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New Google Maps APIs Empowering Game Developers to Create Premium AR Experiences

Andrew Webster, writing for The Verge:

There’s been a wave of location-based mobile games announced recently, based on everything from The Walking Dead to Jurassic World. It turns out these games have more in common than just timing: they’re all powered by Google Maps. Today Google is announcing that it’s opening up its ubiquitous mapping platform to allow game developers to more easily create real-world games. The next Pokémon Go might finally be on the way.

Gaining access to a real-time mapping source like Google Maps is huge for developers, but the additional tools that go along with Google’s newly announced game platform take that a step further. Google is also launching a Unity SDK to tie into its mapping data, and enabling gameplay experiences to be built around specific locations or location types.

Developers can do things like choose particular kinds of buildings or locations — say, all stores or restaurants — and transform each one. A fantasy realm could turn all hotels into restorative inns, for instance, or anything else.

This sounds like it could be a huge boon to the mobile game market, particularly when combined with tools like Apple’s ARKit. Yes, it means we’ll probably get tired of all the games trying to replicate Pokémon GO’s success, but these new developer tools will also likely enable some truly immersive, exciting gaming experiences.

Google created a video that shows off just a glimpse of what’s possible with its new Maps APIs.

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AppStories, Episode 46 – App Culture: Health, Fitness, and Quantified Self Apps

On this week’s episode of AppStories, we look back at where health, fitness, and quantified self apps have been, where they’re going, and how hardware and software advancements are changing the way we track and gain insights about our health and fitness.

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Apple Adds USB-C Connectors and Lightning to 3.5mm Output Cables to MFi Specification

Apple’s MFi licensing program, which allows accessory makers to manufacture Apple-certified products that are compatible with iPhones, iPads, and iPods, has been updated to allow accessory makers to create licensed devices that feature USB-C connectors. According to a report by 9to5Mac, the connectors cannot be used for passthrough charging or syncing of iOS devices, but will allow battery packs, speakers, and other accessories to be charged using the USB-C cables included with compatible Macs and from third parties. The specification does not include USB-C to Lightning cables, which are only available from Apple and are necessary to fast-charge iPhones and iPads.

The Lightning to 3.5mm output cable specification allows accessory makers to make cables to route the output of a Lightning port to a 3.5mm headphone jack input. This was only possible previously by chaining Apple’s Lightning to 3.5mm input adapter with a male-to-male 3.5mm cable. With the new specification, accessory makers will be able to reduce that setup to a single cable that will work with devices like speakers that include a 3.5mm input.

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Siri Struggles with Commands Handled by the Original 2010 App

Nick Heer at Pixel Envy tested how well 2018 Siri performs commands given to the voice assistant in a 2010 demo video. The video takes Siri, which started as a stand-alone, third-party app, through a series of requests like ‘I’d like a romantic place for Italian food near my office.’ Just a couple of months after the video was published, Siri was acquired by Apple and the team behind it, including the video’s narrator, Tom Gruber, began integrating Siri into iOS.

That was eight years ago. Inspired by a tweet, Heer tested how well Siri performs when given the same commands today. As Heer acknowledges, the results will vary depending on your location, and the test is by no means comprehensive, but Siri’s performance is an eye-opener nonetheless.

What’s clear to me is that the Siri of eight years ago was, in some circumstances, more capable than the Siri of today. That could simply be because the demo video was created in Silicon Valley, and things tend to perform better there than almost anywhere else. But it’s been eight years since that was created, and over seven since Siri was integrated into the iPhone. One would think that it should be at least as capable as it was when Apple bought it.

Eight years is an eternity in the tech world. Siri has been fairly criticized recently for gaps in the domains it supports and their balkanization across different platforms, but Heer’s tests are a reminder that Siri still has plenty of room for improvement in how it handles existing domains too. Of course, Siri can do things in 2018 that it couldn’t in 2010, but it still struggles with requests that require an understanding of contexts like location or the user’s last command.

Voice controlled assistants have become a highly competitive space. Apple was one of the first to recognize their potential with its purchase of Siri, but the company has allowed competitors like Amazon and Google catch up and pass it in many respects. The issues with Siri aren’t new, but that’s the heart of the problem. Given the current competitive landscape, 2018 feels like a crucial year for Apple to sort out Siri’s long-standing limitations.

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A More Friendly and Motivational Health App

I love this concept by 9to5Mac’s Michael Steeber, who imagined how Apple’s Health app could become a friendly, useful motivational tool instead of being just a pretty collection of charts and data points:

The majority of people using iPhones and Apple Watches to track their health have the simple wish to reach their goals and monitor their wellness. While today’s Health app is rich with data points and charts, it takes valuable time to dive in and parse the information. Even more challenging is drawing accurate and informed conclusions from the data without a medical background.

