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January 2012 In Review

Starting this month we’re launching a new, month-in-review feature that will summarize the past month’s big news stories, apps and editorials that we have published on MacStories. Each month we’ll give links to all those big stories and give a summation of the big events: for example, this month we detail Apple’s Education Event and include links to all the important articles related to it. We’ll also include links to new apps, app updates and app reviews that we think are worthy of your attention. Finally, we’ll be including links to our standout editorial stories from the past month - the stories we are most proud of.

We hope you enjoy this new feature and find it useful. Our hope is that it gives some perspective on the events of the past month, particularly when news flows so fast these days.

Apple’s Education Event

The big news of January was probably Apple’s Education Event that was held on January 19th in New York. The education-themed event saw the release of iBooks 2.0 which featured the ability to read new multi-touch books and, specifically, textbooks. In order to promote the creation of these new multi-touch books, Apple also released the free iBooks Author application for OS X, allowing virtually anyone to create a beautiful and interactive book for the iBookstore. The event also saw the release of an iTunes U app for the iPhone and iPad to give students and teachers more control over their courses.

Apple’s Q1 2012 Earnings Call

The other significant piece of news from January was Apple’s Q1 2012 earnings call in which Apple revealed it had just had the best quarter in its history, posting $46.33 billion in revenue, selling 37.04 million iPhones and 15.43 million iPads during the blowout quarter. The Next Web pointed out an interesting statistic that by selling 37.04 million iPhones during the 14 week quarter, Apple had actually sold more iPhones than babies had been born during the same time period. We also posted some of the more interesting details and statistics from the earnings call in a follow-up post which is well worth the read. A final article related to the earnings call is the one about how the iPhone ASP rose in Q1 2012, despite the addition of the “free” iPhone 3GS.

Apple Continued To Rollout Products Internationally

January saw the next big wave of iPhone 4S launches in China and 21 other countries on January 13th, making the 4S available in over 90 countries. Apple’s recently launched iTunes Match also became available in 19 additional countries around Europe and South America - taking the total number of countries with iTunes Match to 37 - making it another quick international rollout.

Supplier Responsibility

This month the issue of working conditions at Apple’s suppliers again came under close inspection. It started with the NPR program ‘This American Life’ investigating the issue in one of its episodes. Apple then released its annual Supplier Responsibility report (earlier than last year) and revealed its list of suppliers for the first time. Towards the end of the month, The New York Times featured an editorial on the issue - focusing on Apple. We also linked to a paidContent article that put the NYT article into perspective and rationally laid out the reality that Apple can’t solely change manufacturing overnight.

Jailbreak

January saw the untethered A5 jailbreak finally being released, to the joy of many iPhone 4S and iPad 2 owners who had been holding out for a jailbreak for quite some months. In fact the demand for the jailbreak saw nearly 1 million downloads of the tool in just the first 24 hours. Jailbreak certainly hasn’t become irrelevant just yet.

New SVP of Retail

On January 31, Apple announced John Browett has been hired as new Senior Vice President of Retail, a position left open since Ron Johnson left Apple to become the new CEO of J.C. Penney. Browett has been the CEO of European technology retailer Dixons and previously held various executive positions at Tesco, including CEO.

Everything Else

New apps, updates to apps and reviews that we published in January 2012.

January Quick Reviews

A selection of the best editorial pieces that we published on MacStories in January 2012.

January MacStories Reading Lists


The iOS-ification Of Apple’s Ecosystem

Today’s update to AirPort Utility for Lion reminds me of a topic I was willing to write about but eventually left in my nvALT queue due iOS 5 (review) and iCloud, various app releases, and the usual news from Apple in the past months. The iOS-ification of OS X is, at this point, inevitable, and anyone who doesn’t see it, or tries to neglect, is either software-blind or has some kind of interest in that way of thinking.

