Tag: iPhone

  • Smartphone usability and my parents

    I just watched my mother try to take a photo with her Nokia smartphone for the first time. An orchid in the home was blooming, and it was the closest camera within reach. She only uses it as a regular phone, and as the least technically-minded member of the family, is strangely the only one not using an iPhone. Needless to say, she was baffled by the Symbian OS. A primary hardware feature on the device, and the icon was buried in a submenu. Afterwards, she asked my father where to find the file so she could email it to herself, and he couldn’t readily answer her.

    His last phone before the iPhone 3GS was a Nokia E90 Communicator, a top-of-the-line Symbian workhorse business machine. He’d spent so much time understanding how it worked, that the iPhone’s simplicity initially confused him. He’d ask how to access the file system so he could manage his data. Coming around to a task-centric model (photos are always available in the Photos app; music lives in the iPod data well, managed with iTunes) took awhile, but now that he gets it, the Nokia way is unfathomable. Managing a nested file system on a mobile device is no consumer’s idea of fun.

    There’s always been the image of Macs being for stupid/lazy people who can’t work “real” computers and handle complexity in the user interface. Now the iPhone has inherited that reputation in the face of competition from Android, a system that David Pogue calls “best suited for technically proficient high-end users who don’t mind poking around online to get past the hiccups” in his review of the new Droid X. This became clearer as I got older, but I don’t consider most people over the age of 40 who struggle with technology to be stupid or lazy. It comes down to privilege, familiarity, and priorities.

    One of Apple’s most prominent user experience attempts at improving accessibility involves mimicking real-world interfaces, such as using a yellow notepaper background and handwriting fonts in Notes, and superfluous flipping page animations in iBooks. Marco Arment has a good post on this: Overdoing the interface metaphor. It’s a divisive strategy that works well in the early stages of familiarization, but soon becomes a hindrance as one grows more proficient/confident. One of the best metaphors I’ve ever encountered on a mobile device was the lens cover on one of my old Sony-Ericsson cameraphones. Slide it open, and the camera application started up. Along with a physical shutter button, it was perfect, and my mother would have understood it instantly. Such a design benefits even experienced users who know how to start the camera up from the main menu. It’s easy to see how a physical feature can offer that experience, but the real challenge is finding that middle ground in software.

    * I ended up taking the photo with my Panasonic LX3.

  • ➟ iPhone 4 Drop Test

    For a brief moment after the iPhone 4 was introduced, I thought I’d risk using it without a case. Now I’m pretty sure I’m not going to get one until I see a really nice solution from SwitchEasy, InCase, or Speck. Having a glass phone for most people is like having glass knuckles as a boxer.
    I used my black iPhone 3G for a year with nothing but some anti-glare screen film, and all it got were a few minor scratches on the back. I might have dropped it twice, but not on bare concrete. I’ve been especially careful with the 3GS, and it’s been in some sort of case from Day 1. Unfortunately, the Power Support Air Jacket* I’ve been using since December has caused some scuffing of the chrome bezel. If you’re getting a case for your iPhone 4, be sure that all surfaces coming into contact with the phone have some sort of soft buffering material, not hard plastic.

    * Power Support products are grossly overpriced outside of Japan. That USD$35 case is about SGD$60 locally, but I got mine in Tokyo for about half that price.

    Update [25/06]: Now Gizmodo’s dropped their own phone by accident, and the back is all cracked too.

    Link

  • A short aside on handheld game prices

    When I bought my first Nintendo DS in the spring of 2005, touchscreen gaming was new to the mainstream and the idea of downloadable handheld content was still a few clouds short of a perfect storm. I believe you might have been able to download a game directly to a Windows Mobile PDA, but syncing them over from a desktop was the standard practice.

    At that time, I was happy to plonk down £20+ (nearly SGD$60) for a simple casual game like Zoo Keeper, which many will recognize as a clone of Popcap’s Bejeweled. Yeah, that game you can play for free online. I remember ordering it online from the American Amazon.com because it wasn’t yet due in England for some time, and the ensuing wait for something to play on my new DS was torture.

