iphone blog

March 10, 2010

Thing Labs Acquires Birdfeed, Wikirank to Add to Brizzly

Thing Labs has acquired two “passion projects” from former Apple and Google developers to expand its social web aggregator, Brizzly. Birdfeed, a premium Twitter app for the iPhone made by Buzz Andersen (formerly of Apple, now at Square) will become the free Brizzly for iPhone app (existing Birdfeed customers, who paid up to $4.99 for it, can continue to use the app but Brizzly won’t provide support or updates for it). Brizzly for iPhone is live in the App Store today. Thing Labs CEO Jason Shellen said some of its coolest features are around geolocation and Twitter support.

And Wikirank, a visualization for Wikipedia data from Small Batch (the makers of Typekit, formerly from Google and Adaptive Path), will serve an as-yet undecided purpose for exposing data in interesting ways. One of Brizzly’s goals is to help people explain the real-time social world around them — e.g. what do these Twitter trending topics mean? — which with Wikirank will help (on that note, Brizzly is also releasing publicly accessible guides to buzzing topics today).

Shellen said the acquisitions mark a turning point for his company, which is now committed to focusing on Brizzly as its core product (previously it had been posed as one of potentially many) — similar to what happened to Obvious Corp. and Twitter. He didn’t disclose the price of either buy. Shellen said Brizzly, which opened to the public in November, has had “hundreds of thousands” of signups.

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Thing Labs Acquires Birdfeed, Wikirank to Add to Brizzly

March 9, 2010

Not Every iPhone Apple App to Get the iPad Treatment

Apple has a default set of apps that come with every iPhone and iPod touch that you can’t remove from the device, and that provide some basic features that are likely to appeal to a wide swath of users. The iPad will have a default set, too, but it won’t necessarily include all the familiar apps you know and possibly love.

According to John Gruber of Daring Fireball, apps that Apple didn’t show off during its iPad unveiling event weren’t just left out because there weren’t many major changes made to them, they actually won’t appear on the platform at all. Or, if they do, they won’t ship with the product and instead will be downloadable after the fact via the App Store.

The apps in question are Calculator, Stocks, Weather, Clock and Voice Memos. According to Gruber’s sources, the apps won’t be included not because Apple has deemed them any less useful or appealing to consumers in terms of function, but because Cupertino couldn’t come up with iPad-complementary large-format designs for their user interfaces.

Personally, I’m not too upset about the omissions. I barely ever use Calculator and Voice Memos, and I’ve opened Stocks maybe once or twice. Weather I’ve replaced with a much more functional third-party app. Clock is the only one I use regularly, but I suspect it won’t be that hard to replace it via third-party sources if necessary, either, and I probably won’t have the iPad at the gym anyway, which is where I use Clock the most for its stopwatch functions.

I’m still of the opinion that Apple should make all of its native apps downloadable content, aside from the iPod and phone-related apps on the iPhone, so this is probably as close as I’ll get to that coming true. But it raises an interesting question about third-party apps: if Apple can’t see a way to make some of its content work on the iPad, how are developers going to be expected to cope?

Changing screen size doesn’t only change the amount of space you have in which to display things. It changes a user’s expectation of what a piece of software will be able to do, and the way in which the program will do it. Games may be able to escape this expectation gap, since they provide roughly the same thing whether portable or not (hence the success of PS ports on the PSP), but utilities and other apps likely won’t.

It’s fine for existing iPhone and iPod touch owners, who will probably just find using old apps dissatisfying, but know to wait for iPad-specific programs. But what about users new not only to the platform, but to iPhone OS as a whole? Ill-fitting apps could sour these new customers against the iPad right out of the gate, conceivably alienating some so strongly that they might not return to Apple for future products.

There’s two ways Apple can fight this: from launch, it should highlight and drive new customers to an iPad-specific section of the App Store, possibly through a modification to the App Store application itself on the device. I’m almost certain this will happen anyway, but the app should default to iPad-only titles at launch to make certain that inexperienced users will only be exposed to those if they don’t understand App Store navigation fully off the bat.