I am looking at my Mac’s screen right now, and I can count dozens of iOS-inspired elements now co-existing with “old school” Aqua interfaces and controls. This transition obviously started years ago, and in retrospect it’s hard to dig up the very first example of iOS-ification on the Mac, so let’s just take a general look at the things we have today:

iPhoto (updated in 2010);

Safari’s popover for Downloads;

Safari’s tap-to-define;

Launchpad;

Linen;

Settings;

Mail;

iCal;

Address Book;

FaceTime (released in 2010);

And now, the new AirPort Utility.

Of course, many great writers have already written about the general concept of graphical resemblance of Lion (our review) to, say, an iPad, noting how several iOS apps and UI schemes have been ported down to the last pixel to OS X. The screenshots above should provide some context.

Today’s (relatively minor) software update reminds me, however, that the iOS-ification goes far beyond simply converting graphics and updating apps from one platform to another. It is actually more a conversion of the entire Apple ecosystem to an iOS-inspired system of graphical elements, user interactions, business models, user experience paradigms, and functionalities. The iOS-ification isn’t simply visual, it’s a fundamental shift of strategy that, ultimately, I believe begins and ends with iCloud – something that I have discussed before.

Sure, many apps look the same across iOS and Lion now. Some features have worked the other way around, finding their way from OS X to iOS, such as Safari Reader and over-the-air software updates. Others weren’t ported – they were released at the same time across two platforms, such as Reading List (which fits in the bigger iCloud plan). From the user experience standpoint, there’s plenty of iOS goodness to go by in Lion: full-screen mode and Auto Save + Resume give users an iOS-like environment for working with apps and never lose data; natural scrolling and gestures have unified the way a user moves content around and interacts with the operating system; the Home user’s Library directory is not visible by default in Lion, eliminating an important piece of filesystem from the default configuration of the OS.

Then there’s the business side of the ecosystem. Both iOS and Mac apps have to be sold through the App Store, with Apple retaining a 30% cut off every transaction (Update: Mac apps can still be sold outside of the Mac App Store. Many have debated, however, that going forward the obvious path is the Mac App Store, with some feature such as iCloud integration being Mac App Store-only). Just like on iOS, Mac developers will soon be forced to implement sandboxing, which limits the access a third-party app has to the filesystem. And, obviously, boxed software is going away, leaving much retail room to Mac and iOS devices showcasing the App Store. Or shelves filled with iOS accessories.

iOS-ification isn’t merely graphical: I believe someday, very soon, almost every aspect of Apple’s operations will be iOS-inspired or iOS-unified: from hardware design to user interfaces and app distribution, from developer guidelines to marketing and the way people “see” Apple these days. Those who got to know Apple in the past five years likely already think of it as “the iPhone company”, and rightfully so for a business largely based on revenue coming from iOS.

There are many questions left unanswered and open to speculation. Will the Mac adopt iOS’ Home screen concept (and shortcomings) in the future? Will the next version of iWork for OS X look something along the lines of this? Will Mac-only applications (and thus Mac-like from a UI standpoint) like Aperture, Final Cut and iBooks Author ever be ported to iOS, triggering an iOS-based rewrite and redesign? We don’t know yet. But soon, maybe?

The complete iOS-ification of the ecosystem will be long and there will still be hardware features and design experimentations that will be tested on the Mac first. We can only assume that Thunderbolt will be made available for iOS devices in the future. Macs are still based on physical keyboards, and even if they (perhaps) don’t want to, Apple’s engineers are forced to test new apps with keyboard shortcuts and a different user interaction. Macs have bigger screens, which can lead to arguable design choices like a comically large Launchpad.

But the seed has been planted, and today’s software release is just another drip of water in a field ready to flourish in iOS-based similarities, like it or not.


MacStories Reading List: January 22 - January 29

Another week gone by, another Reading List collection of great articles we’ve found around the web in the past seven days. This week saw the release of Apple’s Q1 2012 results, with an impressive 37 million iPhones sold and over $40 billion in revenue for the quarter. Interesting discussions, however, are still happening around iBooks Author, textbooks, and publishing tools. Not to mention The New York Times’ articles detailing Apple’s supply chain in China, and the experience of an Android user trying an iPhone for two weeks.

