gedblog

A day in the life of me.

When you love someone it’s hard to say no to them. You’ll usually do anything to please that person even if it goes against your better judgement. The inability to say no can also extend to the realm of software development. Companies can get so caught up in the desire to give users the best and brightest features they forget about the dangers of feature creep. They forget about good design. Such was the case with Twitterrific for the iPhone.

Somewhere during Twitterrific’s evolution from the desktop to the iPhone, we forgot how to say no. We said yes to too many of the latest features, 3rd party services and user requests. Eventually this “leap before you look” approach increased the complexity of the user interface and made the app’s settings too confusing for even us to figure out. A growing chorus of users told us the app was too hard to understand. We had lost our way.

The announcement of the iPad changed all that. Constrained by the 60 day launch deadline, we set about to create a fresh version of Twitterrific that would be dead simple, include all of Twitter’s core features and be a joy to use. The result was Twitterrific for iPad which is now available on the App Store. Many of the extraneous features from the iPhone version were initially removed including *all* of the app’s settings. There are no layout controls, body text compression, address book, themes and no tap shortcuts. What we present in exchange is simply the most friendly, easy to use Twitter client available anywhere. Like the iPad itself, Twitterrific is now designed for the masses. Those fabled 80% of users that Steve Jobs mentioned at the product’s launch are now our target audience. Early reaction to Twitterrific for iPad has been very positive. The app is decidedly easy to use and has a feature set that the majority of users want.

The result is a strong user experience that is influencing our efforts on the iPhone as well as the new upcoming Mac version of Twitterrific. Having eventual parity across all versions of the application will cut down on technical support requests and free up our development time, resulting in more regular updates and bring Twitterrific to a wider audience. Will we bring back some of the most heavily requested features? Yes, versions 1.0.1 and 1.1 for iPad have already added requested features like 3rd party push, reply all and picture uploading.

Twitterrific 3 for iPhone benefits from all the work that has already gone into the iPad including: proper retweets, lists, saved searches and more. Add to this the long-awaited full landscape support that our users have been crying out for and Twitterrific is a whole new experience on the iPhone. All these things aside, rebooting the app in this fashion has allowed us to evaluate each feature on its own merits. Free of the pressure to include everything but the kitchen sink, Twitterrific now starts fresh and will gain new users. Once all the versions are in sync, we can concentrate on bringing updates to Twitterrific across all platforms simultaneously. This will hopefully allow us to avoid the pitfalls of having one version wildly out of sync with the rest (like the current Mac version).

In the end, this approach benefits both the customer and the Iconfactory and makes for less frustration. We realize that some current users of Twitterrific for the iPhone may lose a few of their favorite features as we move towards these new versions. Some may even seek out other Twitter clients as a result and if that’s the case, I’m okay with it. It’s impossible to please everyone, so we’ve decided to focus on those like us who want a streamlined and straightforward Twitter experience. Our days of trying to be the everything-under-the-sun Twitter client are over. Tough love has taught us saying “no” leads to beautiful things. The best is yet to come, I hope you’ll join us.

Related posts:

For more information about the changes coming to Twitterrific, be sure to check out David Lanham’s post on optimizing the user experience (including more screen shots from version 3 for iPhone) as well as Craig Hockenberry’s piece on why simplifying a design is so important. Thanks!

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iFavorite Things

Posted in Design, Geek, Mac, iPhone

Apr 6

Unless you’ve been living on the far side of the island for the past 3 months, you’ve probably heard of the iPad. You’ve probably already read more than your fair share of reviews of the device and what to expect from Steve’s latest magic marvel. Two of my favorite reviews so far are Jason Snell’s wonderfully complete write up as well as Sean Blanc’s take on the iPad. However, rather than pile on my own full review I thought I’d go with the “less is more” approach. Here, in no particular order, are my favorite and least favorite things about the iPad. You’re milage may vary.

Good – The screen. It’s sharp, lush and super crisp.

Bad – The smudges. This thing shows fingerprints like a poor man’s crime scene.

