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Posts Tagged ‘ Mac OS X ’

Learn to use gestures in Lion

By on August 17, 2011

By Dan Miller
August 17, 2011

SAN FRANCISCO – Lion’s support for gestures—tapping and swiping fingers on a Multi-Touch trackpad—isn’t entirely new. OS X has supported gestures in some form for several years. Even so, many of us still haven’t adopted gestures as a way of interacting with our Macs. Maybe we don’t have the right Multi-Touch hardware. Or maybe the mouse-plus-keyboard interface is burned so deeply into our muscle memory, we’ve seen no reason to switch.

But if Lion is any measure, gestures are becoming an important part of OS X; someday, they might replace the mouse entirely. So Lion’s launch is a perfect opportunity to make the switch—or, at minimum, to become conversant in this interactive language. And even if swiping and tapping on a trackpad is already familiar to you, you’ll still need to adjust to Lion’s new vocabulary. Here are some tips for doing both.

If you use gestures now
Learning to use gestures in Lion will obviously be a lot easier if you’ve already been using them in Snow Leopard. To make things even easier, several of them haven’t changed.

It can also help if you use an iPhone or iPad: Several of the gestures in Lion—including the single-finger tap, the pinch-to-zoom, and the two-finger rotate for images—are borrowed directly from iOS.

If you’ve used any gestures before, you’ll have an easier time learning Lion’s new ones than someone who has never gestured at all. According to cognitive scientists, if you’ve trained your brain to associate an on-screen event with some kind of finger movement on a trackpad, it’ll be relatively easy to remap that same event to a new gesture.

The key to learning Lion’s new gestures—as well as to learning gestures in general—is to be purposeful about it. You could pick up gestures eventually by using them haphazardly—but you’ll learn a lot quicker if you do it deliberately.

Here’s one way to do so: Choose a gesture you want to learn and a day when you’ll start learning it. Then, on your chosen day, stop whatever you’re doing every hour or so and spend a minute or two repeating the gesture. Repetition is important. So is a consistent context: If you practice for a while at the office and then a while at home, it won’t be as effective as if you do it all at work. Repeat as necessary until you find you’re able to use your new gesture unconsciously.

One Lion interface tweak in particular has been giving some veteran users fits: Apple flipped the scrolling direction. In the past, if you swiped two fingers up in Safari, the scrollbar of the browser moved up; the webpage itself actually moved downward on the screen. Now, if you swipe those same two fingers upward in Safari, the page itself moves up. For many of us, the new scrolling direction felt at first like trying to write with the wrong hand. But we also found that it didn’t take long to make the adjustment.

In making the switch to the new orientation, it can help to think of visual metaphors: It used to be that moving two fingers up meant, “I want to view things higher on the page.” Now it’s, “I’m pushing this page up.” Interface designers recommend keeping such metaphors in mind as you learn; they can help your brain map gesture to effect more quickly.

Why learn gestures?
If you’ve never used a trackpad, Lion’s use of gestures might seem pointless. Why swap something that works—the trusty combination of mouse and keyboard—for something that’s simply new?

To be honest, you don’t need to switch at all. Almost everything you can do with gestures in Lion can be done with keyboard and/or mouse.

But as I said up top, Apple seems intent on making gestures an important part of the Mac interface. There are some who think that, eventually, the Mac OS and iOS will converge, making gestures more important still. You could stubbornly refuse to learn gestures or even to acknowledge their existence. But eventually that’s going to turn you into one of those people who’s still using OS 9.

Assuming that you’re willing to join the future, how do you go about learning gestures if you’ve never used them before? First, of course, make sure you have the requisite hardware—a MacBook with Multi-Touch trackpad or any Mac with a Magic Trackpad.

The second step is to fix in your mind the benefits you’ll accrue from learning them. I’ve spelled out some of them above—they’re the future, you’ll be a fossil without them. But there are more practical reasons, too. Believe it or not, some of us have grown to like gestures—particularly when they do as much as they do in Lion. In some ways, they simplify the interface: You can do with one tool things that required two (mouse and keyboard) before. And if you commonly switch between a laptop and a desktop, you can use the same interface for both. In other words, a trackpad could actually make you more productive.