Finally, Apple needs to better encourage developers to convert existing apps to the iPad’s dimensions, and alter their UIs accordingly. I’m not sure yet how Apple is planning to deal with developers wanting to offer iPad and iPhone-specific versions of the same app, but making that process as simple as possible for consumers looking to choose one over the other will be key to establishing developer good faith, and convincing users that the iPad isn’t jut the big iPod many detractors are making it out to be.

Related Research from GigaOM Pro:

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Not Every iPhone Apple App to Get the iPad Treatment

Are Virtual Keys the Key for NFC?

Filed under: gigaom — Tags: , , , , , , , — @ 2:57 pm

Apple has secured a patent for a system that would enable consumers to use an electronic gadget — say, um, an iPhone — in place of keys to unlock their cars and front doors. It’s an effort that could finally move the needle for the short-range wireless connectivity technology known as near field communication.

As first reported by the Daily Telegraph, Apple would allow users to enter a PIN code and wave the phone over an electronic pad fitted to a door. The system would be based on NFC, which has long been envisioned (and trialed) as a technology that could power retail transactions but has so far failed to gain any real traction — due at least in part to the fact that consumers don’t see much additional value in using their phones instead of their credit cards to make payments. But replacing keychains with phones could be a very attractive proposition for consumers — and as such could encourage handset makers to finally add the technology to their devices.

Related content from GigaOM Pro:

NFC + Retail = Fail

Image courtesy Flickr user BlakJakDavy.

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Are Virtual Keys the Key for NFC?

10 Austin Startups You Should Meet While You’re at SXSW

SXSWSince more than 30,000 people are coming here to Austin for South by Southwest, I figured I’d offer up a list of local companies that members of the digerati should take the time to meet while they’re in town. Austin has a ton of startups, but I tried to highlight the ones doing things that Austinites do well (such as enterprise social media efforts and hardware) as well as those I think are about to break out and become bigger.

A note to those folks following the manufactured Foursquare-Gowalla smackdown: Gowalla is not listed because most people have already met with Josh Williams, Gowalla’s founder, and I wanted to save room for some unknown Austinites.

March 8, 2010

Mac Developer Program Invites iPhone SDK Halo Effect

This past Thursday Apple announced sweeping changes to the Developer Program. The old Select and Premiere programs have been replaced by a $99/year Mac Developer Program that is similar to the iPhone Developer Program. The old ADC programs were substantially more expensive ($499 and $3,499) and the program benefits have been simplified to match the new lower cost.

Apple had this to say…

Modeled after the highly successful iPhone Developer Program, we’ve relaunched the Mac Developer Program to offer members technical resources, support, access to pre-release software, developer forums and more, all for just $99 per year. As our developer base continues to grow in leaps and bounds, we’re working hard to ensure we provide our developers with everything they need to create innovative applications for both the iPhone OS and Mac OS X

Benefits

Developers that enroll in the new Mac Developer Program have access to pre-release builds of Mac OS X, OS X Server, tools, and SDKs. Xcode was always available for free, but access to Snow Leopard for development will encourage developers to begin incorporating the unique technology available in 10.6 (Grand Central Dispatch, OpenCL, etc.) into their applications. OS X Server, even for development testing, is a nice plus.

The annual subscription includes two technical support incidents where Apple will assign an engineer from the developer support team to help track down a problem and recommend a solution. Additional support incidents are still available for purchase as they were under the old program. Incidents are $99 for a two-pack or $499 for a five-pack.

Members also have access to developer forums and video training. The forums are a great resource because they are filled with posts from registered developers, including many recognizable names from well-known Mac shops. The videos do not include the WWDC session videos, which are still available for purchase separately ($299 for a Mac session, or $499 for the complete collection).

It appears that access to the compatibility labs and the ADC Hardware Purchase discounts are not available in the new Mac Developer program. Existing members can continue to access their ADC benefits until their subscription expires.

Apple has not made any changes to its current programs for Support and Pro Apps certifications to expand into developer certifications.