Good – Speed. Holy crap this thing is fast. Apps launch, Safari scrolls and zooms, home screens load all tremendously fast. If you own an iPad and yours isn’t blazingly fast, you’ve either jailbroken it or offended it in some way. This thing flies.

Bad – The weight. It weighs about .5 – .75 more lbs than I would like. It’s not a huge deal, but holding it in one hand will quickly give you a workout. This is undoubtedly the handiwork of the super-long battery life which helps me deal, but I hope iPad 2.0 weighs less.

Good – Did I mention the battery life? It’s like crazy nutty awesome. I sat with my iPad on last night for about an hour using Twitterrific and Safari and went from 100% to about 97% battery. The iPad is doing some crazy ass power management.

Good – iBooks. The application is beautiful, thoughtfully designed and a joy to use. Almost makes me want to read more. Almost.

Good – Blue tooth keyboard pairing. This to me, is the killer feature. Once paired with my Apple wireless bluetooth keyboard my iPad effortlessly became a mini Twitter station next to my iMac. The keyboard can wake the iPad from sleep without the need to unlock and the function keys even control the iPad’s brightness, volume and media controls (play, ff, pause, rewind).

Good – Apps. There are tons of great apps out there for the iPad. In no particular order, my favorite apps so far include Articles, Things, Epicurious, At Bat 2010, Deliveries, Instapaper and my favorite of course is Twitterrific.

Holding and using the iPad makes all the difference in the world. Pictures, even video doesn’t do the device justice. It feels natural to manipulate and beats the hell out of a laptop for casual surfing, tweeting and replying to email. In the game department, the iPad will give all other mobile gaming platforms a serious run for their money. Watching movies & TV shows is light years better than watching them on my iPhone.

Overall the iPad is yet another feather in Steve Jobs’ and Apple’s cap. Even if I didn’t develop apps for a living, I’d still buy one for myself because its just so darned fun and effortless to use. The iPad is certainly a game changer and if nothing else has proven that despite Microsoft’s failed efforts to the contrary, tablet computing can be successful. Check it out.

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With so much to look forward to in the coming year, I thought I would assemble a list of just some of the things I’m anticipating most. All of the things on my list have been in development for a very long time, and all of them are coming to a head in 2010. If you’re like me, then you know at least a one item on this list, if not then hopefully you’re in for a few pleasant surprises.

• • •

Star Trek Online
Video Games

When Star Trek Online finally beams down in February of 2010, the game will have been in development for over 6 years. This massively multiplayer online role-playing game (MMORPG) has the potential of being the best online experience since Blizzard’s hugely popular effort, World of Warcraft. Players will be able to command their own starships, explore strange new worlds, and team up to defeat classic Star Trek enemies such as the Borg and Klingons.

Historically, video games based on the Star Trek franchise have not been widely successful. I have a feeling that Star Trek Online is about to change all that. How do I know? I’ve played it. That’s right I’ve sat in the Captain’s chair and I am here to say STO is a winner. I can’t divulge much due to the closed beta NDA except to say that Cryptic Studios has managed to capture this Trekkie’s heart with their incredibly fun and detailed futuristic universe. Star Trek Online enters public beta in January of 2010. Unfortunately no Mac or Linux version is planned for launch, but there is a logical alternative. If you own a fast Mac and aren’t afraid to run Windows via Boot Camp, there’s no reason you can’t go where no one has gone before. Make it so!

• • •

The Pacific
Television

From Producers Tom Hanks and Steven Spielberg, the team that brought us the Emmy Award winning miniseries, Band of Brothers, comes The Pacific. I first wrote about this HBO 10-part drama back in April of 2007 and have been waiting for it ever since. The original Band of Brothers was a tour de force showcasing the gritty realism and heroic courage of WWII in Europe. The Pacific aims to tell the story of a small group of Marines in the Pacific theater of battle and includes an almost entirely unknown cast of actors.

