Harry Potter: Wizards Unite AR Game Launches on iOS

It was the summer of 2016 when Pokémon GO took the world by storm, and now, almost exactly three years to the day later, there’s a new AR game trying to capture the same magic. Harry Potter: Wizards Unite launched today in the US, UK, and select other countries from the same studio behind Pokémon GO, Niantic.

At the core of Wizards Unite is the same AR-based system employed in Pokémon GO, whereby you can explore a digital world that’s mapped to the real world around you, where different real-life locations are mapped to in-game hot spots for engaging with certain game elements. Special locations in the game, such as fortresses, are designed for teams of players to conquer together; combined with the AR world exploration mechanic, this encourages strong community engagement in the game. If Wizards Unite takes off in any way like Pokémon GO, expect to see bands of players roaming the streets with their phones at the ready.

Chronologically, Wizards Unite takes place following the original seven book Harry Potter series but still includes many of those original characters. In the game’s tutorial, for example, a slightly aged Harry Potter, now working as an auror, instructs you regarding a crisis the Ministry of Magic is currently facing that needs your assistance. This sort of tight integration with the world and characters Harry Potter fans know and love, combined with the community-centric element found in games like Pokémon GO, could make Wizards Unite a really special experience for anyone who loves J.K. Rowling’s wizarding world. As one of those people myself, even though I never got into Pokémon GO, I’m excited to spend some quality time trying out Wizards Unite.

You can download Harry Potter: Wizards Unite on the App Store now.


Connected, Episode 248: There Will Be Consequences

Federico and Stephen are joined by David Sparks to talk about the state of Apple’s current betas, the updated Files and Shortcuts apps and the ever-growing system of rules that form Connected’s drafts.

On this week’s episode of Connected, we had a great conversation with David Sparks about some of the key improvements coming to iOS and iPadOS later this year. You can listen below (and find the show notes here).

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Connected, Episode 248

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Apple to Revise Mojave’s Catalyst Apps in macOS Catalina

When Apple launched macOS Mojave last year, it included four built-in apps that had been ported from the iPad using what we now know as Project Catalyst. Home, Voice Memos, News, and Stocks have been regularly criticized for not being very Mac-like, and some users assumed they would be updated in the forthcoming macOS Catalina, since it includes a newer, more feature-rich version of Catalyst that’s powering new apps like Podcasts, which does feel more Mac-like.

However, until now there’s been no sign of Apple giving its first wave of Catalyst apps a second pass. They haven’t changed in the first two developer betas of Catalina, and Apple’s software chief Craig Federighi, in our interview with him on AppStories, diverted blame for those apps from the Catalyst technology on to intentional design decisions Apple’s team had made.

While Federighi still stands by that message, he also, in a new interview with Jason Hiner at CNET, has shared that Home, Voice Memos, News, and Stocks will in fact be getting updated in Catalina.

Craig Federighi confirmed that the four iOS apps for Mac released last year will get major updates based on the new technology in Project Catalyst. But he also revealed that the apps will get new designs to make them more Mac-like.
[…]
“We’ve looked at the design and features of some of those apps and said we can make this a bit more of a Mac experience through changes that are independent of the use of Catalyst, but are just design team decisions,” Federighi said. “When I read some of the initial reviews of those apps, people were saying, ‘Obviously this technology is causing them to do things that don’t feel Mac-like.’ Honestly, 90% of those were just decisions that designers made … People took that as ‘this feels iOS-y’ and therefore they thought it was a technology thing. Actually, it was a designer preference. So part of the upgrade is we said we’ve got to co-evolve with our user base around the aesthetics of the Mac experience. And so we made some adjustments to the apps.”

It’s unclear how extensive changes will be, or if they will bring new functionality where it’s currently missing – such as the ability to open News articles in separate windows – but Federighi told CNET these upgraded Mojave apps will be available in the public beta of Catalina. If that means the first public beta, we should expect to see them next month.

WWDC this year clearly demonstrated that Apple listens to feedback from the broader community of users, so it makes sense that the company would give its Mojave apps a second pass. As long as they exist in their current form, they’ll be used as a punching bag to denigrate the merits of Catalyst. But if the updated apps truly do offer a better Mac experience, then combined with the new Podcasts app they’ll make a strong case for developers to get on board bringing their own iPad apps to the Mac.

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Apple Stores Showing Signs of Change Under Deirdre O’Brien’s Leadership

Michael Steeber reports for 9to5Mac on some interesting developments he’s observed in certain Apple Stores recently:

Apple is evolving its in-store shopping experience with signage and display fixtures that remove ambiguity and encourage increased hands-on interaction with products. New designs that have been spotted in multiple locations reflect the changing requirements of busy stores and appear to address common customer needs.

He mentions things like signs indicating checkout zones, a new table guide spelling out differences between iPhone XR, XS, and XS Max, and more customer-friendly Watch displays.

The new retail design language Apple began rolling out in 2015 brought visual simplicity by deemphasizing signage, logos, and extraneous store fixtures. While more aesthetically pleasing, some customers have found contemporary stores challenging to navigate. These new fixtures and signs show that Apple is willing to fine-tune the balance between appearance and function.

Normally these changes might go overlooked, particularly since they’re currently only in a handful of stores, but they’re noteworthy for reasons of timing. Apple’s former head of retail, Angela Ahrendts, was recently succeeded by Deirdre O’Brien, and while all signs point to Ahrendts’ departure being amicable, one common complaint regarding her tenure is that Apple Stores became less functional shopping places despite growing unquestionably more beautiful and lavish in design. These few scattered signs of change spotted by Steeber indicate an early priority shift coming from Apple’s new SVP of Retail.

