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Posts tagged with "featured"

Apple Watch Series 4: The MacStories Overview

This morning at Apple’s annual September event at the Steve Jobs Theater in Apple Park, Jeff Williams took the stage to announce the Apple Watch Series 4. The new Watch lineup boasts larger and thinner chassis, more than 30% larger displays with rounded corners, a breakthrough ECG sensor, and more.

This is the first major change to the shape of the Watch’s enclosure since the debut of the original Apple Watch, but thankfully Apple has maintained compatibility with existing watch bands. The new models will be sold in 40mm and 44mm varieties, each size 2mm larger than the 38mm and 42mm of previous generations. Stainless steel and aluminum varieties are offered as usual, but it looks like we’ve seen the end of the “Edition” Apple Watch line.

On the software side, the larger Apple Watch models are launching with a swath of new watch faces. Many of these faces take advantage of the new increased screen size by allowing a greater number of complications than we’ve seen on any face before. According to Apple the entire operating system has been revamped to take advantage of the new screen with its curved edges. These changes will ship in watchOS 5 on the new Series 4 Watch. There’s no word yet on whether all or any of the new faces will make appearances on older models of Apple Watch – they have not been included in any watchOS 5 beta builds thus far.

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HomePod 12.0 Coming Next Week with Support for Multiple Timers, Phone Calls, and More

In closing its event at the Steve Jobs Theater today, Apple announced that next Monday it will launch the latest software update to HomePod, version 12.0. The headline feature is multiple timers, a missing function often derided at HomePod’s launch, and it’s joined by the ability to make and receive phone calls, perform Siri song requests with lyrics alone, and rounding things out, support for Find My iPhone and new languages.

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Compiling and Exporting Chapters for My iOS 12 Review with Drafts 5

Back in June, I wrote on MacStories that I was evaluating whether Drafts 5 could replace Editorial for my Markdown automation and become the app I use to write my annual iOS review. Putting together these longform pieces involves a lot of writing, editing, and navigating between different sections; the more I can automate these tasks, the more time I can spend doing what actually matters for the review – testing the new version of iOS and ensuring the review is up to my standards.

Once I started looking into Drafts 5, I realized I could take advantage of its JavaScript automation engine to build a custom action that would compile the latest version of my iOS review draft and back it up to multiple locations as a single Markdown (.md) text file.

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Three Years of Club MacStories

When I introduced Club MacStories three years ago, I had no idea our crazy plan for a members-only newsletter would eventually grow into a key component of MacStories that now makes up for roughly half of its annual revenue. I remember reading a final version of my announcement post and telling my girlfriend we’d be lucky to hit 100 members in the first month. It took less than 30 minutes to surpass that number after the announcement went live. I couldn’t be more grateful to all the readers who signed up, keep reading Club MacStories to this day, and spread the word among their friends and family.

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Getting Behind the Mac as a Productivity-First Platform

Apple’s recent Behind the Mac series is one of my favorite marketing campaigns of late. I find the visual of people sitting behind their Macs so romantic and nostalgic. It’s a sight that’s ever-present whenever I spend time in a coffee shop, and the series’ tagline, “Make something wonderful behind the Mac,” causes me to now wonder in public: what are these people making as they sit behind the iconic Apple logo’s glow?

Following WWDC earlier this year, I shared that one of the things I least expected from the conference was that it would get me excited about the Mac. I’ve been iOS-first for three years now, with no regrets whatsoever. During that time, while the Mac has received incremental improvements, its growth has lagged significantly behind iOS and the iPad. While I never expected the same level of innovation on macOS that iOS received – since the Mac didn’t need as much work, frankly – it was frustrating to constantly see iOS score new apps and technologies before the Mac.

It has long seemed to me like the Mac was on its way to an eventual death. But WWDC breathed new life into the platform, with Apple doubling down on the Mac’s strengths as a productivity tool, and the prospect of ported iOS apps starting next year. Each of these changes will bring, I believe, genuine excitement back to the platform.

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The History of Aperture

For years, iLife defined the Mac experience, or at the very least, its marketing. An iMac or MacBook wasn’t a mere computer; it was a tool for enjoying your music, managing your photos, creating your own songs, editing your home videos, and more.

iLife was brilliant because it was approachable. Programs like iTunes, iPhoto, iMovie, iDVD, and GarageBand were so simple that anyone could just open them from the Dock and get started creating.1

Of course, not everyone’s needs were met by the iLife applications. iMovie users could upgrade to Final Cut, while Logic was there waiting for GarageBand users. And for those needing more than what iPhoto could provide, Apple offered Aperture.