The Pacific is based on two memoirs of U.S. Marines: With the Old Breed by Eugene Sledge and Helmet for My Pillow by Robert Leckie. The series will tell the stories of the two authors and Marine John Basilone, as the war against the Empire of Japan rages. According to Wikipedia, the series will feature well-known battles involving the 1st Marine Division, including Guadalcanal, Cape Gloucester, Peleliu, and Okinawa, as well as Basilone’s involvement in the Battle of Iwo Jima. While Band’s battle scenes rivaled anything on the silver screen, it was always the thoughtful stories of the men who fought and died for their country that made the series so compelling. The Pacific is set to air on HBO in March of 2010.

• • •

The Return of Futurama
Television

You just can’t keep an animated robot and his hilarious best friends down. After a pre-mature cancellation by Fox in 2003, Futurama found new life in syndication thanks to Cartoon Network’s Adult Swim and Comedy Central. The show’s creators, Matt Groening and David X. Cohen teamed up and briefly brought Futurama out of deep freeze with the release of 4 straight-to-DVD movies, the last of which was released in early 2009. On June 9th, 2009, Comedy Central announced that they had picked up the show for 26 new half-hour episodes which are due to start airing in mid-2010.

I’ve been a personal fan of this deeply funny show since the first day it aired on Fox. While I have enjoyed the DVD films, the 1.5 hour format really didn’t suit Futurama and the stories lost focus. I’m confident that returning to the 1/2 hour format will make all the difference as the writers, producers and voice actors once again lift us to new heights of geek-filled fun. Plus, I’m dying for new material for my Futurama icon sets!

• • •

Super Mario Galaxy 2
Video Games

When it was released in November of 2007, Super Mario Galaxy quickly became hailed as one of the greatest video games of all time. As the flagship title for the new Nintendo Wii, Galaxy brought the beloved Mario series to a whole new level. The game challenged gamer’s preconceptions of 3D level design as Mario dashed and jumped around and across entire planets on his hunt for Power Stars. Adding to the game’s impact were the over 20 fresh and epic musical tracks scored by composer Koji Kondo. Although few sequels live up to the thrill of the original, knowing Shigeru Miyamoto as they do, Nintendo fans everywhere are anxiously awaiting Super Mario Galaxy 2’s appearance sometime in 2010. Count me among them.

• • •

Apple iPadd
Technology

Rumors of the mythical tablet computer from Apple have been swirling for the better part of a decade, but it wasn’t until the iPhone came along that the possibility of such a device seemed real. Add to that slips of the tongue from newspaper and magazine publishers, supposed patent filings and oodles of fake mock-ups and suddenly rumor becomes reality. If speculation is to be believed, then the iPadd (my pet nickname for the device ode to the ubiquitous tablet computers from Star Trek) will arrive sometime in March or April for under $1,000.

When all is said and done, the bigger question might be why is Apple making a tablet computer in the first place? The answer seems to be to do for books what the iPod did for music, that is to revolutionize it. Steve Jobs is apparently setting Apple up as the direct competitor to the hugely successful Kindle from Amazon, and that’s just fine with me. Call me crazy, but I think if you’re going to let users download and read books in bed, that device should have built-in backlighting. Oh, and color would be great too.

I could easily see my trusty iPadd coming in handy while I watch TV to tweet a snarky comment or to look up a movie reference. I could also see myself propping up the device on a nifty stand to display the recipe du jour as I cook. Oh yes, if and when the iPadd comes, I’ll probably find a way to talk myself into needing it along with millions of other consumers. Curse you Steve Jobs!

• • •

TRON Legacy
Movies

This long-awaited sequel to Disney’s original TRON has geeks everywhere spazzing out. The story follows Flynn’s son Sam as he attempts to track down his missing father. Inside the cyber world audiences first visited in 1982, the programs have become more advanced, video games more violent and cyberspace more deadly.

The sequel will feature original TRON stars Jeff Bridges as Kevin Flynn and Bruce Boxleitner as Tron himself. Given the advancements that have been made in computer special effects in the past 28 years, TRON Legacy promises to be a visual spectacle unlike anything movie goers have ever seen. Disney has scheduled the release date of the film as December 17th, 2010, a year and a few days from when I write this. Only time will tell if it’s worth the wait.

