Difference between revisions of "Designing For/With People With Low Bandwidth"
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(Created page with " Designing fo Low Bandwidth Users Example use cases we're interested or things folks are working on - Low power, out of date Android phones used in Africa - Small lower pow...") |
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Designing fo Low Bandwidth Users | Designing fo Low Bandwidth Users | ||
Example use cases we're interested or things folks are working on | Example use cases we're interested or things folks are working on | ||
− | + | * Low power, out of date Android phones used in Africa | |
− | + | * Small lower power devices like Raspberry Pis | |
− | + | * Distributed social networks like Scuttlebut | |
− | + | * Mesh networks used in disaster recovery | |
− | + | * Improving widely used website platforms | |
− | + | * Improve online tools that were not built with low bandwidth users in mind | |
− | + | * USSD mobile protocol for simple menus options over a dial pad (used mainly outside the US) | |
− | + | ** Used widely for mobile money/payments | |
− | + | ** Cost is high - 10-20k for each phone company | |
− | + | * Compared to IVR voice menu system used over the phone | |
Types of solutions | Types of solutions | ||
− | + | * Mobile - USSD, mobile money/payments | |
− | + | * Bit size and graphics for web sites | |
− | + | * Browser based - Progressive Web Apps | |
− | + | * Offline servers | |
− | + | ** Large content like Wikipedia, Khan Academy, Open Street Maps, etc | |
− | + | ** Tiny server equivalents like Kiwix and the Offline Archive | |
− | + | ** Internet in a box, Rachel, Freedom Box, Bibliotecs that take these applications and bundle them together into local, offline servers | |
− | + | * Local partners like mesh networks, local messaging services, Fediverse, Activity Pub standard | |
Most of the peer-to-peer technologies don't work in this space because they have a high protocol overhead that takes too much bandwidth | Most of the peer-to-peer technologies don't work in this space because they have a high protocol overhead that takes too much bandwidth | ||
Development tools | Development tools | ||
− | + | ||
− | + | * Browser development tools can simulate low bandwidth websites | |
+ | * netdm simulates network latency | ||
Barriers | Barriers | ||
− | + | * Example of Facebook partnering with mobile providers to have data used to access Facebook be for free, but paid for all other web services | |
Sidebar: how mobile payments work | Sidebar: how mobile payments work | ||
− | + | * Started as exchanging credit for minutes on a phone plan | |
− | + | * Evolved into sending money | |
− | + | * SIM card acts as a wallet | |
− | + | * Go to a kiosk and purchase credit that goes on your SIM card that can be sent to other users in that phone network | |
− | + | * Being limited to sending and receiving money in a particular network is problematic |
Revision as of 21:30, 25 November 2019
Designing fo Low Bandwidth Users
Example use cases we're interested or things folks are working on
- Low power, out of date Android phones used in Africa
- Small lower power devices like Raspberry Pis
- Distributed social networks like Scuttlebut
- Mesh networks used in disaster recovery
- Improving widely used website platforms
- Improve online tools that were not built with low bandwidth users in mind
- USSD mobile protocol for simple menus options over a dial pad (used mainly outside the US)
- Used widely for mobile money/payments
- Cost is high - 10-20k for each phone company
- Compared to IVR voice menu system used over the phone
Types of solutions
- Mobile - USSD, mobile money/payments
- Bit size and graphics for web sites
- Browser based - Progressive Web Apps
- Offline servers
- Large content like Wikipedia, Khan Academy, Open Street Maps, etc
- Tiny server equivalents like Kiwix and the Offline Archive
- Internet in a box, Rachel, Freedom Box, Bibliotecs that take these applications and bundle them together into local, offline servers
- Local partners like mesh networks, local messaging services, Fediverse, Activity Pub standard
Most of the peer-to-peer technologies don't work in this space because they have a high protocol overhead that takes too much bandwidth
Development tools
- Browser development tools can simulate low bandwidth websites
- netdm simulates network latency
Barriers
- Example of Facebook partnering with mobile providers to have data used to access Facebook be for free, but paid for all other web services
Sidebar: how mobile payments work
- Started as exchanging credit for minutes on a phone plan
- Evolved into sending money
- SIM card acts as a wallet
- Go to a kiosk and purchase credit that goes on your SIM card that can be sent to other users in that phone network
- Being limited to sending and receiving money in a particular network is problematic