<![CDATA[Gizmodo: iphone]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: iphone]]> http://gizmodo.com/tag/iphone http://gizmodo.com/tag/iphone <![CDATA[Well That's One Way to Fix the iPhone's Crappy Reception]]> The iPhone's less-than-excellent reception? Solved! By this patent for a push-button antenna. Better reception and a phone pimple, with a single touch. A cross-section of this wart antenna:

[Patently Apple via 9to5Mac]

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<![CDATA[How 12 Hours, 2 Guys, 6 Cups of Coffee = 1 iPhone App]]> David Quinlan is a normal guy with day job and just a bit of coding experience. But he and a friend lived the dream and cranked out a simple iPhone app in a weekend. Here's how they did it:

"Thai, salad or ramen?" It's lunchtime on a typical Thursday and it strikes us that millions of people all over the world are pondering the same question. This question is our launchpad, making us part of the thousands of people who wanted to build an iPhone app for "that."

I'm a product and marketing guy with some design and coding skills. Roy is a developer with some business savvy. Combined, we make a great team and complement each other's skills well, but we only started working with Objective-C last year, like many others who are trying out iPhone development. We've already built an app or two, so we're familiar with the language and frameworks. However, as with all new projects, you usually have to do a little research to understand how to approach the different challenges...especially in a world defined by 320x480 pixels.

For the longest time, we've played around with the idea of creating an app for fun. After discarding a couple of good ideas (because they were too complicated or a quick search in the App Store showed that someone else already does it well), lunchtime lands us on a simple, fun idea to help people stuck between decisions.

But while most people want to create a great iPhone app, my friend and I go one step further, making a pact to finish the project within a weekend—or realistically, our app would never get completed.

On a piece of paper, we scribble out two-three wireframes and developed an outline for some basic screens. We decide on an app that offers up to three multiple choices. You can write your own answers—for example, Thai, salad or ramen—and you simply pick a randomized choice to see the answer to your decision. We decide to use playing cards as the theme. Immediately, we circle the "must have" features (first priority), then the "like to have" features (last priority), and finally the features that needed more investigating. We leave lunch on Thursday with a little homework and a plan to get together on Saturday.

My homework includes determining the look, feel and interaction on each screen. Roy needs to research some of the Xcode features we haven't had a chance to play with yet in our "real" jobs, mainly animations and randomization.

On Saturday morning, we meet at a local coffee shop that had free Wi-Fi, claim a large table so we can sit side-by-side and grab the first of many large cups of coffee. Then we create a shared Dropbox folder for this project—a Basic account is free and comes with 2GB of storage. The Dropbox is important because it allows us to multitask on the same project with any/all changes synchronizing in real time. For larger projects, you may want to consider GitHub.

We pull up a more detailed outline of what we want to accomplish for our app as well as basic wireframes. Given that we only have a weekend to complete this app, we decide to focus only on the "must have" features. A developer can always issue feature updates at a later date to include the "nice to have" features.

Going screen-by-screen, we detail the elements on the page, style treatments, layout, timing, etc. We also discuss what Roy learned about animating the card's flip motion, since this was one of the core functionality of the app. We briefly review the Quartz 2D and Core Animation libraries, since we had not previously done any work with those. We even discuss using a UIWebView to render the animation within WebKit's CSS. Ultimately, we find a simple solution using standard UIViews and UIButtons. The UIView class has some animation class methods, and one of the built in transitions is a flip effect. As for the randomization, we knew most languages provide a random function, and Objective-C is no exception. For purposes of this app, all we wanted was a simple method to randomize an array. Roy found a couple of examples of this, but one that stood out was over at Dr. Touch's website. He describes an approach with which to implement a class extension method so you can easily shuffle any array.

We dive into our respective MacBook Pros with a Borg-like focus on our individual areas of expertise. I open up Photoshop and began building screens. The first screen is the default image. This is the very first screen people see when the app starts and begins loading. Apps can be built in either portrait or landscape view. If you choose to build your app in landscape view like ours, you still need to create a default image that displays in portrait view. Simply create your landscape view and rotate clockwise or counter-clockwise (depending on whether you want left or right landscape view). Now the default image loads in portrait view but since your images is rotated, the user will twist the iPhone to landscape view.

I then spend the next couple of hours creating comps, background images, buttons, card (front and back) and info page. I also spend some time focusing on the app icon. This is obviously the "face" of your app—a badge of honor—so you'll want to put careful thought into the icon imagery. Remember, you'll need the icon in both the 57x57 and 512x512 sizes. Once completed, I upload it to Dropbox so that Roy could start using the creative elements.

By the time I glance back to Roy's laptop, he's created a new Xcode project and is already playing around with code to animate green boxes that flip on a click. While he's working on the prototype in the iPhone Simulator, I grab the info.plist file and edit some of the settings - remove status bar, app display name, remove gloss from icon, etc. We then decide it's time for us to add some real images to our prototype. We put in the background image, the front and back of the cards and the navigation buttons. The positioning is off (by a lot) but the cards look good and it's flipping smoothly. We do some bad math, but eventually get the exact spacing and positioning that we want for each card. We play around with the timing of the flip, set the on/off states for the navigation button and now it's feeling pretty good.

Seeing the pieces come together in the app shows me that there are a couple of images that needs fine tuning. I make changes as Roy begins working on the customizing screen and info screen. The customize screen is the place that allows people to type in whatever they want to show on the face of the card. We limit it to 25 characters... anything more than that and it writes over/outside of the card. We talk through this screen a bit more in detail. The interaction in each field, how the keyboard acts, and how we save before going back to the cards. We spend a bit of time in Interface Builder wiring up exactly how we want this page to look and act. The info page is completely optional, but we like to have it because it includes additional ways to reach us.

Wow, seven hours and fours large coffees later, we have a lot done, but there's still lots more to go. What we have now is an app that fires up; displays a default loading screen; gets people to a screen that shows three cards (back of the card showing); they can select any/all of the cards and the cards flips to show the front of the card; they can click on a button labeled "Try Again" to reset the cards; they can click on a button labeled "Customize" that opens a new screen; the "Customize" screen allows you to enter text into 3 separate fields with a max of 25 characters in each field; and you can get to the Info screen. We spend the last hour of the day together cleaning up code and discussing what we have left to accomplish tomorrow.

On Sunday, we meet at another coffee shop with free Wi-Fi. Coffee first. We feel like we're about 80 percent done before we start working again. The major work left for the day ahead is saving the custom text, displaying the custom text on the face of the card, and randomizing the text. We had additional functionality ideas, but we kept ourselves honest, and kept the scope creep to a minimum. One example of this was the method for storing/saving the custom text on each of the three cards. Roy could have created a sqlite database or used Core Data, but the easiest approach was to just use the built in standardUserDefaults object found in the NSUserDefaults class. Using this method stores the values to the app's settings just fine for our needs and saves us a lot of time.