My favorite rationale for adopting a new input device: New neurons are born in our brains every day. You keep only the neurons you use; the others die. Research indicates that learning new tasks may help keep new neurons alive. In other words, using a trackpad could make you smarter.

Gestures and their metaphors
Now that you’re clear about why you’re learning to use gestures, the next step is to divide them into two groups, each of which demands a slightly different learning strategy.

The first group contain those that you might call “natural”: The effect of the gesture mimics the gesture itself. Put another way, such gestures embody clear and simple metaphors. The most obvious of these is the two-finger scroll (especially now that the scrolling direction has changed); as I said before, you can imagine that you’re pushing the page up higher on the screen when you slide your two fingers up the trackpad. The three- or four-finger sideways swipe to move from one virtual desktop to another is similar: You can imagine that you’re moving one desktop aside and pulling another one onto your screen. In each case, there’s a metaphorical connection between what your fingers do and what happens on the screen. The more you can keep those metaphors in mind, the easier it’ll be for you to learn.

Among the gestures that I’d put in the “natural” class:

    • The two-finger pinch and reverse pinch to zoom in and out (think of stretching and compressing whatever you’re looking at);
    • Rotating images with two fingers (duh);
    • Swiping between pages (the pages are on a horizontal band, you’re pushing one to the side to see the next);
    • Swiping between full-screen apps (same deal, only with apps and desktops);
    • Spreading thumb and three fingers apart to expose your desktop (you’re flinging aside open windows to see what’s underneath).

Some people might also include the pinch-with-thumb-and-three-fingers that summons Launchpad; personally, I haven’t been able to come up with a metaphor for that one. And some would include the three- or four-finger swipes up and down to see Mission Control and App Exposé, respectively. I haven’t been able to come up with a good working metaphor for those either; maybe you can.

You might have your own mental images of what each gesture does. It doesn’t really matter what the metaphor is, as long as you have one. To learn these “natural” gestures, follow the routine described above—commit to learning, devote time to it, then practice repeatedly—and, as with the new scrolling direction, keep those metaphors in mind as you do.

Unnatural gestures
That leaves a bunch of gestures that don’t have any metaphorical match between action and effect. Fortunately, several of them correspond to things you’ve traditionally done with the mouse.

For example, to click on an onscreen button with a mouse, you move the cursor over it and click with a mouse button; on the trackpad, you move the cursor over the button and click or tap with one finger. To summon contextual menus with a mouse you Control- or right-click; using the trackpad, clicking or tapping with two fingers (or clicking one of the trackpad’s lower corners) does the same thing. To drag something on screen with a mouse, you click, hold, and drag; a three finger drag across the trackpad can do the same thing.

In these cases, you’re remapping a single on-screen result from a mouse movement to a trackpad gesture. As with gestures you already knew, such remapping is easier than learning something entirely new. To learn these mouse-like gestures, again you just need to practice on purpose: Pick a gesture and deliberately repeat it.

Finally, there are those Lion gestures that have no good metaphors and no mouse equivalents: Double-tapping with three fingers to do a dictionary look-up, double-tapping with two fingers to zoom, and (for some) those three- or four-finger up and down swipes to invoke Mission Control and App Exposé. To learn those, you’ll have to rely on rote practice. They just might take a little longer to learn than the other gestures. But if you want to learn them, you can.

One final thing that’s important to remember: It might take some time to retrain your fingers, hands, and brain to use gestures, and you’ll feel clumsy in the process. When you’re feeling fumble-fingered, remind yourself that once upon a time you learned to use a mouse. There’s nothing natural about that at all. (Remember those stories of novice users trying to move the cursor by holding the mouse up to the screen?) Thanks to thousands, if not millions, of repetitions, those mouse moves are second nature to you now, while gestures feel utterly foreign. But if you learned to use a mouse, you can learn to use gestures, too.

