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Filed under: Accessories, iPhone

WOWKeys integrates keyboard and iPhone dock

A keyboard called WOWKeys is trying to make good use of your little touchscreen-based iPhone when it's just sitting there charging itself up. The keyboard includes an actual iPhone dock, and with a switch on the device, you can go from controlling your computer wirelessly to using the keyboard on the phone. The US$100 USB keyboard even has a set of hotkeys that allows you to control things like song changing, volume, and even go to your iPhone's home screen straight from the keyboard itself.

And depending on the apps you have loaded, you can of course use the iPhone to control any number of other devices, as it obviously works as usual while plugged in. My iPhone does sit next to me all day (and I will sometimes pull it up while a program is loading on my Mac to play a quick game or check Twitter), but a dock like this might help me include it in my workflow a little more officially. $100 is perhaps a bit steep, but it's an interesting device.

[via Engadget]

Filed under: Gaming

Details on Epic's Project Sword, now called Infinity Blade

During last September's press event, representatives from Epic Games demonstrated "Project Sword," an impresive title running the Unreal Engine inside iOS. Today, that game has been re-named Infinity Blade and new screenshots have been released.

Slide to Play notes that Infinity Blade will be the first iOS game to use the Unreal Engine 3. They expect it to hit both the iPad and iPhone "this holiday season." As for gameplay, expect the typical fantasy/medieval RPG stuff, like raging monsters, experience points, items galore and so on. In the new screenshots we see our hero battling a ridiculously oversized baddie. Let's hope that's a boss.

Right now there's no word on pricing or a solid release date. If you just can't wait, check out the demo called Epic Citadel (free). It doesn't do much other than let you explore the town from a first-person perspective, but boy is it gorgeous, especially on a retina display. We'll let you know when Infinity Blade finally comes out.



Filed under: Odds and ends

No fair: Gizmodo editor leaves his phone in a restaurant, gets it back right away

Stop me if you've heard this one: a geek leaves his phone in a bar, and... oh, you have heard that one? It turns out that Brian Lam, the Gizmodo editor involved in the iPhone 4 "bar heist" saga and one of the biggest tech scandals of 2010, left his cell phone in a restaurant the other day. How did the aftermath play out? Lam, apparently blind to the irony, posted about it on Twitter: "left my phone at lunch, lady turned it in. good thing we were nice, earlier, and gave her the chair she asked for #karma"

Lam couldn't have been blind to the irony for long, because he's now locked his Twitter account. And apparently, he also doesn't understand how karma works.

This would have been real karma: the lady who found his phone would have realized what she'd got her hands on, then offered his phone to the highest-bidding (and least scrupulous) media outlet willing to pay for it.

After the transaction, whoever paid out the most for Lam's phone would have dissected it, then posted photos and videos of the aftermath online. Next, they would have posted all of Lam's contact info on their site, opening him to ridicule and jeopardizing his career. As a final indignity, they then would have sent a letter to Lam's lawyer assuring that he'd get the (now broken) phone back as long as he publicly admitted it was his phone.

That would have been karma.

P.S. I know at least one person will be tempted to call me out on my use of the word "irony." Please read this Oatmeal comic on irony first, then we'll talk.

[via Daring Fireball]

Filed under: iPhone

Bluetooth headset comes with its own iPhone app

The Sound ID is a Bluetooth headset with its own iPhone app. EarPrint is an app created just to control the sound of the headset -- you can tweak the audio in and out, change volume, and even find a lost headset directly from the iPhone itself. Not exactly revolutionary (personally, I've never really found a reason to use a Bluetooth headset -- when the actual iPhone didn't work for me, the wired headset works fine), but it's a nice bit of added functionality, especially if you know you'll always be using this headset with an iPhone.

The Sound ID is available for $130 (there are many cheaper BT headsets out there, but for the money it's a respectable piece of tech), and the EarPrint app is free.

