Apple’s App Store Cleanup Now Underway

Sarah Perez, writing for TechCrunch, on Apple’s previously announced App Store cleanup:

Earlier this year, Apple promised it would clean up its iOS App Store by removing outdated, abandoned apps, including those that no longer meet current guidelines or don’t function as intended. That great App Store purge now appears to be underway, according to new data from app intelligence firm Sensor Tower. The company found that app removals increased by 238 percent in October 2016, with mobile games seeing the most deletions.

And:

That seems to have changed in October, when 47,300 apps were removed from the App Store, Sensor Tower discovered.

And while it’s true that Apple does delete apps on a regular basis, this figure is around 3.4 times higher than the monthly average of 14,000 for the months of January through September. (See chart below).

I long wondered if Apple would provide alternative ways for developers to preserve their old games for posterity. The answer, sadly, is much simpler: if you don’t update your app, it’ll be removed. I’m afraid we’re going to lose some historic App Store titles because of this, but I also see why it’s good for the average customer and the right thing to do at this point.

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More from Jony Ive on Designed by Apple in California

Jony Ive was interviewed by design website Wallpaper about Designed by Apple in California, an Apple-published book of photography that documents twenty years of product design and manufacturing. Apple is known for its singular focus on the future and, during Steve Jobs’ tenure, its disdain for dwelling on the past. That has begun to change in recent years with things like its 40 Years in 40 Seconds video and its tribute to past laptops at the MacBook Pro event last month. Even so, Apple’s announcement of an expensive book about its own products caught some off guard. In response to Wallpaper, Ive addressed why Apple created Designed by Apple in California:

Sometimes if we are struggling with a particular issue then that gives us reason to go back and look at the way we have solved problems in the past. But because we’ve been so consumed by our current and future work we came to realise we didn’t have a catalogue of the physical products. So about eight years ago we felt an obligation to address this and build an objective archive.

Beyond chronicling the design of Apple’s past products, Ive explains that Apple wants to illuminate the connection between designing and making a product and provide a resource for design students:

One of the things we wanted to do was try and explain as clearly as we can – through photography – how you transform a raw material into a product that you recognise and hopefully use as a daily tool…. We feel that more than ever there has been a disconnect between designing and making and really, you can’t disconnect them. In the 90s, as manufacturing was outsourced, this chasm developed between where something was made and where it was designed. But designing and making are inseparable if you want the ultimate product to have integrity. Another key point is that the book is being sent to all the major design colleges in the world. We are keen to get it into the hands of young people who are studying design disciplines. It’s very important that it’s an educational resource as well.

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The In-Between Macs

The current MacBook Pro line is a little bit of a mess. Even after brushing aside the last-generation machines that are still for sale, the current offerings are confusing. Both 15-inch models come with the Touch Bar, but only two of the three 13-inch models offered do.

That $1,499 non-Touch-Bar-but-still-in-the-new-skinny-case 13-inch MacBook Pro is what I’m typing on right now. It’s a great little laptop. The screen is gorgeous, battery life is great and it’s more than fast enough for what I need when I’m not in front of my 5K iMac.

It’s a weird machine, though. I’m sure Apple left the Touch Bar — and two Thunderbolt 3 ports — out solely to hit the price point, which is already higher than the model it replaces.

My guess is that this MacBook Pro will either drop in price or be replaced in the future as the Touch Bar trickles down.

Until then, it’s in the ranks of some other modern-era Macs that were caught between other products or different eras of hardware design. Let’s look at some other examples.

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Twitter Announces New Steps to Combat Abuse

Twitter announced steps it has taken to curb abuse on its service. The first is an extension of the mute feature. The ability to mute an account has been available for a long time, but Twitter is adding the ability to mute keywords, phrases, and conversations in notifications. The feature will begin rolling out world-wide to all users ‘in the coming days.’

With respect to reporting abuse, Twitter says:

Our hateful conduct policy prohibits specific conduct that targets people on the basis of race, ethnicity, national origin, sexual orientation, gender, gender identity, religious affiliation, age, disability, or disease. Today we’re giving you a more direct way to report this type of conduct for yourself, or for others, whenever you see it happening. This will improve our ability to process these reports, which helps reduce the burden on the person experiencing the abuse, and helps to strengthen a culture of collective support on Twitter.

Finally on enforcement, Twitter reports that it has retrained its support teams, is instituting refresher training, and has introduced new internal tools and systems for combating abuse.