• • •

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Back in August I wrote a post about the need for increased feedback in the review process for Apple’s App Store. I made the thoughtful (and delicious, I might add) case for how the folks at Domino’s had the right idea when they unleashed their famed Pizza Tracker into the online world. The Pizza Tracker allows customer to see each step of the pizza making process thereby eliminating anxiety, fear and doubt in the mind of the hungry consumer. It stood to reason that one of the ways Apple could make the whole review process easier for the fragile psyche of today’s iPhone devs would be to supply more information when apps are submitted for review. I’d love to claim that it was my well-timed blog post that spurred Mr. Jobs into action, but alas I have no tangible proof.

What we do know however is that Apple has introduced a new status history to the review process thereby removing some of the mystery of where your app is on its road to public release. As Mashable reported this week, it may not tell you the actual name of the individual(s) reviewing your application, but it does let you know what stage your app is in, why it might have been rejected, how to correct and so on. This is certainly good news for iPhone developers like myself who no doubt take the change to mean Apple is listening to its critics. The change comes just a bit too late for famed iPhone developer Joe Hewitt however.

Hewitt, the noted dev behind the massively popular Facebook app, announced rather publicly this week he was abandoning the iPhone in favor of mobile web-based applications. Hewitt cited the restrictive policies of Apple’s app review process as the main reason he was leaving and it’s more than fair to say his departure has made other developers sit up and take notice. Overall I find Joe’s protest a good thing but considering his application had the App Store approval process wrapped around its little finger, more than a little ironic. At one point, the Facebook app had no less than 3 updates pushed to the App Store within 72 hours of each other. This is something unheard of in the iPhone development community, unless of course you’re a massive juggernaut like Facebook.

In the end, Apple’s addition of the new status history and even Joe’s rather public resignation from the App Store should help the platform. These developments can’t come soon enough. The staggering growth of applications for the iPhone has meant ever-decreasing visibility for publishers, longer wait times, mounting frustrations and increased competition. With this week’s update, Apple is doing what it can to help turn the tide of criticism before it snowballs out of control. I just wish they’d have delivered it in 30 minutes or less.

UPDATE: Add iPhone developers Rogue Amoeba to the list of developers who are quitting the platform. Four months of delays, roadblocks and black bag treatment by the App Store and it’s broken (yes, it really IS broken) review process has been enough for them. In my Losing iReligion blog post, I said that if things didn’t get better, we’d start to see developers head for greener pastures. Guess what? It’s really starting to happen. All those who commented that there’s nothing wrong with the App Store, go read RA’s post. Then read it again. Not surprisingly, it’s going to take more than a status history to make iPhone developers happy.

UPDATE II: Brett Archibald Jeff Lamarche offers a different view of the Rogue Amoeba situation and comes to the defense of Apple and the App Store. Jeff makes some good points, it’s certainly not a black and white issue. I think the thing that makes RA’s situation so bad is that it took 4 months to resolve. Three-four weeks inbetween submissions to know if your fix is correct is unacceptable in my book.

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A great deal has been written about the App Store, both good and bad, and much of it comes from developers I know and respect. It almost seems pointless to add my own thoughts to those who are more widely known and respected than I am, but given how my feelings have evolved regarding the App Store recently I think it’s worth a shot. If what I have to say gives a potential iPhone developer reason pause and re-examine their entry into the space then it will have been worth it.

The App Store is broken. I know from the outside glancing in, it may not look that way but it is. It also doesn’t seem like it’s broken from Apple’s point of view since the store and its tens of thousands of software titles have helped place the iPhone firmly at the head of the smart phone industry. But speaking as a small developer who’s been releasing Mac software for over a decade, the App Store is broken. The ironic part is that if you had asked me this a few months ago I would have denied it with my dying breath.

