Thoughts on Apple’s Media Event
Another awesome read by Apple boy Pete, who takes a look at last night’s Apple event with a whole whack of new stuff announced. I know I can’t wait for the AppleTV. Gonna be game changing. Would love to hear your thoughts on the event in the comments below
As one of South Africa’s number one Apple fanboys, I of course watched the live video stream of Apple’s media event on 1 September with baited breath (yes, yes, “reality distortion field” and all that). I think that yesterday’s announcements were Apple’s second biggest of the year, after the iPad introduction. Here is my take:
- iOS 4.1 is launching next week (Wednesday, 8 September, apparently, according to Apple’s Spanish site). While it seems to mostly be bug fixes, it includes game centre and high dynamic range photographs. In terms of game centre… We’ll have to see what it means practically for gaming on the iPhone, though as a keen gamer I hope that it means that the fragmentation of iOS social gaming into a dozen or so different third party networks (Openfeint, Plus+, Scoreloop, Crystal, etc.) will come to an end. More exciting to me right now is HDR. While the iPhone 4 (yes, I’m one of the lucky ones!) has a vastly improved camera, it is still virtually impossible to get good photos under anything but perfect lighting conditions. Parts of the image always seem to be either over- or underexposed. The HDR feature will cause the iPhone to take three photos in rapid succession: one under-exposed, one normal and one over-exposed. Through some magic, the three images then get combined into a single image with much better contrast.
- Wireless printing is coming to the iPad (and apparently iPhone too!) in November. Multi-tasking, folders, unified inbox, threaded email and all the other features we’ve come to depend on iPhone are finally coming to iPad as part of the iOS 4.2 update in November. Printing and multi-tasking would certainly make the iPad an even more useful device than it is today. It’s also worth pointing out that with the release of iOS 4.2 on both iPhone, iPod Touch and iPad, it will mark the first time that all iOS devices are running the same version of the operating system and that hopefully in future the iPad will always be updated simultaneously with its smaller brethren.
- Apple has massively overhauled their iPod line-up. Seems like the iPod Classic is slowly being phased out; apparently it will remain on sale for now but it was the only model not getting a makeover today. I suspect Apple wants people to buy an iPod Touch rather than the aging Classic. The iPod Nano is now touch enabled and the size of two postage stamps, and the iPod Touch is getting feature parity in a lot of areas with the iPhone (retina display, processing power, etc.). The iPod is Apple’s only product that has seen sales numbers decline over the last year or two. I think they’re working to stem the tide to ensure that they don’t see further sales decline there. (The iPhone has been cannibalising iPod sales, it seems. Not a train smash for Apple, because the iPhone’s profits more than made up the difference. But after selling a quarter billion iPods over the last decade or so, Apple will surely not want to let a product line that was pivotal in their turnaround from nearly-insolvent dinosaur to most valuable tech company in the world just slowly die without a fight.)
- The new iPod Touch finally has front- and rear-facing cameras and a microphone. And guess what? You can now make FaceTime video calls. From an iPod Touch. Which is less than half the price of an iPhone. With no cellular contract (and no GSM connectivity). It’s not just Google that’s busy working towards making the telcos obsolete (in their current form) with Google Voice. Now Apple is making it possible to call people, with very high quality video and audio, through an intuitive interface from a portable media device aimed at teens and 20-somethings, with no call charges. AT&T, Verizon, Vodafone… Meet the future.
- Apple made a big deal about the fact that the iPod Touch is now the BIGGEST portable gaming device in the world. Kinda by accident, through the huge success of the app store, the iPod Touch (even without the iPhone) now has a greater market share than both Sony and Nintendo’s handhelds COMBINED with a 50+% share of both the US and global market. Part of that success is the ease through which games can be bought and downloaded from the app store. Part of it is the fact that high quality titles in the app store cost a fraction of what Sony and Nintendo games go for. Seems like Apple is finally making peace with the fact that they accidentally, and with great hesitance, became the traditional gaming giants’ biggest competitor. They demoed a game (a version of which is now available in the app store as Epic Citadel) that pretty much kicks the Sony PSP and Nintendo DS’s asses when played on an iPhone 4. Wow. Between Unreal Engine based games and John Carmack bringing Rage to iOS, you really don’t have to hide your iPhone gaming addiction from your PSP and DS wielding buddies. (In fact, they’re ones deserving your pity!)