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Nintendo Announces Dr. Mario World Coming to iOS July 10

Today Nintendo announced its latest mobile venture coming to iPhone and iPad: Dr. Mario World, which is available to pre-order now and will launch July 10th.

Dr. Mario World is a match 3-style game in the vein of Candy Crush, whereby you try to match your limited quantity of colored capsules with the various virus creatures on-screen to clear the game board. Fitting the Mario theme, the board in each stage will feature not just viruses, but also fan favorite power-ups such as a red shell or bomb that can knock out more viruses at once when activated. Based on early details, the game appears to stray very little from the classic match 3 formula, complete with hearts that determine whether you can start a stage, and diamonds that enable things like extending your turns. Match 3 games are a guilty pleasure for me, and I love Nintendo, so while some may prefer more originality, I’m excited to try a Mario-themed spin on a classic game mechanic.

When Dr. Mario World launches, it will be a free download with optional In-App Purchases for things like diamonds – a common business model for this type of game. There will be five worlds at launch, consisting of a variety of stages, and more worlds will be added over time. And following the tradition of other Nintendo titles such as Super Mario Run, gameplay will require a persistent Internet connection.

You can pre-order Dr. Mario World now.


I Won’t Sit Down: Songwriting with Frank Turner (Part 1)

In the fall of 2013, I sat in the first row balcony of The Vic theater on Chicago’s north side. I was there to see Frank Turner and the Sleeping Souls for the first time. Can you see me stage left in the baseball cap?

Today, we published the latest interview of Dialog Season 1 featuring musician and songwriter Frank Turner.

You can find the episode here or listen through the Dialog web player below.

There’s something about Turner’s songs that grabbed hold of me in 2013 and has brought me back to several live shows since. Aside from Turner’s music, which I love, part of the draw was his abrupt break with his musical past. I found Turner’s jump from post-hardcore band Million Dead to a folk-inspired, acoustic guitar-based solo career inspiring as I contemplated a career departure myself.

There’s also something in Turner’s autobiographical, personal style of songwriting that connects with listeners and transcends differences in their experiences, which I find intriguing. It reminds me of the discussion Federico and I had in episode 1 about writing personal stories. Those are often the hardest stories to write, but they can also be the most rewarding when, despite different backgrounds, others draw something useful from them. In today’s episode, we explore that aspect of Turner’s music, his relationship with fans, and the interpretation of his lyrics.

We also trace Turner’s early years of constant touring and how he’s managed to find the time to write new songs and books while on tour. We talk about social media’s dual nature as a useful tool and destructive force in society too; a topic that has become a common theme among Dialog guests. Finally, we touch on the evolving music industry and how it’s affected Turner’s career as a musician.

Photo Credit: Nicole C. Kibert

Photo Credit: Nicole C. Kibert

The title of the episode is drawn from Turner’s song Photosynthesis:

I won’t sit down,
And I won’t shut up,
And most of all I will not grow up.

The lyrics reflect a stubborn defiance of authority and expectations combined with a restless energy that I think captures Turner’s musical career and the mindset of many of the other writers we have already interviewed and will interview soon.

I hope you enjoy the interview. When we sat down to plan Dialog, Frank Turner was precisely the sort of guest I had in mind: someone working in a creative field affected by many of the same technological issues other writers face, but with a unique perspective on them. Be sure to check out the show notes for the episode to learn more about Turner and his music, and stay tuned for the conclusion of our interview next Tuesday.

Also, we’d appreciate it if you would rate Dialog in Apple Podcasts, recommend it in Overcast, or simply tell a friend about it.


AppStories, Episode 116 – Notes in iOS 13 and macOS Catalina

On this week’s episode of AppStories, we start a series of episodes on the new and updated apps coming to iOS and macOS Catalina in the fall starting with Notes.

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AppStories Episode 116 - Notes in iOS 13 and macOS Catalina

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Connected, Episode 247: You Never Want the Egg

With the dust settling from WWDC, the boys go through Apple’s major platforms and talk about what they are excited about seeing in these releases.

On last week’s episode of Connected, we went over our favorite announcements from WWDC. You can listen below (and find the show notes here).

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Connected, Episode 247

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Adobe Previews New iPad Drawing and Painting App, Fresco

Last year around the time Adobe began detailing its forthcoming Photoshop for iPad, the company also shared word of another iPad app it was working on, then called Project Gemini. Today in a blog post, Scott Belsky of Adobe announced Adobe Fresco as the official name of the new drawing and painting app, and detailed one of the features that will make the new app special:

The result is Live Brushes, which use the artificial intelligence of Adobe Sensei to recreate the behavior of oils and watercolors in an amazingly lifelike way. When you paint with a watercolor Live Brush, you’ll see the color bloom into adjacent areas of the paper. Use red and yellow next to each other and they’ll naturally blend into orange at the border. You can even recreate painting with water to dilute some colors and encourage tints to mix.

With an oil Live Brush, you can slather on a thick coat of paint and see the ridges and brush strokes that give the painting dimension. And you can mix different oil colors together to create a varied swirl of color that no digital color wheel could ever provide.

Live Brushes can be seen in action in the video embedded below. Adobe’s aim with Fresco is to provide a tool that scales well in serving users who want a simple drawing tool to those who need the power of features like layers, masking, brush creation, and more. While it’s expected that Creative Cloud subscribers will receive full access to Fresco’s full feature set, Adobe seems to be considering its full spectrum of target users when it comes to pricing. In today’s announcement Belsky notes “anyone with the right hardware will be able to draw and paint in Fresco for free.”

No update was given on Fresco’s release date, other than that it remains “later this year.” With iPadOS 13, Fresco, Photoshop, and the iPad app improvements that are hopefully to come alongside Catalyst projects, it’s going to be an exciting end of the year for iPad.

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