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You've somehow managed to reach my blog. I don't know how, I don't know why, and I don't care. Actually, my Google Analytics account mostly disproves that sentence.In this blog you may find a unique mixture of wit, hard work, neglect, randomness, copy-and-paste jobs, philosophy, word salad, wishful thinking, harbored ill-will, motion sickness, music, sex, orange pulp, your Aunt Bessie (yes, you have one, but she thought it best that you never meet her for reasons that would become obvious if you did), money-making schemes, skepticism, horrors beyond somebody's imagination, Eagles, sardonic quips, triple-malt Whiskey advertisements, glorious depravity, suntan lotion sales pitches, pessimism, green (the color, the movement, whatever), and other things I'm too lazy and unimaginative to add to this list at the moment. Stay tuned.
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Walking a fine line with Apple fans this week
The tech world is in mourning this week, and that’s fine. We (and I do mean we, despite what’s coming) lost a great, visionary leader in our world who had a major, profound impact on the shape of technology. No, he wasn’t much of a designer himself, and he wasn’t the messiah he was made out to be, but his drive was very, very much responsible for pushing the industry in some major directions.
The iPhone alone has been profoundly impactful on my life, even though I’ve never owned one. Although Android was in development well before its release, and other smartphones existed, and ALL of the technology that was put into the iPhone existed before it (plus plenty that didn’t hit it for months or years after), Apple managed to make it visible, usable, and accessible to the consumers. They also had the balls to use hardware that drove the cost of the phone up to 2-3 times what people expected to pay for a phone, knowing their hardcore fanbase would buy it, and allowing them to bring the cost of these parts down for the rest of the tech community. The need and the availability made the other smartphones that many of us prefer a feasible option.
Out of respect this week I’ve tried to hold my tongue in places I normally don’t. I try to avoid the Mac vs Windows (Macs are PCs, which even Steve referred to them as before their marketing decided to try to brand them as some other class) debate as much as possible, and more importantly I try very, very hard to avoid expressing a biased, fanboyish angle on it. I try to be fair, and I cede a ton of points in Apple’s favor despite my personal conclusions. But this week I’ve tried to avoid even that out of respect.
But the hyperbole the fanboys are spouting right now has reached a level that I just have to speak up on one thing that’s the most common issue I deal with here, and the most ridiculous one of all. And it comes down simply to this:
Windows users are not merely unenlightened.
Tablets are nothing like game consoles
Today I saw a status on Facebook that caught my eye. A friend commented in reference to the failing of WebOS that it was time tablet manufacturers learned to go with the game console model of selling their hardware at a loss. I thought about this, and realized the flaw. Here’s my reply, copied-and-pasted:
Those two models can’t be compared for a variety of reasons:
In game consoles the manufacturer designs high-end hardware that’s beyond what’s feasible to sell at the price the market will bear. They take anywhere from a $100-200 loss at launch (unless you’re Nintendo, in which case you take no losses). Licensing fees, per game sold, are somewhere around $5-10 per game, so the manufacturer on games sold alone makes back that loss in 10-40 games sold per launch-priced console over its lifetime, plus profit on extra controllers and other accessories which are a higher profit margin. Meanwhile they don’t continue to take that same loss. Over the course of the first year the volume sold, die shrinks, and manufacturing improvements shave a good half of the loss off the cost of the unit, and typically there are no price drops. Price drops tend not to come until year two, when there’ve been even bigger die shrinks, various chips have been combined, and other components have been shrunk and cheapened. The first price drop typically correlates with the manufacturer being able to finally stop taking a loss on the hardware, now breaking even. The costs continue to decrease, and usually by year three or so they begin to make a small profit on the hardware while continuing to drop its price. By the end of its life they’re making a profit on every unit sold, continuing to sell games with those licensing fees, continuing to sell accessories that haven’t dropped in price at all, and have successfully recouped the lost profits on the launch systems while having more quickly recouped said costs as time went buy with each later system sold. This entire process is allowed for by one simple principle: the specs and capabilities of the system never change over those 5-10 years. Maybe pack-in hard drive increases in size, or hardware gets smaller, but the expensive design and specs never change.
In tablets, first off, unless you’re in a closed OS like iOS or WebOS, you’re not making ANY money off of software sold for it, and the vast majority of accessories are not licensed or made by you, and the vast majority of users don’t want them anyway. But assuming you’re on one of the closed OSes, there are two very notable differences: One is the price and profit of apps. Most of the apps are free, and most users stick as closely to the free apps as humanly possible. Of the apps that aren’t free, most are $.99-$1.99. Assuming a common figure, the cut of the app store is as much as 70 percent of that, so basically $.69-$1.39. Pretending they subsidized by the above-mentioned $100-200, that would be anywhere from 72 to 290 apps sold before they broke even on their initial loss. And unlike game consoles, they don’t get the luxury of continually lowered costs, eventually selling their hardware at a profit. Because they’re expected to release a new, better, faster, smarter, cooler, slimmer, higher-resolution model every six months to a year. So by the time their costs could begin to reduce, they’re forced to re-up with new hardware that costs about the same and the process begins again. And of course for Android and Windows Phone 7 it’s even hardware because the manufacturers have no cut in the app store, so their ONLY profit comes from the hardware, itself.