While Roy is working on those items, it's a perfect opportunity for me to prepare some of the things we'll need later that day. When you submit an app to the App Store, it's not a simple upload of a file. Apple requires the following information for every app submission: Application Name, Application Description, Device Requirements, Primary and Secondary Category, Subcategories, Copyright, App Rating, Keywords, SKU Number, Application URL, Screen shots, Marketing Description, Support URL, Support Email Address, End User License Agreement, and Pricing / Availability.

So, I prep all the app submission information while Roy is busy coding away, first searching the App Store for similar apps and their names. We like "Stuck?" and luckily no one else is using it, so we go with that name. I create the app description, add some keywords, set the price and determine where we want to sell this app (just in the USA, certain countries or worldwide). Then I register a domain name (stuckapp.com) to be used for the application URL/support URL and linked it to a newly created Tumblr account. I also created the required support email address. The other items you'll want to prepare in advance are: screenshots (up to five), a large icon (512x512) and, if this is your first time submitting an app, any certificates/provisioning profiles.

Things tend to take longer than you expect, and even though we're basically finished with the app by early Sunday afternoon, we still spend a couple of more hours tweaking it and preparing everything for the App Store submission—cleaning code and fine tuning as we go along. We spend the majority of the day on one computer pushing pixels, formatting, and ensuring the timing and user interaction was exactly as we both wanted. After almost five hours of work on Sunday, we have the app that we both envisioned. We begin testing in the iPhone simulator and then on devices (both iPhone and iPod touch) for stability and functionality. Again, being a simple app, it was easy and quick to test.

After proving its stability, we decide to publish Stuck? to the App Store. My first attempt at publishing another app by myself took two days—attempt, fail, Google, attempt, fail, Google more, etc.—until it finally worked. But the second time around was much easier and faster. We copy/paste all the text prepared earlier and then added the screenshots and images. All in all, we have our app uploaded in about 15 minutes. At this point, we're excited, hungry and tired, but also quite proud that we completed a solid app over a weekend in a coffee shop.

We had our fingers crossed that the App Store would approve our app. And, as amazed as we were that we could finish an app over the weekend, the real surprise came after we submitted to the App Store. We submitted the app on Sunday evening. It changed status from Waiting for Review‚ to In Review, on Monday. On Tuesday, we received an email informing us that our app was Ready for Sale. Approved in two days! That has to be a record‚ especially before the holidays.

Especially after talking about building an app together for so long, like so many people reading this article, I must say, the fulfillment is immense. We finally did it.

TIPS FOR COMPLETING AN APP OVER A WEEKEND

1. You can't do it yourself. You can, but you wouldn't want to. Ideally, you want to partner with someone with a different, complementary set of skills. Partner with someone who knows and respects your area of expertise, but is even more confident and knowledgeable about their own skills. Good communication is implied in an effort such as this so you'll go through periods of rapid fire questions bouncing ideas off each other and then periods of silence as you work on separate tasks. There's a lot to get done and multitasking will be key.

2. Multitask.
As suggested above, working with someone who complements your own skills allows you to multitask. What do I mean? For example, in the beginning, once you scratch out a wireframe of an idea, one person can begin coding - putting placeholder buttons and blocks into place. At the same time, the other person can create comps and then cut out each element to use when they get to the right stage. Also, at the tail end of the project, one person can wrap up the project and clean the code while the other prepares all the images and marketing copy for the App Store submission process.

3. Do at least one thing well. Unlike most desktop applications or web project, you have to remember that most good mobile apps fulfill a need that can come anywhere, any time. Your app idea doesn't have to be complicated, but good apps seem to do one or more of these things well:
- Solves a problem; - Is entertaining; - Serves a specific niche; - Engages the user; and/or - Takes advantage of the unique features of the iPhone.

4. Set goals and milestones. Whether your goal is speed to market, just to gain experience, or to build the best damn app that does (blank), clearly state your goals. Initially, it will help you focus on the areas that are important/critical for success. It will also help you later down the road as you face hard decisions about "must-have" features and "like-to-have" features. Remember, you can always issue feature updates so focus on the "must-have" items and do whatever is necessary to meet that goal.

5. Get a Dropbox account. For small- to medium-sized projects, you cannot beat Dropbox. It allows you to store, share and synchronize files with others. Stop sharing files back and forth on your USB memory stick. Get a Dropbox account and share files in real time. We abused the hell out of our free, shared Dropbox folder and it worked flawlessly. For larger projects, you might want to give GitHub a try.

6. Test. Test. Test. When you see the finish line, it's easy to gloss over the important step of testing your app. Test in your iPhone simulator, but also try to get your hands on an iPod touch and of course on an iPhone as well. Depending on the complexity of your app, you might want to create a test plan to make sure all the use cases and functional tasks are covered. The last thing you want is to have an app in the App Store that crashes or doesn't work as expected. You may never recover from all the ego-shattering feedback.

7. Understand the App Store submission process.
Apple provides a PDF document detailing to submission process. But that document is only available for registered developers. If you've already registered, read that document thoroughly before you begin the upload process. It will give you a good idea of what's involved, but also what you'll need to prepare in advance. Apple also provides some good tips for app store submission and approval .

Thanks to David Quinlan for sharing his story and advice with us. If his narrative has compelled you to try out Stuck?, it's $1 at the App Store. And, of course, share war stories of your own long weekends writing apps in the comments. [Stuck]

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<![CDATA[Tell Us Your Genius Bar Horror Stories (and Win Free Pizza)]]> The Genius Bar is considered, by some, to be the paragon of tech support. But capricious pricks just "following the rules" that happen to completely screw you work everywhere. So tell us your Genius Bar horror stories.

Did a Genius drop your MacBook and explode it into a thousand pieces? Try to exorbitantly charge you for a repair that should've been free? Or just act like a total bastard?

The most horrific true story wins free pizza as a consolation to sop up your tears. Leave 'em in the comments or email me with the subject "Genius Bar Horror Stories."

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<![CDATA[The iPhone Is a Stone Cold Network Killer]]> Being among the first of the world's networks to carry the iPhone practically guaranteed a flush few years. Also: network trouble! Take the UK's O2, whose spokespeople now seem to be reading from an apologetic PR script written by AT&T.

Addressing network congestion as the result of iPhone users utilizing data services exactly as you'd expect them to, O2's CEO Ronan Dunne told the FT (via AllThingsD):

Where we haven't met our own high standards then there's no question, we apologise to customers for that fact,

Now, remember AT&T CEO Ralph de la Vega's qualified admission about the general crappiness of the company's network in some major cities:

[It's] performing at levels below our standards.

So far, so familiar. Dunne takes the next step in what appears to be a step-by-step guide for carrier mea culpas, and claims that it's really not a huge deal:

But it would be wrong to say O2 has failed its customers en masse

Which, again, sounds extremely familiar. AT&T?

We have 98.68 percent nationwide voice retainability, which means that the difference between AT&T and the industry leader is less than 2/10 of a percentage point on this important metric.

