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iOS 8, Accessibility, and Third-Party Keyboards

In the overview I wrote for MacStories of the new Accessibility features of iOS 8, I said this about the operating system’s support for third-party keyboards:

This topic (as well as QuickType) is worthy of its own standalone article, but the accessibility ramifications of iOS 8’s third party keyboard API are potentially huge for those with special needs.

Four months later, that statement still holds true.

Over the past few weeks, I’ve been using two such keyboards — Fleksy and Keedogo — in an effort to not only simply test-drive a new feature, but also to gauge the accessibility merits of the keyboards. While I’ve found Fleksy and Keedogo to be fine in terms of accessibility, even in the midst of testing them, I’ve found myself going back to Apple’s stock keyboard. In the end, that I don’t use any third-party keyboard as a replacement for the default one on my iOS devices is no fault of either developer — it’s Apple’s.

Before explaining why it’s Apple’s fault, though, it’s important to discuss the virtues of Fleksy and Keedogo.

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The Utility of Twitter Cards

The Audio Card is the latest entry in Twitter’s line-up of interactive cards. The feature was announced earlier this week by Twitter, with SoundCloud being the first partner:

The world’s most influential musicians and media producers already share unique audio content through Twitter every day. Today we’re introducing a new way for you to experience audio directly on Twitter.

With a single tap, the Twitter Audio Card lets you discover and listen to audio directly in your timeline on both iOS and Android devices. Throughout your listening experience, you can dock the Audio Card and keep listening as you continue to browse inside the Twitter app.

Musicians, podcasters, and other producers of audio content are on board with SoundCloud cards that can be played without leaving the Twitter app. In a separate blog post, Twitter also announced compatibility with iTunes Music:

Now, when you listen to music from select iTunes artists, it’ll only take a few taps to pre-order unreleased music and purchase your favorite songs directly from iTunes.

Foo Fighters are already using the Audio card to promote their new song, Something From Nothing.

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One Week After iOS 8, Developers Comment on App Bundles

With the release of iOS 8 last week, Apple launched app bundles, a new way for users to buy up to 10 apps from the same developer with a single purchase at a discounted price.

Officially introduced at WWDC 2014 as a feature of the new iTunes Connect, bundles mark a significant change for Apple’s App Store since its opening in 2008: for the first time, developers can market their apps through discounts that can be configured in iTunes Connect rather than organize independent promotions based on price drops; from a user’s perspective, app bundles are reminiscent of Apple’s Complete My Album feature of the iTunes Store.

Shortly after the debut of iOS 8, Apple created a special App Store page showcasing popular bundles for apps, games, and apps for kids. Bundles are easy to spot on the App Store: like folders on iOS, a bundle’s icon is a container of apps inside the bundle, showing a preview of the first four apps included in the bundle; a special badge indicates the number of apps in the bundle; and, only paid apps from the same developer can be part of a bundle – you won’t be able to find games from EA and Ubisoft or apps from Readdle and Runtastic in the same bundle. Since last week, Apple has been heavily promoting productivity bundles from Readdle and Pixite, games from Square Enix and Disney, and apps by Toca Boca and Diptic.

Following the launch of bundles, I’ve been talking to several developers who collected some of their apps in bundles, gauging their reactions to this new feature of the iOS 8 App Store and their thoughts on Apple’s promotional push so far.

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Learning and Relearning iOS

In the school where I teach, we are now into our fifth school year using iPad in the classroom. We have students from 5-18 using the device and using it very differently according to their age and educational needs. We have found it to be a substantial addition to the life and work of our school and a major enhancement to the educational process.

Unlike many schools, we don’t focus on “delivering content” with the iPad. We don’t use electronic textbooks and we don’t buy a lot of curriculum materials in the form of apps. Instead, we view the iPad as a tool for creativity in the classroom. We think of apps not as replacements for books but as a new kind of pen, pencil, ruler, paintbrush, camera, music studio, art material, scientific log book, homework diary, writing pad and movie editing suite.

We have used every version of iOS since iOS 3.2 on the original iPad. Many releases have brought substantial improvements in our daily use of the iPad – for example multitasking in iOS 4 or AirPlay Mirroring in iOS 5 on the iPad 2. I think we are on course for the most substantial change to iOS since it shipped on the iPad this year.

iOS 8 brings many deep changes and improvements to the platform that we know and love to use in our school. I want to highlight a few of them, but it’s important to remember that sometimes the biggest wins are in the fixes to the small daily annoyances.

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Looking at Accessibility in iOS 8

Soon after WWDC ended in June, I wrote a piece for MacStories in which I briefly summarized all the new features Apple added to Accessibility in iOS 8. Since then, I’ve spent a lot of time with the iOS 8 beta builds over the summer, and have found several features and little touches – even some things that aren’t specific to Accessibility – that merit a more detailed look. What follows are my personal impressions of such.

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iOS 8 Changed How I Work on My iPhone and iPad

When I reviewed iOS 7 last year, I took a different approach and tried to consider Apple’s redesigned OS from the perspective of someone who uses iPhones and iPads for work and personal tasks on a daily basis. I noted that a new structure enabled developers to make more powerful apps, and I concluded hoping that Apple would “consider revamping interoperability and communication between apps in the future”.

With today’s release of iOS 8, Apple isn’t merely improving upon iOS 7 with minor app updates and feature additions. They’re also not backtracking on the design language launched last year, which has been refined and optimized with subtle tweaks, but not fundamentally changed since its debut in June 2013.

Apple is reinventing iOS. The way apps communicate with each other and exchange functionality through extensions. How status awareness is being brought to iPhones, iPads, and Macs with Handoff and Continuity. Swift and TestFlight, giving developers new tools to build and test their apps. Custom keyboards and interactive notifications.

There are hundreds of new features in iOS 8 and the ecosystem surrounding it that signal a far-reaching reimagination of what iOS apps should be capable of, the extent of user customization on an iPhone and iPad, or the amount of usage data that app developers can collect to craft better software.

Seven years into iOS, a new beginning is afoot for Apple’s mobile OS, and, months from now, there will still be plenty to discuss. But, today, I want to elaborate on my experience with iOS 8 in a story that can be summed up with:

iOS 8 has completely changed how I work on my iPhone and iPad.

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Desire and Purpose

I’ve been thinking about yesterday’s announcement of the Apple Watch. Like WWDC ’14, it’s a lot to process in a single day – you’re looking at years worth of design and product vision condensed in two hours of video and a massive website update. I’m not sure I’ll fully grasp the potential of Apple’s wearable even after its release.

But I noticed this: I didn’t feel the same impact of the original iPhone and iPad keynotes. I’m not referring to the product, the pace of Apple executives on stage, or Steve Jobs. I’m talking about the message that I was left with and the explanations that Apple gave to demonstrate their new watch and how it can fit in people’s everyday life. It felt different.

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Apple Watch: Our Complete Overview

At a media event held earlier today at the Flint Center in Cupertino, California, Apple officially unveiled the Apple Watch, the company’s highly anticipated wearable device.

Starting at $349 and launching in early 2015, Apple Watch was introduced as Apple’s “most personal device ever created”, aiming to blend style and function, complex tech and self-expression by offering a mix of traditional timekeeping with a variety of health and fitness-related features, apps, integration with iPhone, and a brand new input method called Digital Crown.

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