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Posts tagged with "iPhone"

A Conversation with David Niemeijer of AssistiveWare About Personal Voice, Assistive Access, and Developing Apps for Accessibility

Source: Apple.

Source: Apple.

Earlier this week, Apple announced a series of new accessibility features coming to its OSes later this year. There was a lot announced, and it can sometimes be hard to understand how features translate into real-world benefits to users.

To get a better sense of what some of this week’s announcements mean, I spoke to David Niemeijer, the founder and CEO of AssistiveWare, an Amsterdam-based company that makes augmentative and alternative communication (AAC) apps for the iPhone and iPad, including Proloquo, Proloquo2Go, and Proloquo4Text. Each app addresses different needs, but what they all have in common is helping people who have difficulty expressing themselves verbally.

What follows is a lightly edited version of our conversation.

Let me start by asking you a little bit about AAC apps as a category because I’m sure we have readers who don’t know what they do and what augmented and alternative communication apps are.

David Niemeijer: So, AAC is really about all ways of communication that do not involve speech. It includes body gestures, it includes things like signing, it includes texting, but in the context of apps, we typically think more about the high-tech kind of solutions that use the technology, but all those other things are also what’s considered AAC because they augment or they are an alternative for speech. These technologies and these practices are used by people who either physically can’t speak or can’t speak in a way that people understand them or that have other reasons why speech is difficult for them.

For example, what we see is that a lot of autistic people is they find speech extremely exhausting. So in many cases, they can speak, but there are many situations where they’d rather not speak because it drains their energy or where, because of, let’s say, anxiety or stress, speech is one of the first functions that drops, and then they can use AAC.

Source: Apple.

Source: Apple.

We also see it used by people with cerebral palsy, where it’s actually the muscles that create a challenge. [AAC apps] are used by people who have had a stroke where the brain system that finds the right words and then sends the signals to the muscles is not functioning correctly. So there are many, many reasons. Roughly about 2% of the world population cannot make themselves understood with their own voice.

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Microsoft and Netflix Aim to Challenge Apple in Mobile Gaming

Two pieces of mobile gaming news caught my eye this morning.

The first was an interview that Phil Spencer, CEO of Microsoft Gaming, gave to the Financial Times. The annual Game Developer Conference began today, and Spencer wants developers to know that Microsoft intends to publish games on mobile devices:

We want to be in a position to offer Xbox and content from both us and our third-party partners across any screen where somebody would want to play.

He continued:

Today, we can’t do that on mobile devices but we want to build towards a world that we think will be coming where those devices are opened up.

Spencer is banking that the EU’s Digital Markets Act will force Apple and Google to open up their devices early next year. Microsoft is having troubles of its own with US, UK, and EU regulators over its proposed acquisition of Activision Blizzard. Part of Spencer’s strategy to win regulators over appears to be the prospect of bringing competition to mobile gaming with its own store and a native Game Pass app that isn’t relegated to streaming via a browser, which is the case for it and services like NVIDIA’s GeForce Now under current App Store rules.

The second piece of news comes from Netflix, which says it has 40 mobile games coming to iOS in 2023, which will join the 55 already available. Working within the constraints of the App Store’s guidelines, Netflix’s games are released as separate App Store downloads that Netflix subscribers can download and play at no additional cost. I’ve been impressed with the quality of the games released by Netflix, which include titles like TMNT: Shredder’s Revenge, Kentucky Route Zero,Reigns: Three Kingdoms, Oxenfree, and Lucky Luna.

However, perhaps even bigger than the news of Netflix’s growing catalog is that the first two Monument Valley games are coming to the company’s mobile game catalog in 2024. That’s a big deal because both games are currently part of an Apple Arcade subscription, as well as being available as separate App Store purchases. It’s not clear whether the games will remain part of Arcade after they’re published by Netflix, but even if they are, it will provide another avenue to play the games at no additional cost, which will dilute the value of an Arcade subscription.

Microsoft and Netflix are already competing with Apple in mobile gaming to a degree, but their hands are tied by App Store guidelines. Microsoft has settled on streaming games, which is clunky and constrained, while Netflix has launched dozens of individual games without a good way to organize and market them under their brand.

What Microsoft and Netflix have done so far demonstrates that a little competition is a good thing. Developers have more avenues for publishing their games, and consumers have more choices. The Digital Markets Act has the potential to be the catalyst that opens the door to competition even wider, which I expect will create all sorts of new opportunities for developers and consumers alike.