Filed under: SDK

TUAW's Daily App: 2360: Battle for Cydonia

We've been doing apps and puzzle games a lot on this feature lately, so let's not forget what makes a game really fun: a big robot blowing up lots of stuff. Fortunately, Battle for Cydonia is full of that, as you control a mech armed with dual machine guns through a series of missions on the future planet of Cydonia. It's a pretty simple affair, but the multitouch controls really make it shine -- you draw a path for your mech to take, and then just tap on enemies as they appear to shoot them down. You can upgrade the mech and its weapons over time, but the core gameplay here is just opening up a can of hot lead on anything that crosses your path.

And plus, it's a free download right now -- if you like the game, you can pick up a "Signal from Titan" mission pack with new weapons, levels, and enemies to face off with for just 99 cents. Battle for Cydonia is an excellent little sci-fi shooter that's definitely worth the price.

Filed under: iPhone

Beautiful retro handset base for the iPhone

It's the weekend, which seems like the perfect time for a groovy retro item like this one. The iRetrofone is a handset base for the iPhone that brings an old-school aesthetic to your new-school touchscreen cell phone. We've seen cool handsets before, but this one goes all the way. Any iPhone can sit firmly in that space where the rotary dial would be, you can pick up a dialer app from the App Store, and then there's room for the dock to get plugged in, and the handset itself plugs into the headphone jack.

"But Mike," you may say, "there's no actual value to that. All it does is make the slim and trim iPhone into a bulky mass of resin." And you'd be right. But the shape of that bulky mass of resin happens to bring back some excellent memories for me, of cradling a handset while chatting with friends and family, and hanging the phone back up when it had fallen off the hook, and carrying the base with me while pacing during an important call. While the item on Etsy is now sold out, if it was there, $15 would be a small price to I'd happily pay* to revisit those memories.

[via TDW]

Update: Whoops, $15 is the shipping -- the handset is $195, which seems much more reasonable for a custom-shaped piece of resin wired and ready to go. That's not such a small price, but the memories are still powerful.

Filed under: Apple Corporate, Hardware, Multimedia, Portables, Apple Financial, iPhone

Report: One-fifth of smart phone buyers want Android

Those incessant Droid ads are working, as consumer interest is climbing.

Last December, ChangeWave Research conducted a study to determine what kinds of smartphones shoppers want. As in previous surveys, the iPhone topped the list. However, 21% of the 4,068 consumers who stated their intention to buy a smartphone within 90 days said they wanted the Android OS -- a 15-point jump from the last poll taken in September. Just 3 months ago, Android was tied for last place in consumer preference.

Even though Apple's share of those planned purchases is down 4%, it's still positioned to do extremely well. In ChangeWave's research, the dropoff in sales following the introduction of the 3GS (12 points) is a big improvement when compared to the post-3G introduction drop (26 points).

The competition is getting intense and you know what that means: better products for us as the manufacturers try to outdo each other! May the best gadget win!

[Via Electronista]

Filed under: Analysis / Opinion, Apple, iPhone, App Store

Study: Android and iPhone users show same usage trends, heavy app usage

A study put together by analytics firms comScore and Compete says that while Android and iPhone users probably aren't the same people, they certainly act like it. Usage patterns line up almost exactly across the board, differing by only a few percentage points in categories from social networking to mobile media to instant messaging. The only place they really differ is in email usage -- 63% of Android users reported that they used their smartphones for email, while 87% of iPhone users said the same.

The firms also asked smartphone users how they used apps overall, and it's probably not surprising to find that iPhone users are in apps over half the time they're on their phones, compared to using just the web browser. Android users report figures almost as high, with 44% saying that they use apps more than half the time. With so many developers out there working hard to streamline and improve the user interface in specific apps, it's no wonder native applications are the main reason most people pull out their iPhones. And if you want, this can just add fuel to the fire on the speculation that Apple will release a bigger version of the iPhone designed to just run apps rather than worry about that pesky "calling" feature.

[via Mashable]

Screen sharing is caring: Skype 2.8 goes gold

The good folks at Skype have just gone gold with the 2.8 update (link) (previously in beta) of the popular VOIP client for Mac OS X. As TUAW previously noted in the beta release of 2.8, the update brings with it support for screen sharing and Skype Access, the company's pay-as-you-go Wi-Fi service.

With screen sharing support, you now have the ability to share presentations, documents, and slideshows with that Windows friend of yours that you would otherwise ignore -- you know, that guy whose PC tower is so well-decorated with neon lights that you'd think you went to a rave when you walked into his room. Yes, that guy.

