Tag Archives: Apps

OnePlus Apps – Clipt, TagHost, WellPaper



OnePlus LogoOnePlus are well-known for their successful range of smartphones but what’s less well known is that they have a small but growing collection of handy Android apps – Clipt, TagHost and WellPaper – produced by their software development team, OneLab Studio.

Mauve Clipt LogoSelected TextStarting with Clipt, it’s a handy clipboard tool that let’s you copy’n’paste between your mobile devices and your PC’s Chromium-based browser. In addition to the Clipt app on the Android devices, you need the complementary Chrome extension, plus access to Google Drive to get it all working smoothly.

Clipt works with four different types of material – text, links, images and files – in slightly different ways but it’s really effective. For sending text and links from your phone or tablet to a PC, Clipt extends the built-in copy’n’paste function to offer a “Clipt” menu option which will push out whatever is highlight. For images, you use the Share to…..Clipt, and for files, Clipt works with the Files app to browse and find files.

On the browser side, the pinned Clipt extension brings in the transferred material almostly instantanously. I can get a picture I’ve discovered on the web on my phone into a Word document on the PC in three taps / clicks. On phone (tap 1) Share to… (tap 2) Clipt and finally on PC (click 3) Paste. It really is that simple.

You can go the other way too. Say you’ve found a funny clip on your PC but you want to send it via WhatsApp on your phone. Copy the link and Clipt will have it ready for you on your phone to simply paste into WhatsApp.

It’s brilliant if you’re one of these people who are constantly juggling PCs, Chromebooks, tablets and phones. I’d really recommend trying Clipt.

TagHost Hash LogoRanked HashtagsTagHost is tool for Instagrammers to see which hastags are the most popular in amongst lots of small but subtle variations. First, find a post on Instagram that’s of interest and then paste it into the TagHost app. The app will extract all the hastags from the post and any post comments below. Once the hashtags have been collected, Tag Host will show how popular the tags are so that you know which ones to use in your own posts. In the example to the right, #watchfam and #watchcollector are hot, #watchtime and #watchfreaks are not. It’s straightforward and keeps your ‘Gram posts tidy but effective.

Three coloured square filters at an angleSquares Show ActivityFinally, WellPaper is a live background which keeps track of your activities during the day and presents them as one of three different visualisations; Composition, Radial and Glow.

Composition is a Mondrian-esque wallpaper that uses rectangles to represent the relative proportion of time spent in each activity area. Radial is a soft blend of colour, almost like an artist’s palette, that morphs during the day. Last, Glow uses concentric rings to show busy-ness.

Concentric RingsWellPaper uses six categories: Lifestyle & Comms, Info & Business, Game, Social, Entertainment and Tools to track and show your use of apps on your phone. Each apps time within the category is further broken down but at present you can’t choose which category an app falls into. For example, Slack might be Social or it might be Business, depending on how you use it.

Regardless of which visualisation you like, you can quickly get an idea of your activity and if you’re over doing it when it comes to your social networking or gaming.

That’s three useful apps from the team at OnePlus. I’d particular recommend Clipt and I have WellPaper running on my OnePlus 9 as I write.


The Mobile App Gap



The history of mobile applications dates back to simple games such as Snake, Pong, Tetris, and Tic-Tac-Toe included with candy bar phones.

As phones became “smarter,” Windows Mobile phones of the mid-2000’s and others included the ability to install third-party software, both paid and free.

Next came the era of the high noise level platform app stores that we know and love/hate today. There are tons of both free and paid apps. Some apps are useful to accomplish very specific, pointed tasks with high efficiency. Others apps are arguably less than useless. The good and the bad, the useful and the useless are packaged together in a cacophony of brightly-colored graphics and flowery sales language, all on equal footing and demanding attention. App discovery is often painful, unpleasant and risks device app bloat.

Mobile device ownership and management requires a learning curve. In phase one, the mobile device novice is at high risk of downloading seemingly every app encountered, while actually making use of very little of that which has been installed.

Phase two of the learning curve is typically marked by out of storage memory errors.

Phase three requires the user to decide which useless apps should be deleted so that the mobile device can continue to be updated and/or functional. When deleting apps, there is a tendency for the user to hang on to installed apps if there’s even the most remote of chances that the user might conceivably use the app.

The key test to determine whether a particular app should simply be deleted is to ask yourself whether or not you would reinstall it after a factory reset.

It should be noted that apps that the user has paid for will tend to have a higher psychological value placed on them, regardless of whether they are actually useful or not.

In this noisy mobile app jungle, where crap is right alongside cream, people are trying to squeeze the most out of their mobile devices, to extract the maximum productivity.

Mobile devices make great content consumption devices. Proof is all around us. At any given moment when people are around, how many of those people are absorbed with their mobile devices?

As mobile devices become ever more powerful, the next step in the evolution of the mobile device usage learning curve is revolving around increasing demand to accomplish real-world productivity tasks. While some productivity tasks can be accomplished, others are difficult or impossible – not because of computing power limitations – after all, today’s mobile devices often have quite powerful processors – no, because of software limitations.

