I’ve created a simple, fun wallpaper for your iPhone or iPad to help commemorate the premiere of the new Cosmos series on Fox. If you love all things space, head on over to the updated Goodies page to download the wallpaper for your iDevice of choice. Don’t forget to also check out my profile on Dribbble for more fun iOS downloads.
I’ve owned an iPhone 4s for almost 2 years now and had been patiently awaiting the successor to the iPhone 5 until this week. When the 5 was first introduced, I was off-cycle for a discounted upgrade from AT&T and when I finally was eligible I thought I might as well just wait and see. I was hoping the increasing popularity of larger-screened smartphones would encourage Apple to release at least an iPhone with a 4.6″ screen in their next rev, but as I tweeted this past week, it seems Tim Cook’s pigs have yet to fly.
Now I have a choice to make. I can go with the fancy new iPhone 5s, complete with 64-bit hardware, a greatly improved camera and a cool fingerprint scanner, or I can “settle” for a 5 wrapped in a lickable, candy-coated plastic shell, the iPhone 5c. The gadget freak in me says to go with the snazzy 5s. After all, its increased speed would hold up better over the next 1.5-2 years and the pictures I took would no doubt be greatly improved from those I snap now. The 5s is more expensive, but that wasn’t the deciding factor, at least not for me.
I’ve chosen to go with the iPhone 5c for a couple reasons, but mainly because of comfort. For my money, the most comfortable smartphone to hold and use was the iPhone 3GS. Its slightly rounded back, smooth plastic construction and tight edges made it a joy to hold and use. When the iPhone 4 was introduced, I really didn’t like the device’s form factor. The metal band creates sharp edges that fatigue the fingers and collect dirt. In addition, to me the device is *too* thin to hold safely without a case. The new iPhone 5c’s smooth curves, and seamless sides call out to the scifi geek in me and the colors, oh the colors! It’s much more streamlined, minimal in appearance and seems easier to pick up off the table. I must admit however, if I could have the 5s’ guts inside the smooth, plastic shell of the 5c, I’d opt for that in a plastic heartbeat.
I know that no matter which model I pick, either will be a great upgrade from my 4s. Although it’s served me well these last two years, I’m more than ready for the increased screen size, faster processor power and increased battery life of a new iPhone. With any luck, around this time next year Apple will be introducing a 4.6″ iPhone that will sport an all new form-factor as well as all the neat-o gadgets that are sure to make the iPhone 5s a huge success. In the meantime, unlike Kermit, it’s easy being green.
PS – iOS 7 is awesome, you’re gonna love it!
Ever since Apple announced iOS 7 at WWDC, developers have been coming to grips with what the new operating system will mean for them. There’s little doubt iOS 7 represents a huge opportunity for developers to get their updated products in front of massive numbers of new users almost overnight. But there’s another opportunity here for developers, one that’s been largely ignored up until now – paid upgrades. To be more precise, all new, iOS 7 paid versions of existing applications.
I’m sure many users are expecting developers of popular applications to simply update interface elements, compile some code and easily drop a brand spanking new version of their app onto the App Store for free. There’s little doubt that the majority of iOS 7 updates to existing apps will be free (which will please Apple), but I suspect there will be a surprising number of developers who will use the launch of the new operating system to completely re-boot their app, and why not? The visual and interactive paradigms iOS 7 mark a natural breaking off point and a perfect opportunity to re-coup costs. Some existing paid apps might even adopt an iOS 7 only strategy which means they’ll have no choice but to charge again.
As any developer knows, software doesn’t magically grow on trees. Significant reworks of existing apps can represent hundreds of hours of development time and depending on the complexity of the apps in question, require much more than simply updating graphics. Taking full advantage of new APIs, designing new interactions and more can represent a healthy investment, time is money after all. At what point in the update process does a developer decide she needs to charge for it? How many users will be alienated by charging again? Will these users be offset by the *huge* influx of new people Apple brings to the table with the launch of the new OS?
Perhaps a better way to answer the question might be, how willing would you be to re-purchase your favorite apps if they are optimized for iOS 7? Look at your device’s home screen and go down the list of apps you use most and ask yourself if you could live without it once you upgrade. I think that most users (at least those that matter to developers) would answer that they would gladly pay again if it means having the latest and greatest version of their favorite apps, at least I would hope so.
