Category Archives: mobile

Hands on with Surface Pro 3

I am about to hand back my Surface Pro 3 after a week or so of use – how is it?

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I reviewed the Surface on The Register, where I tried to bring out the changed focus of the device, compared to the first two iterations. Surface RT (the first to be released) was released simultaneously with Windows 8 and represented Microsoft’s best effort at creating a device that made Windows 8 work in both its roles, as a tablet controlled by touch and as a laptop replacement. Surface RT runs on ARM and does not allow installation of desktop applications, though with Office pre-installed the desktop is still useful. The first Surface Pro came later and uses the same 10.6" screen and form factor, though because of its more powerful x86 (Core i5) CPU it is thicker and more power-hungry (short battery life). I use both Surface 2 (the second iteration of Surface RT) and Surface Pro regularly so I know the products well.

Surface Pro 3 was designed to be a better laptop replacement. It has a larger 12” display and a 3:2 screen ratio, in place of 16:9. The new size feels far more spacious and comfortable for applications like Word, Excel, Photoshop or Visual Studio. It is less obviously suited if you use a horizontally split view, part of the original Windows 8 design concept, but in practice it is such a high resolution screen (2160 x 1440) that it still works OK.

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The new display is superb; the only two things I have against it are first, that it is glossy which is a slight annoyance in most environments and a disaster out of doors; and second, that it makes the device larger and therefore less convenient in space-constrained environments like crowded trains if you don’t have a table seat.

There is no one perfect size for a computing device, but Surface 3 is large enough that you will may want to have a smaller tablet with you, such as an iPad Mini or a Google Nexus 7. That said, phones are getting larger, so perhaps a phablet-sized phone and a Surface 3 is a good compromise.

I had to turn on “Experimental features” in Adobe Photoshop to get high-density display scaling and full touch support:

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Performance-wise, I have no complaints about Surface Pro 3; it exceeded my expectations. Although the review unit is only a Core i5, it is among the most responsive Windows PCs I have used; of course it helps that the OS is a fresh install. Considering that the Surface will in some circumstances throttle performance anyway, and that heat may be a problem with a higher spec CPU, it seems to me that there is no necessity to get the Core i7 variants for most purposes.

I have not done comprehensive performance tests but did run 3DMark RT on which the Surface Pro 3 scored about 9% better than my old Surface Pro, and the JavaScript SunSpider test on which it was 44% faster. Of course it is a faster Core i5 (1.9 GHz vs 1.7 GHz).

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Thanks to Intel’s Haswell design, this performance comes alongside good battery life. The advertised 9 hours is optimistic, but 6 hours plus is realistic. I also noticed that Surface Pro 3 is much better at holding its charge on standby, a common annoyance with older models.

The power connector has been improved to make it both easier and firmer to connect.

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The power supply still has that handy USB power supply built-in; I am often grateful for this.

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What about the new fold-up keyboard, where the keyboard cover attaches across the bottom of the device to form a stronger hinge?

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I am not sure about this one. The benefit is real; it is a firmer attachment and better when you use the Surface on your lap (though I have never really found this hard). It is a compromise though. Support for this feature has pushed the Windows key to the right hand of the screen, where you can easily hit it by accident if using Surface as a tablet in landscape mode. It also makes the taskbar hard to tap. A more subtle disadvantage is that the keyboard cover now has two hinges; you can think of it as a flap with two panels, a large one for the keyboard itself, and a thin one for the fold-up section. When you fold the keyboard to the back of the device for tablet use, this two-panel arrangement means it tends to move about more, it does not fit so snugly. I also prefer the keyboard to be flat on the desk when in tabletop mode, but find that it goes into the fold-up position by default and I have to unfold it.

The infinitely variable kickstand is also a mixed blessing. I like the flexibility it offers, but it means you now have to think about where to set it every time, it no longer clicks into place. Since I was happy with the choice of two in the 2nd edition models, the new hinge is little benefit to me, but I do appreciate that for some users it makes all the difference. The hinge does look strong, and hopefully will prove to be enduring.

