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A PROJECT REPORT
ON

Comparative study between Android and iOS,


Mobile Operating System, Dehradun
SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS
FOR THE BACHELORS DEGREE IN BUSINESS ADMINISTRATION
OF

H.N.B. GARHWAL UNIVERSITY, DEHRADUN


SUPERVISED BY:

SUBMITTED BY:

Ms. Parvi Bharti

Tenzin PassangShawa

ASSISTANT PROFESSOR

B12D19

IMS, DEHRADUN

BBA- 5THSEM

INSTITUTE OF MANAGEMENT STUDIES, DEHRADUN


2012-2015

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OBJECTIVES
PRIMARY OBJECTIVE:
To study the comparison between Android and iOS a Mobile Operating
System.

SECONDARY OBJECTIVE:
To study the consumer preference between Android and iOS.
To Study the consumer satisfaction with their present mobile operating
system.

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INTRODUCTION
What is a Mobile OS?
A mobile operating system, also referred to as mobile OS, is an operating system that
operates a smartphone, tablet, PDA, or other mobile device. Modern mobile operating
systems combine the features of a personal computer operating system with other
features, including a touchscreen, cellular, Bluetooth, Wi-Fi, GPS mobile navigation,
camera, video camera, speech recognition, voice recorder, music player, near field
communication and infrared blaster.
Mobile devices with mobile communications capabilities (e.g. smartphones) contain two
mobile operating systems - the main user-facing software platform is supplemented by a
second low-level proprietary real-time operating system which operates the radio and
other hardware. Research has shown that these low-level systems may contain a range of
security vulnerabilities permitting malicious base stations to gain high levels of control
over the mobile device.
An OS is the most critical software element on any running processor-based device. The
OS manages the hardware and software resources within a device and performs and
manages basic tasks such as the recognition of input from the device keyboard and
generation of output to the devices screen. It also ensures that different programs
running at the same time do not interfere with each other. It is responsible for the
management of memory and for communication within the device. OSs may be extended
to add additional complexity and hence functionality to the code. In the mobile world, the
more complex OSs will contain, for example, UI (User Interface) elements as these
become increasingly important as the devices become more complex. The OS is
purposely hidden from the user who, as a general rule, will have no direct interaction
with it. It is, rather, a base onto which the applications required by the user are loaded.
The OS is not only a key element in terms of the tasks it performs but the choice of OS
will constrain or enable the functionality of the end device in two key respects; firstly that
which is technically possible with any given OS and secondly that which is available, i.e.
what applications have been developed for that OS.

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The OS, provides a software platform on top of which other application programs can
run. The application programs have to be written for a particular OS so the choice of OS,
therefore, determines to a great extent the applications that can be offered on the end
device. The OS also provides a consistent interface for applications, regardless of the
hardware it is loaded on. Communication between the OS and the applications is done
through an API (Application Program Interface) which allows a software developer to
write an application for one device and have a high level of confidence that it will run on
another running the same OS.

History
Mobile operating system milestones mirror the development of mobile phones and
smartphones:

19731993 Mobile phones use embedded systems to control operation.


1995 The first smartphone, the IBM Simon, has a touchscreen, email and PDA features.
1996 Palm Pilot 1000 personal digital assistant is introduced with the Palm OS mobile
operating system.
1996 First Windows CE Handheld PC devices are introduced.
1999 Nokia S40 OS is officially introduced along with the Nokia 7110
2000 Symbian becomes the first modern mobile OS on a smartphone with the launch of
the Ericsson R380.
2001 The Kyocera 6035 is the first smartphone with Palm OS.
2002 Microsoft's first Windows CE (Pocket PC) smartphones are introduced.
2002 BlackBerry releases its first smartphone.
2005 Nokia introduces Maemo OS on the first internet tablet N770.
2007 Apple iPhone with iOS is introduced as an iPhone, "mobile phone" and "internet
communicator."
2007 Open Handset Alliance (OHA) formed by Google, HTC, Sony, Dell, Intel,
Motorola, Samsung, LG, etc.
2008 OHA releases Android 1.0 with the HTC Dream (T-Mobile G1) as the first Android
phone.

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2009 Palm introduces webOS with the Palm Pre. By 2012 webOS devices were no longer
sold.
2009 Samsung announces the Bada OS with the introduction of the Samsung S8500.
2010 Windows Phone OS phones are released but are not compatible with the previous
Windows Mobile OS.
2011 MeeGo the first mobile Linux, combining Maemo and Moblin, is introduced with
the Nokia N9, a collaboration of Nokia, Intel and Linux Foundation
In September 2011 Samsung, Intel and the Linux Foundation announced that their efforts
will shift from Bada, MeeGo to Tizen during 2011 and 2012.
In October 2011 the Mer project was announced, centered around an ultra-portable Linux
+ HTML5/QML/JavaScript Core for building products with, derived from the MeeGo
codebase.
2012 Mozilla announced in July 2012 that the project previously known as "Boot to
Gecko" was now Firefox OS and had several handset OEMs on board.
2013 Canonical announced Ubuntu Touch, a version of the Linux distribution expressly
designed for smartphones. The OS is built on the Android Linux kernel, using Android
drivers, but does not use any of the Java-like code of Android.
2013 BlackBerry released their new operating system for smartphones and tablets,
BlackBerry 10.
2013 Google release latest version of Android Kitkat.
2014 Microsoft release Windows Phone 8.1 in February 2014.
2014 Apple release iOS 8 in September 2014.
2014 BlackBerry release BlackBerry 10.3 in September 2014.
2014 Google release Android Lollipop in November 2014.

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Android
One of the most widely used mobile OS these days is ANDROID. Android is a software
bunch comprising not only operating system but also middleware and key applications.
Android Inc. was founded in Palo Alto of California, U.S. by Andy Rubin, Rich miner,
Nick sears and Chris White in 2003. Later Android Inc. was acquired by Google in 2005.
After original release there have been number of updates in the original version of
Android.