I’ve personally bought no more than ten apps since I switched to Android two years ago, and I’m on my second Android phone. Pretending either manufacturer could make a profit, they would have lost a ton of money on me with that model. I know we’re talking about tablets and not phones, but the model’s the same and the store is the same. Over the year or two I’d own a tablet before upgrading it–and pretending I’d even consider a closed OS–the odds of the manufacturer making even $50 from me is slim to none, and I doubt I’m anywhere near alone in that. It just makes no sense.
One place we may see this carry out differently: Amazon’s upcoming tablets. Rumors are they’re going to subsidize, and for them there’s more logic to this. Odds are they’ll customize the hell out of the Android OS to make their own Appstore the only one built in, and the easiest-to-use default. So they’ll have all the app sales, definitely. But Amazon also has arguably the best music store available, so they’ll also gain all the profits from people more easily buying music through them. And finally they have Kindle, which has already eclipsed all hardcopy book sales on their site. They’ll have a ton of new Kindle owners with their tablet buying books directly from their store. But it’s only by combining these THREE exclusive revenue streams that they could likely have any real hope of recouping their losses on the hardware. And even so, I doubt the discounts will be as huge as people are claiming. But time will tell.
Any thoughts? Flaws in my logic, or models I’m not thinking of in which a tablet, whether closed or open OS, could manage to earn its manufacturer money while sold at a profit?
I’m Officially Done with Smartphone Hardware Keyboards
My first smartphone was the HTC Mogul for Sprint. Before that I had a long line of dumbphones (AKA “feature phones”) of various sorts. I had begun to really get into text messaging as a primary form of communication, and although I was pretty damn quick with T9 (like riding a bicycle I can easily pick it back up now), I longed for a REAL keyboard to pick up speed with. So when I went to a smartphone it was a no-brainer to get one with a keyboard, partially because I wanted one so badly, and partially because there really weren’t any smartphones at the time without them (the HTC Touch came a few months later).
I picked it up quickly, and immediately found the benefits. As a touch-typist I learned the layout and began writing at a pretty darn high speed, autocorrecting my errors like I do with my computer’s keyboard, and quickly reaching the point where I no longer needed to look at the screen. My suspicions were confirmed, and it became a must-have feature.
Soon after the iPhone was unveiled, and I was floored by it, at least for most of its unveiling. The lack of expandable storage, replaceable battery, availability on anyone but Cingular, and hardware keyboard sunk it for me. I knew I could never type as quickly, accurately, or without looking on an on-screen keyboard and its lack of tactile feedback, and I moved on and stuck with keyboard models ever since.
But prior to my current device I had seen the pattern phones were taking. The coolest, slickest, best-specced phones didn’t have keyboards, and I knew I was going to have to make a change and get used to it. I played with the Moment’s on-screen options and determined that even if they slowed me down a bit, I could get used to it. Plus Swype was actually pretty cool for one-handed writing. I had also determined that I was going to get an EVO 4G if Sprint didn’t get a variant of the Samsung Galaxy S. And then all my desires were answered in the form of the Epic 4G which was both a Galaxy S AND had a keyboard.
It didn’t take long for me to run into a serious problem with the Epic, though: the keyboard sucks. Physically, it’s fine. The keys feel good, and they’ve got a nice give to them, and the spacing’s good. I was able to get my speed up to usual pretty quickly and I would have been fine with it, except it randomly SKIPS inputs. You can type a whole paragraph and go back and notice that a third of your words are randomly missing letters that you DEFINITELY typed. I know myself, I know my autocorrection, and I typed those letters. But they’re simply not there. So not cool.
I put up with this for a while, and finally I decided to see if I could do better. So I installed the freshly-ripped Gingerbread keyboard on my phone and told myself to spend a couple of days without the hardware keyboard. And in the last few months my keyboard’s been used for nothing but checking whether my phone’s frozen.
Turns out onscreen typing’s not only not as bad as I thought, but faster. For one thing the built-in autocorrection works better than I expected and is certainly an improvement over the random missed letters. Common little errors are corrected as you go, and while sometimes its recommendations are laughable, most of the time it’s pretty helpful. I also quickly found that, to a degree, I still didn’t need to look at the screen. Even with the lack of the physical feel of the keys, I knew their positions well enough to make do pretty darn well. All in all, I adjusted much faster than I expected and with the exception of entering odd strings of text or URLs I didn’t mind it the way I expected. Punctuation’s a bitch in many cases, but I struggle through it.