The iPhone SDK Halo Effect

The new pricing and web site modeled after the iPhone program should serve to bring more developers over to the Mac side. With all the interest in iPhone apps, there are a number of developers that are now familiar with Objective-C and the Cocoa frameworks. There may be a sort of programming halo effect similar to the phenomenon seen on the consumer side where customers happy with the iPod or iPhone are convinced to try the Mac for their next computer. Gedeon Maheux co-founder of the successful design and development outfit Iconfactory had this to say:

The lower entry price and the ability to use knowledge learned for their mobile platforms both seem like a logical evolution of what they’ve done in the last few years.

The Mac has been out of the lime light for quite some time and I think Apple is rightfully attempting to put the focus back on the platform. It sure is exciting!

With the new file-sharing support in the iPad, desktop companion apps will be a great benefit to iPhone/iPad apps. Of course, designing apps for the iPad with its large screen is getting awfully close to designing an app for the Mac. I am hopeful that the new program will encourage even more development on the Mac OS platform. For example, casual games have made a huge splash in the App Store and bringing over some of these titles to the Mac might be great fun for those without iPhones, and an alternate revenue stream for publishers. The $99 price might be just enough to convince some iPhone developers to give it a go on the Mac as well.

Related GigaOM Pro Research: The App Developer’s Guide to Choosing a Mobile Platform

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Mac Developer Program Invites iPhone SDK Halo Effect

March 7, 2010

National Broadband Plan Will Be a Day Early But Fall Short

Filed under: gigaom — Tags: , , , , , , , , — @ 5:00 pm

The FCC will deliver its National Broadband Plan to Congress a day earlier than originally scheduled — on March 16. Also on that day, the five FCC commissioners will vote on a “mission statement” intended to represent the spirit of the submitted documents. The plan, which Congress called for as part of the stimulus package passed last year, will recommend ways to provide universal broadband access as well as encourage Congress and industry to use broadband in health care, education and energy efficiency programs.

So far we have been relatively unimpressed with the aspects of the plan that have been pre-announced, as have other economists and analysts. It tends to favor the existing broadband duopoly while offering little in the way of innovative ideas for expanding access. While the complete document isn’t out yet, many of the big-picture items in the plan have been previewed within the last two weeks. So with the caveat that it may all change by March 16, here is a rundown of its main components and a few beneficiaries that we believe our readers are most likely to care about.

Wired Broadband: The plan’s most far-reaching goal is to deliver 100 Mbps to 100 million households by 2020. But as we’ve already pointed out, such a goal isn’t really that ambitious given that 65 percent of homes in America will have broadband that could deliver 100 Mbps speed by the end of this year and 90 percent will have it by 2013.

Also as part of improving wired broadband the plan will tackle the issue of universal service reform, a snore-inducing topic but one that nevertheless will be a primary means of funding rural broadband access. Currently USF is an $8 billion program aimed at phone-based technologies rather than broadband and IP services. On Friday the FCC suggested a decade-long transition that will gradually shift that spending from voice to IP-based services. The long transition should ease the pain for rural phone companies — such as CenturyLink or Windstream — that have benefited from the program.

Aside from USF reform, when it comes to higher speeds, it’s the carriers using fiber-to-the-node strategies that are likely to lose. Despite assurances from chip vendors such as Ikanos that 100 Mbps over copper is feasible, Qwest, AT&T (T) and other providers relying on DSL and copper for any part of the last mile will struggle to reach 100 Mbps unless they make huge investments.

Wireless Broadband: This is where things get a bit more interesting. FCC Chairman Julius Genchowski is a big proponent of mobile broadband — he almost always seems to steer the conversation from wired broadband to mobile — perhaps because he’s acknowledged that the lack of competition in the U.S. is a problem he doesn’t know how to solve. As such, he has dedicated many FCC resources to a variety of cellular issues, from calling out carriers on early termination fees to finding more spectrum assets. The National Broadband Plan asks the government to free up 500 MHz of spectrum — less than the wireless industry asked for, but still a nice chunk.

However the government won’t demand that spectrum from broadcasters, as had been originally floated by the FCC. Instead the FCC is asking broadcast television spectrum holders to voluntarily give up their spectrum in exchange for compensation. Such an offer won’t go far in freeing up much-needed spectrum available in urban areas, but will be a boon to spectrum holders and broadcasters in rural areas, which will get payouts for something they aren’t using.