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By Lex Friedman
July 26, 2011

SAN FRANCISCO – There’s never a good time to take a break from reading Macworld.com for a week, of course. But this past week was perhaps the worst week to avoid the site in recent memory, as Apple let a rather enormous cat out of the bag. Join us as we run down the biggest stories from the week gone by.

The Mane Event
Apple released Lion. More than one million people downloaded it, perhaps inspired by Jason Snell’s epic review, or perhaps because they were desperate to try out the tips presented in Dan Frakes’s even more epic six-part series on installing Lion.

But we weren’t sure those combined 74,000 pages of Lion content were enough, so we also dived into some deeper analysis of what’s new in QuickTime and Preview, Mail, Safari, Address Book, the Finder, the user interface, Versions, Auto Save, and Resume, AirDrop and screen sharing, Mission Control and Laucnhpad, iCal, fonts and text, FileValut 2, iChat, and probably a few other features that I’ve missed–but I’m guessing you never even finished reading this sentence, so enraptured by our wealth of Lion coverage did you become.

Our Lion lovefest continued as we bade farewell to Front Row, configured Lion in five minutes, podcasted about the OS, and even sent Glenn Fleishman out in public (against our better judgment) so that he could try downloading Lion while at an Apple Store.

But even though we churned out dozens of articles and many thousands of words about Lion, we couldn’t devote all our time and attention to the big cat, since there were major…

Apple Hardware Announcements
… to drool over. Sure, there was Apple’s brutal murder of the $999 MacBook, but it was hard to shed tears for our fallen comrade since the new sexy heroine showed up right away to take its place: the new MacBook Air line, with its Thunderbolt port and Intel Core i5 processors and whatnot. And if you’re like the rest of the Thunderbolt-ready Mac-owning crowd–namely, wondering just what the heck you’re supposed to do with that Thunderbolt port, Apple’s come up with at least one answer: Plug in the new 27-inch Apple Thunderbolt Display. Just try not think about the fact that the Thunderbolt logo is a, you know, lightning bolt.

Instead, think about Apple’s new Mac minis. They too support Thunderbolt, but their DVD drive has gone the way of the SCSI port. If you think Apple’s ditching DVD drives fast, our lab tests show that the new minis themselves are even faster.

iOS News
The week went notably better for iOS than for Android. An ITC ruling threatens Android’s future; Android is losing developers to iOS; and iOS is still in demand, despite the lack of a new iPhone.

There is some good news for Google, though. Its just-launched Google+ app for iPhone is one of the most popular free apps in the App Store at this writing–even ranking ahead of the Facebook app. “Stick that in your pipe and poke it, Zuckerberg,” Google CEO Larry Page wasn’t quoted as saying.

Other apps we reported on include:

Coverjam Pro and SoundHound, which help even non-hippies see their music; • Fanhattan, which helps ensure you never cross your video streams; • Julius Styles, a game from Wesley Snipes that you might find taxing; • Sid Meier’s Pirates, which is rated Aaaarrrrrr!; and • Foosball HD, a game to help you get your kicks.

We also showed you how to set iPhone alarms silently, and warned you that some Birds you know well may soon move from Angry to Absolutely Livid, since Lodsys is now suing their developer.

Other Stuff
Our experts debated whether you should get an Adobe Creative Suite 5.5 subscription or go the ownership route instead.

Jason Snell wrote a love letter to the space shuttle, which was approximately as Apple-related as any recent news story about Steve Wozniak, but space exploration is awesome, and the article thus worth reading.

Speaking of space exploration, “Captain” Kirk McElhearn wrote up a pair of useful tutorials this past week: How to archive your tweets and Ten Safari shortcuts you should know.

Apple’s Third Quarter Earnings
During its third quarter earnings call, Apple reported record sales and profits–including net profit of $7.31 billion. We also posted a transcript of Tim Cook’s statements from the earnings call. Here’s the CliffsNotes version: “We’re rich! We’re really stinking rich!”

Be cool
Finally, you’re caught up on what was unquestionably a busy and exciting week for Apple. We’d suggest you go outside and get some fresh air, but with much the country under heat warnings instead, maybe you should just stay right where you are, go back to the top, and read this Weekly Wrap all over again.

