Many people with debilitating conditions rely on sip and puff technology to get around, which is relatively lo-fi by some standards. Now, a special retainer with magnetic sensors could bring mobility into the smartphone age. Developed at Georgia Tech, the Tongue Drive System uses a magnetic piercing to track lingual gestures. The sensors then transmit data to an iOS app that translates it to on-screen or a joystick movement. Earlier versions used a headset, but the prototype revealed at the International Solid State Circuits Conference in San Francisco, is hoped to be more comfortable and discreet. The system is currently being trialled by 11 participants with high-level spinal-cord injuries, with larger trials planned.
Continue reading Magnetic retainer lets you operate machinery with your tongue, gives linguistics new meaning
Magnetic retainer lets you operate machinery with your tongue, gives linguistics new meaning originally appeared on Engadget on Wed, 22 Feb 2012 17:36:00 EDT. Please see our terms for use of feeds.
Xappr and appBlaster are fine weaponizers for your smartphone, provided you don’t care to share your violent tendencies with your friends. Thankfully, Hasbro is bridging the gap between new-school AR shooter and that teenage classic — laser tag. The NERF Lazer Tag system is getting an update for 2012 that lets you pair your blaster with an iPhone or iPod touch. The top of the plastic guns now sport a slot for your iDevice which, when loaded with the Lazer Tag app, provides you with an augmented HUD view. While you can play against purely virtual opponents, the real fun is in using to track your battles with fleshy foes. The app will display your gear and power level, and update your progress on a global Lazer Tag leaderboard. As you play, new attacks and gear will be unlocked for you to enhance your gaming experience. The app will even actually show your blasts’ trajectory, letting you see exactly where you shot your former friend. The 2012 edition of Lazer Tag will hit shelves on August 1st with individual blasters costing $40 and sets of two $70. Check out the PR and a screen shot of the app after the break.
Continue reading Hasbro reinvents Lazer Tag for the smartphone generation, lets you live out your Doom-fueled fantasies
Hasbro reinvents Lazer Tag for the smartphone generation, lets you live out your Doom-fueled fantasies originally appeared on Engadget on Tue, 07 Feb 2012 11:30:00 EDT. Please see our terms for use of feeds.
The economics of the consumer electronics industry dictate that on a long enough timescale, all products will become low-margin commodities. The companies that make products household names are destined to fade from the public’s memory. Will Apple suffer the same fate as others before it, such as RCA, who revolutionized television sets in a similar fashion but were relegated to the dustbin of history decades later?
It’s products will most certainly be commoditized, but thanks to its ecosystem of software and services (the Stores and iCloud), it will largely avoid the fate of RCA (and may just re-revolutionize the television itself).
We owe Apple for cracking the smartphone nut, re-imagining what a mobile device should be, and aggressively marketing that vision to the world. Smartphones are now mass-market household items, and although about 65% of all Americans do not own one, that number is sure to change in the coming decade. (Apple did the same for tablet computers, but let’s stay focused on one market for now.)
Years from now we will look back at the early 21st century and mark it as a true turning point in the story of our species. When smartphones and mobile broadband saturate most of humanity in the coming decade, most of us will be operating in the same river of instantaneous information, the effects of which we’ve yet to fully experience. See the slide below for an early example of these effects. [1]
But how long will society be specifically thanking Apple for this transformation?
RCA had done what Apple did for the smartphone: making the electronic television set a household item. Philo Farnsworth may have actually invented the first all-electronic TV, just as Palm and Microsoft had made early attempts at smartphones before, but it was the radical approach of future companies that made both devices truly mass-market. Despite RCA’s initial success, over sixty years later few can recall who deserves credit for that explosive adoption.
I posit that Apple’s reputation as the smartphone revolutionary (and global information empowerment writ-large) will not fade from society’s collective memory in the same fashion.
The fate of consumer electronics devices is commoditization: a decrease in prices such that gadgets descend the ladder of affordability, from expensive luxury good to cheap commodity.
Commoditization occurs because of the underlying technology of these devices. To profitably manufacture and globally distribute a gadget like a smartphone, companies must make an extremely large initial capital investment.
The chips that run our gadgets are scientific marvels, and the factories that produce them (semiconductor fabrication plants) cannot be built for tens of millions: they cost billions. There’s just too much precision machinery, cleanroom necessities, and other operational considerations that make it an all-or-nothing investment.
