Category: iPhone

  • Introducing iPhone Help

    Over the last year, this site has grown in leaps and bounds. Far, Far beyond all expectations I ever had when I started blogging about 6 years ago.

    Much of the success of this blog, can be attributed to my love for iPhones. In fact, I only really started blogging about iPhones in the last year, after I put a post on how to set up MMS & tether your iPhone in South Africa. That post has racked up an incredible 542 comments, and almost daily, another is added, with someone asking for help or ideas around a problem on the iPhone.I also get countless emails and tweets asking for advice on the iPhone.

    I came across a pretty cool WordPress theme the other day, called “Answers” from Templatic. The theme allows you to operate a Q&A style forum, which allows members of the site to ask a question, as well as answer previous questions asked.

    As soon as I saw this theme, I instantly thought of setting up an iPhone Q&A type site for people to go to and ask questions about the iPhone. With this, the iPhone community will (hopefully) grow and become more knowledgeable about the iPhone in South Africa.Questions can vary from anything from apps, to technical questions. Somebody out there will be able to answer your question.

    So, head on over to https://www.marcforrest.com/iphonehelp/ and fire your questions and answers away. The site is still a bit of work in progress, and I have also included a link at the top of my site for quick easy access.

    Any comments would be more than welcome :)

  • 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.

  • cnectd – A proudly South African mobile application

    You may have seen the trending topic on Twitter today for Cnectd. Cnectd is a mobile application, that can be used between iPhone, BlackBerry, Android & Nokia. The application works in the same way as the popular BlackBerry messenger, which allows users to send instant messages between devices, except now, cnectd can be used across all the above platforms.

    The coolest thing about cnectd, is that it is PROUDLY South African :) The app was developed by a bunch of guys in Jozi called MCI Consultants who have previously released a couple of iPhone apps.

    Here is the info from the App store:

    cnectd(“,) is a messaging application for smart phones that is currently available for iPhone, Android, Blackberry & Symbian. Cnectd allows you to send text messages, and share pictures and your location with your contacts. The push notification messages ensure you’ll always get messages even when you’re not in the app. No need to spend money on expensive SMS/MMS messaging anymore. Cnectd lets you find new friends in your area and begin chatting.

    Once you have signed up to cnectd you can add your friends using your Facebook profile, or by inviting them over email. When you recieve a message, you get a push notification alerting you of the awaiting message.

    Click here to download cnectd for iPhone – http://iphonecnectd.notlong.com

    Click here to download cnectd for Android – http://androidcnectd.notlong.com

    Click here to download cnectd for Symbian (Nokia) – http://symbiancnectd.notlong.com

    Click here to download cnectd for Blackberry – http://blackberrycnectd.notlong.com

    This app is perfect for you if all your mates have different phones. My username is marcforrest. Don’t forget to add me. Let me know your thoughts on the app below.

  • 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.

  • Google Streetview LIVE in South Africa

    Google Streetview LIVE in South Africa

    Just got a tweet from @GaryMeyerza to say Streetview is working in South Africa, but so far only on the iPhone.

    [blackbirdpie id="14635140326"]

    Google streetview was supposed to launch to the press tommorrow, but the event has been cancelled. If you use Google Maps on your iPhone, you will see it is working:

    Here are 2 local streetview images I found:

    Gateway Shopping Centre in Durbs
    INSIDE Moses Mabhida Stadium !!! Taken with the Google Trike

    If you want to test on your iPhone, do the following:

    1. Open Maps on the iPhone
    2. Switch to Hybrid view
    3. Drop a pin
    4. On the Left hand side of the pin info bar, is an orange icon, if this icon “lights up” you can click on it, and it will show you the streetview in that area.

    This means it shouldn’t be too long before Google officially launch the full product on http://maps.google.com

    Update: hmm, seems like someone at Google saw this, and turned it off :( Hopefully should be up soon