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By James Galbraith
February 14, 2011

SAN FRANCISCO – When Apple introduced Time Machine with OS X 10.5 Leopard, it became easier than ever to prepare for a data disaster–the only serious effort Mac owners running Leopard or Snow Leopard need to make is to plug in a hard drive. While we hope your hard drive never goes south, if it does actually fail, you’ll thank Time Machine for backing up your data.

Time Machine backs up your system settings, documents, and applications, making it easy to not only recover from a failed hard disk, but also to migrate these files to a new computer, or to a hard drive that’s faster or has more capacity. Here’s how to restore your data from Time Machine.

Step one: Prepare your drive
Unlike some utilities that simply make a bootable clone of your hard drive, Time Machine saves your files, applications, and system settings in a format that can be used to restore this data to a formatted hard drive with OS X already installed.

If you have a new hard drive, or had to erase and repair your old drive, you first need to install Mac OS X 10.5 or 10.6 on the drive, using the discs that came with your computer or a retail version of Mac OS X that supports different types of Macs. When the OS installation is done, the system restarts and you’re treated to a little tune.

If instead, you’ve purchased a new Mac and want to transfer your data from an old Mac to the new one, it’s a piece of cake. Since the new Mac has a fresh installation of Mac OS X, simply start up the system and the music will start playing.

Step two: Select Time Machine restore
When you’ve booted off your new installation of Mac OS X (whether on the new computer, new hard drive, or an erased and repaired old hard drive), you’ll be guided through the steps to set up your Mac. You’ll see a screen titled,” Do You Already Own A Mac?” asking if you’d like to transfer your information.

Choose the third option, From a Time Machine Backup. Click Continue.

Step three: Specify a Time Machine backup
Connect the hard drive containing your Time Machine backup via USB or FireWire. The Time Machine backup will show up in a list called Select a Backup Volume. You can also find and restore from a Time Machine backup on your local AirPort network. Select your backup and click Continue.

Step four: Select the information you want to transfer
This screen asks you to choose what data you’d like to restore. It calculates the size of your User folders, Applications, Documents and other files, which can take quite a bit of time, depending on how much data you have. All of the choices are selected by default. Uncheck the boxes of any file types you’d rather not bring over. Click Transfer when you are ready.

Step five: Wait
That’s it. Your files will transfer over and when finished, your computer will restart. If you chose to copy over all file types, your desktop picture, dock settings and everything else will appear just as they did on your old hard drive.

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Apple dumps Flash from Mac OS X

By on October 26, 2010

By Gregg Keizer
October 26, 2010

FRAMINGHAM – Apple will stop bundling Adobe’s Flash with Mac OS X, the company confirmed Friday.

The new MacBook Air , which debuted earlier in the week, is the first Flash-less system from Apple . Other systems will follow suit as the company clears out inventory of Mac desktops and notebooks that include Flash.

Mac users will still be able to install Flash themselves, and Apple has done nothing to block Flash from running.

“We’re happy to continue to support Flash on the Mac, and the best way for users to always have the most up to date and secure version is to download it directly from Adobe,” Apple spokesman Bill Evans said in reply to questions on Friday.

The move also puts an end to Apple supplying Flash security updates to Mac OS X users as part of the operating system’s patch process. Instead, users will have to know about, locate, download and install those fixes themselves.

That’s not smart, said Andrew Storms, director of security operations at nCircle Security.

“What Apple is doing is separating themselves from the security community,” said Storms, who didn’t cotton to Apple’s decision. “Users, who are likely running an outdated version, typically don’t even know when Adobe issues patches.”

“I just don’t see the upside of this. Apple’s not helping out,” Storms said.

In the absence of Apple patching Flash, Adobe said Mac users were on their own for now. “Adobe recommends that users download the most up to date version of Adobe Flash Player from Adobe.com,” a spokeswoman said.

She urged Mac users to regularly monitor Adobe’s security blog , which posts news of impending and available Flash updates, or subscribe to its RSS feed to stay atop fixes.

