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Posts Tagged ‘Application Development’
Thursday, April 15th, 2010
Google has adjusted the appearance of its email service, Gmail, for users who access their accounts via gmail.com on Android, iPhone and iPad devices
The minor changes alter how senders are added to messages, and do not affect the native Gmail apps that most users of Android phones send email through.
The move builds on Google’s decision to rewrite the code on which the web app is based so that it is easier to adjust in future.
This stage of enhancements allows users to simply type a fellow Gmail adopter’s username and the programme will now automatically fill in the rest of the address. Other changes reveals the list of recipients of a message more completely, so that individual addresses are easier to remove even if they are towards the beginning of a long list. Contacts that have been entered into a Gmail field are now also clickable boxes, allowing users to inspect their details more closely.
A list of top contacts has also been added, and the app now fills the entire screen. These features are likely to be particularly relevant to iPad users, who have significantly larger screens at their disposal.
The moves mean that the official Google Mail app now has considerably fewer features than the web-based version. Google has previously said that a new release, however, is in production.
Resource:
http://www.telegraph.co.uk/technology/google/7593108/Google-updates-Gmail-for-iPad-Android-and-iPhone.html
Tags: Android, Application Development, Google, Ipad, iPhone Posted in Application Development | 1 Comment »
Tuesday, April 6th, 2010
Having used the iPad for a couple of days now, it’s clear that the product is a game changer. I suggested in a recent column that the tablet had the potential to kill netbooks. After bringing the iPad with me on a recent trip, I firmly believe that it will replace my laptop in a number of instances, as well.
Out of the box, it’s immediately clear just how sleek and elegant the device is. No surprise there, of course. When it comes to design, Apple always bests the competition. Once turned on, the brilliant screen reveals the device’s various functions, highlighting the ways in which the iPad will help us re-think portable computing.
The iPad makes content consumption easy and fun. Sitting back in your chair in what I call the “lean back position,” the iPad is perfect for surfing the Web, checking e-mail, watching movies and TV shows, playing games, and reading books. Seventy percent of what we do on a computer already involves consuming content. The lean back is a more natural way to view most of the content we encounter in our digital lives.
The iPad delivers a great experience in each of these areas. This alone will make it hard for competitors to top the device. Add to that a plethora of apps created specifically for the iPad, and it becomes clear that the device is more than simple a giant iPd touch. It’s a new kind of portable computer that could cause a paradigm shift in mobile computing, making the tablet the preferred method for accessing and consuming digital content for many mainstream consumers.
The device is also versatile enough to deliver a solid experience in “lean forward mode.” When we sit at our desk and create content, we’re primarily hunched over our keyboard writing documents and working with spreadsheets. Apple was smart enough to create a new version of Pages, Keynote, and Numbers, specifically for the iPad. With the optional keyboard dock, the device can also be used to create content. Reading e-mail on the tablet is a delight. The screen makes it possible to read long messages on a single page. The virtual keyboard makes it easy to respond to e-mails, even for someone with fat fingers, such as myself. However, if you are working with large documents or spreadsheets or creating a graphics-based project, you’ll probably want to stick to the desktop or laptop.
Apps At launch, there were about 1,400 iPad-specific apps available. By the end of April, I bet that number will be well over 5,000. Even without seeing one in-person, developers understood the device’s potential, lining up to create new and innovative apps for the platform. I downloaded the ABC app, which gave me instant access to many of the network’s most popular shows through its dedicated player. The CNN site has already taken advantage of HTML5, makng it possible to view CNN videos on the iPad. The optimized versions of USA Today, Time Magazine, The New York Times, and The Wall Street Journal, meanwhile, make it clear that the publishing world is backing the iPad in a big way.
The complaints about the iPad’s lack of support for Flash are certainly legitimate, but Apple’s decision to make HTML5 the cornerstone architecture for delivering video on the device could cause the entire industry to shift in that direction. In fact, content delivery networks like BrightCove have created tools to convert Flash video into HTML5 for customers.
There is some real innovation happening in the games space, as well. I downloaded the iPad version of Scrabble and found that it could be played with iPhones and iPod touches through the Bluetooth feature. You place the iPad down on the tablet between yourself and a group of friends. The iPad serves as the board, and everyone around the table uses their iPhones and iPod touches to create words, which magically show up on the iPad in the center.
