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iOS and iPadOS 13: The MacStories Review

Following years of a judicious union between platforms, it’s time for iPad to embark on its own journey.

In looking back at major iOS releases from the recent past, it’s easy to see how building and positioning these annual updates has become a careful balancing act for Apple.

In last year’s iOS 12, we saw the company focus on improving performance, providing users with tools to understand their device usage habits, and adapting Workflow to the modern era of Siri and proactive suggestions. The strategy was largely successful: iOS 12 was regarded as Apple’s most reliable iOS release of late – a reputation that has resulted in a 90% adoption rate a year later; and the Shortcuts app – the highlight of last year from a user feature perspective – is becoming a built-in (and thus more powerful) app in iOS 13.

For all that Apple accomplished in iOS 12, however, some areas of the experience inevitably had to be put on the back-burner. Besides improvements to Reminders and Files, iOS 12 lacked a long-awaited dark mode (which was rolled out on macOS instead) as well as more substantial tweaks to the ever-evolving iOS 7 design language; chief among iOS 12’s absentee list, of course, was iPad. Even though Apple had trained users to expect major additions to the tablet platform on a biennial schedule (see iOS 9 and iOS 11), the lack of meaningful iPad features in iOS 12 spurred a contentious discussion when it became apparent that new iPad Pro hardware was so far ahead of its software, it legitimized asking whether investing in that hardware was even worth it.

The annual debate that surrounds which features make it into each major iOS release is symptomatic of a complicated truth: iOS isn’t just the operating system that runs on iPhones anymore, and these annual releases are more than a mere collection of updated apps. iOS is the platform for an ecosystem of devices – from our wrists and speakers to cars and TV sets – and its changes have repercussions that ripple far beyond an updated Reminders app or a new icon set.

This, of course, has been the case for a few years at this point, but the nature of iOS as an all-encompassing platform has never been as evident as it is today in iOS 13. For the first time since I started reviewing Apple’s annual iOS updates, it feels like the company is now keenly aware that a new iOS version has to cover an array of themes that can’t be pushed back for scheduling reasons. A single area of attention isn’t enough anymore – not for the Apple of 2019 as an economic, political, and social force, and not for iOS, the engine powering devices that aren’t just screens for apps, but bona fide lifestyle computers.

As a result, there’s something for everyone in iOS 13 and all the recurring themes of Tim Cook’s Apple are touched upon this time around. iOS 13 improves Face ID recognition and promises improvements to app download sizes and performance. Apple is sending strong signals on its commitment to privacy as a feature with a new sign-in framework for apps and enhancements to location tracking controls and HomeKit cameras. iOS’ design language is getting its biggest update in years with dark mode, new tools for developers to express colors and embed glyphs in their user interfaces, updated context menus, and redesigns aimed at facilitating one-handed interactions. We have notable improvements to built-in apps, including the rebuilt Reminders and Health, an overhauled Files app, and hundreds of quality-of-life tweaks that, in big and small ways, make iOS more capable and efficient.

No stone is left unturned in iOS 13 – and that includes iPad too.

The iPad experience has always been largely consistent with the iPhone – particularly since Apple unified core iOS interactions around a screen without a Home button – but also distinct from it. iOS 13 makes this distinction official by splitting itself in a second branch called iPadOS, which uses iOS as the foundation but is specifically optimized and designed for iPad.

It was clear when the new iPad Pro launched in late 2018 that it told only one part of a bigger story about the role of the tablet in Apple’s modern ecosystem. With iPadOS, Apple is ready to tell that full story: while the iPad has always been an extension of iOS, sharing key similarities with the iPhone hardware and software, it’s been evolving – arguably, a bit too slowly – into a different breed of computer that is fundamentally distinct from a phone.

We’ve been able to observe this divergence starting in iOS 9 with Split View multitasking and Apple Pencil, and the transition continued with iOS 11 and its drag and drop-infused environment. It was only natural (and well-deserved) for the iPad to begin advancing in a parallel direction to iOS – informed and inspired by it, but also capable of growing on its own and tackling problems that an iPhone doesn’t have to solve.

