Posts tagged with "iPhone"

Apple Announces September 9 Awe Dropping Event

Today, Apple announced that it will host an event entitled “Awe Dropping” on September 9, 2025, at 10:00 AM Pacific Time. The company is expected to announce the iPhone 17 line, including the new iPhone 17 Air, alongside new Apple Watches and potentially AirPods Pro.

The event will be streamed live globally on Apple’s Events page as well as on YouTube and in the Apple TV app. Some members of the media were invited to watch the event in person at the Steve Jobs Theater at Apple Park.

The MacStories team will be covering all the details of the event, so stay tuned and get ready for September 9.


Tot 2.0: A Thoughtful Extension of an Already Elegant Note-Taking App

Late yesterday, The Iconfactory released 2.0 updates to Tot for macOS, Tot Pocket for iOS and iPadOS, and Tot Mini for watchOS. The apps, which The Iconfactory describes as tiny text companions, include a handful of big new features that span all three versions, along with other updates and fixes that are unique to each platform.

What hasn’t changed is Tot’s incredible design and reliable performance across all platforms. The app showcases some of The Iconfactory’s best app design work, which Federico described in his review of version 1.0:

Tot’s colored dots serve the dual purpose of being spatial navigation tool and context indicators. You can navigate across documents in the app with a quick swipe, and in doing so on modern iPhones you’ll feel a delightful haptic tap; alternatively, you can tap the dots to switch documents. As I mentioned above, each dot carries a color, which becomes the background color of the selected document (vibrancy is also used to let the color shine through the software keyboard – a nice touch). The palette chosen by The Iconfactory for Tot’s seven documents is some of the finest selection of colors I’ve seen in a modern iOS app: it looks great in light mode, and it looks amazing in dark mode thanks to its combination of high contrast and translucency.

The combination of that elegant design with reliable sync across multiple OSes and thoughtful Shortcuts integration has understandably made the Tot family of apps integral to a lot of MacStories readers’ workflows. However, if you haven’t tried any of the Tot apps before, it’s worth checking out Federico’s review of version 1.0 for the fundamentals because they haven’t changed, and I’ll be focusing on what’s new.

My favorite 2.0 feature is that Tot now supports automatic indenting. If you indent a line using the Tab key, the next line will begin at the same indentation level when you hit Return. That makes creating hierarchical lists a lot faster than before. My only quibble with the feature is that if you’re making a bulleted list, to indent a line, you can’t indent using just the Tab key if the cursor appears anywhere in your line of text. However, you can use ⌘ + ] and ⌘ + ] to do the same thing. Regardless of how indenting is invoked, it’s an excellent addition to Tot that I was glad to see included in the update.

Tot allows you to define pairs of smart bullets.

Tot allows you to define pairs of smart bullets.

Speaking of bullets, Tot 2.0 also supports customizable smart bullets. From the app’s settings, you can choose from different pairs of symbols and emoji, like empty and filled circles or empty and filled stars. To toggle between the symbols in each pair, all you need to do is click or tap on them. If the eight default pairs aren’t to your taste, there are a bunch of alternatives you can use instead, such as the snowflake and flame emoji. It’s a clever twist on standard checkboxes and radio buttons that I’ve enjoyed because it adds some character and color to the app.

Tot adds eight new text dividers, too. From the classic three dashes used in Markdown to asterisks and more, there’s a nice variety of options. Plus, you can easily insert a divider with the keyboard shortcut Control + Minus.

The Iconfactory has made other platform-specific changes, too:

  • Settings have been redesigned in the Mac version and include new options, such as floating the Tot window over other windows.
  • The iOS and iPadOS versions include a menu button that offers access to the app’s settings along with a couple of bulk operations like saving, sharing, and exporting notes.
  • The watch app’s design has been refreshed with simplified controls and colorful backgrounds.

It’s great to see the Tot apps reach version 2.0. The three tentpole features – automatic indenting, custom smart bullets, and text dividers – are all meaningful improvements that don’t compromise the apps’ simplicity. Those features, along with several quality of life improvements and other bug fixes that you can read about in Tot’s version history, add up to an excellent update that should serve users well for a long time.

Tot is available on the Mac App Store, and Tot Pocket is available on the iOS and iPadOS App Store. Each costs $19.99, though existing users can update to Tot Pocket at no extra cost. Tot Mini, the Apple Watch app, is available as a separate $1.99 purchase.


