Posts in Linked

How Far Ahead of Apple Maps Is Google Maps?

Another fantastic essay by Justin O’Beirne, this time focused on explaining one of Google Maps’ strongest advantages over Apple Maps: the ability to use data to create more data.

With “Areas of Interest”, Google has a feature that Apple doesn’t have. But it’s unclear if Apple could add this feature to its map in the near future.

The challenge for Apple is that AOIs aren’t collected—they’re created_. And Apple appears to be missing the ingredients to create AOIs at the same quality, coverage, and scale as Google.

This is a perfect example of Google’s institutional approach to data collection paying off in the long term, giving them a substantial lead over the competition. O’Beirne’s visual comparisons between Google Maps and Apple Maps are just brutal.

Yes, Apple Maps may be “prettier”, but when you’re going somewhere, or need to find a specific point of interest, I bet you don’t care about “pretty”. You just want your map to tell you where to go, or show you accurately where you’re meant to be. Google is objectively ahead here, and Apple Maps’ slow evolution is concerning. There’s an interesting parallel here between Apple Music and Apple Maps: both nicer iOS apps than Spotify and Google Maps, and both far behind in terms of intelligence of the service itself.

As I wrote earlier this year:

Speaking from personal experience, Google Maps has considerably improved in my area in the past year, while Apple Maps has remained essentially the same. Which isn’t to say that Apple Maps is bad – Google simply has an edge over local business information and they’re evolving at a faster pace than Apple. To me, Apple Maps looks and feels nicer; Google Maps seems smarter and it has modern features I’d like Apple to add.

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Twitter Now Supports Third-Party Apps for Two-Factor Authentication

https://twitter.com/TwitterSafety/status/943542421698125824

Earlier today Twitter announced that you’ll now be able to use a third-party app (such as Google Authenticator, Authy, or 1Password) for two-factor authentication instead of SMS. The company has updated their support document with instructions on how to set it up here.

This is great news as Twitter was the last service with 2FA that only supported sending codes via SMS. Switching from text messages to 1Password (which I use for one-time codes) was easy: in Twitter for iPad, I went to Settings ⇾ Account ⇾ Security, and enabled the ‘Security app’ toggle. I then selected to use another app to generate my codes and opened 1Password on my iPhone, where I hit Edit on my Twitter login item and scrolled to the OTP section. Here, I tapped the QR button, scanned the QR code Twitter was displaying on my iPad with the iPhone’s camera, and that was it.

Unless you specifically want to receive 2FA codes from Twitter via SMS, you should consider switching to a dedicated authentication app: these codes work independently from carriers and location, and they can be generated offline.

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Connected, Episode 173: The Final Robin

Round out 2017 with fake apps and an anti-wishlist.

In the final episode of Connected for 2017, we revisit the classic wish list with a twist: what are the things we’d like Apple to stop doing? You can listen here.

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Apple Addresses Reported iPhone Slowdowns After Software Updates

There’s an age-old conspiracy theory that Apple intentionally slows down older iPhone models to compel upgrades to new ones. Every year around the time a new version of iOS releases – which also happens to be the time new iPhone models launch – users report that their old phones aren’t as speedy as before. While some of this felt downgrade is to be expected with new features introduced in major iOS versions, Apple today confirmed that there is in fact more to it than that – at least, in certain cases.

Earlier this week John Poole shared Geekbench results that seemed to indicate some level of throttling of iPhones after certain software updates. His charts showed that for an iPhone 6s, iOS 10.2.1 introduced a performance change, while for the iPhone 7, iOS 11.2 did the same. Seemingly in response to these tests, Apple has released a statement to Matthew Panzarino of TechCrunch that aims to make sense of the inconsistencies.

“Our goal is to deliver the best experience for customers, which includes overall performance and prolonging the life of their devices. Lithium-ion batteries become less capable of supplying peak current demands when in cold conditions, have a low battery charge or as they age over time, which can result in the device unexpectedly shutting down to protect its electronic components.

Last year we released a feature for iPhone 6, iPhone 6s and iPhone SE to smooth out the instantaneous peaks only when needed to prevent the device from unexpectedly shutting down during these conditions. We’ve now extended that feature to iPhone 7 with iOS 11.2, and plan to add support for other products in the future.”

Panzarino explains:

Basically, iPhones were hitting peaks of processor power that the battery was unable to power and the phones were shutting off. Apple then added power management to all iPhones at the time that would ‘smooth out’ those peaks by either capping the power available from the battery or by spreading power requests over several cycles.

While Apple’s lack of communication on this matter can certainly be viewed as a problem, ultimately the issue appears rooted in battery technology generally rather than in iPhones specifically. Lithium-ion batteries have certain limitations, which are exacerbated in certain conditions, and Apple made the decision to reduce peak performance in those conditions rather than leave users facing unexpected device shutdowns.

