The New TweetDeck for OS X

TweetDeck used to be this sort-of all powerful Twitter console before Twitter bought it, dumbed it down in some aspects while improving it in others, and changed the icon from yellow to blue. It’s only a 2-star app on the App Store, but I don’t think it’s given enough credit. The changes rolled out around the same time that Twitter’s own iOS app went through the same kinds of changes, and I was receptive to it since I thought the TweetDeck refresh was generally more accessible to the public. I haven’t used TweetDeck much in the meantime, so I’m looking at today’s refresh as a returning user with some familiarity of the previous version.

TweetDeck 3.0 is still a web app, acts like a web app, and will misbehave like a web app. Expanding and collapsing the new sidebar currently breaks the interface — right clicking and reloading the app fixes the missing sidebar.

Otherwise, it’s fairly solid. TweetDeck is known for its multiple columns, and filters have been reintroduced through drop down menus that are quite nice. Per column, you can adjust what users you see, only view tweets that contain a certain keyword, or exclude a hashtag of your choosing. You can even receive alerts for tweets that match your query. My impression of TweetDeck is that it’s not an app I’d want to use all the time as it’s optimized for following events like a big media campaign or something like the WWDC Keynote.

TweetDeck has live streaming for all of its columns, although direct messages don’t refresh in real time if you’re replying to someone and they reply back. Through the app’s settings you can adjust font sizes and column width, although you’ll likely have to pan across the trackpad with five or more columns on a MacBook. Columns can be used for just about anything from lists, to searches, to mentions. For example, TweetDeck gives me flexibility in watching replies to our MacStories Twitter account (or another blog’s if I’m interested in a response to a post), and that stuff will update in real time. There’s a column where you can customize Interactions as well, for keeping an eye on new follows, retweets, or favorites.

It’s not a native app, there’s a bug or two, but I can’t help but think there is some clear improvement over the last update. It continues to omit Facebook or LinkedIn integration (sorry folks — that’s probably gone for good), but a lot of new features have been added since. Custom filters per column don’t prevent the app from continuing to be relatively easy to use. My current complaint is that you still need a separate TweetDeck account (which is used for syncing columns and filter preferences), and you’ll need to authorize with Twitter on top of that.

You can download TweetDeck for free from the Mac App Store.


A Quick Rundown of Microsoft’s Office Mobile for iPhone

I can’t say I’m terribly excited about what Microsoft is offering in Office Mobile, but it’s a start. Now available on the iPhone, Office Mobile requires an Office 365 subscription, which will give you access to all of Microsoft’s Office apps on up to 5 PCs or Macs, 20 GB of SkyDrive storage, and 60 minutes of Skype calls for $9.99 per month or $99.99 a year for Home Premium.

Why you’d want it

Lots of iPhone apps can view Office files, but few render them properly. Office Mobile, with Microsoft’s layout engine, should at least be able to display your Word documents, Excel spreadsheets, and Powerpoint presentations as they were intended. It also gives you a chance to make small edits on the go, but I wouldn’t use it to write a novel.

Some of the cool stuff to be found are features like Resume Reading, which automatically opens Word documents at the place you last left off on your PC. You can also flip through mini PowerPoint slideshows to practice your talking points before a big presentation.

But I wouldn’t bother

It’s basically the equivalent of Google Drive for the iPhone, which is to say it isn’t very good.

Office Mobile will aggregate Office files from your SkyDrive folder, which is nice, but the editing options offered are finicky. Microsoft prefers their own controls before iOS’ own standard actions, making editing a frustrating experience. Doing basic things like select text in Word or tapping on cells in Excel is a chore, and editing itself is complicated.

If you have an Office 365 subscription, it’s something extra that will give you the option to review files, leave comments, and fix typos when you’re away from your Mac or PC, but I don’t see this being a great incentive for jumping into the latest office apps if you’re content with iWork or an older Office suite.

Office Mobile is free to download from the App Store.


I Wouldn’t Mod the New AirPort Extreme

9to5Mac ran a quick piece this morning about hacking the new AirPort Extreme. Apparently Apple kept the hard drive caddy in place for the new AirPort Time Capsule, but left out any internal connectors.

In the worst ‘case’ scenario, DIYers could use the USB port and wire a bus-powered 2.5 inch hard drive (up to 2TB currently) or SSD around inside the case.

Don’t do this. You don’t really save a lot of money (if any by the time you paid shipping for a new 2TB HDD and USB compatible cable), and then you’d be using up an available USB slot that could be used for other things, like even more storage or a USB printer. If you want a hard drive, just pay more upfront for the AirPort Time Capsule.

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Flatness and the Dimensionality of iOS 7

David Cole, product designer at Quora, writes:

The big, obvious change to the look in iOS 7 is the flatness. This change is being characterized as a stripping away of dimensionality. I’ll propose something else is going on here: the move to flat screens actually affords a ramp up in dimensionality. When an individual screen gets flattened together, you can treat it as a single object that you can then manipulate and relate to other screens. This concept is at the heart of the biggest changes to the iOS 7 interaction paradigms.

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So What’s New With Apple’s MacBook Air?