    Even though it launched alongside meatier fare like Super Mario 64 DS, this Match-3 game was an incredible new experience. The ability to directly manipulate blocks onscreen was hailed in the gaming press as something that could “only be done on Nintendo’s new machine”. You could even wirelessly engage other DS-owning friends in a competitive mode without them having to own a copy. I have fond memories of Zoo Keeper because its mechanics were finely tuned to allow ever-flowing speed combos, and till today still consider it a better Bejeweled than Bejeweled itself.

    Present day: one can download a similar game onto an iPhone in under a minute, for free or about a dollar. You compete against hundreds of friends online through Facebook. If Zoo Keeper were to be ported to iOS tomorrow (please please please), USD$4.99 (about SGD$7) would seem too high an asking price. Even Popcap’s own sequel to Bejeweled goes for $2.99 on the iPhone while desktop PC/Mac versions continue to retail at $19.95. How did we get to this point? I love a low price on games, and while $60 for Zoo Keeper was certainly too high a price – accepted at that point in time as a form of “early adopter tax” whereby new technology for which no benchmark price has been established often goes for as high as producers dare hope the market will bear – I worry that this might not be sustainable for our ecosystem of independent and major developers. Which is why I welcome Apple’s iAds program onto my device, and everyone whining about having ads in their games can go buy themselves a PSP Go or whatever.

  • The Causes of iPad Disappointment



    Letdown. Disappointment. Anticlimax. These words have appeared in nearly all the first articles written about the newly unveiled Apple iPad, barely a day old in the world. The reasons are not entirely important in the long run, but many of these stories themselves will admit that expectations were raised beyond reasonable levels, that Apple had no hope of impressing everyone the way they did in 2007 with the first iPhone. This environment of fanciful conjecture and presumptuous theorizing was the result of an industry’s decade-long fascination with getting the idea of a tablet computer to stick – seemingly against the wishes of the consumers meant to buy them – and the belief that Apple can succeed where other companies embarrass themselves. They’ve done it before, after all.

    It never helps that Apple says very little about what it’s got until it’s got it. The veil of secrecy provides theatrical levels of entertainment at every event; charged affairs where people whoop and whistle from the moment Jobs takes the stage. As press conferences go, they overdeliver. But on the eve of events as the iPad’s debut, such enthusiasm cuts both ways, and the company is left with the unenviable task of managing expectations without any direct communication – a task that has become increasingly hard over the past few years.

    In the beginning, Macs were a relatively quiet business; high profile products that most people saw but never considered owning. The success of the iPod energized Apple’s public image, and eventually sensational moves like the decision to cancel its hottest product, the iPod mini, in favor of an impossibly innovative new replacement, raised the bar not only for its hapless competitors, but for the company itself. Even then, the shifts from small to smaller iPods with color screens where black and white displays were once standard, were no indication of the iPhone’s shape or form before January 2007. That device’s unprecedented introduction, so many orders of magnitude beyond what had been expected of Apple (a phone that played music, and that wasn’t as ugly or challenged as the Motorola ROKR, would have sufficed for many), changed the pre-event guessing game forever. Do one magic trick, and you’re always going to be asked for more.

    Consider that at the time of the iPhone’s release, touchscreens were not a new technology. Palm’s PDAs and countless phones running Microsoft’s Windows Mobile operating system had touchscreens for years, and were fairly well liked. Yet as the tech world watched Steve Jobs scroll a contact list with a flick of his finger, it was impossible to make the connection between that and the experience we had become accustomed to. The older technology, resistive touchscreens, required styluses or fingernails, with scrolling conducted with bars that were clicked and dragged. A series of small innovations (capacitive touchscreens, direct contact momentum scrolling, and a smoothly-animated graphical interface) combined to redefine the way we expect to interact with handheld computers today. It’s a classic Apple play: refine existing technologies, add advancements in software, and produce an entirely new class of product.