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Rainbrow, a Game Controlled by the iPhone X’s TrueDepth Camera

Joe Rossignol, writing for MacRumors about Rainbrow, a free arcade game for the iPhone X that requires you to raise your eyebrows or frown to move the character on screen:

Simply raise your eyebrows to move the emoji up, frown to move the emoji down, or make a neutral expression and the emoji stays still. Note that if you raise your eyebrows, and keep them raised, the emoji will continue to move in an upwards direction, and vice verse when maintaining a frowning expression.

While there are no levels, the game gets increasingly difficult as more obstacles appear. The goal is simply to get the highest score possible, but players can only compete against themselves right now. Gitter told us that he plans to integrate Apple’s Game Center for multiplayer competition in a future update.

Here’s a video of the game in action:

I played this for 20 minutes last night. It’s genius. Using the TrueDepth camera on the iPhone X, Rainbrow can detect the movements of muscles around your eyes and thus ask you to raise or lower your eyebrows to move an emoji up and down to collect points. What makes this game feel like magic – as if the iPhone is reading your mind – is that there’s no camera preview on screen and no buttons to press: you don’t see your face in a corner; the game simply reacts to your expressions in real-time without an interface separating you from the actual gameplay. It’s fun, and it’s a good demonstration of the accuracy of the TrueDepth system.

Here’s what I wrote two weeks ago in the TrueDepth section of my iPhone X story:

I’ve been asking myself which parts of iOS and the iPhone experience could be influenced by attention awareness and redesigned to intelligently fit our context and needs. I don’t think this idea will be limited to Face ID, timers, and auto-lock in the future. What happens, for example, if we take attention awareness farther and imagine how an iPhone X could capture user emotions and reactions? TrueDepth could turn into an attention and context layer that might be able to suggest certain emoji if we’re smiling or shaking our heads, or perhaps automatically zoom into parts of a game if we’re squinting and getting closer to the screen. A future, more sophisticated TrueDepth camera system might even be able to guess which region of the display we’re focusing on, and display contextual controls around it. Siri might decide in a fraction of a second to talk more or less if we’re looking at the screen or not. Lyrics might automatically appear in the Music app if we keep staring at the Now Playing view while listening to a song.

It might be a silly game, but Rainbrow is the kind of different application of TrueDepth I had in mind. The same goes for Nose Zone, a game that uses ARKit’s TrueDepth-based face tracking to turn your nose into a cannon to shoot squares (I’m serious). While these first TrueDepth games are fun gimmicks, I believe we’re going to see invisible, persistent attention awareness and expression tracking become embedded into more types of apps over the next year.

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How Apple Watch Saved One Man’s Life

Amazing story shared by Scott Killian with 9to5Mac:

Then Killian, who wears his Apple Watch to bed three to four nights a week for sleep tracking, says his Apple Watch woke him up around 1 am with an alert from a third-party app called HeartWatch saying his resting heart rate was elevated while sleeping (Apple recently introduced a built-in feature that can do this with Apple Watch Series 1 and later). Killian experienced mild indigestion which can be a sign of a heart attack, but says he generally didn’t feel sick.

His Apple Watch charted his heart rate at around 121 beats per minute in the middle of the night while data previously captured showed his average resting heart rate at around 49 beats per minute. The data also showed that this was the first time his resting heart rate had reached this level since he began wearing Apple Watch, so he decided to go to the emergency room as a precaution.

I’ve been using HeartWatch since it came out in late 2015 – if you care about heart rate stats monitored by the Apple Watch, I can’t recommend it enough.

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The State of Nintendo’s Smartphone Games

Great overview by Bryan Finch, writing for Nintendo Wire, on the state of Nintendo’s high-profile mobile titles:

With the recent release of Animal Crossing: Pocket Camp, Nintendo has now delivered all of its previously announced smartphone games. The shocking change in company policy that lead to the development of these titles was one of the final projects that Nintendo’s former president, Satoru Iwata, managed before his untimely passing.

These games have been a mixed bag of success for Nintendo, both in terms of quality and profits, and since all of the known games are now out in the wild, it’s a good time to check in and see where each Nintendo mobile game stands at the end of 2017.

My goal here is to examine what the games set out to achieve, how successful they were with those goals on launch, where they are today and where they can go from here.

Finch is spot-on about Super Mario Run and what went wrong with the game, and I agree with his assessment of Animal Crossing’s future potential. I wonder what Nintendo could do with a future mobile Zelda game.

See also: rumors of Nintendo looking for another mobile development partner, and Pocket Camp’s performance thus far.

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Connected, Episode 172: Shazamalo

Myke was surprised by Apple’s Shazam acquisition, Ticci is living that 4K life and Stephen is thinking about an iMac Pro.

A fun episode of Connected this week with a good variety of topics. You can listen here.

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