Since it first launched in July of 2008, the App Store has been evolving and changing to suit the needs of both Apple and consumers. Unfortunately for developers many of these changes have hurt more than they have helped. The utter race to the bottom of the pricing structure by thousands of developers has created tremendous pressure to set applications at either free or near free price points. I know this first hand because when Twitterrific for the iPhone first debuted we set it’s price at $9.95 which, by today’s App Store standards, is almost unheard of. It wasn’t long before lagging sales and increased pressure from competition forced the Iconfactory to lower the application’s price to $3.99, still “expensive” by App Store standards. Not only was the price lowered, but the feature set was more than doubled and yet many users still complain it costs too much. While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.

This leads me to the next point of failure for the App Store – visibility. Everyone has heard about the so-called “gold rush” certain developers have experienced. Flight Control’s 1.5 mil sales record. Trism’s incredible $250,000 short-term bonanza. But for every one of these lottery wins in the store, there are hundreds, if not thousands of developers who see little if any return on their investments of time and money. What’s worse, the success or failure of a particular piece of software in the App Store depends as much on Apple deciding to feature your creation as the creation itself. One can shift the tables in one’s favor with a sizable advertising budget, but many of us like the Iconfactory don’t have such generous resources at our disposal.

When the Iconfactory & DS Media Labs released our latest iPhone game, Ramp Champ, we knew that we had to try and maximize exposure of the application at launch. We poured hundreds of hours into the game’s development and pulled out all the stops to not only make it beautiful and fun, but also something Apple would be proud to feature in the App Store. We designed an attractive website for the game, showed it to as many high-profile bloggers as we could prior to launch and made sure in-app purchases were compelling and affordable. When the moment came, Ramp Champ shot up the charts quickly but just as quick, it hit a brick wall. Within days the app that had peaked at #56 on the top paid chart fell off the top 100 despite receiving praise from users and reviewers alike. The lack of store front exposure combined with a sporadic 3G crashing bug conspired to keep Ramp Champ down for the count.

A new version that corrected crashing was completed quickly, but once again the App Store reared it’s broken head as the review process kept the fix out of user’s hands for almost two weeks. By this time it was too late and momentum had been lost. Despite a “What’s Hot” feature by Apple in the App Store, Ramp Champ’s sales have not lived up to expectations for either the Iconfactory or DS Media Labs. What’s worse, many of the future plans for the game (network play, online score boards, frequent add-on pack releases) are all in jeopardy because of the simple fact that Ramp Champ hasn’t returned on its investment.

In order for a developer to continue to produce, they must make money. It’s a pretty simple concept and one that tends to get lost in the excitement to write for the iPhone. It’s difficult for me to justify spending 20-50 hours designing and creating new 99¢ levels for Ramp Champ when I could be spending that time on paid client work instead. I would much rather be coming up with the sequel to Space Swarm than drawing my 200th version of a magnifying glass icon. But I’d also like to have some assurances from Apple about reducing the length of the App Store approval process, having the ability to respond to factually incorrect iTunes reviews, not be limited to 100 beta testers, or that large, prominent developers won’t always get preferential treatment. In short, I’d like to know things will be fixed and I don’t mean merely posting a page of marketing text in iTunes Connect.

It is a truism that everyone who creates content is a control freak. From fine artists that decide what gallery their work will hang in, to architects who scratch tooth and claw with stubborn clients about what materials will be used in construction. Software developers are no different. We all want as much control over our creations as we can possibly have and the App Store in it’s current state has removed a significant level of control from our hands. I’m not ready to throw my lot down with those who have renounced the platform just yet, but unless some significant changes come very soon, myself and others like me will have no choice but to focus our development efforts elsewhere.

UPDATE: Several developers have contacted me and told me privately that they think it isn’t so much the App Store that’s kept Ramp Champ from being a success as it is the game itself. Given the fact that Freeverse’s newly released and shallower ‘Skee Ball’ currently sits at #6 in Top Paid apps in the store, part of me wants to agree. I could second-guess myself about what didn’t go right with Ramp Champ but in my heart of hearts I know RC is better than 90% of the games that get to the top of the list. I have to keep telling myself that what doesn’t kill us will make us stronger in the end. Hopefully.

