Apple, on the other hand, decided that a touch-based interface was the way to go. As such, Apple designed iOS to make rendering in a special, real-time priority thread to ensure responsiveness.
Likewise, a good low latency sound system with MIDI support was added to iOS not because Apple correctly predicted that smartphones and tablets would be popular for music production, but because those were features already present in OSX.
AFAIK, the Android designers started out making a Blackberry clone, and creating a similar software stack would have been a lot more work at a time when the competitors were all running 2D GUIs with no GPU acceleration or fancy animations.
Er, there are a lot of Android devices that are keyboard and trackball powered.
There is definitely a different philosophy, though. The Android approach was that it was better to be correct -- if you scroll a page or a webpage, that what scrolls into the viewport needs to be correct, while iOS happily scrolled in a checkerboard. I prefer the stock Android approach (some devices, such as the GS II, sub in the "better to be fast" approach, giving smoother superficial interactivity) so long as there is enough hardware that the result isn't too painful.
Android started as a platform trying to out-Blackberry RIM. When the iPhone was released in 2007 they switched to a model of trying to out-do iOS.
Source? There have been many reports of Android phones outselling the iPhone, but I am not familiar with the ones about Android devices outselling iOS devices (iPod touch, iPad, etc.)
At least cellphones is a more like-for-like comparison.
IMHO, iOS users spend more on apps because iTunes is better than Android's Marketplace - this may have been a deliberate decision by Google nonetheless. Did you know that I am not allowed to sell Android apps in the Marketplace because my country is still not approved for registering a Google Merchant account? That's right, it's almost 2012 and while I can sell apps on iTunes, I can't on Android's Marketplace. However I have no problem integrating AdMob in those apps. So it's like Google wants ad-supported instead of paid apps, which considering their main business model it isn't that shocking.
However, you can't say that Android and its UI is not a success.
The interface problem with Android might come in to play when people are considering their second smartphone, and devices are a lot faster these days. Of course, no one should need a dual core or quad core CPU for a smooth experience on their phone.
I have an iPhone 3GS and a Galaxy S which recently upgraded to Gingerbread. The iPhone experience is indeed more "smooth", however that doesn't bother me because the advantages that my Galaxy S gives me outweigh the smoothness of the iPhone.
As an example, on my Galaxy S I was free to install a calls / SMS blocker. You can blacklist certain numbers and then it's as if those numbers don't exist - not only it blocks the calls / messages, but it also removes all traces from the logs. Last time I checked these types of apps where banned from iTunes. On Android it isn't so cut and dry either, as these apps are using private APIs that aren't documented, however they are allowed on the Marketplace.
Another example would be the kickass integration my device has with my Google Apps account. For instance all my phone numbers are synchronized with Google Contacts. And don't get me wrong, I'm sure this is only a matter of preferences and I could probably do the same thing on the iPhone, however this works both ways and I'm having an easier time with my Android to do what I want.
The only annoyance I have with my Galaxy S is the slow upgrade cycle. It will probably take forever for Samsung to deliver to me an upgrade to Android 4. Which is why my next phone will be a Google Galaxy Nexus, or whatever blessed phone will come next after it.
Do they? The big Android surge only came in the last year, so the vast majority of Android users are on their first.
I'd say if anything this argues for a total absence of correlation with user experience, no?
How do you define "correct"? The "correct" behavior is dependent on what you're trying to achieve. What you're trying to achieve should be defined with reference to the user: what will make the user happiest?
In a multi-touch interface, where you're trying to maintain the direct manipulation illusion, preserving "feel" at the expense of showing the rendered content a split-second earlier is almost certainly the right trade-off. The user will chalk the checkerboard up to page loading and their internet connection. They'll chalk hiccups in manipulation up to the device itself.
I'm not sure Android is clearly succeeding. Samsung, etc. are succeeding. If they switch to a superior OS (Windows?) but keep similar pricing I suspect only a very small core of hardcore Android fans would remain.