From this standpoint, there are two sides to iOS 13: on one hand, an underlying tide that raises all platforms, featuring a distillation of themes Apple comes back to on an annual basis; on the other, a fork in the road, opening a new path for the iPad’s next decade. And against this backdrop, a single question looms large:

Can Apple balance both?

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    Siri in iOS 13: SiriKit for Media, New Suggestions, and a Better Voice

    Another year, another batch of Siri improvements aimed at enhancing what’s already there, but not radically transforming it. Siri in iOS 13 comes with a handful of changes, all of which are in line with the types of iteration we’re used to seeing for Apple’s intelligent assistant. Siri now offers suggested actions in more places and ways than before, its voice continues becoming more human, and perhaps this year’s biggest change is a new SiriKit domain for media, which should enable – after the necessary work by third-party developers – audio apps like Spotify, Overcast, and Audible to be controlled by voice the way Apple’s native Music, Podcasts, and Books apps can be.

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    Apple Hits Restart on Game Controller Support

    It’s hard to believe it’s been nearly six years since Apple added game controller support to iOS. The big news at WWDC in 2013 was the iOS 7 redesign, but for game developers, it was rivaled by the announcement that third-party Made For iPhone (MFi) controllers were coming.

    The game press and developers understood the potential of controller support immediately. Even though it wasn’t announced there, Chris Plante of Polygon declared controller support the biggest story of E3, the game industry trade show that was happening at the same time as WWDC. Plante imagined that:

    If Apple finds a way to standardize traditional controls, every iOS device will become a transportable console. In a year, both iPhones and iPads will approach the processing power of the current-generation devices. Companies will have the ability to port controller-based games for the mobile devices in millions of pockets — an install-base far greater than they’ve ever had before.

    Game industry veteran Gabe Newell, the co-founder of Valve, saw Apple’s entry as a big risk to companies making PC and console games:

    The threat right now is that Apple has gained a huge amount of market share, and has a relatively obvious pathway towards entering the living room with their platform…I think Apple rolls the console guys really easily.

    I was right there with them. iOS devices couldn’t match the power of a traditional console in 2013, but you could see that they were on a trajectory to get there. With the addition of controller support, Apple felt poised to make a meaningful run at incumbents like Sony and Microsoft.

    It didn’t work out that way though. iOS’ controller support was rushed to market. Early controllers were priced at around $100, in part because of the requirements of the MFi certification, and they couldn’t match the quality of controllers from Sony and Microsoft.

    As anticipated, controller support was extended to the Apple TV when its App Store launched in 2015. Initially, it looked as though Apple would allow game developers to require a controller. In the end, though, the company went an entirely different direction by requiring that games support the Apple TV Remote, a decision that complicated development and dumbed down controller integration to match the remote’s limited input methods. Apple changed course eventually, and now lets developers require controllers, but by the time of that change the damage had been done. Many developers had already lost interest in controller support. It didn’t help either that for a very long time, the App Store didn’t indicate which games were compatible with MFi controllers, leaving the void to be filled by third-party sites.

    Last year, when I looked back at the history of games on the App Store for its tenth anniversary, I came away pessimistic about the future of games on Apple’s platforms. After a decade, I felt like we were still asking the same question that Federico posed in 2013:

    Will Apple ever develop a culture and appreciation for gaming as a medium, not just an App Store category?

    Sadly, Federico’s question remains as relevant today as it was six years ago. Still, I’m cautiously optimistic based on what’s happened in the past year. Part of that is the App Store editorial team’s excellent track record of championing high-quality games in the stories published on the App Store. Another factor is Apple Arcade, the game subscription service we still don’t know a lot about, but which appears designed to showcase high-quality, artistically important games.

    The latest cause for optimism is Apple’s announcement at WWDC this past June that iOS, iPadOS, tvOS, and macOS would all support the Sony DualShock 4 and Bluetooth-based Xbox controllers when Apple’s OSes are updated this fall. The reaction from developers and other observers was a combination of surprise and excitement that was uncannily similar to the MFi announcement in 2013. Yet, the news begs the question: ‘How is this time any different?’ The answer to that question lies in how the new controllers work and the role they will play in Arcade.