Finally, users get a ray of hope. Vague hope, but hope nonetheless:

[Dunne] said "any short-term blip" in O2 's "network reputation" would be "more than addressed" by three solutions to the difficulties.

which corresponds rather neatly to:

This is going to get fixed," Mr. de la Vega said. "In both of those markets, I am very confident that you're going to see significant progress.

But it's not just the PR damage control that runs parallel here, it's the entire situation. O2, like AT&T, was the first carrier in its country to offer the iPhone, and the only one for quite a long time. iPhone users' increased data use was unprecedented in both markets, and brought the companies infrastructures, which were previously thought to be robust, to their knees. The next analog is how they somehow failed to predict this: they've known how data-hungry iPhone users are from the start, and they've been watching sales climb at a steady rate. So why weren't these carriers, two of the largest iPhone providers in the world, able to keep up?

That comes down to the last, most important parallel: they're both cheap. Like pretty much every carrier! Where they go from here looks like it could be different though, with AT&T hinting at "incentives" to tamp down data use, and O2 admitting outright that this is an infrastructure issue that needs to be solved, which counts for something.

To be fair, it is the iPhone that caused their problems, with a potent combination of broad appeal and transparent, heavy data use. It's just the carriers' fault that they couldn't foresee that, or that they just didn't care. [FT via AllThingsD, WSJ]

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<![CDATA[Apple Approves "Tits & Boobies" and "Pussy Lovers" Apps]]> I knew this was bound to happen sooner or later, but it's wrong. From the iTunes description. "If you love pussy, this application is for you. Each and every pussy is more and more tight and super tempting." Really?

Of course not. They are just two apps loaded with photos of the other kind of tits, boobies, and pussies:

Still, I find it ironic that Apple censored the app titles to "T**s and Boobies" and "P***y Lovers", yet allowed the icons to say exactly that, and the descriptions to be like the one above or this one:

These tits and boobies are wide exposed and open to nature. You can see them as God intended to be viewed in their real forms.

I wonder how many people will fall into the trap and buy these apps. Oh, wait, you jumped to see the article, didn't you? DIDN'T YOU? [Krapps]

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<![CDATA[I'm on a Phone, Muth*f*cka]]> I had my doubts about this "I'm on a Phone" video—the winner of the $5,000 I Am T-Pain iPhone app music video contest. Until I heard these lines: [Warning: NSFW for strong language]

I'm talking on my Bluetooth
making deals and shit
no cords (?) are clashing
so my hands are free to knit.

Sold. [Obamapacman]

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<![CDATA[Rumor: 8GB iPhone 3GS Imminent?]]> Could Apple be giving the iPhone 3G the slip, replacing the $99 model with an 8GB iPhone 3GS? It certainly seemed plausible when we first heard about it, and now a forum-dweller has received packaging suggesting it could be true.

A user on the German apfeltalk forums ordered an 8GB iPhone 3G, and while the handset was what he was expecting, the packaging suggested it contained an 8GB version of the latest model, the 3GS. As you know, it's only available in 16GB and 32GB options, so either the box info contained a typo, or Apple accidentally got its new packaging mixed up with the old.

User .David commented on the forums (translated via Google Translate):

"Seems to be an iPhone 3G (back and no compass, FW) 3.0.1 on it. However, the packaging is clearly designed for an iPhone 3G [S] 8GB. Ordered was a refurbished 3G iPhone 8GB.

Vote: who have a refurbished iPhone 3G in a new packaging of the packaged iPhone 3G [S] 8GB, because the enhancement is clearly new. Which clearly indicates that the sale of the iPhone 3G [S] 8GB immediately imminent."

It's not the craziest rumor we've ever heard, considering the 3G model is now over 18 months old, and Apple will be gearing up to launch a fourth model in June. They can't have three different models on the market at once, after all. As rumored, Apple will be holding an event on the 26th of January, and if this 8GB iPhone 3GS will rear its head anywhere, it'll be there. [Apfeltalk forums via iHackintosh]

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<![CDATA[The iPhone Would've Sucked If the Rumors Were True]]> Everybody knew the iPhone was coming—just like everybody knows the tablet coming. Funny thing is, (nearly) everybody got everything else about it wrong. If we'd all been right, the iPhone would've sucked.

From Technologizer's round-up of pre-iPhone iPhone coverage, here's some of the most of tragicomically wrong specurumorbobulation:

• An Apple phone's functions could be accessed hassle-free with the iPod's scroll wheel, and the numbers could work with a slide-out keyboard or a simple touchpad system on the screen.

• The click-wheel is closer to the bottom of the device with the screen taking a vertical orientation. The click-wheel portion of the device reportedly slides down to reveal a traditional numeric dial-pad underneath. The front is black, while the back is chrome like the current iPod.

• Two battery design (with single charger) - one for playing music, the other for phone functions.

• The first will be little more than an iPod Nano with basic phone capabilities while the latter will boast more advanced smartphone functions including real-time IM using Apple's iChat platform (and by proxy, AOL and Jabber).

• AppleBerry–a combination iPod/BlackBerry: Apple Computer and BlackBerry maker Research in Motion might be working on a product together based on the advice of their common partner, Intel. The pairing combines Apple's design expertise with RIM's relationships with carriers and handset makers.

Okay, altogether now: Ahahahaha.

But wait. Check out these bits from a piece by NYT's John Markoff from 2002:

And now come signs that Mr. Jobs means to take Apple back to the land of the handhelds, but this time with a device that would combine elements of a cellphone and a Palm-like personal digital assistant.

But industry analysts see evidence that Apple is contemplating what inside the company is being called an "iPhone."

But analysts and people close to the company say that the plan is under way and that the evidence is manifest in the features and elements of the new version of the Macintosh operating system.

He didn't just report the iPhone would be called the iPhone and be a real smartphone, he even got that it would use part of OS X. (Update: I misread, and gave him just a little bit too much credit.) Five years before it was announced. Whoa, right?

The broader point of all is this one I made rounding up all of the current Apple Tablet rumors. We all might've "known" the iPhone was coming, but nobody had any idea what it was really like, which turned out to be a good thing—an iPodphone doesn't sound all that great. Maybe it'll be the same story with the tablet. I hope so, I like surprises. [Technologizer, Image: © 2004 eye//candy]

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<![CDATA[AT&T Resumes Selling iPhones to NY]]> Last week, AT&T mysteriously stopped offering NY the option to purchase an iPhone online. This week, the option is back. No one knows why...except AT&T, of course. [9to5Mac]

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<![CDATA[When To Buy Apple Products]]> If you're even thinking about buying an Apple product, wait until after you've read this guide to product cycles and refreshes. It's not always a good time to buy—and now might be an especially bad one for some.