A host of other features are also included in the update. Improved chat management provides the ability to sort and prioritize chats, a quicker way to add people to chats, and mood messages for chats. Larger profile pictures (now up to 256x256 resolution) are now supported; and if you want to hide your profile pics from incoming contact requests, this is now supported as well. And for those of you that can't keep track of who you're talking to, or what you last talked to that person about, you are now given the luxury of a notes field for each contact.

Skype 2.8 is available for download (link) at the Skype website, or via the "Check for updates" option within the Skype app.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, Odds and ends, TUAW Business, iPhone, App Store

Talkcast reminder: Potluck night tonight


Our weekly interactive podcast goes live at 10pm Eastern this evening, and it's going to be a potluck night on the show -- you bring whatever you want to talk about, and we'll bring our own casserole of TUAW news from the last week. We'll definitely talk about the new iPhone 3GS: how fast it is, how Find My iPhone really can help you find your iPhone, five things you might not know about the phone (if you didn't read that post yet), and, errr -- how fast it is. The speed is such a big story we'll talk about it twice!

Plus, you'll probably hear us wax poetic on how much we love the mini, and we'll talk about our "stickiest" iPhone applications -- apps we just can't help but load up that "one more time." Should be a lot of fun -- definitely tune in and join us at 10pm Eastern this evening over on TalkShoe.

To participate on TalkShoe, you can use the browser-only client, or you can try out the classic TalkShoe Pro Java client; however, for maximum fun, you should call in. For the web UI, just click the "TalkShoe Web" button on our profile page at 10 pm Sunday. To call in on regular phone or VOIP lines (take advantange of your free cellphone weekend minutes if you like): dial (724) 444-7444 and enter our talkcast ID, 45077 -- during the call, you can request to talk by keying in *-8. Talk with you then!

Recording support for the talkcast is provided by Call Recorder from ecamm networks.



Filed under: Analysis / Opinion, Gaming, iTS, Odds and ends, TUAW Business, Apple, iPhone, App Store, SDK, iPod touch

TUAW Interview: OpenFeint, continued



Have you seen anything like that already, where developers have said, well we thought about doing it this way, but we're going another way?

PR: Too early. The phones aren't even out yet, user experience hasn't occurred yet. I would say July, we'll get a lot of feedback once these games come out with push notifications. The other thing that's kind of interesting, by the way, is that OpenFeint is working on cross-compatibility, because if I have a 2.2 iPhone and you have a 3.0 iPhone, and you send me a social challenge, in my app on 2.2, it won't show up as a push notification, right, because I don't have the 3.0 iPhone. So we are support the concept of push notifications in the plumbing and infrastructure of OpenFeint, however on a 2.2 phone, whenever the user next opens the app, they would see a screen that is an OpenFeint screen that would have a notification saying "you've got to beat my score," as opposed to seeing it on the iPhone icon, as a number, like the Mail thing, where it says you have notes waiting for you.

So I think as a user experience, the jury's still out, because the platforms are just getting ready, right? So the key here is to say that we're going to make it trivial by continuing our tradition, which is no servers, very easy to integrate, and some big games will launch in July with push notifications and then we'll go from there.

I think, to a certain extent, the same thing will happen on the microtransactions side. It already has happened with Xbox Live -- I don't know if you remember the story of horse armor, where everyone says "how can you release a different graphic and ask us to pay for it?" Have you seen examples yet of how developers want to use microtransactions? Are they aware of that danger or are they fearful of that at all?

PR: So I think the obvious one, just because I have, as I said, investments in companies in the Facebook app space, the big reason for microtransactions is virtual goods. So any kind of virtual world, avatar apps, some of these Mafia iMob apps, you can assume that there will be virtual goods unlocking with microtransactions. That one I think will translate over fairly well, in fact Net is going next week to China, where he's a keynote speaker at Tencent's annual conference. Tencent is an Asian company which does a billion dollars in microtransactions, all of it virtual goods. So I think that microtransactions, as we see them on social networks today, will come pretty much that way onto the iPhone social network, or the iPhone gaming network.

