그동안 온갖 구애에도 애플의 냉대에 속앓이만 하던 Adobe가
드디어 블로그를 통해서 그동안의 짝사랑을 접고 안드로이드 등으로
집중하기로 입장을 정리를 하였음을 밝혔다.

접근할수 있는 방법을 애플이 개발 정책 수정으로 원천 봉쇄를 하였으니
Adobe로서는 아쉽지만 어쩔수 없을 듯...

From : http://www.mikechambers.com/blog/2010/04/20/on-adobe-flash-cs5-and-iphone-applications/

On Adobe, Flash CS5 and iPhone Applications

with 59 comments

A little over a week ago Apple released a new draft of their iPhone developer program license which contained the following clause:

3.3.1 — Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited).

Essentially, this has the effect of restricting applications built with a number of technologies, including Unity, Titanium, MonoTouch, and Flash CS5. While it appears that Apple may selectively enforce the terms, it is our belief that Apple will enforce those terms as they apply to content created with Flash CS5. Developers should be prepared for Apple to remove existing content and applications (100+ on the store today) created with Flash CS5 from the iTunes store.

We will still be shipping the ability to target the iPhone and iPad in Flash CS5. However, we are not currently planning any additional investments in that feature.

To be clear, during the entire development cycle of Flash CS5, the feature complied with Apple’s licensing terms. However, as developers for the iPhone have learned, if you want to develop for the iPhone you have to be prepared for Apple to reject or restrict your development at anytime, and for seemingly any reason. In just the past week Apple also changed its licensing terms to essentially prohibit ad networks other than its own on the iPhone, and it came to light that Apple had rejected an application from a Pulitzer Prize winning cartoonist on editorial grounds (which Apple later said was a “mistake”).

The primary goal of Flash has always been to enable cross browser, platform and device development. The cool web game that you build can easily be targeted and deployed to multiple platforms and devices. However, this is the exact opposite of what Apple wants. They want to tie developers down to their platform, and restrict their options to make it difficult for developers to target other platforms. There is plenty of commentary online about this, so I won’t belabor the point, but I have included some links below that cover it more depth:

So, was all of the work on the iPhone packager a waste of time and resources? No, I don’t believe so. We proved that:

  1. There is no technical reason that Flash can’t run on the iPhone
  2. Developers can create well performing and compelling content for the device with Flash

However, more importantly, the teams implemented features (such as hardware acceleration and Ahead of Time compilation) that we will now be able to leverage for other devices and platforms. We have gained knowledge and experience that are being directly applied to Flash Player 10.1 and Adobe AIR 2.0 for other mobile operating systems.

Fortunately, the iPhone isn’t the only game in town. Android based phones have been doing well behind the success of the Motorola Droid and Nexus One, and there are a number of Android based tablets slated to be released this year. We are working closely with Google to bring both Flash Player 10.1 and Adobe AIR 2.0 to these devices, and thus far, the results have been very promising.

Because this is Flash, it is rather trivial to port games created with Flash that target the iPhone to target other operating systems, such as Android. At FlashCamp San Francisco on Friday night, David Wadhwani (GM and VP of the Flash Platform) showed off a number of games running on Android that had been created with Flash, many of which had already been deployed as iPhone games. My personal favorites were Chroma Circuit and GridShock created by Josh Tynjala of Bowler Hat Games. Both games were originally developed as browser based games and were then updated to target the iPhone (Chroma Circuit was featured on the iTunes app store). Josh recently updated and optimized them to target Flash Player on Android, and the results have been impressive. There have already been a couple of of developers who have moved their Flash based content from the iPhone to Flash on Android (couple of examples below) and I expect that this is a trend we will be seeing more and more of.

Here are some links to developers who originally targeted the iPhone with their Flash content and are now deploying to Android:

Both Flash Player 10.1 and Adobe AIR 2.0 for Android are in pre-release testing. If you are interested in being notified when we expand the testing, you can sign up at:

Personally, I am going to shift all of my mobile focus from iPhone to Android based devices (I am particularly interested in the Android based tablets coming out this year) and not focus on the iPhone stuff as much anymore. This includes both Flash based, and Objective-C based iPhone development. While I actually enjoy working in Objective-C, I don’t have any current plans to update and / or maintain my existing native iPhone applications (including the AS3 Reference Guide, and Timetrocity). As I wrote previously, I think that the closed system that Apple is trying to create is bad for the industry, developers and ultimately consumers, and that is not something that I want to actively promote. Don’t worry though, I definitely plan to get both Pew Pew and Bacon Unicorn Adventure running on Android and am planning on open sourcing both.

