Posts in stories

Mac App Store: Year Two

Today, the Mac App Store turns 2.

Last year, I concluded my retrospective of one year of Mac App Store wondering whether 2012 would see more developers struggling to get their Mac apps approved for sale.

The Mac App Store is not without its flaws, and questions loom ahead as to whether Apple will lock down the system eventually — allowing customers to only install apps from the Mac App Store (as also recently suggested by Adam Engst on Macworld) — and cause a general confusion among developers and consumers as sandboxing is enforced and apps will need to comply to a stricter set of rules to be accepted on the Mac App Store.

A full year after that post, I believe it’s safe to say one word epitomizes Apple’s 2012 with the Mac App Store: uncertainity. Read more


iPad in Real Life: Erik Hess, F-5N Tiger II Pilot

I believe people aren’t using iPads only as devices to “watch videos” or “catch up on reading”. Perhaps many people are; but there are some individuals who, thanks to the power and portability of the iPad, have managed to fit the device into their workflows and personal lives in ways that most of us wouldn’t expect. I think these stories deserve to be told. And they need to be told by the people who experience them first-hand.

For the first installment of a (non-regular) “iPad in Real Life” series, I asked Erik Hess to show me how the iPad has improved his flying experience in the cockpit.

Erik Hess spent 13 years as a pilot in the US Navy flying F–14B Tomcats and F/A–18E/F Super Hornets from aircraft carriers. He’s now a full-time designer and partner at high90 and continues to fly the F–5N Tiger II as an adversary pilot in the US Navy Reserve. He posts occasionally at his blog The Mindful Bit and you can find him on Twitter.

I asked Erik to share his experience in using the iPad as a flight-aiding tool in the cockpit. The result is a detailed account written by Erik himself covering a wide range of aspects from software used and replacing paper charts to portability and the importance of the Retina display. Perfect for what I was looking for, I left Erik’s thoughts mostly untouched because I believe, for this series, I should let these voices speak for themselves. Aside from minor editing, I chose to offer Erik’s own story, rather than my summary of it.

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Mapping Apple’s Retail Expansion

Apple opened its first retail stores on May 19, 2001 - one in Virginia and the other in California. In the Steve Jobs biography, author Walter Isaacson wrote how Jobs had wanted Apple to have its own stores so that their iMacs didn’t have to “sit on a shelf between a Dell and a Compaq while an uninformed clerk recited the specs of each”. Despite initial criticisms and comparisons to Gateway’s failed retail stores, Apple Stores not only continue to exist today, but are regarded as one of Apple’s greatest innovations - one that now contributes to more than 10% of Apple’s revenue.

“Unless we could find ways to get our message to customers at the store, we were screwed.” - Steve Jobs

I’ve previously written about the coverage of Apple’s entertainment services in international markets (including how they compare to Google, Microsoft and Amazon), so I was similarly intrigued by how Apple’s stores have expanded into countries outside the US. Whilst researching all this, I came across other questions such as whether Apple had a particular preference for when they opened new stores and how the expansion of their retail network would affect visitors and profits. What I have found isn’t particularly groundbreaking, but there are certainly some trends and fascinating tidbits that I’ve come across, all of which is detailed below the break.

A note to RSS readers: This article includes an HTML5 diagram that likely won’t display in your reader, view this post in your browser (it works on iOS devices) to view that diagram. Apologies for the inconvenience.

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Mapping The Entertainment Ecosystems: A Brief Revisit

In mid-October, we published a story on the entertainment ecosystems of Apple, Microsoft, Google and Amazon - looking at to what degree their music, movie, TV, eBook and app stores were available in international markets. Apple on the whole seemed to have the best average availability - slightly losing to Microsoft for the app stores and Amazon dominating everyone in the eBook store.

I’ve decided to briefly revisit the topic today because the original post garnered quite a lot of discussion and feedback and because of two “events” that have since happened. Firstly, Apple yesterday announced an expansion of the iTunes Music Store into dozens of new countries (and Movie store in a few additional countries). Secondly, I have since found two pieces of data on which countries Xbox Music is available in (for some odd reason I cannot find any official Microsoft document detailing the countries it is available in). So below is an update to the Music and Movie diagrams and graphs.

