For all the good things that can be said about the HTC Tattoo, there's one specification that worries us--the QVGA-resolution (320 x 240) display. All Android phones currently on the market sport HVGA-resolution (480 x 320 pixels) screens. Now, we fully understand the need to have a cheaper panel if the cost of the device is to be kept low, but this may prove a problem for third-party applications.
Because of the consistent use of HVGA panels so far, programs made by independent developers all fit into that resolution. We asked Chua Zi Yong, who runs the Android interest group CodeAndroid based in Singapore, if he believes this may pose problems, especially for game creators. "Using a QVGA screen can be problematic if a customized UI is implemented in the app, which is true for many games. Developers will have to test all the screen ratios to make sure their app works on all the variations."
In a blog post on enthusiast site Androinica, Android framework engineer Dianne Hackborn was quoted as saying that "none of the existing apps will show up on the market there", referring to Android devices with QVGA screens. What this means is developers will have to go back to their apps and make them suitable for the new screen resolution.
"It will depend on the market. Developers may find it worth the effort only if there's a big pool of users with QVGA devices," said Chua. An example of one developer who will not be bothering with the new resolution is Borys Burnayev who said: "It's all good and well other than I'm not going to do that. For many Android applications, ActionComplete included, the main differentiating factor is a neat and clean user interface. Addressing a different screen size is roughly equivalent to redoing 50 percent of the application."
The recent release of Android 1.6 "Donut" has added support for non-HVGA screens and this will likely open a floodgate of devices with different resolutions. HTC just happens to be the first to announce such a device, and we won't be surprised if other brands would soon follow suit.
While embracing all screen types goes with the open-source spirit of Android, it's clear that this will complicate matters for third-party developers. It mirrors the Windows Mobile platform as developers for that OS have to cater to a wide range of devices, too. In contrast is the iPhone OS platform--because apps run on only one screen specification, software creators need not worry about compatibility. Of course, that's not the only factor that has led to the success of Apple's App Store, but it's a significant one that Android will lose with "Donut".
The Tattoo, while not the most exciting of devices, is one that will usher in a new era for the Android platform. Will it become a pain to code software for Android or is the screen resolution issue a non-issue to begin with? It's something we will see in the months to come as developers decide how they want to approach this.