The Outside Scoop: Thoughts on Android Wear and a possible iWatch

The big news in tech today is Google’s announcement of Android Wear, a version of their Android OS specifically optimized for “wearables” like watches.

The tech media is erupting with ridiculously titled blog posts that refer to this as Google’s “answer” to the iWatch, a product that Apple has not announced, nor even acknowledged working on.

Surprisingly, for the first time I actually found one of these wearables mildly interesting, the Moto 360. But I am still skeptical of wearables in general, smart watches in particular, and especially the idea that Apple is working on one. But I’ve learned from my past mistakes, when I was convinced Apple was neither working on a smartphone in late 2006 nor a tablet in late 2009. So, in my world at least, my adamant belief that Apple is not developing a watch should probably be my biggest clue that they are.

So where is Apple’s “iWatch”? Aren’t all of these competitors eating Apple’s lunch (before it’s even cooked)? Perhaps. But consider this:

Remember the original iPod. It came into a market that already existed (but sucked), and delivered a radically superior user experience, and was a huge hit. Remember the iPhone. Once again, it came into a market that already existed (but sucked) and totally revolutionized it.

The thing is… a smart watch market doesn’t really exist (or didn’t when rumors of an “iWatch” first started to circulate). It almost seems like Apple got the wheels of the rumor mill turning deliberately, to goad their competition into creating the market, thinking they were beating Apple to the punch but in fact creating the exact environment of suck Apple needs to release a product into.

Nintendo: 2 Darn Stubborn?

Since the newly announced Nintendo 2DS (yes, you read that correctly) is obviously targeted at a young audience, I censored the title of this post. Kotaku already won the battle for best title anyway.

Source: NintendoMy first reaction, upon hearing the name “2DS” was “What the hell?” My second reaction, upon seeing a picture of it, was “No, seriously… what the hell?”

I have been a Nintendo defender for a long time. I love Nintendo. My kids and I waited in line outside the Richfield Best Buy last fall to get a Wii U at midnight when it was being released.

Now, a few fun games aside, all of us think the Wii U itself is kind of a P.O.S., but that’s not even the point. Except, it kind of is.

Nintendo used to be the king of the video game world. They dominated the late ’80s and early ’90s. After faltering a bit, they roared back in the mid-2000s with the original Wii. But then the world changed on them. The iPhone happened. And suddenly Nintendo was Wile E. Coyote running off a cliff. Except when they looked down, they didn’t suddenly realize the ground beneath them was gone. They just kept right on running… into a strange world where all known laws of physics no longer apply.

The Wii U is a bit of a muddled mess, but its main failing is the poor user experience of its horribly designed system software. But it was indicative of the larger problem Nintendo currently has… it has become dangerously (to its own future) out-of-touch with how people are using not just video games, but technology devices in general. The 2DS seems like perhaps they have crossed a point of no return.

I “get” the 2DS. It’s designed to address a few very specific problems, all revolving around the fact that Nintendo’s core audience, especially for handhelds, tends to be young… single-digit young. The 3DS, Nintendo’s current flagship handheld system, has three problems with that audience:

1. It’s fragile.
2. It’s (kind of) expensive.
3. Its 3D effects can be harmful to young eyes.

Little kids break things. The delicate plastic hinges on the traditional clamshell DS designs are a perfect example. Parents don’t want to spend $150-$200 on a device their young child will break easily. And for ocular health, Nintendo themselves discourage use of the 3D effect on the 3DS for those under 7 years old. Parents can disable the 3D effect entirely, but it’s a cumbersome process.

Enter the 2DS: No hinge. Comparatively cheap at $129. And no 3D. Problem(s) solved, right? Except… targeting those specific issues has led to this monstrosity. Something that could only be created by a combination of focus group feedback and head-in-the-sand corporate executives, deliberately ignoring everything that’s happening in the world around them, denying the true source of the rot eating away at their company’s business model.