We've taken a good look at the handy Buyer's Guide over at MacRumors and given you some background and our own recommendations for safe shopping. Enjoy, and try not to throw too many elbows out there. And don't worry! If you hate all things Apple, we've got you covered here.

iPod Shuffle

Whether a major revamp or a new selection of colors, Apple has updated Shuffle twice a year, like clockwork, every year since 2006. A new generation should debut in February, and given our issues with the current Shuffle's form factor it's probably best to hold out a few more months. Recommendation: WAIT

iPod Nano

This was just updated in September, the fourth year in a row that their only refresh has been in the fall. You should be fine to buy for now; expect new models to show up again in another nine months. Recommendation: BUY

iPod Classic

Same story as the Nano. You're fine for now, if you absolutely need 160GB of storage from a PMP. Since it's unlikely that you or anyone does, just get an Touch or (or even a Zune HD) instead. Recommendation: DON'T BUY, unless you somehow need to watch TV show made since 1995 on that teeny-tiny screen

iPhone

Even if it hadn't already been 200 days since the last update, there are also plenty of rumors out there about a 5MP camera coming in June. Hold off until then if you can. Recommendation: WAIT

iPod Touch

The iPod Touch has been on the same product cycle as the Classic and Nano since its 2007 debut, but the first generation model also received a memory upgrade five months after its initial release. The 5MP camera rumor applies here, as well, so it's best to see what happens. Recommendation: WAIT

Mac Mini

Apple's no-frills desktop just got a spec increase and added a server model in late October. It shouldn't be getting any more updates any time soon, which is a shame, because it's still not a very competitive product for the price. Check out the Acer AspireRevo R3610 as a more than viable alternative. Recommendation: DON'T BUY unless you insist on Apple, even when it flies in the face of all logic

Mac Pro

While it hasn't gotten an official refresh since March, Apple did just add a 3.33GHz Quad Core processor option on Dec. 4tth. There should still be another upgrade this spring worth waiting for, especially with rumors that the Mac Pro is about to get a Core i7-980X processor. Recommendation: WAIT

iMac

The iMac was updated at the same time as the Mini, but widely reported display problems make us cautious. Roll the dice if you want, but it's probably best to see if and when these issues are resolved. Which as of today, they're clearly still not. Recommendation: WAIT

Cinema Display

Apple added a 24" model in 2008, but the rest of the Cinema Display line hasn't seen a spec change since fall of 2006. There's no indication that new models are in the offing, so if you want that 30-inch screen you should be all right. Keep in mind, though, that the 27" iMac screen has 90% of the resolution of the 30-inch Cinema, making it a solid replacement once they get the bugs sorted out. Recommendation: CAUTIOUS BUY

MacBook

Apple's basic laptop model was just updated with multitouch, an LED display and a unibody form on October 20th, and it's not likely to be revamped again any time soon. If you'd prefer a more powerful notebook it might be worth waiting to see if the MacBook Pro gets a price drop in a few months. Recommendation: BUY, if you definitely don't want a MacBook Pro

MacBook Pro

The MacBook Pro line gets a refresh every 200 days, on average, and we're just about there now. More importantly, there have been rumors that Apple's going to upgrade to Intel's new Core i5 and i7 processors as soon as early January. You can hold off until then, right? Recommendation: WAIT

MacBook Air

It's hard to say about the MacBook Air; it's a newer product, so there's less precedent to work with. We do know that the light-as-a-feather notebook last got an upgrade in June, and we can speculate Apple may wait until a ULV i5 or i7 processor is available before ushering in next-generation models. It's worth waiting to see if those processors get announced at CES next week. Recommendation: WAIT

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<![CDATA[I Guess Someone Got an iPod Touch for Christmas...]]> That crazy spike? That's tracking the deluge of apps downloaded by (new) iPod touch owners on Christmas day. The ensuing drop? That's when (new) iPod touch owners realized that eight farting apps was the threshold of the human spirit. [TechCrunch]

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<![CDATA[AT&T Stops Online NY iPhone Sales Due to Network Frailty? (Update: Maybe Not)]]> Consumerist is investigating readers' complaints regarding the inability to purchase an iPhone through AT&T's website when using an NY zip code. According to a CS rep: "New York isn't ready for the iPhone." UPDATE: Online fraud is the more likely cause.

The conversation Consumerist's Laura Northrup had with an AT&T customer service representative after confirming that iPhones could not be purchased online when using any New York zip code almost plays out like an SNL skit:

Daphne: Welcome to AT&T online Sales support. How may I assist you with placing your order today?

Laura: Hi, I was looking at the iPhone 3Gs and the system tells me that I cannot order one in my ZIP code. My zip code is 11231. (Brooklyn, NY) Is this true? Are iPhones no longer available in New York City?

Daphne: I am happy to be helping you today . Yes, this is correct the phone is not offered to you because New York is not ready for the iPhone.

Daphne: You don't have enough towers to handle the phone.

Laura: Thank you for your help. So the phone is not available to people anywhere in the city?

Daphne: Yes this is correct Laura.

Yikes. Turns out Laura then went to try and buy an iPhone online and was shut down using any NY zip code she tried.

Then we tried it and were similarly shot down but not with the same message Laura got from a customer service rep.

We know that AT&T's aware that it sucks in NY, but is the solution to a localized network strain from heavy data usage to stop online sales of a particular phone? Doesn't exactly seem like the most sensible of ideas, especially since there are plenty of iPhones in AT&T's brick-and-mortar New York stores.

Something else that's peculiar about this "sales ban" is that folks in San Francisco, another spot where data puts a huge strain on AT&T's network, are still able to purchase the iPhone online:

A possible explanation to things comes in the form of whispers regarding some kind of New York-based online sales fraud, but somehow the answer to the old ""Is it the network?" still seems to be a loud, angry "Yes!" After all, how can a bit of online sales fraud prompt refusing to sell one particular phone model to an entire market? Then again, if it really is the network, why are they still selling iPhones in stores?

Whatever the real story here, I'm definitely curious to hear if AT&T makes an official statement on this odd issue. Hell, I'd be happy with just another Luke Wilson pep talk. Instead, we're waiting for a AT&T media rep to write us back and further clarify the situation. [Consumerist]

Update: According to the folks at TechTrackr, AT&T told them that the reason for the mysterious lack of iPhones for New Yorkers is because AT&T "periodically modif[ies] [their] promotions and distribution channels." AT&T refused to go beyond that statement, so this is still a bit of a head scratcher.

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<![CDATA[First Look: GV Mobile 2.0 for the iPhone]]> GV Mobile is now available for jailbroken iPhone devices for free, but there's something better coming up… GV Mobile 2.0. Here's a first look at the app.

It's pretty simple: Apple's iPhone OS is basically the only major smartphone operating system without an official or unofficial Google Voice client. We used to have GV Mobile and VoiceCentral, but as we all know, those were abruptly removed from the App Store and even Google's official client was turned away. Well, at least Apple didn't Amazon your iPhone and take away the Google Voice applications you already bought/downloaded, right? They might as well have as GV Mobile was rendered useless after a Google Voice-side update, and with no way of updating existing user's applications, anyone who had been a GV Mobile user up until that point in time was out of luck.