It’s time for another Reading List, so curl up with your favorite browser or read-later app, and enjoy the links we’ve collected for you. Read more


The State Of iCloud-enabled Apps

Three months after the public launch of iCloud, I thought it’d be interesting to check upon the App Store and see how many developers have decided to enable iCloud integration for documents & data storage in their apps.

iCloud went live alongside iOS 5 and OS X 10.7.2 on October 12th, two days ahead of the iPhone 4S’ launch. In retrospect, iCloud’s public debut wasn’t without its issues and hiccups, but it was relatively smooth in the following days and Apple acted promptly to restore interrupted services for its users. Looking back, it’s just weird how many times iCloud Mail has been down, and continues to be unstable, whereas iCloud sync (for apps and data) has been fairly responsive and, at least on my side, always up. This says a lot about priorities, I guess.

In 107 days since iCloud went live, and 235 since Apple’s announcement at WWDC ‘11, it appears the majority of third-party developers are still considering whether or not iCloud is something worth investing their time – and customers’ money – or not. Those who have successfully implemented iCloud have done so in ways that require minimal user interaction, most of the times enabling sync capabilities through a single setting switch. Others have tried more complex solutions, often having to come up with separate tools to enable iCloud. Especially on the Mac, the fact that only apps sold through the Mac App Store can be directly integrated with iCloud isn’t helping developers who are still selling apps both on Apple’s App Store and their own website. Overall, there seems to be a shared trend among developers choosing to wait for Apple to clarify specific aspects of iCloud sync, improve the platform and fix some bugs that may prevent certain applications from being iCloud-enabled without requiring a major restructuring of the codebase on their end. Turning an iOS or Mac app into an iCloud-enabled app hasn’t turned out to be the 1-click process many, including me, wrongfully assumed when iCloud was previewed at WWDC last year.

Every app has its own way of storing local documents and user data. Some apps prefer keeping the original source of a document intact, say a .txt file, whilst others may apply their own file format to store documents and data internally in a proprietary database or multiple files, such as Evernote’s take on XML. There are pros and cons: keeping a universal file format such as plain text gets you more benefits in data portability; writing your own database structure allows you, as a developer, to do things exactly the way you want. What does this mean for iCloud?

Without getting too technical (also because my knowledge on the subject can only get you so far before I suggest you go read the developer documentation), the developers I’ve talked to explained that in the way iCloud syncs file, there may be some incompatibilities with apps that are based on complex databases and libraries. Apps that simply want to sync .txt files across multiple devices might be easier to port to iCloud, but then again there are always some aspects to consider such as conflicts, renaming a file, or getting a timestamp for the modification date when multiple devices are accessing iCloud. That’s not to say implementing iCloud is technically impossible for apps that are based on libraries, and not easily exportable files: below, I’ve collected some examples of apps that do just that, and quite cleverly too. However, getting to enable iCloud and make it reliable enough so that all kinds of apps can work with it without frustrating the user (who, in theory, never has access to the inner workings of iCloud) while at the same time providing the functionalities he or she expects. Read more


The Apple Of Gaming

A great piece by Craig Grannell at Revert To Saved about the current state of Nintendo:

For a long time, I considered Nintendo the Apple of gaming—a company that cared about the details and about the right things (fun, excitement, enjoyment). Nintendo’s problem these days is that Apple is now the Apple of gaming—and the Japanese veteran needs to fight back, perhaps borrowing some of the tricks used by the plucky American upstart.