    Given the rise of ebook readers like the Kindle, and the continuing efforts of PC makers to fashion smaller and cheaper computers from low-power CPUs like Intel’s Atom, it was only natural to think that Apple would soon do the same for the popular netbook category or a tablet*. It would be another game changer equal to or greater than the iPhone, we began to hear. In the days leading up to January 27, a quote attributed to Steve Jobs was circulated, to the effect that the tablet would become his greatest achievement. John Gruber of the Daring Fireball blog predicted that Apple was ‘swinging big’ with a new product that one would buy instead of a laptop. Others dreamt of new multi-touch interfaces that would further bury Microsoft’s second stab at tablet computer, shown to be an HP “slate” running Windows 7 without any modifications that might make operation with a finger possible in lieu of a mouse. In all fairness, many of these outsized rumors were based on the presumption that the tablet would cost up to USD$1000. What could possibly cost that much, close to a full computer, except a full computer? It would be ironic if the thousand-dollar figure was leaked by Apple to increase the impact of the final $499 price point, only to backfire by raising expectations.

    These pre-announcement assumptions by enthusiasts and tech writers are now par for the course, as are the disappointments that follow each new product revelation. The iPhone 3G largely met expectations because it corrected the one deficiency that kept the original iPhone from greatness**: the speed at which it accessed the internet. It also coincided with the opening of the platform with the iPhone SDK, which led to the app-happy state of affairs we now enjoy. Regardless, complaints about the low resolution camera, unremovable battery, etc. continued to get a public airing.

    Last year’s iPhone 3GS was roundly criticized for being an unexciting upgrade, retaining the same looks as its predecessor with little more than a megapixel and speed bump, effectively delivering the previous year’s expected iPhone but late. It went on to become a huge success. The buying public is immune to disappointment, it seems, perhaps because they don’t read blogs that sell them pipe dreams.

    The iPhone 3GS announcement, and the internet’s lukewarm reactions to it, would be a good analogy for what’s happening with the iPad, except nobody hoped for the next iPhone to summarize a decade of engineering efforts. Like the iPhone 3GS, the iPad initially appears to be an evolutionary product, being based on existing technology Apple has repeatedly shown in public. It’s faster and more powerful, but not radically different from known territory. At first sight, it’s hard to imagine what the changes mean in actual use. You might think you can live with the old model and how things used to be. That’s a shame.

    Apple is positioning the iPad as a third pillar in their portable product lineup: more than a smartphone, less than a laptop, yet better at some things than either of the other two. This instantly invalidates the idea of buying one “instead of a laptop”. Clearly you are meant to have both. It syncs with a Mac or PC the same way an iPhone or iPod does. It’s a secondary computer, but it’s also an appliance (see Farhad Manjoo’s articles on Slate.com – here and here).

    It sends email, it plays games, and it will be fantastic for Twitter, but in my opinion, the iPad in its current form holds the most value as an interactive document, or to use a term repeated many times last night, an ‘intimate’ way of experiencing media. Despite having no plans to purchase a Kindle DX or similar reader I suspect that I will fall in love with the thing the moment I hold a book-sized slice of full-color webpage in my hands. As Manjoo writes, “Everything about it—its size, shape, weight, and fantastically intuitive user interface—feels just right.”

    With the first iPhone, Apple understood that touch interfaces are an emotional experience. Pressing the pad of your finger to a virtual page (in Eucalyptus, for example) and turning it fools some part of the brain that isn’t dedicated to understanding a screen is not the same thing as paper. It’s satisfying, even though a facsimile of a real experience. It’s more realistic than using a fingernail, which one never applies to a real page, and more personal than a stylus. My guess is that if capacitive touch of that quality wasn’t available, the iPhone project would never have gotten the green light.

    I submit that the iPad takes one more step towards solidifying the illusion of digital media with real, physical presence. It’s not just a bigger iPhone, it’s an iPhone big enough to pass for a printed page and fool your mind. A frame that holds websites with long-form writing, augmented with video and animation, that we can hold lazily, effortlessly, in our hands or laps like the glossy magazines or newspapers they approximate, is nothing short of magical, to borrow another marketing word. If the iPad became transparent like a slab of glass when turned off, wouldn’t be exactly like the science fiction movie ideal of a portable computer? Don’t you want to live in the future? I say use your imagination.