 

Image credit: iFixit

Apple’s new 11-inch and 13-inch MacBook Airs now last 9 and 12 hours on battery respectively, a 4 and 5 hour improvement over the previous generation. Lots of sites have started poking and prodding at the new machines, including iFixit, known for their great do-it-yourself gadget repair manuals.

iFixit’s (mid 2013) 13-inch MacBook Air teardown

Last year’s 7.3V, 6700 mAh battery has been supplanted by a new 7.6V 7150 mAh battery. Apple noted that Flash storage was 45% faster in this revision, and that’s due to the move from a SATA based solid state drive to a PCI Express based SSD. The AirPort card has also been updated to support 802.11ac. It’s still a very proprietary machine: RAM is soldered onto the logic board and many components aren’t meant to be user replaceable or upgradeable, despite otherwise easy access to its insides.

 Wired on how Haswell saves so much power

The MacBook Air is packing a big battery, but those substantial energy savings are owned to Intel’s latest round of fourth-generation processors, known as Haswell. The new Haswell chips in today’s MBAs are part of a special low-voltage series of chips designed specifically for Ultrabooks, which Intel claims is twice as energy efficient as the previous generation.

AnandTech quick and dirty benchmarks

Something to keep in mind is that the new Haswell chips in Apple’s MacBook Airs are officially Intel HD 5000 based and not Iris.

Macworld puts the new MacBook Air through read and write paces

Macworld has the most comprehensive benchmarks at the moment, showing that the new MacBook Airs get substantially better read and write speeds with their new PCIe based SSDs. However, Haswell is pretty much in line performance-wise with the last generation of processors.


The Power of Apps

Power

Power

Amidst talk of inconsistent gradients in the first beta of iOS 7 and Jony Ive’s taste for neon colors, Apple would like to remind us how the world is being changed by technology. Specifically, how real people – actual human beings, not faceless corporations – can make an impact and change someone else’s life with apps.

In a 10-minute video uploaded earlier today on their YouTube channel, Apple has essentially produced a follow-up to last year’s developer video. This year, Apple has decided to showcase apps that are enabling people with prosthetic feet to control their movements from an iPhone; that allow doctors in Africa to instantly diagnose symptoms on people who have never seen hospitals or received proper healthcare; apps that allow a parent to listen to his kid, who was never able to speak. And in the process, Apple focuses on the other side of the coin – the people who make apps. Read more


Matt Gemmell Compares iOS 7 To iOS 6

The smear of murky tones across the lower-right half of the iOS 6 grid is replaced with whites and a few light blues on iOS 7. Similarly, iOS 6’s handful of different visual styles (and several eccentric outliers) have become essentially two main themes on iOS 7: the paper-like, bright style in about 75% of apps, and the dark utility style for the remainder.

A great piece by Matt, especially in his thoughts on “flatness” and “brightening”. The pixelated screenshot comparison shows just how striking the difference between iOS 6 and iOS 7 is.

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Game Controller Support In iOS 7 and 10.9

As first noted by TouchArcade (via Macgasm), the iOS 7 and OS X 10.9 beta seeds released to developers on Monday include support for a new Game Controller framework that will allow games to connect to controllers plugged into iOS devices or communicating wirelessly with them. TouchArcade writes:

So here we have what appears to be a style of game controller that allows you to see the screen of your phone, as well as an entirely standalone controller with what seems to be dual analog sticks. Also, we’ve heard that Apple has reinforced that if your game is going to support a game controller it needs to be totally playable without.

There are a couple of interesting tidbits worth noting with Apple’s strategy on game controllers. As shown in a slide at the end of the keynote, game controllers will be built by hardware partners through the MFi program, which Apple has typically used for electronic accessories and AirPlay audio devices. This means that, rather than announcing its own dedicated game controller, Apple has chosen (for now) to provide a technical specification that other companies will have to follow if they want to get approval and sell controllers carrying the “Made for iPhone” badge.

Interestingly, the SDK addition follows a rumor from March 2013, when PocketGamer claimed that Apple had booked a room at the Game Developers Conference under a pseudonym to talk to developers about an upcoming physical “joypad”. For now, Apple has opted for consistency across different controller models to ensure game developers will only have to learn a single framework that lets the OS automatically take care of capturing profiles from game controllers. In addition, Apple is making the controllers optional: if a game will add support for MFi controllers, it’ll also have to provide standard multi-touch controls that don’t require a hardware controller.

iOS gaming has long been criticized for lacking the precise input of PCs, consoles, and dedicated portable gaming machines. Over the years, a number of third-party solutions aimed at enhancing iOS’ game control mechanics surfaced, but each one of them came with its proprietary SDK that required developers to manually add support for new controllers in their games. A few notable names include iCade Mobile, a hardware controller, and Joypad, an app to turn iPhones into game controllers for other devices. On the accessory side, external attachments like Ten One Design’s Fling tried to turn on-screen controls often used by developers into more tactile experiences.

It’ll be interesting to see how Apple’s officially-sanctioned solution for iOS 7 and 10.9 will be met by hardware companies. Apple’s requirement to make game controller optionals won’t allow game developers to build games exclusively targeting the hardware control system, which could pose a new challenge for game makers already considering truly separate touch and controller mechanics.


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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