Yours truly, two months ago:

It’s always about the games, ultimately, but the hardware matters, too. More importantly, integration of hardware and software matters, and with my iOS gaming background I think Nintendo still has to get this right. Using the 3DS after years of iPhones and iPads feels strange because I’m dealing with a device that’s pretty capable spec-wise, yet doesn’t show the same amount of attention to detail, integration and flexibility that my iPhone has. I can play Angry Birds on my iPad, quickly look up a webpage, send an iMessage to my friend real quick and then effortlessly come back to the game. I challenge you to do the same on the 3DS with that joke of Internet browser and “suspended” software on the Home screen.

The problem with Nintendo is that for the longest time they thought only geeks and iPhone nerds were paying attention to App Store games, replacing their handhelds with iPads and iPods. It turns out, previous Nintendo customers are actually moving to mobile platforms – I’ll throw Android in the mix as well – for all their gaming needs. Blame changes in society, blame the recession, blame the advancements in graphics processing that made Infinity Blade II possible – mobile gaming is very much real, albeit immature, and Nintendo failed to forecast just how much of an impact it would have on its business. Shame on them for being so stubborn. Now they are paying the consequences, and will likely continue to pay until the Wii U comes out. To get a visual representation of what Nintendo is exactly facing, check out this chart by ngmoco’s Ben Cousins comparing Apple, Microsoft and Nintendo by revenue:

What’s next for Nintendo? That’s a question with no answer, really, as you can’t just know what the company’s up to without having some kind of inside knowledge of their secret plans. Rather, I’d start by proposing some ideas that might be worth considering at the light of iOS’ popularity in mobile games and the changes in consumer behavior:

- Ship a moden interface for managing a device: users don’t want to be treated like 3 years-old anymore. Make it accessible, flexible, elegant, fast. This is functional to the point below, which is:

- Make accessing, saving and managing digital content easier. Nintendo’s current solution is a joke – will Nintendo Network be any better? We shall see.

- Embrace social networking: let players link their Nintendo Network profiles to their Twitter, Facebook or Google+ identities, and allow them to interact with Nintendo content outside of Nintendo’s online platform.

- Create an ecosystem: make Nintendo Network the single marketplace for all kinds of Nintendo content. Drop regional restrictions and adopt an App Store-like distribution model with worldwide releases, price tiers, promo codes, developer pages. Unlike the App Store, drop user reviews and allow free trials. Let users rely on their Nintendo ID for all kinds of possible future Nintendo services.

- Drop resistive touch-screens: the future is multi-touch. Delay the Wii U if necessary to make it absolutely right.

- Don’t drop cartridges entirely, but embrace a digital distribution strategy that makes sense. Advise all developers to release digital versions of their games on Nintendo Network, and perhaps reward buyers of physical copies with free unlockable in-app extras. The goal is to achieve a win-win situation both if you’re buying digital or physical.

- Ditch friend codes. Because, seriously, why are we still using friend codes in 2012?

- Create fresh, innovative, strong new IPs while emphasizing the importance and value of historical brands. Fortunately, that seems exactly what Miyamoto is doing.

- Use cutting-edge hardware: let’s face it, people like to play Call of Duty and Uncharted these days. Whilst good graphics aren’t synonym of good games, they sure help in nurturing an ecosystem of variegate games – those who make presentation their selling point, and the ones that are more focused on gameplay with less impressive graphics. Angry Birds was possible in 2009, but that didn’t stop Apple from leap-frogging itself year over year with the A4 and A5. Make consoles that can stand the onslaught of the Tegras and A6s released every year.

- Ultimately, stay true to gaming. Users don’t want to read emails on their handheld or have Office on it. Internet-connected doesn’t mean PC-like.

This morning I retweeted three tweets by Zac Cichy:

I don’t know how Nintendo should implement these proposed changes in the next months, but I am sure these are ideas more than just a couple of bloggers agree with. The money just isn’t there anymore, and Nintendo needs to evolve before it’s too late.

[Nintendo Headquarters via David Offf]


The Problem With The iOS Home Screen

I’ve been thinking about the problems I have with iOS’ Home screen concept for years now, but I never fully grasped what was, exactly, that with time made using the Home screen – and thus the whole system of Springboard pages – clunky and annoying. Until it hit me earlier today, and suddenly everything started to make sense.