Adobe plans to produce an auto-update notification feature in a future release of Flash Player for the Mac, but declined to set a release date. The feature would be similar to what’s now offered to Windows users.

People running Mozilla’s Firefox or Google ‘s Chrome will have an edge during the interim.

Firefox, for example, includes a plug-in checker that detects out-of-date add-ons, including Flash Player, and provides a link to Adobe’s download site. Chrome, meanwhile, automatically upgrades Flash Player in the background.

While Evans made no mention of Apple’s anti-Flash stance, Storms saw the decision as another example of the rocky relationship between Apple and Adobe over the technology.

“Apple’s trying to separate themselves even further from Flash,” Storms said. ” Microsoft doesn’t update Flash either, but they seem more interested in working with vendors than Apple. Adobe is a good example.”

Microsoft and Adobe collaborate on security, Storms argued, pointing to the latter’s July announcement to join the Microsoft Active Protections Program (MAPP), which gives select security companies early warning on upcoming patches.

Adobe has also adopted a version of Microsoft’s Software Development Lifecycle (SDL), a program designed to bake security awareness into products, and picked Microsoft developers’ brains to create the “sandbox” technology , slated to show up in Reader next month.

Storms, who in the past has criticized Apple for patching Flash months after the same fixes were available for Windows, wondered why the company singled out Adobe’s software.

“If they’re going to say they’re doing it so that users have the most up-to-date versions, then they should stop issuing patches for every other third-party application in Mac OS X,” Storms said.

Apple and Adobe have been at loggerheads over Flash ever since the former refused to allow the popular technology on its iPhone . The dispute has been heated this year, as the two companies traded blows over Flash content on Apple’s iOS mobile operating system, with CEO Steve Jobs trashing Flash in an April public missive and the co-chairs of Adobe’s board of directors accusing Apple of undermining the Web in mid-May.

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Replace iTunes 10′s gray color-scheme

By on September 20, 2010

By Whitson Gordon
September 20, 2010

SAN FRANCISCO – In iTunes 10, the icons in the sidebar have gone from colorful to drab light-gray; to some eyes, that change makes the icons harder to distinguish. If you’re one of them, you might be interested in a tip from an anonymous Mac OS X Hints reader that implements an alternative color scheme:

If you are struggling with the new low-contrast icons in iTunes 10, here is a hint to change their appearance. After quitting iTunes, open Terminal and enter:

defaults write com.apple.iTunes high-contrast-mode-enable -bool TRUE

When you restart iTunes, you’ll have a high-contrast sidebar and list pane. To undo it, repeat the command but change the TRUE to FALSE.

By “high-contrast,” this tipster means, “stark black and white.” Many users who have tried this tip say they like the results less than the new all-gray and so undo it. It doesn’t look great in the new default Album List view (View -> As Album List or Option-Command-4); it looks better (relatively speaking) in plain List View (View -> As List or Option-Command-3).

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By Tony Bradley
March 17, 2010

winphone_v_print_thumbSAN FRANCISCO – Microsoft is using the MIX’10 Web developer conference in Las Vegas this week as a platform for unveiling new details about the upcoming Windows Phone 7 series. One detail, which could drive support for Windows Phone 7 apps, is the reliance on Silverlight as a development platform.

There are two reasons that using Silverlight as the foundation for Windows Phone 7 development makes sense. First, Silverlight is cross-plaftorm–enabling developers to create Web-based apps that work on Windows, Linux, and Mac OS X.

The trend toward cloud-based computing–and the launch of Microsoft’s Azure cloud platform, coupled with a general explosion of Web-based applications make Silverlight an ideal candidate for development. Using Silverlight means that developers can create apps without the hassle of coding to specific API’s (application programming interfaces).

The other reason that Silverlight makes sense is that developers are already familiar with it. One of the things that defines a successful smartphone platform is the extent of its apps library–just look at the iPhone and Android app stores. By building on a platform that developers already have experience with, Microsoft is making the transition to developing apps for Windows Phone 7 that much easier.