Set aside the Playstation Vita for a minute (since everyone pretty much has, amirite?)… there is one primary competitor to the Nintendo DS family for young portable video game enthusiasts: the iPod touch. There are plenty of reasons a parent might choose to get their kid an iPod touch, besides the obvious fact that the kid really wants one. But perhaps the most compelling factor is that the parents themselves already own iPhones. The iPod touch, after all, is pretty much just an iPhone without the phone. (And GPS, and a few other features, but you get my point.)

iOS is already familiar to these parents, so they can relate to their child’s experience. And more importantly, these parents understand the App Store, which is really the single reason why I believe Nintendo as it currently functions is doomed.

Let’s look at three more potential problem factors for the Nintendo DS family:

1. Its games are expensive ($30-$40 each).
2. Its game media can get lost.
3. Its games can only be used on a single device at a time.

True, the iPod touch starts at $229, a full $100 more than the 2DS. But buy just three games for the 2DS and you’re up to the price of an iPod touch. Granted, Nintendo has created an equivalent to the App Store for the DS line, but its selection of games is pitifully small compared to the iOS App Store, and many of those games are iOS ports! Even the best, deepest, biggest-budget iOS games rarely break the $20 barrier, and most are priced somewhere between free and $3.

Every subsequent generation of Nintendo handheld has seen its game media shrink in size, from the fairly large cartridges of the original Game Boy to the tiny SD-like cards of the DS line. They’re more portable, but in some ways smaller is worse… as any parent whose kids bring their DS on car trips will tell you, the games are incredibly easy to misplace, and at up to $40 each that’s an expensive scenario. And, of course, a physical game can only be played on one device at a time. Even Nintendo’s eShop is built around a ridiculous model where you can’t transfer purchases between devices.

Contrast that with the iOS App Store. There are no physical media to keep track of, anyone on the same App Store account can download (and re- download) apps to their device without re-purchasing, and you’re not limited to the single device you originally bought the app on.

So while Apple (and Android) reinvented the world of mobile gaming, what did Nintendo do? They continued to drift into this strange territory of weird proprietary hardware, trying to create a unique experience by building devices, and games around them, that would be impossible anywhere else. That’s great, I guess… if any of it really made any sense. And never has it been clearer just how little sense it all makes than with the 2DS.

What is Nintendo’s greatest asset? Not its “unique” game hardware. It’s the intellectual property of great franchises like Mario, Zelda, Metroid and Pokémon. For decades now, Nintendo has sustained a (more or less) thriving business by making these must-have games and then selling the only hardware anyone can play them on.

But times have changed. The video game landscape is so different now, that I don’t think these legendary franchises are enough to carry Nintendo’s increasingly absurd hardware business any longer. I’ve been saying for years that Nintendo needs to do what Sega did… get out of the hardware business and start putting their games on other companies’ devices. This will mean a leaner, smaller Nintendo, but I bet they could wring just as much or more profit from selling their games on other systems as from building and selling their own.

Put Mario, Link, Samus or (God help me) Pikachu on my iPhone, and I will buy it in a second. But this crazy new hardware Nintendo keeps dreaming up? I’m not buying it anymore. And, for the first time, neither are my kids.

What’s so Neue about Helvetica?

fonts
So, I was just reading Rani Molla’s post on GigaOM called What’s all the fuss about Apple and Helvetica Neue? and I felt compelled (as I so often do, about so many things) to comment on the issue here.

Contrary to how the GigaOM article seems to frame it, the controversy — the, if you will, fontroversy (I regret it already) — when Apple demoed iOS 7 at WWDC last month was not that they were switching to Helvetica Neue as the iOS 7 system font. It’s that they were switching to Helvetica Neue Ultra Light, a particularly delicate weight of the general Helvetica Neue font family. (I’ve read some things that suggest they’re reversing course on that decision based on developer feedback, but the GigaOM post doesn’t even touch that.)

The fact is, Helvetica Neue has been the iOS system font ever since the introduction of the iPhone 4. When the iPhone was first introduced, it used plain old Helvetica as the system font. But with the introduction of the Retina Display, Apple switched to the slightly more refined Helvetica Neue.

So the concern with iOS 7 is not Helvetica Neue itself — that’s been working out just fine. It’s this extra thin weight of the font, which becomes difficult to read at smaller sizes.