The iOS Home screen is conceptually broken. Not “broken” as in unusable, unstable or technically flawed. From an engineering standpoint, the iOS Home  screen works. The concept of the Home screen we interact with today is broken because the Home screen wants to be a real, physical, tangible surface while providing access to the gates of the intangible: apps. Apps are data, information, connectivity, presentation, media. Digital content isn’t tangible in the sense that it exists in a physical space, unless you count the atoms and the electrons and the bits that make using an app possible. But that’s a long stretch. The iOS Home screen is based on the concept that app icons are objects on top of it;  this has created a series of issues over the years.

Throughout the release history of iOS, Apple had to compromise and, I believe, implement functionalities the original Home screen wasn’t meant to support. First users wanted third-party apps, Apple waited, but eventually allowed developers to create software to install on an iPhone or iPod touch. Apps are the most important addition to the operating system to date, and they kickstarted the App Store revolution we’re witnessing. In allowing third-party developers to create apps, however, Apple essentially lost control over the display of objects on the Home screen – Apple may be able to check upon the inner workings of an app, but they can’t ban apps based on lack of taste in choosing an icon. And with that, developers were free to choose Home screen icons that don’t necessarily resemble real-life objects, thus breaking the metaphor of manipulating “badges on a table”, as I like to think of it. Have you noticed how almost every built-in, Apple-made iOS app has an icon that resembles a real-life object? The only exception? The App Store and iTunes icons. Which are marketplaces for digital content.

Apple states it clearly in the iOS Human Interface Guidelines:

When virtual objects and actions in an application are metaphors for objects and actions in the real world, users quickly grasp how to use the app. The classic example of a software metaphor is the folder: People put things in folders in the real world, so they immediately understand the idea of putting files into folders on a computer.

Think of the objects and scenes you design as opportunities to communicate with users and to express the essence of your app. Don’t feel that you must strive for scrupulous accuracy. Often, an amplified or enhanced portrayal of something can seem more real, and convey more meaning, than a faithful likeness.

Portray real substances accurately. Icons that represent real objects should also look as though they are made of real materials and have real mass. Realistic icons accurately replicate the characteristics of substances such as fabric, glass, paper, and metal, and convey an object’s weight and feel.

Later, users wanted multitasking and folders. Unsurprisingly, Apple gave them implementations of these features that look like objects, in this case objects with linen. Here’s where the situation gets more complex: folders and the multitasking tray, unlike app icons, actively interact with the Home screen, they don’t just sit on top of it. The way Apple designed them, the multitasking tray resides as linen below the Home screen, and folders are tiny containers with a linen background that expands atop of the Home screen. You can see how the entire concept of Home screen as a surface starts crackling under the design weight of  these features: is the Home screen a surface that has another layer underneath? Another one above as well? What do you mean I have music controls in the multitasking tray, too?

Most recently, iOS users began asking more vigorously for a better notification system, a unified reading environment for magazines, and widgets. Apple gave them Notification Center and Newsstand, but didn’t announce anything widget-related, at least for the Home screen. The Home screen, with iOS 5, got two new additions: a new layer, Notification Center, and a new default icon, Newsstand, which isn’t really an icon but it’s a folder with a different background and shelves.

As I said, I believe choosing the right approach to delivering new functionalities and keeping the original Home screen concept got trickier for Apple over the years. What started as a black background with a few default apps turned into a customizable area of hundreds of app icons with folders and multiple pages with a series of additional layers managed by the overly abused linen texture. But the seed of the broken concept can be seen way back into iPhone OS history: think about Spotlight and Springboard page indicators. What are they – how do they fit into the metaphor of a physical surface with objects on top of it? Surfaces don’t have search boxes and indicators. Notebooks have pages, but you have to flip them and turn them and touch them. Websites have search boxes, but they’re bits and lines of code.