UPDATE II: Seems I’m not the only one cooling to the idea of developing for the iPhone. Macworld’s Dan Moren reporting from the C4 independent developers conference says many of the developers are frustrated at their lack of control in the App Store. I’m glad to know I’m not the only one.

UPDATE III: Marco Arment has written an excellent piece that addresses my post. I agree with much of the analysis there and tend to think that their may indeed be “two App Stores” so to speak. As a result of suggestions from both Marco and the commenters here, Ramp Champ’s vague app store description has been re-written and new screen shots posted to show more content. Thanks to everyone who suggested these changes, I think they will definitely help sales.

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I’ve recently discovered creating a successful iPhone application is a lot like baking a pizza. Take the best ingredients, like skillfully crafted code, bold and flavorful interface design and combine with a dash of love and you may end up with a delicious dinner. Unfortunately for App Store developers, once you’ve rolled the dough, spooned the sauce and added the toppings, the delivery process itself can often be frustrating.

Apple’s process of getting apps reviewed and posted to the App Store leaves much to be desired. Once submitted, we developers must sit back, cross our fingers and hope everything is in order so that the “pizza” makes it to your device in a timely fashion. One of the criticisms of the App Store in recent months is that it can take more than 2 weeks to have an app make it’s way through the review process, sometimes only to end in rejection. When this happens, the problem must be corrected, the app resubmitted and the developer goes to “the back of the line” and starts all over again.

Since most developers would rather have too much feedback rather than too little, one way to ease the pain of the review process would be to add more feedback. Developers love feedback, whether it comes in the form of bug reports, reviews, emails or simple sales figures. In the world of home pizza delivery, when it comes to awesome feedback, no one beats Domino’s.

When a customer orders a pizza from Domino’s online, they receive instant feedback on the status of their order via Domino’s über-cool pizza tracker. The tracker tells you where in the cycle of delivery your pie is, what time it started the last phase and who’s currently working on it. It may sound corny, but this is exactly the kind of feedback developers need when submitting software to the Apple App Store. Imagine a meter that outlines each part of the approval process with time and date annotations for each step. The App Tracker would be of enormous assistance to developers, ensuring proper completion of each part of the submission process. A developer could track their “pizza” as it made its way to the store and get a better sense of when to expect final delivery. It could also help Apple internally so they know what phase a particular application was last in if a problem arises.

Such a system would allow companies to better plan their product’s marketing efforts and direct their resources more efficiently. Not to mention reduce the level of stress associated with being left in the dark regarding your application’s approval. Apple recently implemented a small counter for developers to let them know what the average approval time for their applications are in iTunes Connect. This was a great first start, but I suspect that with a bit of love, and a few lessons from the folks at Domino’s, getting through the app store approval process could be as easy as pie.

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Losing Control

Posted in Design, Mac, Myself, iPhone

Jun 16

Anyone who’s worked for themselves knows the satisfaction of being in control of your own destiny. The perception that by sheer force of will and hard work, you can be successful at what you do. Those who take on the challenge of owning their own business are often considered “control freaks” and more often than not, perfectionists. I never really realized just how much of a control freak I was until this past weekend when, completely without warning, I had none.

Last Friday, the Iconfactory’s popular Twitter client, Twitterrific, fell victim to the so-called Twitpocalypse bug, which caused the mobile version of our application to suddenly stop working. Thanks to the efforts of our talented engineer, Craig Hockenberry, a fix for both versions of the client was submitted to the App Store within a day. To Apple’s credit, the free version of the fix was approved swiftly and allowed the majority of our users to continue tweeting with minimal interruption. And although the Premium version of the application was also approved in record time, the displeasure from our user base, not surprisingly, came even quicker.

From the moment the bug hit, both Talos and I had begun monitoring tweets of users mentioning Twitterrific in their posts. What started as a trickle, soon turned into a deluge of upset and frustrated users. We began responding to individual tweets and Travis, our project manager, responded to support emails. The Iconfactory is a small company, we’re not Adobe or Google or even the Omni Group. All three of us did our best to let users know what was going on, and thanks to hundreds of RTs, word started to spread about the bug and our efforts to combat it. Unfortunately, Twitter is a very big community and it was impossible to personally respond to everyone. Even now, there are many people on Twitter who don’t know why their copy of Twitterrific isn’t functioning and there is very little I can do about it.