Ars Technica Takes CarPlay Ultra for a Spin

Michael Teo Van Runkle, writing for Ars Technica, spent eight days testing CarPlay Ultra in an Aston Martin DB12 Volante. Van Runkle walks readers through the setup process, covers the themes available, and describes the experience of monitoring and controlling the car’s systems using Apple’s next-generation version of CarPlay.

By and large, Van Runkle’s experience was positive:

Ultra’s biggest improvements over preceding CarPlay generations are in the center console infotainment integration. Being able to access climate controls, drive modes, and traction settings without leaving the intuitive suite of CarPlay makes life much easier. In fact, changing between drive modes and turning traction control off or down via Aston’s nifty adjustable system caused less latency and lagging in the displays in Ultra. And for climate, Ultra actually brings up a much better screen after spinning the physical rotaries on the center console than you get through Aston’s UI—plus, I found a way to make the ventilated seats blow stronger, which I never located through the innate UI despite purposefully searching for a similar menu page.

That said, it was not without glitches and hiccups along the way, some of which were difficult to pin on CarPlay Ultra versus Aston Martin’s systems.

Precious few auto makers have signed on to offer CarPlay Ultra, but Kia and Porsche have said they will, too, which is a start. I remember when CarPlay debuted in 2014 with a similarly small lineup composed mostly of luxury brands like Ferrari and Mercedes-Benz. So, it’s not surprising Ultra is debuting in a car that starts at $265,000. It took years before the original CarPlay trickled down to ordinary, everyday cars. But they did, and now, with a few notable exceptions, like Tesla, Rivian, and GM EVs, you can find CarPlay in most makes and models.

I hope CarPlay Ultra follows a similar trajectory. It looks great, and I’d love to have it in my next car, which I can confidently predict now will not be an Aston Martin.

Permalink

After Years in the Lab, CarPlay Ultra Emerges

Image: Apple.

Image: Apple.

Almost three years ago, Apple offered a sneak peek at an elaborate new version of CarPlay that spread beyond the rectangle of most car infotainment systems to occupy the instrument cluster space in front of front seat passengers. As I said at the time:

It will be interesting to see how widespread the adoption of the features Apple demoed will be. The company listed 14 automakers like Land Rover, Mercedes, Porsche, Nissan, Volvo, Honda, and Ford that they are working with, but it remains to be seen which models will adopt the new CarPlay and how quickly.

Originally set to launch in 2024, Apple announced today that what is now called CarPlay Ultra is available for new Aston Martin orders in the U.S. and Canada and soon as a software update to Aston Martins with the carmaker’s “next-generation infotainment system.” Apple says Aston Martin support in other countries will follow over the next 12 months.

Image: Apple.

Image: Apple.

The difference between standard CarPlay and the Ultra flavor is that the new version takes over a driver’s entire dashboard and extends beyond traditional CarPlay features to vehicle-specific data and controls. As Apple describes it:

CarPlay Ultra provides content for all the driver’s screens, including the instrument cluster, with dynamic and beautiful options for the speedometer, tachometer, fuel gauge, temperature gauge, and more, bringing a consistent look and feel to the entire driving experience. Drivers can choose to show information from their iPhone, like maps and media, along with information that comes from the car, such as advanced driver assistance systems and tire pressure, right in the instrument cluster.

Drivers can also use onscreen controls, physical buttons, or Siri to manage both standard vehicle functions like the car’s radio and climate, as well as advanced, vehicle-specific features and controls like audio system configurations or performance settings, right from CarPlay, giving them a more fluid and seamless experience. CarPlay Ultra also introduces widgets powered by iPhone that perfectly fit the car’s screen or gauge cluster to provide information at a glance.

Although CarPlay Ultra looks great, one car maker is a far cry from the 14 automakers listed on a slide at WWDC in 2022. That’s not surprising given pushback from automakers like GM, which announced in 2023 that it was ending CarPlay and Android Auto support for its EVs, and resistance from the likes of Tesla and Rivian to add CarPlay in the first place. However, Apple clearly oversold what would become CarPlay Ultra in 2022 in a way that in hindsight now feels a lot like Apple Intelligence’s enhanced Siri demo at last summer’s WWDC.

Still, I’m glad to see CarPlay Ultra emerge from the labs, even if it’s in a car that few people can afford. Auto tech inevitably trickles down to ordinary cars, and I’m sure CarPlay Ultra will, too, although I expect it will be quite a while until then.


Amazon Adds Links to Purchase Books to Its Kindle App

As reported by Andrew Liszewski at The Verge, Amazon has updated the Kindle app to add a “Get Book” button, a direct result of last week’s contempt order entered by Judge Gonzalez Rodgers. When tapped, it takes users to the Amazon page for the book in Safari with the Kindle version selected. Before today’s update, you couldn’t purchase a book without going to Safari first.

