eBook Accessibility on the Agenda

Speaking to E-Access Bulletin after the event Mark Bide, Executive Director of EDItEUR, said accessibility is “rising up the agenda” in the publishing industry. He said there are now good levels of compliance with a 2010 recommendation by the Publishers Association that text-to-speech be routinely enabled on all e-books across all platforms, except where there is an audiobook edition commercially available.

​Important stuff, but not all e-book platforms are created equal. Though I've been unable to easily locate a completely up-to-date comparison, this from 2012 gives a pretty good overview of which platforms (hardware and software) are doing well for accessibility issues, and which need to try harder. This from 2011 is less recent but more detailed.

I've not had enough experience building completely accessible e-books yet, but my initial tests with iBooks Author for iPad indicate that it's pretty straightforward to add assistive features to iBooks as you build them, and the iPad's built-in assistive features are outstanding in mobile technology. 

If anyone has more up-to-date information or experience I'd love to hear, and share, it.​

UPDATE:

Amazon announced some improvements to the accessibility of their Kindle Fire products in December, no doubt they "heard from thousands of customers who are vision-impaired": Those previous studies had nothing good to say about assistive features on modern Kindle devices.

Source: http://www.headstar.com/eablive/?p=858

Game Pirates Hate Piracy in Game Dev Sim, Fail Irony Test.

​Depressing but unsurprising story of people who make great games, and the people who rip them off.

The cracked version is nearly identical to the real thing except for one detail… Initially we thought about telling them their copy is an illegal copy, but instead we didn’t want to pass up the unique opportunity of holding a mirror in front of them and showing them what piracy can do to game developers.

Totally worth reading the whole thing.​

Source: http://www.greenheartgames.com/2013/04/29/...

The Accidental Revolution

How Apple Accidentally Revolutionized Health Care
Apple didn't necessarily intend to revolutionize health care, but that's exactly what happened. Health care has changed dramatically since Steve Jobs first stood in front of an audience to introduce first the iPhone then later the iPad. Much of that change can be directly attributed to Apple.

I've spent some time working with health care educators here, and their enthusiasm for the iPad is amazing. These aren't your typical Apple-tech-fans either; they're pragmatic professionals in a quickly developing and high-stakes field, and they're making technology choices based on suitability,reliability, and best value.

Source: http://www.fool.com/investing/general/2013...

Instapaper Gets a New Home

I've been a big fan of Instapaper for ages, and so it's pretty exciting to hear that its creator Marco Arment has transferred ownership to Betaworks (home of Digg, Bitly, and interesting new music collaboration network Blend.io). I honestly don't know what I'd do without Instapaper (it's one of the services I choose to pay for rather than use the free option), so I'm glad to know it's got a great team (with Marco still advising) to develop and direct it.

Source: http://www.marco.org/2013/04/25/instapaper...

Holding the Future in your Hand

On last week's Doom Ray podcast Kyle and I finally got around to talking about the kind of handheld games that both of us grew up playing, albeit 20 years apart. One interesting aspect of our different experiences was how we'd both identified the handheld game as a kind of freedom from reliance on a shared, family device. In my case it was the handheld game that offered freedom from the need to co-opt the family television set, and thereby to play a game without the need for protracted negotiation with my parents. In Kyle's case it was the means to avoid having to negotiate with an older brother over use of the shared family computer. For both of us the handheld represented the idealised form of electronic entertainment: personal, portable, a tiny bit of the future that we could carry in a pocket.

Back in the late 1970s our handheld games were single game devices with dedicated control systems and LCD (or fluorescent LED) screens capable only of displaying a limited set of graphical elements. If we wanted to play a new game we needed to save up our pocket money for a whole new device (or more likely let our parents know what we wanted for Christmas). Nintendo was pretty much the king of this world, with their Game & Watch series which reigned supreme for a decade. Remarkably, Nintendo managed to make the leap to a second paradigm when their Game Boy system finally cracked the handheld console model. By the time Kyle was playing handheld games in the 1990s this model was well established, with Nintendo still riding high and each new game embedded on ROM in a plastic cartridge that expanded the capability and extended the life of your investment in the original hardware.

Now, of course, another model is in the ascendant. Where Nintendo took the original Atari VCS model and made it work handheld, Apple took the PC+Internet+downloadable software model and shifted gaming to an App Store paradigm, with the hardware now a generalised computing device (yes, others had done things before Apple, but as with the MP3 player market Apple made it usable and profitable). This shift feels smaller than that from 'Game & Watch' to 'Game Boy', but Nintendo has pretty much dropped the ball.