The best we could hope for was that the majority of users followed @twitterrific and would eventually receive news about the fixes. The troublesome part is that although I know the majority of users now have a working version, I still feel uneasy knowing there are potentially thousands that don’t even know about the fix. Part of this is due to the lack of communication channels, and part is due to the nature of the App Store approval process. As developers, we must turn control of our applications over to Apple to have our iPhone software published. This process can take days or weeks and until it runs its course, our hands are quite literally tied. By the time updates are published it may already be too late.

All of us at the Iconfactory count ourselves lucky that Apple recognized the seriousness of the bug we were facing and pushed through the Twitterrific updates as quickly as they did. We know we messed up and we thank the App Store team for helping to pick us back up off the floor. That being said, I didn’t sleep much in the days after the bug hit because there was a part of me that knew hundreds of tweets were flying by every hour from Twitterrific users I was powerless to help. As with most control freaks this usually means even more work, more testing and more diligence to guard against these kinds of catastrophic failures in the future. But that’s okay with me since I’m not anxious to give up this level of control, or sleep, ever again.

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When my friend and co-worker, Louie Mantia, moved to Greensboro, NC in November of 2008, one of his first orders of business was to sign up for Roadrunner high speed internet with Time Warner. A few days later Louie had everything he needed. He could surf to his favorite websites, perform online banking, watch videos, rent movies online, download software updates and even work from home.

What Louie didn’t need however, was cable TV service.

Thanks to the recent rise in entertainment websites like Hulu, online movie rental services like iTunes, Netflix & Amazon and easy to use desktop software like Boxee, many computer users are deciding to forgo traditional TV. This small, but certain fact lies at the root of why Time Warner Cable recently announced it was adding Greensboro to a set of test-bed cities for a planned bandwidth cap and rate hike. Time Warner knows the sand is shifting beneath their feet and they are willing to do anything, including angering entire cities, to help stem the tide.

Local blogger Roch Smith has been out in front of this issue as has the Greensboro News & Record’s own Joe Killian. Both have outlined the potential problems as well as the frustration for typical computer users and word is starting to spread. Unfortunately, my attempts to get local talk radio personalties Brad & Britt to discuss the subject on air met with predictable, if disappointing results.

Bascially, Time Warner’s proposed bandwidth caps of 5, 10, 20 and 40GB per month are preposterous. To help put it in perspective, 5GB of bandwidth a month (the lowest plan) equals just 170Mb a day. Anyone who’s surfed to YouTube or listened to more than a few podcasts knows that 170Mb of bandwidth gets eaten up in the blink of an eye.

Time Warner’s highest proposed plan of 40GB doesn’t even come close to what modern internet goers use in an average month. Simply downloading 2 or 3 HD movies from iTunes will put you over this limit and into paying $1.00 for every additional GB. Over your limit and want to rent an HD movie from Netflix? That’ll cost you an extra $8.00 over and above the price of the movie itself. It’s nothing short of obscene.

Over at Ed Cone’s blog, noted Internet founder Vint Cerf puts forth the idea that bandwidth is constricted at the edges of the net, which could make it difficult for providers to keep up with demand. I’ve heard that this could be one reason companies such as Time Warner feel that rate hikes of 1000% (like the one Time Warner is proposing) are unavoidable. If this were true, digital movie downloads from Time Warner itself would also count against your total bandwidth usage, but they don’t. No, Time Warner’s move is an obvious ploy to keep control of what and how you watch. The cable that brings Time Warner On-Demand movies to your living room TV is the same cable that provides you with your favorite episode of Battlestar Galactica from iTunes. Since TW fears losing more and more television subscribers to free sites such as Hulu, they’ve decided split the difference and soak those of us who have changed our viewing habits from the TV to the computer.

I won’t stand for it, and neither should you.