    And yet more frustration sprang from the absence of anticipated features, some of which are explained by the iPad’s positioning as a third pillar, while others invite more guesswork and predictions. Q. Why doesn’t it have a camera? A. It’s not for photography, and videoconferencing is the realm of a phone. Q. Why doesn’t it have USB ports/connect to an iPhone for syncing and tethering? A. It’s not a primary computer. Q. Where’s the multitasking and improved notifications? A. iPhone 4.0?

    I believed that an update to the current iPhone OS, version 3.2, would be announced during yesterday’s event, which didn’t happen. As we know, the iPad runs a version of the OS with this number, but for the next 60 days it’s not something you can buy. That gives a 60-day window to expect iPhone OS 3.2 to be released for existing iPhone users. Will this bring some of the iPad’s new features to the iPhone, like the iBooks reader and iBookstore? My guess is no. These will remain exclusive iPad features for the time-being. In that case, iPhone OS 3.2 might only bring a few bugfixes and trivial UI enhancements. I believe Apple is already looking ahead to iPhone OS 4.0, to be announced in the March-May window, and released in concert with the next iPhone model. Improved notifications are a must, and I’m fairly confident they will be present.

    The other concern, third-party app multitasking, is far and away the number one demanded feature for the iPhone OS amongst people I know, but I’m becoming ever more skeptical that it will materialize. Apple has invested heavily in push notifications as an alternative, too much for it to be merely a stopgap measure. With the iPad, which Apple is attempting to push as a viable machine for occasional work (more than a smartphone, less than a laptop), the lack of multitasking is even more apparent. If I’m writing a document in Pages and need to move back and forth quickly between a website, email, and a notes app from which I might want to copy information, iPhone OS 3.x requires me to switch in and out of the Home Screen each time, closing and reopening the apps.

    The non-multitasking answer? Persistence and a quick launcher. iPhone OS 4.0 could enable a system-wide method for saving an app’s state (what you’re doing in it) when you quit, and having it restore upon the next launch. And according to Gruber, everyone who’s laid hands on it agrees the iPad and its new A4 processor are incredibly fast. Add that combination to a home button double-click that pops up a list of your last five apps, and you’re effectively alt-tabbing between running applications without the battery drain.

    iPhone OS 4.0 will be a big deal when announced, whatever it actually does, and Apple understandably couldn’t show its features yesterday as part of the iPad. But because they share the same OS, it stands to reason that whatever the iPhone gains from here on out will also be on the iPad. Being that the iPhone is incredibly important to Apple and already accounts for 32% of smartphone profits worldwide while receiving rapid software development both from within the company and out, it’s inevitable that the iPad’s image will soon evolve beyond that of an underwhelming giant iPod touch.

    ~

    * Legend has it that research for a “Safari Pad” tablet wound up becoming the basis of the iPhone, so it’s possible that the universe is completely backward.

    ** It’s worth noting that the original iPhone was also criticized for its camera, built-in battery, price, and not supporting third-party applications, Java, Microsoft Exchange, MMS, copy and paste, etc. despite being ridiculously ahead of the pack in terms of miniaturization, engineering, web browsing, media playback, and user experience. After three years, competitors have yet to match the software or browsing. Someday, the iPad’s reception will probably be remembered in a similar way.

  • Hipstamatic – a new iPhone toycamera app

    I was going to write about this on PositiveMachine.com, but decided to contribute a properly useful review to the iTunes store instead. I am republishing it here for those not using the Singaporean App Store, in the hopes that it brings some attention to this rather exciting new camera app. My one sore point: it is sooo very close in execution to an iPhone app I wanted to have built earlier this year. A different concept, but maybe someday I’ll convince the guys at Synthetic Corp to take it up.

    —-

    Hipstamatic

    I discovered this app by accident whilst absentmindedly searching for the keyword “Holga”. The preview screenshots in iTunes don’t do it justice.

