Give Mercedes-Benz credit for putting a PC Card slot in the dash of many models. That lets you copy MP3 or WMA music from your PC to a cheap SD or Compact Flash (CF) card, plug it into a cheap PC Card adapter, then plug it into the dash of your not-so-cheap Benz. The adapter (also called a PCMCIA adatper) and a 2GB SD card each cost about $10, although you can pay more. But check out the prices if you order one of each from an authorized Mercedes-Benz dealer: $102 for the PCMCIA multi-card reader, $48 for a 2GB Mercedes-Benz logo’d SD Card.
LG GD910 Watch Phone review
Posted in: feature, Features, LG, pictures, review, Today's Chili, uk, united kingdom, UnitedKingdom, videoYou’re not how much money you have in the bank, you’re not the car you drive, you’re not the contents of your wallet, you are not your freaking khakis – oh, who are we kidding, if you’re reading a site such as this, you’re all about your khakis. To sate that “look good, feel good” need in all of us, LG has brought out the ultimate in techie chic: a watchphone. This is not just any watchphone though, this is a £500 ($808) droplet of Orange-tinted exclusivity that straddles your wrist and demands onlookers’ attention. Do the consumer in you a favor and come along past the break where we have the full scoop on the GD910.
Gallery: LG GD910 Watch Phone review
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Filed under: Cellphones
LG GD910 Watch Phone review originally appeared on Engadget on Fri, 16 Oct 2009 12:24:00 EST. Please see our terms for use of feeds.

(Credit:
Epson)
One gripe I have with electronic viewfinders is that they’re usually low-resolution displays with slower response times. Also, their color rendition is typically not as good as LCD’s. But Epson’s newly developed EVF seeks to correct all the flaws, and the company states that this …
Acer’s Atom 330, Win7-packin’ AspireRevo now shipping to America
Posted in: 1080p, dual-core, nettop, NVIDIA, nvidia ion, NvidiaIon, Today's Chili, windows 7, Windows7Acer’s been on quite the rampage of late, pumping out more machines during this week before the Windows 7 launch than in the past few months combined. The latest rig to get the a-okay from the shipping department is the refreshed AspireRevo R3610-U9012, a machine which was originally outed back at IFA. This one ups the ante over the former with a 1.66GHz dual-core Atom 330 (as opposed to an Atom 230), Windows 7 Home Premium, NVIDIA Ion graphics, 2GB of DDR2 RAM, a 160GB hard drive, six USB 2.0 sockets, an HDMI port, eSATA connector, VGA, multicard reader and gigabit Ethernet. There’s also WiFi, audio in / out and a bundled wireless keyboard and mouse, though all that oomph in such a small package will cost you $329.99 to bring home.
Filed under: Desktops
Acer’s Atom 330, Win7-packin’ AspireRevo now shipping to America originally appeared on Engadget on Fri, 16 Oct 2009 12:10:00 EST. Please see our terms for use of feeds.
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Vaio X series thin-and-light reviewed: ‘It’s really thin! And light!’
Posted in: netbook, notebook, sony, Today's Chili, ultraportable, vaio
Filed under: Laptops
Vaio X series thin-and-light reviewed: ‘It’s really thin! And light!’ originally appeared on Engadget on Fri, 16 Oct 2009 11:43:00 EST. Please see our terms for use of feeds.
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Eigenharp Alpha, Pico demo and mind-blowing concert (hands-on)
Posted in: audio, Features, Music, sound, Today's Chili
Remember the Eigenharp Alpha and Pico that we broke news of last week? Sure you do, but we bet you still haven’t a clue how those long, elegant sticks work. The forty employees at Eigenlabs probably heard us simultaneously scratching our heads so they kindly invited us to their London studio for a quick demo, and boy, those musical wands look great up close, not to mention their remarkable flexibility for user configuration as well. John Lambert, Founder and Chairman of Eigenlabs, managed to sneak out of his busy schedule to give us the lowdown on the Eigenharps. It all started in his Devon barn about eight years ago and over time the Alpha was groomed into a 132-key beast, followed by the recently-developed, self-explanatory Pico. The defining character of both Eigenharps lies in their “completely new sensor technology” consisting of pressure sensitive keys, that can do dual-axis vibrato (not dissimilar to string instruments), accompanied by strip controllers for applying filters or pitch bend, or anything at all depending on how you configure them on their Mac software suite (Windows-support due in January). Likewise with the breath pipe: once you’ve loaded your library and presets you can switch from a Kenny G to a Daft Punk at the simple click of a key. Heck, you can even configure the air pressure sensitivity as well if you’re tickling for a soft mood, or just feeling lazy. And those funky LED lights, you ask? Well, they’re actually indicators for the different modes you’re in rather than just being pretty. Watch the walkthrough videos after the break and you’ll get a better idea.
