The Times advises how to get its iPad app to work: simply hobble your iPad

I don’t read The Times and it’s been a long time since I messed around with its iOS app, but I heard earlier today that a new version recently appeared and immediately got slammed by just about everyone who used it. And, oh my, the ‘10 tips to help improve performance‘ on the iPad 1 are simply stunning, including the following:

  • Turning off “as many options as possible” in iCloud.
  • Keeping Location Services “to a minimum”.
  • Disabling notifications “for apps that are not essential”.
  • Disabling iMessage entirely.
  • Turning off multitasking gestures.
  • Disabling Spotlight indexing.
  • Nuking all existing browser history and website data.

The page cheerfully adds:

If you are experiencing problems, or require further assistance, our customer services team are available to help.

I shudder to think what their next tip would be. Presumably:

  • Factory reset your iPad and only install The Times. The Times is all you need. THE TIMES IS YOUR LORD AND MASTER NOW.

Note that I do realise that app development is tough, and supporting older devices isn’t easy, but then the App Store reviews I’ve been reading suggest these problems aren’t in fact isolated to the iPad 1, which suggests a much bigger problem. More importantly, the big reason to use a digital newspaper is convenience, but if you have to hobble your device in order to get it to work, you may as well just revert to paper.

February 26, 2013. Read more in: Apple, Technology

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I’ve changed my mind: an iPhone mini might actually be a good idea

I’ve in the past rallied against Apple complicating its device line-ups, but I’ve changed my mind about the iPhone and would now be quite happy in the future to see an iPhone mini. The device that prompted this change of heart was… the iPhone 5. I’d not actually used one before, but TechRadar temporarily sent me theirs, so I could write a couple of articles.

I don’t like it.

This surprised me. I cannot think of another iOS device evolution I’ve not cared for. Even the iPad 3 didn’t bother me, because I skipped and never used the lighter, thinner iPad 2. Perhaps I’d get used to the iPhone 5 over time, but it simply doesn’t feel right to me. It’s ungainly and awkward to use—the taller screen feels like a compromise to enable Apple to strut its stuff in the bigger-screen pissing competition. On the iPhone 4, my normal-sized hand can comfortably use the device and reach almost all of the screen. On the iPhone 5, no chance. I have to stretch, which feels wrong; and as someone with RSI, this makes me wonder exactly how much pain I’d be in after long-term use.

Of course, one might argue I’m holding it wrong. I should, clearly, change how I interact with the device. But in switching from one hand to two or holding the device in a less secure manner, that feels like defeat. It feels like bending to the will of relatively poor ergonomic design, and it also makes me want to punch whoever okayed the rather misleading Thumb commercial.

iOS dev Neil Gall responded earlier on Twitter about this, saying “I’ve been yelling my distaste for the comically long, ergonomically challenged thing since launch,” and I get the feeling my wife’s going to cling on to her iPhone 4S for dear life, rather than upgrade. My mother also wanted an old iPod touch rather than the new one (with the same proportions as the iPhone 5), solely because of the form factor, although she went for the newer model on the basis of the superior camera. She’s still not overly happy with it.

Perhaps, then, the iPhone should have a ‘mini’ version somehow, although instead of a teeny tiny device, it could retain a similar form factor to the iPhone 4S. I don’t see that happening though—this summer, the iPhone 5 will be bumped one rung down the ladder and the iPhone 4S will probably become the free iOS device. One more revision and only 16:9 devices will remain. Ironically, the Android devices Apple clearly responded to with the new form factor will continue to offer more variation, including one of the current trends: smaller devices. It’s not enough to get me to switch, but then I’m now looking towards whatever iPhone Apple unveils this summer without any sense of excitement, for the first time.

February 26, 2013. Read more in: Apple, Technology

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Samsung’s latest lawsuit against Apple could hurt the blind

I’m getting increasingly tired of the tech pissing contest, with everyone suing everyone else for every possible potential infringement, and I was idly wondering recently if there’s ever a line companies would not cross. It appears not. AllThingsD reports on Samsung’s latest shot across the bows at Apple:

A Mannheim Regional Court on Friday ordered a stay of a Samsung suit against Apple that alleges the iPhone maker’s VoiceOver screen-access technology violated its patent on display into speech data.