With the full-priced launch of Logic Pro X, it’s now pretty clear Apple won’t be implementing a paid upgrade mechanism in the App Store. Developers are forced into either giving free upgrades for life, nickel-and-diming users with in-app purchases or occasionally launching new, paid versions of their apps. At the Iconfactory, we typically offer new paid version of our apps (xScope, Twitterrific) about every 18 months with many free upgrades in between. Though there are always users who will complain about having to pay for all-new versions, the vast majority know that in order for an app to survive and flourish, they occasionally have to do their part and support its development. Hopefully the upcoming wave of apps updated for iOS 7, both free and paid, will help people fall in love with their apps all over again.
UPDATE: Just when you thought there was hope, a new report out indicates that the average price of apps in the App Store is now at an all-time low of just $0.19. Consumers continue to expect world-class software experiences in exchange for basically nothing. The author says that the freemium model may be a “wiser business move” in the long run but I disagree. It is much harder to recoup the cost of development if you have to postpone revenue much beyond launch of your product, especially if you cannot even guarantee success. If the trend continues, I don’t see how developers can make a living on the App Store.
Over the past few years, there’s been a significant increase in the polarization of people’s opinions in this country. More and more, folks are unwilling to put themselves in other people’s shoes, to see their side of the story or even just listen to what they have to say. Increasingly, we as a society are either unwilling or unable to compromise on important topics that affect the vast majority of us. I’m not sure where or when this started, but I do think much of it has to do with the Internet.
Since it came into wide-spread adoption, the Internet has been a way for people of widely varied viewpoints to express themselves on any number of topics. We can read, post, blog and tweet all from the comfort of our own homes and what we say is seen by hundreds, thousands or even millions of people. More importantly, when we say something online we do so from the relative safety of digital anonymity. Although some people hide behind pseudonyms online, these days it’s more common to see people representing themselves honestly and openly. Just because they do however, doesn’t mean that we “know” them or are friends with them or even have met them in real life and I think that is an important distinction.
When we sit down and have a conversation with our family, friends or even acquaintances, we often censor ourselves for the good of our relationships. We may think someone’s opinion isn’t valid or is something we consider to be foolish, but we probably won’t tell them that to their face. Instead we often try and steer those we disagree with towards mutual understanding, we give and take, we compromise. I love my family very much but I disagree heartedly with many of their political viewpoints. When I get into a discussion about these topics with them, I don’t call my Uncle an idiot or a bozo, I calmly listen to his opinion, and if I’m feeling feisty I’ll attempt to convey some opposing viewpoints. If he listens great, if he entrenches himself and refuses to hear what I’m saying I often change the subject and move on. I love him too much to risk hurting him or his feelings and so I censor myself to some degree. I firmly believe it’s for the best.
But when I frequent political blogs and forums and told I’m an “ignorant liberal” or when I tweet about Apple’s court victory over Samsung and am called a “typical Apple fanboi”, the people that do so have no pretenses about censoring themselves. Indeed, I too am more likely to let loose when I’m exchanging ideas and thoughts with someone I’ve only met online than I would if I were sitting with them face-to-face in a restaurant or coffee shop. Yesterday, Macworld editor Dan Frakes tweeted this about Apple’s original iPhone:
When the iPhone debuted, it was widely criticized for having no buttons/keys. Now people think the iPhone’s design is “obvious.”
— Dan Frakes (@danfrakes) August 25, 2012
As soon as I saw that tweet, I knew Dan was in for an earful. I had tweeted several times on Friday about the $1.01B judgement against Samsung by Apple and was not prepared for the amount of staunch anti-Apple sentiment that flowed into my Twitter timeline as a result. It seems that in platforms, as in politics, people have firmly chosen sides. You’re either with us or your against us and for some reason there can be no middle ground. I make my living using Apple products and have enjoyed them for well over 20 years so I have a strong affinity for technology that comes out of Cupertino. I also like to think that I’m fairly objective and have criticized Apple when I strongly disagree with a position they take. Sadly, some don’t see it this way. Apple is either the perfect corporate citizen who can do no wrong or a demon that is out to destroy open standards and lock all smartphone users into walled gardens manned by underage Chinese workers from Foxconn.