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These are fine details, and even the complaints do not detract from a positive experience overall. That said, whereas the old Surface is truly distinctive, with the new one I find myself asking whether a conventional Ultrabook with a better keyboard and more USB 3.0 ports is a more attractive purchase. It depends, I guess, how much you think you will use Surface Pro 3 in tablet mode.

Talking of tablet mode, the pen that comes with Surface Pro 3.0 is the best tablet pen I have used. It is capable of natural strokes and precise control. If you like inking word documents, for example, this is ideal.

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I recognise this; but after years of experimentation have concluded that pen computing is not for me. I find them too easy to lose, and too awkward to use. Tablet in one hand, pen in the other: you are losing the freedom that tablet computing offers.

Note also the most clunky aspect of Surface Pro 3.0, which is how you park the pen. The magnetic attachment to the power connector port is hopeless; it falls off in no time. The keyboard loop is better, but my loop has already come off twice, and this will get worse. Time for some superglue? Microsoft should at a minimum make the loop sewn in to the keyboard. Everybody gets a pen, after all, though I also wish it were optional so I could save some money.

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Another annoyance is only one USB 3.0 port; if Microsoft could squeeze another one in I would find that useful.

The camera is pretty good but no better than the one on Surface 2 (which is also pretty good); both are 5MP. However it easily beats the 720p camera on the Surface Pro 2. The Surface Pro 3 has a better front-facing camera than Surface 2.

The speakers are better than earlier models too. I am not sure how much this matters, since most of the time you will use a headset or external powered speakers, but sometimes the built-in ones are all you have to hand.

As a long-term Surface user I must not neglect to mention the best feature of the device, which is great portability combined with the ability (in the Pro versions) to run most PC applications. I travel enough to appreciate this greatly; it slips into a small bag and is far more convenient to carry than most laptops. I will never go back to a traditional laptop, though I might be tempted by a conventional Ultrabook; some of these are also relatively slim and light, though not so much as a Surface.

I like the Surface Pro 3 and regard it as decent value for money, given the all-round high quality. There are compromises though, and personally I would like to see Microsoft retain a smaller 10.6" screen model in the range as in some ways that works better for me.

Xamarin announces large round of funding, plans international expansion

It is a case of “right time, right place” for Xamarin, as it scoops up Windows developers who need either to transition to iOS and Android, or to add mobile support to existing applications. You can also port applications to the Mac with its cross-platform development framework based on C#; no bad thing as Mac sales continue to boom.

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Xamarin also fits with Microsoft’s new strategy, as I understand it, which is to provide strong support for iOS and Android for applications such as Microsoft Office, and services such as those hosted on Microsoft Azure.

Now the company has announced an additional $54 million of funding, which CEO Nat Friedman tells me is “the largest round of financing achieved by any mobile platform company ever”.

The financing comes from “new and existing investors, including Lead Edge Capital, Insight Venture Partners, Charles River Ventures, Ignition Partners, and Floodgate.”

What will the money be spent on? “Two things,” says Friedman. “We’re planning to expand our sales and marketing into Europe. We’re opening a sales office in London in the Fall. We did a roadshow with Microsoft in Europe and it was extremely successful. Second, we’re going to invest in improving the quality of our platforms.”

Friedman notes that mobile should not be considered a development niche. “Our view is that in the future all software will be mobile software in some way or another, when you build an application it will have to have some kind of mobile surface area.”

A few other points to note. One is that Xamarin Forms, recently introduced, has been a big hit with developers. “The Xamarin Forms forum has been our most popular forum,” says Friedman. “We’ve been really surprised.”

The company used to promote the idea of avoiding cross-platform code for the user interface, but then introduced Xamarin Forms as a cross-platform GUI framework, arguing that because it uses only native controls, it avoids the main drawbacks of the idea.