Mobile device operating systems have grown larger and more sophisticated along with the more powerful processors. However, there is a problem plaguing both iOS and Android in the form of an app gap. Apps are wannabe pretenders when it comes to genuine software sophistication. No mobile device apps can compare on equal footing with desktop computer software. Both major platforms – iOS and Android – suffer from this problem.

There is nothing stopping software vendors from developing highly sophisticated mobile software, other than the fact that it’s typically just not worth it. For whatever reason, mobile device owners have a pervasive “it has to be free or very low cost” mentality. We are willing to spend upwards of a thousand dollars or even more for a high end mobile device, but balk at the idea of having to pay more than a few dollars for single apps.

If you have ever tried to push a mobile device to better take advantage of its powerful processing capabilities, you quickly run into a problem. Go beyond a certain level of task sophistication, and the apps typically fall flat very quickly. The ultimate test for mobile apps is to take a mobile device and plug it in to a 1080p or higher monitor. Attach a keyboard and if it’s an Android device, attach a mouse or trackpad. Try to use the mobile device and the installed apps like you would a full computer. For example, try to push the experience to its limits by editing a long, complex video and see how well it goes. The mobile software will play back high resolution videos without any trouble at all, but try to do something really productive and things quickly fall apart. The problem isn’t the processor, but the software.

The mobile app gap situation doesn’t look as if it will improve anytime soon. In the meantime, as mobile device owners and users there are a lot of questions we should be asking ourselves.

How much are you willing to pay for mobile device apps? What has been your experience? Have you ever paid for an app and then realized later that it was a waste of money? What is the most you have ever paid for a mobile app and why?

Why are people willing to pay sometimes hundreds of dollars for sophisticated commercial desktop class software without batting an eye, yet close their wallets when it comes to paid apps for mobile devices? Do people perceive mobile devices to have as big of a potential payoff as a desktop or laptop? If mobile computing devices don’t have the same payoff potential as a desktop or laptop, then why not? What is the difference between the two systems? What can be done to increase the potential payoff value of mobile computing devices?


The Future of Mobile Computing



Mobile devices, specifically large screen smartphones, have made significant inroads into the computing spaces traditionally held by full-sized desktop and laptop computers. This incursion can best be measured by personal usage shifts.

In my own case, I find myself making much less use of my laptop and desktop machines, with my large screen smartphone making up the majority of my usage. At this point, if it were possible I would shift all of my computing usage to my smartphone, but unfortunately I find that the lack of quality software, and not the hardware, is preventing me from making the full shift.

The high end smartphone hardware of today compares quite favorably to traditional desktop and laptop hardware. If I could only run desktop class software applications on my smartphone, I could pretty ditch my traditional machines to an even greater degree than I already have.

The large screen high end smartphone hardware is closer than ever to hitting a peak, where performance improvements are incremental. From my point of view, the only way my phone could be made even more useful would be the addition of genuine desktop class software applications that would allow me to do real work and truly take advantage of the heavy duty hardware that is built in to a very compact package.

The software we’ve had to this point is at best dumbed-down and lacks capability. Apps such as Garage Band and iMovie on iOS and most of their counterparts on Andriod in the Google Play Store are toy apps aimed at seemingly air headed casual users. For example, where is the ability to import from and export to wider varieties of audio and video file types?

I want a real video editor that would allow me to attach my phone to a large screen monitor, keyboard and mouse and do intense video editing. Ditto with a real sound editor that would run on my phone that would be similar to the depth of an application such as Adobe Audition.

Who will develop these more capable smartphone applications? That remains to be seen. At this point the only real differentiators for hardware platforms lies in better software applications.

I personally am willing to pay for desktop class applications that will run on mobile computing platforms. Unfortunately so far they don’t seem to exist.


Apps and Android Fragmentation



Smashing Magazine LogoWhen it comes to developing for Google’s favourite operating system, Android fragmentation is often bandied around as an issue for app developers. But how bad is it really and what’s the impact?

Fortunately you don’t have to make do with my wild guesses and assumptions as Smashing Magazine have a done a comprehensive critical analysis of testing done by app and game developers using the TestDroid cloud-based testing suite. Over 17 million tests were run on 288 different devices over 3 months early in 2014. Depending on region and measurement, the 288 devices represent somewhere between 92% and 97% of Android phones. With the credentials laid out, let’s take a look and see what the testing revealed.

Most of us will have seen the version stats from Google, showing the relative percentage of Android versions. Put simply, Froyo is less than 1%, Gingerbread is around 10% and ditto for Ice Cream Sandwich. Jelly Bean takes the lion’s share at nearly 55% and KitKat comes in second at about 25%.

