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10 Years of App Store Controversies

The App Store is a wildly successful product. In 2017 alone it brought Apple somewhere in the range of $11.4 billion, and app developers pocketed $26.5 billion – an increase of 30% over 2016. To kick off 2018, New Year’s Day alone yielded $300 million of App Store purchases. With ever-more Apple devices in the world, the rest of 2018 is sure to end up in the record books.

When the App Store first launched in 2008, it was an unproven concept in the software market. Historically when you wanted to download software for your computer, you would usually visit the developer’s website, which handled both the payment and actual download. While it could be argued that smartphones at that time weren’t proper “computers,” the computer designation undoubtedly fit the iPhone. With its powerful operating system built on Mac OS X, the expectation from many developers was that, eventually at least, the device would gain access to native third-party apps through traditional means. Instead, the iPhone – and subsequently, the iPad – has remained a closed platform. And for 10 years now, the App Store has been that platform’s sole gatekeeper.

Apple’s vision for the App Store has always been driven by privacy and security. Rather than sending users out to a host of unvetted websites to find software that may or may not be what it claims, the App Store was a single unified market for approved, malware-free software to live. As a user, you could download any app in the confidence that it wouldn’t be able to bring harm to your device – and you could do so without providing your credit card details to anyone but Apple.

Apple created and has maintained the safety of its closed platform thanks to its thorough review procedures and guidelines. Every app on the App Store must follow Apple’s rules, which for the most part is widely accepted as a good thing. If an app’s aims are nefarious, it should be rejected by Apple and, hence, not allowed in public view. However, throughout the App Store’s life, there have regularly been controversial app rejections that stirred up the Apple community. Here are a few of those controversies.

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MacBook Pros Updated with Faster Processors, Up to 32 GB RAM, New Keyboards, True Tone Displays, and More

In a press release today, Apple announced updates to its MacBook Pro line of notebook computers. The new models feature faster 8th-generation Intel processors with six cores in the 15-inch model and four cores in the 13-inch model. According to Apple, the 15-inch model is up to 70% faster and the 13-inch model two times faster than earlier models.

The new notebooks also support up to 32 GB of RAM and include a True Tone display and Touch Bar. The 15-inch model can be configured with up to 4 TB of SSD storage, while the 13-inch model is limited to a maximum of 2 TB. The new MacBook Pros feature Apple’s T2 chip, which debuted in the iMac Pro and adds ‘Hey Siri’ support to the Mac.

In the wake of issues with recent-generation MacBook and MacBook Pro keyboards, Apple has also updated the keyboard of the new MacBook Pros to a new, quieter third-generation model. Apple’s website doesn’t address the new keyboard’s performance or whether the issues experienced with earlier models have been resolved. However, according to a story on The Verge:

This new third-generation keyboard wasn’t designed to solve those issues, Apple says. In fact, company representatives strenuously insisted that the keyboard issues have only affected a tiny, tiny fraction of its user base.

In addition to the new notebooks, Apple introduced a leather sleeve for the MacBook Pro that is available in Saddle Brown, Midnight Blue, and Black, which is similar to the leather sleeves available for the MacBook.

The new MacBook Pros are also part of a Back to School promotion that Apple announced today.


How the iPhone and App Store Have Redefined Accessible Software

Everyone acknowledges the societal and technological effects the iPhone has had on the world. In late 2007, Time named the original model its “invention of the year,” and rightfully proclaimed it “the phone that changed phones forever.” Eleven years on, it is genuinely difficult to remember the world before the iPhone existed. Whatever your platform allegiance, there can be no disputing that the first iPhone pioneered the notion that everyone should carry a touchscreen supercomputer with them wherever they go. In hindsight, Steve Jobs wasn’t exaggerating when he boasted Apple would reinvent the phone.