The reality, of course, is somewhere in-between. Apple’s victory over Samsung can be right and just in accordance with U.S. patent law but that doesn’t mean they “invented rounded rectangles”. It also shouldn’t mean that you and I can’t have a friendly discussion on the topic without it devolving into the digital equivalent of the Jerry Springer Show. Admittedly, when we are so entrenched in our positions it is difficult to give up any ground, especially when one feels passionately about something. However, if we are to survive and flourish as a society and have meaningful conversations, we all need to try and make a concerted effort to climb out of our fox holes and meet somewhere in the middle.
Lately I’ve been playing a great deal of Ski Safari, a wonderful casual game from Defiant Development for iOS. The game is a high score climber similar to the awesome Tiny Wings, in which you play play Sven, a skier trying to stay ahead of an ever-approaching avalanche. The object of the game is to simply get as far as possible, picking up coins, speed boosts and various forms of animals like penguins and even Yeti’s in a high-paced race to stay alive. Developers Brendan Watts & Shawn Eustace have done a marvelous job of making Ski Safari fun, addictive and immensely satisfying to play. I have a bit of a competition going on with a few of my friends as we play a high-stakes game of one-upmanship on the snowy slopes of the high Alps.
The game is pretty awesome as it’s designed, but I recently discovered I could make amp up the coolness by a factor of 10 or so simply by turning off the default music in the game and substituting my own action-packed soundtrack. And what soundtracks are best suited for racing down snow-covered mountains at breakneck speeds? Why none other than the ultimate spy, James Bond, of course! If you own any of theme tracks from the James Bond films, simply start them playing on loop and then turn off the in-game music to give yourself the ultimate action sequence experience. I’ve found that “Runaway” from Roger Moore’s For Your Eyes Only and “Bond 77” from The Spy Who Loved Me, are the perfect Ski Safari tracks, but your death-defying milage may vary.
Maybe the developers of Ski Safari will eventually see fit to make a James Bond-esque version of their game complete with bad guys on black snowmobiles, machine guns and deadly helicopters chasing you, but until they do, this is the next next best thing. Have fun and do try and come back in one piece, 007!
There are literally dozens of drawing/painting apps for iOS. Some of my favorites include Procreate, Penultimate, ArtRage and now Paper from FiftyThree, Inc. This new app burst onto the App Store recently and has been receiving a great deal of attention for its fresh approach to the genre of the sketch app. Much has already been written about Paper and so I’m going to try and cut right to the chase with my review by detailing things the app does well and areas where it’s lacking. If you want to know how Paper may or may not fit into your work flow, then by all means read on.
Above everything else, Paper keeps the interaction between the app and the user simple. This design decision is by far its greatest asset, but it is also its greatest weakness (more on this later). Getting into your sketchbook and starting work is dead simple. Thumb through drawings, access tools, and draw away. You can also add pages to your sketchbooks and share your work via Facebook, Twitter, Tumblr or email. There doesn’t seem to be a way to send drawings to the camera roll, but taking a quick screen shot does the job in a pinch. The entire app feels light, easy to get around in and, for the most part, doesn’t suffer from being over-designed.
Paper has one of the best media engines I’ve ever encountered in a painting or drawing app. The pencil tool as well as the watercolor brush behave almost like their real world counterparts and are a sheer joy to use. Drawing speed helps determine stroke width with certain tools, and opacity with others. The overall effect is wonderful.
Some will say this isn’t a plus for an app like Paper. Many users don’t appreciate having to unlock functionality inside of an app that they thought was initially free, but Paper’s implementation of their in-app purchases is extremely well done. You buy only the tools you want and the app even lets you test drive the brushes prior to purchase so you can get a feel for them. Finally, there is an “Essentials” bundle that gives a small discount compared to buying all of the individual tools separately. If I find an app compelling, I certainly don’t mind paying for it and Paper’s in-app purchase model lets me pick and choose the parts I like most.
Customize the cover of your sketchbooks. Blend colors with the paint brush. Effortlessly flip between drawings that beautifully highlight your work. The devil is in the details and Paper does a deft job of getting them right.
Could Be Better
The two-fingered gesture to step back (or forward) through your drawing is clumsy. Often times it takes me far longer to get to just the proper undo point with the gesture than it would if undoing was a simple button. I also sometimes make stray marks on the page when attempting to make the undo gesture. In addition, the number of undo states is far too small, especially when using techniques like cross-hatching. I also wish that rewinding would take you back through drawing a stroke little by little, but it doesn’t, it removes the last stroke in its entirety.