- iTunes is getting a new logo. Now I knooooow. ”Pete, that’s not a big deal.” Bear with me. Steve Jobs mentioned that seeing as iTunes will probably sell more tracks by next year than the CD retail industry does, it was time to get rid of the CD in the logo. Apple’s transformation of the music industry, for better or for worse (depending on who you ask and whether they make a living off selling CD’s), is pretty much complete.
- Right. So Google is trying to build a Facebook-clone called Google Me. Guess what? Apple launched their own social network today. In iTunes. A media player used by millions and millions of people. (iTunes now has 160 million accounts with linked credit cards.) It seems to be a hybrid of Facebook and Twitter, aimed at music discovery. Set up your profile. Follow people. Follow artists. Post video clips. See the Top 10 songs etc. of the folks you follow. See what they’re listening to at the moment. See Lady Gaga’s favourite music tracks (you know, the stuff SHE likes to listen to). Listen to those tracks. One-click buy them. Brilliant. And it’s right there, in an app millions of people use every. single. day. Unlike Google, Apple is actually playing into their strengths, solving a problem many media-afficionados have, building a social network on top of something that is already hugely popular. This isn’t a ME TOO effort. This is something I would use (and yes, I am the target market, since I love music and other forms of content). Oh, and of course Ping will work on iOS devices too. More than 100 million of them. Effectively, Apple is bootstrapping their social network with more users than Twitter currently has. (And someone made the point that Ping might just be the final nail in MySpace’s coffin, seeing as MySpace still manages to hang on to life support as a place where many bands promote their music.)
- Apple is relaunching the Apple TV. The new model (rolling out end of this month in the US and perhaps a few other privileged countries) is a quarter of the size of the original Apple TV. It’s a little black box, the size of your palm. It comes with Wifi and ethernet connectivity options, and has an HDMI output for hooking up to your TV. So essentially, to get it working is pretty much as easy as hooking up power, plugging the HDMI cable into your TV and BAM!
- The focus is all on streaming and renting. No purchases. Jobs said that people don’t want to have to manage storage, and I agree. HD TV shows from Fox and ABC can now be rented for 99c / episode. (The other studios are not yet keen. Seems like there are limits to the “Steve Jobs Reality Distortion Field.”) New release HD movies can be rented for $4.99. You can stream Netflix and Youtube at the push of a button. The interface is extremely slick and efficient. You can also stream video and music from any of the computers in your house, and make photo slideshows from your photo library.
- Once the new iOS update arrives in November, you’ll be able to stream content from your iPhone / iPod Touch / iPad to your Apple TV. So you sit on the couch with your iPad, browse to a movie you half-watched in bed on your iPad last night, open it, tap a button to send it to your Apple TV, and BAM! it continues playing on your TV. No wires, no fuss. Seamless interaction between all your (Apple) media devices.
- All of this Apple TV fun costing… $99. I think that’s a brilliant price point for a device that both Steve Jobs and I believe will go from “hobby for hardcore Apple nerds” to mainstream now, and the perfect complement to the rest of Apple’s ecosystem. Soon, many people will be playing with three Apple devices in the living room. iPhone in the shirt pocket, iPad on the lap, Apple TV remote in hand. Steve Jobs really believes there is no such thing as “too much of a good thing.”
- (The caveat in all of this is of course that all this beautiful content is only available in a handful of countries. Which won’t stop me from getting an Apple TV, naturally, but will require a bit of nerd trickery to operate here in SA, given the complete absence of the iTunes Music / Media Store in our part of the world.)
And that pretty much covers it. Making high quality mobile calls without a phone, a social network, same content shared everywhere on any (Apple) device, an even greater gaming focus (and keep in mind that the games industry is starting to eclipse Hollywood), an improved and cheaper Apple TV… Folks, don’t sell those AAPL shares just yet! Apple’s brilliant transformation from also-ran to front-runner in the tech space is far from over.
Now if only Steve would bring the iTunes Media Store to South Africa…
How the iPhone helped developers
In his third installment of how Apple is slowly but surely changing our lives, Peter takes a look at how the app developers around the world lives have been changed.
One of the things I mentioned in my previous post on the appeal of the iPhone to users was the app store, with its quarter million apps (and counting). Of course, most of those apps are really, really bad (just search for “fart” on the app store; or rather: don’t). But with so many apps from so many developers, there is inevitably a huge bunch of great, quality apps too.
The reason for this is simple: Apple revolutionised the way developers think about mobile, how they build their mobile apps and how they sell them.
When the iPhone launched, there was no app store. The iPhone shipped with a dozen and a half or so apps from Apple, and that was it. The Safari web browser was the window through which you could access additional functionality. Of course, this was somewhat frustrating to the first generation of iPhone users (although I suspect most early adopters didn’t mind too much because their phone just worked so much better for so many other things than anything that came before).
