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The Practicality of Art in Software

I’ve been following with great interest this series of articles by John Gruber (and Matt Birchler’s related story) about the chasm between iOS and Android apps. I have some thoughts since expanding my app knowledge beyond iOS and iPadOS is one of my goals for 2023.

About a month ago, during my holiday break, I purchased a Google Pixel 7 as a way to re-familiarize myself with Android.1 To say that I found the ecosystem worse than I remembered would be an understatement. It’s not just about the fact that – as Gruber and Birchler noted – most Android apps suck compared to their iOS counterparts; it’s that the entire OS lacks cohesiveness.

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Club MacStories Sample: Federico Achieves His Universal Control Dream and John Reflects on Indie Life

Editor’s Note: Every now and then, we like to share some of the writing we’ve published for Club MacStories members with the broader MacStories community to give readers a feel for what we offer in case they’re thinking of joining themselves.

The Club has grown to encompass far more than just our writing. There’s the Discord community, AV Club events to discuss community-chosen media, Club-only columns, podcasts, and more.

But, at the heart of the Club are our two regular newsletters available via email and the web. MacStories Weekly, which is packed with new app discoveries, tips, shortcuts, columns, and more, is published roughly 48 times a year, and the Monthly Log, which features longer-form columns, comes out every month for a total of 60 newsletters a year.

Today we’re sharing the November 2022 issue of the Monthly Log, featuring two columns. The first, by Federico, is an in-depth look at how he’s used Universal Control to achieve the iPad Pro setup he’s always wanted. In the second story, John reflects on some lessons he’s learned since joining MacStories.

We hope you enjoy these stories and consider joining the Club. MacStories wouldn’t be possible without the generosity of its readers, so thank you to all of you who are already members or were in the past, and welcome to those of you just joining now. Your support means a lot to us.

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Hands-On with Apple Music for Windows

Apple Music for Windows.

Apple Music for Windows.

Last week, Apple released native versions of Apple Music, Apple TV, and Apple Devices for Windows. The apps, which are available on the Microsoft Store, are labeled as “previews”, and they’re meant to eventually serve as replacements for iTunes for Windows, which is the only flavor of iTunes Apple still distributes after they transitioned to standalone media apps a few years ago. I suppose the apps are also part of a broader strategy from Apple to establish a stronger presence of their services on Windows, as we saw last year with the launch of Apple Music on Xbox and iCloud Photos on Windows (which joined the existing iCloud configuration panel for Windows devices).

As an Apple Music subscriber and owner of a Windows gaming laptop, I thought it’d be fun to take Apple Music for a spin and see how it compares to Spotify on Windows as well as the existing Apple Music experience for Apple’s platforms, which I know very well and enjoy on a daily basis.

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Twitter Intentionally Ends Third-Party App Developer Access to Its APIs

Late yesterday, The Information reported that it had seen internal Twitter Slack communications confirming that the company had intentionally cut off third-party Twitter app access to its APIs. The shut-down, which happened Thursday night US time, hasn’t affected all apps and services that use the API but instead appears targeted at the most popular third-party Twitter clients, including Tweetbot by Tapbots and Twitterrific by The Iconfactory. More than two days later, there’s still no official explanation from Twitter about why it chose to cut off access to its APIs with no warning whatsoever.

To say that Twitter’s actions are disgraceful is an understatement. Whether or not they comply with Twitter’s API terms of service, the lack of any advanced notice or explanation to developers is unprofessional and an unrecoverable breach of trust between it and its developers and users.

Twitter’s actions also show a total lack of respect for the role that third-party apps have played in the development and success of the service from its earliest days. Twitter was founded in 2006, but it wasn’t until the iPhone launched about a year later that it really took off, thanks to the developers who built the first mobile apps for the service.

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Apple Arcade Has Carved Out a Unique Niche in the Videogame Market, but Is It Sustainable?

With the introduction of the App Store, mobile gaming took off, quickly becoming the number one driver of revenue for the store. By the time Apple Arcade was released, more than a decade later, mobile games were dominated by free-to-play titles supported with ads or In-App-Purchases, virtual toll booths designed to interrupt the fun until the player paid with their time or money to continue.

This week, in an interview with CNET’s Shelby Brown, Matt Fischer, Apple’s vice president of the App Store, explained that Apple Arcade was created to eliminate those toll booths:

…many users are also looking for game experiences they can enjoy without interruptions, [and] without having to pay up-front for each title. So we saw an opportunity to bring an exceptional set of games together for players who want unlimited access to an evolving catalog of great games, all for a low monthly price, all without in-game ads or in-app purchases.

That perspective fits well with Eddy Cue’s comments to BuzzFeed in 2015 about gaming on the Apple TV, four years before Apple Arcade launched:

When we first announced the iPhone, we didn’t tout it as a gaming device. But games became a huge part of iPhone, because it turns out that a lot more people than just hardcore gamers love games. We expanded the market. I think the vast majority of people around the world probably aren’t looking to buy an Xbox or PlayStation. But that doesn’t mean they don’t enjoy playing games. I think Apple TV expands the gaming market to those people.

