Apple Music Buys ‘Carpool Karaoke’ TV Series

Cynthia Littleton writing for Variety:

Apple has emerged as the surprise buyer of the unscripted TV series based on the “Carpool Karaoke” segment of CBS’ “The Late Late Show with James Corden.”

The tech giant’s Apple Music service will distribute the series to its members in 100 countries worldwide. Apple sees the show as a natural vehicle to drive online activity for its streaming-music venture.

This is not Apple’s first foray into original video content, and at this point it is quite clear that Apple is actively exploring the idea. For now at least, most of the focus (including today’s announcement of Carpool Karaoke) has been on video content that can be part of Apple Music, but if these early projects go well it’s likely that we’ll see Apple’s video ambitions expand in scope and scale. In the last year Apple has reportedly approved a scripted series from Dr. Dre, launched a music docu-series from Vice, partnered to produce the ‘Planet of the Apps’ reality competition series, and exclusively streamed a Taylor Swift concert from her 1989 world tour.

“We love music, and ‘Carpool Karaoke’ celebrates it in a fun and unique way that is a hit with audiences of all ages,” said Eddy Cue, Apple’s senior vice president of Internet software and services. “It’s a perfect fit for Apple Music — bringing subscribers exclusive access to their favorite artists and celebrities who come along for the ride.”

It should be noted that James Corden, who has hosted the Carpool Karaoke segments as part of ‘The Late Late Show’ will not be hosting these standalone episodes of Carpool Karaoke for Apple - though he will be an executive producer. The new host and premiere date has not yet been announced, but Variety reports that production is expected to begin soon. Apple has licensed 16 episodes of Carpool Karaoke and they will air the episodes weekly to members of Apple Music in over 100 countries.

Permalink


Apple Q3 2016 Results: $42.4 Billion Revenue, 40 Million iPhones, 10 Million iPads Sold

Apple has just published their financial results for Q3 2016, which covered the three months from April to June 2015. The company posted revenue of $42.4 billion. The company sold 10 million iPads, 40 million iPhones, and 4 million Macs, earning a quarterly net profit of $7.8 billion.

“We are pleased to report third quarter results that reflect stronger customer demand and business performance than we anticipated at the start of the quarter,” said Tim Cook, Apple’s CEO. “We had a very successful launch of iPhone SE and we’re thrilled by customers’ and developers’ response to software and services we previewed at WWDC in June.”

“Our Services business grew 19 percent year-over-year and App Store revenue was the highest ever, as our installed base continued to grow and transacting customers hit an all-time record,” said Luca Maestri, Apple’s CFO. “We returned over $13 billion to investors through share repurchases and dividends, and we have now completed almost $177 billion of our $250 billion capital return program.”

Read more


Google Tweaks the Design of Maps and Adds Areas of Interest

Google Maps is on the move. Just last week, Google added enhanced crowdsourcing features to Google Maps making it easier for users to edit map locations and add richer information about them. Now, Google has updated the design of its iOS, Android, and web apps to make them easier to explore visually too.

Downtown San Francisco before and after.

Downtown San Francisco before and after.

The goal of the Google Maps update was to create a less cluttered look:

… as part of this update, we’ve removed elements that aren’t absolutely required (like road outlines). The result is a cleaner look that makes it easier to see helpful and actionable information like traffic and transit.

Google also modified the typography and color scheme of Maps to make it easier to identify different map elements.

The update to Google Maps includes an all-new feature as well – areas of interest, which are shaded orange. The shading, which is determined algorithmically and by humans makes it easy to spot areas where you may want to zoom in to browse points of interest.

I like the design changes that Google has made. In the before and after screenshots of downtown San Francisco above, the neighborhood names and other points of interest are much more legible than they were previously, which should make it easier to use Google Maps to explore and navigate new places.

Permalink

New Video Policies for iOS

Jer Noble on the WebKit blog:

Since before your sun burned hot in space and before your race was born, Safari on iOS has required a user gesture to play media in a <video> or <audio> element. When Safari first supported <video> in iPhoneOS 3, media data loaded only when the user interacted with the page. But with the goal of returning more control over media playback to web developers, we relaxed this restriction in iOS 8: Safari began honoring the preload="metadata" attribute, allowing <video> and <audio> elements to load enough media data to determine that media’s size, duration, and available tracks. For Safari in iOS 10, we are further relaxing this user gesture requirement for silent <video> elements.

There are a few new <video> policies in iOS 10, and the WebKit blog goes into great technical detail about what they all are. But for most users, there will be two main changes that you’ll notice in iOS 10. The first is that iOS 10 will now support the ability to play videos automatically if they are silent. For example, some websites have a silent video background (e.g. The Life of Pi movie website), and others use it as an alternative to displaying GIFs. In iOS 10 these will be able to play automatically without a user interacting with it. It is important to note that this feature of automatic playback will only be triggered if a video has no audio tracks or is muted.

