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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 Omni Group Previews OmniPlan for iPad, iCloud Sync Coming To iPad Apps

The Omni Group Previews OmniPlan for iPad, iCloud Sync Coming To iPad Apps

At Macworld|iWorld 2012, which kicked off yesterday in San Francisco, iOS and Mac developer The Omni Group offered a first preview of an initial build of OmniPlan for iPad, and detailed some of their upcoming plans for the suite of apps they offer to Mac, iPhone, and iPad users.

As reported by Ars Technica, an iPad version of The Omni Group’s project planning and management application, OmniPlan, should be released in the second quarter of 2012. That puts it right on schedule for a possible WWDC release, although The Omni Group’s CEO Ken Case didn’t commit to a specific ETA when commenting on the app’s release. Similarly, Case didn’t give any details on pricing, except that we should expect the same pattern that happened with the Mac versions of OmniFocus and OmniGraffle – the iPad apps being sold at roughly half the price, yet with equally powerful functionalities.

Chris Foresman writes:

When we spoke to Case at the Macworld Expo last year, he told us about the company’s plans to update OmniPlan on Mac OS X to version 2.0. That version included a major overhaul to the backend engine, which improved cloud syncing abilities and offered integration with the GTD-based task manager OmniFocus. OmniPlan for the iPad will use the same engine, making it possible for multiple users to update project plans simultaneously. Those changes can be reviewed, approved, or rejected using the iPad just as on the desktop.

The early build we saw this week wasn’t complete, but the UI made full use of pinch and swipe gestures to control how much of a project’s timeline was in focus at any given time. Multitouch gestures also make it easy to manipulate task times and connect tasks and milestones to others to establish dependencies.

For current Omni customers, Case has confirmed that iPad versions of OmniGraffle, OmniGraphSketcher and OmniOutliner will get a new document management interface with iCloud support. The change is much needed as Omni’s current document-based sync isn’t the most automatic or user-friendly out there, and iCloud would hopefully make everything easier and reliable, while still keeping the old webDAV and exporting options available.

Looks like it’s going to be another great year for The Omni Group.

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Why The iPhone’s Average Selling Price Increased Despite The “Free” iPhone 3GS

Earlier this week Apple released its Q1 2012 financial results and it was a blockbuster quarter, Apple’s best ever with $46.33 billion in revenue. One of the key factors that drove this sky-high figure was the sale of 37 million iPhones at an average selling price (ASP) of $660 — iPhone sales actually contributed to 53% of Apple’s revenue for the quarter.

Significantly, this was the first full quarter where Apple offered a “free” iPhone in the US to customers going on contract — the iPhone 3GS. Previously Apple had offered the 3GS alongside the iPhone 4 at a reduced price, but with the 4S the iPhone 4 fell to $99 and the 3GS became free. One would have presumed that the iPhone ASP would thus fall with the addition of another lower-priced iPhone model but in fact the ASP increased from the previous quarter and at $660 the iPhone ASP is near the highest it has ever been.

How has the ASP risen despite the presence of the “free” 3GS?

There are a few reasons as to why the ASP has increased and a big reason is that in addition to the new lower-priced 3GS ($345), Apple also introduced the 64GB iPhone 4S that is at a higher price-point ($849) than the previously most-expensive iPhone. This new higher-priced model would seem to have offset any reduction in the ASP that the iPhone 3GS would have caused - particularly given Q1 2012 was the 4S launch quarter and demand was very high for the new iPhone model.

Whilst Apple didn’t give out details on what the breakdown was of sales between the iPhone 4S, 4 and 3GS, an estimate from Consumer Intelligence Research Partners suggests that in the last quarter the iPhone 4S represented 89% of all iPhone purchases in the US. The report showed that only 4% of iPhone purchases last quarter were for the 3GS and 7% for the iPhone 4. This backs up the notion that the higher-priced iPhone 4S 64GB model (estimated to be 21% of iPhone 4S purchases) actually offset any decrease in the ASP and probably drove the increase in ASP to $660.

How will the iPhone ASP fare in the following quarters?