If you follow my theory, you can understand how things start making sense from this perspective. You can’t move multiple app icons at once not because of some technical limitation, but because, I believe, in the original Home screen vision inspired by physics apps were meant as a single entity to manipulate, one at a time. On a table, you can’t “select” multiple buttons and pretend they’re all going to move as you touch only one. That doesn’t make any sense in real life. I could expand this concept to the entire skeuomorphism Vs. interface design, but I’ll leave that for another time. My concern right now is the Home screen, the first thing you see when you unlock a device, when you close an app, the place where you manage your apps, your content. There’s a lot of weirdness and inconsistencies going on in some Apple apps and interfaces, but the Home screen is the prime example of a user interface meant for 2007 which was subsequently patched and refined and patched again to accomodate new functionalities introduced in iOS (the same happened with the Home button). You could argue that some proposed features, such as widgets, haven’t been implemented yet because of technical constraints. It’s fair argument, and I’ll take it. Yet I think that, even if complex from an implementation standpoint, it’s the concept itself that makes widgets difficult with the current Home screen.

The problem Apple needs to overcome is that the Home screen tries to be a real object while providing access to the gates of the digital world. To reinvent it, Apple needs to tear apart the whole concept and rebuild it from the ground up.


Clear: An Interview With Impending’s Phill Ryu

When Phill Ryu (MacHeist team member) emailed me a few days ago to give me a preview of his upcoming iPhone app, Clear, I immediately said “yes” and eagerly started waiting for a TestFlight email to hit my inbox. I know Phill: he has good taste in design, knows that I like great apps, and he’s an overall nice guy that I had gotten to work with multiple times in the past for MacHeist. Phill hinted at the particular nature of the app; yet when the beta came, I felt the kind of surprise and delight in using Clear I hadn’t experienced, I believe, since the original Tweetbot beta. Clear is one of those apps that redefine interaction schemes and navigation patterns: like Tweetie’s “pull-to-refresh” and Tweetbot’s “swipe-to-load” before it, I’m sure Clear’s gestures to move between lists and add new tasks will change the way developers imagine todo list apps.

Clear is a simple todo list app. Without spoiling too much now – you can check out the app’s webpage here, and promo video below – let me just say that the way Clear handles task creation, completion and list management has been uniquely and cleverly built around the iPhone’s screen and the way we can interact with our devices. In fact, I don’t think Clear would be possible on any other platform – when Clear comes out in the next few weeks, you’ll understand why you often hear of things such as “iPhone features the smoothest animations” or “fastest scrolling”. Everything in Clear is delightfully tappable, scrollable, responsive to your fingers with visual cues and sound effects. Yet it’s so simple. I’ll leave my thoughts about the app for a proper review.

What’s also intriguing about Clear, interface aside, is the team behind it. Take a look at the studio’s page: those who have been around long enough in the Apple Community will instantly recognize names like David Lanham and Dan Counsell; Impending’s webpage also reveals Ted Bradley, Jay Meistrich, Raphael Mun, Jeremy Grosser and Josh Mobley worked on Impending’s debut. Clear itself was co-created by Phill Ryu, Dan Counsell and Milen Dzhumerov. That was enough to trigger my curiosity radar, and ask Phill to sit down for a (virtual) coffee to discuss Impending and Clear.

Check out my interview with Phill Ryu and Clear’s promo video after the break. Read more


2012, The Next iPhone, And LTE

The iPhone 4S, released in October, was supposed to feature LTE connectivity, at least according to some of the rumors that were floating around at the time. The device turned out to feature faster 3G downloads at 14.4 Mbps through HSPDA, which is an enhanced version of the 3G protocol that has been around for a while, but still isn’t as widely adopted as you would expect from a technology that Apple decided to use in a major iPhone upgrade. In Italy, for instance, few areas have access to HSDPA, not to mention HSPA+.