Just as Sony should have built the iPod/iTunes ecosystem (and for pretty much the first half of the iPod era the industry was telling us that Sony would step in and take Apple's early lead away from them, just because), Nintendo—with their market share, decades of gaming experience, developer base, brand awareness, and content roster—should have owned the market for handheld computers with downloadable games. And while Microsoft came in and essentially swiped the enthusiast home console market by applying (initially at least) some PC scale smarts, and while Sony has been playing catch-up (and still is), none of the established console people have really made the leap to games as apps. It's a paradigm shift that's only just begun, and when it makes the leap to the living room (things like Apple TV can be considered early experiments in that area) someone's going to really clean up. Regrettably, I wouldn't bet on it being Nintendo.

The Other Side of The App Pricing Issue

Marco Arment makes a compelling case for developers needing to look further than the pricing of apps.

In most categories, if you either solve a new problem that a lot of people have, or solve an old problem in a new and better way, you can sell a paid app today just as well as you could in 2008. In fact, the market is much bigger now. But, as with any maturing market, you’ll need to do more to get noticed since so many problems have already been solved so well.

If you're a developer trying to get traction on a current app, or you're thinking of entering the market with your own app, you need to read this.

Yahoo Weather Powered by Flickr

I seem to be falling in love with weather apps lately. While Forecast was a beautifully-designed and well-thought-out web app, now Yahoo (remember them?) has surprised pretty much everybody with this gorgeous iOS-and-Android-native weather app

​It really is lovely, but perhaps the most interesting aspect is in how it links to Flickr's Project Weather, and uses location-specific images submitted to Flickr as backdrops for your local weather info. This kind of joined-up thinking from Yahoo all helps towards making Flickr cool again.

I can't wait to see what else Marissa Mayer has in store. I wouldn't be a bit surprised if iOS 7 reveals some more Flickr love directly from Apple: iPhones have long been the most-used cameras on Flickr, and it's about time they became the best way of using what is still for many a much-loved (if in need of some attention) service.

You Get What You Pay For

This MacWorld article is a couple of weeks old, but it's very relevant to the free vs. paid services debate that I invoked a while back. I've long been an advocate of paying for software wherever possible, whether it's by choosing affordably-priced indie applications rather than using unlicensed copies of their big entrenched rivals, by paying for critical software services, or by choosing paid Apps over ad-supported ones.

When it comes to iOS apps I think it's even more essential to pay for the stuff we use. We're incredibly fortunate to be using a platform that's attracted outstanding developers from the outset, and that's largely down to their ability to get paid for their considerable efforts. It pains me to see how many people in the so-called creative industries—who fully expect to be paid for their own work and are very sensitive to copyright infringement—simply refuse to pay for apps that they use every day. If we wouldn't work for free, why expect software developers to do it?

Somehow we've managed to convince ourselves that quality apps should be free or nearly-free. We pay £2.50 for coffee, yet baulk at paying the same for a productivity app that we use twice a day. Anyone who grew up using desktop software that cost upwards of $150 a license, or even paying shareware fees of $20, knows that, rationally, this doesn't make sense. Yet we continue to look for free, "me-too" alternatives to well-thought-out original apps. If we keep doing this, the originals won't get funded, and there'll be nothing for the me-too developers to copy (and monetise through intrusive ads or sleazy in-app purchases).

There are good reasons that we get great apps on iOS first (or exclusively), but if we don't pay developers for their work then that won't always be the case. If you pay your phone carrier upwards of £25 a month for an essentially commodified service, shouldn't paying 10-20% of that for the apps you need be a reasonable proposition?

I say we all take a look at the 3 ad-supported or free apps we use most often, and see if there's a way of paying to remove ads or get the exa features. Spend ten bucks or so this week, and then budget the same each month to make sure you're using the best stuff out there. Be the person that encourages creative people to keep doing what they do best, not the person who contributes to them giving up. Your productivity will benefit, and you'll feel great doing it too.

Source: http://www.macworld.com/article/2032847/a-...

Who's Replacing Lost PC Sales?

Great analysis as usual from Horace Dedieu:

The real problem for the PC vendors is not that they have such low margins–they’ve had low margins for decades. It’s that the volumes which “made up for” low margins are disappearing. Apple is not immune to a gradual erosion of Mac volumes, but they have positioned themselves for growth with devices and content commerce and services. They have essentially “escaped” PCs and indeed caused the need to escape in the first place.

​As I said recently, all the PC vendors are slipping, but only one is really building an alternative.

Source: http://www.asymco.com/2013/04/16/escaping-...

Still Longing For HyperCard

Reading about RunRev's successful Kickstarter campaign and their subsequent Open Source lease of Live Code Community Edition reminds me of just how much I used to love HyperCard, and how much I've longed for something like it over the years since Apple stopped development.

