their agents and banks. Further, the construction of infrastructure, cities, and metropolis areas are being completed in record time, all due to the ease of instant communication via cell phone usage.Populationhttp://www.indiastat.com/1,129,820,145Telephones - main lines in use: 49.75 million (2005)Telephones - mobile cellular: 125.1 millionInternet users: 60 million (2005)Indian ExchangeIndian rupees per US dollar - 41.487 (2007)Per Capita income (current prices) 2006-200US$ 657.83 (Est.)Poverty2% of the population lives below the poverty line; 70% of these people live in rural areas86% of the population lives under $2 per day; 44% lives under $1 per dayProblems Low income and not able to afford handsets.Lack of low-cost handsets.Putting adoption-driving services into place but potential subscribers make emerging markets a likely source of growth.Electrical infrastructure is so unreliable that operators are using generators to power bay stations.Local government regulations and taxation can be tough.Uganda mobile phone kiosk Villagers walk 20km to charge their phones. With the lack of electricity, phones are widely spread. Development+++++++++++++Handcrank Cell Phone for Developing Countries
Following in the footsteps of the $100 laptop, designer Andre Miloni has come up with a simple cell phone aimed at developing nations where electricity might be scarce. The phone is quipped with a hand crank for recharging its AA batteries, with the going rate of 25 cranks for 1 minute of talk time.


The GSM Association, which represents GSM wireless providers, has a program to get low-cost 3G phones in the hands of consumers in the developing world. Recently they announced that South Korean handset maker LG has won a deal to supply 3G products to 12 operators that have committed to buying the phones. The idea is to help manufacturers produce more cost-effective handsets by getting a band of operators to commit to selling large volumes of the phone. LG said that its KU250 is expected to cost roughly 30 percent less than typical entry-level 3G phones.
Mobile Banking
- 80 percent of people in least developed countries are unbanked.
- Enables people who don't have bank accounts to use cell phones to transfer money.
- Banks and cell phone companies are taking advantage of new handset technology and the expansion of cell phone use in developing economies to extend financial services to roughly 2 billion people who use cell phones but lack bank accounts.
Lack of access to banking services hinders economic development. It gives the poor no option other than the informal, cash economy, leaving them vulnerable to risks and without a means to efficiently save or borrow money. Higher savings rates also make more capital available for investment in development. GSMA recently also announced a partnership with credit card company MasterCard to begin a pilot program of a cell phone banking service. In the program, cell phone subscribers will have a special chip embedded on their SIM card that will allow them to send credit over the mobile phone network via a text message. Recipients take their phone with the text message to a retailer or similar outlet to pick up their cash. The service is likely to become hugely popular among migrant and foreign workers in countries such as the United States. More than 200 million people have left home to work in other countries, according to W. Roy Dunbar, president of global technology and operations at MasterCard International. Those people very often send money home on a regular basis. Over the last several years, money transfers to developing nations have increased from $147 billion in 2001 to $268 billion in 2006, according to the World Bank. But transferring money via wire services or other means is expensive, particularly where the sums are small. For example, someone sending 500 pounds ($982) from the U.K. to India could pay between 1 percent and 8 percent in transfer fees. But if the amount being sent was 100 pounds, the transaction fee could cost the sender up to 40 percent.
Transferring money via mobile phone could greatly reduce these costs, the panel said. It could also cut the transfer time to minutes rather than days. Last, it could be more convenient for senders and recipients, who may live far from a bank or money-wiring office. The end result could mean more cash in the hands of individuals living in poor regions of the world. These individuals might then spend that money locally, helping to fuel a cycle of economic development.
"Throughout history, communication technology has equaled commerce," Dunbar said during the panel discussion. "And now mobile telecommunications plus financial services will equal economic development."
SourceHandcrank DeviceMobile Technology in Developing CountriesMobile Banking