Android LogoSmashing Magazine’s testing showed that on average 23% of apps exhibit a problem when moving between versions of Android. The biggest problems arose with Gingerbread (30%) followed by KitKat at 21%. Jelly Bean and ancient Honeycomb were next. Interestingly, although Gingerbread is the oldest version with significant market share, 40% of tested apps still work with this version.

The figures also reveal that ICS is the most stable version of Android with a low failure rate that broadly continues through Jelly Bean, though KitKat was more problematic with an increased error rate.

While the OS can cause problems, the hardware’s not blameless either. The research looked at screen resolution and the impact of memory on apps as well. Devices with resolutions of  2560 × 1600, 1280 × 800 and 1280 × 720 pixels gave the fewest problems, typically 1.5% or less. Small screen resolutions were the worst with 400 × 240 and 320 × 240 pixels being particularly bad.

On the RAM front, 512 MB seems to be a significant cut-off point and it’s no surprise that Google recommends this as a minimum. With this amount of memory or less, around 40% of tested apps exhibited problems. At 768 MB and above, the error rate falls to 16% and by 1 GB RAM, it’s down to 1%.

Overall, this is all interesting stuff and a fascinating insight into what app developers have to put up with. I’ve only covered a few of the areas and there’s additional analysis on drivers, OEM customisations and chipsets. I thoroughly recommend that you read the whole article over at Smashing Magazine to understand more.

Taking a slightly different view from a user perspective, if you want a really stable device, you should be buying a high resolution device, with 1 GB RAM and running Ice Cream Sandwich. Hmm.


Safe Games for Kids by Toca Boca at The Gadget Show



Toca BocaAs a a parent with a tablet-loving daughter, I’m always worried that she’s either playing inappropriate games or else building up whopping a credit card bill via in-app purchases. Being tech-savvy, I can easily rectify the latter by controlling the password to my account, but this doesn’t always negate pester-power. The former is still a concern and I’m not alone as these two issues are relevant to parents everywhere.

To help mums and dads, Swedish outfit Toca Boca, “a play studio that makes digital toys for kids” have created a range of open-ended, non-competitive games that appeal to children where the initial purchase cost is the only time you need to flex the credit card. There are over 20 apps available for Apple, Android and Amazon devices, and include games for young hairdressers, chefs, doctors, vets, chemists, scientists and drivers. The themes are very similar to some of the popular “free” games that are out there; the Toca Boca versions usually cost US$2.99 but there are no subsequent in-app purchases.

I chat to Sonia about the Toca Boca apps and how parents can be more confident in what their children playing on their tablets without the worry of an enlarged credit card bill.


The Apple M7 Co-Processor: What it Is, What it Does



Apple-M7Last time I had to deal with co-processors was in the 90’s when I put in a 386SX/DX combo into a PC. Technically, co-processors are in your computer still – just as one chip. However, Apple has separated the processors once again with the iPhone 5S. The A7 and the M7 processor.

The A7 processor will be the primary processing unit for your iPhone. A chip that brings the smartphone to 64-bit processing, the A7 will be able to give you some great gameplay while managing your apps and even using the muli-task features of iOS7.

The M7 is going to handle the accelerometer, gyroscope and compass information. This instantly turns your phone more into a pedometer, heart-rate monitor, location tracker and more.

The M7 runs at lower power so it doesn’t drain your battery when you are on a walk or run. It can also free up CPU time from the A7 chip so location-based apps work a little better.

Expect the healthcare industry to utilize this chip as they put out more apps that can monitor your health. Companies like Fitbit and Nike Fuelband can utilize this chip for their exercise apps. If an iWatch is in the works, it could possibly have monitors that would report straight to the M7. As for location tracking, the M7 will be able to geo-tag photos and video better.

Ultimately, with this co-processor, Apple has been able to tout a 40x difference in speed and 56x graphics difference from the original iPhone. It even is close to doubling the speed of a iPhone5 (from the chart Apple provided at the event).

The 5S breaks some new boundaries. The M7 chip looks to give location tracking and healthcare apps the ability to build strong programs that help in your everyday life. If it all comes together right, the iPhone 5S could be a major shift in the mobile computing market.


Using Google Glass to Automate Your Home



Wonder what Google Glass can do? How about fully automate your home! Vectorform, a company that develops new app technologies have come up with the concept to open a garage door, close shades or change the thermostat using Google Glass.

As Kevin Foreman said on the Vectorform blog:

After receiving our pairs of Glass, we’ve been ideating, designing, and developing with them over the last few weeks to see what new types of experiences they enable. In addition, I personally have decided to go “all in” with Glass, wearing the device throughout my entire day to find all of the benefits and drawbacks the device brings with it.  Follow me after the break to experience what it’s like to live with Google Glass.

4 ideas of Vectorform were accepted by Google explorer program. Of course, you will need a smart home and your Glass will need to be tethered to your smartphone so the commands can be delivered over Wifi.

Still, this concept shows us how Glass can change our hands-free lives.

 

Google Glass + Home Automation from Vectorform on Vimeo.