In hindsight, the fact that Apple focused only on establishing their market share during that first year helped kick off the app store with a bang when it launched in mid-2008 (a mere two years and around five billion downloads ago). Apple wasn’t distracted by trying to figure out how to sell apps and support developers when they launched, they only had to focused on selling the idea of the iPhone to people who had never experienced anything like it. The result of this was that by the time the app store launched on 11 July 2008, the iPhone already had 6 million users who loved their phones and were hungry for more.
The thing is, software developers only get off their Star Trek watching, Red Bull drinking butts late at night to build cool things if they believe that (a) there is an audience for their applications, (b) that it will be really easy for users to find and buy your product, ( c) that it is easy to develop powerful applications, (d) that you can easily distribute your product and get your fair share of the revenue and (e) that it is cheap to develop applications.
Apple rose to the challenge posed by these developer requirements. By building up a user base before launching the developer program which feeds into the app store, there was a sizeable audience already. By putting the app store on the home screen of the iPhone, users instantly know about the app store, they don’t have to stumble across a place to buy apps on the Internet through word of mouth or a concerted effort. But it’s not enough to have users, those users also need to have and have an easy way to spend it. By linking the app store with Apple’s huge existing iTunes store user base, most iPhone users already had accounts with linked credit cards through which they could download or buy apps from the app store. (And if you don’t have an account, you can even create one within a few minutes when you first fire up the app store.) It’s also important to note that Apple’s customers tend to have more money than your average cellphone user by mere virtue that all of Apple’s innovation and design style comes with a price tag.
Apple also integrated their iPhone development tools with their existing standard Mac development software. So it wasn’t difficult at all for Mac developers to make the jump to iPhone development. (Most early iPhone developers like Pangea and Freeverse had a long history of Mac software development.) They didn’t have to learn new languages or new tools.
Also, virtually all software for cellphones before the iPhone was written in Java MicroEdition (or J2ME, as it was then known). The idea behind Java ME was that you could write software that ran on nearly all cellphones. As is so often the case in the real world however, this noble idea didn’t translate all that well into reality. Since Java ME set out to be a lowest common denominator environment, the programs you could write were very basic and rather bland, and couldn’t take advantage of many of the advanced features of different makes and models of phones. So various “add-ons” were created which allowed Java ME programs to access useful features like SMS, the GPS, the mobile web, data connections, the camera and so forth. While you could now, in theory, write much more powerful applications, it also meant that suddenly you had to figure out on what specific phone model you were running and what that phone supported. What a headache! Also, even if a phone allowed developers to access a certain feature, there are no guarantees that Nokia and Samsung (for example) would implement it in the same way. (And quite often, the manufacturers would even implement some features differently among their own models.)
If this wasn’t bad enough, the basic hardware on phones differs significantly. Some phones have tiny memory, virtually no storage for files, slow processors and tiny screens. Other phones have a lot of memory, file storage, fast processors and higher resolution screens. Most phones lie somewhere in-between. If this sounds like a mess, it’s because it is! If you wanted to develop on software that ran on a few hundred devices, you had to write and compile dozens of different versions of your program.
In the world before the iPhone, some manufacturers like Nokia, Motorola and Samsung had very large market shares. Nokia at some stage manufactured more than half of all phones on the market. However, that market share was split into dozens if not hundreds of different models with different features. Then Apple came along, launching a single model phone with a single, fixed set of features. Absolute lunacy, commentators from the sidelines said! You’ll never compete with the hundreds of models from your competitors!
But what seemed like lunacy to tech commentators was absolute bliss for developers who were so used to the hurdles of developing applications for hundreds of different phones. There was only one set of well-defined features to code for, you only had to test applications on one emulator that was tightly linked to your development environment, and only had to test your app on one real iPhone to know with near certainty that your app will run on all iPhones.
In the two years since then, Apple has upgraded the iPhone twice (first with their 3G model and then the 3GS). While doing that, they’ve taken great care not to unnecessarily introduce model-specific features. So even in the two years since then, iPhone development is still far and away the simplest, least “headachy” of all the platforms.