Those two quotes are about as good an explanation of Apple’s approach to Arcade as any I’ve seen. The $4.99 per month subscription is designed to appeal to people who like videogames but aren’t likely to play console or desktop games and who would rather pay a monthly fee than be interrupted by ads or In-App Purchases.

That’s not to say that Arcade isn’t testing new ideas, though. A good example is Dead Cells, a big hit before it debuted on the App Store in 2019. Dead Cells has always been a paid-up-front title, with paid DLC that was released periodically in the years that followed. Now, it, too, is available on Apple Arcade as Dead Cells+, a version that collects the original game and all DLC for subscribers.

Apple has also expanded its Arcade catalog with App Store Greats and Timeless Classics, which, unlike Arcade Originals, don’t always support the Mac or Apple TV. According to Fischer:

Over time, something we heard consistently from players was that they wanted more casual titles, along with many of the richer Arcade Originals in the catalog. So we saw another great opportunity to offer our subscribers a collection of classic games along with award-winning titles from the App Store, but with all the benefits that players love about the service. In April 2021, we introduced two new categories of games, App Store Greats and Timeless Classics, to expand the catalog.

Those titles, along with Originals and others, have grown Apple Arcade into a much more diverse and interesting service than it was when it debuted in 2019. However, games that were previously only available on consoles and desktop computers are increasingly coming to handheld devices like the Steam Deck. Arcade has some titles that rival console releases, but the selection is limited. With more competitors’ devices handling everything from casual games to console and desktop releases, both locally and via game streaming services, I won’t be surprised if competitors start chipping away at the position Apple has carved out for itself in the videogame industry. How Apple reacts will be one of the stories worth keeping an eye on in 2023.


MacStories Selects 2022: Recognizing the Best Apps of the Year

Introduction

John: It’s time for the MacStories Selects awards, our annual celebration of the apps we love and the people who make them. Every year since 2018, we’ve paused at the end of a busy year to reflect on the hundreds of apps we’ve tried and recognize the best.

It’s been another big year for apps, driven by the ingenuity and creativity of the developers who make them combined with new technologies introduced by Apple. Note-taking apps were big again, and just as we get ready to put 2022 in the rear-view mirror, the read-later app space has begun heating up like it’s 2010 all over again.

Last year, we kicked off the MacStories Selects Awards with a new Lifetime Achievement Award, which we gave to PCalc by James Thomson whose app will celebrate its 30th anniversary in a couple of days. This year, we’ve got another app that has stood the test of time and had an outsized impact on the world of apps, which you can read about in a special story written by our Alex Guyot, whose history with the winning app makes him the perfect choice to present the award.

It’s also time to pause and honor the best apps of the year in the following seven categories:

  • Best New App
  • Best App Update
  • Best New Feature
  • Best Watch App
  • Best Mac App
  • Best Design
  • App of the Year

which were picked by the MacStories team, plus the winner of the Readers’ Choice Award, which was picked by Club MacStories members, for a total of nine awards, plus six runners-up, all of which are covered below.

We also recorded a special episode of AppStories covering all the winners and runners-up. It’s a terrific way to learn more about this year’s apps and includes an interview with our Lifetime Achievement Award winner.

You can listen to the episode below.

0:00
01:06:13

So, without further ado, it’s my pleasure to introduce the 2022 MacStories Selects Awards to the MacStories community.

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The MacStories Selects 2022 Lifetime Achievement Award

Drafts

When we chose the second annual lifetime achievement award winner, there was no doubt in my mind that it should be Drafts. Developed and maintained by Greg Pierce of Agile Tortoise, Drafts has been the place where text starts on iOS for nearly a decade now. Times have certainly changed, but Drafts remains. Through the years, it has evolved into so much more than the simple text utility it once was.

While it has evolved, the most beautiful thing about Drafts has been the fervent dedication to its original mission statement. If you are about to type some text – any text — on your iPhone or iPad (and even, in modern times, your Mac), you should open Drafts. The app is so focused on text capture that it defaults to opening a new blank “draft” every time you open the app.

Writing text is only as useful as what you do with it, so the second pillar of the Drafts mission is its action menu; an infinitely customizable list of actions that allow you manipulate and send text from the app to essentially anywhere else you can think of. From random web services to other native apps on your devices, Drafts can almost certainly deliver your text. As your words get delivered throughout your entire digital life, you can take comfort in knowing that you can always search for and find anything you’ve written simply by looking up its record in Drafts.

Drafts in 2022. From left: the editing view, the action menu, and the filtering view.

Drafts in 2022. From left: the editing view, the action menu, and the filtering view.

It amazes me that after hearing that pitch (and even personally writing about it) again and again for over a decade, I still find it to be an alluring idea. Drafts’ longevity is a testament to the prescience of Pierce’s original vision. It pleases me immensely to see this app carrying on for so long, and it’s an honor to award it MacStories’ Lifetime Achievement award.

