Archive: May, 2012

Coda 2 and Diet Coda

Panic’s much lauded web development editor Coda is getting its 2.0 release this Thursday, May 24th. Can’t say I’ve been a fan given its lack of Rails support and very tightly integrated, “all in one” design style. Nevertheless, for the right developer, especially one heavily integrated into an FTP/mySQL/LAMP stack, this could be very enticing.

Don’t forget about Diet Coda for iPad either. It’s hard for me to mentally wrap my head around coding on an iPad, but Diet Coda looks like a promising tool.

The Specialists, prop weapons supplier

Modern Hollywood blockbusters have one thing in common: lots and lots of guns. The New York Times talks to The Specialists, the largest East Coast supplier of prop movie weapons in the East Coast. It’s crazy there’s over 5000 prop weapons in a bunker somewhere in the middle of Soho.

Dropquest 2012

Dropbox has unveiled a new competition for this year:

Dropquest is a multi-step scavenger hunt that has you solve a series of puzzles (inspired by the likes of MIT’s mystery hunt or notpron [though not nearly as time/effort-consuming]). Everyone who completes Dropquest will get at least 1 GB of space (even if you participated last year). Also, everyone starts at the same time, but the questers who finish the soonest get amazing prizes!

Cool. Late at night after work I might tinker with the objectives here. Get cracking if you’re interested as the deadline to finish is June 2nd.

New York restaurant adopts iPads, saves money

TUAW’s Steven Sande wrote an article early this month on how the Brooklyn Tap House has adopted iPads for its point-of-sale system:

The main attraction for the POSLavu system, according to restauranteur and co-owner Hugo Salazar, was the price. Many restaurants use systems from Micros or Aloha that can sport price tags of US$20,000 or more; the bottom line for the devices and software at the Brooklyn Tap House was about $7,000.

Better off dead

Crazy to think how Bobcat Goldthwait, probably best known as Zed in the Police Academy series, has evolved into a independent (and very dark) film director. A wide ranging interview with Goldthwait appears on a recent Vice post, where he gives frank advice:

My point is this—if you want to be happy in showbiz (or any creative field), listen to that voice inside you. Even if it says “Fuck it” sometimes. Work with your friends. Avoid chasing fame or money. Just do what you want to do, when and how you want to do it. And if it’s not making you happy, quit. Quit hard, and quit often. Eventually you’ll end up somewhere that you never want to leave. 

Buying a set-top box: everything you need to know

Slick buying guide from The Verge. Especially nice work on the info graphics measuring set top box versatility.

Why is Apple dragging its feet on paid upgrades?

Developers have clamored for a paid upgrade system since the App Store’s inception, but I’m worried Apple won’t offer this feature anytime soon. I’m far from alone – Instapaper developer Marco Arment also predicted Apple’s non-action on his latest podcast. Yet Marco and many others don’t think this is a problem, that the current à la carte system is “the future” of software publishing. They’re completely wrong.

Apple drags its feet on paid upgrades because Apple wants simplicity for their customers. A choice between a full product and paid upgrade muddles this philosophy. For now, all users get all app upgrades automatically. If you introduce optional, paid upgrades, certain updates only apply to select customers. This adds complexity for consumers and developers having to juggle and maintain multiple app versions on the store.

In addition, the lack of paid upgrades keep app purchase prices lower. This is simple economics: on the App Store, developers have to force a repurchase between major versions in the form of a new app. App prices will be driven lower to offset the much larger sticker shock between versions and to account for boosts in upgrade revenue (100% of the product cost instead of some smaller fraction.)

I don’t think this is a good economic model, especially for more expensive, professional level software, such as Omnifocus and Photoshop. But remember, Apple is not, at its core, a software company; they make money from selling iPhone and iPads. The cheaper the software, the greater the incentive we have to keep on buying Apple’s hardware.

Also it’s professionals and power users – both niche Apple consumers – that demand paid upgrades, not the core audience. Given how rarely Apple updates its pro products (e.g. Mac Pros, Aperture, Final Cut) in the last few years, we’re in for a serious wait before Apple takes any action here.

Marco defended Apple’s inaction on this week’s Build and Analyze podcast; I disagree with him. A lack of paid upgrades causes two main problems:

The absence of an incremental purchase kills a huge source of revenue for developers and publishers. Without both new software and upgrade streams, many publishers, from high end publishers like Adobe to independent studios like Delicious Monster and Panic have a hard time staying afloat. In economic terms, a lack of price discrimination between more receptive, existing customers and newcomers is a major problem.

Customers get angry and frustrated when they can’t upgrade. Naturally for apps under a few dollars, this issue doesn’t apply, given the small investment. Yet if you’re considering $40, $80, or hundreds more for a purchase, an upgrade by way of repurchasing the software is costly. It’s especially aggravating if the next big upgrade is launched soon after you buy the old version. This keeps potential buyers on the sidelines between major releases, exactly the time when many developers need revenue to keep going.

Apple needs a change in course here. A lack of paid upgrades is killing both developer revenue and consumer interest in a lot of great apps. It’s also watering down app quality, especially in the iPhone and iPad markets where there’s no App Store alternative.

From nowhere to Sword & Sworcery: Capybara’s road trip to indie stardom

Tracey Lien for Polygon on the indie gaming studio Capybara:

Vella says that the main thing they got out of their film school education was the ability to critique their own work – a skill that has played a crucial role in shaping their award-winning games.

“We’re a ruthlessly self-critical studio,” he says. “Our studio culture is: If you have an opinion, say it. Don’t be afraid to critique yourself. One of my favorite things is sitting in a meeting with programmers and artists and sound designers and producers, and going from visuals to audio and having meaningful conversations from every discipline, rather than just saying ‘OK, you’re an artist so you just do art and that’s it.’

Tight collaboration and T-shaped employees make all the difference. I still haven’t gotten around to Sword & Sworcery, but Capybara’s Critter Crunch is a great game.

Iterate interviews Tweetie creator Loren Brichter

The Interate podcast gets some big names in the app design world to pop on their show. This week was exceptionally big with Tweetie creator Loren Bricher. The episode touches on a lot of interesting subjects: the conservatism of Apple’s iPhone UI, Bricher’s preferred design tools, Blackberry 10 and more.

Facebook’s business model

Co-founder of Hunch and startup investor Chris Dixon:

The key question when trying to value Facebook’s stock is: can they find another business model that generates significantly more revenue per user without hurting the user experience? (And can they do that in an increasingly mobile world where display ads have been even less effective.) Perhaps that business model is sponsored feed entries, as Facebook seems to be hoping (along with Twitter and perhaps Tumblr). The jury is still out on that model. Personally, I have trouble seeing how insertions into the feeds aren’t just more prominent display ads. You still have to stoke demand and convert people from non-purchasing to purchasing intents.

Chris nails it here. In other advertising models, users have purchasing intent, while that’s generally not the case on Facebook. Less intent translates into ineffective ads.