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The Story Behind The “Steve Jobs as Franklin Delano Roosevelt” Video

The Story Behind The “Steve Jobs as Franklin Delano Roosevelt” Video

Michael Markman has published an interesting blog post detailing the backstory behind the rare Apple video featuring Steve Jobs as President Franklin Delano Roosevelt.

I called Chris in L.A. to outline what we were thinking. War movie. Stock footage from the D-day landings. Chaplin as Adenoid Hynkel hanging on the wall. Mac marketing team in cameo roles. And the topper: Steve as FDR. He said he’d start looking for a director (or maybe he had one in mind).

Glenn, Mike, and I marched into Steve’s office to give him the pitch. Pretty much the way I outlined it in the previous paragraph. Steve’s eyes were sparkling through it all. By the time I got to, “and you as FDR,” I had made the sale. In the binary universe of Steve Jobs, something is either a zero or a one. This was a one. Instantly. Definitively.

The “1944″ video was aimed at rallying Apple’s sales troops and the Mac division against IBM, which was taking the majority of PC market shares back at the time. Check out the full story here, and the video on YouTube.

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Why My iPad Is Not My Laptop

Why My iPad Is Not My Laptop

John Carey, who you might know from all the excellent photographs he posts on his (equally awesome) fiftyfoodshadows blog, today wrote a piece entitled “Why My iPad Is Not My Laptop”. It’s effectively a counter-argument from Carey on why the iPad just isn’t a laptop replacement for many people, particularly those in the professional creative community - yet.

I would say a good 90 percent of the debate on the iPads usefulness as a computer is coming from writers and casual users and this is where I find the debate getting a little one sided. Of course a writer would like the iPad. The tools most needed to get their work done are right there for the taking, you can hunt and gather all day long and it does make a fantastic, distraction free space to write in.

Carey doesn’t dispute that the iPad is a ‘personal computer’ - in fact he asks “what is there to even to debate” on that question and he says it’s all about the software, not the input device. For creatives, he says there are a number of nice apps for sketching, image editing and so on, but they don’t have anywhere near the “horsepower or precision that it takes to complete a finished product” - likewise for others such as web designers, coders, industrial designers and so on.

When it comes to many jobs within the professional creative community the iPad is still more or less incapable of handling any honest workload. At least as far as things stand at this point in time. There are no designers that I am aware of using it to create much outside of concepts.

Some might question Carey’s premise, is the iPad ever meant to replace a laptop for such professional tasks? Perhaps that is why the laptops (or trucks as you may call them) are going to stick around for the key purpose of satisfying these people. But I’m not so sure, I think the iPad can evolve to be a suitable PC for most of these tasks undertaken by creative professionals - I don’t think it will completely replace the need for a laptop or desktop, but I think it will eventually replace the laptops of these professionals. As Carey said, it’s all about the software and whilst we have made giant leaps and bounds in just over two years — we have a long way to go.

But when it comes to honest creative work I can not help but find the iPad as little more than a sidekick. I can say with certainty though, that this is far from the last word on this. I can clearly see a future where touch screen devices such as the iPad become more and more viable for the kind of things I have discussed here today. It is still new territory being explored and I for one can not wait to see where it takes us.

One particular point that Carey talks about quite a bit in his piece is about the filesystem - or rather lack thereof in iOS. His arguments resonate with me, particularly surrounding photo management on iOS which in some ways has gotten worse with iPhoto - “a black hole within a hole where edited photos from your “camera roll” somehow end up in limbo within the app and you have to send edited versions back to the photo roll to do anything else with them”.

For such a supposedly simple to use device the iPad it sure makes it complicated to move files around. In this case, Apple is entirely responsible with their rebellious idea to avoid traditional file structures. I can not fathom why it would be so difficult to have a system level file management area that is as convenient to use as the notification system they have so diligently been working on. Something which is not so flawed and cumbersome as the hidden data that lives within each app.

You may not agree with everything Carey says, but I encourage you to read his full article, I think he makes some very good points and the personal examples of where he has tried to use the iPad as a laptop are an excellent addition.

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Ivy Bridge Macs

Ivy Bridge Macs

Alex Brooks at World Of Apple has published an interesting and detailed analysis of Intel’s Ivy Bridge processors and Apple’s possible timeframe for Mac refreshes this year.

In 2012 Intel’s new architecture is named Ivy Bridge, on a technical level the architecture marks a huge leap from the previous Sandy Bridge taking advantage of a 22 nm die shrink process. Some other headline improvements over Sandy Bridge include PCI Express 3.0 support, integrated USB 3.0 and the use of tri-gate transistors (sometimes known as 3D transistors) which offer the same performance as their “2D” counterparts but are said to offer up to 50% less power consumption. Apple may choose not to be cutting edge with all the technologies available in Ivy Bridge as the company tends to enjoy setting its own trends.

