The Audio Card is the latest entry in Twitter’s line-up of interactive cards. The feature was announced earlier this week by Twitter, with SoundCloud being the first partner:
The world’s most influential musicians and media producers already share unique audio content through Twitter every day. Today we’re introducing a new way for you to experience audio directly on Twitter.
With a single tap, the Twitter Audio Card lets you discover and listen to audio directly in your timeline on both iOS and Android devices. Throughout your listening experience, you can dock the Audio Card and keep listening as you continue to browse inside the Twitter app.
Musicians, podcasters, and other producers of audio content are on board with SoundCloud cards that can be played without leaving the Twitter app. In a separate blog post, Twitter also announced compatibility with iTunes Music:
Now, when you listen to music from select iTunes artists, it’ll only take a few taps to pre-order unreleased music and purchase your favorite songs directly from iTunes.
Foo Fighters are already using the Audio card to promote their new song, Something From Nothing.
With the release of iOS 8 last week, Apple launched app bundles, a new way for users to buy up to 10 apps from the same developer with a single purchase at a discounted price.
Officially introduced at WWDC 2014 as a feature of the new iTunes Connect, bundles mark a significant change for Apple's App Store since its opening in 2008: for the first time, developers can market their apps through discounts that can be configured in iTunes Connect rather than organize independent promotions based on price drops; from a user's perspective, app bundles are reminiscent of Apple's Complete My Album feature of the iTunes Store.
Shortly after the debut of iOS 8, Apple created a special App Store page showcasing popular bundles for apps, games, and apps for kids. Bundles are easy to spot on the App Store: like folders on iOS, a bundle's icon is a container of apps inside the bundle, showing a preview of the first four apps included in the bundle; a special badge indicates the number of apps in the bundle; and, only paid apps from the same developer can be part of a bundle – you won't be able to find games from EA and Ubisoft or apps from Readdle and Runtastic in the same bundle. Since last week, Apple has been heavily promoting productivity bundles from Readdle and Pixite, games from Square Enix and Disney, and apps by Toca Boca and Diptic.
Following the launch of bundles, I've been talking to several developers who collected some of their apps in bundles, gauging their reactions to this new feature of the iOS 8 App Store and their thoughts on Apple's promotional push so far.
In the school where I teach, we are now into our fifth school year using iPad in the classroom. We have students from 5-18 using the device and using it very differently according to their age and educational needs. We have found it to be a substantial addition to the life and work of our school and a major enhancement to the educational process.
Unlike many schools, we don’t focus on “delivering content” with the iPad. We don’t use electronic textbooks and we don’t buy a lot of curriculum materials in the form of apps. Instead, we view the iPad as a tool for creativity in the classroom. We think of apps not as replacements for books but as a new kind of pen, pencil, ruler, paintbrush, camera, music studio, art material, scientific log book, homework diary, writing pad and movie editing suite.
We have used every version of iOS since iOS 3.2 on the original iPad. Many releases have brought substantial improvements in our daily use of the iPad – for example multitasking in iOS 4 or AirPlay Mirroring in iOS 5 on the iPad 2. I think we are on course for the most substantial change to iOS since it shipped on the iPad this year.
iOS 8 brings many deep changes and improvements to the platform that we know and love to use in our school. I want to highlight a few of them, but it’s important to remember that sometimes the biggest wins are in the fixes to the small daily annoyances.
Soon after WWDC ended in June, I wrote a piece for MacStories in which I briefly summarized all the new features Apple added to Accessibility in iOS 8. Since then, I’ve spent a lot of time with the iOS 8 beta builds over the summer, and have found several features and little touches – even some things that aren’t specific to Accessibility – that merit a more detailed look. What follows are my personal impressions of such.
When I reviewed iOS 7 last year, I took a different approach and tried to consider Apple's redesigned OS from the perspective of someone who uses iPhones and iPads for work and personal tasks on a daily basis. I noted that a new structure enabled developers to make more powerful apps, and I concluded hoping that Apple would “consider revamping interoperability and communication between apps in the future”.