GV Mobile is now available for jailbroken iPhone devices for free, but there's something better coming up: GV Mobile 2.0. We're really excited to tell you about it, too. It has been polished and refined — it had an injection of features —and we love using it, even in its non-final and beta form. For starters, dialed calls connect almost instantly, your iPhone contacts and favorites are accessible right within the app, there's voicemail transcription viewing, and even multiple Google Voice account support. Advanced features like call forwarding phones, do not disturb settings as well automatic syncing, and even Growl support are on the to-do list, but for now, we're just happy to have GV Mobile back on our non-jailbroken iPhone. Hopefully Apple reverses course and lets this version through their pearly gates when it is finished, though we wouldn't bet the farm on it.

Super shout out to Sean Kovacs for hooking us up!

BGR features the latest tech news, mobile-related content and of course, exclusive scoops.

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<![CDATA[A Surprisingly Meme-Savvy Health Care Company]]> I want to believe that Medica really did try to cut health care costs with the light saber app, waving their humming iPhones over financial statements while wearing robes. Now that would be a board meeting. [Thanks DaSazonator and Sam]

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<![CDATA[Holiday Flowchart: Inappropriate Times To Use Your Smartphone (Around Family)]]> By now you're probably wise enough to know when not to whip out your smartphone around your significant other, but what about when you're bored at home for the holidays? Follow this flowchart to determine when you've crossed the line:

Click the image to view a larger version.

Based in New York City, Shane Snow is a graduate student in Digital Media at Columbia University and founder of Scordit.com. He's fascinated with all things geeky, particularly social media and shiny gadgets he'll never afford.

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<![CDATA[The Exhaustive Guide to Apple Tablet Rumors]]> The Apple tablet is almost here. We hear. Actually, we're hearing a whole lot lately. With this exhaustive guide to every tablet rumor, we've got the clearest picture of the Apple tablet yet.

Uh, What's It Called?

The iPhone was called the iPhone years before Steve Jobs ever took the stage to announce it. We don't have the luxury of such clarity here. I would think the name has no more than two syllables, personally.

Overwhelmingly what "evidence" there is points to some form of Slate. Not only did Apple register the domain iSlate.com through an intermediary to keep it a secret (discovered by Mark Gurman), they've trademarked it through a shell company called Slate Computing (signed for by Apple's Senior Trademark Specialist) and registered domains and trademarks in Europe through their usual IP law firm, utilizing their standard secret trademark practices, last used with the iPhone. They've also registered "Magic Slate" through the same company. And, while we initially blew off NYT editor Bill Keller referencing an "Apple Slate" in a speech as meaningless, it's a whole lot curiouser now.

Update 12/29/2009: Another shell company, iGuide Media—using Apple Senior Trademark Specialist Regina Porter as the signatory—applied for a trademark on iGuide, which seems, from the trademark description, to a be service less so than a piece of hardware:

Downloadable electronic publications in the nature of books, magazines, newsletters, journals, and blogs in the fields of entertainment, sports, science, history, culture, celebrities, news, current events, politics, technology, and education

Borders referenced an "Apple iPAD" in a survey, but it sounds like the sad invention of a survey copywriter who hit caps lock instead of shift, not to mention a digital feminine hygiene product. Apple also registered a trademark for TabletMac, but most likely to protect the Mac brand name from modders (it sounds unwieldy and gross).

Apple's put a lot of effort into iSlate it seems. Is that the name of the Apple Tablet?

When's It Coming?

Well, obviously everybody who picked a day before today is wrong. Which leaves everyday after today! The overall consensus is that's being announced in late January—note, though, that a lot of the people who're part of the new January cabal were the same people convinced it was coming in the fall.

iLounge predicted awfully specifically back in September that "Apple is currently planning to announce it on or before January 19, 2010." The Financial Times
said two days ago
that Apple is expected "make a major product announcement on Tuesday, January 26th" at the Yerba Buena Center for the Arts in San Francisco, where Apple's rented a stage for "several days." Silicon Alley Insider says that Apple is going to demo a tablet in January.

But when can you actually hold one? From most to least specific: The Wall Street Journal says the tablet is actually going to ship in March, and an analyst said it's coming in March or April. iLounge says it'll hit stores in May or June, like the iPhone. Digitimes reported Foxconn is supposed to have almost half a million of 'em shipped by April. Little emperor of Apple analysts Gene Munster says the first half of 2010. A bunch of connected Mac people just say 2010.

Everybody from the WSJ to Apple fan sites are convinced the tablet is being announced sometime late next month, shipping 2-6 months afterward, so hype and development can bloom, like the iPhone. (Though most of 'em were wrong three months ago.)

How Much Is It Gonna Cost?

The iPhone was $600. Then sales stopped being a-mazing and it dropped to $400. When the iPhone 3G came out, it went to $200 and everybody bought one. So, uh, how much is the tablet gonna be?

Everybody says roughly the same thing: AppleInsider has said it's "expected to retail for somewhere between the cost of a high-end iPhone and Apple's most affordable Mac notebook." Our insider told us it would "cost $700 to $900," or "more than twice as much as a netbook." Taiwan Economic Times says it's between $800 and $1000. China Times, while they got the date pegged to the price horribly wrong, said 800 bucks. And then there's DigiTimes, who says the whole reason the tablet was "delayed" was because it was getting an OLED upgrade, so it'd be a whopping $1500 to $1700. The final word comes from Steve Jobs who said "we don't know how to build a sub-$500 computer that is not a piece of junk."

Survey—and logic—says it'll be pricier than an iPhone and more expensive than a MacBook. Which doesn't say a lot. If you had to pick a number, $800ish seems like the safest bet.

How Big Is It?

The most important spec—and maybe the biggest mystery—is, well, how big the tablet is. Three sizes dominate rumors, tied to the size of panels produced by display manufacturers: 7 inches, 9.6 (or 9.7) inches, and 10.6 inches.

Let's go from least to most specific. Apple reportedly told publishers it's "small enough to carry in a handbag but too big to fit in a pocket." A company discovered in its traffic logs an "unannounced Apple product with a display somewhere between an iPhone and a MacBook," reported the NYT. The WSJ reported it's "smaller than [Apple's] current laptop computers but bigger than the iPhone or iPod Touch."

Apple analyst king of the dweebs Gene Munster, after speaking to "component contacts" in Asia, says it's between 7 and 10 inches. TechCrunch says it's 7 or 9 inches. Digitimes says there's two tablets, one that's 9.6 inches (with OLED) and another that's 10.6 inches. Taiwan Economic News says 9.6 inches too. Actually respectable news organization Dow Jones says Apple ordered displays from Wintek that are "between 9.7 and 10 inches." Oh, and there might be ginormous tablets somewhere out there.

The Financial Times and Reuters both say it's 10 inches. So does our insider.

iLounge presents a unified theory of the tablet universe that would explain the multiplicity of sizes: There have been three prototypes, and the initial one had a 7-inch screen, which was too small, so the latest version is 10.7 inches. Whatever the exact size, they say, it has "7x the touchable surface area" as the iPhone

Let's just stick with bigger than an iPhone, but smaller than a MacBook.