VoiceOver is accessibility technology, designed for people with impaired vision. In short, it enables blind people to use iOS devices, which gives them relatively easy access to information in a manner previously unheard of. AllThingsD notes:

Yes, this move by Samsung against Apple was a tactical one in a nasty battle in which billions of dollars are at stake. Yes, it’s just business. But it’s ill-conceived.

I’d say it’s reprehensible. There are some things lawyers should just leave alone, and I genuinely hope Samsung gets a seriously bloody nose from this

Further reading: David Chartier’s story about watching a blind Apple Store employee use VoiceOver. Via 512 Pixels.

February 25, 2013. Read more in: Apple, Technology

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iPhone and iPad freemium games must move beyond mere grind or iOS gaming will atrophy

At the time of writing, most of the top grossing games in the App Store are freemium titles: games that are free to play, but that hinge on a business model that more often than not requires money to be semi-regularly fed in, either to speed up the game or to get through regular doorslams. I’ve written about freemium games before, highlighting my distaste for the model on the basis that it’s too often abused.

Occasionally, this isn’t the case, although that’s mostly when a game is more akin to an old-school demo (and therefore more accurately labelled as ‘free to play’ than ‘freemium’, if there’s a distinction to be made). For example, Gridrunner Free gives you a unique game mode and a single IAP upgrades the game to unlock everything else. Letterpress restricts you to a couple of simultaneous games, but, again, a single upgrade unlocks everything.

However, even when you enter into the realm of upgrades and ongoing cash injections, there’s no reason why gouging and grinding has to be front and centre. Hero Academy has a smart system where you buy new teams of characters and aesthetic customisations, but you can play without them, albeit without the same level of variety as those who choose to pay. And despite its hateful £59.99 ‘gold package’ (to my mind, any game with a disposable 60-quid IAP needs to take a good, long look at itself), Royal Revolt is a hugely enjoyable romp that you can play through without spending a great deal of cash to speed along upgrades. In fact, it’s perhaps the first game of this sort I’ve played where I thought it could do with more roadblocks, because it was being a little too generous. (I also felt the same about Frisbee Forever and its sequel, both of which I threw a few quid at, purely on the basis of the enjoyment I’d gotten out of the free games.)

On Eurogamer recently, Dan Whitehead reviewed Ghostbusters. Whitehead seems to be of a similar age to me, given that he references David Crane’s 1984 tie-in (which, let’s face it, was amazing if you had a C64 and were about ten: *stabs space bar* GHOSTBUSTERS!), but this also means he’s old enough to remember not only when gaming lacked modern-style freemium business models but also when it was heavily based around ‘pay to play’ a.k.a. arcade gaming.

Whitehead tears apart Ghostbusters, his review being summed up by the concluding paragraphs:

You quickly realise that there’s absolutely no point to anything you’re doing. You grind through identical battles dozens of times to scrape together enough credits to earn the right to grind through more identical battles. It’s a prime example of that upside-down design mentality that requires the ‘game’ element to be so slow and frustrating that the player feels compelled to pay in order to skip it.

In the comments, he’s then accused of being anti-freemium. Perhaps, argue those in favour of the model, Eurogamer should be asking people who love buying a 70-quid barrel of Smurfberries to review the likes of Ghostbusters. But making that accusation on Whitehead is missing the point he so clearly makes in his review:

There’s a world of difference between a game that uses micro-payments and a micro-payment model that is simply delivered in the guise of a game. If Ghostbusters has any value at all, it’s as an illustration of this important point.

In the comments, he further elaborates:

There’s nothing intrinsically wrong with a freemium model, and many games use it wisely to great effect. There is something very wrong with ‘games’ that are simply mechanisms for payment, dressed up as ‘gameplay’ in the limpest possible sense. That’s what Ghostbusters is. Take away the payment model and there’s simply no game there—just an endless series of mindless tasks with no positive feedback loop.

This is something people misunderstand when comparing freemium titles to arcade games. The latter were sometimes vicious in their difficulty levels, gulping coins, but the games were always about skill. Get good enough and you could survive on a single coin. That, to some extent, was the magic: a well-tuned game would reward your investment; and although from a manufacturer standpoint you could argue it’s not savvy that a game would potentially earn less per play as it aged, older games would regularly make way for new ones anyway, enabling the cycle to repeat.