For those who weren't around during the late 1980s, HyperCard was a fantastic all-purpose development tool on the Mac. It seemed for a while like there was nothing any normal person would want to do with a computer that couldn't be accomplished in HyperCard. Between 1987 and 1992 I must have done hundreds of things with it. Off the top of my head here are a few I recall: Cataloging my audiocassette collection, designing and issuing tickets and custom passes for live events, managing a clippings library for my college-lecturer girlfriend, building an animated faux-3D board game. I could go on.

If you don't know anything about the application, go read the HyperCard entry in Wikipedia, though I'm sure that doesn't do it justice. Like most legendary and beloved software (or hardware), there's something intangible in the way all the parts came together to make something greater. Sure it was a simple GUI-based database tool. Yes it had a scripting language that ordinary people could figure out. Absolutely it predates and prefigures the World Wide Web with its implementation of HyperText. Oh and yes, the first great CD-ROM game was built in it.

All of the above is commendation enough, and the Live Code people would be delighted if they achieve a fraction of that I'm sure, but histories still don't adequately capture the incredible feeling of empowerment that I felt when the 9" mono display of the Mac Plus came alive with the possibilities of HyperCard, and it seemed like I could build pretty much anything I could think of. Perhaps it's similar to the buzz I first got when I encountered BASIC on the Commodore PET, or later when we figured out how those first web pages were built and made our own. Perhaps it's what fans of the Raspberry Pi are going on about recently. For me though, HyperCard occupies a special place in the evolution of computing, one that pointed not to a future in which we all wrote code, but to one in which no-one needed to, because the computers did the heavy lifting for us, and became truly the bicycles for the mind of which Steve Jobs spoke.

This is how analysts earn their keep

Huberty wrote in her note to investors this week that Apple is likely to preview iOS 7 at its Worldwide Developers Conference in June, and claims that Apple's Senior Vice President of Internet Software and Service Eddy Cue is working on improving existing services such as iCloud and Maps in addition to the new app.

Thanks for that Katy. ​

Apple is busy cooking up a "killer app" that will be ready to launch with iOS 7 this summer, an analyst has said following a meeting with Apple management.

​Oh really? I'm guessing that "Apple management" told you precisely what they tell everyone: That they don't comment on unreleased products, and that they're confident of their product pipeline.

​Seriously, Apple not having a new version of the iPhone, of iOS, and a "killer" app to differentiate the new device would be the big news. Now that would be a scoop.

Source: http://www.macworld.co.uk/ipad-iphone/news...

Early Risers

This weekend sees the 4th anniversary of the 4am Project, which has been photographing the world at 4 AM since 2009. It's produced some great images in that time, from a very simple concept that aims to ​show the world at a time of day when few are around to look at it. If you're excited by the idea of photographing your own location at 04:00h on April 14th check out the project here. If you're in Birmingham UK, you might be lucky enough to be one of 20 photographers accompanying project founder Karen Strunks to photograph The Bullring centre, so be quick.

​For a look at some of the images produced over the project's four year history, head over to Flickr.

Post PC

As for individual vendors, Lenovo stands out as the only PC manufacturer without a precipitous loss in growth — IDC says the company posted a 0.0 percent change year-over-year, maintaining its second place spot and closing the gap with HP. But all top five vendors performed unremarkably in the year since Q1 2012, with shipments from HP declining by 23.7 percent, Dell by 10.9 percent, Acer by 31.3 percent, and ASUS by 19.2 percent. IDC says even Apple took a hit in the first quarter of 2013, with a 7.5 percent decline in growth over 2012. "The industry is going through a critical crossroads," IDC writes. "Microsoft will have to make some very tough decisions moving forward if it wants to help reinvigorate the PC market."

​We're definitely post-PC now, but it's really only one of those companies that's managed to build anything like a convincing alternative.

Source: http://www.theverge.com/2013/4/10/4210382/...

Bringing "This England" into the Digital Era

With the first proper episode of Resolution under our belt, I took the opportunity this week to catch up with long-time professional portrait photographer Richard Battye by recording a conversation with him at his studio in Birmingham's Custard Factory. Richard's business River Studio has been a fixture there since the early 1990s, with a wide variety of commercial and fashion clients on its books, as well as being a busy studio location.

One of Richard's most acclaimed personal projects was "This England", which toured for three-and-a-half years at the turn of the century, and which constitutes a fascinating glimpse into British subculture and fashion. A decade later Richard is beginning to revisit some of the individuals and subcultures that formed a part of the body of work, finding them both affected by the passing of time and yet remarkably familiar.