Some of the funding then will go into improving Xamarin Forms and tools to work with the framework.

Another key area is Visual Studio integration. The acquisition of the Visual Studio integration team from Clarius Consulting, in May 2014, is also significant here, since Clarius had strong expertise in this area.

Might Microsoft try to acquire Xamarin? Interesting question, and one which Friedman is not in a position to discuss; I am not a financial expert but would guess that Xamarin’s independent expansion increases its ability to be independent, though investors may be hoping to reap the rewards of an acquisition, who knows?

Microsoft Financials show cloud growth, Nokia loss

Microsoft has announced its financial results for the quarter ending June 30th 2013. How is it doing?

Quarterly revenue is up to $23.38 billion from $20.49 billion year on year, though $1.98 billion of that is phone hardware – Nokia, in other words. Operating income is up to $6.48 billion from $6.07. Net income is down to $4.61 billion from $4.96 billion because of tax adjustments.

I am more interested in the segment breakdown, though Microsoft’s segments are not particularly clear:

Quarter ending June 30th 2014 vs quarter ending June 30th 2013, $millions

Segment Revenue Change Gross margin Change
Devices and Consumer Licensing 4694 +406 4407 +526
Computing and Gaming Hardware 1441 +274 18 +665
Phone Hardware 1985 N/A 54 N/A
Devices and Consumer Other 1880 +317 446 +78
Commercial Licensing 11222 +595 10296 +345
Commercial Other 2262 +688 691 +355

Revenue is actually up year on year in all segments. Windows has benefited from the end of XP support driving upgrades. Products Microsoft wants to talk about are Azure, SQL Server and System Center which are all growing revenue. “Commercial cloud revenue” or in other words Office 365, CRM online and Azure, grew 147% and is now a $4.4 billion business at current rate of sale.

The bad news is that Nokia contributed a $692 million loss (diminishment of operating income). Microsoft says it sold 5.8 million Lumia (Windows) phones and 30.3 million non-Lumia phones, with the majority of Lumia sales being low-cost devices.

Bing search grew revenue by 40% and US search share is up to 19.2% according to Microsoft.

Microsoft CEO Satya Nadella promises “One Windows” in place of three, but should that be two?

Microsoft released its latest financial results yesterday, on which I will post separately. However, this remark from the earnings call transcript (Q&A with financial analysts) caught my eye:

In the year ahead, we are investing in ways that will ensure our Device OS and first party hardware align to our core. We will streamline the next version of Windows from three Operating Systems into one, single converged Operating System for screens of all sizes. We will unify our stores, commerce and developer platforms to drive a more coherent user experiences and a broader developer opportunity. We look forward to sharing more about our next major wave of Windows enhancements in the coming months.

What are the three versions of Windows today? I guess, Windows x86, Windows RT (Windows on ARM), and Windows Phone. On the other hand, there is little difference between Windows x86 and Windows RT other than that Windows RT runs on ARM and is locked down so that you cannot install desktop apps. The latter is a configuration decision, which does not make it a different operating system; and if you count running on ARM as being a different OS, then Windows Phone will always be a different OS unless Microsoft makes the unlikely decision to standardise on x86 on the phone (a longstanding relationship with Qualcomm makes this a stretch).

Might Nadella have meant PC Windows, Windows Phone and Xbox? It is possible, but the vibes from yesterday are that Xbox will be refocused on gaming, making it more distinct from PC and phone:

We made the decision to manage Xbox to maximize enterprise value with a focus on gaming. Gaming is the largest digital life category in a mobile first, cloud first world. It’s also the place where our past success, revered brand and passionate fan base present us a special opportunity.

With our decision to specifically focus on gaming we expect to close Xbox Entertainment Studios and streamline our investments in Music and Video. We will invest in our core console gaming and Xbox Live with a view towards the broader PC and mobile opportunity.

said Nadella.

