Posts in Linked

Heart Rate Variability in Apple’s Health App, Explained

One lesser known improvement to the Health app in iOS 11 was the addition of Heart Rate Variability data, which can be obtained in a variety of ways, including via the Apple Watch. According to Apple’s description in the Health app:

Heart Rate Variability (HRV) is a measure of the variation in the time interval between heart beats. Apple Watch calculates HRV by using the standard deviation of these beat-to-beat intervals measured by the heart rate sensor (also known as SDNN).

While that offers a basic explanation of this data type, Serenity Caldwell of iMore just completed a deep dive into exactly what HRV is, how tracking it can be beneficial, and Apple’s current methods of tracking it. She writes:

Apple currently records HRV averages in your iPhone’s Health app through Apple Watch readings (as well as any third-party apps that have chosen to write data to the repository). When you first put your Apple Watch on for the day, you’ll trigger an HRV morning reading; the wearable monitors your heartbeat steadily for one minute, then uses under-the-hood calculations* to come up with your HRV average, displayed as ms (milliseconds) in the Health app for iPhone.

Caldwell also shares recommendations for different apps that can be paired with additional tracking methods – such as third-party heart monitors or even just your iPhone’s camera – to obtain more extensive data than the Apple Watch provides with its daily readings.

If you’re interested at all in Heart Rate Variability, and what your iPhone or Apple Watch can do to track it, Caldwell’s write-up is a fantastic resource.

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Apple Is Targeting Spring or Summer 2019 to Launch Its Video Service According to TV Executives

According to a report in the New York Times, producers and executives who have met with Apple recently said the company is targeting sometime between March 2019 and summer 2019 to launch a video service. With about a dozen shows signed in the past several months, the Times says Apple is on track to spend significantly more than the $1 billion or so that it told TV executives last year it had budgeted to spend on programming. The report says the turning point came last summer:

The week after “Planet of the Apps” made its debut, Mr. Cue greatly improved the company’s standing in the entertainment industry by hiring the veteran television executives Zack Van Amburg and Jamie Erlicht away from Sony Pictures Television, the studio behind “Breaking Bad” and “The Crown.”

The two executives moved quickly to build Apple Worldwide Video from the ground up, expanding its staff to roughly 40 people and opening divisions for adult dramas, children’s shows and Latin American and European programming. In putting together its slate of 12 projects (and counting), Mr. Van Amburg and Mr. Erlicht made deals with big names including Reese Witherspoon (for three shows), Steven Spielberg, Damien Chazelle, M. Night Shyamalan, Jennifer Aniston, Octavia Spencer and Kristen Wiig.

As reports have trickled in about new shows that Apple has signed, it’s become clear that the company has plans to launch a full slate of original programming. Although it remains unclear how Apple intends to roll the shows out to consumers, the New York Times’ report provides an interesting peek at where the project stands today and when it might launch.

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Apple Proposes Accessibility Emoji

Apple has proposed a set of accessibility emoji to the Unicode Consortium. According to Emojipedia:

In the opening line of the proposal, Apple writes:

“Apple is requesting the addition of emoji to better represent individuals with disabilities. Currently, emoji provide a wide range of options, but may not represent the experiences of those with disabilities”

Noting that this is “not meant to be a comprehensive list of all possible depictions of disabilities”, Apple goes on to explain that this is intended as “an initial starting point”.

Apple has worked with the American Council of the Blind, the Cerebral Palsy Foundation, and the National Association of the Deaf to develop the emoji.

Among the emoji included in the set are Guide Dog With Harness, Person With White Cane, Ear With Hearing Aid, Deaf Sign, Person in Mechanized Wheelchair, Person in Manual Wheelchair, Mechanical or Prosthetic Arm and Leg, and Service Dog With Vest and Leash.

The proposed emoji, if adopted, wouldn’t appear until Unicode 12.0 is released sometime in the first half of 2019.

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Behind the Magic of Apple’s HomePod Ad, ‘Welcome Home’

Today Adweek shared a mini-documentary that offers a behind the scenes look into Apple’s biggest marketing success of 2018 so far: the Spike Jonze-directed HomePod video, ‘Welcome Home.’ The nearly seven-minute video can be viewed here.

Adweek creative editor Tim Nudd shares an overview of what the making-of video documents:

In particular, we get immersed in the choreography (Jonze, choreographer Ryan Heffington and movement coach Theo Lowe all work with FKA twigs on her irresistible interplay with the apartment, and herself) and the production design (the set expanded on hydraulics to allow Jonze to shoot practically). But we also see how other elements came together, like the lighting, music and VFX (it turns out there was very little CGI).

There are other little gems in here, too, like FKA twigs auditioning for Jonze via FaceTime, and Jonze himself dancing with an office chair. (He never stops moving throughout, and you get a real sense for how physically plugged in he is to the ideas here.) We also catch a glimpse of Dunkirk cinematographer Hoyte van Hoytema working with Jonze on the film—he also shot the “It’s a Tide Ad” spots for the Super Bowl (working with directors Traktor).

If you enjoyed ‘Welcome Home,’ the documentary is well worth checking out. Besides being fascinated to see how much work went into the four-minute ad, I especially enjoyed getting an inside look into the creation of the video’s expanding apartment, which, amazingly, was done with practical effects.