This seems to me like the perfect time to both document some of the stories around the original project, and to consider how broader cultural changes—and changes in the landscape of photography itself—have affected Richard's approach to the subjects and to the process of building and touring a body of work. There's much to address of course; digital photography's rise, the new role of film, online image sharing, ink-jet printing, iPads and digital display technologies have all developed in the ten years since "This England" was produced, and any follow-up project will be transformed by these changes. Still, there's an underlying ethos and resilient heart to Richard's portraiture which, for me, makes "This England II" more relevant, and more necessary than ever.

Apple TV is the Missing Link in the iPad Classroom

Something great happens when a bunch of my students bring their iPads to the classroom. Individual work groups start looking things up on the Internet during tasks, bulky laptops and their power cables are left in bags, more notes get taken in lectures and posted immediately to our shared Minigroup spaces. I've walked around the room capturing student sketches with the iPad camera, then hooked up to the projector to share them with the whole class.

It's worked very well. I've switched entirely to the iPad for my own lecture presentations now, but there's still one thing I want to get rid of entirely: The VGA cable. The need to plug the iPad into an always-too-short-and-inconveniently-positioned cable in order to present has become the remaining limiting factor for most of my classes. The iPad's battery life and portability (especially with the iPad mini) mean that I'm no longer tied to the chained-down iMac at the front of the room. I can walk around, read my notes, talk to students, look things up on the Internet—but the ubiquitous VGA connection to the projector remains an anchor on everything we do.

There's an obvious and simple solution to this problem, and though it's not generally marketed as classroom technology it's a super product that's affordable and fairly straightforward to implement, with a couple of caveats. Apple TV was initially released in 2007 as a hard-disk-based but Mac mini-sized iPod equivalent at $300 that connected to a TV set and let you watch your movies and play music through your home entertainment setup. Since then it's remained a "hobby" for Apple, but it's shrunk to the size of a hockey puck, lost all of its moving parts (it's now flash-memory based), and costs a third of the launch price. It now connects to a TV via HDMI, runs 1080p video, and streams your purchases directly from the iTunes Store without syncing.

The killer-classroom-feature though is Airplay–Apple's video-over-wifi system that lets you send the screen of your iPad (and specific content from other iOS apps) to a connected HDTV, or HDMI-equipped projector. Since many modern classroom projectors have the necessary port it should be easy to hook up the tiny Apple TV box and then be free to walk around your classroom, presenting as you go. I say should though: While many of the classrooms in which I teach have HD projectors, IT-departments have seen fit to save money by not hooking up the necessary cabling, and we're stuck with VGA. Until that changes I'm keeping my own HDMI cable handy, and lobbying those in a position to do something about it.

Source: http://www.techhunter.co.uk/technology/app...

Prototyping iPhone Apps on iPhone

BUILD FULLY-INTERACTIVE PROTOTYPES FROM YOUR SKETCHES - FAST.
When we started designing Protosketch we wanted to make it dead simple to build an interactive version of your drawings in a matter of seconds.

​Very cool looking free app (with in-app purchases) from the UI Stencils people. If you're in the early stages of planning an app this could be a fun and handy way of making a quick interactive prototype. I'll be playing with it later in the week to see if it lives up to the promise of speed and simplicity.

Source: https://protosketch.uistencils.com

The Future of Photography Retail

This weekend Michael Priddy and I recorded the official first episode of the fourth Futurilla Radio show Resolution, which we piloted last month. This time we recorded over Skype, with Mike at his adopted home in the Netherlands and myself here in the UK, and discussed the recent relaunch of camera retailer Jessops, which closed down 180+ stores in January. We're intrigued as to whether a refocused and slimmed-down photography retailer can prosper in an age of discounted web stores, digital sharing, and unlimited online advice. It's a topic we're bound to return to again as Jessops' strategy becomes clearer, and it's a great starting point for Resolution's examination of how digital continues to transform photography and image-making.

Futurilla Radio Update

It's been just over two months since we officially launched Futurilla Radio with the weekly Doom Ray podcast, and we've been expanding slowly, learning as we go along. In March we added the Re: Sleeves show on a twice-monthly schedule, and this week our third show It's Alive! starts a weekly run after a warmly-received pilot.

Along the way we've also recorded and released a pilot for Resolution, and a couple of specials which we're releasing on an occasional basis. This week we've released three shows and we're not quite done yet, so we're definitely moving up a gear, and the plan is to have four regular shows by the end of April, with a couple more in development.

We're also still firmly in learning mode on all fronts, and keen to try out a range of subjects, topics, formats and presenters. One things we've learned is that there are all kinds of voices out there, and all kinds of stories we'd like to tell. If you've something you'd like to share, give us a shout via the Futurilla Twitter account, or write us here.

Thanks to everyone who's contributed, listened, and shared so far, and we can't wait to see what we learn over the next few months.