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Jony Ive Discusses Apple’s Design Process and New Book

Earlier today, Apple announced Designed by Apple in California, a coffee table book featuring photography of its products and design process that goes on sale tomorrow. In connection with announcement, Jony Ive was interviewed by Japanese design website Casa Brutus. Ive describes the motivation behind the creation of Designed by Apple in California, but also has a lot to say about Apple’s design process. My favorite part is at the beginning of the video where Ive describes how his team nurtures ideas:

One of the things that we’ve learned is the importance of listening. Because as we all know, the very best ideas can very often come from the quietest voice. Ideas are extremely fragile. Ideas are not predictable in terms of when you’ll have them and how many you are going to have. And so over the years, we’ve really created at team and an environment that I think really increases the probability of good ideas and when they actually arrive I think nurtures them.

As Ive speaks, the video shows designers at work in Apple’s studio creating prototypes of Macs, iPhones, and other items. If you are interested in design or the creative process in general, this is a must-watch video.


Super Mario Run Launching on December 15

With a press release issued this morning, Nintendo has announced that Super Mario Run – the company’s first Mario game for iOS devices revealed at Apple’s September event – will be released in one month, on December 15.

From the press release:

The first-ever mobile game featuring the most iconic video game hero of all time goes on sale for iPhone and iPad on Dec. 15 in United States time zones. Super Mario Run can be downloaded from the App Store at no cost, and players can try elements of the game’s three modes for free.

“The wait is almost over for a Super Mario game that can be played on mobile devices,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Developed under the direction of Mario creator Shigeru Miyamoto,Super Mario Run brings a new take on the series’ beloved action-platforming gameplay to iPhone and iPad for the first time.”

Super Mario Run will be available in 151 countries next month, and it’ll be a free download from the App Store. A single $9.99 In-App Purchase will unlock all three game modes, which we previously detailed in our overview of Super Mario Run.

Super Mario Run will be modeled after the tradition of “endless runner” games for iOS that can be controlled with one hand by tapping on the screen to make Mario jump.

Update: You can watch a new gameplay video of Super Mario Run below.


Designed by Apple in California, a Photographic History of Apple Design to Be Released November 16th

In a press release, Apple announced the release of a hardbound book, Designed by Apple in California, documenting twenty years of Apple design work. The book is dedicated to the memory of Steve Jobs. According to Jony Ive:

“The idea of genuinely trying to make something great for humanity was Steve’s motivation from the beginning, and it remains both our ideal and our goal as Apple looks to the future,” said Jony Ive, Apple’s chief design officer. “This archive is intended to be a gentle gathering of many of the products the team has designed over the years. We hope it brings some understanding to how and why they exist, while serving as a resource for students of all design disciplines.”

Designed by Apple in California includes 450 beautiful photographs of Apple products past and present by photographer Andrew Zuckerman and will go on sale at Apple.com and select Apple Stores on November 16, 2016. Apple’s press release provides further detail on the production of Designed by Apple in California:

“Designed by Apple in California” is available in two sizes and printed on specially milled, custom-dyed paper with gilded matte silver edges, using eight color separations and low-ghost ink. This linen-bound, hardcover volume was developed over an eight-year period.

The smaller version of the book (10.20” x 12.75”) will cost $199 and the larger version (13” x 16.25”) $299.

The price is steep, but the photographs are undeniably gorgeous. Here’s a selection of photos shared by Apple.


Dissecting the Most Profitable iMessage Apps

Ariel Michaeli, writing on the appFigures blog:

When it comes to making money, users seem to be fine with paid apps. Unlike the iOS App Store, on the iMessage App Store only 7% of top grossing apps are free(mium). That’s just 13 apps!!!

The remaining 93% of apps (187, to be precise) cost between $0.99 and $4.99, with the majority (61%) having a price of $0.99 and 36% having a price of $1.99. The remaining 4 apps split between the other price tiers.

Monetizing upfront is great for developers because it’s simple and easy to implement, but it’s also a sign of a store that isn’t mature. If the iMessage App Store matures similarly to the iOS App Store—which is likely considering it’s the same audience and device—we’ll see a strong shift towards freemium. For now, developers should make the most out of it.

Speaking from personal experience, the iMessage App Store’s top charts are a constant source of discovery for new paid sticker packs from indie artists. These first numbers from September seem to be holding up so far.

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Take the Touch Bar For a Spin on Any Mac

Daniel Jalkut’s Red Sweater Software released a free Touch Bar simulator for the Mac. The app, Touché, generates a floating Touch Bar simulator on your Mac’s screen. Touché requires macOS 10.12.1 or later, but there’s a catch. Not all builds of 10.12.1 support the Touch Bar. If you download Touché and it tells you you need a more current version of Sierra, click the ‘More Info’ button to get a link to a version of macOS that works with Touché.

Although clicking a simulated Touch Bar is not the same experience as the real thing, I found it interesting to see what tools were available in Apple’s built-in apps like Pages, Numbers, and GarageBand and imagine what using the Touch Bar is like.

Touché is available from Red Sweater’s website as a free download.

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