In addition, chassis manufacturing requires costly CNC machines (tools that take 3D design schematics to create objects by sculpting metals with laser-precision) and the skilled labor to operate them. There’s also years of research and development that are factored into this equation as well.
These costly factors of production are offset by economies of scale, which dictate that at large enough scales, companies can mass-produce consumer electronics at a profit (ironically also making them quite affordable). At the same time, gains in manufacturing efficiency and automation coupled with improvements in semiconductor design (Moore’s Law) bring down the price by several degrees of magnitude each year.
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An iPhone factory in China [2
Therefore, on a long enough time scale, selling consumer electronics is a low-margin game. The bottom line is that a company will eventually run into a corner selling hardware in the consumer electronics business, unable to distinguish themselves from other brands and losing their “upper-tier” image.
RCA’s fate was no different. The same economics applies to the production of televisions, and even more so to the large flat-panel displays peddled at every BestBuy in the nation. The size of the machines that produce the large sheets of glass from which TVs are cut increase each year, making the production of larger TVs cheaper. This occurs year after year, with the same gains in technology and manufacturing that other gadgets like phones experience as well. Throughout the 1960s and 70s, television production became globalized and cheapened, in turn devaluing RCA’s product.
There is no doubt that Apple is on the same course. But unlike RCA, Apple has a plan in place to circumvent the problem (thereby keeping its image high in the public consciousness as long as possible). The writing is on the wall. Within five to ten years, producing the hardware for iPhones and iPads will be dirt cheap, and competition will keep driving prices down, eroding margins for every player in the industry.
The solution is in the Stores: the App Store, iTunes Store, iBooks Store, and all other digital media stores. With the iCloud mobile storage and syncing solution as the final glue that binds all stores across all devices, once users bring their digital lives into Apple’s ecosystem, it’s extremely difficult for them to get out.
Technology analyst Horace Dediu has crunched the numbers on precisely this type of “lock-in” effect, estimating average revenue per year per iOS user of about $150. He’s careful to note that they are recurring figures, meaning customers are expected to spend this amount indefinitely.
Why will Apple’s name as bastion of the information age last into the ages? Because their ecosystem of software and services will keep everyone entrenched in their system, making it too costly and inconvenient to switch over to other providers. Each new purchase opportunity will yield to Apple, reinforcing their presence in consumers’ minds. These recurrent purchases are not only good to the public image but also to the bottom-line. Dediu’s valuation of the company based on the recurring revenues of its install-base is a whopping $620 billion by 2014 (see chart below).
The long-term value of Apple, not just its image, rests on keeping customers entrenched, not selling hardware (though that will continue to be lucrative for some time as well).
To compete against this strategy, companies will need to fight over the consumer experience. Apple has understood this for a while (that’s why they don’t advertise detailed specs like RAM for iPhones and iPads). The entire battlefield has changed. Even the late Apple CEO Steve Jobs is quoted in his latest biography as saying that competitors like Microsoft and Android “just don’t get it” (referring to the overall consumer experience).
Apple has built a vast playpen, locking in its customers with walls as high as the sky. As this site has covered before, Apple is likely to extend this playpen to televisions soon. Consumers will be delighted to experience the same software and media on their iPhones and iPads in their living room. But competitors are not standing by idly: just yesterday Google signaled their intention to compete in the re-imagined TV space using the same weapons of software and services: Google TV will now directly support Android apps. This will ultimately benefit consumers greatly. Apple will trump the introduction of apps to TVs with a new user interface built on their Siri voice-recognition technology introduce in the iPhone 4S. Thus, Apple is well-placed to re-revolutionize the TV market and be recognized for it through the ages.
It’s a pity RCA never had any apps to sell!
–
[1] Slides are from Kleiner-Perkins-Caufield-Byers partner Mary Meeker’s presentation on Internet Trends given at the Web 2.0 Summit in San Francisco on October 18. It can be found here.
[2] Image of Chinese iPhone factory from WIRED U.K.
Microsoft and Apple are the developers of three of the most popular operating systems in the world (Windows, iOS & Mac OS X), yet their approaches to building the infrastructure that powers laptops, tablets and phones couldn’t be more divergent.