The plan also tackles the almost decade-old problem of the lack of a nationwide, wireless public safety network by saying it will enable some type of private-public partnership with consumer-grade equipment that could be cheaper for the feds to buy — a plan that could cost up to $16 billion. This might hurt Motorola, which provides a lot of specialty public safety gear — unless the government gets Android handsets.

March 6, 2010

Burbn Funded for HTML 5 Version of Foursquare

Burbn, a stealthy startup that brings mobile location check-in gameplay (à la Foursquare and Gowalla) to the mobile browser, has raised $500,000 from Baseline Ventures and Andreessen Horowitz. Burbn founder Kevin Systrom confirmed the round to us after it was written up in TechCrunch this afternoon.

Burbn is a nifty little HTML 5 mobile web app that offers yet another place to tell your friends where you’re grabbing a coffee or seeing a concert. But what’s cool is how it runs through a mobile browser without losing much of the experience afforded to native iPhone and Android apps. Burbn loads quickly and pulls in GPS information through the browser just like an app. The only material difference is it sends text message alerts rather than push notifications. That mobile web app experience is rather compelling given Apple’s tight grip around its App Store and Android’s increasingly splintered implementations across different phones. In many cases it would be nicer to have one web app that just works everywhere.

We don’t know what Burbn’s broader plans are, but we do know how hot HTML 5 apps and location-based social tools are these days. The fact that Systrom was able to raise the round in the short time since he left a product management role at Nextstop earlier this year (before that he was at Google) is proof enough.

Related content from GigaOM Pro (sub req’d):

The App Developer’s Guide to Choosing a Mobile Platform

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Burbn Funded for HTML 5 Version of Foursquare

March 5, 2010

Big In Japan Plans to Move the Needle in QR Codes With Snappr Buy

Big In Japan, which has built an impressive lead in mobile barcode reading, today announced the acquisition of Snappr, a pioneer in the space but nonetheless one that has failed to gain much traction and floundered late last year. It’s a move that could go a long way toward finally moving the needle for quick response (QR) codes in the U.S.

Big In Japan already boasts a huge hit with its ShopSavvy app, which enables users to scan traditional UPC barcodes to receive product and pricing information from online and local retailers. ShopSavvy was an early hit on Android before coming to the iPhone in November; more than 1 million Americans use ShopSavvy to scan upwards of 1 billion barcodes each day, according to the developer.

A San Francisco-based startup, Snappr built its business on technology that reads QR codes — those odd-looking squares that can store far more information than traditional barcodes. QR codes have gained substantial traction among mobile users in some overseas markets as an interactive advertising tool, among other things, but have yet to gain much momentum in the U.S. Google is hoping to change that by making QR codes the foundation of its Favorite Places, a Yelp-type offering that distributes unique codes to businesses for consumers to scan.

Big In Japan said it will integrate Snappr’s technology into ShopSavvy, enabling the app to read both UPC codes and QR codes. The company hopes to attract the attention not just of consumers, but also of brands, which can use QR codes in traditional media to create interactive mobile marketing campaigns. And while terms of the deal weren’t disclosed, Snappr’s status as a member of CrunchBase’s deadpool indicates the price tag couldn’t have been very high.

Related content from GigaOM Pro (sub req’d):

Why Google’s “Favorite Places” Will Push QR Codes Into the Mainstream

Image courtesy Flickr user CoCreatr.

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Big In Japan Plans to Move the Needle in QR Codes With Snappr Buy

March 4, 2010

Thumbplay’s Mobile Music Service Goes Live

The music subscription market may be unproven, but it sure has seen a lot of action over the past few months. And today, with the launch of its mobile app on BlackBerry devices today, Thumbplay became the latest company hoping that anytime-anywhere access to on-demand music will make consumers pay a flat fee for an all-you-can-eat service — in this case, $9.99 a month.

As it enters public beta, Thumbplay’s music subscription service becomes the first to launch simultaneously on desktops and smartphones. The company’s deep mobile experience is one key differentiator that sets it apart from incumbents such as Rhapsody and Napster as well as upstarts MOG and Spotify, the latter of which hasn’t launched in the U.S. yet.

