Last week we announced a major release of our ANTHEM platform. Every carrier currently using ANTHEM will be upgraded to ANTHEM 2.0 over the next several months, and we are sunsetting the previous platform and interface so that from this day forward, only the architectural approach of ANTHEM 2.0 will be available. There are some notable improvements over ANTHEM 1.0, that I would like to detail:
You probably know that ANTHEM started as a way for carriers to aggregate the social networking category using a single client to make deployment simpler, requiring fewer device resources and with a straightforward user interface. The architecture of ANTHEM 1.0 could best be described as “traditional client/server” in that the client contained all of the navigation and UI, while the server was acting as a gateway to the social networking sites. The result was a very similar look and feel across multiple social networking sites, except of course that the content being served into that similar UI was specifically Bebo or MySpace or whatever.
The limitations of ANTHEM 1.0 were mainly that the UI was inflexible and the business logic, being tied to the client, was limited to existing functionality. If a social networking site rolled out a new service for which ANTHEM had no functional component, it could not be rendered.
A similar constraint, btw, exists with mobile browsers: Social networking sites have turned into platforms that enable third parties to build apps around, and the mobile version of those social networking sites are unable to render those third party apps. This is not because of the browser itself, but because the login credentials for the mobile site provide access to what is essentially an API-driven representation of the full HTML site. It can be thought of as a separate site, really, and any new functionality added on the HTML site has to be built and added to the mobile version.
Anyway, another driver of the rearchitecture of ANTHEM is the definition of “social connectivity” in the mobile space. “Social networking” has always been a bit ill-defined, but what comes to mind now versus what came to mind four years ago is a very different concept. Yes, today “social networking” still includes Facebook and MySpace and Bebo, but it also encompasses Twitter, imeem, MTV Tr3s, meebo, AIM, YouTube, email and even Texas Hold ‘Em Poker. (Because you can play it with your friends on Facebook. For that matter, any Facebook app is now part of the “social networking” mix.)
In the mobile space, it gets even more complex than that: Carriers and OEMs are in the business of facilitating personal communication, and social networking has become an important aspect of personal communication for a great many people. It is therefore imperative to integrate social networking into the device UI itself, adding Facebook friends to the phone’s address book, for instance, or creating a master “network address book” that contains all contacts from all sources and syncing it back to the device in a way that seamlessly facilitates communication with everyone no matter their origin or mode.
Because so many carriers, OEMs and social networking providers use ANTHEM, it had to account for all of this and offer a future-proof technology platform around which products and services can be built. ANTHEM 2.0 delivers.
Here is how it works:
All applications are rendered on the server now instead of at the client, which makes several things possible, not the least of which is ultimate flexibility and a future-proof patform to deploy ANY service. So for instance, MySpace on a cheap low-end phone can look just like MySpace on the iPhone. If some other new service becomes popular a year from now, no problem - it will simply be added later without having to change anything on the device.
Another benefit to this approach is that we can make application associations at the server level. Unlike traditional mobile applications, which are single-purpose binaries that cannot interact with each other, ANTHEM enables apps to interact, using each other’s resources. So for instance, through ANTHEM you can play Texas Hold ‘Em Poker with your friends on Facebook. They are two separate applications, but with shared resources enabled, each app becomes more powerful than on its own. This has never been possible in the mobile space, but now it is. All of the apps written for the various social networking sites can now be ported to the mobile space.
We will do a technical post sometime soon, but I thought I would mention that the code we use to create apps is off-the-shelf JavaScript, CSS and XML - web development standards. While it is true that other platforms may attempt to use high-level authoring tools for very light widgets, etc., ANTHEM creates real, full, robust, interactive applications. The transformation at the server optimizes and compresses the application code and sends down to the phone a very light payload.
Incidentally, at the device is either the ANTHEM app player, which is available in any flavor you want (J2ME, BREW, Flash, WinMo, Android, whatever) and is about 160K so very light and optimized for low-end feature phones though of course it works beautifully on smart phones, OR we can publish all app functionality into a native UI or third-party construct. ANTHEM is presentation-agnostic and realizes its full potential when its ability to integrate with native device functions is exploited.
If you would like to see an online demo of ANTHEM or get a client sent to your mobile phone, please send us an email and we’ll get to it right away.