We are at the beginning of a significant change in the industry, and I believe that ultimately open platforms will win out over the type of closed, locked down platform that Apple is trying to create. I am excited about Flash Player 10.1 and Adobe AIR 2.0 and all of the opportunities that they will make available to Flash developers across multiple platforms (desktop, Android, Palm, Windows Phone 7, RIM, etc…).

NOTE : Please keep comments constructive and on topic. Off topic comments will be moderated / deleted.

Written by mikechambers

April 20th, 2010 at 3:47 pm

Posted by 아브리얼
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애플사 직원의 실수로 술집에 남겨진 아이폰을 GIZMODO에서
$5,000에 매입하여 제대로 분석을 하였다.

애플에서 시료에 대한 회수 요청을 한것으로 보아 진짜 차세대 아이폰임은 틀림 없는듯.

기즈모도에서 확인된 차세대 아이폰의 특징은

- 새로 추가된 것 -

1. 화상통신용 전면부 카메라 추가
2. 개선된 후면부 카메라
3. 카메라 플래시 추가
4. 마이크로 심카드 사용
5. 3GS보다 고해상도(960x640?)
6. 통화중 노이즈 제거를 위한 추가 마이크
7. 분리된 볼륨 버튼
8. 메탈처리된 버튼들

- 변경된 것 -
1. 평평한 플라스틱 후면부
2. 알루미늄 외관 테두리 처리
3. 약간 작아진 LCD 사이즈
4. 3GS보다 3그램 무거워짐
5. 16% 배터리 볼륨 커짐

이제 6월 발표 그리고 국내 출시를 기다리기만 하면 될 듯...
껍데기 보다는 항상 내용에서 놀랐으니까... iPhone OS 4의 힘을 다시한번 보여주기를...

From : http://gizmodo.com/5520164/this-is-apples-next-iphone
 

Posted by 아브리얼
:

HTC도 자체 OS를?

Mobile/HTC 2010. 4. 15. 23:56 |



HTC CFO가 인터뷰에서 자체 OS에 대한 의견을 표시를 하였다.
최근 Palm이 시장에 매물로 나온 상황에서 HTC가 Palm을 인수할지도 모른다는
분위기에 한층 힘을 줄수 있는 대목일 듯.


HTC가 자체 OS를 가진다면 꼭 Palm일 필요는 없지만 바로 활용하기에 Palm의 OS만 한 수준도
많지 않으므로 호사가들의 이야기는 계속 될 듯.

From : http://www.bloomberg.com/apps/news?pid=newsarchive&sid=a9YAooOZlAnI

HTC Studying Whether to Have Own Smartphone Software (Update1)

By Tim Culpan

April 13 (Bloomberg) -- HTC Corp., Taiwan’s largest mobile- phone maker, is studying whether to equip phones with its own operating system, a move that may intensify competition with Google Inc. and Microsoft Corp.

“We continue to assess, but that requires a few conditions to justify” having our own system, Cheng Hui-ming, chief financial officer of the Taoyuan, Taiwan-based company, said in a phone interview today.

HTC’s own operating system would enable the company, which designs and produces phones using Google and Microsoft software, to reduce its reliance on outside developers. HTC is among possible bidders for Palm Inc., three people familiar with the situation said this month.

“If you look at the successful smartphone players, like Apple and Research in Motion, a reason for their success is that they have their own platform,” said Steven Tseng, who rates HTC “buy” at RBS Asia Ltd. in Taipei and favors the company having its own operating system in the long term. “The negative is the amount of resources they’d need to allocate.”

Cheng declined to comment on whether HTC has studied Palm for possible acquisition. HTC has no timeframe for deciding whether to have its own platform, he said.

‘Multiple Factors’

“There are many multiple factors to be considered together, rather than a simple statement as to own or not to own” proprietary software, Cheng said.

HTC declined 1.4 percent to close at NT$389 in Taiwan trading.

