Posts in Linked

TAKE ACTION - Action Menu Generator For Launch Center Pro

Nice work (and great name) by Jeff Mueller: starting from my idea for an action menu for Safari in Launch Center Pro, he made a web app to simplify the process of assembling the bookmarklet. You can choose from a set of emojis for icons, select one of the built-in actions (so you don’t have to write URL schemes), and hit Create Menu to generate a menu. It’s very simple and much better than writing code manually.

I hope that Jeff will add more app actions and emojis soon. Check it out here.

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Jared Sinclair On Designing Unread

Jared Sinclair:

Comfortable also means physical comfort, which is an aspect of mobile app design that designers often forget. Anyone with a new baby knows how convenient it is to be able to use an app with one hand. Some areas of the screen are hard to reach, especially on an iPhone 5 or later. Grip your phone in one hand observe the sweep of your thumb. It’s easy to reach objects in the center, but the navigation bar is too far away to reach without adjusting your grip. Although it’s tempting to jump to the conclusion that closer is always better, positioning an item too close to your hand can cause discomfort because of the way your thumb has to flex to reach it.

One of my favorite aspects of Unread. Check out Jared’s post for more details on his design process, as well as concepts he didn’t end up using.

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How In-App Purchase Is or Is Not Really Destroying The Games Industry

I read two articles over the weekend about the impact of In-App Purchases on the games industry. Thomas Baekdal argues that consumable IAPs, mastered by companies like Electronic Arts, are destroying the industry. He uses the latest Dungeon Keeper game for iOS as an example.

We have reached a point in which mobile games couldn’t even be said to be a game anymore. Playing a game means that you have fun. It doesn’t mean that you sit around and wait for the game to annoy you for so long that you decide to pay credits to speed it up. And for an old geezer like me who remember the glory days of gaming back in the 1990s, it’s just unbearable to watch.

With the help of NerdCubed (great guy), let me illustrate just how bad in-app purchases in games have become. Let’s compare a game from the 1990s with the same game on the iPad today.

On the other hand, Drew Crawford makes the case for In-App Purchases as the best revenue model for the modern App Store games market, noting that they can be considered the evolution of the arcade:

See, in the in-app purchase model actually predates phones. It predates video game consoles. It goes all the way back to the arcade, where millions of consumers were happy to pay a whole quarter ($0.89 in 2013 dollars) to pay for just a few minutes. The entire video games industry comes from this model. Kids these days.

But in fact, the model predates computers. I can trace it at least as far back as the Periscope mechanical arcade game from Sega in 1966 that offers to sell you ten lives for 25 cents ($1.80 in 2013 dollars).

I understand Crawford’s position, and I think that In-App Purchase isn’t strictly a bad model for monetization. My problem is with the user-hostile consumable approach to IAP as illustrated by Baekdal and perfected by EA. It may make sense financially, it may even turn out to make millions of dollars for EA, but, as a gamer, I just think it’s sad.

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Behind The Scenes of Apple’s “1984” Commercial

Speaking of 1984, Forbes’ Allen St. John published a look behind the scenes of Apple’s iconic Super Bowl commercial. If you can bear with the paginated format and initial ad, there are some interesting details.

On the 30th anniversary of the ad that changed the world, I talked to Steve Hayden, the Chiat/Day advertising VP who wrote that spot. He talked about how Apple founder Steve Jobs commissioned the ad, Blade Runner auteur Ridley Scott brought it to life, and how that 60 second spot which ran just once in January of 1984, changed his life.

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Pedometer++ 2.0

David Smith’s step counter for the iPhone 5s started as a simple experiment but turned into a quite popular utility. Today David has released version 2.0 of the app, which comes with a nice visual update that lets you see a week’s worth of data with a clever use of color. I think that the new UI is much better than before, and I really like how the M7 is allowing developers to build new apps like Pedometer++.

My problem is that I feel guilty whenever I open Pedometer++. I mentioned this on the latest episode of The Prompt, and David is aware of it.

This app has generated more guilt than anything else I’ve ever created. I am constantly hearing from people who say that they open the app and are shocked at how little they actually move in a day. I know for myself it wasn’t until I actually measured it that I realized how sedentary my life was. It is sobering to see that you only took 2,000 steps in a day and realize just how unhealthy that likely is.

Pedometer++ 2.0 is free on the App Store.

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The Prompt: A Formal Dinner For Business

This week, Federico, Myke and Stephen discuss “paymium” apps and what happens when tech products become fashion accessories.

I had a lot of fun doing research for this week’s fashion topic, which is difficult to talk about because it’s not something that is usually discussed alongside tech gadgets and apps. I expect to revisit it later this year as rumors of an Apple wearable device will inevitably intensify.

Get the episode here.

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Facebook Paper

Today, Facebook has announced Paper, a dedicated iPhone app to “explore and share stories” through Facebook. The app is coming out on February 3, and it takes a photo-centric approach at, essentially, displaying updates from your News Feed alongside “stories” (i.e. links and photos) recommended by a new curation team inside Facebook. The app uses full-screen, edge-to-edge layouts, relies on gestures for navigation, and it’s highly reminiscent of Flipboard for iPhone, both in terms of basic principles (status updates intermixed with news content) and the gesture to open and close “stories” (watch the promo video, and you’ll see).

I’ll save thoughts on the motivation and execution for the future, but, today, I’m skeptical. Facebook has a history of standalone apps that provided better, more elegant functionality than the main iPhone client (like Facebook Camera) which haven’t received enough attention. Aside from the name (this isn’t going to be awkward at all) and Flipboard-esque layout, I feel a disconnect. This app looks too beautiful for the kind of content that is shared on Facebook. Looking through my News Feed on a daily basis, what I see isn’t the hip mix of beautiful landscapes and inspiring moments that Facebook is advertising, but a chaotic mess of drunk selfies, memes, clubbing photos, and low-quality pictures of dinners or other family events. There is the occasional gorgeous photos, but does that justify a standalone, magazine-like approach to News Feed content?

What I’ve seen so far reminds me a lot of the beautiful News Feed that Facebook announced and never really shipped to users. A great idea in theory…which most people’s News Feeds don’t deserve. Of course, this time it may be different: Paper’s team includes Mike Matas (you can see some Push Pop Press influences in the video) and, according to The Verge, Loren Brichter contributed to the development. Facebook’s mobile numbers are growing, and perhaps the company needs to give its teams the ability to try new things that will eventually trickle down to the main experience (case in point: features of Facebook Camera later ported to the Facebook app).

I’m curious because a) I want to study the design/interaction approach taken by Matas and team and b) it appears you’ll be able to ignore status updates and browse only headlines by sources you follow or recommended by Facebook. Curation matters, and it’ll be interesting to see if and how Facebook will mix top publications with smaller independent authors. The focus on tackling “storytelling” by many companies lately is also a trend to keep an eye on, although I wonder if Paper can really become “Facebook 2.0” or “a reimagination of Facebook”.

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