History
Android, Inc. was founded in Palo Alto, California in October 2003 by Andy Rubin (cofounder of Danger), Rich Miner (co-founder of Wildfire Communications, Inc.), Nick
Sears (once VP at T-Mobile), and Chris White (headed design and interface development
at WebTV) to develop, in Rubin's words, "smarter mobile devices that are more aware of
its owner's location and preferences". The early intentions of the company were to
develop an advanced operating system for digital cameras, when it was realized that the
market for the devices was not large enough, and diverted their efforts to producing a
smartphone operating system to rival those of Symbian and Windows Mobile. Despite
the past accomplishments of the founders and early employees, Android Inc. operated
secretly, revealing only that it was working on software for mobile phones. That same
year, Rubin ran out of money. Steve Perlman, a close friend of Rubin, brought him
$10,000 in cash in an envelope and refused a stake in the company.
Google acquired Android Inc. on August 17, 2005; key employees of Android Inc.,
including Rubin, Miner, and White, stayed at the company after the acquisition. Not
much was known about Android Inc. at the time, but many assumed that Google was
planning to enter the mobile phone market with this move. At Google, the team led by
Rubin developed a mobile device platform powered by the Linux kernel. Google
marketed the platform to handset makers and carriers on the promise of providing a
flexible, upgradable system. Google had lined up a series of hardware component and

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software partners and signaled to carriers that it was open to various degrees of
cooperation on their part.
Speculation about Google's intention to enter the mobile communications market
continued to build through December 2006. An earlier prototype codenamed "Sooner"
had a closer resemblance to a BlackBerry phone, with no touchscreen, and a physical,
QWERTY keyboard, but was later re-engineered to support a touchscreen, to compete
with other announced devices such as the 2006 LG Prada and 2007 Apple iPhone. In
September 2007, InformationWeek covered an Evalueserve study reporting that Google
had filed several patent applications in the area of mobile telephony.
Eric Schmidt, Andy Rubin, and Hugo Barra at a press conference for the Google's Nexus
7 tablet
On November 5, 2007, the Open Handset Alliance, a consortium of technology
companies including Google, device manufacturers such as HTC, Sony and Samsung,
wireless carriers such as Sprint Nextel and T-Mobile, and chipset makers such as
Qualcomm and Texas Instruments, unveiled itself, with a goal to develop open standards
for mobile devices. That day, Android was unveiled as its first product, a mobile device
platform built on the Linux kernel version 2.6.25. The first commercially available
smartphone running Android was the HTC Dream, released on October 22, 2008.
In 2010, Google launched its Nexus series of devices a line of smartphones and tablets
running the Android operating system, and built by manufacturing partners. HTC
collaborated with Google to release the first Nexus smartphone, the Nexus One. Google
has since updated the series with newer devices, such as the Nexus 5 phone (made by
LG) and the Nexus 7 tablet (made by Asus). Google releases the Nexus phones and
tablets to act as their flagship Android devices, demonstrating Android's latest software
and hardware features. On March 13, 2013 Larry Page announced in a blog post that
Andy Rubin had moved from the Android division to take on new projects at Google. He
was replaced by Sundar Pichai, who also continues his role as the head of Google's
Chrome division, which develops Chrome OS.
Since 2008, Android has seen numerous updates which have incrementally improved the
operating system, adding new features and fixing bugs in previous releases. Each major
release is named in alphabetical order after a dessert or sugary treat; for example, version

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1.5 Cupcake was followed by 1.6 Donut. The latest released version, 4.4.4 KitKat,
appeared as a security-only update; it was released on June 19, 2014, shortly after the
release of 4.4.3. As of October 2014, newest version of the Android operating system,
Android 5.0 "Lollipop", is available only as a developer preview.
From 2010 to 2013, Hugo Barra served as product spokesperson for the Android team,
representing Android at both press conferences and Google I/O, Googles annual
developer-focused conference. Barras product involvement included the entire Android
ecosystem of software and hardware, including Honeycomb, Ice Cream Sandwich, Jelly
Bean and KitKat operating system launches, the Nexus 4 and Nexus 5 smartphones, the
Nexus 7 and Nexus 10 tablets, and other related products such as Google Now and
Google Voice Search, Googles speech recognition product comparable to Apples Siri.
In 2013 Barra left the Android team for Chinese smartphone maker Xiaomi.

Android Application
Although Android technology is increasingly being used on a range of devices, the most
common hardware to use this platform is mobile phones. A large community of
developers regularly write applications (apps), including games, social networking, and
business modules, for Android smart phones. There are a wide range of free Android
apps, including games and productivity titles, and paid apps are even more common.
Android technology which is used by thousands of developers because it is freely
available for download has given software developers the opportunity to sell their
creations to a wide group of consumers.

Programming for Android


Android technology is based on Java software applications. This technology requires the
use of a special software development kit (SDK) to create applications for an Android
device. The SDK is freely available for download from the Internet. For this reason, and
because it will work on multiple operating systems, many software developers prefer
Android technology over that used in other smart phones. Smart phones have evolved
into devices that use touch screens for navigation. Android technology provides specific
application programming interface (API) modules to developers that take advantage of
this. The touch screen enables the user to select and scroll through information with the
stroke of a finger.

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III. TYPES OF MOBILE OS PLATFORMS


The Mobile OSs can be differentiated, based on the existing operating systems used by
computers.
a. Real-Time Operating System (RTOS)
Real-Time Operating System which responds to inputs, immediately and generates
results, instantly. This type of system is usually used to control scientific devices and
similar small instruments where memory and resources are crucial and constricted. This
type of devices have very limited or zero-end user utilities, so more effort goes into
making the OS really memory efficient and fast (less coding), so as to minimize the
execution time ,in turn saving on power as well. e.g.: 8086 etc.
b. Single user, single tasking operation system
This type of OS is better version of Real time OS, where one user can do effectively one
thing at a time,
which means that doing more than one thing at a time is difficult in this type of OS. For
instance: The palm OS in palm hand held computer is an example of single-task OS.
c. Single user, multi tasking operating system
It allows more than one program to run concurrently like printing, scanning, word
processing etc. e.g. MS Windows and Apples Mac OS.
d. Multi-user operating system
It allows two or more users to run programs at the same time. Some OS permit hundreds
or even thousands of concurrent users. e.g. UNIX, and Main Frame OS

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What's so different in Android?


The good news is for both the consumers and developers. While consumers could enjoy
a low-cost Smart phones running Android, developers were given

an unrestricted

customization rights. From a developer's point of view, Android has several advantages,
as listed below:
The entire Application framework can be reused and replaced by selective components
Dalvik virtual machine enhances the power management systems (Learn about Dalvik
VM in the following subtitle)
Support for 2D and 3D graphics (OpenGL ES 1.0), Solot of business for animation
developers.
Reliable and enhanced data storage( using SQLite framework)
Developers can create media common applications since it supports common media file
formats(MPEG, MPEG3, MPEG4, H.286, AAC, AMR, JPG, PNG, GIF and more)
GSM, EDGE, 3G, HSCSD, Wi-Fi network applications support (Depends on hardware)
Open source Web-Kit Engine-based web-browser
GPS, Navigational compass, Touch-Unlock, and accelerometer applications support
(Depends on hardware)
Androids development environment includes a device emulator, debugger, performance
profiling tool, and an Eclipse IDE plug-in

Features & Specifications


Android is a powerful Operating System supporting a large number of applications in
Smart Phones. These applications make life more comfortable and advanced for the
users. Hardwares that support Android is mainly based on ARM architecture platform.
Some of the current features and specifications of android are:
Android comes with an Android market which is an online software store. It was
developed by Google. It allows Android users to select, and download applications
developed by third party developers and use them. There are around 2.0 lack+ games,
application and widgets available on the market for users.