The selection of colors in Paper is extremely limited. There are a total of nine to choose from and of those, none of them are any shade of blue. The developer encourages users to go old school and mix colors to form new ones but the inability to select custom colors is a major deal breaker. I can’t use the app to sketch concepts for clients (or even myself) if I don’t have access to the entire range of colors I need, especially ones like blue and red.
The app is perpetually locked in landscape mode and it’s extremely frustrating. I presume the developers did this to accommodate the wide screen design of the main menu, but I sincerely hope they add the ability to use Paper in portrait eventually.
Unlike many other drawing/painting apps, once you place a mark on the page, that’s where it stays. There is no way to re-position a drawing or even a portion of one once it’s made. Some would say this simply echos a real-life sketch pad, but if I wanted a real sketch pad I would use one. I use Paper and apps like it because they give me additional flexibility when creating. Not being able to re-position elements on the page is frustrating and feels antithetical to the app’s overall design.
I want the ability to be able to zoom in and add details to my sketches or out and fill larger areas with colors quickly. Adding zooming would almost eliminate the need for various brush sizes, so if I had to choose between the two I’d take zooming. In addition, my brand new retina iPad has millions of pixels at its disposal. Paper’s lack of pinch zoom means a good many of them are going to waste.
The app desperately needs a fill tool. The watercolor brush does an inadequate job of filling large areas with solid colors and sometimes that’s just what you need. I’d love to be able to sketch in white pencil on black paper, but that isn’t possible in Paper. A fill tool would rectify this glaring deficiency rather nicely.
Adding layers ala Photoshop would significantly increase the app’s complexity and FiftyThree may be unwilling to go there just yet which is fine. I do hope it comes eventually however because I often wish for the ability to erase or tweak individual elements of a sketch independently of the rest. I’m sure the talented folks there could find a way to add drawing layers to Paper in a simple and elegant fashion. I’d also like a way to lock a sketch once it’s done so I don’t accidentally add stray marks, which seems to happen often.
If you’re looking for a simple, straight forward tool for sketching you’ll probably find Paper both fun and elegant. I suspect this is what Daring Fireball author John Gruber meant when he said the app was “Exquisitely well-done”. I wouldn’t go that far but there’s a great deal to like in FifthThree’s initial effort. The app is a testament to beautiful user interface design, unfortunately it lacks too many features in my opinion to be used as anything more than a simple notebook. Paper’s limited undo states, narrow color palette, in-ability to re-position elements on the page and lack of zooming all force me to turn to other drawing apps when I want to truly create.
The good news is that Paper is a 1.0 product and as such I’m confident that improvements will come quickly. If the app simply added a long tap on color wells to bring up a picker and the ability to zoom in and out of a drawing, Paper would instantly become about 10x as useful as it is now. Since the app is free to try with the built-in quill pen, there’s no reason not to download and check it out yourself. I’ve definitely enjoyed exploring the app and it’s given me new reasons to try drawing with various styluses, but that’s blog post for another day.
My friend Dave Caolo recently told me that his kids love Paper. They each have their own sketchbooks and enjoy doodling and coloring very much. This comment is telling because right now Paper feels very much like a kids app. It has lots of potential but it’s too immature to really be useful. In their quest to make a dead simple iPad sketch app, FiftyThree may have sacrificed a bit too much functionality. Paper may be just what you’re looking for to jot down notes and quick sketches on the go, but I personally hope FiftyThree eventually lets Paper sit at the grown-up table.
Rene Ritchie, Seth Clifford and Marc Edwards invited myself and App Cubby’s David Barnard to discuss the new retina iPad last week. Ep. 18 of the IterateTV podcast ended up being a smart discussion of the new devices’s strengths and weaknesses, tools and processes we use to develop for it and our take on the future of resolution independence. I spend some time talking about the Iconfactory’s upcoming retina work on Carcassonne and generally try to keep up with the huge brains of the fine fellows gathered around the microphone. If you design for iOS or just want to hear our take on Apple’s new hardware, check it out.
