Comment by jorvi

2 days ago

If memory serves, it was a custom kernel and OS, then a semi-custom kernel with a few OS components shared with Windows 8, and then the Windows 10 'core' kernel (same as on the Xbox One?) with many shared OS components.

At each step they left the majority of devices behind.

What was equally worse was the triple (quadruple?) switch of app frameworks. If I remember correctly it was a dotnet abomination, then ?? then WPF and finally Xamarin.

Good luck convincing your platform 3rd party developers to entirely relearn and rebuild their app four times over in the span of a few years.

Interestingly enough, Windows Phone itself was far ahead of it's time. Buttersmooth UI, flat UI, built-in global and app dark modes, all in the early 2010s.

WinCE (which was rebranded as Windows Mobile at one point) basically had a cut-down version of Win32 as its app framework. There was also .NET complete with a WinForms port.

Windows Phone 7 had Silverlight as the app framework, which, to remind, was itself basically a rewrite of a subset of WPF in native code for perf (although the public API remained .NET).

And then after that it was WinRT / UWP, which was effectively further evolution of Silverlight in terms of how it looked to app devs.

WP7 was a really low point for the series because not only the new app dev story was completely and utterly incompatible with anything done before, it also had a very limited feature set in terms of what you could actually do inside the app - much worse than the iOS sandbox.

WP7 -> WinRT transition was easier because WinRT was so similar to Silverlight in terms of APIs (in some simple cases you literally just had to change the using-namespace declaration to compile). It also added enough functionality for more interesting apps to be viable. But by then, the reputation hit from both devs (who were being told to again rewrite everything they already rewrote for WP7) and users (who were being told again that their devices won't get the new OS, and the new apps are incompatible with the old OS) was too much for the platform, IMO.

And then on top of all that Google actively sabotaged it by refusing to make apps for its popular services - such as YouTube - and actively pursuing third-party apps that tried to fill that gap.

  • Not only Silverlight, XNA was used for games.

    After WinRT transition, Microsoft sabotaged themselves, due to the way WP 8 => WP 8.1 => WP 10 happened to be, with rewrites, promised upgrades that didn't happen, deprecation of C++/CX, and plenty of other missteps.

Buttersmooth UI is how I'd describe it too. I loved the themes at the time too.

  • It was incredibly smooth. The Windows Phone 7 browser was also very smooth compared to the iPhone/Android browsers of the time. Some miracles worked somewhere.

    Also the keyboard was incredibly good.

  • I had a few Windows phones, and butter isn't a word I'd ever use to describe the performance of the UI. Heck, I wouldn't even use the word margarine to describe my experience with it.

I wouldn't exactly call flat UI a good thing. They are one of the horrible flaws of our current UI design trends.

As I recall it, calling Windows Phone "buttery smooth" is quite an overstatement. I remember it looking drab dull and cheap at the time.

  • I had two Lumia flagship phones - Lumia 800 with Windows Phone 7 and Lumia 930 with Windows Phone 8 (which I later upgraded to 10).

    Both look and feel awesome, not cheap at all. At the time, Microsoft were paying developers to port apps to Windows Phone. There were developers who took the effort to make their app look native, and I'd say Windows Phone 7 had the best UX to this day.

  • It's hard to take someone seriously when they overexaggerate like that. Windows phone was never butter or margarine smooth.

Didn't it end up as UWP? At one point they were trying to pitch running the same app on mobile and on desktop, and it .. kind of worked, although obviously very sandboxed and restricted in APIs.