But things came to a head today when I upgraded to the latest Bonsai4All ROM for my phone, which includes a FIX for the damn keyboard problem. Finally. So I figured it was time to try it out and see if I can go back to my beloved hardware keyboard and switch the onscreen back to Swype for easy one-handed use. Boy was I surprised to find that, despite the hardware keyboard being noticeably more accurate (although still not perfect), my typing speed was DRASTICALLY slower than I had gotten used to. It had nothing to do with lost familiarity (my fingers were finding the keys just fine) and everything to do with the spread-out spacing and the physical effort in pressing the keys. Silly things I never considered an issue before, but the subtle loss of time in traveling distance and depressing buttons adds up quickly when you’re hitting a large number of keys in a short period of time with only two thumbs available.
And that’s that for me. The allegiance I held to hardware keyboards on phones has ended with that final realization. Unless Sprint’s next awesome phone has a keyboard and no comparable alternative without, I will now have officially switched to onscreen keyboards from now on, gaining me access to much slimmer phone (even if I wish they’d stop making the damn things slimmer and start putting in bigger batteries).
But good luck prying my hardware QWERTY desktop keyboard out of my cold, dead hands…
YouTube Remote – An example of the future
No question one of the best parts of Android is its extensive app marketplace. On top of that, if you’re a fan of Google’s various services the integration it offers with them is extensive. From having your contacts available within seconds of first setting up your phone to having Google Maps remember your recent search history from your desktop, the connections are great. One place this ties in especially well is with YouTube.
Now of course Android ships with a solid YouTube app for viewing YouTube videos on your phone. It works beautifully, makes searching, accessing favorites, playlists, etc. easy, and it has a slick interface. But a few months back Google released an app called YouTube Remote that takes a different tact. Initially it appears quite similar in setup and layout, except it doesn’t actually play any videos—at least not on the phone. Instead you browse to YouTube.com/Leanback on your computer (preferably a HTPC) and make sure you’re logged in, then log into YouTube Remote with the same account. Suddenly you have Play/Pause/Skip Back/Skip Forward/Next/Previous buttons on your phone that control the video on the screen, you have access to your favorites, playlists, searches, and a queue so you can manage your entire experience from your phone.
Besides the portrait list view, if you tilt the phone to landscape you get full-screen controls overlaid on top of the video’s still and access to the Thumbs rating buttons and the ability to do most of the other things you’d want to do with a YouTube video besides simply watch it.
In my home a common activity when friends come over is for someone to remember this cool video they saw on YouTube and put it up on the TV. While that’s happening I’ll often think of another video we need to watch afterward, or someone else will shout out one we need to watch. With YouTube Remote, instead of having to remember these and search for them when the video’s over I can just search for them right on my phone, click the + button and add them to the queue so as soon as the current video’s over the next one starts. I can also reorder the search results or other lists, so if I’m on a Tim Minchin kick, or want to play some of Bo Burnham’s greatest hits I can just search for them, hit play, and then start reordering the search results without ever messing with my queue.
To me this represents a prime example of the future we’re living in. I’m using the slick, intuitive, touchscreen interface of my phone to control YouTube directly and have it push its contents to the computer on my TV. It’s so simple, it’s so easy, it’s so effortless, and I think it’s easily overlooked by most people as being exceptionally cool and sophisticated. Heck, I’m pretty sure few people have any awareness of this app, which is a shame.
What are the catches? Well, I think it’s arguably not that handy if you’re not on an HTPC, as directly using a keyboard and mouse are still easier options, minus the ability to add to the queue without interrupting the current video. Also if you get a text message or an email and go check it and the app manages to unload itself from memory, when you go back in it will completely overtake the current play session on the computer and start over with whatever video is at the top of the list it loads. I hope this gets fixed in a future version, as it’s about the only aspect of the setup that’s limited.
I hope to see better collaboration between devices of this type. There’s a lot of great syncing in place already, such as with Chrome automatically transferring EVERYTHING immediately upon logging in in a new location (including the Cr-48 netbook I was surprised with earlier this month), and there are great streaming options like Windows 7’s ability to stream my home music and video library to my notebook via Windows Media Player, or even using Remote Desktop to connect to my home computer from anywhere (including my phone). But it’s this type of instant communication between devices that genuinely enriches the experience and isn’t merely showing off that I’m excited about. I can’t wait to see more of it.
You can get YouTube Remote from the Android Market.
Tagged Android, apps, Bo Burnham, Chrome, future, Google, Remote, Tim Minchin, YouTube
“Still Alive” – Children’s Chorus Cover
All right, so I’m a geek. This is well known, and nothing I hide. Still, there are moments my geekdom sinks (or soars?) to new levels. This is one of them. Below you’ll find a video I literally teared up over, and no it’s nothing remotely sad. I’m just a big frakkin’ geek, and hearing a kids’ chorus beautifully cover the incredible Jonathan Coulton end-credit song to Portal (one of the few games I not only beat, but have replayed after doing so) was a bit too much for me.
So sit back and enjoy. If you’re not a geek or haven’t played the game, you may not get this, but it’s still funny listening to these kids performing the lyrics, and much funnier if you understand them. It’s one of the most wittily-written games ever, and the song plays so well into it.
Tagged Entertainment, GLaDOS, Humor, Internet, Jonathan Coulton, Music, Portal, Still Alive, Valve, Video, video games, YouTube