As a further aside, what does it mean to “manage Xbox to maximize enterprise value”? It is not a misprint, but perhaps Nadella meant to say entertainment? Or perhaps the enterprise he has in mind is Microsoft?

Never mind; the real issue issue is about the development platform and making it easier to build applications for PC, phone and tablets without rewriting all your code. That is the promise of the Universal App announced earlier this year at the Build conference.

That sounds good; but remember that Windows 8.x is two operating systems in one. There is the desktop side which is what most of us use most of the time, and the tablet side (“Metro”) which is struggling. Universal Apps run on the tablet side. The desktop side has different frameworks and different capabilities, making it in effect a separate platform for developers.

“One Windows” then is not coming soon. But we might be settling on two.

Farewell Nokia X? Not quite, but the signs are clear as Microsoft bets on Universal Apps

I could never make sense of Nokia X, the Android-with-Microsoft-services device which Nokia announced less than a year ago at Mobile World Congress in Barcelona:

If Nokia X is a worse Android than Android, and a worse Windows Phone than Windows Phone, what is the point of it and why will anyone buy?

Nokia X is Android without Google’s Play Store; if Amazon struggles to persuade developers to port apps to Kindle Fire (another non-Google Android) then the task for Nokia, lacking Amazon’s ecosystem, is even harder. Now, following Microsoft’s acquisition, it makes even less sense: how can Microsoft simultaneously evangelise both Windows Phone and an Android fork with its own incompatible platform and store?

Nokia X was meant to be a smartphone at feature phone prices, or something like that, but since Windows phone runs well on low-end hardware, that argument does not stand up either.

Now Nokia X is all but dead. Microsoft CEO Satya Nadella:

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Second, we are working to integrate the Nokia Devices and Services teams into Microsoft. We will realize the synergies to which we committed when we announced the acquisition last September. The first-party phone portfolio will align to Microsoft’s strategic direction. To win in the higher price tiers, we will focus on breakthrough innovation that expresses and enlivens Microsoft’s digital work and digital life experiences. In addition, we plan to shift select Nokia X product designs to become Lumia products running Windows. This builds on our success in the affordable smartphone space and aligns with our focus on Windows Universal Apps.

and former Nokia CEO Stephen Elop, now in charge of Microsoft devices:

In addition to the portfolio already planned, we plan to deliver additional lower-cost Lumia devices by shifting select future Nokia X designs and products to Windows Phone devices. We expect to make this shift immediately while continuing to sell and support existing Nokia X products.

Nadella has also announced a huge round of job cuts, mainly of former Nokia employees, around 12,500 which is roughly 50% of those who came over. Nokia’s mobile phone business is no all Windows Phone (Lumia) and Nokia X. In addition, it sells really low-end phones, the kind you can pick up for £10 at a supermarket, and the Asha range which are budget smartphones. Does Microsoft have any interest in Asha? Elop does not even mention it.

It seems then that Microsoft is focusing on what it considers strategic: Windows Phone at every price point, and Universal Apps which let developers create apps for both Windows Phone and full Windows (8 and higher) from a single code base.

Microsoft does also intend to support Android and iOS with apps, but has no need to make its own Android phones in order to do so.

My view is that Nokia did an good job with Windows Phone within the constraints of a difficult market; not perfect (the early Lumia 800 devices were buggy, for example), but better by far than Microsoft managed with any other OEM partner. I currently use a Lumia 1020 which I regard as something of a classic, with its excellent camera and general high quality.

It seems to me reassuring (from a Windows Phone perspective) that Microsoft is keeping Windows Phone engineering in Finland:

Our phone engineering efforts are expected to be concentrated in Salo, Finland (for future, high-end Lumia products) and Tampere, Finland (for more affordable devices). We plan to develop the supporting technologies in both locations.

says Elop, who also notes that Surface and Xbox teams will be little touched by today’s announcements.