Personally I like Helvetica Neue Ultra Light. I think it continues the trend towards refinement Apple began with the switch to Helvetica Neue itself, and is demonstrated effectively in Cabel Sasser’s animated GIF featured in the GigaOM article. The version using Helvetica Neue Regular feels heavier and clunkier to me. That said, I do understand and appreciate the legibility concerns with Ultra Light at very small sizes.

I’m not sure how this will work itself out. I doubt Apple will switch to a different typeface, though they may increase the weight of the font in the final version of iOS 7. But part of the reason Apple went with Helvetica in the first place is that it’s neutral (at least in principle). It gets out of the way and isn’t distracting. It doesn’t convey any particular personality. It’s a “blank canvas” of a font, which makes it a perfect fit for iOS devices, where the device itself disappears and becomes the app you’re using. Developers don’t have to use the system font in their apps, but a lot of them do, and by keeping the system font as neutral as possible, Apple avoids predisposing apps to a certain personality or style.

This is exactly the opposite of the opinions expressed in the closing of the GigaOM article, and is I think the opposite of Apple’s intentions with the iOS experience. Using a custom font that “reinforces a more distinctive brand voice” would be the equivalent of sticking a big Apple logo on the front of the iPhone. Apple’s branding goes on the back (where it can be an effective marketing tool). It’s never a part of the user experience.

Defense Against the Dark Arts (of iMessage Configuration)

Ever since upgrading to iOS 6, I’ve had a problem. The glorious promise of iMessage with its seamless integration of SMS/MMS and Apple’s messaging services between iPad, iPhone and Mac has mostly worked, with one infuriating, deal-breaking exception.

Texts to my phone number go to my iPad and not to my iPhone.

Look, all of this integrated messaging is cool. Being able to have text messages show up not only on my phone but on my other devices is awesome. But they have to at least show up on my phone or the whole thing is a failure.

I’ve researched the problem and found some people with somewhat similar issues, lots of stuff involving jailbroken iPhones (which mine is not), etc. but no clear answers to my exact problem. Several people in forums suggested shutting off iMessage on the various devices, deleting accounts, full-blown factory restore, you name it. All of which were either things I tried and found didn’t work, or wasn’t willing to try due to the amount of time and tedious work involved.

iMessage SettingsSo I began experimenting. There was one distinct problem I could see in settings. On both iOS devices and my Mac, the Messages app was showing both my phone number and email address. But in some cases one was grayed out. Infuriatingly, on my iPad and Mac, the phone number was grayed out and checked, and on the iPhone the phone number was grayed out and not checked. I could easily add or remove the connection of my email address to any of the devices, but my phone number was stubbornly locked into my iPad only. (Or, well, my iPad and my Mac… I guess. Honestly I hardly ever use Messages on my Mac so I haven’t really paid attention.)

I wish I could give a clear account of what came next, but I started tapping various buttons and clicking various boxes with such a fury that it all became a blur. What I do remember is that I clicked the checkbox next to my email on my Mac, which un-grayed the phone number. I was then able to uncheck the phone number, and the email now became grayed out.

So, if I understand correctly, the way iMessage settings work, at least one receiving phone number/email address must be checked at all times, so if only one is checked, it’s also grayed out so you can’t uncheck it. Then, if you check the other one, you may be able to uncheck the first.

That wasn’t working on my iPhone, however. Strangely though (at least as I recall from the aforementioned blur), when I repeated the process from my Mac on my iPad, then took a look at my phone, it was already switched to having the phone number checked and grayed out.

So then I began running some tests. This is where things get muddy, and since all of this just happened a few minutes ago, I still may not have a complete solution. I tried sending a text to my phone number from SLP’s iPhone. Never got it. Then I tried sending a text to my phone number from my iPad and it went to my phone within seconds. Cool. Then I tried sending a text to my email address from SLP’s iPhone, and it immediately showed up on all three of my devices.

Everything then is working as expected except that I did not get the text from SLP’s iPhone to my phone number at all, on any device. It’s hard to say what that’s all about. Are things working now? I don’t know.