 

Note: Read the original ‘Mapping the Entertainment Ecosystems’ post which includes diagrams for eBooks, TV and App Stores.
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Slogger and Day One Memories

Slogger is a fantastic script created by Brett Terpstra. With a bit of manual setup, Slogger can run on your Mac and, on a daily basis, pull entries from various Internet sources – such as Twitter and RSS – and put them into Day One automatically. It is a way to fill Day One with social updates for stuff that you write elsewhere. Brett is awesome, he’s working on new stuff for Slogger, and you should definitely check it out (and consider a donation) if you’re interested in its functionality.

I, however, have turned Slogger off a couple of weeks ago and removed the entries it created. This happened soon after the release of Day One with tags and search, which made me realize “automated logging” is not for me. Slogger was a placebo, not a medicine to let me write more. Somewhat intrigued by its scriptability and automation, I fell short of my own promise:

In twenty years, I’m not sure I’ll be able to remember the songs I like today, or the faces of people that I care about now. I don’t even know if I’ll be around in twenty years. But I do know that I want to do everything I can to make sure I can get there with my own memories. We are what we know. And I want to remember.

It took a while for me to realize I wasn’t fixing the right problem. Instead of making an effort to document memories I care about, I was passively watching another Internet pipe feeding a digital archive of my life with tweets, liked items, starred posts, and everything in between. Brett is awesome, but Slogger is not for me. At least not with the current version of Day One, because there’s no way to meaningfully separate “social entries” from “actually-written-by-me entries”. My wish is for Slogger to eventually mature into a standalone app for “social archiving”, separate from Day One.

I want my thoughts – not my stupid Twitter jokes – to be read by someone who, for some reason, will care about the life I had. There are several aspects of my digital life that I like to improve, but I won’t automate my memories.

Day One is a personal experience, and as such, I want it to be mine.


Half Full Glass

Some people think Apple will eventually “dumb down” OS X and make it a “more casual” platform not suited for power users.

I disagree.

I covered this recurring theme in a section of my Mountain Lion review:

I think the Mac power user will be just fine using Mountain Lion. In practical terms, Mountain Lion’s new features and design choices haven’t hindered my ability to install the apps I want, run macros to automate tedious tasks, or fly through applications using keyboard shortcuts. I prefer Scrivener to Apple’s Notes app, I rely on Keyboard Maestro to be more efficient, and I keep my notes in Dropbox rather than iCloud. On the other hand, I can jot down a quick todo in Reminders knowing instantly that it will “just work”, and I can pick up any conversation I was having on my iPhone thanks to Messages on my Mac. Making the entire operating system more cohesive and refined hasn’t diminished the relevance and utility of third-party software on my Mac; if anything, it’s made the key apps and functionalities I rely on better.

The argument usually goes something like this: iOS is so successful, Apple will eventually make Macs more like it. Plus, Gatekeeper and Sandboxing are signs that this will happen.

Usually, this piece by Rands in Repose is cited as a somewhat obvious confirmation to the fact that Apple is not afraid of “cannibalizing itself”.

This argument needs to be deconstructed on multiple levels. Read more


Automating iOS: How Pythonista Changed My Workflow

A couple of months ago, I decided to start learning Python.

I say “start” because, as a hobby to fit in between my personal schedule and work for the site, learning the language is still very much a work in progress. I hope I’ll get to an acceptable level of knowledge someday. Coming from AppleScript, another language I started researching and playing with earlier this year, the great thing about Python is that it’s surprisingly easy to pick up and understand. As someone whose job primarily consists of writing, I set out to find how Python could improve my workflow based on text and Markdown; I found out – and I’m still finding out – that Python allows for more flexible and intelligent string manipulation[1] and that some very smart folks have created excellent formatting tools for Markdown writers.

But this article isn’t strictly about Python. Soon after I took my decision to (slowly) learn my way around it, I asked my friend Gabe Weatherhead about possible options to write and execute Python scripts on iOS. Thanks to Gabe’s recommendation I installed Pythonista, and this app has completely changed my iOS workflow. Read more


The Value Of In-App Purchases

punch quest

punch quest

The Verge writes about to commercial failure of the first version of Punch Quest, a new game by Rocketcat Games:

But the reality was much different. Despite surpassing 600,000 downloads, Punch Quest only just crossed into the five figure range in terms of revenue. “The really scary thing is that profits tend to drop off sharply a week after an app’s out,” Auwae says. “I hear it’s a bit better for free apps, but a paid app often makes most of its money in the first week of being out.”