As Horace Dediu of Asymco points out, there is usually a slight uptick in the iPhone ASP during a launch and holiday season. This would suggest that in the following quarters the ASP may decrease a little as the high launch demand for the 4S subsides a little. It is unlikely to drop that much though, with the iPhone ASP typically hovering somewhere between $620 and $660. Dediu also investigated the historical ASPs for the iPhone, iPad, iPod and Mac and found that “Apple does not change pricing but rather stakes out a specific price point as resonating with consumers given their positioning”. The above chart demonstrates this point quite well.

[Sources: MacRumors, Asymco, AllThingsD]


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.


Five Ways to Improve Gmail for iOS

Five Ways to Improve Gmail for iOS

Great analysis by Ken Yarmosh:

A native Gmail app on iOS had been anxiously awaited for years but when Gmail for iOS launched back in November 2011, it do so to much berating. The main complaint against the app is that it is basically an iOS wrapper around the standard mobile web app. Personally, I found the criticisms overall harsh but it does need to be improved. In no particular order, here are five ways to do that.

I agree on all the points, and I’ll add that Google might consider picking the team that created the Search app for iPad to improve Gmail for iOS. Google Search for iPad is a great app: fast, stable, responsive, innovative – that’s Google at its best, making a native app that is not cumbersome or underpowered. Gmail, on the other hand, feels like an attempt to “get the job done”: take a web view, throw some native wrapper on top of it, call it a Gmail app. Done. Gmail for iOS disappoints, but I’m still hoping Google is preparing something good for it. If that’s the case, please, Google, follow Ken’s suggestions.

On the other hand though, I can’t stop thinking about Sparrow for iPhone. That’s one of my most anticipated apps of 2012.

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Sync Your iOS Device Wirelessly with AppleScript

Sync Your iOS Device Wirelessly with AppleScript

Doug Adams shares a great AppleScript to initiate a wireless iTunes sync session, set up so that it runs automatically once a day:

A while back, I retired my iPhone 3G to the bedside table after buying an iPhone 4. I use the 3G pretty much as glorified clock radio-iPod Touch. I have a few radio apps on it and the Digital Clock app. I also have it set to sync and back up over Wi-Fi to my main iMac so I manually initiate a sync when I need to update Podcasts and apps and what have you.

This manual syncing has become tiresome. (I mean, if I used a traditional clock radio, I wouldn’t have to update its content manually, right?)

It’s simple enough to write an AppleScript to sync a connected iPhone but I want the script to run on a regular basis without me having to fire it. I like to listen to Podcasts in the evening so sometime during dinner would be a good time to update the 3G with any Podcasts that have arrived during the day. For this, I can create a launchd agent to fire the AppleScript that syncs the 3G in the background.

I had cron already set up (I followed this post), and I can confirm the script works really well (as you can see, I changed the script with “4S” for my device). Obviously, you can use this script without cron as well – it’ll simply sync with iTunes, but I guess it sort of defeats the purpose of this tutorial (unless you have a way to launch AppleScripts remotely). Doug also posted a similar script for automatically updating expired podcasts, which you can check out here.

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Valve Releases Steam Mobile for iPhone

Back in March, we reported game developer Valve – best known for hits such as Half-Life and Portal – was “looking into” a Steam expansion for mobile devices.  Today, we can see the results with the official Steam Mobile app for iPhone now live in the App Store for free. You can read more about Steam Mobile on Valve’s website, too.

With the free Steam app for iOS, you can participate in the Steam community wherever you go. Chat with your Steam friends, browse community groups and user profiles, read the latest gaming news and stay up to date on unbeatable Steam sales.

Steam Mobile for iPhone brings the Steam experience from the web to iOS, allowing users to check on their friends’ status, chat, browse the Steam game store and manage their wish list, and even add new items to the cart. Judging from the screenshots – we can’t try the app yet, as it’s in “closed beta” – it appears you can easily open a game’s page and check out its description, screenshots, add it to the wish list or your Steam cart; the Catalog section has tabs to browse Featured, New, Popular games and “Specials”, whereas other navigation options are located in a Facebook-like sidebar that contains links to Friends Activity, News Feeds, and more.

You can download Steam Mobile here, but it’s likely you won’t be able to use the app right away as you have to “express interest” in the beta first. Steam Mobile has also been released for Android today.


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