The Health app of the future could be a dashboard for your body, filled with daily insights into your wellness. Helpful tips for living a better life could be drawn from the treasure trove of data synced from your Apple Watch and connected apps, tailored to your specific health history and needs. Rather than just a data aggregator, Health could become a proactive and motivational tool.

Not only is Michael exactly right about the features missing from the Health app – his mockups are beautiful, and I could see the card-style UI fitting nicely within Health.

As I was reading Michael’s article, I was reminded of something I wrote three years ago in my iPhone health story, after I spent months tracking everything about myself:

What I’m missing, however, is advanced and intelligent connections between the pieces of data I’m tracking about myself. I’ve spent months logging all I could about my body and daily activity using my iPhone. I’d love to see a smart AI capable of understanding actual patterns about my lifestyle and that could give me more detailed insights about my habits. What happened in the week I ate more vegetables than meat – did I lose weight and sleep better? What are the locations where I tend to walk more and when during the week? I can see how steps taken correlate with sleep quality, but how about something more practical such as, for instance, caffeine and food plotted against sleep?

This was published in March 2015, before I got an Apple Watch. Three years later, the Health app is still largely the same. I think it’s time for Apple to consider how data tracked in the Health app could be used in meaningful, practical ways going forward. I hope something similar to Micheal’s ideas is in the works.

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Connected, Episode 183: PodStorm

Stephen’s family staged a HomePod intervention, Myke names his favorite Apple Watch apps, Apple kills off iTunes LP and Federico has some news.

We discussed a variety of fun and interesting topics on Connected this week, but MacStories readers shouldn’t miss the final part of the show. You can listen here.

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Apple Leads First-Ever Swift Playgrounds Course for Blind and Low-Vision Students in Austin

Earlier this week, Apple engineers visited the Texas School for the Blind and Visually Impaired where they led a programming course from the company’s Everyone Can Code curriculum. According to the Austin Statesman’s technology blog, Open Source, the class was the first such session led by Apple for blind and low-vision students.

With the assistance of VoiceOver, the students completed assignments in Apple’s Swift Playgrounds iPad app. The students also got a chance to go outside and fly Parrot drones using Swift Playgrounds. Viki Davidson, a technology teacher at the school, told Open Source:

“We see this as a way to get them interested in coding and realize this could open job opportunities,” said Vicki Davidson, a technology teacher at the Texas School for the Blind and Visually Impaired. “Apple has opened up a whole new world for kids by giving them instant access to information and research, and now coding.” 

Apple’s director of accessibility, Sarah Herrlinger, who will participate in a session on Innovations in Accessibility at South By Southwest on March 15th, said:

“When we said everyone should be able to code, we really meant everyone,” said Sarah Herrlinger, Apple’s director of accessibility. “Hopefully these kids will leave this session and continue coding for a long time. Maybe it can inspire where their careers can go.”

Swift Playgrounds and Apple’s Everyone Can Code curriculum have grown at a remarkable rate and are fantastic resources for students, teachers, and parents. However, it’s Apple’s long-standing commitment to accessibility across all of its products that helps ensure that those resources are available to as many students as possible.

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10 Years of iPhone SDK

Whether you’re a developer who’s working on mobile apps, or just someone enjoying the millions of apps available for your phone, today is a very special day. It’s the ten year anniversary of the original iPhone SDK.

I don’t think it’s an understatement to say that this release changed a lot of people’s lives. I know it changed mine and had a fundamental impact on this company’s business. So let’s take a moment and look back on what happened a decade ago.

Craig Hockenberry published a fantastic retrospective on a decade of the iPhone SDK, which, after months of jailbreaking, allowed developers to start making real iPhone apps in 2008. It’s an excellent, well-researched story (with a lot of links, which you should open in new tabs; take your time to explore) that brings back a lot of memories. You should also check out the replies (standard and quoted) to Craig’s tweet for a lot more interesting stories.

It’s not an exaggeration to say that I wouldn’t be here, typing this post today, hadn’t Apple decided to open iPhone app development to third-party developers 10 years ago. I think many of us in this community of people who still care about this stuff at least partially owe our careers to the iPhone SDK. I’ve shared this story before, but in 2008 I dropped out of university, got a job at a physical “eBay store”, and later started blogging with a free WordPress website because I wanted to write about apps. But really, I wanted to write about iPhone apps and try as many as possible to share my thoughts with other people. That website eventually became MacStories and these words I’ve been putting out for almost 9 years now.

In hindsight, it feels strange that thousands of jobs around the world were created or inspired by a huge and sprawling corporation, but it didn’t feel that way back then. Even as a nobody watching and blogging (in poor English) from the sidelines of a burgeoning industry, that period between the spring of 2008 and early 2009 carried a palpable sense of discovery, surprise, and wild experimentation that I remember fondly. I saw app developers as pioneers charting a future we couldn’t even imagine. It was, in many ways, a different, ingenuous, more enthusiastic era – one that I hope to live through again someday.

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