What's Inside

There's been surprisingly little discussion of the actual specs beyond the size of the screen—storage, memory, processor, etc. Most of what little talk there has been has revolved around the networking capabilities.

There could be versions with 3G and without. Specifically, HSDPA (meaning it would only work on AT&T or T-Mobile in the US). Oh look, a SIM card tray! But maybe it'll be on Verizon said BusinessWeek. Hey, maybe even Verizon LTE 4G wireless!

As for the processor, Intel Germany CEO passed gas about a bigger "version of the iPhone" powered by Atom. Dean Takahashi says that the tablet will be the first device using chips that Apple's designed in-house through PA Semi, the chip company Apple bought a while ago, and that the chips are possibly ARM-based.

Aaaaaannnd it coooooooould have an OLED screen, if it cost 1500 bucks.

A 3G option seems very possible, as does a secret-sauce processor, but who knows?

Who's Involved?

Um, Steve Jobs, duh. A whole bunch of new multitouch engineers. Oh, and the Newton guy is back.

Quanta might be making it. Or Foxconn (who makes the iPhone and got a guy killed over a leaked prototype). With a display made by LG (who makes the gorgeous, if flaky, panel inside the 27-inch iMac.) Or maybe the display's from Wintek, according to Reuters and Dow Jones. The battery might be made by Dynapack.

Besides Apple, again, who knows?

Patent Soup

The thing about patents is that, besides the fact they're patenting something, they don't say a whole lot, at least not about actual products. But here's a few interesting ones pertaining to a tablet.

This patent for a "display housing for a computing device" sure sounds like a tablet, which might fit into the tablet docking station in this patent, and you might use two hands, as shown in this patent, to interact with a multitouchable OS X, generously illustrated in this patent, unless you use a pen (ha ha ha). And it might be bumpy, in a cool way.

Patents don't mean a whole lot, so don't expect any of them to actually make it into a tablet. They could, though.

The Backstory

It's fairly well known the iPhone was born from efforts to develop a touchscreen tablet computer. It was simply miniaturized, and uses tech from FingerWorks, a touch interface company Apple bought. The NYT reported Apple's been working on it since 2003, when they built several prototypes using a battery-slaying PowerPC processor. Our insider said that Apple's been working on it for 4-6 years, and that the first prototype of the current version was developed in 2008. Steve Jobs killed the PowerPC tablet, according to the NYT, because Jobs asked what tablets were good for besides surfing the web while sitting on the toilet. The WSJ reported he's killed it twice already.

What's It Going to Do?

Perhaps the most important question of all: What's it actually like?

Well, it depends on the OS. iPhone OS 3.1 had clear traces of new Apple iProducts, and some people say it's a bigass iPod touch, or at least running iPhone OS, which sorta fits with iPhone app developers supposedly being asked to make higher res versions of their apps for demonstration. It apparently fits in with the iTunes remodeling Apple's got going on.

The NYT reported "You will be very surprised how you interact with the new tablet," whatever that will come to mean. As much as Steve Jobs saying they've got some "interesting ideas" about small computers, presumably. Martha Stewart is hyped about it, maybe 'cause it has something to do with diners.

Most of the excitement lately is that it's going to redefine newspapers, books and magazines, which we heard from some publishers, and maybe textbooks, which an insider told us. We're not the only ones who've heard it's got an ebook bent.

Everybody pre-conceived the iPhone based on the iPod and, to a lesser extent, the Newton. Everybody was wrong. Today, most everybody is pre-conceiving the tablet based on the iPhone. Maybe we're all wrong again, or maybe the leaks are better this time.

Your Turn

You know our mantra about rumors: Never trust them. But putting all of them together, we've definitely got some ideas now.

If there's any rumor we missed—or you have a tip (we're good at keeping secret identities)—let us know.

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<![CDATA[The Complete Guide to Setting Up Your New Xmas Smartphone]]> The moment you unpackage a new smartphone is a magical one. Don't let the moment right after that, when you realize that it's practically useless out of the box, cancel that out. Here's everything you need to know:

What You Need to Buy

There are plenty of smartphone accessories that are worth considering, and a few that you actually need. Proceed with caution, but don't be afraid to treat your new smartphone, and yourself, to a few goodies.

A Case: They look goofy, Jason hates them, and they screw with your device's carefully designed curves. But here's the thing: smartphones are fragile. They aren't like dumbphones, and a single fall—especially with devices with a glass screen—can poop all over your new smartphone party. Until you're trained, play it safe. Wrap your unit. Case brand isn't important, so just take your pick from your local Best Buy or wherever. Just make sure your device's corners are covered, because it's edge impacts that break the most glass. Just remember, you're stuck in a multi-thousand dollar contract with this device, which itself would costs hundreds of dollars to replace. It's actually kind of terrifying! Pretend it's a baby, if that helps.

Headphones: Your smartphone is now your primary media player, too, so you're going to need to ditch the headphones or headset it came with. Yes, they all suck; no, your phone's aren't the one exception. If you don't care about a microphone, treat yourself to a decent pair of in-ear headphones. If you do, get a midrange wired headset.

Storage: Phones either come with internal storage, like the Pre or the iPhone, or taunt you with "expandable" storage, which pretty much means they've got an empty microSD slot. If your phone comes with less than 2GB of space and has said slot, you need to fill it. Buying a microSD card is a little different than buying a regular SD card, because speed doesn't really matter, and nothing you're using your phone demands particularly high transfer speeds. This is a place to store your music, photos and videos—that's it. Buy these online, where branded 8GB cards regularly dip below $20—in stores, you'll pay much, much more. Also, don't worry too much about getting a full-sized SD adapters, as pictured above. Most phones will allow you to mount your smartphone's microSD card as mass storage when they're plugged into a computer, so removal is rarely necessary.

Cables: Pick up a spare charging cable for your phone. For most smartphones this is a simple mini/microUSB cable, while for iPhones it's an iPod dock connector. Why worry about the spare? Think of it this way: if you lose your only iPod cable, you can't listen to music until you buy another one. If you lose your only iPhone cable, you're out of touch with the rest of the world in a matter of hours.

What You Don't

Of course, the temptation of new accessories is great, and there are legions of companies waiting to seize on your post-transactional bliss. When buying smartphone accessories, proceed with caution.

A dock: Again, people have a tendency to confuse their PMPs with their phones, which may look and act similar, but are used in a completely different way. Unless you want to dock your smartphone near your bed to use as an alarm, it's going to be charging—and syncing—with your computer whenever it's not in your pocket. An impulse-purchased dock will, in all likelihood, live a lonely life. Don't let this sad thing happen!

A branded navigation mount: These are almost always overpriced, and all they really do is hold your phone in your line of sight. Just buy a dirt-cheap windshield or dash mount, buy a 12v DC converter to plug your USB charging cable into, and you've got all the functionality you need for about $20.

Cleaning Kits: Cleaning your smartphone isn't hard, and it shouldn't cost you much at all. Just follow our instructions, and avoid any smartphone-specific cleaning kits. They're a guaranteed waste.