(Note: although commonly referred to as “4G” the current revision of LTE doesn’t meet the requirements for 4G connectivity yet. The LTE Advanced standard does conform to 4G requirements, but it’s likely that you’ll see the term “LTE” associated with 4G simply because it’s a major leap forward in terms of wireless connectivity)

Now, the debate as to whether Apple should have made the 4S an LTE iPhone or should have an LTE iPhone 5 this year is making the rounds again. Unlike previous debates, fortunately this time we have someone who’s trying to make some sense out of this and cut through the haze of rumors and theories to point out that, actually, it wouldn’t make much sense business-wise for Apple to implement LTE in the near term. Why? Because of all those 37 million iPhones Apple has sold in the quarter that ended on December 31, very few of them were sold in areas where LTE is available. Read: the United States, some parts of Denmark and Sweden, some cities in Canada, and Saudi Arabia. The “4G” rollout in countries other than the US is a slow process, and the ones mentioned above have a very small percentage of their spectrum covered by active LTE networks – they’re basically in the middle of initial testing right now. And even in the US, Chris Foreman assumes that whilst the major carriers have all implemented LTE or will start relatively soon, only half of subscribers would be covered in 2012, thus reducing the potential addressable market to 15% of iPhone customers worldwide. Why would Apple make an LTE iPhone for 15% of its entire customer base?

According to fourth quarter 2011 results, AT&T activated 4.1 million iPhones, while Verizon activated 4.2 million. Sprint would not disclose the number of iPhones it activated last quarter, but we feel safe in assuming that number is less than 4 million. Assuming Sprint was able to activate (perhaps a generous) 2 million or so iPhones, only a little over a quarter of iPhones were sold in the US. The other three-quarters, then, are sold in areas with practically no LTE coverage.

It goes deeper. You might argue that, yes, Apple could make an exception because they have made some in the past. But the WiFi-less 3GS and camera-less iPhone 4S were necessary modifications to get these devices on sale, otherwise they wouldn’t have gotten regulatory approval. It’s not like Apple is forced to implement LTE, especially considering the enhanced 3G still isn’t as widely adopted as the company hopes.

The LTE iPhone is primarily the result of months of speculation and countless rumors based on nothing. No evidence. Perhaps a few code strings here and there, but then again – go trust those code references these days. For all we know, the LTE iPhone doesn’t exist.

Or does it? A popular counterargument I often get is that Apple experiments with all kinds of new technologies in their labs; they take a look at new specifications and standards, and consider whether they should be worth investing more research and development resources for possible future implementations. I get it, and it’s entirely plausible that Apple engineers have at least looked at current LTE chips utilized by several Android handsets. But I don’t know how far they may have gotten into actually testing these chips, if only for verification purposes, at the light of Cook’s multiple remarks in the past about concerns regarding the effects these chips have on battery life. Those bigger screens Android makers tout in their commercials might be a requirement, rather than a feature. But I digress.

Another popular theory is that new LTE chips by Qualcomm, a component supplier Apple is already using, should become available in the first half of this year and, based on published specifications, allow device makers to considerably cut down on battery usage and required space. These new chips are smaller, consume less power and are made by a company Apple already buys components from. The next iPhone will have LTE! Not so fast. Read more


The Apple Community

I read this great piece by Stephen Hackett today, and while I was reading it I figured I’m often asked why I (and to an extent our team) do what I do every day. So here’s a brief explanation.

It’s about technology and getting to make a living out of writing for this community, the Apple community. Communities are made of people; in this case, the Apple community is made of developers, readers, fans of Apple devices, journalists, designers, PR guys – everyone who has at least some interest in following technology and the stuff Apple comes up with.

I don’t work for myself. I mean, sure, technically I do work for myself, but that’s not what gets me out of bed in the morning. I work for my readers. I work for the developers who come up with amazing solutions and ideas every day. I work for my team. Ultimately, I don’t work because I have to, but because it feels good to write about and for the Apple community.