NJ: I also think that it will actually lead to the pricing, might even drop dramatically, but those who are charging for applications are going to go free, because they're going to earn much more by making it free and leveraging microtransactions.

Yeah, if you're charging $4 for an app and can sell four levels for $1 each, that's the way to go.

NJ: The user starts playing, gets very engaged, and wants to get to the next level and make the purchase, and it's very difficult not to make the purchase if you're engaged and you want to continue the game.

PR: The thing that's a little trickier, I think, is when you have microtransactions that aren't directly virtual goods, because virtual goods don't fit the theme. But are like chapters, or just additional content in the game. Then, I think, the business model is a little trickier, because that's your content update strategy, and to some extent, the iPhone user is used to -- like, if you look at the success of Pocket God, it's a double edged sword. If you talk to the Pocket God guys, their game is one of the few games that stays in the top five constantly. It's just always in the top five. And they use OpenFeint, and they're going to use push notifications, but when we spoke to him about microtransactions, he said, I have to figure that out, because their commitment to their userbase is, every week you're going to get an update with more content. So given that he's already committed that on the current price point, how does he unlock more content with microtransactions? So he was the first to say I definitely want to do push notifications, but I have to think hard about how I could incorporate microtransactions into Pocket God. So I do think there's a little more complexity there, especially when it's not just direct virtual goods. But I think they'll crack it. I think some other people we're talking to are certainly thinking of Chapter 1, Chapter 2, Chapter 3, three microtransactions. And certainly the virtual goods guys are like no questions how they'll do it.

And there are definitely precedents for both, in terms of episodic gaming on other services. Jason maybe you can talk about this, too, as a developer -- I'm really interested in the balance between making sure that what you're selling people is worth it, or something that's not. If you're asking to pay a dollar for a gun that's just a re-skin, people won't go for that. What do you think of that?

JC: I think, as a game designer, what you have to really think about is the motivations for why people will want to purchase this content. Whether it's a re-skin or not is less important than what it will allow you to do in the game. And the reason why I think virtual goods have done so well on social networks is that social pressure is a huge motivator to getting people to do things, and if part of that social pressure results in you engaging and buying virtual content, people are much more likely to do it. I mean, if you just have another gun that allows you to increase your DPS by two points, that's not terribly interesting to anyone but the ultra hardcore gamer, and then they'll probably just be pissed off that they have to pay for it. So that's not really an appropriate way to go about it. As a traditional gamer, buying episodic content or buying level packs, or substantially new gameplay experience, fits with my head, and then virtual goods, I think, have to be motivated through social pressure.

And the last question I have is just about the future of OpenFeint. I have to give it you guys -- there were quite a few, and there still are, services poking around that want to do the kind of stuff that you're doing. And just in terms of size and influence right now, you're kind of the top of the heap. So what's next, are you planning to kind of sit on the heap and just keep things set, or are you still aiming to improve here?

PR: I think that definitely we will continue to innovate and add more services to the platform -- there's no question that it's a platform play, and that we will continue to add features and additional things. I would say two things: one is, we will publish games, always, on top of our own platform technology, that will really kind of push the borders of gameplay design around the OpenFeint platform, to sort of demostrate and lead the way. So in the last announcement, we did hint at a new game coming out this summer based around push notifications and microtransactions, where we want to lead the industry. Because we never think that by being in front today, that we will be always in front. So we want OpenFeint to be the premiere platform, we agree that today, we certainly feel like it's way up there, but we feel like you constantly have to build new product on top of your platform to really make a world class platform. Because otherwise you're just sort of opining and thinking oh, this is good stuff. So we always want to test our own platform, and expect a title this summer based on OS 3.0 and OpenFeint features.