Developers can build apps on Silverlight and port them from Windows 7 desktops, to Linux and Mac OS X systems, as well as to Windows Phone 7 devices with relative ease. The convenience of writing an app once and being able to repackage and cross-market it for various platforms is a great opportunity for developers and a welcome change from having to invest additional time and effort to port apps, or rebuild them from scratch, for each platform.

“It’s the same programming model you know today,” Microsoft vice president Scott Guthrie explained to Mix’10 attendees. “It isn’t ‘Silverlight Lite’, it isn’t ‘Silverlight Different’, it’s Silverlight.”

Microsoft launched the Silverlight 4 RC (release candidate), and announced that Express editions of Visual Studio and Expression Blend will be available for developers. More importantly, Microsoft is providing a complete emulated Windows Phone 7 system in a virtual machine.

Actual Windows Phone 7 hardware won’t be available for months, but Microsoft wants (needs) developers to get into gear cranking out Windows Phone 7 apps. Creating a virtualized Windows Phone 7 provides developers with an environment for testing and fine-tuning apps without needing an actual Windows Phone 7 device.

As a side note–while Silverlight has been declared by Microsoft as the foundation of applications and functionality for Windows Phone 7 series, XNA is the designated platform for Windows Phone 7 games. XNA Game Studio isn’t quite as comprehensive in its cross-platform capabilities, but it does provide game developers with a framework to develop a game that will work for PC, Xbox 360, and Windows Phone 7 platforms with minimal changes.

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By Nick Mediati
February 15, 2009

apple-logo1SAN FRANCISCO – Macworld Expo without Apple is a smaller, lower-key affair, but that hasn’t kept Apple enthusiasts from attending the show. The show floor is as packed with attendees as ever, despite Apple’s absence. And in a sense, the lack of Apple isn’t such a bad thing, as it lets the show’s focus shift from the giant Apple booth to smaller vendors, some of which had impressive wares.

As you might expect, most of the products are Mac-only, but they’re interesting and unique enough that any geek will appreciate them. Here are a few apps and gadgets that caught my eye during a day on the show floor.

Inklet: Turn Your Trackpad Into a Tablet

Inklet is a software add-on for Mac OS X that lets you use the multitouch trackpad on recent Apple notebooks as a graphics tablet. To use it, hit the designated hotkey; a drawing area will appear on your screen. To draw, you can either use your fingertip on the trackpad, or use the Pogo Sketch stylus ($15). In my brief hands-on, I found it a little awkward to use, so you’ll probably experience a bit of a learning curve. The Inklet software costs $25, but you can download the trial from the Ten One Design site.

GameSalad: Develop Games Without Learning to Program

GameSalad is a developer tool that makes it possible for anyone to create a game without having to learn how to write code. It uses a drag-and-drop interface similar to that used in Apple’s Automator scripting software.

Drag in an image–a space ship, for example–then add in “rules” which tell it how to respond to your interaction. In a brief demo, I dragged in a spaceship image, then assigned rules which told it to turn left when I pressed the left arrow key, and right when I pressed the right-arrow key.

Using GameSalad, you can create games for the iPhone and iPod Touch, Mac OS X, and the Web. The (Mac only) development kit is a free download from the GameSalad site, though you’ll need to pay an annual fee to create and publish iPhone games (fees start at $99 per year). If you’re less interested in building games and more interested in playing them, see the GameSalad games browser.

Djay: Remix Your iTunes Library

Are you a DJ or music enthusiast? If so, you may want to look at Djay. This $50 Mac application lets you remix music directly from your iTunes library. With it you can mix multiple songs, “scratch” the virtual records with the trackpad, or create an “automix,” which will automatically mix your music. Djay also works with the Vestax Spin controller, a $250 MIDI controller available through the Apple Online Store.

Tunebug Shake: Turn Your Bike Helmet Into a Speaker

The Tunebug Shake is a portable Bluetooth speaker that’s similar to the Kerchoonz K-Box: It turns the surface it comes in contact with into a speaker. In the Shake’s case, the surface in question is your bike helmet. The Shake comes with two mounts: The Gecko Mount for skater and snowboard helmets, and the TuneStrap mount for more typical bike helmets.

