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The iOS 7 App Store Opportunity

Marco Arment has a good take on what iOS 7 represents for developers: a huge opportunity to differentiate apps that will inevitably remain stuck on iOS 6 from those that will embrace iOS 7’s new modern approach later this year.

As I wrote today, it’ll be interesting to see how developers of existing apps will adapt to iOS 7’s dramatic reimagination of the OS. I do believe that many will try an in-between approach to a) keep their identity in the jump to iOS 7 or b) target both iOS 6 and iOS 7 with separate interfaces. I either case, I don’t think that’s a great solution. And, I am curious to see how long it’ll take designers and developers to exclusively target iOS 7 with different, custom interfaces – as many have done in the past five years.

I’m also thinking about how the App Store team will handle the transition from iOS 6 to iOS 7, which should coincide with Apple reaching the 1 million apps milestone (I was off by < 100,000 apps). Aside from App Store improvements that I mentioned in the past, I believe Apple should find a way to clearly promote and organize apps that have been built exclusively for iOS 7. The new OS isn’t just tweaking functionalities or refining some UI elements; I find it hard to envision an App Store that doesn’t make any distinction between “classic” and “modern” apps.

In the past, Apple launched App Store sections for apps taking advantage of new OSes or hardware features, and I’m wondering if, with 1 million iOS apps, differentiation between iOS 6 and iOS 7 should deserve another simple section or something more advanced like search filters, “made for iOS 7” badges, or new editorial efforts from the App Store team.

Properly promoting and organizing iOS 7 apps on the Store can benefit Apple, its users, and third-party developers. The App Store’s back catalog isn’t a new topic of discussion, but with iOS 7 and six zeros getting closer, it’s worth reconsidering it.

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iOS 7 and Aqua

The Iconfactory’s Craig Hockenberry was around when Aqua was first introduced:

Like with Aqua, these fundamental changes in how things work will stick around for a long time. We may complain about how things look in the short term, but improvements in usability will be something that we value much more in the long term.

But more importantly, and more subtly, is the change of focus within the apps themselves. In the design of Twitterrific 5, we went through the process of figuring out what content was most important and then designing controls around that information. Previous designs focused on the control structure first and then filled it with content.

The more I keep using iOS 7, the more I think apps like Twitterrific 5 and Vesper already are great fits for its new interface principles. They are actual, commercial proof that focusing on content first doesn’t imply ending up with boring, overly simplistic apps.

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Frank Chimero On iOS 7

Luckily, things like icons, colors, and typography are easier to iterate than userflows, information architecture, and features. They’re also the elements that take more time than expected to craft, so I can see all of these refinements being the most likely to be cut from a tight deadline, and the first up to be revisited by the design team before the official release, or quickly thereafter. If that awful Safari icon bugs you, imagine how the designers at Apple must feel.

I do think that some aspects of iOS 7 beta 1 interface are, indeed, poorly put together. Others simply look odd right now. And I agree with Frank: when you have to introduce a working demo on stage (multiple ones, in fact) and release a developer beta on the same day, refinements are likely cut. The problem is that the Internet will notice inconsistencies; the upside is that Apple designers use the Internet, too.

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Stephen Hackett On WWDC 2013 Keynote

When Tim Cook said that iOS 7 was the biggest change to iOS since the introduction of the iPhone, he wasn’t kidding. The UI is of course drastically different, but things like background-updating and better car integration are huge changes.

However, once we can all zoom out a little bit, I think iOS 7 will be seen as an evolutionary change. A big one, perhaps, but one that shouldn’t be seen as all that surprising.

iOS 7 is a new foundation. This is how Apple rolls.

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The New Yorker’s Exposé on Canabalt

Simon Parkin of The New Yorker:

“The first endless runner I played was Canabalt,” said Luke Muscat, Jetpack Joyride’s designer. “You had this single button to jump. I loved the juxtaposition of high-intensity action with absolute simplicity.” Prior to Canabalt’s release, game makers had struggled to reconcile the smartphone’s absence of buttons with the interactive complexities of contemporary video games. Canabalt’s solution was elegant and simple: tap anywhere on the glass and your character leaps. Muscat recalled: “I remember playing Canabalt and just thinking, How has nobody ever thought of this before?”

There’s a lot of endless runners on the iPhone, and Canabalt is widely attributed as the game that started it all. It’s also the only runner that’s maintained my interest, being one of a few games that doesn’t ask me to buy something in a store or prompt me with a tutorial. It’s an attractive game with only a few core mechanics and touchscreen controls that aren’t middling (you feel the weight of your character as he leaps from ledge to ledge). There’s a real sense of desperation in the game as you stumble out of the first window and onto the rooftops below, scrambling onto your feet as the game reveals the backdrop of a burning city under siege. It begs you to ask a lot of questions, though it never answers them, even as more is revealed the farther you run. It’s a classic.

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How Apple’s Magsafe Connector Works

Ken Shirriff tore down Apple’s Magsafe 2 connector, explaining the symmetrical pin layout, how the connector sticks to your MacBook, and how the Magsafe LEDs function to notify you of its charging status. The Magsafe is one of the MacBook’s best features, and it’s deceivingly complex: the charger goes through a startup process as it’s connected to verify that it has a solid connection with the MacBook. If you’re into electronics, there’s a lot of geeky information here pertaining to the circuit board, switch, and how to obtain the charger’s ID code.

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Hulu Announces a Completely Redesigned iPad App

Last year, Hulu refreshed their website to put an emphasis on all the shows and programming you love to watch, removing much of the chrome that adorned video players and promotion carousels, and making thumbnails and artwork bigger for easier navigation. Hulu also implemented a new “Shows You Watch” feature for logged in users so you can quickly jump to your favorite show.

Today’s iPad update brings the same minimal redesign to the iPad, adding new features such a discover panel which will tell you more can you expect from a show based on your viewing history. But the coolest feature is the new minimized player, which lets you continue watching a show while browsing for something else.

You can learn more about Hulu for the iPad here.

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Camera Noir

I bought Pacific Helm’s new app yesterday following Gruber’s recommendation, and I like it. Camera Noir’s purpose is to take “beautiful black & white photos” with three brightness adjustments. I have been taking some photos today, and I’m a fan of the high-contrast choices and the way photos taken with Camera Noir look. I think Camera Noir’s three filters are far superior to Instagram’s Willow and Inkwell.

The best part, however, is the attention to details. The camera UI is minimal and functional; I love how the app shows a green horizon line when you’re level, and I think using the native iOS share sheet for sharing photos is a good idea. And, the app’s website is just great.

Camera Noir is $1.99 on the App Store.

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Why the Studio Behind Civilization is Embracing Mobile

Revision3’s Adam Sessler visits Firaxis Games and chats with Sid Meier, Jake Solomon, and Steve Martin (among others). Firaxis is the development house behind franchises like Civilization and Pirates, and they’re bringing their 2012 hit XCOM: Enemy Unknown to iOS this year.

It’s a good interview (as usual with Sessler’s video content). I like how Firaxis has its own skunkworks to experiment with mobile games for iOS. You can watch the video below.

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