Primate Labs Updates Geekbench on All Platforms

Yesterday, Primate Labs released Geekbench 6, the suite of benchmarking tools for Apple and other vendors’ hardware. According to the company:

Geekbench tests have always been grounded in real-world use cases and use modern. With Geekbench 6, we’ve taken this to the next level by updating existing workloads and designing several new workloads, including workloads that:

  • Blur backgrounds in video conferencing streams
  • Filter and adjust images for social media sites
  • Automatically remove unwanted objects from photos
  • Detect and tag objects in photos using machine learning models
  • Analyse, process, and convert text using scripting languages

In addition to updating benchmark workflows, Primate Labs says Geekbench includes modern file types and file sizes that reflect current computing tasks on Macs, iPhones, iPads, and other devices. The company also changed its multi-core benchmark to include tasks that span multiple cores to align the tests with how modern devices typically tackle a job.

My time with the new benchmark apps has been limited, but running them on my Mac and iPhone went smoothly. It’s worth noting that the apps are significantly larger, and it take longer than before due to the changes made to the underlying benchmark tests. However, it’s great to see Primate Labs working to make its tests reflect modern usage patterns and hardware.

Geekbench 6 for Mac is available as a direct download from Primate Labs. The iOS and iPadOS versions of the app are available on the App Store.

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Six Colors’ ‘Apple in 2022’ Report Card

For the past eight years, Six Colors’ Jason Snell has put together an ‘Apple report card’ – a survey that aims to assess the current state of Apple “as seen through the eyes of writers, editors, developers, podcasters, and other people who spend an awful lot of time thinking about Apple”.

The 2022 version of the Six Colors Apple Report Card was published yesterday, and you can find an excellent summary of all the submitted comments along with charts featuring average scores for different categories here.

Once again, I’m happy Jason invited me to share some thoughts and comments on what Apple did in 2022. MacStories readers know that last year didn’t exactly go as planned. While iOS 16 delivered a meaningful update to the Lock Screen for people who care about customization and the iPhone 14 Pro came with substantial improvements to the display and camera tech, the iPad story was disappointing and confusing. This is reflected in my answers to Jason’s survey, and it’ll be a recurring topic on MacStories in 2023. At the same time, I was also impressed by Apple’s performance on services, concerned by the evolution of the Shortcuts app, and cautious about the company’s newfound approach to HomeKit.

I’ve prepared the full text of my answers to the Six Colors report card, which you can find below. I recommend reading the whole thing on Six Colors to get the broader context of all the participants in the survey.

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MKBHD on Apple’s Processing Techniques for iPhone Photos

In his latest video, MKBHD eloquently summarized and explained something that I’ve personally felt for the past few years: pictures taken on modern iPhones often look sort-of washed out and samey, like much of the contrast and highlights from real life were lost somewhere along the way during HDR processing, Deep Fusion, or whatever Apple is calling their photography engine these days. From the video (which I’m embedding below), in the part where Marques notes how the iPhone completely ignored a light source that was pointing at one side of his face:

Look at how they completely removed the shadow from half of my face. I am clearly being lit from a source that’s to the side of me, and that’s part of reality. But in the iPhone’s reality you cannot tell, at least from my face, where the light is coming from. Every once in a while you get weird stuff like this, and it all comes back to the fact that it’s software making choices.

That’s precisely the issue here. The iPhone’s camera hardware is outstanding, but how iOS interprets and remixes the data it gets fed from the camera often leads to results that I find…boring and uninspired unless I manually touch them up with edits and effects. I like how Brendon Bigley put it:

Over time though, it’s become more and more evident that the software side of iOS has been mangling what should be great images taken with a great sensor and superbly crafted lenses. To be clear: The RAW files produced by this system in apps like Halide are stunning. But there’s something lost in translation when it comes to the stock Camera app and the ways in which it handles images from every day use.

Don’t miss the comparison shots between the Pixel 7 Pro and iPhone 14 Pro in MKBHD’s video. As an experiment for the next few weeks, I’m going to try what Brendon suggested and use the Rich Contrast photographic style on my iPhone 14 Pro Max.

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Apple Contributes Magnetic Coupling Tech to the Qi Charging Standard

Sean Hollister of The Verge reports that Apple is contributing aspects of its MagSafe charging technology to the Qi wireless charging standard, which will bring magnetic coupling to Qi2-compatible mobile phones, including Android phones. According to Hollister’s interview with Paul Golden, a spokesperson for the Wireless Power Consortium:

There’s no reason to think a future Qi2 charger wouldn’t work seamlessly and identically with both Android and iPhones, Golden says when I ask. That’s because Apple, a WPC “steering member” (and chair of the board of directors) is contributing essentially the same “magnetic power profile” as MagSafe to the new Qi2 standard.