Apple already has one of the best unboxing experiences of any company on the planet. The industrial, packaging and graphic designers have gone to considerable pains to make sure that customers are extremely satisfied when they first open and activate their new Apple hardware. With iOS 5′s ‘PC Free’ technology, in combination with iCloud, Apple’s customers no longer need to attach their new iPhone or iPad to a desktop computer to start using it. All this is wonderful, but could Apple’s unboxing experience be even better?
Yes it could.
Imagine opening your new iPad that arrives by FedEx this morning, turning on the device and finding it already ready to use. No input of your Apple ID, no syncing of contacts, bookmarks or even apps. You turn the iPad on and it’s ready to go. Using the online ordering service via Apple.com in conjunction with your existing Apple ID, this kind of effortless unboxing experience could easily become reality. Ask any Kindle owner how awesome it is power on their new device and find all their books already there, ready to read. I could easily see an option at the end of Apple’s online ordering system that would give permission to use your Apple ID to pre-sync your new iDevice with your iCloud content.
There’s something to be said for the actual process of setting up your gadgets. The geek in us loves the discovery and rush we get from seeing, touching and exploring new technology and in that way, perhaps the current unboxing experience is superior. It gives Apple a chance to highlight just how elegant the process really is. That said, Apple is always designing for the 80%, not the geek and if that means giving customers the ability to simply open the box and go, I’m sure we’ll see it in the very near future.
As you head out to stand in line at your local Apple Store this Friday, or place your web orders for the new hotness from our favorite fruit company, do yourself a favor and don’t forget to buy your Apple Care. A friend recently asked me what accessories I would recommend for the new iPad. Without hesitation I would say the most important accessory you can purchase is Apple’s extended protection for your iOS or desktop hardware.
Extended warranties are nothing new of course, and even I hesitate to purchase them for household appliances or electronics, but not so when it comes to Apple Care. Apple does an exceptional job of servicing or outright replacing hardware when it’s defective and covered under Apple Care. Many issues can be fixed with a quick trip to the Genius Bar and those that cannot usually get taken care of in short order after just a few days.
When I bought my 27″ iMac in 2009 I purchased Apple Care right along with it. That $99 decision has saved me close to $1,200 dollars to date. A year or so ago my internal HD failed and had to be replaced which would have cost me over $400 in parts and labor. Then just this week I decided to fix a long-standing display problem with the same computer’s screen where light colors and gradients were being blown out and not visible. The Apple Genius I showed it to had never seen a similar problem before and since it was covered under Apple Care decided to just go ahead and order both a new display and a new video card. Total parts and labor for this trip would have cost me $798, but I pay nothing.
The best news is that with this Friday’s launch, Apple is bringing Apple Care+ to the iPad. Like it or not, the majority of damage to our (mobile) gadgets comes from accidental drops. Apple Care+ now covers your iPad for two such incidents and when the cost of replacing a screen is almost as much as the device itself, $99 suddenly seems like a steal.
Ask any geek who makes the best hardware, who’s products have the highest feeling build quality and they’ll most likely tell you Apple. Never-the-less technology inevitably fails. Hardware breaks and entropy rears it’s ugly head and when it does, trust me you’ll be glad you have it covered – spring for the Apple Care. The alternative is… unfortunate.
There are only a handful of games on my iDevices that have withstood the test of time and clung to my home screen. Some of these games include Carcassonne, Plants vs. Zombies, Orba, Tiny Wings and now Charadium II. Charadium is a classic Pictionary type game where players take turns drawing a word and guessing each other’s creations for points. There are a bunch of games of this genre in the App Store, but Charadium is far and away the best of breed I’ve played, and much of that is due to the attention to detail developer On5 has put into the app.
There are two main modes of play, Classic and Ping Pong. Classic lets you join a room with other random players or friends and compete in a round-robin, timed competition to guess words. The play is fast and furious and tons of fun. Drawings don’t have to be pretty they just need to communicate quickly. The faster someone guesses your word, the more points you will score. The other mode, Ping Pong, is my favorite when playing Charadium. Here you play with a friend and take turns drawing words from a list of three choices (easy, medium and hard). The harder the concept to draw, the more points you’ll net, but you also risk your opponent not guessing correctly at all. Incorrect guesses hurt your overall point total and can push your opponent to victory. I love Ping Pong games because they are not timed, you can play multiple games at once (like Carcassonne), and you get to choose the difficulty of the word to draw. Also, you’re not usually playing against random strangers so cheating (drawing words) is not an issue.