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Filed under: Misc. Gadgets
Eigenharp Alpha, Pico demo and mind-blowing concert (hands-on) originally appeared on Engadget on Fri, 16 Oct 2009 11:18:00 EST. Please see our terms for use of feeds.
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The App Store Effect: Are iPhone Apps Headed for Oblivion?
Posted in: Android, Apple, apps, feature, iPhone, itunes, money, palm, palm pre, Software, Today's Chili, topIt’s uncanny. When known software gets repackaged for iPhones and iPod Touches and passes through the hallowed gates of the App Store, something happens: Almost invariably, it gets cheaper. Waaay cheaper. Good right? Well, not always.
The App Store is a strange new place for developers. Veterans and newcomers engage in bareknuckle combat, driving prices down to levels people wouldn’t have imagined charging just a few years ago. Margins drop to razor-thin levels while customers expect apps to get cheaper and cheaper, but with ever increasing quality and depth.
For developers, for other software platforms and potentially for the increasingly fickle customers themselves, it’s uncharted, and treacherous, territory. But the most bizarre thing of all is—in an effort to keep people in the App Store, and to prevent competitors from getting a toehold in the mobile app business—Apple’s charting a course straight into it.
“The App Store is a very competitive environment,” says Caroline Hu Flexer, co-founder of Duck Duck Moose, an indie developer of children’s edutainment apps like Itsy Bitsy Spider. “As an independent developer without a large PR budget or well-known brands, it can be very challenging, and you’re pretty much at the mercy of Apple.”
The Problem
Most iPhone apps had no life before the App Store, and currently have no life outside it. But with those that did, you start to see a pattern. App prices could reasonably be expected to fall over time—an older game is worth less to customers than a newer game, and with other types of software, a late-stage price drop is a great way to scoop up late adopters. What’s strange, though, is how prices dramatically collapse after hitting Apple’s store.
Two weeks ago we flagged some bizarre differences in pricing between equivalent PSP and iPhone games. Big titles, like Tetris and Fieldrunners, were inexplicably cheaper on the iPhone, even in cases where it was executed better. This didn’t make a whole lot of sense. As it turns out, it had nothing to do with Sony and the PSP, and everything to do with the App Store.
As you can see in the chart above, many apps and services take a price dip in the App Store. Zagat’s premium To Go guides cost a healthy $4/month for Windows Mobile phones, but sell for just $10/year on the iPhone. CoPilot 7, a navigation app, used to set you back a full $200 on a Microsoft-badged device (later lowered to $100); the much-improved version 8 sells in the App Store for a measly $35 today. The premium version of WeatherBug runs $5 for people who happened to buy BlackBerry’s touchscreen phone, but just $1 for anyone who bought Apple’s. VR+ voice recorder, a full-featured dictaphone app, runs $30 on BlackBerry, and an incredible $2 in the App Store. So how can this little App Store, itself a subsection of the iTunes store, squeeze so many developers to the point of near-suffocation?
Update: The BlackBerry Weatherbug app boasts a few extra features over the iPhone app, including push notifications. This accounts for some of the price difference
The Economy
Some of this is pure Econ 101: The store serves a massive, captive audience that’s pre-trained to spend money in iTunes. The promise of higher volume makes it easier for developers to lower prices, which they use, along with interesting features and clever marketing, to set themselves apart from the competition.
If things work out just right, the App Store can move a lot of software for you. Spread your lower margins over tens of thousands of sales, and your $2 app could make just as much, if not more, than your old, slower-selling $30 app did. The App Store recently passed the 2-billion-download mark, and there are likely well over 50 million App-Store-ready devices in peoples’ hands right now. A vast majority of these downloads—averaging an insane 35 per device—will likely have been free. Only Apple knows just how many. But even if just 5% of the 2 billion downloads were paid for, that’s one hell of a market.
It’s true that prices are falling as more and more iPhone and iPod Touch owners enter the market. But prices won’t stop falling. And more and more developers from all over the world are submitting apps, too, so fewer devs are guaranteed visibility. Not all of the people investing time and money in their products are reaping the return they (reasonably!) expected.