Figuring out where the problem lies is a difficult task. Punch Quest seems to have done many things right, with a game that has proved popular with a wide audience and was designed from the beginning with the concept of IAP in mind, but obviously something is missing. “There’s a lot of stuff that could be wrong,” says Auwae, “but we’re just not sure.

Earlier this year, our Graham Spencer wrote an extensive feature story on the state of game In-App Purchases, the best practices for developers, and reactions from users to various kinds of IAPs. He concluded:

On the other hand, people are much more appreciative of paying for something that is more tangible — like more levels or new game modes. They are more substantial than a new gun, or some in-game coins that can buy you a power-up. I think this feeling is amplified when a user moves on from a game and looks back at what they payed for. If they were just buying currency for power-ups, there really isn’t anything to show for that money that they once spent. On the other hand if they bought a new game mode, they can see that additional mode and if they decide to come back to the game at a later date, they’ll still have that and be able to take advantage of it.

As Andrew Webster wrote at The Verge, I think Punch Quest’s case is primarily an issue of perceived value. I don’t think Punch Quest’s virtual currency-like model for IAP is a sustainable model.

On the other hand, I don’t think it’s a problem of “small Buy button” (as suggested by The Verge): Loren Brichter’s Letterpress is a different genre, but some mechanics of revenue generation with IAP are comparable with Punch Quest. Loren said he didn’t make any “IAP optimization” to guide users towards spending money, yet Letterpress is a success. I believe it ultimately goes down to the fact that Letterpress’ IAP feels like a must-have, as I wrote in my review.

I think it’s a smart move, because Letterpress’ in-app purchase is a must-have so, essentially, you’ll be purchasing a $0.99 paid app. In this case, the “free” price tag is an illusion to draw more customers to download the app right away: think of it as a “trial” version of the real Letterpress. This is what the App Store dynamics have become, and Brichter is simply experimenting with something completely new for him while playing by the market’s rules. Because while I could go by without themes – I just use the default one – more simultaneous games and played words is what you’re really looking after.

Punch Quest doesn’t make me feel like I’m missing out. It doesn’t leverage the addictive nature of the game to draw me to the IAP options; at the contrary, the fact that it’s easy to collect currency in the game makes me feel like the IAP is unnecessary: I can play this because I like it and I’ll collect coins anyway.

Letterpress, on the flip side, doesn’t trade your time for options. You’re always going to miss themes and simultaneous games if you don’t pay. The IAP of Letterpress is an exclusive option that is based on the game’s essence: playing games against friends. You like this game so much you want to play more games? Then pay. Otherwise, you won’t have the feature. Simple and effective.

With In-App Purchases, I want to feel like I’m paying for something that I need. Even better, I want that to be more than a feeling: it’s got to be a fact.

Personally, I believe developers shouldn’t settle on “established” ways to implement IAPs. For instance, despite the completely different category, I like what iThoughts HD is doing with IAP: the regular app is $9.99 and already a sustainable business model, but if you want, you can pay more. Paying $3.99 for the IAP will unlock “Early Access” features, which include things like Search and Doodling on mind maps. These are features that will come to the main app eventually, but you can pay to get them now.

iThoughts’ IAP works from both technical and conceptual perspectives. By paying, you know you’re supporting the ongoing development of an app you like, and that is a powerful concept by itself. But, at the same time, you’re also getting new features before other people – you’re unlocking new exclusive stuff. Features that make the app better and that are cleverly targeted at people who use iThoughts on a regular basis. It feels like a must-have.

It’s marketed differently, but iThoughts’ IAP is actually very similar to Letterpress: it understands the app’s user base and allows customers to get more functionality by paying.

In-App Purchases are tricky. To get a complete overview of this phenomenon in games, I still recommend reading Graham’s story from June, which includes various surveys with developers and users. Overall, I believe IAPs can be a stable (and possibly more intelligent) business model, but developers should consider the value perceived by their customers before and after the purchase.


Google Voice Search for iOS: Not A Siri Competitor, Still A Solid App

Earlier today, Google released an update to its Search app for iOS (a longtime favorite of mine both on the iPhone and iPad) to include an “Improved Voice Search” experience. Apparently, the app had been submitted a while ago, but Apple approved it this week.

The new Voice Search of the app may seem Siri-like in terms of overall concept. Essentially, it allows you to ask questions in natural language without typing, and get results back. I took some time to test the app, and, in actual usage, the scope is considerably different from Apple’s Siri, at least for now. And, at the same time, the technology behind it is much different. Read more