If you love to draw, are looking for a fun, social game you can play in your spare time or like seeing how other players solve visual problems, Charadium II is for you. I enjoyed the game so much I bought a Cosmonaut Stylus from Studio Neat for my iPad just so I could draw better while playing. No matter what your level of artistic skill, there’s something for everyone to love in Charadium. Check it out!
Well not necessarily a *bigger* screen, but you will need one that sports more pixels per inch. That is to say if the predictions about the iPad 3 are true then your current desktop setup is about to feel very inadequate when developing for Apple’s mobile operating system, iOS. How so? It turns out that the new iPad’s predicted native screen resolution of 2048×1536 is larger than will fit comfortably on any of Apple’s current desktop hardware. At the Iconfactory I use a dual-display setup of a 30″ Cinema display and a 27″ iMac. Even my 30″ doesn’t support enough pixels to view the iPad 3′s screen (particularly in portrait) and that’s a problem.
When designing or coding for the iPhone and iPad, it’s critical to be able to view your work at a 1:1 ratio. It’s best not to view a Photoshop mockup or Xcode simulator window by zooming out, or compressing the pixels to fit the screen. Doing so makes it difficult to tell when interface elements like buttons, tabs and fields properly align or are positioned correctly. I could go into a long explanation of how the math for all of this works out, but TUAW’s Richard Gaywood and App Cubby’s David Barnard have already done that in fine style. If you’re interested in the ins and outs of screen resolutions then head on over and check them out. For my part, I just want to know how long I’ll have to limp along designing for a screen resolution I cannot see 1:1 without having to scroll around. David suggests that Apple won’t be in any particular hurry to bump up the resolutions of their desktop offerings and I have to say I agree with him.
To Apple, the customer comes first not the developer, which is how it should be. Higher resolution displays will eventually be a great selling point for new desktop Macs (and will solve developers’ iPad 3 problems), but they will undoubtedly take time to bring to market. Recent discoveries in Mountain Lion bolster the theory Apple has been planning higher density displays for some time but that doesn’t mean Tim Cook will be announcing them on March 7th. So if you’re a developer like me, be prepared to feel a bit cramped for a while. How long is anybody’s guess but I wouldn’t hold my breath.
There’s been increasing talk about how unscrupulous developers have gamed the App Store in recent weeks. Typically, shady devs will submit apps to the store that have similar names and app icons to top ten titles and in the confusion (and perhaps the additional hype from all the attention) users download these “scam” apps and push them ever higher. For honest developers who play by the rules, it’s a serious problem, and one that Apple needs to do a better job addressing.
There’s another way to get your app into the App Store’s Top Ten list however. With enough money, and a faulty ethical compass, you too can be sitting pretty atop the mountain of App Store competition. This morning the Iconfactory’s webmaster account received the following email from an address in China. The person (or persons) purported the ability to get your app to the top, fast. We were just one address of perhaps 100 or more in the “To” field including lockerz.com, skout.com, tumblr.com, okcupid and many more. Why they didn’t bcc the list is beyond me, but at any rate for a mere $10,000 USD, using thousands of “legally” registered iTunes accounts, they will download your app and help boost it into the top ten. How long it stays there just depends on how much you’re willing to pay.
We have large quantity of USA ,UK,CA itunes accounts, registered legally, we can promote your free app in the US, UK, CA store.Don’t waste time in promoting,leave it to us! We are professional team for you and we are the most powerful team for app promotion in China.
10,000 downloads in one store, need 1000USD
If you want the ranking, here is the price list for weekday only,please check:
US top10 24 hours 10000USD
US top10 48 hours is 15000USD
US top10 3 days is 20000USD
Each additional day the need to increase $ 5,000, up to 5 days,only for weekday
UK top10 24hours 3000USD
UK top10 48hours 5500USD
UK top10 3days is 8000USD
Each additional day the need to increase $ 2,500, up to 5 days,only for weekday
CA top10 24hours 2500USD
CA top10 48hours 4500USD
CA top10 3days 6500USD
————–ipad app only for separate app———————
US top10 24 hours 4000USD
US top10 48 hours is 6000USD
US top10 3 days is 8000USD
Each additional day the need to increase $ 2,000, up to 5 days,only for weekday
UK top10 24hours 1200USD
UK top10 48hours 2200USD
UK top10 3days is 3200USD
Each additional day the need to increase $ 1,000, up to 5 days,only for weekday
CA top10 24hours 1000USD
CA top10 48hours 1800USD
CA top10 3days 2600USD
Weekend day, subject to 20%
The problem of scam apps seems like a relatively easy one to solve compared to this sort of App Store gaming. Apple should simply do a better job identifying and rejecting offending scam apps at the review level. But with enough legitimate iTunes accounts there’s no real way for Apple to identify “fake” downloads from real downloads and keep bogus apps from rising to the top. Perhaps if it happens often enough Apple can develop algorithms to help identify offending accounts and close them, but I’m skeptical.