Yet for everything the iPhone has meant to smartphones and to the world, there is a segment of users for which the iPhone has been truly revolutionary: disabled people. For many people with disabilities, myself included, the iPhone was the first accessible smartphone. The device’s multitouch user interface and large (for the time) display represented a total break from the smartphone conventions of the day. An unheralded ramification of this was how accessible these features made the iPhone. For example, the soft keyboard allowed users to compose text messages and emails without struggling with the T9 keyboards that were commonplace at the time. Likewise, the iPhone’s 3.5-inch display was considered large for the day, which made seeing content markedly easier than on the postage stamp-sized displays that dominated cell phones then. It’s a testament to the original iPhone’s greatness that its fundamental components were so solid that they redefined accessible computing, all without being “accessible” in the traditional sense. Its impact is put into greater perspective when you consider the first two versions of iOS (née iPhone OS) didn’t contain discrete accessibility features. The first bunch, VoiceOver, Zoom, and Mono Audio debuted in 2009 with the 3GS.

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Sonos Adds AirPlay 2 Support to Certain Speaker Models

Sonos announced today that it has added AirPlay 2 support to compatible speaker systems. The update allows users to stream audio to the company’s Sonos One, Beam, Playbase, and the second generation Play:5 speakers from iOS apps that support AirPlay 2 and from iTunes on a Mac.

Sonos, which did not support the original AirPlay technology, is the first third-party manufacturer to make AirPlay 2 available to its users. In addition to streaming from iOS devices and Macs, AirPlay 2 will allow Sonos users to incorporate their speakers into multi-room setups that can be managed with Apple’s Home app and controlled with Siri. Sonos speakers that don’t support AirPlay 2 can also be used to stream from Apple devices when paired with an AirPlay 2-compatible Sonos speaker.

The update, which will be free to Sonos customers, can be applied to compatible Sonos speakers using its iOS app.


Affinity Designer Debuts on iPad as a Full-Featured Graphic Design Tool

Nearly one year ago, Serif released Affinity Photo for the iPad as a full-featured photo editing powerhouse. Unlike what companies such as Adobe do, where a Mac app like Photoshop is broken down into less powerful versions on iOS, Affinity Photo was brought to the iPad with no compromises whatsoever. Today, that same philosophy is bringing us Serif’s second major iPad app: Affinity Designer.

Where Affinity Photo focuses on photo editing, Affinity Designer is a vector-based illustration tool. And with full support for the Apple Pencil, iOS 11’s drag and drop, and system technologies like Metal, the app looks like the ultimate portable design studio.

For a limited time, Affinity Designer is available at a launch price of $13.99, 30% off the regular price of $19.99. If this kind of app in any way interests you, it looks like a steal at this price. One important note is that, similar to Affinity Photo, due to the power demanded by Affinity Designer, it’s only available on a select number of iPad models: all iPad Pros, plus the iPad Air 2, and the 5th and 6th generation iPad.


Developers’ Decade-Long Rollercoaster Ride: The Business of Selling Apps on the App Store

The case for native third-party apps on the iPhone was apparent immediately. By creating a device that blends into the background – with functionality entirely driven by software – Apple built a mobile computing platform that could become anything, so long as there was an app to drive the experience. The idea that the iPhone might be limited to a handful of stock Apple apps felt like a horrible waste to developers who were hungry to build their own apps.

When developers arrived in San Francisco for WWDC in 2007, they were eager for news of a native iPhone SDK. Instead, Scott Forstall took the stage and introduced iPhone web apps as Apple’s ‘sweet solution’. It didn’t go over well.

Fortunately, Apple’s flirtation with web apps was short-lived. By the fall of 2007, Steve Jobs confirmed that the company was working on an iPhone SDK for third-party developers, which was released in March 2008.

About four months later, the App Store launched on July 10, 2008, with around 500 apps. Ten years later, the Store offers over 2.1 million. Of course, a lot has happened in between too:

  • 2008: The App Store was launched with roughly 500 free and paid apps and games.
  • 2009: In-App Purchases were added for paid apps, followed by free apps a few months later.
  • 2010: Apple launched its iAd in-app advertising platform.
  • 2013: By its 5th anniversary, the App Store featured over 900,000 apps.
  • 2015: Apple Senior Vice President Phil Schiller took over responsibility for the App Store.
  • 2016: Apple expanded the categories of apps that can use auto-renewing subscriptions, discontinued iAd, and launched a search ads program. Free, time-limited In-App Purchases were also used for the first time to approximate free trials of apps.
  • 2017: Apple redesigned the App Store with daily editorial content.
  • 2018: As of WWDC, the App Store offered over 2.1 million apps and had paid developers over $100 billion in 10 years.