In fact, all of the games I tested for the iPad were stellar. Racing games come alive, and first-person shooters seem almost like 3D. Casual games like solitaire and Bejeweled are more fun to play on the iPad’s larger screen. A game/learning tool called The Elements demonstrates how the iPad could impact education. In fact, we’re already hearing stories about colleges that are going to make the iPad a part of their curriculum next fall.
Books and Movies
When reading books, the difference between the iPad and the Kindle is huge. With the iPad, books include color images. Reading Winnie the Pooh to my granddaughters, I was able to share all of the full-color images they are used to seeing in the hardcover version of the book. I fully expect publishers to utilize the technology to create multimedia books in the near future.
Reading magazines like Time, Newsweek, The New Yorker is very much like reading their hard copy counterparts. All of the color art, charts, and photos are in tact, and after a while I forgot that I was reading an electronic copy. The experience is incredibly similar.
And if you have ever watched a movie on an iPhone or iPod touch, you know that the devices deliver very good video experiences. I pulled up the Michael Jackson movie, This is it, on the iPod touch and the iPad, watching them side-by-side. Guess which experience was better. I did this little experiment on a flight back to San Jose. People around me stopped to see what I was doing. When they saw the iPad, they all agreed that they would prefer to watch the movie on that device.
Changing the Game
There are some drawbacks, however. The screen is sharp and clear, but it still reflects images in bright light. More than once I could see myself reflected back completely in the screen like a mirror. And since the iPad uses fingers to navigate through programs and menus, it collects smudges fast. I had to carry a glasses cleaning cloth around with me.
Because of the iPad’s weight (1.5 pounds), it can get tiresome if you hold it in one position for a long time. When I was on the couch, I had to hold it on my lap or rest it on my leg. When watching a movie, I put it in the cradle. I did the same when I ate alone and wanted to read. The iPad is a great dining companion.
In the couple of day I had the device, I found it a powerful and natural way to consume digital content. It delivers a great Web browsing, book reading, game playing, and all-around media-consuming experience. The iPad is still a bit pricey for mainstream consumers, but I think it will still manage to pull in a lot of people. And having used it on a trip, I can attest that it would be a marvelous gadget for travels who spend a lot time on planes and in hotel rooms.
It may take some time for the iPad to find its true audience, but it will likely eventually become Apple’s fourth billion dollar business. The halo effect alone will be massive. Millions of people will enter Apple stores this year just to play with the iPad, giving the company a chance to sell them on other Apple products.
I look forward to spending a lot more time with the iPad in the future. I sense that it’s a product I’ll want to use a lot both on trips and at home. And when it’s not in use around the house, it will also function as our family’s digital picture frame. The potential for the iPad seems virtually limitless.
Resource:
http://www.pcmag.com/article2/0,2817,2362277,00.asp
Tags: Apple, Application Development, Ipad, iPhone, iPod Posted in Web Development | 28 Comments »
Saturday, March 20th, 2010
iPhone and iPod Touch owners could breathe a sigh of relief when Steve Jobs unveiled the iPad.
Apple’s highly anticipated tablet computer would not, after all, require purchasing all new applications. Instead, everything in the App Store would automatically work on the iPad. As Jobs explained, tapping one button on the iPad screen transforms apps made for the 3.1-inch iPhone/iPod Touch screen to a snugger fit on the 9.7-inch iPad.
Simple, right? For the iPad owner, sure. But the iPad means bigger changes for the people who create these apps. Though the iPad has been dismissed by some as an oversized iPod Touch, it’s definitely not, as those who attempt to make iPad apps or re-create iPhone apps for it will find out fast.
That includes people like Michael Groves, who is half of a two-person development team at Wandering Pig Studios. He currently has two apps on the store, TapBox and a snow globe app. Groves, like most of his peers, is excited about the iPad. The extra screen real estate on the 9.7-inch device is a big deal, mostly because apps that were a no-go on the relatively small iPhone screen might actually work on the iPad.
“We’re starting to work on a game we originally positioned as an iPhone app, and it died because of the screen size issue. Now it will be our next project,” on the iPad, Groves said.
But bigger isn’t necessarily better in all cases. Cameron Daigle, a Web and interaction designer for Griffin, which makes all sorts of Apple accessories, says that like moving from a cramped apartment to a three-bedroom house in the suburbs, it will probably take app makers awhile to get used to all that space.