    It’s also the first camera application I’ve seen with in-app purchasing, which made me quite wary of this being something I might become tempted to sink a lot of money into, unnecessarily, over time. Everyone else gives free updates with more features, why should this be any different? The answer might be that the app itself is very different. It features a polished user experience that almost puts a real, no-longer-in-production camera in your hands, and the quality of its image processing is superb – some of the best I’ve ever seen on the iPhone. Its creators no doubt know that photography geeks are more than a little bit vulnerable to buying new equipment for a camera they love, and in-app purchasing is a brilliant way to exploit that. What’s 99c for a new lens, 3 colored gel flashes, and a new black border on all your pictures? If only things were so cheap in the real world with Lomography and Superheadz products.

    But freshly installed, one can get some brilliant results out of the two included “lenses” (film choice only affects the borders/frames, except in the case of the single B&W option available in one of the in-app purchase packs), but I’m willing to bet you’ll be so impressed with the whole experience that you’ll pick up one of the extra add-ons within a day. So budget for the price of the app (currently at $1.99, a so-called introductory price) plus 2 x $0.99.

    More than any other photography app out there – and I have bought more of them than I’d have liked – this one gives you the feeling of owning a whole new camera. The UI design is a big part of this. You constantly see the front and back of the camera as you change settings and take photos. You have a tiny and inaccurate preview of your shot where the viewfinder is supposed to be. You don’t change the look of your photos by moving sliders or pressing radio buttons, you swap in visual representations of “films”, “lenses”, and “flashes”. Sure, it’s little different from any other photo app under the surface, except the results are up there with the best of them, but that surface gloss makes you forget Hipstamatic is taking shots through your iPhone’s camera. And the results back that up. Night shots taken with the “Jimmy” lens and the fake flash are soaked through with warm light, almost devoid of speckled color noise. It’s the kind of result you’d expect from a film camera that left its shutter open until the film was fully exposed. Marvelously rich and much more analog than you’d have thought was possible from an iPhone.

    Moreover, like ShakeItPhoto before the last update, Hipstamatic doesn’t give you the option of processing photos you’ve already taken with some other app or the built-in camera module. I wouldn’t like to see this behavior in every app, but it makes perfect sense here and really sells the illusion of a unique toy camera with risks involved. You don’t get a safety shot, you just get the one you take, which makes every shot somewhat precious. It also gives you a bit of a heart attack when you’ve captured something you think might be great, and then the app crashes. It does this quite a lot when saving at the highest resolution of 1050 x 1050px, even on my freshly-rebooted iPhone 3GS. I’m hoping the next update brings more stability, but even so, this fully deserves a five-star rating today.

  • iPhone app review: Ramp Champ

    (This iPhone review and others like it have been moved to my new app review site, positivemachine.com. Why not have a look?)

    Ramp Champ (Game)

    Price: $1.99
    What it is: A carnival of sadomasochism.

    Every retirement home has one old man who used to be a championship boxer, tough enough to still knock out two young men bigger than him. Likewise, every group of cowed nerds has among their numbers one who will eventually arm up and shoot up the school in a black trenchcoat. Ramp Champ has a lot in common with these people.

    It lives amongst the feeble pursuits most call “casual games”, a candycoated term cooked up by executives to describe alternative entertainment for normal people – those don’t play first-person shooters and airplane simulations eight hours straight at a time – or as we like to call them, “games for pussies”. But don’t be fooled by the company it keeps. Ramp Champ is a prison-hard motherf*cker. I suspect it broke out of hardcore gaming prison and into casual gaming prison just because it was bored.

    Ramp Champ is like the serial killer who wears thick glasses and tucks his striped shirt into his pants and talks with a feigned speech impediment and holds a boring desk job at a government agency, but really goes home every night and becomes like Christian Bale or something, with ripped muscles from pumping rusty iron in his basement and hunting animals in the woods naked.

    So what looks like an innocent game of skeeball is actually an elaborate psychology experiment. I mean, it must be! The physics simulation suggests that you have full control over where the ball goes, if you’re good enough, and then when you need to score the most, it lets some blind Parkinson’s patient take over the shot. But sometimes, it does exactly what you expect, making the time spent smearing goat’s blood on your own face seem completely worth it. It frustrates, it makes a mockery of your so-called skills, and it’s completely addictive. I know because I’ve mastered it at the cost of my sanity.