It’s hard to overstate the meteoric growth of the App Store as a marketplace. Over the course of a decade, the App Store’s history has been dominated by rapid growth and constant change that’s been highlighted by spectacular successes, failures, and controversies. Nowhere has that change been more pronounced than the economics of the App Store. It’s a story that has had a profound effect on the way software is sold and how users relate to the apps they use.

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John Giannandrea, Former Google Executive, Is Apple’s Chief of Machine Learning and AI Strategy

Earlier this year The New York Times reported that Apple had made a big new hire: John Giannandrea, at the time Google’s Chief of Search and Artificial Intelligence. Today Giannandrea officially joined the ranks of Apple’s leadership page on Apple.com.

As part of Giannandrea’s employee profile, we learn his official title with Apple: ‘Chief of Machine Learning and AI Strategy.’ He reports directly to Tim Cook and oversees technologies related to Siri and machine learning.

Breaking the news of Giannandrea’s new role, Matthew Panzarino wrote for TechCrunch:

Apple is creating a new AI/ML team that brings together its Core ML and Siri teams under one leader in John Giannandrea.
[…]
The internal structures of the Siri and Core ML teams will remain the same, but they will now answer to Giannandrea. Apple’s internal structure means that the teams will likely remain integrated across the org as they’re wedded to various projects including developer tools, mapping, Core OS and more. ML is everywhere, basically.

The last two years especially, AI and machine learning have been heavy focuses of Apple, particularly on iOS. Giannandrea is a major hire for the company, and while it may take some time for his impact to be seen in user-facing products, bringing together Siri and machine learning teams under this new leader is a key step toward realizing future potential in an area that’s bound to grow more important as time passes.


10 Years of App Store: A Timeline of Changes

It’s hard to remember using an iPhone before the App Store. However, for the first year, the iPhone could only run the handful of apps that Apple created for it. Anything else required using mobile web apps in Safari.1

On March 6, 2008, just nine months after the original iPhone went on sale, Steve Jobs and Scott Forstall announced that Apple would ship an SDK for third-party developers to write applications that could run natively on the iPhone, without the clumsiness inherent in web apps.

After Forstall took some time going through the details of the SDK, Steve Jobs came back on stage to answer a question that had no doubt been circulating the room:

How do you distribute software on a device like the iPhone?

The answer was an App Store.

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A Decade on the App Store: From Day One Through Today

“There’s an app for that” may have been coined as a marketing term in 2009, but in 2018 the phrase is indisputable. With over 2 million apps on the App Store, there is seldom a niche unexplored, and few obvious utilities not rapaciously overindulged. The App Store is a worldwide phenomenon, an enormous entity providing instant access to a treasure trove of software for hundreds of millions of people. Things have come a long way in a decade.

Ten years ago today, the App Store launched with 552 apps, available only on the original iPhone, iPod Touch, and the iPhone 3G (which shipped the day after). The developers of those apps overcame a fascinating set of challenges to secure front row seats in one of the greatest software advents in history. Many of these apps were built into sustainable businesses, and continue in active development today. Even those that didn’t make it are still testaments to their time, effortlessly invoking nostalgia in users who participated in that era.

The early days of the App Store were a journey into the unknown for Apple, third-party developers, and users alike. The economics of the store were entirely unrealized – nobody knew which app ideas would work or how much they could charge for an app. Apple’s processes for approving apps were primitive, their developer documentation was fallow, and they still thought it a good idea to make developers sign a non-disclosure agreement in order to access the SDK (software development kit). For iPhone users, every new app could completely revolutionize their mobile experience, or it could be another icon they never tapped on again.

Despite this uncertainty, developers pushed forward with their ideas, Apple hustled as many apps through approval as it could, and on July 10, 2008, users exploded enthusiastically onto the scene. Within the first year of the App Store, iPhone and iPod Touch owners had already downloaded over 1.5 billion apps. From the beginning it was clear that the App Store would be an unmitigated success.

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