In a low key statement to The Verge over email, Amazon’s Tim Gillman said:

We regularly make improvements to our apps to help ensure we are providing customers the most convenient experience possible. By selecting ‘Get Book’ within the Kindle for iOS app, customers can now complete their purchase through their mobile web browser.

I expect other companies will follow Amazon and Spotify’s leads in the coming weeks. Although Apple has appealed Judge Gonzalez Rodgers’ contempt order, the Judge declined to stay its enforcement during the appeals process. It’s always possible an appeal could force Amazon and others to undo changes like this, but I think a more likely outcome is that an appellate court allows Apple to charge a fee where Judge Gonzalez Rodgers wasn’t – one that’s lower than the 27% that got Apple into trouble in the first place.

Permalink

Prince of Persia: The Lost Crown Arrives on iPhone and iPad

Last week, Ubisoft released Prince of Persia: The Lost Crown on the iPhone and iPad. I’ve had a chance to play the game on both platforms, along with the Mac version, and thought I’d share what it’s like playing on each.

The Lost Crown was released at the beginning of last year. Developed by Ubisoft Montpellier in France, the game was released to critical acclaim and won an Innovation in Accessibility Award at The Game Awards in 2024, but Ubisoft was unhappy with the game’s sales. The comeback of the celebrated series sold around 300,000 copies in its opening weeks, totaling around $15 million in revenue. In today’s “blockbuster or bust” gaming world, that wasn’t enough. Ubisoft released the Mask of Darkness story DLC in the fall but disbanded the team behind the game.

However, Ubisoft wasn’t finished trying to recoup its investment in The Lost Crown. The company called on its Da Nang studio to port the game to other platforms, starting with the Mac last December. The same group also adapted the game for the iPhone and iPad.

Today, The Prince of Persia: The Lost Crown is available everywhere. It’s on the Xbox Series X and S, Xbox One, PS4 and PS5, Switch, PC, Android, and other platforms, with Android being the latest addition alongside the iPhone and iPad.

If you’re a console or PC gamer, it would have been hard to miss The Lost Crown’s release in early 2024. The game follows Sargon, a warrior in an imagined version of ancient Persia, who is tasked with trekking to Mount Qaf to save Prince Ghassan. Along the way, there are puzzles to solve and a fun combination of platforming and fluid combat. It’s a shame the game didn’t fare better because it’s an absolute gem.

I’ve played at least the opening level of The Lost Crown on an M1 MacBook Air, M4 Max MacBook Pro, iPhone 16 Pro Max, M4 iPad Pro, and Sony PS5. Ultimately, the game ran well on all five devices, but there were differences. The PS5 was the smoothest of all, and the game looked phenomenal on my OLED TV.

As you’d probably expect, the game runs very well on an M4 Max MacBook Pro and M4 iPad Pro, although both got quite warm, and I could clearly hear the MacBook Pro’s fans when I removed my headphones. In both cases, I noticed a little hitch in the frame rate from time to time when transitioning from one area of the map to another, but it wasn’t a big deal in either case. The Lost Crown’s gorgeous artwork and sound design really shine on both devices, too.

The worst experiences were on the iPhone and M1 MacBook Air, for different reasons. The iPhone 16 Pro Max handled the game well, and it looked great, but the game is a lot more fun on a bigger screen. I noticed more frame rate hitches on the M1 MacBook Air than on any other device, but I didn’t really expect the game to be playable, so it was a pleasant surprise to find that it worked.

Dialogue scenes work better on the iPhone than combat where everything is tiny.

Dialogue scenes work better on the iPhone than combat where everything is tiny.

Both the iPhone and iPad versions of the game have been adapted for touch. There are on-screen touch controls, but I’d highly recommend using a controller instead. The onscreen controls are well done, but The Lost Crown’s combat feels much, much better with a controller. If you’re looking for a good controller for iPhone or iPad, check out our Setups page for a few recommendations.

An example of the mobile version's touch controls.

An example of the mobile version’s touch controls.

The mobile versions of The Lost Crown have added automatic parrying and healing potion use, as well as a new option to slow down time during combat, all of which are designed to make the game more touchscreen-friendly. I’m glad those options are there, but again, you really should use a controller with this game. It’s also worth noting that none of the Apple platform versions of the Lost Crown include the DLC, and the Mac version is capped at 60 fps; that doesn’t bother me, but I know it’s an issue for others. The Lost Crown also supports cloud saves if you have an Ubisoft Connect account, but the saves only work Mac-to-Mac or among iOS and iPadOS devices, which stinks.

