Saying Gruber is to “blame” is unfair. ‘Blaming’ Zaky for making others lose money is also wrong. At the end of the day, everybody is just offering advice. In the last week, everyone has put the heat on Zaky’s recent blunders, but you could make similar articles about any ‘analyst’. Bear or bull, it is two sides of the same coin.
Go back in time to 2009 and you can criticise anyone who was bearish on Apple; they lost their consultee’s money by telling them not to invest in $AAPL at that time.
Samsung effectively stole Android with its lineup of Galaxy-branded devices. I think Google will avoid another intimate partnership with Samsung as much as possible.
I also doubt that an advantage in targeted advertising will be the deciding factor in the ‘living room wars’.
The same people who Baxter-Reynolds says hate Windows 8 love the iPad. The iPad is an alien UI to those used to Windows 7 or Vista, but it doesn’t need Start menu replacements to be understood.
The issues with Windows 8 are endemic; the way Microsoft designed the platform (with their two UI metaphors and such) have crippled it. However, I strongly feel that it didn’t have to be this way. I disagree with the analysts who say that Microsoft was doomed to fail, because of their legacy.
If Microsoft had presented a new OS that didn’t look or act like Windows 7 at all, I think it would have been much better received. Instead, they produced a half-hearted attempt, making compromises to try to appease both their incumbent customers and new demographics simultaneously. As a result, everyone ended up with a worse final product.
Sidestepping the assumption that the freemium model is toxic for the App Store, I want to address the proposed solutions. It isn’t clear-cut as to whether they would be better than the current situation.
Android has been the pioneer of consumer-friendly app refunds Until November 2011, after downloading an app, the Market gave users 24 hours to request a refund. It seemed like a great idea, but the generous policy was abused. In particular, game developers complained that they were losing significant revenue from users who simply completed their games before the refund window was up. Google tried to combat this by reducing the trial period to fifteen minutes. Although it cut down on the ‘piracy’, it still isn’t perfect — the market for 99cent “one time use” utilities remains susceptible to losing out to exploitative free-riders.
Naturally, the reduction also minimised the benefits of the policy in the first place for users. It’s quite reasonable to argue that Fifteen minutes isn’t really enough time for users to test apps properly. In some cases, the refund window will have already expired by the time the app is ready for use. On Android, a lot of apps download additional data, but because the Play Store cannot differentiate this from use, the refund window may elapse before the app is even functional. A few unscrupulous developers have been found to artificially extend first-run startup times, to ensure that the time limit elapses before a user can come to a decision.
Therefore, a relaxed refund policy may encourage more downloads, but it doesn’t ensure more revenue. In fact, the effects could be more damaging, as shown by the problems the Android ecosystem is fraught by.
Another suggestion from Rene is the addition of paid upgrades, but I’m unclear on what he means by this. iOS’ In-App Purchase system already allows this to happen. Paper is a good example, offering additional features (‘brushes’) for additional fees. Looking at the App Store Games category, it is quite common to see In-App Purchase used to add extra levels. And yet, as demonstrated by the top-grossing chart, the highest earning games are not those who offer paid upgrades. Outside of design and technologically-passionate industries, I expect conversions to be quite low.
Finally, the last suggestion — which is bandied about constantly by bloggers — is the addition of trials to iOS. I think a lot of people have the impression that trials are a silver bullet. It is true that trials have existed on the Mac forever, but that doesn’t necessarily mean it is the right decision. iOS is Apple’s OS X done right, and like any change, there are repercussions. For one, trials complicate the App Store model considerably.
For instance, trials require a lot of usability decisions to be made that turn buying an app into a complex decision tree. For instance, does the app just get deleted when the time runs out? If so, what happens to user data? If I’m trialling a word processor, do my documents just disappear if I let the trial elapse? Also, from a buying standpoint how do app sales affect the final purchase price? If I start a trial during a sale and then want to buy at the end of the trial, do I pay the sale price or the current price? If I trial the app for 30 days, but then a big update happens six months down the line, am I allowed to trial that for 30 days too? Etcetera, etcetera.
Personally, I feel like trials would have a net benefit on ecosystem sustainability, but Apple has trained customers for five years on a much simpler model. The App Store is doing incredibly well already without any of these changes. Until the system is shown to have substantial benefits on another platform, I think Apple’s conservatism will stop it from shaking up the boat — the tradeoffs and uncertainty involved just don’t make sense. One wrong move means a lot of unhappy developers, who rely on the platform to live. It’s serious business. There is no room for experimentation.
When I saw the headline of the Journal’s article, I had presupposed the discounts would be small and inconsequential. I was surprised that it was actually quite a substantial cut.