Bluetooth anything: Bluetooth headsets can make anyone look like a dweebish soccer dad, and while they might make chatting on the phone while driving more legal, they don't really make it much safer. Just hold your phone like a normal human, put it on speakerphone, or take the call later. You should avoid Bluetooth headphones too, but for a different reason: they suck. They sound terrible, they'll drain your phone's battery and they're overpriced. If you have to buy a pair, spend as little as possible.

Getting Started

If your smartphone is a newborn, this is where we teach it to walk.

Contacts: Somehow, in over two decades of cellphone development, we haven't settled on a simple way to transfer contacts from one phone to another. Here's how you should proceed through this somehow-still-painful process:
• Get your carrier to do it. If you're upgrading handsets on one carrier, they should be able to transfer your contacts, and probably for free. If you're switching carriers, there may be a small fee. Don't spend more than five bucks.
• Use your SIM. Are you on AT&T or T-Mobile? Is your smartphone on the same carrier as your old dumbphone? Most phones will have an option to write all contacts to a SIM card, which is the little chip that your phone uses to identify itself on a cell network. Do this, pop your old card out, pop it into your new smartphone, and transfer all your contacts from the old SIM onto your new phone's memory. Sadly, this won't work with Verizon or Sprint phones, which are CDMA-based, and therefore don't have SIM cards at all.
• Google Sync. Through a protocol called SyncML, Google Sync supports quite a few features phones, and can pull all your contacts into your Google account. Your new smartphone can then yank them back down from the cloud. Bonus: they're now backed up to Google server's, too.

Email: Email, you'll find, is one of the best things about owning a smartphone. Setting up your email varies from smartphone to smartphone (iPhone, Android, Palm Pre, Windows Mobile) and service to service (Exchange and Gmail setups will be completely different, obvious) but there are few rules of thumb to keep in mind during account setup. For example, use IMAP (versus POP) whenever you can—this will keep your messages and their read/unread statuses in sync with your desktop clients. And since most of your email downloading will be happening over 3G, set the individual message size limit at or below about 10kb. This will ensure your messages come in quickly, but also that you have something to read once they arrive.

Calendars: If you keep a Google Calendar, having it sync with your smartphone is a revelation. Android phones will automatically sync with your default Google account's calendars, as will the Pre, while the iPhone will need to be configured with CalDav. If you don't keep a calendar, your new smartphone is a good excuse to start.

Media and Syncing: Most smartphones rely on some kind of desktop software to transfer personal info, music, video and photos to and from the handset. For the iPhone, this basically means downloading iTunes—which you have to do anyway. For BlackBerry, this means downloading BlackBerry Desktop Manager. Windows Mobile phones are best served by Windows Device Center, while Android and Palm phones—and optionally Windows Phones, iPhones and BlackBerrys—play nice with doubleTwist, a cross-platform music player/media syncing app.

Converting Video: You can't just copy your torrented videos or home movies over to your smartphone; you need to downsample those videos, stat. Just download Handbrake for this—it's basically magic, and it works on Windows, OS X and Linux. These instructions are iPhone-centric, but videos converted to 320x240 h.264 will be suitable for most new smartphones.

Apps! Apps! Apps! Apps!

Without apps, smartphones are nothing. With apps, they're practically anything. Every smartphone platform has an app storefront now, from Apple's pioneering App Store to BlackBerry's App World to the Android Market, and they're all, to different extents, treasure troves.

iPhone: First stop, Gizmodo's Essential iPhone Apps Directory. These are the best of the best, and everything you need to make your iPhone into a mobile powerhouse. If you're averse to spending money on your new iPhone—this thing wasn't cheap, after all—check out our Essential Free Apps. We do regular posts and weekly roundups around here too, so just keep an eye out.

Android: It's got the second best app selection, which is to say there's some really great stuff out there. Our Essential Android Apps roundup cuts through the noise of the App Market, while our monthly roundups keep you up to date with the latest additions to the store.

BlackBerry: We cover the biggest new additions to App World, but it's best to defer to a specialist site like CrackBerry for this one—they have their own app store too, which isn't really much better or worse than BlackBerry's janky official shop.

Palm: We've just pulled one of our patented "Essential" roundups fresh out of the oven, so consult that first. Beyond that, PreCentral's official app reviews are fairly fantastic. Also worth checking out is their extensive homebrew app gallery, which has about as many decent apps in it as the official Catalog.

Windows Mobile: App development for WinMo isn't exactly picking up nowadays but there's a tremendous backlog of useful reviews and materials at WMPowerUser, WMExperts, XDA and MoDaCo. And yeah, we occasionally still do Windows Mobile app roundups, though until things get exciting again, expect less, not more.

Living Happily Ever After

Lastly, a few odds and ends to make sure your metal'n'plastic darling lives a happy life, at least before the end of its two-year contract.

How to back up your smartphone: Your smartphone probably contains as much personal data as your computer, and it's subjected to way more physical risk. Preempt the pain. Back it up.

How to keep you smartphone clean: These little machines are fantastic at collecting fingerprints, dust and grime. Wipe them off every once in a while.

Any other tips for new smartphone owners? Chuck them down in the comments. Happy Holidays!

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<![CDATA[MotionX Drive Turn-By-Turn App Just $1 For the Holidays]]> If you're not sure about this whole iPhone turn-by-turn thing, and you've been too afraid to try it because the apps are so expensive, hey, look: Motionx Drive, our favorite budget iPhone nav app, is just a dollar right now.

Granted, this should be seen as a trial, because it only includes a month of full services, after which a navigation subscription costs $3 a month or $25 a year via in-app purchases, though the months don't have to be consecutive, so you can sort of just pay as you go, buying nav access only when you need it. If you're driving anywhere over the holidays, seriously, just give it a shot. Four quarters, folks!

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<![CDATA[The Future of Vehicle Apps Are—You Guessed It—on the iPhone]]> Thirty minutes north of the city, Chen waits to meet us for ramen. We're late. Brian's at the wheel of his late-model Audi station wagon, turning the control knob from letter to letter, dutifully twisting-and-clicking the noodle shop's name.

In the passenger seat, I've already got the address and driving directions up on my iPhone.

Welcome to the future of connected cars.

How our cars talk to the internet—and how we talk to our cars—continues to evolve. And it's about to get a lot better. Ford is putting a Wi-Fi router inside next year's Sync-equipped vehicles that will rebroadcast any 3G card's connection. Audi is experimenting with fingertip touch inputs. BMW is already trying to figure out how to put a "monster" antenna on their cars to support the faster next-generation LTE wireless standard "without putting this ugly lump on our cars."

But it's the little ol' iPhone, with its versatile, optional, liability-shifting bundle of apps that may making the biggest difference in how we use the internet in our cars in the coming years.

Getting Online

Drive off the lot today in a new Sync-equipped Ford, pair your Bluetooth phone, and you've got a data connection to the internet—sort of.