It seems clear that a re-work of the entire top ten system is in order, and not just because of the recent rash of scamming. Some apps like Angry Birds can stay atop the Top Ten list for months on end making it harder for other awesome, smaller apps to see the light of day. Perhaps Apple’s recent purchase of Chomp will help solve the problem of discoverability, but until then unfortunately there will always be shady individuals willing to prey on people’s greed and desire to succeed.
UPDATE: Matt Ryan over on LockerGnome reports a possible explanation for how these app “promoters” can secure thousands of iTunes accounts to artificially inflate apps – they steal them. Both Ryan’s PayPal and iTunes accounts were hijacked and then used to download copies of an app called iMobster. It should come as no surprise that when the promoter says he uses thousands of “legally registered” iTunes accounts, he means it except they’re not his. So not only do devs fork over tens of thousands of dollars, they’re most likely doing so to criminals who hijack legitimate iTunes accounts and milk them dry until they are caught and shut off. Alarming to say the least.
Blame the ailing economy if you like, but in recent years businesses have become more and more willing to experiment in order to get a leg up on the competition. Seeking to capitalize on the increasingly tech-savvy public, the acclaimed burger chain Five Guys, has introduced a new iPhone and Android application that aims to make your dining experience quick and effortless.
Five Guys joins the ranks of restaurant chains like Chipolte Mexican Grill and Outback Steakhouse that let customers not only browse their menus but also place a to-go order right from their smart phones. I take food out from local Greensboro eateries a lot and I usually try to call ahead so I can get in and out as quickly as possible. The breakdown in efficency usually occurs at the time of payment and so I end up waiting in line to fork over my debit card while I hope and pray my food is even ready.
When ordering with Five Guys’ or Chipolte’s apps, you specify what time you want to pick up your food, pay for it via secure ordering and even save your favorite selections for future reference. I tried the Five Guys app today and it was a dream. I entered the store, went directly to the pickup counter and simply gave my name. The order was ready to go and I was enjoying my lunch all within minutes of walking in the door.
I can envision a time in the not-too-distant future when customers won’t even need to pull out a wallet when eating at their favorite restaurant. The advent of smart phone payment apps like Square and iOS 5′s geo-fencing technology have already started to revolutionize the way people shop, and soon dining experiences like the one I had today at Five Guys will be the rule, not the exception. Now if we could only design an app to get us through TSA lines as quick and “painlessly”.
Tiny Wings is an iOS game for the iPhone and iPod touch by programmer and artist Andreas Illiger. When it was released in February of 2011, it immediately earned praise as one of the most fun and addictive games to ever hit the App Store. Being a developer of iOS games myself, I’m always skeptical about such claims, but after having spent some quality time with Tiny Wings over the past few weeks, I have to say I agree.
The game is not without some level of frustration which is made worse by the fact that there is but a single interaction method – Touch the screen or don’t. Given such simple controls you’d think the game would be easy to master. Not so. The player slides over hills and vales and either taps to increase their decent or lets up to slow their decent to the ground. Where they land on a slope depends on how well they slide up the next hill and back into the air once again. Tiny Wings is a “height climber” style game ala Doodle Jump where the player tries to get as far as they can in a single session. When the game ends, the player must return all the way to the beginning and start over. The great thing about Tiny Wings is that it’s so engaging and addictive you really don’t mind starting over each time.
By far the greatest challenge in Tiny Wings is mastering the art of sliding. In order to succeed in the game, you’ll need to practice and become really good at hitting just the proper point on hills in order to achieve maximum momentum. Learning this skill can be tricky and when I first started playing I was so frustrated I was minutes away from deleting the game. Trust me when I say stick with it because once you figure out how to slide properly, the entire game’s fun quotient gets amped up by a factor of x1000.