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    Hello, Computer: Inside Apple’s Voice Control

    This year’s Worldwide Developers Conference was big. From dark mode in iOS 13 to the newly-rechristened iPadOS to the unveiling of the born-again Mac Pro and more, Apple’s annual week-long bonanza of all things software was arguably one of the most anticipated and exciting events in recent Apple history.

    Accessibility certainly contributed to the bigness as well. Every year Apple moves mountains to ensure accessibility’s presence is felt not only in the software it previews, but also in the sessions, labs, and other social gatherings in and around the San Jose Convention Center.

    “One of the things that’s been really cool this year is the [accessibility] team has been firing on [all] cylinders across the board,” Sarah Herrlinger, Apple’s Director of Global Accessibility Policy & Initiatives, said to me following the keynote. “There’s something in each operating system and things for a lot of different types of use cases.”

    One announcement that unquestionably garnered some of the biggest buzz during the conference was Voice Control. Available on macOS Catalina and iOS 13, Voice Control is a method of interacting with one’s Mac or iOS device using only your voice. A collaborative effort between Apple’s Accessibility Engineering and Siri groups, Voice Control aims to revolutionize the way users with certain physical motor conditions access their devices. At a high level, it’s very much a realization of the kind of ambient, voice-first computing dreamed up by sci-fi television stalwarts like The Jetsons and Star Trek decades ago. You talk, it responds.

    And Apple could not be more excited about it.

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    Health in iOS 13: A Foundation for Apple’s Grand Wellness Ambitions

    Apple’s Health app first debuted in 2014 as part of iOS 8. In the five years since its launch, Health has been one of the only iOS apps to receive redesigns every couple of years. The basic purpose of the app has remained the same through those changes, still serving as an aggregation tool for wellness data from sources like the Apple Watch to third-party apps and devices. However, Health’s regular reimagining serves as strong evidence that Apple has never quite felt content with how that original goal was being fulfilled.

    It may be too early to cast judgment, but I have a strong suspicion that this year’s rebrand will stick. iOS 13’s Health app finally brings a design that feels intuitive and user-friendly, doing away with complication and creating a streamlined, inviting interface. Simultaneously, this year’s update adds compelling new features related to cycle tracking and hearing health that may hint at an evolving vision for the Health app’s future.

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    Apple’s New TV Strategy Might Just Work

    It’s been a very significant week for Apple’s TV efforts. On Monday the company debuted its first full-length trailer for an Apple TV+ original; that trailer was for The Morning Show, which has long been destined as a tentpole title for Apple. From what I’ve seen online, the trailer has been well-received, aided by an aggressive marketing push on YouTube and Twitter.

    While The Morning Show’s first full trailer is a big occasion, and we’ll likely start seeing promos for other Apple TV+ shows soon with its fall launch fast approaching, the most important TV news in Apple’s week came from Disney.

    Disney announced that its Disney+ streaming service would launch with native iOS and tvOS apps, which will use Apple’s In-App Purchase system for subscriptions, and the service will be “fully integrated with the Apple TV app.” Depending on your interpretation of that quote, Disney didn’t technically announce that Disney+ would be a channel in the TV app, but “fully integrated” is a strong phrase, and since Disney’s adopting Apple’s In-App Purchase system and integrating in some way with TV already, there’s virtually no reason to think it won’t be a full-fledged channel.

    Following these two key events – the marketing push for Apple TV+ starting to gain steam, and Disney+ partnering with Apple in a key way – I’ve been reflecting on what Apple’s future in TV may hold.

    We’ve known since March what the company’s TV strategy entailed: putting the TV app everywhere as an aggregator, bolstered by channels and Apple TV+. With the TV app Apple can do something that no one else seems to be trying: control the full stack of TV experience through integrating hardware, software, and services – the classic Apple playbook. But Apple needs partners to make this vision a reality. Without TV app commitments from big players like Netflix or Disney, it was unlikely that Apple’s strategy could ever find success. Signing Disney+, however, changes everything.

    Absent Disney, failure seemed inevitable. The lack of both Netflix and Disney+ would have been a death blow to Apple’s plans. But with the home of Disney, Pixar, Marvel, and Star Wars now on board, I’m starting to think Apple’s TV strategy might just work. Here’s why.