Incidentally, I wrote recently about Universal Apps here (free registration required) and expressed the view that Microsoft cannot afford yet another abrupt shift in its developer platform; the continuing support for Universal Apps in the Nadella era makes that less likely.

Speculating a little, it also would not surprise me if Universal Apps were extended via Xamarin support to include Android and iOS – now that is really a universal app.

Will Microsoft add some kind of Android support to Windows Phone itself? This is rumoured, though it could be counter-productive in terms of winning over developers: why bother to create a Windows Phone app if your Android app will kind-of run?

Further clarification of Microsoft’s strategy is promised in the public earnings call on July 22nd.

Amazon Mobile SDK adds login, data sync, analytics for iOS and Android apps

Amazon Web Services has announced an updated AWS Mobile SDK, which provides libraries for mobile apps using Amazon’s cloud services as a back end. Version 2.0 of the SDK supporting iOS, and Android including Amazon Fire, is now in preview, adding several new features:

Amazon Cognito lets users log in with Amazon, Facebook or Google and then synchronize data across devices. The data is limited to a 20MB, stored as up to 20 datasets of key/value pairs. All data is stored as strings, though binary data can be encoded as a base64 string up to 1MB. The intent seems to be geared to things like configuration or game state data, rather than documents.

Amazon Mobile Analytics collects data on how users are engaging with your app. You can get data on metrics including daily and monthly active users, session count and average daily sessions per active user, revenue per active user, retention statistics, and custom events defined in your app.

Other services in the SDK, but which were already supported in version 1.7, include push messaging for Apple, Google, Fire OS and Windows devices; Amazon S3 storage (suitable for any amount of data, unlike the Cognito sync service), SimpleDB and Dynamo DB NoSQL database service, email service, and SQS (Simple Queue Service) messaging.

Windows Phone developers or those using cross-platform tools to build mobile apps cannot use Amazon’s mobile SDK, though all the services are published as a REST API so you could use it from languages other than Objective-C or Java by writing your own wrapper.

The list of supported identity providers for Cognito is short though, with notable exclusions being Microsoft accounts and Azure Active Directory. Getting round this is harder since the federated identity services are baked into the server-side API.

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Review: Kingston HyperX Cloud headset, excellent sound and comfort

Beautifully packaged and presented (strong inner box with outer sleeve) this gaming headset has a real premium feel to it, further enhanced by a high-quality drawstring bag which includes an outer pocket to store the heap of supplied cables and adaptors.

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What is a “gaming headset”? Essentially, simply including a microphone is enough for some, though you might expect a gaming headset to be tilted towards a more exciting presentation with deep bass and sharp treble. Personally I favour a neutral presentation since getting an exciting sound is the job of those producing and mastering the audio for the game, not the headset, though an extended frequency response is needed. Fortunately the HyperX Cloud gets this mostly right, which is why it is decent for music as well as games.

“You are now on the way to the ultimate gaming experience,” proclaims the letter on the inner box (though that is all the documentation I could find, save what is printed on the outside of the box itself – you can download a manual from the HyperX site if you want).

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But is the claim justified?

Despite the futuristic brand name, this is a traditional over-ear closed-back headset with analogue-only connections. This means you have a jack plug for the headphones and a second jack plug for the microphone. There is also an adapter that combines them to form the four-way jack used by smartphones, tablets, and PlayStation 4. A further cable lets you add an in-line control box with passive volume control, call/answer button and microphone mute. The closed back design means good noise isolation and less disturbance for others in the same room.

Analogue connections are essential for smartphone use, but on a PC it means you are reliant on the quality of the audio out and mic in on the soundcard. The microphone input is often a weak point. You can avoid this by using a USB headset, so don’t get this unless you are confident of the quality of your soundcard. Further, with an analogue headset there are no whizzy virtual effects, no great loss in my opinion.