The second change is that on the iPhone, user-triggered video will not automatically enter full screen mode. Instead, videos will play inline, just as they do currently on the iPad and on Android. Full screen mode is still available, but a user will have to trigger that manually.

These may seem like small tweaks, but they are notable improvements to the video experience on Safari for iOS. The first brings the iPad and iPhone one step closer to the Mac/PC web experience, whilst the second is a recognition that iPhones have become large enough and powerful enough that it is entirely feasible that users may wish to view videos inline and continue browsing the webpage that has embedded the video.

Permalink

Teeter Review: A Beautiful, Challenging Momentum Puzzler

In the broadest sense, I feel like there are two categories of games: quick fixes and time sinks. The former, built on the foundation of quick-to-play casual hits like Paper Toss and Angry Birds, dominate the market. With the latter, including games like Infinity Blade or Bastion, the time it requires to complete the story lends itself to a more tradional gaming market. Both have their place, of course, but short, level-based games often translate into a more universal and better mobile experience.

A quick game of Teeter can be about as short as they come. If you play the game right, you’ll get through a level in a couple of seconds. The problem, however, is that each of Teeter’s levels is immensely challenging, which makes it really difficult to advance. Despite failing levels hundreds of times, I’ve stuck with Teeter for its whimsy, level design, and overall gameplay.

Read more


Game Day: Nanuleu

Nanuleu by Selva Interactive is an excellent new tower-defense strategy game reminiscent of Rymdkapsel. I’ve been a fan of tower-defense games since the original Fieldrunners game launched on iOS just a couple months after the App Store opened. Nanuleu is a less frenetic, more laid-back take on that classic style with many of its own distinctive elements.

Nanuleu is played from an isometric perspective on a procedurally generated map that makes each game you play unique. There are three modes, Apprentice, Warrior, and Sage, each of which is progressively more difficult to complete.

Each Nanuleu map is procedurally generated.

Each Nanuleu map is procedurally generated.

You start each game with a life tree at the center of the map and resources that you can spend to expand your territory across the map. Tapping on the squares on the map that are adjacent to territory you already control gives you the option to plant certain types of trees or simply expand your network of roots. Water, mineral, and life trees can only be planted on squares with corresponding colored symbols and require more resources than simply laying down roots.

Five types of trees are connected by a root system.

Five types of trees are connected by a root system.

After a while, enemies start attacking from different spots along the edges of the map. Planting protector, and later, war trees helps defend your trees against the enemy. As you expand your network of water, mineral, and life trees, resources accumulate faster, but you need to spend your resources carefully to defend your territory. If the enemies start taking out trees, especially those that produce resources, your territory begins to shrink. Vanquish all the enemies and you win the round. If the enemies get the upper hand and overtake your last life tree, you lose.

It’s easy to understand why Nanuleu won an award at the 2015 Indie Game Maker Contest and has already made a best of 2016 list just over a week since its release. The game combines great visuals and sound with simple, but challenging, gameplay. Nanuleu games are not short. Most of the games I’ve played have lasted 20-30 minutes, but time flies because it’s easy to get absorbed in the action. If you enjoy tower defense and real-time strategy games, Nanuleu is worth checking out.

Nanuleu is available on the App Store for $2.99.


Pokémon GO is Big, Really Big

It’s not a surprise that Pokémon GO is a huge hit. All you need to do is walk around any major city or look at the photos of people mobbing spaces like New York’s Central Park to get a sense for just how big the game is. But, today Apple confirmed to The Loop that Pokémon GO is just as big, and perhaps even bigger, than people thought:

Apple told me today that the game has set a new App Store record with more downloads in its first week than any other app in history. That is impressive.

Even more impressive is that for that first week, Pokémon GO was only available in the US, Australia, and New Zealand.

There have been a lot of big games on the App Store. Angry Birds, Clash of Clans, and Candy Crush come immediately to mind, but Pokémon GO feels different. Pokémon GO has captivated the world in a way that no one has seen before. It’s easy to dismiss the game as a waste of time and productivity, but that’s short-sighted. Sure, Pokémon GO is just a game, but it’s a game that has gotten people outdoors and brought them together with other Pokémon players – and there’s nothing wrong with that.

Permalink

Canvas, Episode 15: Task Management, Part 1

This week Fraser and Federico take a pass at task management on iOS. This is another area of productivity where iOS is very well served for options.

In this week’s Canvas, we’ve started a new mini-series on task managers for iOS. We’ve taken a look at Todoist (with some details on why and how I’ve been using it again) as well as Apple’s Reminders app.

We have lots more in store, and you can listen to the episode here.

Permalink