The first real fragmentation (geek speak for introducing a model which does have significantly different features) will probably occur with the announcement and possible introduction of the fourth generation iPhone next month. Specifically, the new iPhone will almost certainly have an incredibly high-resolution screen which will be capable of showing four times the level of detail of existing iPhone screens. This means that developers need to go through a tiny bit of extra trouble if they want to take full advantage of the new resolution. But since Apple is well aware of the fact that their restraint on major hardware upgrades has worked for them so far by limiting fragmentation, and since they certainly don’t want to undo that advantage, it is virtually certain that all of the existing applications will work out of the box even on the newest, coolest model. Albeit with graphics that are a little bit less crisp than the new screen would be capable of; essentially the apps will look exactly the same as they do on older devices.
Apart from great developer tools, Apple also made it very easy for developers to distribute applications. You merely upload them through the Internet to Apple. Apple will then test your applications to make sure they don’t contain any obviously broken code, and to make sure that your app doesn’t do anything that would be harmful to users (like sending a copy of your emails to some dodgy server). Once Apple has approved your app, they load it onto the app store, and you’re good to go. Users will be able to find your app, tell their friends, and hopefully you’ll make a truckload of money.
When it comes to earning money from your applications, Apple made it super-straightforward for developers: no complicated, tiered revenue share models, minimum sales or revenue thresholds. Apple will keep 30% of any money a developer makes to cover their costs of operating the app store (which are significantly higher than people think!), and gives 70% back to developers by paying it into the developer’s bank account once a month. If an application is given away for free, Apple doesn’t charge developers anything even though it does cost Apple quite a bit of money to look at and approve and distribute the free application. If you add features to your app, you just upload the new version to Apple (at no cost), and once the new version appears on the app store, users who already own the app can update it for free. You can change the price of your app to nearly anything you want it to be, from free to hundreds of dollars.
All of this power and simplicity comes at the very low price of a developer subscription with Apple for $99 per year. To put that into perspective: if you can find a mere 130 or so users (out of the hundred million or so who own iPhone OS devices) willing to buy your app, you make that back. (It’s worth mentioning that the iPhone development tools only run on a Mac. So if you’re a Windows/Linux PC person, you’ll need to also buy a Mac. As a Mac-fan, I don’t necessarily see that as punishment.)
Of course, all of this sounds great on paper. Obviously developers didn’t line up around the block to sign up for iPhone development the day Apple announced the developer tools; most developers are often risk-averse to trying out “unproven” business models. But a few developers writing apps over weekends and during their spare time became so rich and successful during the first months of the app store that stories obviously started to spread, and more and more developers gave iPhone development a shot.
Today, tens of thousands of enthusiastic and skilled developers build and sell applications either full-time or part-time. This enthusiasm, coupled with the ease of distribution and the potential to make money from a hundred million users has even changed the gaming industry. Big names like EA, Activision, Rockstar, Ubisoft, Sega and Square Enix have released games on the iPhone. Today, the iPhone games market in the US generates nearly double the revenue of the PSP. Those kind of numbers make even big developers and publishers sit up and take notice.
The last revolution the iPhone caused for developers is that the app store allows a single developer working in his spare time to compete with massive publishers like EA. Apple features apps from small teams and big publishers in equal measure, all developers have to follow the same processes to have their applications loaded onto the app store, and ultimately it’s up to users to decide whether they like it or not. Before the app store, it took a lot of time and energy (and money) for an indie developer to find a publisher with the right connections to have their application published on a big network portal (like Vodafone Live) or one of the many off-deck (non-operator) content portals. Even then, promotion was often a major issue.
The app store is full of remarkable success stories of indie developers hitting the big time. Doodle Jump has sold millions of copies at $0.99 and was mentioned on The Big Bang Theory show on TV; it was produced by the Pusenjak from Croatia. Loren Brichter from Atebits developed the beautiful twitter client Tweetie and became so successful that he recently sold his company to twitter, which re-released Tweetie as the free, official twitter client for iPhone.
Success if by no means a sure bet on the app store, but it’s stories like these, coupled with the ease of iPhone development that keeps the app store dream alive for countless developers who feel stifled in corporate cubicles.
In the next instalment of my series on the iPhone revolution, I’ll take a look at how the cellphone networks have been affected by the arrival of that magical device.
How the iPhone revolutionised mobile for users
Below is another guest post from Peter Matthaei, in his 5 part series, on how Apple is changing the way we work live and breath. Be sure to leave your thoughts & comments below.
In my last post, I looked at what makes Apple tick. Today, I’m looking at how the iPhone changed the way people use their phones.