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    Sign In with Apple: Goodbye Account Management

    I love trying new apps and services. It may be part of my job at MacStories, but even if it weren’t, I would still constantly be on the lookout for interesting, creative products that can benefit either my work or leisure. In recent years it seems like there’s always a fresh stream of apps and services to check out. Often when I try something new, however, I’m immediately confronted with the obstacle of a login screen. At which point there’s a choice to make: do I go through the hassle of creating an account for this service, or – if the option is available – do I simply authenticate via a third party like Google or Facebook? Sadly, neither option is ideal.

    Creating a new account for every service you try is a major pain. It’s made easier with the aid of iCloud Keychain and 1Password, but while those tools eliminate lots of friction, they can be a little clunky, and in the end you’re still trusting your data to the (usually unknown) privacy policies of the service you sign up for.

    Third-party login buttons solve the convenience problem, mostly. They may require entering your credentials for that third-party service, but at least you don’t have to create and remember new credentials for multiple services. The data privacy issue can be a question mark with these buttons though; when you authenticate through, let’s say Facebook, do you really know exactly what data you’re sharing with the new service? Or how the service will use that data? As consumers continue losing trust in Facebook itself to secure their data, why would they trust a service that taps into their Facebook data?

    Sign In with Apple is a modern alternative to the current mess of login methods, offering Apple users a solution that addresses the current options’ shortfalls. It makes account creation and sign-in trivially simple – even more so than buttons from Google or Facebook – while also keeping your data in the hands of a company with a decent privacy track record.

    When apps update to adopt Sign In with Apple, I suspect many users’ initial thoughts will be some variation of what immediately popped into my mind after trying it for the first time: “Where has this been all my life?”

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    Activity Trends in iOS 13

    We touched on most of this year’s changes to iOS in our iOS 13 overview earlier this summer, but one feature that has mostly flown under the radar is the debut of Activity Trends.

    True to its name, Activity Trends is a new way to monitor the progression of your daily activity over time. The feature is exposed via a new tab in Apple’s Activity app in iOS 13, and it breaks down your activity over the last 90 days compared to the previous 365.

    In the main view, Trends are broken down by a variety of metrics, with each metric displaying your 90 day average as well as a simple up or down arrow to indicate whether it has improved or diminished over that time period in comparison to the average of your last year. The goal is to give you actionable information and goals to bring these metrics up. Goals are applied on a weekly basis, and hitting them consistently will result in an increase of your 90 day averages over time.

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    Sidecar in iPadOS 13 and macOS Catalina: Working Seamlessly Between an iPad and Mac

    The core experience of using Sidecar is fantastic. Part of the reason is that running an iPad as a second display for a Mac with Sidecar is immediately familiar to anyone who has ever used multiple displays. The added screen real estate, portability, and functionality are part of the appeal too. Of course, there are differences that I’ll get into, but Sidecar is so close to a traditional dual-display setup that I expect it will become a natural extension of the way many people work on the Mac.

    There’s more going on with Sidecar though, which didn’t dawn on me until I’d been using it for a while. One of the themes that emerged from this year’s WWDC is deeper integration across all of Apple’s platforms. As I’ve written in the past, SwiftUI is designed to accomplish that in the long-term across all the devices Apple makes. In contrast, Catalyst is a shorter-term way to tie the Mac and iPad closer together by bringing iPad apps to the Mac and encouraging developers to build more robust iPad apps.

    Sidecar strikes me as part of the same story. Apple made it clear when they introduced Catalyst in 2018 at WWDC that it’s not replacing macOS with iOS. Some tasks are better suited for a Mac than an iPad and vice versa. Sidecar acknowledges those differences by letting an iPad become an extension of your Mac for tasks best suited to it. At the same time, however, Sidecar takes advantage of functionality that’s unavailable on the Mac, like the Apple Pencil. Combined with the ability to switch seamlessly between using Mac apps running in Sidecar and native iPadOS apps, what you’ve effectively got is a touchscreen Mac.

    However, to understand the potential Sidecar unlocks, it’s necessary to first dive into the details of what the new feature enables as well as its limitations.

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