However, I do nonetheless divert slightly from Whitehead’s views; he states:

This is why the example of arcade machines is flawed—those games were fun, whether you put 10p into the slot or £10. The input-feedback loop was completely different because progress per coin was skill based. You don’t need skill to beat Ghostbusters—just reams of patience and money to burn.

Although this is an opinion that aligns perfectly with my own preferences, it’s not an opinion I consider relevant to all modern gamers. In many cases, people seem content—even happy—with an experience rather than an old-school arcade-oriented title, demanding puzzler or slice of challenging strategy that demands skill for success. They’re happy to tend—the gaming equivalent of mindless gardening, where you go through the motions. However, I believe that even in this space, there still needs to be reward, and companies must take care to not enforce grind.

Even looking at Ghostbusters from the point of view of someone who enjoys freemium games, Whitehead’s review calls out the truly negative, hateful aspects of the production: grinding through nondescript scenes dozens of times to merely see more of the same; making progression so slow, frustrating and annoying that a player pays to skip through. Even without skill, a game can offer progression, fun, delight, beauty, and, as I’ve said, rewards—a return for the investment of both your time and your money. Without at least those things, freemium titles still represent a massive threat to not only iOS gaming, but also to the entire gaming ecosystem. Within a few years, the most exciting medium in history could be little more than potentially infinite Little Infernos* installed on people’s devices, sucking bank accounts dry in return for what ultimately amounts to nothing at all.

* Little Inferno is an experience-led game that riffs off of freemium games, almost being one, but with in-game currency generated solely by the items burned on the Little Inferno fireplace. It’s proved divisive, but it’s one of the finest productions I’ve seen in recent months on the iPad, and I very much recommend it and staying the course. If you get frustrated by the combos, I’d even argue you won’t lose much by finding some hints online, because the game’s pay-off is wonderful. Also, judging by reviews I’ve read, some people (who presumably like their freemium games) are ecstatic purely with the burning and not just the underlying story, which is amusing.

February 22, 2013. Read more in: Apple, Gaming, iOS gaming, Technology

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On simplicity as a virtue in computing

Responding to the same ‘Samsung out-innovating Apple’ piece I wrote about earlier, John Gruber at Daring Fireball talks about the iOS app launch grid:

The utter simplicity of the iOS home screen is Apple’s innovation. It’s the simplest, most obvious “system” ever designed. It is a false and foolish but widespread misconception that “innovation” goes only in the direction of additional complexity.

This is a viewpoint I’ve long shared and continue to argue in favour of. The problem is that the tech press lives in its own little bubble, and often those commenting on articles (and therefore shoring up viewpoints) are also those heavily into tech, tweaking and customisation. The reality is most people either cannot do such things or really don’t care about doing so. Most people just want to get on with performing tasks.

The question with iOS and its perceived limitations is whether it stops people from doing this. Some pundits have said the iOS lock screen should be massively overhauled, to add a slew of widgets, providing immediate access to information from diverse sources. Clearly, that’s something that works for some people, but it’s also a confusing, unfocussed mess for others. I look at my parents, new to touchscreen devices, battling iOS. If they were bombarded with crap the second they turned on their devices, said devices would soon end up in a drawer, never to be used again. But because they get a clean grid of icons and can focus on a single task, they’re getting into using these devices, and exploring the app ecosystem.

Even from my own perspective, I’m becoming an advocate of simplicity over complexity. I used to weld countless add-ons to my Mac, but I’ve in recent years stripped them back to only include add-ons that I cannot do without, because removing them would make me significantly less productive. I’m not sure how a more complex launch environment on iOS would make me any more productive. At-a-glance tiles can barely show any information anyway, and if they were showing something that’s ‘cropped’, I’d be more likely to open an app and become distracted. By contrast, when I open Tweetbot on iOS, it’s because I want to spend some time on Twitter, and the configurable Notification Center can take care of flinging an alert in my face for anything that’s especially important and/or time-sensitive.

Note that I’m not arguing that Apple’s got it ‘right’ and Android and others have got it ‘wrong’. But, like Gruber, I am arguing that taking a default stance that increased complexity is always a boon for computing is a bafflingly wrong standpoint that should cause any writer to take pause and reconsider.

February 20, 2013. Read more in: Apple, Design, Technology

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