CEO Evan Schwartz told me half of Thumbplay’s installed base is now using smartphones, and the company already counts hundreds of thousands of customers for its existing mobile entertainment subscription service, which offers ringtones, wallpapers and other goodies. Online radio provider Pandora, for one, has shown how mobile phones can drive user adoption of a music service, and Thumbplay may have some advantages as a result of its presence on smartphones.

As an iPhone user, I wasn’t able to test the mobile app, but I did get to survey the desktop version (screenshot below), an Adobe AIR-based client that was up and running quickly after a brief installation. Thumbplay’s library, said to comprise 8 million songs from all four major labels and numerous indies, showed some gaps (no Arcade Fire?), but I found that the songs loaded quickly and played without interruption. If it can replicate that experience on mobile devices — and early reports suggest that the BlackBerry app may still be buggy — Thumbplay will have a real contender, given that Rhapsody ($14.99) and Spotify (€9.99 in Europe, or $13.56) are charging more for the anywhere-anytime experience. Thumbplay also offers smart playlisting built on the Echo Nest’s music brain, delivers instant syncing between desktop and phone, provides offline caching on mobile devices — good for airplanes and train tunnels — and allows users to import iTunes playlists.

Schwartz said Thumbplay reached profitability around the middle of last year, and has reportedly raised $61 million from venture investors. The company’s expansion to include a full-track music service is in line with forecasts suggesting that the market for ringtones has already peaked, and that consumers will soon expect a more complete music experience from their mobile phones. Spotify’s imminent U.S. launch will probably still make the biggest splash, but given its large installed base and understanding of mobile behavior, don’t count Thumbplay out.

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Thumbplay’s Mobile Music Service Goes Live

U.S. Mobile Market: Highly Competitive, and the iPhone Still Rocks

Pretty much everything you’ve read about the U.S. mobile industry is true: The networks suck — some more than others — and the iPhone is still a king-maker. Yet according to data collected by Wireless Intelligence, during the quarter ended Dec. 31 2009, 5.9 million net new subscribers signed up for wireless services, the highest number of new adds made during a three-month period in three years.

The battle for subscribers among carriers is best reflected in the recent moves made by Verizon and AT&T. Verizon, which ended December 2009 with 91.2 million subscribers, has launched a slew of smartphones, including the much-hyped Motorola Droid. The company also launched a nasty ad campaign to highlight AT&T’s network weakness. The net result: it added 2.2 million net new subscribers during the most recent quarter, the most since the third quarter of 2008. As Jon Groves, analyst with Wireless Intelligence, writes in the report:

In comparison, thanks in part to Apple’s iPhone, AT&T added 2.7 million net new subscribers, taking its total to 85.1 million.Head-to-head after stripping out reseller and wholesale net additions, Verizon reported 1.2 million net additions in 4Q09 against AT&T’s 900,000…However, the iPhone yet again remained a very strong proposition for AT&T, with 3.1 million iPhone account activations reported in the fourth quarter — the second-ever highest quarterly total – of which more than a third were new AT&T subscribers…The remaining operators continue to feel the squeeze outside of the device exclusivity and coverage available from AT&T/Verizon in the contract market and the ‘unlimited’ offerings from the likes of Straight Talk in the prepaid segment.

You can drill down into individual wireless carriers numbers by checking out the GigaOM Q4 Wireless Scorecard.

The growth during the quarter also masked some dangerous trends, however. As Chetan Sharma, a contributing analyst for GigaOM Pro, recently pointed out, during the last three months of 2009, “voice ARPU declined by a substantial 98 cents for U.S. carriers” and “data ARPU increased by a mere 4 percent to 53 cents as overall ARPU decreased 45 cents on the year.”

USmobilemarket2009-taleofthetape.gif

Related content from GigaOM Pro (sub req’d):


Everybody Hertz: The Looming Spectrum Crisis

Thumbnail image courtesy of Flickr user Rennett Stowe

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U.S. Mobile Market: Highly Competitive, and the iPhone Still Rocks

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