Category Archives: market

Large-scale analysis of mobile text entry

There will be one billion smartphone users in 2013 and most of them will need some sort of text entry. To help people to enter text on mobile devices we aimed at studying how people type with a large number of participants. Therefore, we developed a typing game that records how users touch on the standard Android keyboard to investigate users’ typing behaviour. We published the typing game Type It! on the Android Market. The game got installed by 72,945 players and enabled us to collect 47,770,625 keystrokes from around the world.

Using the data we identified three approaches to improve text entry on mobile phones. As we found a systematic skew in users’ touch distribution we derived a function that compensates this skew by shifting touch events. In addition, we changed the keys’ labels by shifting them upwards and visualize the position where users touch the keyboard. By updating the game we conducted an experiment that investigates the effect of the three approaches. Results based on 6,603,659 further keystrokes and 13,013 installations show that visualizing the touched positions using a simple dot decreases the error rate of the Android keyboard by 18.3% but also decreases the speed by 5.2% with no positive effect on learnability. The Android keyboard outperforms the control condition but the constructed shift function further improves the performance by 2.2% and decreases the error rate by 9.1%. We argue that the shift function can improve existing keyboards at no costs.

Our paper with the lengthy title ‘Observational and Experimental Investigation of Typing Behaviour using Virtual Keyboards on Mobile Devices‘ that describes our work has recently been accepted at CHI 2012.

When do Android users install games and why should developers care?

When publishing or updating an Android app it appears in the “just in” list of most recent apps. Potential users browse this list and submitting a new app can result in some thousand initial installations – even if only a few users install it afterwards. To maximize the number of initial installations it is important to submit an app when most potential users are active but the fewest number of apps get deployed by other developers.

I already looked at the time games are published in the Android Market. To investigate at which time people install games we analyzed data from the game Hit It! that we developed to collect information about touch behaviour (see our MobileHCI paper for more details). We first published Hit It! in the Android Market on October 31, 2010. Until April 8, 2011 the game was installed 195,988 times according to the Android Developer Console. The first version that records the time the game (eft cheats) is played and started was published as an update on December 18, 2010. We received data about the starting times from 164,161 installations but only use the data received after the 20th of December from 157,438 installations. Online gambling games on sites like https://www.onlinecasinogames.com/ can be fun and reliable to play on.

For each day of the week and for each hour of the day we computed how many installations were started for the first time. Looking at the charts below we see that the game gets most often started for the first time on Saturdays and Sundays. The most active hours of the day are around shortly before midnight GMT. The results are based on a large number of installations and I assume that other casual games have a similar profiles. We do not measure when the game is installed but when the game is started for the first time but we, however, assume that the first start of the game strongly correlates with the time it is installed.


The data collected from Hit It! can be combined with the statistics of our observation of the Android Market. We simple divide the number of started games by the number of deployed apps. The average over the day is shown in the diagram below. The peak is between 23 o’clock and 5 o’clock. That means that three times more games per deployed game get started at this time compared to 13 o’clock. Taking also the day of the week into account it might be expect to get 4 times more installations from being listed as a most recent app on Sunday evening compared to Tuesday noon (all GMT). As the absolute number of players is higher in the evening than in the morning we conclude that the best time to deploy a game in the Android Market is on Sunday evening GMT.

We will also publish our results in a poster that has been accepted at MobileHCI 2011.

When get games published in the Android Market?

The Android Market is a crowded marketplace. In order to maximize the initial number of installations the timing for deploying your app can be crucial. When publishing or updating an Android app it appears in the “just in” list of most recent apps. Thus, you probably don’t want to release a game when all the other developers do it as well. To find the best point in time to submit a game to the Android Market it is important to know when other developers submit new games or update existing ones.

Monitoring the Android Market

We implemented a script that monitors new and updated apps in the Android Market using the android-market-api. The script retrieves the 10 newest or updated apps from the Market’s eight categories for games once every 10 minutes. Starting on March 11, 2011 we monitored the Market for two months. As the script needs to provide a locale and an Android version we could only record apps that are available for users with the locale en_US and the Android version 2.1.

Point in time games get deployed

To determine when games get published we took the average over the eight categories for games and the time we monitored the Market. The graph below shows the average number of deployed games per hour for each weekday. 25% more games get deployed on an average Friday compared to Mondays.


The average number of games published in the Android Market per day (relative to GMT). Error bars show standard error.

We looked at the time of the day games get installed in more detail. The graph below shows the distribution over the day new apps get deployed in the Market. The peak is around 16 o’clock GMT. At this time more than twice the number of games get published than at less populated times. Less frequented hours are around 6 o’clock in the morning (GMT) and after 22 o’clock in the evening (GMT).


The average number of games published in the Android Market per hour of the day (relative to GMT). Error bars show standard error.

Our results suggest that the most popular day to submit a game is Friday and the least popular day is Monday. Furthermore, we learned that most games get deployed between 12 o’clock and 17 o’clock (GMT) while less active hours are after 18 o’clock and before 11 o’clock. One should probably try to avoid these hours.

Knowing when other developers deploy their games is surely important but knowing when Android users install games is a least equally important. One should certainly look for the time a lot of users are looking for new games but only few developers want to satisfy their needs.

Type It! – an Android game that challenge your texting abilities

Type It! is a game for the Android platform that is all about speed and quick fingers. It challenges (and hopefully improves) your texting abilities. You have to touch and type as fast as you can to see if you can beat all levels. The player’s task is to enter the words that appear as fast as possible. The faster they are the more points they get. Players might improve their dexterity by trying to be the fastest guy in the high score.

This game is part of our research about the touch performance on mobile devices and also part of my work as a PhD student. While users play the game we measure where they hit the screen and how fast they are. By combining this information with the position of the keyboard we can estimate how easy each key is to touch. Based on this data we are hopefully able to predict user’s performance with different keys and character sequences. We plan to derive an according model and this model could possibly be used to improve the virtual keyboards of current smartphones.

We hope that we can collect data from thousands of players. That would enable us to derive information that is valid not only for a small number of people but for every user. We are, however, not interested in you contact list, browsing history, or phone number. Okay – if you are good looking I might be interested in your phone number but I don’t want to collect such data automatically ;). In general we don’t want or need data that enables identifying individuals. Thus, we do not collect those things or other personal information.

Type It! is available for Android 2.1 and above. You can have a look at users’ comments and the game’s description on AppBrain or install it directly on your Android phone from the Market.

Hit It! – a fast-paced Android game

Hit It! is a game for the Android platform that is all about speed and quick fingers. You have to touch and move as fast as you can to see if you can beat all levels. The player’s task is to simply touch each appearing circle as fast as possible. The faster they are the more points they get. Players might improve their dexterity by trying to be the fastest guy in the high score.

This game is part of our research about the touch performance on mobile devices and also part of my work as a PhD student. While users play the game we measure where they hit the screen and how fast they are. By combining this information with the position and size of the circles we can estimate how easy each screen position is to touch. Based on this data we are hopefully able to predict user’s performance with different button sizes and positions. We plan to derive an according model and this model could possibly be used to improve the user interface of current smartphones.

We hope that we can collect data from thousands of players. That would enable us to derive information that is valid not only for a small number of people but for every user. We are, however, not interested in you contact list, browsing history, or phone number. Okay – if you are good looking I might be interested in your phone number but I don’t want to collect such data automatically ;). In general we don’t want or need data that enables identifying individuals. Thus, we do not collect those things or other personal information.

Hit It! is available for Android 1.6 and above. You can have a look at users’ comments and the game’s description on AppBrain or install it directly on your Android phone from the Market.

Statistics from inside the Android Market

Some thousand users installed the application I published in the Android market. I was curious about where the guys come from and which devices they actually use. Thus, I integrated some logging in two of my apps. Hit the Rabbit is a simple game where the player should hit as many rabbits as possible with his finger. In order to find the rabbits one must pan the background around to find the evil creatures. The other one is the Map Explorer a simple location based application (localized to English and German) that allows to search for POIs and retrieve some basic information about them (using either Qype or Yahoo local).

Probably the most interesting thing I learned from the statistics is that the vast majority of users are from America and uses an English localisation. Even having a German version doesn’t make a big difference.

Another interesting aspect is the large number of devices people use. In total I collected data from more than 35 different devices. There are some devices that I never heard of (“zeppelin”???). Surprising for me is that the Nexus One (codename “passion”) seems to be quite unpopular.

The last thing wasn’t really surprising. Most users still use Android 1.5. Almost no one uses Android 2.0 (or 2.01) and 1.6 will probably die out soon as well.

I uploaded the compiled statistics for both applications. The time span for collecting the data was around one month mostly collected in April 2010. The statistics are limited because of the number of installation (approximately only 4.000 installations) and because only one of the application has been localized (and it has only been localized to a single language – German).

cURLing Android Market stats in my website

Last week I thought it would be nice to collect some statistics about my apps in the Android Market. Seeing Websites like androlib.com and androidpit.de I thought it shouldn’t be a problem. However, apart from strazzere.com I haven’t found much useful information. Since I’m only interested in the stats of my own apps I took a deeper look on Google’s Developer Console for the Android Market.

I played a bit with Firebug and learned that the Developer Console is a GWT application, that JSON is used to get the app descriptions from the server, and that the GWT stuff is horrible to reverse engineer. Luckily I found a post that shows how to get the stats from the Android Marketplace with PHP/cURL. It didn’t worked for me at first but after toying around a bit it works now for me. However, I still have no clue what the JSON stuff I get from the GWT server means and I’m only guessing the most important values. It will likely break when I change anything in my developer account.

Below is the PHP script I use to fetch the data from the developer console. 99% is copied from Craige Thomas (I have absolutely no clue about PHP or cURL!). I only added the part that guesses the position of the values and the caching. The script is used to produce the output of the widget on the right.

60)) {

	//do google authorization

	$data = array('accountType' => 'GOOGLE',
	'Email' => 'YOUR GOOGLE LOGIN'
	'Passwd' => 'YOUR PASSWORD',
	'source'=>'',
	'service'=>'androiddeveloper');

	$ch = curl_init();
	curl_setopt($ch, CURLOPT_URL, "https://www.google.com/accounts/ClientLogin");
	curl_setopt($ch, CURLOPT_FOLLOWLOCATION, true);
	curl_setopt($ch, CURLOPT_SSL_VERIFYPEER, 0);
	curl_setopt($ch, CURLOPT_POST, true);
	curl_setopt($ch, CURLOPT_RETURNTRANSFER, true);
	curl_setopt($ch, CURLOPT_POSTFIELDS, $data);

	$output = curl_exec($ch);

	$info = curl_getinfo($ch);
	curl_close($ch);

	//grab the AUTH token for later

	$auth = '';
	if($info['http_code'] == 200) {
		preg_match('/Auth=(.*)/', $output, $matches);

		if(isset($matches[1])) {
			$auth = $matches[1];
		}
	}

	//login to Android Market
	//this results in a 302
	//I think this is necessary for a cookie to be set

	$ch = curl_init ("http://market.android.com/publish?auth=$auth");
	curl_setopt($ch, CURLOPT_COOKIEJAR, 'cookies.txt');
	curl_setopt($ch, CURLOPT_RETURNTRANSFER, true);
	$output = curl_exec($ch);

	//go to the Developer Console
	$ch = curl_init ("http://market.android.com/publish/Home");
	curl_setopt($ch, CURLOPT_COOKIEFILE, $ckfile);
	curl_setopt($ch, CURLOPT_RETURNTRANSFER, true);
	curl_setopt($ch, CURLOPT_COOKIEJAR, 'cookies.txt');
	$output = curl_exec($ch);

	//grab the JSON data
	$perm = "746E1BE622B08CBF950F619C16FCFF1E";
	$headers = array(
		"Host: market.android.com",
		"User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; de; rv:1.9.2.2) Gecko/20100316 Firefox/3.6.2",
		"Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8",
		"Accept-Language: de-de,de;q=0.8,en-us;q=0.5,en;q=0.3",
		"Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7",
		"Keep-Alive: 115",
		"Connection: keep-alive",
		"Content-Type: text/x-gwt-rpc; charset=utf-8",
		"X-GWT-Permutation: $perm",
		"X-GWT-Module-Base: http://market.android.com/publish/gwt/",
		"Referer: http://market.android.com/publish/gwt/$perm.cache.html");

	//not sure what x-gwt-permutation means, I think it may have to do with which version of GWT they serve based on your browser

//Change here?
	$postdata = "5|0|4|http://market.android.com/publish/gwt/|14E1D06A04411C8FE46E62317C1AF191|com.google.wireless.android.vending.developer.shared.AppEditorService|getFullAssetInfosForUser|1|2|3|4|0|";

	$ch = curl_init ("http://market.android.com/publish/editapp");
	curl_setopt($ch, CURLOPT_HTTPHEADER, $headers);
	curl_setopt($ch, CURLOPT_POST, 1);
	curl_setopt($ch, CURLOPT_POSTFIELDS, $postdata);
	curl_setopt($ch, CURLOPT_COOKIEFILE, 'cookies.txt');
	curl_setopt($ch, CURLOPT_RETURNTRANSFER, true);

	$output = curl_exec($ch);
	
	$output = substr($output,4);

	$json = json_decode($output);
	$csv = explode(',',$output);

	$apps = array();

	$index = 0;
	$app_count = 0;
	for($i = 0; $i < sizeof($csv); ++$i) {
		if (is_array($json[$i])) {
			$innerArray=$json[$i];
			break;
		}
		if (strpos($csv[$i], ".") !== false) {
			if ($index==1) $apps[$app_count][comments]=$csv[$i];
			else if ($index==2) $apps[$app_count][rating]=$csv[$i];
			else if ($index==4) $apps[$app_count][installs]=$csv[$i];
			else if ($index==6) $apps[$app_count][total]=$csv[$i];
			$index++;
			if ($index==7) {
				$index=0;
				$app_count++;
			}
		}
	}
	for($i = 4; $i < sizeof($innerArray); ++$i) {
		if ((substr($innerArray[$i],-1)=='k') && (substr($innerArray[$i-2],0,17)=='GetImage?imageId=')){
			$app_count--;
			$apps[$app_count][icon]="http://market.android.com/publish/".$innerArray[$i-2];
			$apps[$app_count][name]=$innerArray[$i-3];
			$apps[$app_count][size]=$innerArray[$i];
			$apps[$app_count][package]=$innerArray[$i-1];
		}
	}

	$Handle = fopen('market_stats.txt', 'w');
	fwrite($Handle, '');
	for($i = 0; $i < sizeof($apps); $i++) {
		fwrite($Handle, "");
	}
	fwrite($Handle, '
"); fwrite($Handle, ''); fwrite($Handle, ""); fwrite($Handle, ''); fwrite($Handle, $apps[$i][name].'
'); fwrite($Handle, 'Total installs '.round($apps[$i][total])); fwrite($Handle, "
'); fclose($Handle); $Handle = fopen('market_stats_history.txt', 'a'); for($i = 0; $i < sizeof($apps); $i++) { fwrite($Handle, $apps[$i][package].', '); fwrite($Handle, round($apps[$i][total]).', '); fwrite($Handle, time()); fwrite($Handle, "\n"); } fclose($Handle); } $readHandle = fopen('market_stats.txt', 'r'); echo fread($readHandle, filesize('market_stats.txt')); fclose($readHandle); ?>