Palm is working with Goldman Sachs Group Inc. and Frank Quattrone’s Qatalyst Partners to find a buyer possibly as early as this week, according to the people familiar with the matter. They declined to be identified because a sale hasn’t been announced.

HTC is the world’s largest maker of phones using Microsoft’s Windows Mobile platform and was the first to release a handset based on Google’s Android. This year, it unveiled its low-cost Smart mobile phone based on Qualcomm’s BREW system.

The market share of smartphones using Palm’s WebOS was 0.7 percent in 2009, while handsets using Symbian, Nokia Oyj’s main smartphone software, accounted for 46.9, according to Gartner Inc.

Research In Motion Ltd.’s BlackBerry had 19.9 percent, Apple’s iPhone 14.4 percent and Google’s Android operating system 3.9 percent, according to the February statement from Gartner, of Stamford, Connecticut.

To contact the reporter on this story: Tim Culpan in Taipei at tculpan1@bloomberg.net.


Last Updated: April 13, 2010 06:15 EDT

Posted by 아브리얼
:


아이폰 디자인도 특허 등록을 받았다는 뉴스
2007년에 아이팟 터치, 2009년에 아이폰 디자인을 출원해서 등록을 받았다고.

디자인 하나까지 자신들의 자산으로 철철히 보호하려는 애플의 의도라고 보아야 할지...
아니면 다른 의도가 있는 것인지...


From : http://www.mobilecrunch.com/2010/04/13/apple-finally-granted-patent-for-iphones-hardware-likeness/

Apple finally granted patent for iPhone’s hardware likeness

by Devin Coldewey on April 13, 2010


Every device maker is plagued by lookalikes mass-produced in the far east, and Apple is no exception. The fakes themselves, while always pretty terrible, often have looked mighty close to the real thing as far as hardware design. It only takes a single rogue iPhone to spawn a thousand exact replicas as far as dimensions, shape, and materials. Well, Apple’s taking steps to prevent this, though I somehow doubt they’ll prove too effective. They’ve been granted a patent covering the “ornamental design” of the iPhone and its pals — it better be a very specific design they’ve patented, since most phones are lozenge-shaped with big screens now.

The patents were filed in 2007 (for the iPod Touch) and 2009 (likely after the 3GS design was finalized and on the market). That’s not such a long wait, really. I’ve been waiting on a patent for my iPhone heart-replacement chest-dock for like five years now. I know, since before the iPhone came out! What can I say, I just think ahead!

What does this mean for you? Well, the chances of having your phone switched out for a fake by some sleight of hand at a bar is greatly reduced. Also, you’ll need to shut down that Apple knock-off sweatshop you’ve been running in the sub-basement of your office building. Yeah, you’ll just have to find some way to make do without it, I’m afraid.

[via MacStories]

Posted by 아브리얼
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드디어 오페라의 오랜 숙원인 Apple App. Store에 Opera Mini 등록 승인이 떨어졌다.
서버 기반의 Viewer 형태의 Opera Mini의 경우 등록 전부터 최고 6배 빠른 속도를
마케팅하면서 등록이 되었지만 실제 6배는 과장임이 하기 테스트에서
보여지고 있다. 대체로 1.5-2배 정도 빠른 정도...

실제 많은 모바일용 사이트들이 아이폰 사파리를 기준으로 만들어지고
있기 때문에 실제 Opera Mini가 얼마나 Safari  시장을 잠식할지는 의문이라는...

플래시 지원등도 사파리 보다는 낫겠지만 일반적으로 모바일용 사이트 위주로
유저들도 즐기기 때문에 크게 이로 인한 영향은 크지 않을 듯.

서버 기반이기 때문에 향후 사용자 증가 및 서버 미 설치 국가에서는 속도
체감이 어려울수도 있다.

결국 오페라가 힘들게 들어왔지만 웬지 애플이 회심의 미소를 짓고 있을 것 같다.


From : http://www.mobilecrunch.com/2010/04/12/hands-on-demo-video-opera-mini-for-iphone/

Hands-On Demo Video: Opera Mini for iPhone [Update: First Impressions, Speed tests!]
by Greg Kumparak on April 12, 2010

Today was the day that pigs flew. Seemingly out of no where (or, arguably, perfectly timed to downplay all the recent rabble rousing surrounding some new terms added to the SDK), Opera Mini has been approved for the iPhone.