Here’s another weird thing to throw into the mix. SLP and I share an iTunes Store account, but we have separate iCloud accounts. I also have a separate iCloud account apart from the iTunes Store account. The iTunes Store account uses my “real” email address, and I have a separate me.com email address I use on iCloud. So that’s all kind of a big mess, yes I know. Anyway, whenever I made these various changes to my configurations, the iOS devices would pop up alerts regarding the change. These alerts also appeared on SLP’s iPhone, even though her Messages settings don’t have any of my account info associated with them.

The bottom line here, for me, is that Apple really has not dealt with the reality of multiple users on the same device, multiple family members sharing an iTunes Store account but needing their own iCloud accounts, etc. They may be trying to deal with it all, but they’re trying to integrate too many things that had developed for too long as independent products. And they’re not having as much success at it as they think they are.

This post began as many others here do, as an attempt to share my solution to an Apple conundrum. Unfortunately in this case I just can’t quite make sense of what’s happening, and it seems to be one of those dark-clouds-on-the-horizon portents of more trouble to come with Apple’s tendency for its ambitions to exceed its capabilities in the realm of networked services.

I just want it to work. Isn’t that the Apple promise?

Follow up: Just after posting this I had our neighbor — who also has an iPhone but of course does not share our iTunes/iCloud accounts — send a text to my phone number, and I got it. So the problem seems mostly resolved. But let’s leave it at this: if you share your iTunes Store account with another family member and you both have iPhones, you might need to send your text to each other’s email addresses instead of phone numbers, if you’re running into the same problems I’ve been having.

State of browser/OS/device usage on Underdog of Perfection, June 2012

I just had a look at my Google Analytics stats for this site. I made some interesting observations.

First, I saw iOS, iPhone and iPad showing up as separate devices. I wondered if iOS was a composite of both, but I realized Google was actually counting them separately. Looking at the daily stats it was clear that they made this switch on May 29, where before that date iPhone and iPad were being reported, and afterward it was just iOS. I’m not sure why they did that, but I am sure there was a very deliberate reason behind it.

Anyway, uncovering this switch was not relevant to my data observations, so I changed the date range to only encompass dates after the switch, June 1 to 20.

Here’s what I found:

True, I am a Mac user, and have for a long time favored Safari (although I recently switched my default browser to Chrome). But I don’t really spend that much time admiring my own work here on the blog. (Yes… not that much time.) So I don’t think my own activity skews the data here too much.

Do I then think this reflects the Internet as a whole? Absolutely not. I’ve learned over time that most of the people visiting my blog are stumbling upon specific posts based on a Google search, and these are almost always posts that are about diagnosing and fixing particular Mac-related problems. So, Safari’s dominance is logical (especially if Mobile Safari for iOS is lumped in here, which I have to assume is the case).

It’s nice to see Internet Explorer under 10%. And that’s all versions of Internet Explorer. But… what the heck is RockMelt? Yes, I am asking the two of you who use it.

Yes, even despite my blatant and unrepentant Apple bias, Windows still slightly edges out Mac in the stats. Interesting, then, that Safari is the most popular browser, since I suspect there are even fewer Windows Safari users than there are RockMelt users. But of course, we’re back to iOS. If you combine Mac and iOS, the total is well above that for Windows, and explains Safari’s #1 spot on the browser list.

Among mobile operating systems, iOS demonstrates a Windows-in-the-late-’90s level dominance. This despite the fact that Android famously holds greater market share in the US. Yes, my content will naturally skew my stats Apple-ward, but this data also, I think, reinforces the idea that iOS users actually use the web a lot more than Android users do.

BlackBerry and Nokia… how cute. Where’s Windows Phone?

And finally, we have mobile screen resolution. Now that Google doesn’t separate iPhone and iPad anymore, this is pretty much the way to distinguish between them in the stats. These resolutions are not the actual resolution of the screens but the pixel-doubled effective resolution used in the web browsers on Retina Display devices. 320×480 is the iPhone (even though the iPhone 4 and 4S have 640×960 screens), and 768×1024 is the iPad (even though the new iPad has a 1536×2048 display).

0x0? Really?

What I think is most significant here though is not the iPhone/iPad split at all, interesting as it is. It’s the fact that once you get past those, there’s no standard whatsoever on Android. That’s something to remember for those of us working on Responsive Web Design.