You can preorder the Shake–and its sibling, the Vibe–from the Tunebug site. The Shake costs $120, while the Vibe–effectively a corded version of the Shake–costs around $70.

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Apple Tablet: Content Will Be Key

By on January 21, 2010

By Ian Paul
January 21, 2009

SAN FRANCISCO – On January 27, Apple is holding an event to unveil its “latest creation,” which is expected to be a 10-inch touchscreen tablet. Apple’s rumored device has been generating a lot of buzz and excitement, but it’s not clear yet whether tablet excitement — assuming that Apple really is unveiling a tablet, of course — will turn into tablet dollars at the cash register.

One factor not working in Apple’s favor is that tablet devices have never proven to be successful with paying customers. Ken Delaney, an analyst at Gartner, recently told Bloomberg that tablet computers only account for one percent of the PC market despite being around since the 1990s. Granted, Apple’s device may look more like a large iPod Touch than the traditional tablet laptop with a swivel screen, but even so Apple will need more than just flashy hardware to make its tablet product successful.

Perhaps more than any other product the company has produced, the rumored tablet will need an ecosystem of compelling content to convince people they want to buy this device. But what would that look like?

iTunes LP and iTunes Extra

The most obvious use for a tablet would be for playing back music and video sold through the iTunes store. Just like your laptop, iPod, or iPhone, an Apple tablet would offer a way to watch movies and television shows and listen to music. The device may also convince people to buy albums with the iTunes LP feature, and movies with iTunes Extras, the DVD-like special features included with movies downloaded from Apple.
Applications

It’s not clear yet what kind of an operating system Apple’s latest creation will have. If it runs a standard version of OS X then the rumored tablet will run the same computer programs your Mac does, but if the device is running the iPhone OS that opens up Apple’s wide catalog of third-party iPhone applications available through the iTunes Store.

Games

Most iPod Touch and iPhone video games are controlled by the use of an accelerometer where you tip the device to one side or the other to manipulate on-screen movements. That may be a relatively easy thing to do on a handheld device with the flick of the wrist, but a 10-inch tablet would require you to grip the device with both hands much like you would with a steering wheel, which may not be as compelling for gaming. But there are some games, such as Madden NFL 10, that make use of on-screen controls that could be more interesting, and two-player games like Touch Hockey: FS5 would be far easier to play on a bigger screen. Of course, putting iPhone games on the tablet assumes the device would be running the iPhone OS and not Mac OS X.

Books

The Wall Street Journal reported on Tuesday morning that Apple is in talks with Harper Collins and other publishers to bring e-books to the rumored tablet device. But unlike books on the Kindle, Sony Reader, Nook, or any of the numerous e-readers announced at CES, books on Apple’s tablet may have interactive features including video, interviews and social networking. That may be a compelling format for a children’s book–imagine Maurice Sendak’s Where the Wild Things Are with embedded clips from the movie–or business-oriented books that could benefit from interactive illustrations or news video, but do you really need interactivity when reading fiction? By my estimation you’d lose more than you’d gain reading works by John Steinbeck, Philip Roth, or Jonathan Safran Foer with interactive features.

Mags and Rags

There’s been a lot of buzz ever since Sports Illustrated unveiled its electronic magazine concept, and now there’s more news that The New York Times’ long-awaited second attempt at a paywall may be timed with Apple’s product announcement next week. Many other companies are also considering or working on new digital formats including Time Inc., News Corp., and Hearst. But there’s a big question mark hanging over the issue of whether people would be willing to pay for online content again.

About those paint splotches…

A rumor out yesterday, and first reported by Fox News, says that Apple may also be introducing new versions of iLife and a preview of iPhone OS 4.0. Is it possible that Apple’s new device will have some kind of artistic bent to it, as the company’s event invitation suggests? Could Apple’s new device be ideal for using iMovie, iPhoto or iWeb in new and interesting ways? Only a few days until we know for sure.