Brooks’ post includes a list of candidates for the new CPUs in the Mac mini, iMac, Mac Pro, MacBook Air, and MacBook Pro product lines. Check it out here.

This year’s much rumored Mac hardware upgrade would be, according to ongoing speculation, a thinner, completely redesigned 15-inch MacBook Pro that was originally reported last year ahead of the iPad 2’s launch. The rumor of a 15-inch MacBook Air/redesigned MacBook Pro has constantly surfaced throughout 2011, with most recent rumors indicating such machine carrying an Ivy Bridge CPU was “inbound” for April. Meanwhile, tests performed on the Ivy Bridge processor likely to be used in the MacBook Pro family showed significant improvements.

For first impressions on Ivy Bridge, check out AnandTech’s review of Intel’s Core i7 3770K CPU.

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Twitpic Releases iPhone App

Twitpic Releases iPhone App

Popular Twitter photo sharing service Twitpic announced today the release of its first official iPhone app, available for free on the App Store. Unsurprisingly, the app comes with a dedicated “editing” interface to apply filters to photos.

The built-in photo editor allows you to craft your perfect photo with simple editing tools and photo filters.

I have tried the app, and it is very streamlined. Because a number of Twitter apps in the past used Twitpic by default, it is likely you already have several photos uploaded to Twitpic (which automatically connects to Twitter). In accessing Twitpic with iOS’ Twitter integration, Twitpic automatically pulled old photos I used to upload to the service years ago. Photos come with captions, comments (as tweets), and views. From the Timeline view, you can check out Twitpics from the people you follow on Twitter.

The shooting process is also simple, but somewhat custom in the way Twitpic implemented camera controls on screen. An “add effects” button hidden in the upper right corner of a photo (you can take photos or videos, or import them from the Camera Roll) lets you quickly crop, rotate, or enhance an image before posting, and it’s powered by Aviary.

Twitpic for iPhone is free on the App Store. [via The Next Web]

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Adobe CS6 Available Today, Creative Cloud Coming This Friday

Adobe CS6 Available Today, Creative Cloud Coming This Friday

Adobe today announced the release of Creative Suite 6, the latest iteration of the company’s design and publishing product line. As previously detailed, CS6 includes updated versions of Photoshop, InDesign, lllustrator, Dreamweaver, Adobe Premiere Pro, After Effects, Flash Professional and other products. Adobe also launched four suite versions: Creative Suite 6 Design & Web Premium; Creative Suite 6 Design Standard; Creative Suite 6 Production Premium; and Creative Suite 6 Master Collection. CS6 apps are also available as one-year or month-to-month subscriptions.

Estimated price for the suites is $2,599 for CS6 Master Collection, $1,899 for CS6 Production Premium, $1,899 for CS6 Design & Web Premium, and $1,299 for CS6 Design Standard, with upgrade, education pricing, and volume licensing available as well.

In officially announcing CS6 back in April, Adobe wrote:

Creatives get a ton of innovation across CS6, with milestone releases of all our flagship products,” said David Wadhwani, senior vice president, Digital Media Business, Adobe. “With CS6 and Creative Cloud, we’re also introducing new products, new mobile workflows and advanced publishing capabilities that show we are laser-focused on ensuring design, Web and video pros have everything they need for the delivery of high-impact content and apps.

Adobe’s new service Creative Cloud, also officially announced in the company’s press release today, will launch on Friday, May 11, as a $49.99 monthly subscription. The “digital hub” is aimed at “making, sharing and delivering creative work” by connecting Adobe’s CS apps with the company’s Touch Apps and other online services.

Check out Creative Cloud’s Tech Specs page for details on supported languages and services, the Buying Guide for a comparison table, and visit Adobe’s “Switch to the cloud” page to save $20/month on the first year of Creative Cloud (offer available to all registered users with CS3 or later). A demo video of Creative Cloud is available here.

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Rovio’s 2011 Numbers

Rovio’s 2011 Numbers

In a statement published today, game developer Rovio reported its official financial results for the full calendar year 2011. The company reported revenue of €75.4 million ($106,3 million), with earnings before tax of €48,0 million ($67.6 million) or 64% of total revenue in 2011.

Rovio CEO Mikael Hed said:

The heavy investments made in 2011 to all business areas will be seen in future products. To ensure continuous success we need to be creative and stay focused on entertaining our millions of fans by continuously developing new and innovative products and services.