Hollister also reports that faster charging speeds are next on the Wireless Power Consortium’s to-do list:

That’s not all the WPC is working on, either! While the Qi2.0 release is largely just about adding magnets — it’s still primarily for phones, still tops out at 15 watts, still has the same foreign object detection, etc — the WPC intends to take advantage of guaranteed magnetic coupling to give us faster charging speeds, too. “When we finish with the spec for Qi2, we’ll immediately start working on a significantly higher power profile level for the next version of Qi2,” says Golden.

I’m glad to see Apple contributing to the Qi standard. Very few third-party manufacturers are using the official MagSafe standard, which usually means they charge more slowly. By standardizing the underlying magnetic connection and focusing next on charging speeds, we’ll hopefully see broader adoption of faster wireless charging across mobile phone accessories.

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Freeform Leverages the Freedom and Flexibility of a Blank Canvas

Freeform is a brand new iPhone, iPad, and Mac app from Apple that lets users create multimedia boards on an infinite canvas that include text, images, drawings, links, files, and more. It’s an ambitious entry into a crowded category of apps that take overlapping approaches, emphasizing everything from note-taking to collaborative design to whiteboarding.

As is so often the case with Apple’s system apps, Freeform falls squarely in the middle of the landscape of existing apps. Freeform isn’t going to replace apps that are deeply focused on a narrow segment of apps in the blank canvas category. Instead, Freeform is targeted at a broader audience, many of whom have probably never even considered using this sort of app. For them, and for anyone who has felt constrained by more linear, text-based ways of exploring ideas, Freeform is a perfect solution.

At first blush, Freeform’s spare interface may give the impression that it’s a bare-bones 1.0 release, but that’s not the case. The app is easy to use and impressively feature-rich for a new release. So, let’s dig into the details to see what it can do.

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ReadKit 3.1 Adds Smart Folders, More Customization Options, and New Lifetime Purchase Options

Around this time every year, I tend to start fiddling with my RSS setup. Last year, I drastically simplified my setup, and it worked well. Still, with Twitter’s fate uncertain, I thought it would be an excellent time to reexamine what various sync services and apps have to offer to refine my RSS reading experience.

One of my goals with this year’s experiments is to find better ways to filter and sort the articles in my feeds. Folders are a useful top layer of organization, but I’ve wanted more control over my feeds for a while now, especially when I’m busiest. One way to accomplish advanced filtering is server-side with an RSS sync service, but support for them by third-party RSS apps is limited. That’s why I was excited to see that ReadKit 3.1 has added a new smart folders feature.

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Gamevice Begins Taking Pre-Orders for the Flex, Its New iPhone Game Controller

Source: Gamevice.

Source: Gamevice.

Today, Gamevice announced pre-orders for the Flex, a new MFi-certified, case-compatible game controller for the iPhone. Like the Backbone One and Razer Kishi V2, the Flex separates an Xbox-style controller into two halves that connect to the ends of your iPhone for playing controller-compatible iOS games. I haven’t had a chance to try the Gamevice Flex, but based on the company’s announcement video, there are a handful of features that set it apart from the Backbone One and Razer Kishi V2 that are worth considering if you’re shopping for an iPhone game controller.

Like the Razer Kishi V2, the Gamevice Flex uses spacers to accommodate a long list of Apple and third-party cases, an advantage over the Backbone One, which requires you to remove your case before using it. The downside, of course, is keeping track of the collection of spacers to allow for moving to a different case in the future.

Gamevice says that the Flex uses Hall effect triggers, a technology that uses magnetic field sensors instead of mechanical parts to cut down on the wear and tear on components. The company hasn’t said if the Flex’s thumbsticks use the same technology or not.

Like the Backbone One, the Flex includes passthrough charging via a Lightning port on the end of one of the controller’s grips and a headphone jack on the other grip. The Razer Kishi V2 includes a Lightning port for charging but not a headphone jack. Although you can never be sure about how a controller will feel to use until you have it in your hands, I like the look of Flex’s grips too.

Originally announced in August with the video above, 9to5Mac has a hands-on with a prototype of the Flex with more details on what the device is like to use.

Set to start shipping later this month, the Gamevice Flex costs $109.95 for the iPhone model, which is about $10 more than the Backbone One or Razer Kishi V2, and $99.95 for the Android version. Customers who order before October 14th can get one month of Xbox Game Pass Ultimate free with their purchase.