"What those (developers) are going to find is that the iPad has five times as much screen space, and your little app is going to look funny on there," Daigle said. "It’s going to be interesting to see how people grow their apps to fill that space. You’ll see a lot of awkwardly sparse and awkwardly cluttered apps as people figure out how to use that space."
Groves is also dealing with this problem. One of his apps is a game called Tap Box, in which players tap various colored blocks as they fly across the screen in changing patterns. Players advance by tapping all of the bad blocks as they try to make it off the screen.
"The interesting thing, on a much bigger screen size the game becomes a lot easier " Groves said. "If you have larger targets with larger screen, you’ll not have as much of an appeal as far as maintaining a (certain) challenge level "
For Groves, just having users click the 2x button Apple will put on the iPad screen will likely kill his app–if it’s not fun, who will buy it? So he has to basically rework his app from scratch to make it a decent experience on the iPad. So he will have to figure out a way to make his game more difficult.
Daigle, who has worked on Griffin’s iTalk voice-recording app, among others, says very simple apps like Griffin’s (the entire app consists of approximately seven elements) also won’t automatically benefit just from being larger. Making a button three times as big as the one on the iPhone app might look silly. It’s figuring out how to fill all that extra space that becomes the most important hurdle to overcome. That means rethinking what elements go on the screen, how big they are, and how users will interact with each element, all of which are things they’re working on as you read this.
Of course, many apps will translate to the large screen beautifully, like the ones we’ve already seen at the iPad introduction. Visually rich interactive games like Nova by GameLoft can only improve by being reworked and magnified. And MLB’s At Bat app benefits from being able to surface more info for stats-loving baseball geeks. It’s obviously not a coincidence as far as the apps chosen by Apple to demo the iPad–they make Apple’s new platform look good.
The iPad introduction event was not just a marketing strategy, it was also a subtle challenge to would-be iPad app makers. Apple set the bar really high with its own iPad apps. By demonstrating the likes of iBooks and iCal, applications which are very rich, distinct, and interactive, Apple is signaling to developers what they can and should do with this new platform.
"The iPad will require much more effort from a developer standpoint,” Groves said. “You have to put time into designing a workable interface that feels like it uses the screen size."
Instead of a few weeks to make a cookie-cutter iPhone app, standing out next to iBooks or iCal will probably take a few months, depending on the number of developers who can work on it. For Groves, it’s just him and another designer. At a large mobile developer shop like GameLoft, which has 60 games on the App Store, and 800 developers who work on the iPhone platform, it still means more work to upgrade to iPad-ready apps.
GameLoft Vice President of Publishing Baudouin Corman said his company intends to rework as many of its games for iPad as it can, though all of them is not really an option. "We can’t optimize all 60," he said. "Basically we have to make some choices…the ones that make sense best on the big screen."
Though it’s extra work, it’s worth it, says Daigle, because App Store shoppers will take notice. "There will be a big difference between a good, paid app and a free app," he said. "Free apps are going to look pretty free."
And that’s not meant to denigrate free apps at all, but to say that the gap between well-designed apps and poorly thought-out ones should be very obvious. Just allowing users to click the 2x button to scale up is an OK solution, but it’s not something designers and developers should rely on, according to Daigle.
"Scaling up never looks good–it doesn’t look good in Photoshop, much less something you’re interacting with," he said. "Apple is doing that to provide a little bit of a transitional period. But people are never going to be happy with scaling."
But there are other things developers need to think about too. Increased size also equals increased weight–the iPad weighs in at 1.5 pounds, the iPhone 3GS at just one third of a pound. Apps that require any sort of movement or shaking, like the Bump app for example, won’t be a natural way to use the iPad.
Groves says that worries him about his snow globe app, wpSnow. You shake an iPhone or iPod Touch with his app open and snowflakes float down onto the Christmas tree. "Not many people have held an iPad. My concern is that app (requires) the user to move the phone around a lot. With the heft of the iPad, will that cause an issue with user interaction? Will users drop the pad if they’re swinging it around a lot ? "
Clearly, this will be a learn-as-you-go process for iPad developers. While they have access to the software development kit (SDK), it only contains a simulator. Few people outside of Apple have yet to touch an iPad, and until April 3, when the device hits stores, app makers will likely have a learning process ahead of them. But for designers like Daigle who look forward to the direction the iPad is moving mobile computing in, it’s exciting, since it’s clear the iPad is just the beginning of a lot more changes in store.