Here is what you get in the box:

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  • Adapter for smartphones and tablets
  • 1m extension cable with inline control box
  • 2m extension cable
  • Aeroplane adapter (for old-style aeroplane seats)
  • Detachable microphone
  • Generous drawstring bag
  • A pair of spare earpads, with a fabric finish in place of the smooth finish on the pre-fitted earpads. Both are comfortable.

The main cable is braided, as is the control box extension, but the other cables are not braided, which is odd.

If you use all the cables you end up with a 4m cable. If you want to use the control box, you end up with a 2m cable. Too long is better than too short, but you might find it getting in the way.

It is a tiny detail, but I would have liked colour coding on the floating jack sockets, to match the colour coding on the plugs. The sockets are marked if you look closely but it is easy to connect them wrong.

Another slight nit is that the socket for the detachable microphone has a small cover that I will probably lose. I would prefer this to be a hinged flap.

The control box is OK but not up to the standard of the rest of the kit.

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The microphone mute button is stiff and awkward, and the volume control feels cheap. Both worked fine though.

The good news is that sound quality is exceptional. There is a real three-dimensionality to the sound, which together with extended frequency response (15Hz to 25,000 Hz is claimed) makes for a great experience.

Compared to the very best (and generally more expensive) headphones the HyperX is slightly coarse, and the tone is slightly weighted towards the bass, but I find the headset fine for music (especially pop/rock; they are less suitable for classical) as well as gaming, and for the money this is one of the best I have heard.

The headset is comfortable enough that I can happily wear them for a long session, whether gaming or music.

The microphone is also reasonable quality, with a high enough output for my PC soundcard to get decent volume though with some hiss. It is good enough for uses like Skype, dictation software and so on as well as gaming.

Overall I recommend this headset, if you are looking for an analogue rather than a USB connection. It is well made, well presented, and ticks the two most important boxes: comfort and sound quality.

More details on the HyperX site here.

Google I/O 2014: impressive momentum, no wow moments

I am not in San Francisco but attended Google I/O Extended in London yesterday, to hear the keynote and a couple of sessions from Google’s annual developer conference.

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I found the demographics different than most IT events I attend: a younger crowd, and plenty of start-ups and very small businesses, not at all enterprisey (is that a word?)

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The main announcements:

A new version of Android, known as Android L (I don’t know if this will expand eventually to Lollipop or Liquorice or some such). Big release  with over 5,000 new APIs, we were told (when does Android start being called bloated, I wonder?). Themes include a new visual style called Material Design (which extends also to the Web and to Chrome), and suitability for more device types including Android TV, Android Wear (smart watches) and Android Auto. A new hardware accelerated graphics API called Android Extension Pack which implements OpenGL ES for better game performance, with support from NVIDIA Tegra. Android graphics performance will be good enough for a considerable subset of the gaming community and we saw Unreal Engine demoed.

Android L does not use Dalvik, the virtual machine that runs Java code. In its place is ART (Android Runtime). This is 64-bit, so while Java code will run fine, native code will need updating.

Google is working hard to keep Android under its control, putting more features into its Play Services, the closed part of Android available only from Google and which is updated every 6 weeks, bypassing the operator obstacle to OS updates. There is also a new reference design including both hardware and software which is designed for affordable smartphones in the developing world: third parties can take this and build a decent Android mobile which should sell for under $100 as I understood it. I imagine this is designed to ward off fractured Android efforts like Microsoft’s Nokia X, aimed at the same kind of market but without Play Services.

There are new Android smart watches on the way, and we saw the inevitable demonstration of a user using voice control to the watch for ordering taxis or pizzas, getting notifications, and sending simple messages.

Voice control demos always seem to be nervous moments for presenters – will they be understood? Unfortunately that uncertainty remains for real users too, as evidenced by Xbox One Kinect which is amazing in that it often works, but fails often enough to be irritating. Voice recognition is a hard problem, not only in respect of correctly translating the command, but also in correctly detecting what is a command (if the person standing next to me shouts “Taxi please” I do not want my watch to order one for me).