Finally, we need to talk about the princely price Ubisoft is charging for The Lost Crown on the Mac. The game is $40, which is less than the $60 launch price over a year ago, but now, you can pick it up for as low as $15–$25 on other platforms, depending on whether it comes with the DLC. Given that difference, it’s hard to recommend the Mac version of Prince of Persia: The Lost Crown unless you have no other way to play it.

Playing on iPhone with a controller.

Playing on iPhone with a controller.

The iPhone and iPad versions are much more reasonable. First of all, you can download and play the tutorial level of the game for free to see if The Last Crown is for you, which I appreciate. Second, until May 5, the full game is available for $9.99 – the best deal available anywhere. There’s no guarantee you’ll ever have the option to play the DLC on either device, but $10 is fair for anyone who prefers to play games on their iPhone or an iPad. After May 5, the price is set to rise to $14.99, which is in line with console versions of the game that don’t come with the DLC.

So in the final analysis, there’s not much to commend the Mac version of The Prince of Persia: The Lost Crown if you have any other way of playing it because it’s more than double the price of PC and console versions. The iPhone and iPad versions are a closer call, especially while the game is on sale for $10. The Lost Crown looks great on both and plays well (though not perfectly), but any iPhone’s screen is a little small for a game like The Lost Crown. That said, if your preference is for portability or you don’t have the option of a PC or console, The Prince of Persia: The Lost Crown is worth downloading on your iPhone or iPad to try the free tutorial level.

The Prince of Persia: The Lost Crown is available on the App Store for the iPhone and iPad as a free download, with the full game available via an in-app purchase of $9.99 until May 5, after which it will be $14.99. The Mac version of the game is available on the Mac App Store for $39.99.


Scratchpad: The Cross-Device Text Utility That Pairs Perfectly with Your Clipboard Manager

One of the best indicators of how sticky a cross-device utility will be in my setup is how quickly I install it everywhere. For Sindre SorhusScratchpad, the answer was “very sticky.” The simple text utility works on the iPhone, iPad, Mac, Apple Watch, and Vision Pro (via iPad compatibility mode), and as soon as I tried it on my desktop Mac, I grabbed all of my other devices and installed it on them, too.

At its core, Scratchpad is a single view for typing or pasting plain text that syncs everywhere. What sets it apart from similar apps is its many small touches that demonstrate a deep understanding of the way people use a scratchpad app.

Read more


European Commission Orders Apple To Improve Third-Party Device Integration

Just as I was linking to Eric Migicovsky’s post about the disadvantages third-party smartwatch makers face when trying to integrate with the iPhone, the European Commission (EC) released a pair of related specification decisions regarding Apple’s Digital Markets Act compliance. The first covers iPhone connectivity with third-party devices:

The first set of measures concerns nine iOS connectivity features, predominantly used for connected devices such as smartwatches, headphones or TVs. The measures will grant device manufacturers and app developers improved access to iPhone features that interact with such devices (e.g. displaying notifications on smartwatches), faster data transfers (e.g. peer-to-peer Wi-Fi connections, and near-field communication) and easier device set-up (e.g. pairing).

The other decision focuses on the process of interoperability:

The second set of measures improves the transparency and effectiveness of the process that Apple devised for developers interested in obtaining interoperability with iPhone and iPad features. It includes improved access to technical documentation on features not yet available to third parties, timely communication and updates, and a more predictable timeline for the review of interoperability requests.

An unidentified spokesperson for Apple responded with a statement to 9to5Mac:

Today’s decisions wrap us in red tape, slowing down Apple’s ability to innovate for users in Europe and forcing us to give away our new features for free to companies who don’t have to play by the same rules. It’s bad for our products and for our European users. We will continue to work with the European Commission to help them understand our concerns on behalf of our users.

This decision shouldn’t come as a surprise to anyone who has been following our DMA coverage. It’s easy to understand why Apple is unhappy about this decision, but it’s also just as easy to understand how the status quo holds back competition. There are no easy answers to any of this, but as difficult as this may be for Apple to do while upholding its privacy, security, and other standards, I’m glad the EU is pushing for change and hope those changes spread to other corners of the globe.


The ‘e’ Is for Elemental

Source: Apple.

Source: Apple.

For the past 10 days, I’ve been testing the iPhone 16e – but not in the way I typically test new hardware. You see, I didn’t buy the iPhone 16e to make calls, send email, surf the web, post to social media, or anything else, really. Instead, I got it for one thing: the camera.

Read more