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iOS Plays a Big Role at the Game Developers Conference without Apple’s Direct Participation

Just before the annual Game Developers Conference began in San Francisco, Epic Games released its hit game Fortnite on iOS. In the first four days as an invitation-only game, it made over $1.5 million. As the conference got into full swing this week, PUBG was released. Both games are full versions of their PC and console counterparts and support cross-platform play, which is an impressive accomplishment.

Matthew Panzarino of TechCrunch interviewed Apple Vice President Greg Joswiak about the ramifications for mobile gaming:

“They’re bringing the current generation of console games to iOS,” Joswiak says, of launches like Fortnite and PUBG and notes that he believes we’re at a tipping point when it comes to mobile gaming, because mobile platforms like the iPhone and iOS offer completely unique combinations of hardware and software features that are iterated on quickly.

“Every year we are able to amp up the tech that we bring to developers,” he says, comparing it to the 4-5 year cycle in console gaming hardware. “Before the industry knew it, we were blowing people away [with the tech]. The full gameplay of these titles has woken a lot of people up.”

Ryan Cash of Snowman, part of the team that recently released Alto’s Odyssey agreed:

“We have a few die-hard Fortnite players on the team, and the mobile version has them extremely excited,” says Cash. “I think more than the completeness of these games (which is in of itself a technical feat worth celebrating!), things like Epic’s dedication to cross-platform play are massive. Creating these linked ecosystems where players who prefer gaming on their iPhones can enjoy huge cultural touchstone titles like Fortnite alongside console players is massive. That brings us one step closer to an industry attitude which focuses more on accessibility, and less on siloing off experiences and separating them into tiers of perceived quality.”

There’s a lot to like about iOS if you’re a game developer. The hardware is iterated on faster than consoles, a high percentage of users are on the latest version of the operating system, the device is always with players, and the install base is enormous. Those are all factors that have led iOS devices to succeed as gaming platforms, even though it sometimes feels as if Apple doesn’t quite understand the industry. The fact that Greg Joswiak comprehends the importance of full console games coming to iOS gives me a little hope that we may see better support for games on platforms like the Apple TV in the future.

For more from Ryan Cash about the state of gaming on iOS and a look behind the scenes at the making of Alto’s Odyssey, check out Episode 45 of AppStories.

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Small Companies Can’t Play by Apple’s Rules

Haje Jan Kamps, writing for TechCrunch:

Walking into my first ever meeting with a structural packaging designer, I started rooting around in my bag before exclaiming, “This is the sort of thing I want!” She leaned forward in her chair, delighted to have a customer with a strong guide, then groaned audibly when she saw what I had placed on the table: the packaging from my new iPhone.

“You can have anything you want,” she countered, “but if you want your packaging to look and feel like Apple’s, you’ll have to increase the unit cost for your packaging by 10x.”

Packaging is just one example — there are dozens — of why Apple is a rank outlier in almost every way. Or, put differently: Using the Cupertino-based company as your template for how to build a startup is not a great idea.

Kamps’ piece is a fascinating exploration into why it’s not so easy to follow Apple’s lead – and why, in many cases, a company shouldn’t even try. Some of the benefits that come with having a quarter-trillion dollars in the bank, and manufacturing products at massive scale, are completely unattainable for nearly every other company in the world.

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Connected, Episode 184: They Perfected It, Mum

WWDC is announced, Apple acquires a digital magazine service, and Myke and Federico discuss some ‘iOS Little Wonders’, because Stephen is away.

On this week’s Connected, we talked at length about Apple’s acquisition of Texture and what it might mean for the future of Apple News. You can listen here.

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Leaving the “Series 0” Apple Watch Behind

I’ve been keeping an eye on the adoption of the Apple Watch Series 3 since its introduction last fall. From a development perspective the Series 3 is a delight to work with. It is fast, capable and LTE allows a wide variety of new applications (for example, the podcast support I added to Workouts++).

This stands in contrast to the challenges of working with the Series 0 (or Apple Watch (1st generation) as Apple would call it). It is just slow and honestly a bit painful to develop for. Even basic things like deploying your application to the watch can take uncomfortably long amounts of time. In daily use the Series 0 is probably “good enough” for many customers, especially with the speed/stability improvements added in watchOS 4, but as a developer I can’t wait until I no longer have to support it.

Which is why I’ve been watching the Apple Watch adoption curve within my apps (specifically Pedometer++ for this analysis) quite carefully. My personal hope is that this summer when we get watchOS 5 it will drop support for the Series 0 and free Apple to really push forward on what is possible for developers. But in order for that wish to be realistic I imagine Apple will need the daily use of those first watches to have died down significantly.

These are fascinating numbers about the adoption of different Apple Watch models by David Smith, who makes some of the best apps for the platform.

I’ve been wondering about when Apple could drop support for the original Apple Watch in new versions of watchOS. For context, the original iPhone, launched in 2007, couldn’t be updated to iOS 4 in 2010, three years later. The Apple Watch will have its official third anniversary next month. I suppose that Apple Watch owners hold onto their devices for longer, but if old hardware is stifling innovation for the developer community who wants to push Watch apps forward (as much as that is possible with the current tools), then maybe it is time for Apple to move on.

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