This week we discuss Tim O’Reilly’s fifth web 2.0 pattern: Software above the level of a single device.
We are a world that is fast evolving towards being totally digitally connected. With the adoption of IPv6 the number of devices that can connect to the internet simultaniously increases almost innumerably to 340,282,366,920,938,463,463,374,607,431,768,211,456. O’Reillys fifth pattern discusses best practices for harnessing the technolgical breakthroughs of our time to develop software that connects to the internet seemlessly over multiple devices.
Youtube is web 2.0 that is so popular it is almost synonymous with the word “Internet”. Since it’s inception in Feb 2005 YouTube has been about video content that is for the people, by the people, so it is not at all surprising that its developers are well aware of the importance of software above the level of a single device. The reality is that content wise YouTube can be used as a legitimate resource for almost every facet of our lives – work, play, health, education and relationships. So, it makes sense that YouTube has evolved from offering access in the form of a centralised website to being as adaptable to our new technology as we are, offering apps for almost every platform. Let’s look at how YouTube adheres to to O’Reiley’s best practices.
Design from the start to share data across devices, servers, and networks
From the outset YouTube has strived to offer content accessibility through providing HTML code along with its videos to enable easy embedding on any web page.
One click sharing to almost all social networking platforms including facebook, twitter and google+, which expands on and compliments YouTube’s own ranking and commenting system.
- YouTube Mobile – launched in 2007 for smartphones utilising RTSP streaming for video, was then relaunched in 2010 using HTML 5 eliminating the need to use the slower adobe flash player and optimising controls for touch screen.
- June 2007 – Transcoded data to H.264 format in order to achieve compatibility with Apple iPhone, iPod touch and Apple TV
- 2008 – 2009 – Youtube realises more of its users are accessing from set top boxes and full size screens so releases YouTube For TV and then later YouTubeXL
- Available as a stand alone app for Apple iOS 5 / iOS 6 since September 2012 when it was dropped as a preloaded app.
- Tailored applictions for Playstation 3, Tivo, Xbox live, & Wii
Since day one it is very obvious that YouTube has had its finger on the pulse of its users viewing trends and has attempted to harness the latest technology to make data more available & accessible to users.
Extend Web 2.0 to devices
YouTube offers applictions for almost all of the popular devices including iOS, Android, Xbox Live / 360, Playstation 3, Wii & Tivo and comes pre-packaged in the proprietry software of many smart TV’s, media streaming & cable provider boxes.
Use the power of the network to make the edge smarter
Leverage devices as data and rich media sources
Many smartphones and video cameras have the ability to shoot video and upload directly to YouTube through the relevant application as long as they have access to the internet.
Make one-click peer-production a priority
Almost all devices that have the ability to shoot video and connect to the internet can upload to YouTube in a single click. Often this will occur through utilising third party software and not necessarily an official YouTube app.