Sync uses technology from a company called Airbiquity. Their service sends data over the voice connection of your phone—not a data plan or SMS—using tech similar to an old-school analog modem. It's rather slick, as hacks go, allowing Sync-connected cars to get data anywhere there is cellphone coverage, even if there isn't data service offered by the carrier.

But I can't seem to track down the raw speed of an Airbiquity connection—and given both the nature of the technology as well as the amount of data a current Sync system displays (sports scores, stock prices, simple phone number lookups)—I can't imagine its throughput compares to a modern 3G service. It's a robust platform for basic connectivity, but it's not Real Internet.

The new Sync fixes that—or will as soon as Ford starts taking advantage of the higher-speed connections. Jason Johnson, an engineer at Ford who helped develop in the in-car Wi-Fi system, was cagey when I asked him when we could expect Sync to piggyback on a internet connection from a third-party 3G stick, saying only that "it broadens the horizons for applications in the future." So strangely, while the new Sync will help you get other devices in the car online, it won't be using that connection for its own data, nor use its Wi-Fi router to talk to, say, your home network. Yet.

Upscale automakers have been taking a different tack, offering optional connectivity packages like Autonet Mobile, or, as BMW has offered since 2007, build in connectivity at the factory.

Like a laptop with a built-in 3G modem, however, these cars suffer from a distinct lack of modularity. Want to upgrade when LTE starts to come online next year? Better buy a new car.

And worse, the integrated systems, even though they're connecting to the same wireless internet as every other device, are severely restricted. The $200-a-year BMW Search service can bring down Google Maps, local fuel prices and grades, even weather forecasts—using a "major GSM provider" in the United States which, although BMW would not confirm, is probably AT&T—but there's nary a web browser to be found.

Danger Ahead

"Texting while driving won't seem like a big deal," laughs BMW's Fran Dance, "when people are YouTubing while driving." Dance (no relation) handles telematics for BMW in North America, so he's been thinking a lot about not just how drivers will use the internet in their cars, but how they shouldn't.

"We can't be searching eBay for my favorite Afghan scarf," says Dance. "I really shouldn't be googling too much stuff or reading too much text. BMW recognizes that the driver is still the most important person in the car."

BMW has been doing car computers for years—the new ones are even, by all reports, good. But it took several years for BMW to balance the utility, convenience, and safety factors in their iDrive system.

We'll continue to see development in this area, with bigger touch screens, faster, more accurate voice control (something on which Sync heavily relies), even biometric measurements like Toyota's eye monitoring system.

Apps, Apps, Apps. Also: Apps. Consider the App.

But what will our car computers be controlling? More and more, it's looking like iPhones.

For certain, a limited amount of sanctioned applications will be coming from manufacturers to run directly on a car's computer. Ford has let owners add 911 Assist and Vehicle Health Report apps to existing Sync systems by copying them over on USB keys. BMW is exploring the idea of map updates that would allow drivers to turn on audio tours of historic places, matching up museum-style guidebooks triggered by GPS location.

"We would be very foolish to create our own version of Pandora or Rhapsody," says Dance. Better to let Pandora build their own BMW client, for instance, which BMW can then vet, sanction, and install.

Or at least that's what I thought Dance meant, until he explained: "You can listen to Pandora in your BMW today on your iPhone." Well sure. I can listen to Pandora in any car that has an auxiliary input. But BMW is working with companies—including Apple—to allow their iPhone applications to interface with a car's iDrive system. Pandora might be running on an iPhone or BlackBerry, but when plugged into the docking station of the BMW, it could be controlled with all of the car's integrated buttons and doodads.

Ford is taking it a step further, going as far funding the creation of iPhone apps, that mesh with the in-car Sync system. Next year, Ford will open up the Sync API to other developers, making it possible for third-parties to write applications like "FollowMe", an iPhone + Sync app which allows "friends to follow a lead vehicle to a location without the need to physically follow each other, thanks to GPS turn-by-turn directions transmitted from the leader to the followers and read aloud to the drivers."

BMW is taking a hybrid route with its Mini brand. The Mini "Connected Buddy" concept, slurping up music data from a connected iPhone and then building its own "Genius"-style visual map of artists. [Pictured above.] There's the requisite Twitter and Facebook apps. But most of the work is being done by the iPhone, not the car. The screen and controls in the Mini become an extension of the iPhone.

Apps on Phones Protects from Lawsuits

In a large portion of the United States, it's illegal to have a television in your car that the driver can see, a regulation that was put in place long before smartphones and GPS units were even dreamed up. There are considerable liability issues an auto manufacturer has to consider if one were to, say, let you run Firefox in your dashboard.

But by tacitly pushing in-car application development to smartphones—even if those smartphones might so happen to be connected to the car—it puts the liability back in the driver's hands.

There's little danger of smartphone literally crashing the car, either. Sync talks to the same telemetric and diagnostic system that the car's other computers do, for instance, albeit in a one-way polling. It can ask for data, but it can't, say, reprogram the valve timing to allow for greater fuel economy or allow your Focus to run on water even though we all know that's totally possible. More conservative companies like Toyota don't even wire the entertainment system into the same telemetric and sensor packages as the car-control computers.

The Easy Way Out

Despite what you might think, I didn't expect the iPhone to play a big part in this story when I first started looking into it. As a music player, sure. Perhaps even eventually as a data option for more modest cars without built-in connectivity.

But using the power of smartphones is clearly where the attention is focused in the connected car industry right now—and I don't think it's such a bad thing. The pace of innovation will be faster for developers if our cars become giant peripherals for our phones, bristling with sensors and data, than if we waited for every manufacturer to make their own monolithic platform. (And while the iPhone is certainly getting the most attention, I have no doubt that BlackBerry and Android phones will get all the attention they deserve if they keep doing well.)

I mean, Sync is built on Windows CE, which may not be the dog in the embedded space it has become on mobile phones, but is still, you know, Windows CE. Jason Johnson was quick to underline how Ford has a healthy relationship with Microsoft (of course) but also how much of the Sync system was engineered on top of Windows CE by Ford.

Yet if Ford does what they're planning to do, that Sync runs on top of CE won't even matter. As long as it plays nice with phones and sends them all the information their apps need, everyone will be happy. And better yet, the cars' capability will be upgraded along with the phones'.

In a couple of years, I won't even have to read the turn-by-turn directions to Brian aloud, because his car will already know exactly what my iPhone knows.

Photo compliments of Mr. Tom Arthur.


Wondering what the future of apps in your car might look like? Jalopnik's own Matt Hardigree imagines what the first 20 apps you download to your car might be.


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<![CDATA[Open Apps On a Virtual iPhone, Thanks To Augmented Reality]]> While it doesn't have photos of scantily-clad teens or help you find the nearest bar, this Orange 3D app has wowed me hard. When pointed at an Orange logo, the app launches a hovering, virtual iPhone which you can control.

You can even open apps from inside the virtual iPhone, which is shown just suspended mid-air, over the mobile carrier's logo.

It's in aid of publicizing the launch of the iPhone in Israel, on the Orange network, and is just another example of augmented reality impressing the pants off me. [Ogmento via Recombu]

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