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Apple Books: A Love Letter to Readers

When iOS 12 launches this fall, it will introduce a newly redesigned iBooks app simply named Books. Though the reading experience in Books is largely the same as before, the rest of the app is drastically different, offering the biggest app redesign on iOS since last year’s App Store.

Modern design is a clear centerpiece of Books, but the app also includes new features, big and small, that make it feel all-new. From tools that borrow from Goodreads, to more robust collections, to dark mode, and much more. There’s a lot to explore here, so let’s dive in.

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App Preservation: Saving the App Store’s History

The App Store had just turned one when, sometime in the summer of 2009, concept artist and game developer Zach Gage published a preview video for an iPhone game he had been working on. The game was based on a simple premise: Gage’s girlfriend liked playing Tetris for iPhone, which he thought was a rushed adaptation of the console game that didn’t take advantage of the iPhone’s unique hardware. “I just looked at it”, Gage told me in an interview on our podcast AppStories, “and I thought – I can make a better game than this”. So, in his spare time between different projects, he got to work.

The game, which launched in fall 2009, was called Unify. On his website, Gage described it as “Touch-Tetris for both sides of the brain”. In Unify you can see traits that would define Gage’s later work on the App Store: the game takes a well-known concept and adds a twist to it – blocks come in from both sides of the screen rather than falling from the top as in classic Tetris. Graphics are minimal, but instantly recognizable and somewhat cute in their simplicity. Unify is entirely controlled via touch, eschewing any kind of console-like onscreen controls. “I was trying to imagine what Tetris would look like as a game designed for multitouch”, Gage added. “And that kind of got me hooked. After that, I just kept making games”.

Unify has all the elements for an ideal App Store origin story: a basic preview video uploaded to Vimeo 9 years ago, before YouTube became the de-facto standard for videogame trailers; an independent artist and game developer who, years later, would win awards for innovation in mobile gaming; a funny backstory that stems from big publishers’ inability to adapt console games to touchscreens a decade ago.

You’d think that Unify would make for the perfect case study in app development and mobile creativity, if only for historic purposes. Except that Unify is gone from the App Store, as if it never existed in the first place.

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Game On: A Decade of iOS Gaming

Nowhere has the App Store’s impact been more profound than the game industry. Roughly one-third of the 500 initial apps that debuted on the App Store were games. The percentage of games on the App Store has risen over the past 10 years, but not by much. By some estimates, between 35 and 40 percent of the App Store’s apps are games today. What has changed is the size of the Store. With over 2.1 million apps currently available for download, that means around 800,000 are games.

Mobile gaming has become the primary driver of growth in the game industry over the past several years. According to a recent report by Newzoo, the mobile game industry, in which iOS plays a central role, will be a $100 billion market in just three years time.

The success of games on iOS parallels the phenomenal success of the iPhone and App Store. The iPhone’s hardware played a significant role with its novel design that provided game developers with the flexibility to experiment. Just as important, though, was the advent of In-App Purchases. Games, like other apps, were originally free or paid. When In-App Purchases came along, a whole category of games that offered in-app, paid consumables, level packs, and other digital goods was born that has been wildly successful for many game developers.

Now, free-to-play games with In-App Purchases dominate the top grossing charts and a relatively small cadre of games soak up the majority of money spent on the App Store, making it harder than ever to succeed as a game developer on the App Store. It’s a familiar story faced by app and game developer alike. Notwithstanding the stiff competition in the games category though, the mobile game market’s sheer size has allowed creative, independent game developers to find ways to succeed on the App Store.

Perhaps most exciting of all though, the success of mobile games has led to an enormous influx of people into gaming who would never have considered themselves gamers. That creates a tremendous opportunity for Apple and game developers which has become all the more interesting as the constraints of early iOS devices have been replaced by hardware that approaches the capability of game consoles. Mobile games stand at a pivotal moment in time that has the potential to upend preconceptions about the distinction between mobile and other video games, but to understand what the future might hold, it’s instructive to start by looking at the past 10 years.

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