    Slammer Rating: 4/5 shivs

    Buy Ramp Champ in the iTunes App Store.


    Above: What you’ll see when you become a ramp champ. Each of the levels’ three goals filled in with a yellow dot.


  • iPhone app review: Paper Toss World Tour

    (This iPhone review and others like it have been moved to my new app review site, positivemachine.com. Why not have a look?)

    Paper Toss World Tour (Game)
    Price: $0.99

    What it is: Same sheet, different cans.

    The original (and free) Paper Toss introduced a new casual game genre so shallow, it threatened its own sequel possibilities. A ball of paper is flicked into a bin. To increase the challenge, the bin could be moved farther back, and a fan provided wind. What more could be done?

    Fortunately for the developers at Backflip Studios, that question had already been answered by millions of poncy fat cats who regularly jet around visiting manicured gardens that charge thousands of dollars a year for the privilege of hitting little white balls into holes: change the scenery.

    The result is Paper Toss World Tour, an armchair tosser’s dream. Wait, that came out wrong. By virtue of having 8 different cities to visit, the game finally has something that resembles a career mode. You begin in a Japanese Zen garden, and unlock others from there. The distance between paper and bin varies in each city, and you get some nice environmental effects like the sandstorms in Egypt. I only wish they’d included Singapore as the final stage, whereupon missing the trashcan, SWAT teams materialize with shotguns and rottweilers to end your career. Oh well, there’s always the next version.

    Confusing New Ratings System: 3/5 and B+

    Buy Paper Toss World Tour in the iTunes App Store.
    Get the original Paper Toss for free in the iTunes App Store.

    Below: The original Paper Toss game.

    Below: Paper Toss World Tour

  • iPhone app review doublebill: Birdhouse & Twitbit

    (This iPhone review and others like it have been moved to my new app review site, positivemachine.com. Why not have a look?)

    Birdhouse / Twitbit – $3.99 & $4.99 respectively


    Why Pay? It starts with a free app, Twitterrific or TwitterFon for most people, and for awhile it seems like you’ll never have a need for one of those “Pro” Twitter clients that your geekier friends talk about. Reply a message here, send out a cute quote there, it’s all good. Cut to a couple hundred followers later, and you’re riding the doubt train harder than a doped up pop star with 50 concert dates to deliver. You need a little something extra to keep your edge. You ask your live-in doctor for one of these:


    Birdhouse is like a Twitter ninja. A ninja who’s spent his entire life learning to unsheathe his blade, stab a man, and put it away again in under half a second. He can’t climb walls, farts loudly all the time, and is 99% colorblind as well as good ol’ regular blind, but if the man you want assassinating is right there in front of him, there’s no one else you’d sooner hire.

    You can’t read tweets or search hashtags in Birdhouse. You can’t see who’s mentioning you, and you sure as hell can’t see anyone’s avatar pictures. You can’t see anyone, period. But what you CAN do is train up a hundred of your best jokes, sharpen them on the stone of Favrd destiny, and then go out to cut some motherfuckers up. The downside: if you don’t have any jokes, it calls up your ex-girlfriends to make fun of your package.


    Twitbit almost didn’t make it onto my list. Its first version was a little bit like Rain Man, you know, but I won’t get into specifics because people tend to send me hate mail when I talk about the retard in that movie. Suffice to say, Twitbit showed up a little over a month ago with a single winning trick up its sleeve: Push Notifications.

    For example, you could be doing something else on your iPhone, like making a kick-ass playlist of Billy Joel and Air Supply songs, but if someone tweeted “@sangsara your music library sucks, faggot! Btw I’m sitting behind you on the bus”, you’d get it immediately as a pop-up on your screen. The rest of the app was a little behind the curve until a recent update added threaded DMs, a photo browser, saved searches, and many other refinements. The result is one of the best general purpose Twitter apps five bucks could want to buy. Plus, chicks dig the fat bird on a speech bubble-egg icon.


    Birdhouse Rating: B
    Twitbit Rating: A

    Buy Birdhouse on the iTunes App Store.
    Buy Twitbit on the iTunes App Store.




    Birdhouse media:



    Twitbit media: