The original iPhone was great on day one. It couldn’t do as much as today’s iPhone, but it performed its feature-set extremely well. There were almost no rough edges or unpolished areas in its hardware or software, and nearly everything seemed justifiable, well conceived, and well executed.
Apple…
2000
iMac
Operating System - Mac OS 9.0.4
Processor - 500 MHz PowerPC G3 CPU, 128MB Memory
Graphics - ATI Rage 128 Pro, 8MB of memory (8 million triangles)
Screen - 786K pixels
Data Transfer Speeds - 1.3-12.5 MB/s (DVD-ROM-1/100 Ethernet)
Storage - 30GB Hard Drive
Dimensions - 15.0 x 15.0 x 17.1 inches
Weight - 34.7 pounds
2010
iPhone 4
Operating System - iOS 4.0
Processor - 1 Ghz ARM A4 CPU, 512MB Memory
Graphics - PowerVR SGX 535, uses system memory (28 million triangles)
Screen - 614K pixels
Data Transfer Speeds - .04-20MB/s (3G-WiFi)
Storage - 32GB Flash Drive
Dimensions - 4.5 x 2.31 x .31 inches
Weight - 4.8 ounces
What will the device be like in 2020?
via klm
One of my most common feature requests is for Instapaper to periodically download articles in the background. A lot of people forget to launch the app to let it download content before going underground or boarding a plane.
I’ve already received multiple emails from people who are excited for iOS…
California based Sulaba Inc today announced Agile-Scrum Cheat Sheet 1.0 for iPhone and iPod touch as well as for Android smart phone platform. The “Agile Scum Cheat Sheet” features a concise set of agile project management process flow, scrum methodology, formulas and glossary for quick reference. It can be used as a memory refreshing tool by a seasoned project management professional or as a simple, basic and brief instruction set for accomplishing a specific task by a novice project manager.
Along with a new version of every iPhone SDK Steve Jobs brings not only great admiration but a headache to developers as well. One should make an app not only work fine on the latest version, but also support older devices and not stay graved under deprecated warnings.
We started writing…
The tech press loves checklist comparisons. Let’s evaluate the iPhone to see whether it’s a good product:
Sounds like a terrible product. I bet it will fail.
Remember the MacBook Air’s launch?
Sounds like there’s no reason to buy one. (Like nearly everyone else, I complained about all…
EUROCOMP today announces PocketCAS 2.5, an update to its well-acclaimed Computer Algebra System for the iPad, iPhone and iPod touch. PocketCAS is a very advanced computer algebra system which turns an iPhone or iPod touch into a device capable of calculating complicated mathematical problems in just seconds. More powerful than a regular scientific calculator, PocketCAS features more than 500 functions which enable it to solve almost every mathematical problem.
Via Daring Fireball
Jeff LaMarche on the Nexus One:
To make matters worse, the sensors on the Nexus One for the four hardware buttons are not exactly aligned with the silkscreened icons. You have to tap noticeably above the button to get it to register. That was very frustrating for me until someone (from Google nonetheless) pointed out the mis-alignment. Up until then, I consistently had to hit the buttons three or four times to get it to register.
But even worse than that, the home button on the Nexus One is right below the fracking space bar on the portrait keyboard. Combine that with the not-completely-precise touch screen, and you have a UX disaster. I can’t tell you how many times I’ve been typing and ended up leaving my application due to accidentally hitting the home button. Leaving an application mid-sentence is hardly a good user experience.
And Gruber wrote:
He’s got lots of other observations I agree with, but the above one is, without question, the biggest WTF on the Nexus One. It’s just bizarre.
Indeed bizarre. You would think that they would be meticulous about UIs and the touch screen, then again, this is Google; as much as I love Google, their products are always “beta”. I wonder why…
I was asked via email:
It’s my job to research user interfaces and what makes a successful UI. My two conclusions I’ve come to so far are that UIs need to be invisible and familiar.
I was hoping you may have something to add, from your perspective, about what makes an optimal UI.
The “invisible” bit gets most of the way there for my taste.
As a user, I hate buttons and toolbars and sliders and panels and drawers and splash screens and instructional screens and settings screens. In short, I hate UI. I want to notice it as little as possible.
As a developer, I hate having to stop my work because I have to arrange a transaction with someone else (like a designer) to get something done. To minimize external-person dependencies, and because my graphical design skills are abysmal, I avoid needing icons, backgrounds, textures, or logos. The original Instapaper web layout only had one image.1 Since then, I’ve made extensive use of CSS for styling and Unicode characters for icons to minimize the need for images. Designing “invisible”, minimal UIs isn’t just a preference for me — it’s simply more practical.
But I look at Apple’s iPhone apps, and I don’t feel like my method is lazy or sub-par: all of their apps are the same way. They’re content-focused, with minimal UI. Think about it: what’s the UI to the Photos app? Messages? There’s almost nothing there. Even Safari is just two toolbars and a bookmarks list.
My design goal for Instapaper is for it to look and work like a hybrid of Safari and Mail. It’s not exciting and it won’t win much “design”2 recognition, but it’s how I believe most non-widget iPhone apps should be designed: just barely enough UI to get the job done, with the vast majority of the screen devoted to the content.
What’s particularly interesting about the iPad is that its screen is actually too large for this to apply as universally as it does on the iPhone. This is one of the reasons why Instapaper’s iPad edition can’t just be a recompile of the iPhone version: everything’s out of proportion and it just looks strange. It’s like maximizing a browser window on a 30” monitor. And, as I said last week, I suspect most initial versions of iPad apps will have this issue because their developers either didn’t have the time to do more complete redesigns or because they underestimated how different their iPad versions should be.
It was the “Read Later” bookmarklet. Jacob corrected its jagged edges for me, unsolicited via email, before I even knew him. In the new layout, these are pure CSS, but I’ve added a few small icons where it made sense to do so. ↩
On the internet, “design” usually means heavy use of rich graphics and textures. This isn’t how I think about it. ↩
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ninja fruit succeed
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This alone makes me want to get an ipad… such smart thinking behind this, and the design is gorgeous.
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I guess this is one way to get your kids to listen.
(by Chris Trevas)
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Vintage. Taken in Genoa Italy.
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(via catbird)
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