Each hill has a small landing window on the backside that you can hit which results in a perfect slide. This keeps your momentum going and if you stack three perfect slides in a row, you’ll enter fever mode where every point you earn is doubled. Mastering perfect slides is key to climbing the leader boards in Tiny Wings. The more perfect slides you make in a game, the faster you’ll go, the more likely you’ll be to touch the clouds (bonus points) and the longer you’ll be in fever mode. All of these factors add up and when combined with coin collection, result in a higher final score.
In addition to mastering perfect slides, there are a few tips and tricks I’ve learned that may help you get further and score higher in Tiny Wings. As with anything, your milage may vary but as School House Rock taught me, knowledge is power, so here you go:
Nest Up - Take time early on and knock off some of the game’s achievements in order to “Nest Up” to the next level. Every time you increase your nest level you increase your score multiplier. For the first upgrade, you will need to perform 7 Perfect Slides, gather 100 coins in total across all games, and reach the fourth island in at least one game.
Touch the Sky - Try and touch the sky as often as you can because doing so earns you 20 points times your multiplier. Each touch represents an ever-increasing award of bonus points towards your final tally.
Reset Button - If you don’t leave the first island in fever mode, start over. In fact, if I’m not in fever mode one half way through the first island I usually kill my game and begin again. Since you’re so close to the start you don’t lose a lot of time for trying this technique. Trust me, you’ll be glad you did.
Play on an iPad - If you own an iPad I urge you to play on it instead of the iPhone. As of this writing, the game isn’t universal but it doesn’t matter. The iPad’s large, roomy screen makes seeing the oncoming terrain much easier and gives you plenty of space to place your finger that’s out of the way.
The main thing to remember when playing Tiny Wings is to try and stay calm and remain focused. If you miss a slide and start to lose momentum don’t panic just keep at it and get back into the groove as quickly as you can. If you spot a speed coin, gobble it up to quickly get air back under your wings and get going again.
All in all, Tiny Wings is a masterful creation that is sure to give you hours of entertainment and enjoyment. I have to hand it to Illiger because there aren’t many iPhone games that hang around on my home screen for more than a few days. Tiny Wings has joined Parachute Panic, Orba, Plants vs Zombies, Hot Plates and Carcassonne as one of my all-time favorite iOS games. Have fun and fly far my tiny-winged friends!
It’s been almost seven months since the release of the Apple iPad and in that time I’ve gotten to know the device very well. I know what the iPad is good at and what it could do better, and I’ve come to embrace the fact that I love the darned thing. Lately, I was struck by just how much it has changed my daily routines and work flow. Before the iPad, after work I would come home and spend some time relaxing before dinner. This usually involved watching some TV or surfing the web on my Mac in my home office. After dinner I would invariably end up back in front of the computer surfing, answering email, playing online games or just generally putzing around.
Just this past week I suddenly came to the realization that I had not sat down in front of my iMac for nearly a week. Honestly, at first I thought this had to have been a mistake, I mean comon, a week? Sure enough, if not for an automated email bill payment reminder I received, I might have gone even longer. Incredibly, the iPad has allowed me to do nearly everything I used to use my desktop Mac for on a nightly basis. I surf, check email and especially tweet, all from the comfort of my living room via my iPad. The typical routine of gravitating to the home office has transformed into one of relaxing in front of the TV, iPad in hand, playing a friendly game of Carcassonne or watching an episode of Babylon 5 via Netflix until I usually fall asleep on the couch.
There are still some things still I prefer to do on my iMac such as online banking, instant messaging with friends (the AIM app on the iPad just doesn’t cut it) and of course doing actual work in Photoshop and Illustrator. But aside from these tasks, which seem to come few and far between, the iPad gets the job done with style. Its super-long battery life, combined with my favorite applications mean that I have the power to do what I enjoy in a mobile setting that doesn’t involve a keyboard or burning my lap. The iPad hasn’t replaced my need for a desktop computer just yet, but it has unchained me from my desk and given me reason to pause when I start to head into the home office. I think to myself “Is this something I could do on my iPad?” It’s no wonder PC netbook makers are scared. They should be, this is the future of personal computing.
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.