I think $90 is a large enough reduction to have an impact on OEM manufacturing decisions, but I don’t think it is enough to reverse the diminishing appeal of Windows 8 devices. Sales can’t change the underlying opinions of consumers on products; Microsoft needs to rethink several key deficiencies in Windows 8 to have a chance at changing that.
Incentives don’t have to be monetary. Almost all “free” web services, including Facebook, only exist because they don’t need to charge for access. Users receive the inherent value of social networks (ease of communication and sharing, finding new friends, etcetera), and — in exchange — allow companies to monetise their information. This has been happening on the web for over a decade.
Facebook just needs to keep offering sufficient value, by bettering its products and features. The mere suggestion that Facebook should reward contributions to the site with money is preposterous.
I think this is just patchworking over a deeper issue in the iOS multitasking metaphor. The underlying problem is that too many users perceive the multitasking tray as a queue, when it is meant as a history.
Rather than making it easier to declutter all apps at once, Apple needs to stop users from feeling like they have to clean out the tray; in an ideal design for multitasking a compulsion to “declutter” wouldn’t exist.
Of course, WebOS’ cards metaphor relied on constant maintenance by the user to swipe away cards. I would argue there is a distinction though, as it was a gradual process — cards didn’t ‘pile up’ so it didn’t feel like a chore to swipe them away one by one.
The Wall Street Journal appropriates this sales gap to weak iPhone demand, citing the iPhone’s premium price as a deterrent for consumers. But, as all other carriers reported strong (in many cases, records) iPhone sales, it makes much more sense for the deficiencies to be inherent to Leap’s offering, not Apple’s.
For example, I can see why Leap’s unsubsidised sales model is unappealing to customers in the current economic climate, due to the higher upfront prices. Network coverage and reliability issues also need to be factored in.
The data matches up with this. Total customer additions in the fourth quarter for Leap were lower than expected; Leap is struggling with selling phones in the aggregate, its not just iPhones. The Journal’s article states this plainly, and yet they still imply the sales slump is due to a deterioration in the iPhone brand. It’s so blatant they are trading on the “impending-doom-of-Apple” bandwagon for linkbait-driven traffic.
Leap has an insane level of detection fidelity for a relatively-cheap consumer product, which is awesome, but no one is actually going to use hand gestures to manage todos.
It’s obvious that she is not used to talking without a teleprompter. Farah is so dumbstruck by the question he interprets it as “Haven’t you run a half-marathon before?”, ending the awkward pause in the conversation.
Without question, Sony didn’t push the boat out as far as they could. I saw no change in how Sony views the console market and no change to how Sony manages the console games market — indie developers remain shut out. Their announcements boil down to a more powerful PS3 driven by the same traditional, backward, philosophy.
On that underlying point, Panzarino is spot on, but I disagree that pushing Gakai-powered PS3 games on iOS and Android is the right way forward. If Sony had announced a PlayStation app for iPad that streamed games, it would have been seen, retrospectively, as a big misstep.
Streaming console games relies on a persistent internet connection with low latency and reasonably fast download speeds. This just doesn’t match up well with mobile. On cellular data, 3G is a definitive no and LTE would be shaky — the pings just aren’t fast enough for even casual gaming. Even when at home, most people’s broadband and WiFi infrastructure isn’t fit for purpose or available universally in some rooms of their house.
For certain, Sony needs to adapt their stance towards iOS. I just don’t think streaming is the answer, for the short and medium term, and a much better path would be to redistribute resources to bringing AAA titles to the iPad. I mean, assuming the network issue is overcome, what about the controller problem? You can’t adequately play Call of Duty for consoles using a touch screen. When it comes down to it, streaming console games to mobile is a way to circumvent native application development. Therefore, the concept — at a minimum — faces the same issues as HTML 5 apps do.
This laptop would have been a lot more desirable before Apple cut the prices on the thirteen-inch Retina MacBook Pro. If Apple hadn’t changed the prices of the thirteen-inch Retina MacBook Pro, there would be a $400 difference between the Pixel and the Pro. That’s quite a significant price gap, which might have allowed the Pixel to carve out some marketshare. $400 is a significant price differential to make consumers skip over the limitations of Chrome OS and seriously consider buying a Pixel.
However, Apple did drop prices. The base thirteen-inch Pro was reduced from $1699 to $1499. As a result, I think the Pixel is a much tougher proposition. The “Mac penalty” is now just $200, and for that you get an actual computer where you can get actual Office, actual Pages, actual games, actual video editor, actual photo browser, etcetera etcetera …
I do want to thank Google for their generosity with bundled storage, though. One terabyte is plenty for anyone who will use this machine, as you will be constrained by network bandwidth caps long before you hit your storage limits. Granted, it only lasts for three year but still — it is a million times better than iCloud’s free tier.