It’s not going to be available in the US for a few more hours, but we were able to dig it up by tinkering around with some settings and, well, pretending we were somewhere else. I’m checking it out right this second, but I wanted to give you guys a really quick hands on demonstration, along with a few early impressions and speed tests, to tide you over until it’s available everywhere.

We’ll update this post with any impressions we’ve got, and basic Safari vs. Opera Mini load time test results.

Update – First Impressions:

  • Just in general use so far, the page loads seem pretty snappy. I’m not going to play psychic and try to guess how much faster/slower it is than Safari, but I’ll have some test results on that in a few.
  • Scrolling is a bit more sensitive than it is in Safari. This takes a minute or two to get used to, but I’m liking it so far; I feel like I’m getting around the page faster.
  • It’s by all means first release software. The page renderer shows things in a weird way (an artifact of it rearanging text to fit in one zoomed viewing window, removing the need to scroll around) sometimes.
  • The tabbing system seems really, really great. I prefer it over Safari’s, even. Unlike Safari, you can view all your open tabs without blocking the entire page. New tabs open instantly to your home page (which is a 3×3 grid of your favorite sites), and you can punch in your destination URL from there. I’m sitting here jumping back and forth between 3 different tabbed windows, and there’s next to zero delay. It’s absolutely fantastic, and how I wish tabbing was done in Safari.
  • Opera Mini compresses everything on the server side before sending it to your device, which is why it (theoretically) speeds things up and allows you to use less data. Alas, this means that if Opera’s servers go down, so does Opera Mini. I’ve seen the servers go down once already for about a minute during my testing, but this was presumably due to some last minute change that required a restart. When it goes down, all pages return a “Internal Server Error”.
  • There are definitely bugs. It’s not terribly broken by any means, but bug spottings are common.
  • The multitouch pinch to zoom here is …weird. It’s not like Safari’s, where you’re really controlling the zoom level; you’re really just switching between zoomed and not zoomed.

     

Update – Speed Tests:

Our first speed tests are in.

  • 3G Speed Test:

On a 3G connection, Opera Mini is consistently and considerably faster than Safari. We only saw one site (Facebook) where Opera Mini wasn’t the clear victor, and the load times there were within about a second of each other. Both browsers had clear caches and histories, and all pages loaded were their standard PC versions (rather than their mobile-optimized counterparts).

  • WiFi Speed Test:

WiFi results were strikingly similar to the 3G results, with all pages loading faster on Opera Mini than on Safari outside of Facebook, where Safari wins by a hair. The difference in page load times were considerably less vast on WiFi.

Posted by 아브리얼
:


애플처럼  RIM도 타블렛 시장 진출을 노리는 건가?
정말 Hon Mai社로부터 8.9인치 터치스크린을 주문을 한것이 단순한 검토를 위한것인지
정말 타블렛 시장 진출을 노리고 있는 것인지...

암튼 애플덕분에 점점 이바닥이 재미있어지고 있는 느낌.

블랙베리 타블렛? 감이 잘 안오는다 ㅋㅋ

From : http://www.mobilecrunch.com/2010/04/09/rumors-of-rim-buying-big-touchscreens-spark-further-rumors-of-tablet-plans/


Rumors of RIM buying big touchscreens spark further rumors of tablet plans

by Devin Coldewey on April 9, 2010



Reports from component suppliers in Asia have RIM buying an unspecified number of 8.9″ touchscreens from supplier Hon Mai. The sources are unnamed and the original report is proving difficult to track down; the only copy of it seems to be in CrackBerry’s possession (copied below). That already places this rumor in pretty unlikely territory, but hey, you be the judge.


Add in to the mix that RIM’s Mike Lazaridis publicly stated last year that they were not developing a tablet and had no specific plans to do so, and the rumor is looking even less substantiated.

If they did buy up a few touchscreens, then what? It’d be the first indications of a large, innovative company toying around with the idea of a tablet device. Perhaps after playing with an iPad and seeing Microsoft pushing tablets hard via third parties, RIM felt they may as well see if they could whip up something internally that was of any potential utility to their users. As it stands, though, there’s no real evidence that this order actually took place, so I wouldn’t be surprised if we never hear anything more about it.