Microsoft recently published a blog post that addressed specific issues that Windows 8 developer preview users had with the start screen.
The Windows 8 team specifically tackles the complaint that the new Windows 8 start screen, which uses the app-style metro interface, isn’t effective at organizing apps (it was originally organized alphabetically) and doesn’t display enough apps on one screen (it originally displayed about 20 apps). Microsoft dives deep into the UX issues of start menus, even calculating how many apps Windows 8 can theoretically fit onto one display at different monitor resolutions.
In the end though, Microsoft concluded that its users were right about the Windows 8 start menu and made two important changes to it as a result. First, it now supports folder-style organization of apps. Secondly, Microsoft is making the start screen denser, meaning that more apps will be visible on a single screen.
The Apple Approach to OS Development
Microsoft’s approach lies in stark contrast to Apple‘s approach to OS development. The notoriously secretive company doesn’t like unveiling products until they are polished. It doesn’t publish detailed stats about how people are using its products. And it rarely makes dramatic changes based on user feedback.
It’s an approach that has worked just fine for Apple (more than fine, in fact). Steve Jobs and his team have been able to develop products and features that users wanted long before users they even knew they wanted them.
“It’s really hard to design products by focus groups,” Steve Jobs told BusinessWeek in 1998. “A lot of times, people don’t know what they want until you show it to them.”
This is why you won’t find an Apple blog that details user behavior in iOS. This is why Apple only gives developers a few months to play with new versions of Mac OS X before they get released to the public, while Microsoft will release a new version of Windows to developers more than a year before its official debut.
Both companies are wildly successful with their operating systems. Windows is still the world’s most popular OS, while Apple keeps selling iPhone and iPads by the millions. But we’re about to see what happens when these two opposing philosophies to development butt heads. Microsoft is preparing for war against the iPad, and Windows 8 is its weapon of choice.
Will Microsoft’s philosophy to development trump Apple’s approach? We don’t know the answer to that question yet, but we do know that the fireworks are just getting started.
Check out the galleries below if you want to do a side-by-side comparison of Apple and Microsoft’s approaches to building an OS. Let us know which philosophy you prefer in the comments.
Gallery: Windows 8
Windows 8 Metro Home Screen
This is the Metro interface in Windows 8
Click here to view this gallery.
Gallery: iOS 5
New Home Screen With Notification
Notifications are a big deal in iOS 5. Taking some cues from Android, iOS has finally unified the notification system and made it less clumsy and intrusive.
Message now appear at the top of the screen (though you can choose to allow them to display in the middle) while you are using the phone and they don’t interrupt what you are already doing.
The developers behind the iOS game Hungry Shark recently released some statistics showing just how powerful the freemium model (in which customers download an app or game for free, and then support it with in-app purchases) can be. While the game floundered as a paid app, it’s gotten much more popular after going free, and actually increased its revenue by five times over. Currently, says Future Games, the average in-app purchase is as high as $3.26, and that’s in addition to having a daily active user base of 250,000 people. Clearly, the freemium model, when combined with the right game and the right audience, works very well.
But what’s the other side of the equation look like? Mobile advertising firm Flurry also released a report recently, and said that almost overwhelmingly, the main items sold in a freemium game are a “consumable” — a boost or temporary ability that a customer can use up. That’s opposed to a “durable” item, like a new weapon that stays around, or a “personalization” item, like a name change. Flurry says that since consumable items can often directly affect the game, consumers are much more interested in spending money on them, sometimes in surprising amounts.
Now, I’d argue that beyond all of this data, it still depends on just what game and which items you’re talking about. If a game is terrible, it’s far from guaranteed to make any money no matter what model you’re using. And I know for a fact that some consumers will backlash against a consumable item that affects gameplay too much, like a double-damage token in a multiplayer game, or anything else that could be seen as cheating.
But for the right games, and for items used and sold in the right way, freemium can support an app and even a whole developer with significant amounts of revenue. Angry Birds has been cited before as a great example of how to implement freemium content, with its Mighty Eagle consumable item. And there are a number of other games out there that have figured all of this out, and have the monetary rewards to prove it.
Freemium items may make money for devs, but aren’t kept by consumers originally appeared on TUAW – The Unofficial Apple Weblog on Wed, 17 Aug 2011 20:00:00 EST. Please see our terms for use of feeds.