The second thing, which is, I think we're really doing something different around the business model. Ngmoco announced their Plus+ platform this week, and it's really a publishing tool rather than an open platform, and we're pretty proud of the fact that we're sort of the biggest player who is really able to provide an open platform where a developer does not have to make a publishing deal with us in order to get access to the platform. Ngmoco's platform is hey, we have this platform, it's part of our publishing network, and if you want to publish games with us, that's how you get the platform, and obviously you know the economics of the publishing business in the game industry, right? There's revenue that has to be sacrificed there. So I think as a guiding strategy, we will never make our platform related to anything with our publishing because it's our belief that this OpenFeint thing does two things that we will always have to provide for publishers: no servers, because 90% of developers have no experience building servers, they build great console games, client side stuff, C, C++ programming, all this stuff, but they really don't have any backend experience. And two, we're not going to take rev share, in terms of publishing deals. And those two things, I think, are sort of our long-term guides. The third thing is to build our own games constantly, so we can use Danielle and Jason's game design and knowledge to say here's the kind of games we can do. So if we can do that and execute, I think, with some fingers crossed, with some luck, we'll emerge as the de facto standard, which is our goal.

I had talked to Danielle a little about pricing already, but I wanted to ask about microtransactions as well -- when you do that stuff, are you not skimming off revenue as it comes through, or what is the pricing scheme there?

PR: Well even today, we have cross promotion inside OpenFeint 2, even before microtransactions, where if two players meet in a lobby, and they're from different games, then one player clicks on the other player's game, and you go to the App Store and you buy that other player's game? That's what you call our one-touch iPromote product inside of OpenFeint, it's a big draw for a lot of developers, because our community is now three million and growing -- we call it our social bazaar, because the App Store is so cluttered now that it's hard to differentiate. So you use OpenFeint and get your game in front of three million people in these lobbies. That revenue, when someone buys a game using OpenFeint's cross promotion feature, doesn't come from the developer, it comes from Apple. Because we are an Apple affiliate, through BigShare. So we take the user into a webview, which is our own catalog, where you can buy games off the App Store, and then Apple actually pays us. So that's hopefully -- this is the same thing, the whole idea is to get Apple to pay us every time there's a purchase in the App Store, including in-app purchases, as opposed to the outside.

Great. That's pretty much everything I had to ask, was there anything else you wanted to share? I guess we'll keep an eye on the game coming out this summer.

JC: Yeah, I guess the only other thing worth mentioning is that OpenFeint is available now -- it can be downloaded by anyone from our website. It's real.

Cool. Thanks very much.

Filed under: Accessories, Peripherals, Software, Odds and ends

Parliant PhoneValet 6.0 now available

In the world of Mac telephony software, there's one leading product -- Parliant PhoneValet. Parliant today released version 6.0 of PhoneValet with some new features that make it even more attractive to small business owners. Those features include:
  • Live receptionist -- Want to have a real person answer and direct calls? PhoneValet now allows a receptionist to perform those functions.
  • Call out to deliver voice mail -- To keep employees in the loop when they're on the road, PhoneValet will call their cell phones to deliver important voice messages.
  • Change greetings remotely -- Prior to version 6.0, PhoneValet users had to be sitting at a computer to record new outgoing voice mail greetings. Now they can do this from any phone.
  • Mailbox privacy -- Messages for others on a shared PhoneValet server are now hidden.
  • Network dialing -- Desktop dialing is now available to any PhoneValet or PhoneValet Anywhere user on the network.
  • Shared phonebook / call log editing -- PhoneValet Anywhere users can now edit phonebook entries or trim call logs.
PhoneValet 6.0 is available for US$169.95, which includes a USB phone adapter, or to existing owners of PhoneValet for US$39.95. PhoneValet Anywhere, which allows users to access their PhoneValet messages from Windows PCs and iPhones among other features, is an available add-on for US$59.95.

Filed under: Analysis / Opinion, Cult of Mac, iPhone

NY Times op-ed on the hate that dare not text its name: iPhone rejection

Considering that it's turned out to be one of the most successful products in consumer electronics history, the volume of nay-saying on the iPhone has been constant and ongoing -- many dismissed the phone when it came out, when it was announced, and even when it was just a glimmer of a hint of a rumor. Now the New York Times Sunday Magazine (and the accompanying blog The Medium) is featuring Virginia Heffernan's tale of hesitancy, anomie and frustration under the surely-not-meant to-draw-online-traffic headline "I Hate My iPhone." Interestingly, just pages away, the paper profiles several successful iPhone developers in a story about the App Store gold rush.