The smart watch problem also parallels the TV problem. The appeal of the watch is that it is a simple glanceable device for telling the time. The appeal of the TV is that it is a simple sit-back screen where you only have to select a channel. Putting more smarts into these devices seems to make sense, but at the same time damages that core feature, unless done with extreme care.

Android TV puts the OS into your television, though Google’s messaging here is somewhat confusing in that, on the one hand, Chromecast (also known as Googlecast) means that you can use your Google device (Android or Chromebook) as the computer and the TV as the display and audio system, while on the other hand you can use Android on the TV itself as an all-in-one.

We are inching towards unified home entertainment, but with Google, Microsoft (Xbox One), Sony (PlayStation) and Apple all jostling for position it is too early to call a winner.

Material Design – Metro for Android?

We heard a lot about Material Design, which is Google’s new design style. Google borrowed plenty of buzzwords form Microsoft’s “Metro” playbook, and I heard expressions like “fast and fluid”, clean typography, signposting, and content-first. Like Metro, it also seems to have a blocky theme (we will know when the next design wave kicks in as it will have rounded corners).

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Material Design is not just for Android. You can also implement the concept in Polymer, which is a web presentation framework built on Web Components, a standard in draft at the W3C. Support for Web Components (and therefore Polymer) is already in Chrome, advancing rapidly in Mozilla Firefox, probably coming in Apple Safari, and maybe coming in Microsoft IE. However, a JavaScript library called Polyfill means that Polymer will run to some extent in any modern browser.

Whenever IE was mentioned by a presenter at Google I/O there was an awkward/knowing laugh from the audience. Think about what that means.

One of the ideas here is that with a common design concept across Android and web, developers can make web apps (and therefore Chrome apps) look and behave more like Android apps (or vice versa). Again, there is a similar concept at Microsoft, where the WinJS library lets you implement a Metro look and feel in a web app.

Microsoft may have been ahead of Google in this, but it has done the company little good in that adoption for Metro has been weak, for well-rehearsed reasons connected with the smartphone wars, legacy Windows desktop and so on. Google has less legacy weighing it down.

How good is Material Design though? Apple’s Steve Jobs once said of a new OS X design update that it was so good you want to lick it. Metro lacks that kind of appeal, and judging from yesterday’s brief samples, so does Material Design, whatever its other merits in terms of clarity and usability. It is early days though.

Business features: Samsung Knox, Office support, unlimited storage

Google announced a couple of  features aimed at business users. One is that Samsung Knox, app sandboxing and data security for business users, has been donated to Google for integration into Android. Another is that Google Docs will get the ability to edit Microsoft Office documents in their native format, removing an annoyance for users who previously had to convert documents to and from Google’s own format when exchanging them with Microsoft Office users.

This seems to be an admission that Microsoft Office is the business standard for documents, and you can take it either way – good for Google because compatibility is better, or good for Microsoft because it cements Office as the standard. There will be ifs and buts of course.

Google is also offering unlimited online storage for business users, called Drive for Work, at $10 per user per month, upping the ante for everyone in the online storage game – Microsoft, Dropbox, Box and so on.

Google’s Cloud Platform

Google showed new features in its cloud platform, with a focus on big data analytics using an approach called Cloud Dataflow. “We don’t use MapReduce any more”, said the presenter, explaining that Cloud Dataflow enables all of us to use the same technology Google uses to analyse big data.

Greg DeMichille, a director of product management for the cloud platform, appeared on stage to show features for in-browser tracing and debugging of cloud applications. I recall DeMichille being much involved in Microsoft’s version of Java back in the days of the battle with Sun; he also had a spell at Adobe getting behind Flash and Flex for developers.