The most obvious change from the way phones used to work is that the iPhone is all screen, no keyboard. Instead of the touch screens on previous devices, the iPhone doesn’t require a stylus; you operate it only with your fingers. This makes using the phone feel a lot more natural and personal (and if you’re anything like me, cuts your replacement bill for lost styluses down dramatically). But Apple didn’t stop there. They added multi-touch, meaning the ability to use more than one finger at a time without confusing the phone’s software. Multi-touch allows the iPhone to understand gestures like pinching your fingers together to zoom out of web sites or pictures, or pinching them open to zoom in.
Apple also realised that we don’t just use our phones for making phone calls or sending SMS’s, we also use them for many other things like reading and sending emails, browsing the web, finding directions or playing games. So it doesn’t really make sense to build a phone like a phone. The keypads most phones used before were originally designed to allow users to dial phone numbers. When SMS unexpectedly became popular, you were stuck with a keypad, and so people added predictive text. But when you wanted to play games, you still had to use a keypad designed decades ago to go through menus and control your game.
Phones like Blackberry changed from using a keypad to using a full keyboard, but that is only really useful for typing long pieces of text. It often makes the screen smaller, the phone heavier and thicker, and in the case of slider keyboards introduces movable parts that can break when your mother-in-law accidentally sits down on your phone. With a keyboard, the phone changes from being good for phone calls to being good for entering text messages. But it’s still clumsy for going through menus, browsing the web or playing games.
So Apple figured out that the best way to make sure you can use any feature or program on your phone is to make sure that the phone is not built-in a way which makes it good for one thing but bad for others. Make the way you do things on the phone change depending on what you need to do. So if you write something, the iPhone will bring up a text keyboard in the language you use (something by the way that phones with hardware keyboards can’t do). If you want to type a web address, it brings up a keyboard that’s right for web addresses. When you want to scroll a web page, you just drag the page with your fingers like you would a sheet of paper. If you play a racing game, you can use your phone like a steering wheel.
The iPhone changes depending on what the user needs, rather than forcing the user to use the phone based on how it was built. That’s the reason why the iPhone is simple enough for my three-year to use it. There are no complicated menus, he just flicks his fingers through my list of applications, taps the icon for the game he wants to play, and he can then tap chickens to make them lay eggs (or whatever silly mobile game three-year olds play). Yet at the same time, my iPhone is powerful enough to allow me to go into my servers while I’m lying in bed to see what broke if I get a late-night support call.
For the first time with a phone, I feel like the iPhone is a real (but very small) computer I can carry around with me everywhere. It can do most of the things I need to do when I’m not at my desk. (And what’s even more useful is that it can do many of them so well that it looks like I’m still in the office — which is useful when you slip out for a quick movie at the cinema during office hours.)
What allows the iPhone to be a tiny computer is the app store where you can download any of a quarter of a million programs for your phone. There you can find anything from games that are as good as those on your PSP to applications to help you find a date (and a lot of useful and/or downright bizarre things in between). It was a big hassle to find good applications for your phone before the iPhone came along. It was risky to pay for them (you either had to give some dodgy site your credit card details, or pay through your airtime which might inadvertently have led you to subscribe to a porn service), and it was a headache to find out if there even was an app for what you needed on the big, chaotic Internet. And if you found something that looked like it would work, it was often expensive, and there was still a good chance that it wouldn’t work right on your model phone.
On the iPhone, it is a breeze to set up an account on the app store and link your payment details (if you don’t just want to install free apps, which by themselves can actually get you pretty far without spending a cent). Finding something you need is quick and easy (or you can just window shop till you find something great and unexpected). Downloading or buying is just a click away. You always know exactly how much something costs (no hidden costs, no small print), and you know it will work. If the developer of the app adds in features, a free update is only one tap away. Everything you download will work from the moment it’s installed, there’s no tinkering to make it work. And best of all, the apps can’t break your iPhone or steal your data.
The last big thing that the iPhone brought to users is the way we use content like music, movies and even ebooks. Before the iPhone, it was a mission getting your music onto your phone (if it could even play music), and you generally had no way to buy new music from your phone. Watching movies or shows was a chore on the tiny screen, and that was after you already had to pull an Einstein to convert the stuff you had (we won’t ask where you got it!) to something your phone could play. Reading anything longer than SMS (like a good novel) was generally out of the question because you had to find the right application for it and you had to find a place to buy the books from. Not to mention how silly it is to turn pages from a keypad or keyboard or with a stylus.