Posted by 아브리얼
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아이폰으로도 할 수 없지만 아이패드만 할 수 있는 것 중의 하나.

멀티플레이 기능이 그 중에 하나가 될 것 같다.
아이폰도 네트워크 기능을 이용하면 멀티는 되지만

타블렛 타입의 아이패드와 같이 체스나 부루마블같은 보드게임을
즐기기에는 역부족일 듯...

친한 친구들과 같이 즐기면 재미있는 경험이 될 수 있을 듯...

과연 아이패드 얼마나 반응을 얻을지... 이것때문에 경쟁사들이 머리좀 썩힐 듯...

From : http://www.mobilecrunch.com/2010/04/01/the-ipads-killer-feature-summed-up-by-one-word-multiplayer/


The iPad’s Killer Feature Summed Up by One Word: Multiplayer.

by Gagan Biyani on April 1, 2010




The web is abuzz about the iPad again and frankly, I’m stoked. There are a lot of things about the new Apple tablet that are interesting, from couch computing to a portable media player. But the feature I’m most excited about is Multiplayer.

Multiplayer what? Multiplayer games, multiplayer browsing, multiplayer video viewing, multiplayer productivity apps. Say that five times fast.

The iPhone is the powerful application platform, which enables developers to build awesome touch-enabled apps on the OS. The problem is the iPhone is way too small for more than one person to use at a time. A tablet computer the size of the iPad completely changes that, and enables full-fledged multiplayer experiences like you’ve never seen.

You’ll see people walking around with a portable electronic board game. Set the iPad down on a coffee table and start playing Chess. Take it in the plane and watch a movie with your girlfriend. Lay it down on your desk and draw on a two-person white board. The iPad will be the perfect size for these activities, and a whole new crop of applications will come about from the new screen size. The iPad will be like the Microsoft Surface, except portable and without the $10,000 price tag. This video of the Windows 7 touch interface might give you a good idea of what’s possible on the iPad.

Multiplayer on iPhone is already an amazing experience. Apps like Words with Friends and Tap Tap Revenge have shown both online (Words) and local (Tap Tap) multiplayer can work. But the iPad blows this out of the water by enabling a rich, local multiplayer experience on a canvas that developers can really leverage.

While at GDC, I met with many game developers who all pointed to this feature as the one they’re most excited about. It was amazing how many developers were already building iPad-specific experiences and it multiplayer was a common theme in that experience.

Multiplayer will also be a killer marketing feature for Apple. At a previous employer, I extensively studied how Apple managed to successfully market the iPod and one word summed up the whole thing: ubiquity. Apple managed to make it seem like the iPod was everywhere; that everyone had one and those that didn’t have one wanted one. The same thing was true with their marketing efforts on the iPhone.

Multiplayer on the iPad is going to quadruple that effect. You’ll see people at restaurants, at work, and even at house parties sit down and use the iPad collaboratively. It will be incredible to see all the use cases that developers find for iPad applications.

Posted by 아브리얼
:


Facebook이 SNS에서 독보적인 위치를 굳히고 있지만 나름 고민도 있다.
바로 많은 유저는 끌어모았지만 아직 안정적인 Biz. 모델이 없는 것.

매출이 있어야 이 많은 유저들을 계속 유지를 할텐데
그래서 고민끝에 나온 것은 역시 광고 뿐인가 보다.

결국 구글에서 광고 담당 임원을 영입했다.

과연 Facebook의 이런 시도가 좋은 결과를 가져올 수 있을지...
왜냐하면 유저들은 기본적으로 광고를 싫어하니까.

From : http://news.cnet.com/8301-13577_3-20001296-36.html

Facebook hires ad exec from Google

Last month, when Facebook ended its advertising partnership with Microsoft, opting to take all its advertising sales in-house, I predicted that the company would soon be announcing the hire of a high-profile advertising executive.

Indeed, Facebook on Friday confirmed an All Things Digital report that it has hired David Fischer away from Google as its vice president of advertising and global operations.

