Will Digital Really Save Book Publishing?

On this weekend's Doom Ray, we discussed the announcement of a 66% increase in digital book sales boosting the UK publishing industry to an overall 4% growth. While it's tempting to think of high year-on-year growth as a kind of "iPod moment" for the book trade, I'm not so sure. The 1% drop in physical book sales might be small, but it seems like print is being propped up by higher-priced book sales in the face of shrinking numbers.

The big sales numbers for text-only paperbacks seems to be going to the Kindle, where prices and margins are squeezed tight (and likely to get squeezed even tighter by the collapse of the agency-model agreements in place between Apple and some of the European publishers).

The high-ticket books are where the profits are, and it's precisely where the digital books not only can, but must offer a better experience. It's an experience that's closer to an app than it is to a digitised book. I'm not convinced that's a game traditional book publishers are going to win.

The iPhone isn't a Reporter's Camera

Most of us are not in the caves of Afghanistan struggling with a satellite phone to upload a picture of breaking news that, even full of noise or slightly blurry, has value. Rather, as reader of Web logs and online-only publications, and as the editor of The Magazine, I’m seeing plenty of photos taken for reported features that should be better.

​Good article. While I love the iPhone 5 camera, and it's great for most regular needs, I don't expect to see blurry low-light shots in proper online articles.

Source: https://medium.com/freelancers-life/ba3784...

Starbucks User Testing

At a large wooden table sat a man with a laptop. I’m sure you can picture that. But this man had a stack of Starbucks gift cards laid out neatly to form an arrow. The arrow pointed to an iPad that was being used as a sign. The sign read “Test my App and Coffee’s on Jim.”

​Great idea. There's a bunch of things you could test out using this approach, I'm sure.

Source: http://joshledgard.com/i-wish-id-thought-o...

This is what I call lucking out.

I Accidentally Bought a Banksy in 2003

So I kept my Banksy around, and even paid serious bucks ($250!) to get it framed properly. I joined Twitter, and made it my avatar, because surely that would help me sell it. Over the past five years, I have regularly made attempts to track down someone who might be able to at least walk me through what you do in this scenario. So far, I’ve had no luck.

Very nice. I had my own bit of Banksy-related good fortune back in 2006 when I got a couple of copies of the Banksy Paris Hilton prank cd before HMV twigged and pulled them from shelves. The photos I posted on Flickr the same day went global, and are pretty much the only ones that still show up in a Google image search. I toyed with selling one of them, but Paris Hilton's record label decided to use their muscle (and a spurious claim of copyright violation) to put paid to any eBay listings.

Source: https://medium.com/collecting-art/3d264245...

Birmingham, City of Festivals

Most of Futurilla's content is intentionally non-location-specific, and we're generally interested in things that are relevant wherever in the world you happen to be. I'll make an exception though for the forthcoming Birmingham Architecture Festival, organised by the talented Laira Piccinato. That Birmingham didn't already have such a festival was shocking enough; that it should be initiated and successfully organised by one person, and a non-Birmingham-native at that, is doubly amazing. As I write the project is fully backed on Kickstarter, and tickets for the events are selling out quickly. If you're anywhere near Birmingham UK on the last weekend in May you should grab tickets now. If you're not, you should back it anyway, just because.

​It's great that our long-time home city is spawning such amazing festivals these days. With things like BAF2013 and Still Walking being added to well-established events like Fierce, Flatpack and Supersonic, this place is becoming an even better place to base a creative business, and to live.

"Apple Sticks To Strategies Which Work" Shock

With a starting price tag of $329, Apple’s iPad mini was initially dismissed as too pricey to attract budget-conscious consumers drawn to Google’s Nexus 7 and Amazon’s Kindle Fire, which, at $249 and $199, respectively, were significantly cheaper. But the device proved wildly popular, and has since established a new mainstream price band between the tablet market’s high end ($499 and up) and its low end ($249 and down). And it unquestionably expanded Apple’s tablet market share.

That Apple should take a similar approach to the iPhone should surprise precisely no-one.​

Source: http://allthingsd.com/20130503/maybe-the-l...

Accessibility For Everybody

Other people find smartphones and tablets even more frustrating. Imagine not being able to hear audio cues or unlock a device. A two-fingered swipe or pinch isn’t effortless with osteoarthritis or with a finger in a cast. The World Health Organization estimates 295 million people worldwide are visually impaired, and nearly 40 million are blind. Ever answer a call or check Twitter without seeing what you’re doing?

Back in 1995-1996 when I was helping people set up some of the earliest cybercafes, we quickly learned that the emerging connected world needed to be, and could be, accessible to all regardless of physical or sensory impairment, and that improvements in accessibility frequently benefited all users. The Macintosh was generally a good platform for supporting screen readers and assistive devices, though it could get pretty expensive quickly (similarly for adding multi-lingual support), but OS X changed everything by building this stuff right into the out-of-the-box experience. That iOS still has the best assistive support is no surprise, but this isn't about one platform winning—it's about driving the whole market to do the right thing.

Source: http://www.digitaltrends.com/mobile/androi...

eBook Accessibility on the Agenda

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

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

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

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

UPDATE:

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

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

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

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

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

Totally worth reading the whole thing.​

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

The Accidental Revolution

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

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

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

Instapaper Gets a New Home

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

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

Holding the Future in your Hand

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

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

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

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

The Other Side of The App Pricing Issue

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

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

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

Yahoo Weather Powered by Flickr

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

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

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

You Get What You Pay For

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

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

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

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

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

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

Who's Replacing Lost PC Sales?

Great analysis as usual from Horace Dedieu:

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

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

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

Still Longing For HyperCard

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

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

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

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

This is how analysts earn their keep

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

Thanks for that Katy. ​

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

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

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

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

Early Risers

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

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