The beauty of Apple was that they had a solution to all of this long before the iPhone came along. With the iPod hardware, they already had a good understanding of how to build a proper media player. And they already built the iTunes store with millions of music tracks and thousands of movies and TV shows. While watching a movie on your iPhone isn’t quite the same thing as watching it at the IMAX, it is a good way to pass the time when you’re stuck at an airport or your spouse is asleep. With podcasts, you don’t ever have to listen to boring radio shows again. And all it takes to get all of this is to go to iTunes on your computer or on your iPhone, find what you’re looking for and hitting purchase (and plugging your phone into your computer, if you bought it from there). So simple even my granny could do it.
(Note that you can’t buy music and movies from the South African iTunes store, but Marc has a great post on how you can get yourself a magic pass for the US store which is like Look & Listen times a hundred.)
Even reading e-books works surprisingly well on an iPhone – I’ve already finished half of Stephen King’s Dark Tower series of 7 books on my iPhone. It’s a bonus that you can read in the dark. Again, probably not as great as using a bigger e-reader like the Kindle or the iPad, but useful when you’re waiting for a doctor’s appointment and you’re not in the mood for the Economist from last year.
It’s not like you can’t do any of the above with other devices. But the great thing is that you always have your phone with you. My iPhone has replaced my iPod, my DVD player (I hook my phone up to my TV through a standard connector you can buy at any Apple store), my digital camera, my video camera, my Kindle, my PSP, my GPS and sometimes on short trips even my laptop. It’s not as good for specific things as some of them, but it’s always in my pocket. For many years, executives from Nokia and Motorola and the likes would talk for hours at conferences about how cellphones were going to become the only device you need. For all those years, I listened with tons of scepticism, because I never saw anything that worked nearly as well as they described. It took Apple to make it happen.
And if you don’t believe the geek, believe my wife. For the first year that I had my iPhone, she would always say to me “leave that thing alone! why do you always have to poke at it?” My genius solution was to buy her one too. She and her iPhone have been inseparable since then. Except when I phone her about her phone bill; then it’s always temporarily misplaced. (But that’s a story for another day.)
Look out for my next post on how the iPhone changed the way developers build their applications, distribute them and make money from their efforts.
How Apple got in the mobile game
This post is the first from a couple of new selected contributors to MarcForrest.com. Below, Peter Matthaei, an Apple fan, and general mobile tech head, gives us an insight, the first in a 5 part series, on how Apple is changing the way we work live and breath. Be sure to leave your thoughts & comments below.
Two weeks or so from now, Apple will almost certainly announce the fourth generation iPhone. I work in the mobile industry, and as such have dealt with cellphones of various shapes, sizes and capabilities for a long time. I lived the evolution of cellphones from when they were the size of a portable hi-fi. Yet when I held an iPhone for the first time some three years ago, I felt my life change. Previously, phones had always appealed to my inner gadget freak. With the iPhone, my phone became something more personal, something that changed the way I use technology in all spheres of my life.
Apple didn’t invent cellphones. They weren’t the first to put a camera in a phone. They weren’t the first to put a GPS on a phone. People in Japan were writing entire novels on their phones long before the iPhone came along. Windows Mobile phones had touch screens and an integrated media player for watching video or listening to music for years. Users could install downloadable programs, browse the Internet and even read e-mails perfectly well without the iPhone. In fact, before the iPhone was released, buzz in the industry said that mobile broadcast TV was the next big thing.
Three years ago, Apple hadn’t yet sold a single phone in their entire history.
Yet in those short three years, Apple has gone from zero to hero.
We first need to look at how Apple goes about their business. Unlike most other companies, Apple does not add features into devices when they try a new type of device; rather, they remove them. Looking back at the first generation iPhone from three years ago, it was a downright primitive thing. Apple believes that everything in the devices they produce must feel natural; the entire experience should be consistent. So they start with the basics people use most often, and then slowly (about once a year slowly) add in more features that feel just as natural as the old ones. When the new iPhone is released in one or two months from now, they’ll probably have added back in all the features they took out when they began (such as a front-facing camera for video calls, a camera flash and running several programs at the same time).
When other companies build devices, quite often the pieces don’t fit or work nicely together. Apple’s slow and considered approach ensures that they do. John Gruber from Daring Fireball wrote a very nice piece on how Apple rolls. In terms of the iPhone, this careful approach to features has gained Apple a considerable advantage in a number of areas, even though the “slow” progress may be infuriating to some very advanced users.
While they were merrily doing what they do best, Apple has changed the way users use their phones, the way developers build programs for cellphones and in several important ways changed the role of the cellphone networks. This is the first post in a series of five examining the ways Apple has changed the mobile game, ending with some thoughts on the current state of the cellphone market in my last post.











