Showing posts with label apps. Show all posts
Showing posts with label apps. Show all posts

Saturday, July 23, 2011

Smart

My coworker and I were discussing software development over some beers and the question arose to whether we should be building work intended on catering to novice users and by doing so, are we helping to create a “dumber” internet. There are two examples to validate both sides:

  1. Back in the day of the VCR, very few people ever “programmed” these devices to record TV shows due to the complexity of the procedure. When TIVO simplified the process, it changed the way people watched television because they no longer felt the need to watch in real-time.
  2. One of the reasons for creating so many restrictions with the iPhone is to ensure that “advanced” features won’t complicate the device. Can you send multiple photos in a single email? No. Why? Because Apple feels this may be confusing. This in itself is limiting because sometimes the features aren’t really advanced at all.

The most obvious answer would be to find a sweet spot in-between the two, but how exactly does one go about doing this?

Tuesday, June 21, 2011

Innovation over features

I’ve seen a number of different startups and businesses that focus on bookmark management for browsers. Most recognizable is “Instapaper” which offers a combination of both managing your browser’s bookmarks and viewing pages offline on different platforms. These startups had always tread on very thin ice.

The idea of a “persistent desktop” isn’t new but it’s slowly becoming a reality. The concept is to make your desktop exist in the cloud so that no piece of hardware or platform can dictate which desktop takes precedence. “Synching” your bookmarks had always been just an interim solution to a greater debacle.

As cloud computing ramps up with Apple’s iCloud, these startups will slowly die off because their service offerings were never meant to be a permanent fixture. Did Apple “steal” these features from Instapaper? No. The features that Instapaper offered were a quick-fix until technology caught up with the real idea.

Saturday, June 12, 2010

Taxonomy

Since I come from a background of several different cultures, it shouldn't be any surprise that the music I listen to and the films I see aren't necessarily isolated to North American media. My iTunes has an array of music spanning North America, Europe and Asia. From my experience with iTunes, there doesn't seem to be any simply way of organizing my media based on my chosen preferences.

I have jazz music performed by Taiwanese artists. I have pop music from Hong Kong, Hiphop in Korean, and even triphop where the lyrics are a mixture of Japanese and French. iTunes will only allow the music to be categorized into one "genre". How silly is that? Is it possible to organize the film "The Dark Knight" into just one category? Science fiction? Suspense? Crime? Drama?

At the moment, there are independent taxonomy projects on the web where groups of developers are forming standards that can allow developers to create software which will easily talk to each other. iTunes hasn't changed much in terms of features but I'm hoping Apple will consider giving users the ability to organize their collected media.

Wednesday, May 19, 2010

Second Life

I never understood the fascination with 3D as a means to provide users with an “immersive” experience; especially with a costly taxation on CPU resources. “Second Life” didn’t have any logical incentives to lure users. Yes, it’s a 3D world and yes, you can chat with people in this world, but what else? The 3D world was only available to PC users with specific hardware requirements and operating systems. Without it, this immersive world was a closed eco-system.

As bad as this may sound, I’m actually quite happy Second Life never popularized. If they did, could you imagine the software and hardware engineers trying port this world so that portable devices could access this virtual world? Shortened battery life, lack of processor strength, overheating, and an operating system overhead absorbing valued memory resources. I’m sure the engineer geniuses could make it happen, but should it be done?

This is the same stance I have with Adobe Flash on handheld devices. Several of my coworkers have openly stated that Flash works extremely well with cellular devices *provided* these devices have the “right” hardware. Ignoring the fact that our desktop Macs have been known to crash due to Flash, what exactly is being asked? Have a mouse-less handheld device attempt to provide a user a similar experience knowing that they’re looking at a 4” screen?

That sounds rather painful.

Sunday, May 16, 2010

Adobe or Apple?

It's inevitable that our production team has divided opinions on the Adobe and Apple issue over Flash and its legitimacy in mobile browsing. The Flash developers are sided with Adobe -- mainly because Flash is their livelihood -- while Javascript developers are sided with Apple since we don't rely on Flash. Both Adobe and Apple are claiming their platforms are "more open" than the other but I will try to make my argument based on personal experience.