If you think this cap and rate hike doesn’t effect you because you don’t live in Greensboro, Rochester NY or San Antonio TX, then think again. Once outrage dies down in these markets, Time Warner will begin to spread the same plans to other parts of the country. Other internet providers will adopt similar capping plans and your days of unlimited bandwidth will be numbered. To be clear: I do not support bandwidth caps of any kind. If you want to charge me extra for unlimited access, then do so to a reasonable degree. I don’t mind paying extra for premium services like unlimited bandwidth and faster speeds, but at the prices Time Warner is proposing, my next bill could be $400-800 and that simply is out of the question. That said, Time Warner’s own data proves the rates are just a smoke screen.

In the meantime, if you’re as upset about this as I am, then you should make your voice heard. Contact Time Warner and let them know you won’t stand for limits on your internet surfing. Contact Netflix, Amazon, Hulu, Apple and others and let them know that Time Warner’s proposed rate hikes are about to force you to drop them as paying customers. Then call, write and email your local representatives and have them stand up to corporate greed. Like many places around this country, Greensboro’s unemployment rate is sky high. People are hurting, and yet a large corporation like Time Warner thinks it can impose outlandish rate hikes on average internet users with impunity. Roch Smith promises to have a list of contacts of local reps soon. Keep an eye on his blog for more info.

Lastly, don’t settle for bandwidth caps. Petition for unlimited access. Internet usage is only increasing and caps make absolutely no sense. Do you want to be tied to a bandwidth monitor while you surf? Do you like to be told that you can’t download what you want, when you want it? If not, I suggest you get off your butt and get moving. There’s very little time left.

UPDATE: Roch has posted an excellent bit about who to contact in Greensboro about this matter and how to approach the topic with them. I urge you to head there, check it out and follow up asap.

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The Adventures of Buckaroo Banzai is one of those films. You know the ones I mean, you either love them to death or you hate them with the passion of a 1,000 burning suns. Being the child of the 80’s I am, I fall squarely into the former category when it comes to Peter Weller’s hero, Buckaroo.

I first watched this quirky film back at R.I.T. with my good friends David, Anna, Bob & Jiffy, all of whom still share my affinity for Team Banzai and their globetrotting, save-the-day antics. I got on a Buckaroo kick a few weeks back and whipped up a Team Banzai Patch icon that was released over at The Iconfactory as a QuickPix as well as the desktop I’m making available today. If you’re a fan of Buckaroo, then head over to my Goodies page and download Team Banzai for your iPhone, Mac or PC desktop and be the envy of all your buddies. Remember, no matter where you go, there you are!

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After several false starts, months (even years) of waiting, and disputes with their retail neighbors, the new Greensboro Apple Store finally opened this past weekend. Although I’ve done my fair share of waiting in line for openings, this time things were a bit different. The level of excitement and enthusiasm as we stood in line Saturday morning was surreal. We arrived a little after 7am and were about 20 people from the front of the line. We came prepared and dressed in layers to keep warm.

The morning was spent swapping Mac stories and meeting new people. The day before a group of my friends and I from the Iconfactory stopped by the unopened store and happened to run into a WXII News crew. They had asked us why we were looking forward to having our own Apple Store and we even managed to get in a plug for Twitterrific.

When the moment of truth arrived and the doors finally opened, we were greeted like rock stars courtesy of the whoops and cheers from the store employees. After running down the line and high-fiving over 20 people, I can start to understand why some think Mac users are part of a geeky “cult”. We browsed the hardware, and Talos even ended up becoming the 1st official paying customer in Greensboro. After about 30 minutes we made our way to the exit, went outside and was greeted with our first real glimpse of the true size of the line waiting to get in. Checking out the photo essay from the News & Record it’s easy to see just how many people had come for the opening. Absolutely incredible.

While the store opening itself was a wonderful and throughly geeky experience, I’m more gratified to finally have a place locally where I’ll be able to go and purchase new Apple hardware, learn new software and have repairs made. The staff at the Apple store are always on call to help users with any need and I plan to avail myself of their hospitality every chance I get. From all of us, to all of you, welcome to Greensboro, Apple!

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