Posts Tagged: apple

The hidden structure of the Apple keynote

In light of today’s annual big Apple media event, Quartz’s Dan Frommer crunched the numbers of how these events historically play out. Frommer examines average presentation time, video style, Steve Jobs’ stage time versus Tim Cook’s and other material. Very interesting.

Padbury clock

I have a habit of installing quirky screensavers on my Macs as a throwback to an earlier era. But with my latest Macbook Air I fell in line with the default settings sans screensaver, dissatisfied with what was out there. That all changed when I saw this screensaver by designer Robert Padbury, developed by Steve Streza. It’s a twist on the iOS7 lock screen with options for white on black or black on white typography. It’s minimal and extremely elegant.

My must-have iPhone apps, 2013 edition

Federico Viticci over at MacStories knows his iOS apps very well. The guy oversees and has written hundreds of posts for MacStories, so we shouldn’t be surprised given the high quality of writing over there that he’s very well qualified in his opinions.

If you’re looking for some fresh apps to start the new year I can’t think of a better list to start from.

App Santa

If you’re an iOS user there’s a lot of app sales going on for the holidays. But there’s no better single sales grouping than over at App Santa. Very respected iOS dev teams with some excellent apps. I use Tweetbot, Clear+, One Password, and Launch Center Pro daily. I only use Scanner Pro every so often, but it’s essential for keeping track of receipts, especially on business trips.

Nintendo is doing just fine and doesn’t need to make games for mobile, thank you very much

Kris Naudus, writing for gdgt:

Granted, if Nintendo started making games for mobile it’d still be making games, which isn’t a huge momentous change. But it does mean giving up on their commitment to hardware. And that leads us to the other reason it doesn’t make the switch:

Control.

Untouchable

iOS App designer/developer Jared Sinclair:

What makes something touchable?

For things that scroll or zoom, touchability means that the content under your finger moves with your touch, without any lag or jitters…

…For buttons, touchability requires something different. Touchable buttons need borders. By “borders” I don’t mean outlines, (although outlines are included in my usage of the word). I mean borders in a broader sense. A button is a tappable area, clearly delineated from the un-tappable content around it by an obvious border.

Native app design isn’t my background, but the switch in iOS 7 from clearly defined buttons with borders and gradients to raw text labels always rubbed me the wrong way. Jared makes a strong argument why. (via Jeffrey Zeldman).

iOS 7 colors

Gradients and colors inspired by iOS7, generated by designer Tom Oude Egberink. The clean design fits very well with Apple’s aesthetic.

Scroll hijacking

There’s a lot of designers and developers who love the design of Apple’s new product pages. But I’m not one of them and it’s almost entirely due to its very forced input methods. Designer Trent Walton explains it perfectly.

iOS 7 thins out

There’s been a lot of debate on the iOS 7 visuals, especially among designers. I myself fall a bit in the middle – there’s some icons I can’t stand, but largely I’m trying my best to reserve judgement until I actually get a stable beta build on my phone. But designer Khoi Vinh correctly identifies one major problem I have with iOS: the typography. Helvetica Neue Ultra Light was never meant to be used this across the board, especially at such small sizes.

Apps are too cheap

iOS developer Dave Addey:

Apple’s iOS hardware business model – currently its largest revenue stream – is based on making a large margin from a premium hardware product. Their trick is hiding this fact from customers, and selling the iPhone and iPad not on their hardware specification, but on what you can do with them. And that, in every Apple advert, is all about the apps…

…This business model means that it is in Apple’s interest for the hardware to be as expensive as possible, and for the apps to be as cheap as possible.

True, and Dave has a lot of smart suggestions. But I don’t expect Apple to offer much of anything in terms of change, especially when iOS is still the considered the premier platform for third party developers. The numbers of the tech savvy begging for paid upgrades and trial periods are dwarfed by those that rarely make big purchases on the App Store.