After working with the Nintendo Wii and experiencing first hand the difficulties in developing for such a platform, I was utterly frustrated by the lack of support provided by both Nintendo and Adobe; there is NO support. Does Flash work on the Nintendo Wii? Yes. Does it work well? No. Were there a lot of problems? YES. Did Adobe fix those problems? Some, but only YEARS after Flash was available for the Wii. Are there still problems? Yes, absolutely.

Both parties are claiming how their platforms "should be considered" as open; which really isn't "open" at all. The goals of open standards are not the same as those for profit-generating businesses. It is currently not in Adobe's best profit-generating interests to fix their issues on the Nintendo Wii so the platform has been left broken. As a result, the developers are left to find web solutions for clients who have been assured by Nintendo and Apple that "Flash works on the Wii"; which it doesn't.

Do I want a similar fate for other mobile devices? Absolutely not.

Sunday, January 31, 2010

iPad

There has been talk about Apple’s new iPad where a lot of the grief comes from the fact that the device doesn’t support Adobe Flash. If I’m not mistaken, I believe everyone already recognizes that this device is meant only for consumption. It is a media consumption device that is not meant to produce media. This is why so many people are upset at Apple’s stance against Flash; it is an integral part of surfing the internet. That said, Flash is a plugin (read: “app”) whose features cannot be approved or disapproved by Apple. As it stands, Flash can do too many things and in a negative way for Apple.
  • Users could play free Flash-based games rather than pay for them.
  • Developers could build apps in Flash rather than on the iPhone platform.
  • Apple cannot regulate the type of apps you use if these apps are Flash and located on a web page.
  • Apple cannot regulate what new features Adobe decides to add into Flash.
  • Flash can theoretically circumvent some iPhone/iPod/iPad security features.
  • Flash developers could create interfaces that mimic and/or confuse –even trick—users.
  • Flash is processor-intensive and might affect a user’s experience on the device.
Apple’s decision to ban Adobe Flash is definitely controversial. However, as a business and technical decision, it’s one that has been thought out very thoroughly. There are a lot of intelligent people at Apple and these decisions weren't made on a whim. Adobe, as with the rest of Apple users, can argue this out, the fact still remains: Flash can do too many things that can negative affect the iPhone experience.

(BTW, I still love my Blackberry)

Wednesday, November 25, 2009

Limitations and Guidelines

I've been working on a project where one of the personal goals I have set for myself is to try and maintain a consistent user experience. I'm well aware that "user experience" is often used quite loosely and if I were to ask a dozen people, I'd receive a dozen different answers. Regardless, I do think it's necessary to bring to light some of the things that have been surfacing in my head lately about online software development.

I'll first start by saying that I feel it's always necessary to maintain standards. Just as much as the iPhone has a consistent "swiping" animation, these visual aids --whether they're animation, behavioural or even just an underline on a text link-- need consistency. A user should be able to predict what happens when a cursor hovers over a button or when it is clicked. Intuitive design requires a level of predictability.

Even though the creative team has been rather reluctant with setting "limitations" to creativity, I've been trying to set guidelines. These guidelines are rudimentary at best, but they include standards for CSS, animation and behaviours on a per-project basis. Perhaps this may prove to hinder our designers, but I can't comprehend how ten different button rollover animations will help the end-user other than confuse them.

Tuesday, November 3, 2009

iPhone multitasking

I'm constantly ridiculing friends and coworkers over the fact that their iPhone doesn't support multitasking. Can you adequately keep an instant messaging application consistently "on" with the iPhone? No, at least not easily. Yet even though I'll callously joke about it, I do agree with Apple's business decision on locking out the feature.

On a purely technical level, allowing the iPhone to support multitasking means the possibility of applications being "on" all the time. Poorly developed apps with memory leaks will consume the phone's memory after prolonged usage, causing the OS itself to become unstable and the phones to be unreliable. The app store fuels this problem in that a lot of the popular apps are not built by Apple.

By supporting multitasking, there is a high degree of risk for these phones to crash unless adequate quality assurance is made. What happens without it? When a phone is mysteriously restarting, will a normal cell phone user understand that the third-party app is the source of the problem? Or will these users just immediately blame Apple for a faulty product?

In terms of branding, Apple's products have never been about being a highly-configurable, feature-rich workhorse. Their products have constantly been revered as devices that "just work". What does this entail? A reliable product that doesn't crash.