This is the first time Rovio, maker of multi-platform hit Angry Birds, is reporting annual results, with speculation already suggesting the company may be considering an IPO in its future. At the end of April, Rovio announced the latest entry in the Angry Birds franchise, Space, had become the fastest growing mobile game ever with over 50 million downloads in 35 days. Besides raw numbers, Angry Birds gained the appreciation of several key figures of the gaming industry, including Nintendo’s game design guru Shigeru Miyamoto.

Other interesting tidbits have been revealed in today’s statement: for instance, Rovio hired 196 people in 2011, and the total number of game downloads reached 648 million by the end of the year, with over 200 million monthly active users (Rovio publishes for a variety of platforms including iOS, Android, OS X, Windows, and Sony PSP). These numbers, however, were generated by three games (Angry Birds, Angry Birds Rio, Angry Birds Seasons), whilst other revenue came from Merchandising and Licensing, as Rovio is working with over 200 partners to develop new products for the Angry Birds franchise.

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Facebook Messenger Updated With Read Receipts, Location, Typing Indicator

Facebook Messenger Updated With Read Receipts, Location, Typing Indicator

The official Facebook Messenger app for iPhone was updated today, reaching version 1.7. The new version, first reported by 9to5mac earlier this week, adds a number of optimizations and new features to the standalone messaging client, including read receipts, location information for messages, and a typing indicator.

Similarly to Apple’s iMessage, the app now displays a read receipt under each message to indicate whether the person you have written to has “seen” or ignored a message. But unlike Apple’s solution, Facebook Messenger now attaches location data to single messages as well, associating each text – with the user’s consent regulated through the standard iOS location controls – with a city or area. This, combined with read receipts and a typing indicator (that, however, did not work in our tests) should contribute to making Facebook Messenger more “personal” and “contextual” than standard SMS. To further showcase the interconnected and multi-platform nature of Facebook – which now boasts over 480 million monthly mobile users – the company is now also showing the device that generated a message within the conversation: for instance, a message sent from an iPhone will have a mobile device icon next to it.

Facebook Messenger is capable of sending messages anywhere – web, desktop, mobile – as long as the recipient has a Facebook account, although according to the company today’s updates are “mobile first”.

Facebook Messenger 1.7 is out now on the App Store.

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Toggler

Toggler

I don’t always manipulate chunks of text on iOS, but when I do, I use Toggler. Available for free on the App Store, Toggler lets you easily convert text to Sentence case, lowercase, UPPERCASE, Capitalize, and tOGGLE cASE. It lets you paste the original text you want to modify in the first tab, which is the only one that brings up the iOS keyboard to edit text. With one tap, you can manipulate text and copy it to the clipboard, send it via email, or clear it. The app also displays character and word counts, and it lets you find & replace.

I mainly use Toggler to convert sentences to headlines for MacStories, and to quickly find and replace words for my articles. Free on the App Store.

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iCloud and iOS Games

iCloud and iOS Games

TouchArcade’s Brad Nicholson asked some indie iOS game developers about iCloud and support for syncing save states across devices:

It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.

That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.

In the case of smaller, independent developers of games for the iPhone and iPad, money is the main reason why iCloud often gets cut off from the list of features to implement at the last minute. For as much as we like to think of indie games as modern versions of DOS games programmed in a garage with virtually zero costs and lots of caffeine (and weird haircuts), the reality is that creating the latest $0.99 hit for iPhone is based off real business rules with real associated costs. As TouchArcade quoted a developer saying, “keep making games” is just as important as “making games”. The business side of things needs to be taken care of; when time is running out, iCloud typically gets sacrificed for the greater good – shipping the game.

I believe, however, that there is a deeper reason as to why developers are choosing to think about iCloud at the last minute. Why aren’t developers considering native iCloud integration from the get-go? And why is that only bigger, triple-A titles have been able to successfully use and ship with iCloud integration so far?

When I talked to developers about the first six months of iCloud, the reaction was the same: iCloud is great when it works, but there’s a need for better documentation and debugging tools. iCloud requires a lot of technical work to be implemented and customer support once it’s made available; not all developers are willing to go through this effort right now, and, unsurprisingly, only bigger development studios with consequently bigger budgets and support staff are pursuing iCloud sync for games.

With the WWDC approaching, here’s to hoping Apple will incentivize developers to consider iCloud integration as the foundation for apps and games. Third-party software is better with iCloud, iOS is better because of iCloud, but the platform for the next decade needs to find its early adopters in the people that will ultimately improve the platform going forward: iOS developers.

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