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Making ActivityPub Your Social Media Hub for Mastodon and Other Decentralized Services

For many people who have stepped away from Twitter, Mastodon is their first experience with a decentralized social network. There’s a lot that can be said about the pros and cons of decentralization, but I want to focus on one very specific technical feature that Mastodon shares with a growing list of other services: ActivityPub.

ActivityPub is a W3C-recommended standard that was published by its Social Web Working Group almost five years ago and defines a decentralized social networking protocol for client apps and servers that connect them. The benefit to users is interoperability among services that adopt the protocol.

In practice, that means users of one ActivityPub service can follow and interact with users of a different service, which opens up some interesting possibilities. Tumblr seems to agree. The company plans to add ActivityPub support, so its users can interact with Mastodon’s users. That news piqued my interest in ActivityPub, but I’m not patient enough to wait for Tumblr to add support. I wanted to take two ActivityPub services for a spin now, so I set up a Pixelfed account on pixelfed.social.

Following Federico using Mastodon's web app (left) and my Pixelfed profile viewed from Tapbots' Ivory Mastodon app (right).

Following Federico using Mastodon’s web app (left) and my Pixelfed profile viewed from Tapbots’ Ivory Mastodon app (right).

Pixelfed is sort of like a decentralized version of Instagram that has adopted the ActivityPub protocol. Users can post photos, follow other users, and send each other messages. The service recently started beta testing an iOS app that is available on TestFlight, so I downloaded it, set up an account, and posted about it on Mastodon.

Because Pixelfed and Mastodon servers both comply with ActivityPub, anyone can follow my Pixelfed account from Mastodon without having to create a Pixelfed account or download the app, which is exactly what Federico did:

In practice, following someone’s Pixelfed feed is even easier. Instead of searching for my username, Federico could have searched for the URL for my Pixelfed profile in a Mastodon app and followed me that way. It’s worth noting, though, that not all Mastodon apps support searching for non-Mastodon servers. If you have trouble adding someone to your Mastodon feed, try Mastodon’s web app, which I’ve tried and know works. Also, be patient because some Pixelfed servers like pixelfed.social are struggling with an influx of new users that have hurt its reliability.

Photos posted from Mastodon (left) appear in the Pixelfed app too (right).

Photos posted from Mastodon (left) appear in the Pixelfed app too (right).

As the owner of a Pixelfed account, ActivityPub provides me some additional benefits too. First, I added my Pixelfed account to Ivory, the Tapbots Mastodon app that’s currently in alpha testing. That lets me post photos and respond to followers in the same app I’m using for Mastodon, which is nice. I’ve also followed my Pixelfed account from my Mastodon account, which allows me to view my posts from my Mastodon feed and boost them to my Mastodon followers, creating the equivalent of cross-posting on two services without actually posting separately to both.

Although there are a growing number of services that support ActivityPub, including PeerTube, a YouTube alternative for video, micro.blog, which supports parts of the protocol, and many others, it’s still early days for the protocol. However, with Twitter reminding users of the peril of relying on a centralized service provider, the pace of ActivityPub adoption is picking up, which should make 2023 a very interesting year for the open web.


iPadOS 16.2 and Stage Manager for External Displays: Work in Progress, But Worth the Wait

Stage Manager in iPadOS 16.2.

Stage Manager in iPadOS 16.2.

Ever since I last wrote about iPadOS 16, I have continued using Stage Manager on my iPad Pro. As I wrote in October, I like the idea behind Stage Manager more than its implementation. Despite the flawed design of its multitasking concepts and bugs I still encounter on a daily basis, it’s undeniable that Stage Manager lets me get more things done on my iPad by virtue of its concurrent app windows.

With today’s release of iPadOS 16.2, the idea behind Stage Manager achieves the full vision first presented in June, while its design and technical implementation remain stuck in an unpolished, half-baked state. Which is to say: conceptually, I love that Stage Manager in iPadOS 16.2 allows me to extend my iPad to an external display and put four additional windows on it; I’ve waited years for this feature, and it’s finally here. Technically speaking, however, the performance of this mode leaves a lot to be desired, with frequent crashes on my iPad Pro and an oft-confusing design that, I will reiterate, needs a rethinking.

Over the past couple of months, I’ve learned to live with Stage Manager, accept its quirks, and use what’s good about it to my advantage. As I recently wrote for Club MacStories members, I’ve put my money where my mouth is: I’ve gone all-in with Stage Manager on my iPad Pro and completely rebuilt my work setup around the M2 iPad Pro and Apple Studio Display, using Universal Control to seamlessly control iPadOS from a nearby Mac mini. (You can read the full story here.) After all, no other device in Apple’s ecosystem can effortlessly turn from a tablet into a laptop and into a desktop workstation like the iPad Pro can.

I’ve been working toward this vision for iPad modularity and contextual computing for the past several years. So now that Stage Manager has unlocked the final piece of the puzzle with external display integration, how good is it in practice?

And more importantly: was it worth the wait?

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