No Wow moments

The Google I/O 2014 keynote impressed in terms of numbers – Android growth continues unabated – and in terms of partners lining up behind initiatives like Android TV and Android Auto. The momentum seems unstoppable and the mass market for mobile and embedded devices is Google’s to lose.

On the other hand, I did not notice any game-changing moments such as I experienced when first seeing the Chromebook, or the Google Now personalisation service. Both of those still exist, of course, but if Android will really change our lives for the better, Google could have done a better job of conveying that message.

Adobe focuses on iPad (not Android) with new mobile Creative Cloud apps

Adobe has announced a new wave of its Creative Cloud subscription offering, including new mobile apps for Apple’s iPad.

The apps are Adobe Sketch, Adobe Line, Adobe Photoshop Mix, Lightroom Mobile and Adobe Voice.

Photoshop Mix includes a popular feature of the desktop package, content-aware fill, which you can use to remove unwanted objects from an image.

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There is also hardware for the iPad: Adobe Ink which is a digital pen, and Adobe Slide, a digital ruler. They only work with Adobe apps but apparently are cleverly designed using a wireless connection to overcome the lack of built-in pen support on the iPad. (I was amused by the codename for Slide – “Project Napoleon”, little ruler, geddit?)

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Why the focus on the iPad, when Android is also a popular tablet platform? Adobe says that it its particular design-oriented market, almost all the demand is for iPad support. That said, it is interested in Microsoft’s Surface 3 as a tablet platform for designers.

There are also new features in the Creative Cloud desktop applications, which have all been updated. These include Smart Guides, font search, and new masking tools in Photoshop; and support for fixed layout EPUB documents from InDesign. Adobe has also improved its Linked Smart Object support in Photoshop, which lets you embed documents such as Illustrator files while keeping them linked to the original. You can now convert embedded Smart Objects to Linked Smart Objects, and package linked files so you can share them with others while maintaining the links.

Adobe Muse (a web design tool) has been rewritten as a 64-bit native application (it was originally a Flash/Adobe AIR app).

The Creative Cloud Photography Plan, which was first announced as a limited offer, is now available indefinitely at £8.78 per month (perhaps it is a round number in dollars?)

A tale of two Lumias: snaps on a Lumia 630 versus a Lumia 1020

I spent a morning in Oxford taking some snaps and thought it would be fun to compare what a budget Windows Smartphone – the new Nokia Lumia 630 – can do versus the king of photography smartphones, the Nokia Lumia 1020.

Note this is not intended as a fair comparison; the 1020 costs around four times as much as the 630. It does show what you are giving up if you use a budget smartphone for all your snaps. In each case, you can click the image to see the full resolution.

Here is the Bodleian Library on the 630:

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and on the 1020, using the 5MP version (the 1020 also stores a high res version of each image):

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Next, Pembroke College on the 630:

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and on the 1020:

 

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Some flowers at the corner of Pembroke’s Chapel Quad, on the 630:

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and on the 1020:

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The difference is more telling if you zoom in. Here is a detail taken from a picture of Broad Street on the 630:

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and on the 1020:

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What about the high-res versions of the Lumia 1020 snaps? Here is a picture of Oxford’s “Bridge of Sighs”:

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Let’s zoom in to look at the sculpture on the bridge. This is from the 5MP version, which I’ve enlarged slightly:

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Here is the same section taken from the high-res 34MP image:

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I consider the improvement well worthwhile; it does pay to hang on to those high-res images for the pictures you most value.

I snapped this on the 630 too; here is the same zoomed-in and enlarged section:

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Ouch!

Conclusion? The camera on the Lumia 630 is not too bad – for a cheap smartphone. The Lumia 1020 is something special and I am grateful to Nokia for delivering a smartphone with a camera good enough that I can leave a standalone camera out of my bag – noting that I am not a photographer, just a traveller who takes pictures. I have not used a tripod on any of the above; from my perspective, coping with camera shake is one of the characteristics I need in whatever camera I use.