"It's a testament to Facebook's expanding opportunities in advertising that we're able to welcome an executive of David's caliber," read a statement from Facebook's chief operating officer, Sheryl Sandberg, herself a former member of Google's ad corps. "I have worked closely with David over the years, and witnessed his passion, energy, and effectiveness at building teams on a global scale. David's arrival deepens our operational capabilities so we can build upon our ability to serve advertisers, regardless of size or location, that are building their brands on Facebook."

Advertising on Facebook was once seen as a dead zone, with critics--including Google's chief financial officer--saying social networks were poor destinations for ad dollars. But thanks to its in-house "engagement ads" and self-serve ad targeting, Facebook managed to beat the odds and start raking in legitimate revenues.

The company is expected to soon unveil new revenue sources besides advertising, namely its "Credits" virtual-currency system. Ads, however, remain crucial, especially since the marketing world may soon be distracted by splashy new initiatives coming from Twitter, and Facebook has to stay ahead of the curve.

Posted by 아브리얼
:



먹을 것 가지고 장난 치지말라는 말을 여기에다가도 쓰고 싶은데
이렇게 치장을 해 놓을 거면 휴대폰으로서 어디 무서워서 전화 맘놓고 쓸 수 있으려나



핀란드 업체가 일본에 내놓은 럭셔리 폰이다.
처음에는 $15,000 에서 $50,000 정도 계획을 했다던데 $215,000이라...

과연 사는 사람들이 있기는 있으려나...

From : http://www.crunchgear.com/2010/03/26/vertu-to-sell-4-golden-cell-phones-in-japan-price-215000-each/

Vertu to sell 4 golden cell phones in Japan (price: $215,000 each)

by Serkan Toto on March 26, 2010

Nokia pulled out of Japan, one of the world’s biggest mobile markets, as early as November 2008. But because this country is quite wealthy, the Finnish company decided to conquer Japan with their luxury brand Vertu [JP], starting operations in September 2009. Initially the plan was to market handsets priced between $16,000 and $50,000.

But today Vertu Japan announced a “golden” handset with a price tag of 20 million yen (it’s made-in-Japan gold lacquerwork, to be more exact). That’s $215,000, with the price including free domestic calls. Buyers will be able to choose between four equally priced models: Kinko (pictured above), Kikusui, Nanten and Daigo (pictured below). The different designs stand for the different seasons of the year.

The occasion for these super-limited editions is the first anniversary of Vertu’s flagship store in Ginza, Tokyo next month. Vertu plans to sell just four of these handsets worldwide (more pictures over at Keitai Watch).

Via Keitai Watch [JP]

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아이폰, 넥서스 원, HTC 드로이드, 모토롤라 드로이드, 팜프리
이렇게 5종의 터치 스크린 정확도에 대해서 로봇팔을 이용한 테스트가 이루어졌다.

예전에 테스트가 직접 손으로 했다면 이번에는 보다 정밀한 테스트라고 할 수 있겠다.

결과는 역시 아이폰의 압승. 칼같은 라인을 보여주고 나머지는 비슷비슷한데
모토롤라 드로이드가 꽤 많은 오차를 보여주었다.

자세한건 동영상으로 감상하기를...

p.s. 아직 삼성이나  LG는 스마트 폰 경쟁에서 밀려있다는 것이 이번 테스트에 빠진것으로도
느낄수 있다. 이번에 나온 Galaxy S는 어느정도일지...

From : http://www.mobilecrunch.com/2010/03/24/further-tests-confirm-iphone-touchscreen-superiority/

Further tests confirm iPhone touchscreen superiority

by Devin Coldewey on March 24, 2010


The last time I wrote this up, it turned (predictably) into a flamewar in the comments. Look, whether you think the iPhone is the world’s most advanced device or a toy for people who can’t handle real smartphones (I take no stance), you have to admit that its touchscreen is the business. The test I cited before was kind of informal, but they’ve redone it with a robot’s help, and the results are even more pronounced.





As I said before, this is something handset makers need to get on. Accuracy and responsiveness (the robot only tests the former, but the latter almost certainly correlates in quality) are essential to making a UI effective and enjoyable. Apple’s put in the work, and it shows. Whether or not Android or Blackberry is a better platform for this or that, one thing that’s undeniable is that Apple has taken a care with the hardware-UI interface that others haven’t.

[via Apple Insider]

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