With today's release of iOS 8, Apple isn't merely improving upon iOS 7 with minor app updates and feature additions. They're also not backtracking on the design language launched last year, which has been refined and optimized with subtle tweaks, but not fundamentally changed since its debut in June 2013.
Apple is reinventing iOS. The way apps communicate with each other and exchange functionality through extensions. How status awareness is being brought to iPhones, iPads, and Macs with Handoff and Continuity. Swift and TestFlight, giving developers new tools to build and test their apps. Custom keyboards and interactive notifications.
There are hundreds of new features in iOS 8 and the ecosystem surrounding it that signal a far-reaching reimagination of what iOS apps should be capable of, the extent of user customization on an iPhone and iPad, or the amount of usage data that app developers can collect to craft better software.
Seven years into iOS, a new beginning is afoot for Apple's mobile OS, and, months from now, there will still be plenty to discuss. But, today, I want to elaborate on my experience with iOS 8 in a story that can be summed up with:
iOS 8 has completely changed how I work on my iPhone and iPad.
I’ve been thinking about yesterday’s announcement of the Apple Watch. Like WWDC ’14, it’s a lot to process in a single day – you’re looking at years worth of design and product vision condensed in two hours of video and a massive website update. I’m not sure I’ll fully grasp the potential of Apple’s wearable even after its release.
But I noticed this: I didn’t feel the same impact of the original iPhone and iPad keynotes. I’m not referring to the product, the pace of Apple executives on stage, or Steve Jobs. I’m talking about the message that I was left with and the explanations that Apple gave to demonstrate their new watch and how it can fit in people’s everyday life. It felt different.
At a media event held earlier today at the Flint Center in Cupertino, California, Apple officially unveiled the Apple Watch, the company’s highly anticipated wearable device.
Starting at $349 and launching in early 2015, Apple Watch was introduced as Apple’s “most personal device ever created”, aiming to blend style and function, complex tech and self-expression by offering a mix of traditional timekeeping with a variety of health and fitness-related features, apps, integration with iPhone, and a brand new input method called Digital Crown.
Earlier today, Instagram released Hyperlapse, a Universal app to create time-lapse videos and share them to Facebook and Instagram. You can read Wired's story on the creation of Hyperlapse and check out The Verge's test video. I've spent a few hours having fun with Hyperlapse and creating time-lapse videos around Viterbo, and I've come away impressed with the refreshing focus and simplicity of the app.
Dan Frommer on Twitter's recent experiments with its timeline and mobile apps:
Twitter CEO Dick Costolo promised many product “experiments” on the company’s most recent earnings call, and the company has started to deliver: Many users are starting to notice tweets that don’t normally belong in their feeds. This is a significant shift in how Twitter works—and how it might work in the future.
I use Tweetbot on my iPhone and iPad, but, every couple of weeks, I try the official Twitter app for a day or two to see how things are going there.
I think Twitter for iOS is pretty good. I despise its notification settings and full-screen web view, but I actually like many of their experiments – including these recent ones – and I appreciate the inclusion of a Discover section, DM read status synced across devices, and Twitter Cards.
But I can't use Twitter for iOS as my primary client.
Over the years, I've grown so used to timeline streaming and sync that I can no longer use a Twitter app that doesn't stream and automatically sync my timeline position. I understand that this is not how the majority of people on Twitter actually use the service, or how Twitter wants to appeal to new audiences. My problem is that I enjoy and depend upon finesse and little touches created by third-party developers – the same ones who can't access many of the company's latest experiments with timelines and interactivity.
I'm torn between two interests: I want to try Twitter's new features for the masses because I think they're interesting and smart, but I can't change the fact that I want my timeline to stream and my position to sync. Even if Tweetbot for iPad hasn't been updated for iOS 7 yet, the way it works and syncs is enough for me. I don't even cringe at its outdated UI anymore. Not to mention many of the other excellent details of Tweetbot 3.
Would I switch to a version of Twitter's iOS apps with streaming and sync? I don't know. The third-party Twitter client is starting to feel like a relic of an old era, and while there's a part of me that wants to hold on to it, the future of the service appeals to my curiosity.