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Interface
Notifications are accessed by sliding from the top of the display; individual notifications
can be dismissed by sliding them away, and may contain additional functions (such as on
the "missed call" notification seen here).
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.
Android devices boot to the homescreen, the primary navigation and information point on
the device, which is similar to the desktop found on PCs. Android homescreens are
typically made up of app icons and widgets; app icons launch the associated app, whereas
widgets display live, auto-updating content such as the weather forecast, the user's email
inbox, or a news ticker directly on the homescreen. A homescreen may be made up of
several pages that the user can swipe back and forth between, though Android's
homescreen interface is heavily customisable, allowing the user to adjust the look and
feel of the device to their tastes. Third-party apps available on Google Play and other app
stores can extensively re-theme the homescreen, and even mimic the look of other
operating systems, such as Windows Phone. Most manufacturers, and some wireless
carriers, customise the look and feel of their Android devices to differentiate themselves
from their competitors.
Present along the top of the screen is a status bar, showing information about the device
and its connectivity. This status bar can be "pulled" down to reveal a notification screen
where apps display important information or updates, such as a newly received email or
SMS text, in a way that does not immediately interrupt or inconvenience the user.
Notifications are persistent until read (by tapping, which opens the relevant app) or

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dismissed by sliding it off the screen. Beginning on Android 4.1, "expanded


notifications" can display expanded details or additional functionality; for instance, a
music player can display playback controls, and a "missed call" notification provides
buttons for calling back or sending the caller an SMS message.
Android provides the ability to run applications which change the default launcher and
hence the appearance and externally visible behaviour of Android. These appearance
changes include a multi-page dock or no dock, and many more changes to fundamental
features of the user interface.

Applications
Applications ("apps"), that extend the functionality of devices, are developed primarily in
the Java programming language using the Android software development kit (SDK). The
SDK includes a comprehensive set of development tools, including a debugger, software
libraries, a handset emulator based on QEMU, documentation, sample code, and tutorials.
The officially supported integrated development environment (IDE) is Eclipse using the
Android Development Tools (ADT) plugin. Other development tools are available,
including a Native Development Kit for applications or extensions in C or C++, Google
App Inventor, a visual environment for novice programmers, and various cross platform
mobile web applications frameworks. In January 2014, Google unveiled an Apache
Cordovabased framework for porting Chrome HTML 5 applications to Android,
wrapped in a native application shell.
Android has a growing selection of third-party applications, which can be acquired by
users by downloading and installing the application's APK file, or by downloading them
using an application store program that allows users to install, update, and remove
applications from their devices. Google Play Store is the primary application store
installed on Android devices that comply with Google's compatibility requirements and
license the Google Mobile Services software. Google Play Store allows users to browse,
download and update applications published by Google and third-party developers; As of
July 2013, there are more than one million applications available for Android in Play
Store. As of May 2013, 48 billion applications have been installed from Google Play
Store and in July 2013, 50 billion applications were installed. Some carriers offer direct

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carrier billing for Google Play application purchases, where the cost of the application is
added to the user's monthly bill.
Due to the open nature of Android, a number of third-party application marketplace also
exist for Android, either to provide a substitute for devices that are not allowed to ship
with Google Play Store, provide applications that cannot be offered on Google Play Store
due to policy violations, or for other reasons. Examples of these third-party stores have
included the Amazon Appstore, GetJar, and SlideMe. F-Droid, another alternative
marketplace, seeks to only provide applications that are distributed under free and open
source licenses.

Memory management
Since Android devices are usually battery-powered, Android is designed to manage
memory (RAM) to keep power consumption at a minimum, in contrast to desktop
operating systems which generally assume they are connected to unlimited mains
electricity. When an Android application is no longer in use, the system will
automatically suspend it in memory; while the application is still technically "open",
suspended applications consume no resources (for example, battery power or processing
power) and sit idly in the background until needed again. This brings a dual benefit by
increasing the general responsiveness of Android devices, since applications do not need
to be closed and reopened from scratch each time, and by ensuring that background
applications do not consume power needlessly.
Android manages the applications stored in memory automatically: when memory is low,
the system will begin killing applications and processes that have been inactive for a
while, in reverse order since they were last used (oldest first). This process is designed to
be invisible to the user, so that users do not need to manage memory or the killing of
applications themselves. However, confusion over Android's memory management
resulted at some point in time in third-party task killers becoming popular on Google Play
store; these third-party task killers are generally regarded as doing more harm than good.

Platform usage.
Charts in this section provide breakdowns of Android versions, based on the devices
accessing the Play Store in a seven-day period ending on November 3, 2014. Therefore,

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the statistics exclude Android forks that do not access Google Play, such as
Amazon's Fire tablets

Version

4.4

Code name

KitKat

4.3

4.2.x

Jelly Bean

4.1.x

Release date

API level

October 31, 2013 19

30.2%

July 24, 2013

18

7.3%

17

20.8%

16

22.8%

15

8.5%

9.8%

November 13,
2012

July 9, 2012

4.0.3

Ice Cream

December 16,

4.0.4

Sandwich

2011

Gingerbread

February 9, 2011

10

Froyo

May 20, 2010

2.3.3
2.3.7

2.2

Distribution[a]

0.6%

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Use outside of smartphones and tablets.


The open and customizable nature of Android allows it to be used on other electronics
aside from smartphones and tablets, including laptops and netbooks, smartbooks, smart
TVs (Android TV, Google TV) and cameras (E.g. Galaxy Camera). In addition, the
Android operating system has seen applications on smart glasses (Google
Glass), smartwatches, headphones, car CD and DVD players, mirrors, portable media
players, landline and Voice over IP phones. Ouya, a video game console running The
open and customizable nature of Android allows it to be used on other electronics aside
from smartphones and tablets, including laptops and netbooks, smartbooks, smart TVs
(Android TV, Google TV) and cameras (E.g. Galaxy Camera). In addition, the Android
operating system has seen applications on smart glasses (Google Glass), smartwatches,
headphones, car CD and DVD players, mirrors, portable media players, landline and
Voice over IP phones.Ouya, a video game console running Android, became one of the
most successful Kickstarter campaigns, crowdfunding US$8.5m for its development, and
was later followed by other Android-based consoles, such as Nvidia's Project Shield
an Android device in a video game controller form factor.
In 2011, Google demonstrated "Android@Home", a home automation technology which
uses Android to control a range of household devices including light switches, power
sockets and thermostats. Prototype light bulbs were announced that could be controlled
from an Android phone or tablet, but Android head Andy Rubin was cautious to note that
"turning a lightbulb on and off is nothing new", pointing to numerous failed home
automation services. Google, he said, was thinking more ambitiously and the intention
was to use their position as a cloud services provider to bring Google products into
customers' homes.
Parrot unveiled an Android-based car stereo system known as Asteroid in 2011, followed
by a successor, the touchscreen-based Asteroid Smart, in 2012. In 2013, Clarion released
its own Android-based car stereo, the AX1. In January 2014 at Consumer Electronics
Show, Google announced the formation of the Open Automotive Alliance, a group
including several major automobile makers (Audi, General Motors, Hyundai, and Honda)

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and Nvidia, which aims to produce Android-based in car entertainment systems for
automobiles, "[bringing] the best of Android into the automobile in a safe and seamless
way."
On March 18, 2014, Google announced Android Wear, an Android-based platform
specifically intended for smart watches and other wearable devices; only a developer
preview was made publicly available. This was followed by the unveiling of two Android
Wearbased devices, the LG G Watch and Moto 360.On June 25, 2014, at Google I/O, it
was announced Android TV, a Smart TV platform, is replacing the previously released
Google TV. On June 26, 2014, Google announced Android Auto for the car.
Successful Kickstarter campaigns, crowdfunding US$8.5m for its development, and was
later followed by other Android-based consoles, such as Nvidia's Project Shield an
Android device in a video game controller form factor.
In 2011, Google demonstrated "Android@Home", a home automation technology which
uses Android to control a range of household devices including light switches, power
sockets and thermostats. Prototype light bulbs were announced that could be controlled
from an Android phone or tablet, but Android head Andy Rubin was cautious to note that
"turning a lightbulb on and off is nothing new", pointing to numerous failed home
automation services. Google, he said, was thinking more ambitiously and the intention
was to use their position as a cloud services provider to bring Google products into
customers' homes.
Parrot unveiled an Android-based car stereo system known as Asteroid in 2011, followed
by a successor, the touchscreen-based Asteroid Smart, in 2012. In 2013, Clarionreleased
its own Android-based car stereo, the AX1. In January 2014 at Consumer Electronics
Show, Google announced the formation of the Open Automotive Alliance, a group
including several major automobile makers (Audi, General Motors, Hyundai, and Honda)
and Nvidia, which aims to produce Android-based in car entertainment systems for
automobiles, "[bringing] the best of Android into the automobile in a safe and seamless
way."

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On March 18, 2014, Google announced Android Wear, an Android-based platform


specifically intended for smart watches and other wearable devices; only a developer
preview was made publicly available. This was followed by the unveiling of two Android
Wearbased devices, the LG G Watch and Moto 360.
On June 25, 2014, at Google I/O, it was announced Android TV, a Smart TV platform, is
replacing the previously released Google TV. On June 26, 2014, Google announced
Android for the car.

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iPhone OS
iOS (previously iPhone OS) is a mobile operating system developed by Apple Inc. and
distributed exclusively for Apple hardware. It is the operating system that powers many
of the company's iDevices.
Originally unveiled in 2007 for the iPhone, it has been extended to support other Apple
devices such as the iPod Touch (September 2007), iPad (January 2010), iPad Mini
(November 2012) and second-generation Apple TV onward (September 2010). As of
June 2014, Apple's App Store contained more than 1.2 million iOS applications, 500,000
of which were optimized for iPad.
The user interface of iOS is based on the concept of direct manipulation, using multitouch gestures. Interface control elements consist of sliders, switches, and buttons.
Interaction with the OS includes gestures such as swipe, tap, pinch, and reverse pinch, all
of which have specific definitions within the context of the iOS operating system and its
multi-touch interface. Internal accelerometers are used by some applications to respond to
shaking the device (one common result is the undo command) or rotating it in three
dimensions (one common result is switching from portrait to landscape mode).

History
In 2005, when Steve Jobs began planning the iPhone, he had a choice to either "shrink
the Mac, which would be an epic feat of engineering, or enlarge the iPod". Jobs favored
the

former

approach

but

pitted

the Macintosh and iPod teams,

led

by Scott

Forstalland Tony Fadell, respectively, against each other in an internal competition, with
Forstall winng by creating the iPhone OS. The decision enabled the success of the iPhone
as a platform for third-party developers: using a well-known desktop operating system as
its basis allowed the many third-party Mac developers to write software for the iPhone
with minimal retraining.Forstall was also responsible for creating a software developer's
kit for programmers to build iPhone apps, as well as an App Store within iTunes.
The operating system was unveiled with the iPhone at the Macworld Conference & Expo,
January 9, 2007, and released in June of that year.At first, Apple marketing literature did
not specify a separate name for the operating system, stating simply what Steve
Jobs claimed: "iPhone runs OS X" and runs "desktop applications"when in fact it runs a

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variant of [Mac] OS X, that doesn't run OS X software unless it has been ported to the
incompatible operating system. Initially, third-party applications were not supported.
Steve Jobs' reasoning was that developers could build web applications that "would
behave like native apps on the iPhone". On October 17, 2007, Apple announced that a
native Software Development Kit (SDK) was under development and that they planned to
put it "in developers' hands in February". On March 6, 2008, Apple released the first beta,
along with a new name for the operating system: "iPhone OS".
Apple had released the iPod Touch, which had most of the non-phone capabilities of the
iPhone. Apple also sold more than one million iPhones during the 2007 holiday
season.On January 27, 2010, Apple announced the iPad, featuring a larger screen than the
iPhone and iPod Touch, and designed for web browsing, media consumption, and
reading iBooks.
In June 2010, Apple rebranded iPhone OS as "iOS". The trademark "IOS" had been used
by Cisco for over a decade for its operating system, IOS, used on its routers. To avoid
any potential lawsuit, Apple licensed the "IOS" trademark from Cisco.
By late 2011, iOS accounted for 60% of the market share for smartphones and tablet
computers. By the end of 2012, iOS accounted for 21% of the smartphone OS market and
43.6% of the tablet OS market.

Software updates
Apple provides major updates to the iOS operating system approximately once a year via
iTunes and also, for devices that came with iOS version 5.0 or later, over the air. The
latest version is iOS 8, which is available for the iPhone 4S, iPhone 5, iPhone 5C, iPhone
5S, iPhone 6, iPhone 6 Plus, iPad 2, the third and fourth generation iPad, the iPad Air, the
first and second generation iPad Mini, and the fifth generation iPod Touch.

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Features & Specifications


iOS is a powerful Operating System supporting a large number of applications iniPhone.
These applications make life more comfortable and advanced for the users. The
iOS comes with factory included applications, the device comes with
multitasking. The multitasking is supported through background APIs:
1. Background audio application continues to run in the background as long as it is
playing audio or video content.
2. Voice over IP application is suspended when a phone call is not in progress.
3. Background location application is notified of location changes.
4. Push notifications.
5. Local notifications application schedules local notifications to be delivered at a
predetermined time.
6. Task completion application asks the system for extra time to complete a given
task.
7. Fast app switching application does not execute any code and may be removed
from memory at any time.
8. Newsstand application can download content in the background to be ready for
the user.
9. External Accessory application communicates with an external accessory and
shares data at regular intervals.
10. Bluetooth Accessory application communicates with a Bluetooth accessory and
shares data at regular intervals.
In iOS 7, Apple introduced a new multitasking feature, providing all apps with the ability
to perform background updates. This feature prefers to update the user's most frequently
used apps and prefers to use WiFi networks over a cellular network, without markedly
reducing the device's battery life. The iOS also comes with switching applications,
ending tasks, task completion, Siri and game center.

21 | P a g e

Switching applications
In iOS 4.0 to iOS 6.x, double-clicking the home button activates the application switcher.
A scrollable dock-like interface appears from the bottom, moving the contents of the
screen up. Choosing an icon switches to an application. To the far left are icons which
function as music controls, a rotation lock, and on iOS 4.2 and above, a volume
controller.
With the introduction of iOS 7, double clicking the home button also activates the
application switcher. However, unlike previous versions it displays screenshots of open
applications on top of the icon and horizontal scrolling allows for browsing through
previous apps, and it is possible to close applications by dragging them up, similar to how
WebOS handled multiple cards.

Ending tasks
Briefly holding the icons in the application switcher makes them "jiggle" (similarly to the
home screen) and allows the user to force quit the applications by tapping the red minus
circle that appears at the corner of the app's icon. Clearing applications from multitasking
stayed the same from iOS 4.0 through 6.1.6, the last version of iOS 6.
As of iOS 7, the process has become faster and easier. In iOS 7, instead of holding the
icons to close them, they are closed by simply swiping them upwards off the screen. Up
to three apps can be cleared at a time compared to one in versions up to iOS 6.1.6.

Task completion.
Task completion allows apps to continue a certain task after the app has been suspended.
As of iOS 4.0, apps can request up to ten minutes to complete a task in the background.

22 | P a g e

Siri.
Siri is a personal assistant and knowledge navigator which works as an application on
supported devices. The service, directed by the user's spoken commands, can do a variety
of different tasks, such as call or text someone, open an app, search the web, lookup
sports information, find directions or locations, and answer general knowledge questions
(e.g. "How many cups are in a gallon?"). Siri was updated in iOS 7 with a new interface,
faster answers, Wikipedia, Twitter, and Bing support and the voice was changed to sound
more human. Siri is currently only available on the iPhone 4S and later iPhones, the fifthgeneration iPod Touch, all of the models of the iPad Mini, and the generation and later
iPads.

Game Center.
Game Center is an online multiplayer "social gaming network"released by Apple. It
allows users to "invite friends to play a game, start a multiplayer game through
matchmaking, track their achievements, and compare their high scores on a leaderboard."
iOS 5 and above adds support for profile photos.
Game Center was announced during an iOS 4 preview event hosted by Apple on April 8,
2010. A preview was released to registered Apple developers in August. It was released
on September 8, 2010 with iOS 4.1 on iPhone 4, iPhone 3GS, and iPod Touch 2nd
generation through 4th generation.Game Center made its public debut on the iPad with
iOS 4.2.1. There is no support for the iPhone 3G, original iPhone and the first-generation
iPod Touch (the latter two devices did not have Game Center because they did not get
iOS 4). However, Game Center is unofficially available on the iPhone 3G via a hack.

Jailbreaking.
Since its initial release, iOS has been subject to a variety of different hacks centered
around adding functionality not allowed by Apple. Prior to the 2008 debut of the
native iOS App Store, the primary motive for jailbreaking was to install third-party native
applications, which was not allowed by Apple at the time. Apple claimed that it will not
release iOS software updates designed specifically to break these tools (other than

23 | P a g e

applications that perform SIM unlocking); however, with each subsequent iOS update,
previously un-patched jailbreak exploits are usually patched.
Since the arrival of Apple's native iOS App Store, andalong with itthird-party
applications, the general motives for jailbreaking have changed. People jailbreak for
many different reasons, including gaining filesystem access, installing custom device
themes, and modifying the device SpringBoard. On some devices, jailbreaking also
makes it possible to install alternative operating systems, such as Android and the Linux
kernel. Primarily, users jailbreak their devices because of the limitations of iOS. It should
be noted that depending on the method used, the effects of jailbreaking may be
permanent, or can be restored to the original state.
In 2010, the Electronic Frontier Foundation (EFF) successfully convinced the U.S.
Copyright Office to allow an exemption to the general prohibition on circumvention of
copyright protection systems under the Digital Millennium Copyright Act (DMCA). The
exemption allows jailbreaking of iPhones for the sole purpose of allowing legally
obtained applications to be added to the iPhone. The exemption does not affect the
contractual relations between Apple and an iPhone owner, for example, jailbreaking
voiding the iPhone warranty; however, it is solely based on Apple's discretion on whether
they will fix jailbroken devices in the event that they need to be repaired. At the same
time, the Copyright

Office exempted unlocking an iPhone

from

DMCA's

anticircumvention prohibitions. Unlocking an iPhone allows the iPhone to be used with


any wireless carrier using the same GSM or CDMA technology for which the particular
phone model was designed to operate.

Safety and security


iOS provides built-in security from the moment you turn on your device. Low-level
hardware and firmware features are designed to protect against malware and viruses,
while high-level OS features help to secure access to personal information and corporate
data. To guard your privacy, apps requesting location information or data from Calendar,
Contacts, Reminders, and Photos must first get your permission. You can set a pass code
lock to prevent unauthorized access to your device and configure it to delete all your data
after too many unsuccessful pass code attempts. This pass code also automatically

24 | P a g e

encrypts and protects your stored email as well as allows third-party apps to encrypt their
stored data. iOS supports encrypted network communication that apps can use to protect
your sensitive information during transmission. And, in case your device is lost or stolen,
Find My iPhone allows you to locate it on a map and remotely delete all your data. When
you get it back, you can restore everything from your last backup.

Unlocking.
Initially most wireless carriers in the US did not allow iPhone owners to unlock an
iPhone for use with other carriers. AT&T Mobility allows iPhone owners who have
satisfied the requirements of their contract to unlock their iPhone. Instructions to unlock
the device are available from Apple, but it is ultimately the sole discretion of the carrier
to authorize the device to be unlocked. This allows the use of a carrier sourced iPhone on
other networks. However, because T-Mobile primarily uses a different band than AT&T
for its 3G data signals, the iPhone will only work at 3G speeds on the T-Mobile
1900 MHz network. There are programs to break these restrictions, but are not supported
by Apple and most often not a permanent unlock, known as soft-unlock

The iOS SDK


The second innovation was simply that the iPhone was a powerful device and Apple
provided a development kit for iOS that offered incredible tools for developers. 3D
games became the norm, and in general, iOS apps were more functional, better looking,
and more advanced than on any other platform. The combination gave the platform a lead
on apps that other companies are still trying to close in on. The App Store used Apple's
already established base of iTunes music customers The introduction of apps and the
App Store was not without some controversy, however. Apple did not completely open
up iOS, but instead prevented users from "side loading" any app they'd like. The only
legitimized way to install apps was via the App Store, and Apple set a policy of curating
apps that would and wouldn't be allowed in. Some of the rules were fairly straightforward
no porn but others put Apple in a gray area when it came to users' desires. Apple
regularly rejects certain classes of apps that are allowed on other platforms, including
apps that allow tethering your computer to your iPhone for internet access.

25 | P a g e

Another, perhaps unforeseen, consequence of the App Store was that apps became much
much less expensive. This has mainly been a net win for users and developers, but it did
cause plenty of consternation as the price of a top-shelf mobile app rapidly dropped from
the $40 range to the $5 or even 99-cent range. Top-selling charts for apps began to look
like the top-40 Billboard charts for music: if a developer could find a way to the top, he
or she could make big money, but it was difficult at the bottom. Most of these concerns
have gone away in the last couple of years and now there are many, many development
houses and independent

26 | P a g e

RESEARCH METHODOLOGY
RESEARCH DESIGN
A research design is purely and simply the framework or plan for a study
that guides the collection and analysis of the data. The function of research
design is to ensure that the required data are collected accurately and
economically.
The Research design used in the study was descriptive research design.
The descriptive study

portrays the characteristics of a group or an

individual or situation

SAMPLING TECHNIQUE
The

sampling technique used in this study is Snowball sampling and

Convenience sampling.

SAMPLE SIZE
The sample size used in this study is 100. The universe of the study includes
students of IUU (IMS Unison University).
DATA COLLECTION METHOD
Based on the nature and purpose of study there are various modes of data
collection. Data sources can be classified into two categories namely
primary and secondary sources.

27 | P a g e

Primary data:

The primary data are collected from structured form of

questionnaire. The questionnaire consists of multiple choices, dichotomous


and ranking type of questions.
Secondary data:

The secondary data are collected through company

records and journals and website

28 | P a g e

Gender

Gender

No. of respondent

Percentage

Male

45

45%

Female

55

55%

No. of respondent

45%
55%

Data interpretation:
In this survey 45% of the respondents are male and 55% are female.

Male
Female

29 | P a g e

Age
Age

No. of respondent Percentage

17 or Younger

5%

18-20

50

50%

21-29

45

45%

30-39

40+

Age
5%

45%

17 or Younger

50%

18-20
21-29

Data interpretation
In this survey 5% were 17or Younger, 50% were 18-20 and 45% were 21-29. No
respondent were from 30-39 and 40+.

30 | P a g e

First Mobile Phone


First mobile phone

No. of respondent

Percentage

Nokia

50

50%

Samsung

20

20%

Apple

15

15%

Motorola

Sony

10

10%

HTC

Blackberry

5%

Others

First mobile phone


60

50

40

30

First mobile phone


20

10

31 | P a g e

Data interpretation
From this survey it is seen that 50% of the respondent had Nokia as their 1st phone, 20%
had Samsung, 15% had Apple, 10% had Sony, 5% had Blackberry.
There were no respondent for Motorola, HTC, and Others.

32 | P a g e

Current Mobile Phones


Current Mobile
Phone
Nokia

No. of respondent

Percentage

10

Samsung
Apple
Motorola
Sony
HTC
Blackberry
Other

15
40
5
15
0
5
10

10%
15%
40%
5%
15%
0
5%
10%

Current Mobile Phone


45
40
35
30
25
20
15
10
5
0

No. of respondent

33 | P a g e

Data interpretation
From this survey it is seen that 10% of the respondent use Nokia as their current mobile
phone, 15% use Samsung, 40% use Apple, 5% use Motorola, 15% use Sony, 5% use
Blackberry, 10% use Other(Micromax).There were no respondent for HTC.

34 | P a g e

Features which influence buyers:


Operating System.
Preference of OS while buying a mobile phone:
Response
Very high
High
Average
Low
Very low

No. of respondent
55
10
10
5
20

Percentage
55%
10%
10%
5%
20%

Operating system
60

50

40

30

No. of respondent

20

10

0
Very high

High

Average

low

Very low

Data interpretation
This survey shows that 55% of the respondent are very highly influenced by the OS of
the mobile phone , 10% are highly influenced, 10% are neutral , 5% have low influence
and 20% have very low influence.

35 | P a g e

Design
Response
Very high
High
Average
Low
Very low

No. of respondent
25
45
15
5
10

Percentage
25%
45%
15%
5%
10%

Design
50
45
40
35
30
25

No. of respondent

20
15
10
5
0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 25% of the respondents very highly prefer design of the mobile
phone, 45% prefer it highly, 15% prefer it neutral, 5% prefer it low and 10% prefer it
very low.

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Brand
Response
Very high
High
Average
Low
Very low

No. of Respondent
35
35
10
5
15

Percentage
35%
35%
10%
5%
15%

Brand
40

35

30

25

20

No. of Respondent

15

10

0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 45% of the respondent are very highly influenced by the brand of
the mobile phone, 45% are highly, 10% are neutral, 5% are low and other15% are very
low.

37 | P a g e

Camera/Video Capabilities
Response
Very high
High
Average
Low
Very low

No. of respondent
65
5
10
5
15

Percentage
65%
5%
10%
5%
15%

Camera/Video Capabilities
70

60

50

40
No. of respondent
30

20

10

0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 65% of the respondents are very highly influenced by camera and
video capabilities of the mobile phone, 5% are highly, 10% are neutral, 5% are low and
other 15% are very low.

38 | P a g e

Battery life
Response

No. of Respondent

Percentage

Very high

60

60%

High

5%

Average

20

20%

Low

Very low

15

15%

Battery life
70
60
50
40
No. of Respondent

30
20
10
0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 60% of the respondents are very highly influenced by battery life
of the mobile phone, 5% are highly influenced, 20% are neutral and 15% are very low.

39 | P a g e

Look and feel of a mobile phone before buying


Screen size
Response
Very high
High
Average
Low
Very low

No. of respondent
65
5
5
5
20

Percentage
65%
5%
5%
5%
20%

Screen size
70
60
50
40
Screen size

30
20
10
0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 65% of the respondents very highly prefer look for screen
size before buying a mobile phone, 5% highly, 5% neutral, 5% low, 20% very low.

40 | P a g e

Buttons
Response
Very high
High
Average
Low
Very low

No. of respondent
15
15
20
20
30

Percentage
15%
15%
20%
20%
30%

Buttons
35

30

25

20
Buttons
15

10

0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 15% of the respondents very highly prefer look for button before
buying a mobile phone, 15% highly, 20% neutral, 20% low and 30% very low.

41 | P a g e

Colour
Response
Very high
High
Average
Low
Very low

No. of respondent
30
20
10
15
25

Percentage
30%
20%
10%
15%
25%

Colour
35

30

25

20
Colour
15

10

0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 30% of the respondents very highly prefer look for colour before
buying a mobile phone, 20% highly, 10% neutral, 15% low, 25% very low.

42 | P a g e

Weight
Response
Very high
High
Average
Low
Very low

No. of respondent
35
30
10
0
25

Percentage
35%
30%
10%
0
25%

Weight
40
35
30
25
20

Weight

15
10
5
0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 30% of the respondents very highly prefer look for weight before
buying a mobile phone, 20% highly, 10% neutral, 15% lowand 25% very low.

43 | P a g e

Keypad
Response
Very high
High
Average
Low
Very low

No. of respondent
15
30
10
10
35

Percentage
15%
30%
10%
10%
35%

keypad
40
35
30
25
20

keypad

15
10
5
0
Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 15% of the respondents very highly prefer look for keypad before
buying a mobile phone, 30% highly, 10% neutral, 10% low and 35% very low.

44 | P a g e

Touch Screen
Response
Very high
High
Average
Low
Very low

No. of respondent
75
5
5
5
10

Percentage
75%
5%
5%
5%
10%

Touch screen
80
70
60
50
40

Touch screen

30
20
10
0

Very high

High

Average

Low

Very low

Data interpretation
This survey shows that 75% of the respondents very highly prefer look for touch screen
before buying a mobile phone, 5% highly, 5% neutral, 5% low and 10% very low.

45 | P a g e

Size of the handset


Response
Small
Medium
Large

No. of respondent
10
80
10

Percentage
10%
80%
10%

Handset

10%

10%
Small
Medium
Large

80%

Data interpretation
This survey shows that out of 100%, 80% respondent prefer medium handset, 10%
respondent prefer small and other 10% prefer large handset.

46 | P a g e

Product Quality Satisfaction


Android
Response
Yes
No

No. of respondent
75
5

Percentage
75%
5%

Android
5%

Yes
No

75%

Data interpretation
In this survey 75% of the Android users are satisfied from the product quality were as 6%
are not satisfied.

47 | P a g e

iOS
Response
Yes
No

No. of respondent
20
0

Percentage
20%
0

iOS

0%

Yes
No
20%

Data interpretation
In this survey 20% of the total numbers of respondent are iOS user and all of them are
satisfied with the product quality.

48 | P a g e

Product service
Android

Response
Yes
No

No. of respondent
75
5

Percentage
75%
5%

Android

Yes

No

Data interpretation
This survey shows that 75% of the android users are satisfied with their product service
and 5% are not satisfied.

49 | P a g e

iOS
Response
Yes
No

No. of respondent
20
0

Percentage
20%
0

iOS

Yes
No

Data interpretation
In this survey 20% of the total numbers of respondent are iOS user and all of them are
satisfied with the product service.

50 | P a g e

Pricing
Android
Response
Lower premium
price
Similar premium
price
Higher premium
price

No. of respondent
10

Percentage
10%

45

45%

15

15%

Pricing

Lower premium price


Similar premium price
Higher premium price

Data interpretation
This survey shows that pricing of Android phones used by the respondents are:

Lower premium price

10%

Similar premium price

45%

Higher premium price

15%

51 | P a g e

iOS
Response
Lower premium
price
Similar premium
price
Higher premium
price

No. of respondent
0

Percentage
0

35

35%

iOS

Lower premium price


Similar premium price
Higher premium price

Data interpretation
This survey shows that pricing of iOS phones used by the respondents are:

Lower premium price

0%

Similar premium price

0%

Higher premium price

35%

52 | P a g e

Satisfied with the performance of the device.


Android
Response
Completely
satisfied
Somewhat
satisfied
Somewhat
dissatisfied
Completely
dissatisfied

No. of respondent
35

Percentage
35%

30

30%

15

15%

Android

15%
0%

0%
Completely satisfied

35%

Somewhat
Somewhat dissatisfied
Completely dissatisfied

30%

Data interpretation
This survey shows that 35% of the android users are completely satisfied, 30% are
satisfied and 15% are somewhat dissatisfied.

53 | P a g e

iOS
Response

Somewhat satisfied
Somewhat dissatisfied
Completely dissatisfied

No. of
Percentage
respondent
20
20%
0
0%
0
0%
0
0%

Sales

Completely satisfied
Somewhat satisfied
Somewhat dissatisfied
Completely dissatisfied

Data interpretation
This survey shows that there are 20% iOS users and they are completely satisfied.

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Findings

In this survey 45% of the respondents are male and 55% are female.

In this survey 5% were 17or Younger, 50% were 18-20 and 45% were 21-29. No
respondent were from 30-39 and 40+.

From this survey it is seen that 50% of the respondent had Nokia as their 1st
phone, 20% had Samsung, 15% had Apple, 10% had Sony, 5% had Blackberry.
There were no respondent for Motorola, HTC, and Others.

From this survey it is seen that 10% of the respondent use Nokia as their current
mobile phone, 15% use Samsung, 40% use Apple, 5% use Motorola, 15% use
Sony, 5% use Blackberry, 10% use Other(Micromax).There were no respondent
for HTC.

This survey shows that 55% of the respondent are very highly influenced by the
OS of the mobile phone , 10% are highly influenced, 10% are neutral , 5% have
low influence and 20% have very low influence.

This survey shows that 25% of the respondents very highly prefer design of the
mobile phone, 45% prefer it highly, 15% prefer it neutral, 5% prefer it low and
10% prefer it very low.

This survey shows that 45% of the respondent are very highly influenced by the
brand of the mobile phone, 45% are highly, 10% are neutral, 5% are low and
other15% are very low.

This survey shows that 65% of the respondents are very highly influenced by
camera and video capabilities of the mobile phone, 5% are highly, 10% are
neutral, 5% are low and other 15% are very low.

This survey shows that 60% of the respondents are very highly influenced by
battery life of the mobile phone, 5% are highly influenced, 20% are neutral and
15% are very low.

This survey shows that 65% of the respondents very highly prefer look for screen
size before buying a mobile phone, 5% highly, 5% neutral, 5% low, 20% very
low.

55 | P a g e

This survey shows that 15% of the respondents very highly prefer look for button
before buying a mobile phone, 15% highly, 20% neutral, 20% low and 30% very
low.

This survey shows that 30% of the respondents very highly prefer look for colour
before buying a mobile phone, 20% highly, 10% neutral, 15% low, 25% very low.

This survey shows that 30% of the respondents very highly prefer look for weight
before buying a mobile phone, 20% highly, 10% neutral, 15% low and 25% very
low.

This survey shows that 15% of the respondents very highly prefer look for keypad
before buying a mobile phone, 30% highly, 10% neutral, 10% low and 35% very
low.

This survey shows that 75% of the respondents very highly prefer look for touch
screen before buying a mobile phone, 5% highly, 5% neutral, 5% low and 10%
very low.

This survey shows that out of 100%, 80% respondent prefer medium handset,
10% respondent prefer small and other 10% prefer large handset.

In this survey 75% of the Android users are satisfied from the product quality
were as 6% are not satisfied.

In this survey 20% of the total numbers of respondent are iOS user and all of them
are satisfied with the product quality.

This survey shows that 75% of the android users are satisfied with their product
service and 5% are not satisfied.

In this survey 20% of the total numbers of respondent are iOS user and all of them
are satisfied with the product service.

This survey shows that pricing of Android phones used by the respondents are:
1. Lower premium price

10%

2. Similar premium price

45%

3. Higher premium price

15%

This survey shows that pricing of iOS phones used by the respondents are:

1. Lower premium price

0%

2. Similar premium price

0%

56 | P a g e

3. Higher premium price

35%

This survey shows that 35% of the android users are completely satisfied, 30% are
satisfied and 15% are somewhat dissatisfied.

This survey shows that there are 20% iOS users and they are completely satisfied.

57 | P a g e

Conclusion
A mobile operating system, also referred to as mobile OS, is an operating system that
operates a smartphone, tablet, PDA, or other mobile device. Modern mobile operating
systems combine the features of a personal computer operating system with other
features, including a touchscreen, cellular, Bluetooth, Wi-Fi, GPS mobile navigation,
camera, video camera, speech recognition, voice recorder, music player, near field
communication and infrared blaster.

One of the most widely used mobile OS these days is ANDROID. Android is a software
bunch comprising not only operating system but also middleware and key applications.
Android Inc. was founded in Palo Alto of California, U.S. by Andy Rubin, Rich miner,
Nick sears and Chris White in 2003. Later Android Inc. was acquired by Google in 2005.
After original release there have been number of updates in the original version of
Android.

The user interface of iOS is based on the concept of direct manipulation, using multitouch gestures. Interface control elements consist of sliders, switches, and buttons.
Interaction with the OS includes gestures such as swipe, tap, pinch, and reverse pinch, all
of which have specific definitions within the context of the iOS operating system and its
multi-touch interface. Internal accelerometers are used by some applications to respond to
shaking the device (one common result is the undo command) or rotating it in three
dimensions (one common result is switching from portrait to landscape mode).

With the completion of this paper, we can conclude that every operating system has been
developed by keeping in mind the targeted customers. Every Operating System provides
competitive and unique features for their customers. However, iOS came out to be ever
enhancing operating system with a great evolution chart over the years. On other hand,
Android, being an open source operating system enjoys addition of new ideas every day
by various Android lovers.

58 | P a g e

Recommendation
Android should create better high-quality product for the
lower premium price segment.
It should also create faster processor.
Apple should create better battery life.
Android should give guidance or instruction applications to
help the users.
Android should connect to its users through mails and
updates.
Apple should increase the number of their dealers and service
providers.
Android should create applications to keep user information
secured.

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References
Research Methodology by C.K.Kotari.
http://developer.android.com/about/ve rsions/jelly-bean.html
Open Source OS - The Future for Mobile? By Juniper Research
Zhang. J. (2010), Android vs iPhone

60 | P a g e

Annexure (Questionnaire)

Questionnaire
Dear Sir/Madam,
I am Tenzin PassangShawa, pursuing B.B.A., student of IMS Dehradun, doing my
project work entitled Comparative study on the preference of Android and IOS, the
Mobile Operating system.
So I request you to kindly give me your valuable feedback through the following
questionnaire. The information will be kept confidential and used for academic
purpose only.
THANKING YOU,
Tenzin PassangShawa.
Q1. Name: .
Q2.Gender:
M

Q3.Occupation:
Q4.Email id: ..(Optional)
Q5.Which category below includes your age?
17 or younger
18-20
21-29
30-39
40 or older.
Q6.What was your first mobile phone?
Nokia
Samsung
Apple
Motorola
Sony
HTC
Blackberry
Other (please specify)

61 | P a g e

Q7.What is your current mobile phone?

Nokia
Samsung
Apple
Motorola
Sony Ericsson
HTC
Blackberry
Other (please specify)

(Rate 5 being highest and 1 being lowest).


Q8.What features are most important to you when purchasing a mobile phone?
5

OS
Design
Brand
Camera / Video Capabilities.
Battery life.

Q9.What parts of the "look and feel" of a mobile phone are important to you when
choosing one? "Feel free to rate more than one option"

Screen Size
Buttons
Colour
Weight
Keypad
Touch Screen

Q10.What size of the handset would you prefer?


Small
Medium
Large
Android

iOS

Q11.How many phones do you own?


1
2
More

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Q12.Are you satisfied with the product quality?


Yes
No

Q13.Are you satisfied with the product service?


Yes
No
Q14.What do you primarily use phone for?
Music
Cell Phone/Texting
Internet
For Work
For School
Drawing
Gaming
Entertainment

Q15.How does the price of your phone compare with others in the industry?
Lower premium price
Similar premium price
Higher premium price

Q16.How often do you use phone?


Every time
A few times in a day
Once a day
A few times a week
Rarely
Never

Q17.Why you pay for the premium price?


Product feature
Design innovation
Availability of software and peripherals
Corporate reputation
High-quality
After-sales support

Q18.How satisfied are you with the performance of your device?


Completely satisfied
Somewhat satisfied
Somewhat dissatisfied

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Completely dissatisfied
Q19.Have you noticed that your Phone has slowed or experienced an increase in
abnormal behavior since the time of purchase?
Yes, my device has slowed since purchase
Yes, I've noticed an increase in abnormal behavior
Yes, both issues apply to my device
No, neither issue applies to my device

Q20.Specific to the software, have you ever felt the need for further guidance or
instruction on how to get the most out of your device?
Yes
No
Somewhat

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