“I do what I do” because I can provide for myself and my family thanks to what I love writing about – technology and software.

Because with the iPhone I have a world of information and data in my pocket; data that travels from a server who-knows-where in North Carolina, through a series of cables and pipes from the U.S to Italy, from another server to a cell tower, from a cell tower wirelessly to my device, and it turns into pixels I can see on a screen that, however, shows no pixels. When I stop to think about it, I still look at my iPhone with the amusement of a three year old kid seeing the night sky for the first time.

“I do what I do” because software is helping me make my life a little better. I can take photos and show them to my friends and archive them online. When I’m at the hospital, I can send text messages to my friends for free, in real-time, and feel good about knowing that someone on the other part of the screen is reading my words. With Rdio, I can listen to any song I want whenever I want, from any device I own, and tell my girlfriend she should check out the latest hit from Noel Gallagher. With Dropbox, I can write my articles on one device, pick them up again on another one, take a break and finish them up on a mobile phone that magically got the latest versions of those files over the air. Software is disrupting every industry it touches. I get to write about it, and even choose which app to use.

I write for the Apple community because in the past three years I got to know some amazingly talented and honest and caring people that, however, I’ve never met in “real life”. But isn’t this real life? What about having a team of four people around the world that greet you with “good morning buddy” every morning isn’t real? How could you exclude from real-life the works of developers who pour their souls into making a little piece of software – often just to make something work better for their customers – and are kind enough to tell you about it, in advance, with honest words and ready for any feedback you might have? Just because we haven’t shaken hands yet it doesn’t mean this, all this, isn’t real. Actual businesses are built every day on top of our community, ideas flourish and turn into projects with deadlines, projects that I will likely write about and share with other people that have decided to listen to what I have to say. The things we write, the feedback we give, the links we share – they do matter. Right now I’m writing this post on my iPad, in my living room, with my dad trying to understand how Gmail works. In a few minutes, these digital words will travel through a network, and end up on a website on a server somewhere in the United States. What’s not real about this, exactly?

“I do what I do” because I don’t think I’m better than anyone, but my words can make life slightly better for someone else. Maybe a developer who would really like to see his dream come true and hours of coding turned into an app anyone can see and use. Maybe a reader who needs help with his computer. Maybe someone who was having a bad day, but suddenly felt inspired in reading about Steve again. I don’t think the Apple Community is better than other circles of people who share a common interest. But I do believe we are better human beings because of it, because of what we decide to do to make even the smallest dent in the universe.

It’s easy to lose motivation though. Because the Internet allows for these kinds of communications that don’t require a physical confrontation or debate face-to-face, it’s easy to lose track of a conversation, misinterpret someone else’s words, or think a reader is “hating you”. Not that “online fights” and controversies aren’t real. They are very much so. But even when I’m reading about the latest Gruber-Thurrot (or anyone, really) blogging face-off, I like to think if they ever met “in real life” they would grab a beer together, look back at their “Internet fights” and say “Oh, screw it – what do you think of the latest iPhone?” with the enthusiasm of two people who are genuinely excited and passionate about technology.

Because, ultimately, it’s about the people. Even when we write about Google or Apple or Twitter and we imagine these big, faceless corporations in glass buildings “somewhere in California”, we’re actually writing about big corporations in glass buildings “somewhere in California”. But made of people. Of ideas. Of passion and genius and willingness to run a business successfully, to spread innovation and collaboration, to provide services that weren’t possible before. To show up every day because “it’s worth it”. Are tech companies greedy? Sure they are. But you have to believe there’s still a genuine, intact spark of passion in their core values. Otherwise they wouldn’t be here. Greediness alone doesn’t get you anywhere.

Which brings me back to the Apple Community. It’s easier to see what I’m talking about with the “smaller guys”, the indie developers and the bloggers. It’s easier to get to know them, work with them, maybe grab a beer with them and show them pictures of my kids someday, too.

And that’s why I do what I do.