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By Tony Bradley
January 6, 2009

google-chromeSAN FRANCISCO – In the most recent Web browser market share statistics from Net Applications, Google’s Chrome Web browser sneaked past Apple’s Safari to claim third place. The ascent up the market share ladder is more impressive when you consider that Chrome has only been around a little over a year.

Chrome’s 0.7 percent jump from November to December can probably be attributed to the beta versions of the Chrome Web browser for Mac OS X and Linux finally being released. Google also gave Windows users more reason to switch to Chrome with the release of expanded features and functionality for the Windows version of Chrome.

Chrome was marching pretty steadily up the chart even before the recent releases, though. Since January of 2009, Internet Explorer’s share of the pie has dropped just over seven percent. That seven percent has been snapped up primarily by Firefox and Chrome, with Chrome making the biggest jump of them all. Chrome has increased over three percent since January, more than tripling its share of the Web browser market in under a year.

Google is virtually synonymous with Web surfing, so it stands to reason that Google should know a thing or two about how to optimize the Web surfing experience. The Chrome Web browser is not a revolutionary shift from other browsers like Internet Explorer or Firefox, but the incremental improvements are enough to make it worth taking a look at.

The one thing Chrome offers that all users want is speed. Time after time since its release Chrome has come out on top in tests that compare the speed at which the different Web browsers are able to load pages. The difference in time may be mere milliseconds, but for hardcore Web surfers those milliseconds add up, and faster page loading equates to less frustration and stress.

As with all statistics, these can be taken with a grain of salt. Finnish tech site Afterdawn.com claims that recent statistics for users that visit its sites put Firefox on top with just over 42 percent, Internet Explorer in second place just under 40 percent, and Chrome strongly in third with almost nine percent. That is a more tech-oriented site with a much smaller sampling, though, than the statistics compiled by Net Applications.

What does all of this mean to you? Well, nothing really. At nearly 63 percent of the browser market, Internet Explorer still holds a dominant position even though it has lost a significant chunk in 2009. The real battle is still between Internet Explorer and Firefox–a distant second with less than half of Internet Explorer’s stake…at least for now.

The success of Windows 7, which comes with Internet Explorer 8 pre-installed as the default browser (except within the European Union where Microsoft is providing users with a choice of browsers as part of a settlement to avoid antitrust litigation) may help curb Microsoft’s eroding share of the browser market.

As I mentioned above, though, Chrome is a rapidly rising competitor. Google’s reputation and presence on the Web will contribute to the continued growth of the Chrome Web browser, as will Google’s various endeavors, including the Chrome operating system expected to be released before the 2010 holiday shopping season.

Firefox has been climbing as well, and has five times the share of the Chrome Web browser, but Firefox has also been around for more than five years. Odds are fair that Chrome will pass Firefox and steal second place long before either of them threaten to pass Internet Explorer.

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By Mike Keller
November 22, 2009

Early last week, Apple released the 10.6.2 update to Snow Leopard loaded mostly with welcome, but unsurprising bug fixes, including a patch for the uncommon but extremely harmful user account deletion bug. However, hidden in the kernel update was dropped support for the hackintosh-friendly Intel Atom processor. The Atom is Intel‘s smallest chip and has the distinction of being the processor of choice for people building cheap OS X netbooks with limited hackery required. When early builds of 10.6.2 removed Atom support, speculation and rumors were abound regarding the future of the easy-to-build Atom hackintosh.

Just two days after the 10.6.2 update was released to the dismay of OS X Atom users, a Russian poster of the InsanelyMac forums released a fix that once again allows the chip to be used. The fix actually comes in the form of an entire kernel replacement, reminiscent of the early days of Intel hackintosh. It may sound daunting, but installation is actually a snap, requiring no more than six commands to be typed in the Terminal. Still, it adds a somewhat convoluted step in the once extremely straight-forward process of building an Atom OS X box.

Between Psystar, the recent iPhone 3GS firmware jailbreak block, and now this, Apple sure has been spending a lot of effort to keep their software on lockdown.

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