Heffernan's criticisms of the iPhone swing between the rational (the challenge of adapting to the on-screen keyboard, AT&T's mediocre coverage) and the surreal (dislike of the device's "tarty little face" and how it "kept aloof from the animal warmth of my leather wallet"). In fairness, she does admit that she's not thinking particularly clearly. In the end, she returns to the AT&T store where the sales rep seemed to know that she was a troublesome case, and swapped out her iPhone for a Blackberry.

It may be heretical to admit it here, but it's true: the iPhone is not for everyone... excuse me, they've come to take away my fanboy badge, this will take just a second. There, all done; I'm back.

Yes, if you're looking for a high-speed texting and email platform because you live your life in text messaging, the iPhone's keyboard will frustrate you; if you don't care about the incredible universe of apps, the first-rate media player and the best mobile browser, you'd be better off with a Blackberry and a permanent keyboard.

Yes, the iPhone's phone is probably its weakest offering, and the AT&T network has bigger dead zones than Anthony Michael Hall; if you can't tolerate the intermittent dropped call or fuzzy audio (or my personal top annoyance, the "I'm on 3G and my phone just doesn't ring" issue), and you want to focus on the phone, get a free RAZR or shiny Samsung.

In my personal transition from the Blackberry to the iPhone, I found plenty of gotchas and things that took adjustment (#1 is not being able to keep an IM application running in the background, #2 is having to cycle through the home screen to switch apps, and #3 is not being able to easily copy URLs or phone numbers for use elsewhere), but I'm still finding new and enjoyable things about the iPhone every day; my Blackberry was staid and predictable, a useful tool but not a spark of innovation or a way for me to accomplish things I never could do before.

I know there are thousands of unhappy iPhone users, and thousands more who haven't upgraded to the 2.x firmware, visited the App Store or explored one-tenth of the capabilities of their mobile computing platforms. When I saw a family friend a few weeks ago, a lady of a certain age, she was surprised and puzzled when I asked her where she synced her not-that-new iPhone ("I don't understand. If I want to put music or apps on it, I have to connect it to a computer? I have my grandchildren put photos on the phone for me!"). The iPhone isn't for everyone, and there's no judgement in that; you aren't obligated to love it, want it or find it useful. Forgive us, still, if we think that many of you (NY Times columnists excepted) will love it once you try it.

[Hat tip to Apple 2.0]

Filed under: Internet Tools, iPhone

Skype for iPhone coming Tuesday, says CNET

Update: Our pals at Engadget are reporting that Skype for the iPhone has just hit Japan!

We heard it was on the way, but now CNET says it's official: the Skype application for iPhone and iPod touch should be available tomorrow on the App Store. As expected, the voice-over-IP app will require a WiFi connection to place and receive calls; it will also handle conference calling as a participant, not an initiator, and the first version leaves out SMS, call waiting and an integrated voicemail tool. Skype text chat, unlike voice traffic, will work fine over an EDGE or 3G connection.

Imperfect? Yes, and there are other apps -- Fring and Nimbuzz, for example -- that can talk to the Skype voice network... but the big blue S is providing the stamp of approval for VoIP on the iPhone, and you can bet that Skype's app will shoot to the top of the App Store charts as soon as it's released.

Thanks to everyone who sent this in.

Filed under: Software, Odds and ends, Internet, iPhone

The iPhone's camera jumping up in the Flickr ratings


This makes sense when you think about it, but it just seems really wild to me: in the list of Flickr's most popular cameras (compiled from the metadata attached to any photos that upload to the popular site), our favorite cell phone is climbing up the ranks. In fact, it had just recently overtaken the Canon EOS 40D digital SLR when the screenshot above was taken (though stats may have changed since then, as now it appears the iPhone never did cross that line).

Obviously, it's not for reasons of quality -- the iPhone's camera doesn't compare in the least to any of the others on that list. But when you consider that the iPhone is now the US's most popular handset, and that there are so many ways to quickly and easily shoot pictures snapped there up to Flickr, it becomes pretty clear why pictures from the iPhone are so popular on the site.

Unfortunately, they don't provide a timeline to these graphs, so we can't really trace the causes of that jump recently, though the App Store probably has something to do with it (doesn't it always?). Another arena where the iPhone is quickly becoming wildly popular.

[via MacBytes]

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