"I think the iPhone/iPod Touch has been a training ground of sorts to get people used to this interface and concepts," said Daigle. "I think we’ll look back at when iPhone first came out, (when app design meant a) top bar, bottom bar, and space in the middle. Apple did that on purpose, releasing the smaller design (of the iPhone) first to get people used to it…If they had released iPad first people would have been overwhelmed"
Resource:
http://news.cnet.com/8301-31021_3-20000393-260.html
Tags: App Store, Apple, Application Development, apps, Ipad, iPhone, Software Development Posted in iPad/iPod | No Comments »
Wednesday, March 17th, 2010
Google said the Nexus One is now available from Google’s Webstore as an unlocked device without a service plan for AT&T’s 3G network in the U.S. and on Rogers Wireless in Canada. Nexus One devices can also now be shipped to Canada from Google’s Webstore and will work with a SIM from Rogers Wireless. If the Nexus One can find purchase on AT&T’s network, it may be able to more directly challenge Apple’s iPhone, currently carried exclusively by AT&T.
Google March 16 said it now selling a version of its Nexus One smartphone that runs on AT&T’s 3G network and Rogers Wireless, a move that could broaden the device’s appeal and put it more squarely in competition with Apple’s world-beating iPhone 3GS.
The Nexus One is now available from Google’s Webstore as an unlocked device without a service plan for AT&T’s 3G network in the U.S. and on Rogers Wireless in Canada. Nexus One devices can also now be shipped to Canada from Google’s Webstore and will work with a SIM from Rogers Wireless, the company said.
Google’s Nexus One is based on the search engine’s Android operating system, an open source platform around which more than 20 different handsets have been built. The device, which runs the latest Android 2.1, includes a speedy 1 GHz processor.
When Google launched the Nexus One from its Webstore Jan. 5, the company made device available unlocked for $529 and with a two-year contract from T-Mobile for $179.
Google officials also pledged to make the Nexus One available on Verizon Wireless and via Vodafone in the spring. Recent reports indicated Verizon could sell the Nexus One as early as March 23, with the device rolling out from Vodafone in April.
In February, mobile gadget blogs discovered that the Federal Communications Commission had blessed a version of the Nexus One smartphone that runs on AT&T’s 3G network.
Google designed the Nexus One to be unlocked, which means users can use it with a SIM card from most GSM operators worldwide.
While the device is compatible with 3G networks such as T-Mobile, carriers such as AT&T and Rogers have different 3G frequencies. Accordingly, users owning SIM cards from AT&T or Rogers devices could only access 2G or EDGE networks on their Nexus One.
That all changed today. Users may choose from two versions of the Nexus One: one with 3G coverage on networks that use the 850 MHz, 1900 MHz, and 2100 MHz frequency bands. This is recommended for use on AT&T in the US and Rogers in Canada.
Google also offers the Nexus One with 3G coverage on networks that use the 900 MHz, AWS, and 2100 MHz frequency bands. This is recommended for use on T-Mobile in the U.S..
This move is a bit of positive news in the wake of a dismal new report from analytics researcher Flurry, which found that the Nexus One sold only 135,000 units through its first 74 days of retail sale.
By contrast, the Android-based Motorola Droid from Verizon Wireless sold 1.05 million units, while Apple’s inaugural iPhone shipped 1 million copies in 2007.
If the Nexus One can find purchase on AT&T’s network, it may be able to more directly challenge Apple’s iPhone, currently carried exclusively by AT&T.
With features such as pinch-to-zoom multitouch, the Nexus One has been compared to the iPhone with all of its functionality. This is big reason why Apple has sued Nexus One manufacturer HTC Corp. for infringing on some 20 of its smartphone patents dating back the last several years.
The idea is to take Android down a few notches as Apple seeks to defend its turf from Google-based phones.
Resource:
http://www.eweek.com/c/a/Mobile-and-Wireless/Google-Nexus-One-Now-Runs-on-ATT-3G-in-US-Rogers-in-Canada-320991/
Tags: 3G, Android Operating System, Application Development, apps, Google, Google based Phone, iPhone, Open source, smartphone, Software Development, T-mobile Posted in Software Development | 4 Comments »
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