Newsweek’s exposé on the end of easy money at the App Store goes a long way toward making the case against going all-in as an iPhone dev. Not only are development costs high, while success appears to be basically randomized. But the story doesn’t explain exactly what happened to make the situation so grim.
The Culture
Giz stories rage about app prices all the time, and in your own private way, so do most of you. Buying $1 songs and $2 TV shows has given us an expectation that apps should be cheap, no matter what their use. The glut of free apps you see filling out the app charts every day doesn’t help either. Software is worth less to us now, even though we use it more.
I spoke with Steve Andler of Networks In Motion, the company that makes Gokivo. It’s an app that we savaged for its introductory price of $10 a month, which then dropped to $5 a month a few weeks ago.
Andler explained reaching the unrealistically low costs with one thing: diminished features. Their app pulls up-to-date map, traffic and POI data from NIM’s servers in real time, meaning that—beyond developer costs—they have to constantly pay for new, fresh data to pass on to their customers. But even at $5 a month, it’s just about impossible for Gokivo to compete with an app like MotionX GPS Drive, which is $3 a month, or $25 per year.
Andler says there are subtle differences in services offered, which is true—MotionX, for example, doesn’t yet read street names aloud when it gives you directions—but your average user probably doesn’t know this, and there’s a good chance MotionX might add it in an update later on, as their market share and revenues grow. But the damage is done. The app-buying customer is spoiled: As far as we are concerned, turn-by-turn GPS apps should now cost no more than $3 a month, period. This is the new retail, and it’s weird.
Loren Brichter, father of Tweetie, is used to getting yelled at by jaded app shoppers. He’s charging $3 for Tweetie 2, an update—but a whole new version, really—of his well-established Twitter app. Offering the software as a free upgrade isn’t realistic for him:
I priced Tweetie at $2.99 not based on how much work I put into it (it would have been more), or to try and undercut other apps (it would have been less), but simply because I felt like $2.99 was a reasonable price to pay for a Twitter client. Impulse purchase, but not bargain-basement. I never liked playing pricing games either—a popular pastime of other App Store devs. It’s always been $2.99, and will probably always be $2.99.
His decision wasn’t easy. And even though his app is the darling of the tech press, and has hundreds of great user reviews, he’s being lambasted for charging three measly dollars for a high-quality app that people will use again and again and again. Before the App Store, a complaint this petty wouldn’t have even made sense.
Apple
From the outside, it appears that Apple is encouraging a race to the bottom. The top 10 lists in each App Store category—one of the only ways for an app to get any meaningful amount of iTunes visibility—are almost exclusively the territory of low-priced impulse buys, and are hard to cling onto for more than a few weeks at time. Flexer, of Duck Duck Moose, says she’s experienced it firsthand:
The ranking by volume (as opposed to revenue) on the App Store seems to drive the prices of apps down. Aside from being featured by Apple, exposure of an app is dependent on its ranking in the top lists, so developers lower prices to obtain a higher ranking.
This is echoed and amplified by the makers of Twitterific, an app that, in a bid to stay competitive, saw its price fall from $10 to $4, despite active development and a growing featureset:
While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.
And if things don’t change?
Myself and others like me will have no choice but to focus our development efforts elsewhere.
With yesterday’s announcement that Apple is allowing free apps to include in-app purchases, things just got even more tumultuous. Depending on how this is handled, the top “free” apps could all be paid apps in disguise. Either that or the paid app rankings will be dominated by free-on-a-trial-basis teasers. In either case, the rankings open themselves up for opportunistic abuse, and the highest goal for any honest, talented app developer—to just crack that list—just became more uncertain.
This is disastrous for developers, even if it’s mostly incidental, and a function of Apple trying to sell apps like they’ve been selling music for years, despite a totally different set of product types and customer needs. But Apple’s effect on pricing goes well beyond incidental. At least in some cases, Apple calls the shots.
A high-profile dev team that has sold a number of apps in the store since the earliest of days, and who accordingly wishes to stay anonymous, told us as much. When they approached Apple with their first app, they had a price in mind. Apple told them it was too high, and that they’d need to cut it to succeed. They chopped it in half. Even then, Apple told them to “be careful.”
This company made out fine, since they were in a position to adapt. However, to play the volume game, they had to restructure their entire philosophy around a pricing structure that, just months before, would’ve seemed ridiculous.
With over 2 billion data points to graph and filter to their heart’s content, Apple understands the App Store climate better than anyone else possibly can. As such, their advice is probably golden. Which is okay if you’re a relatively nimble, single-purpose company, and you can afford to risk restructuring everything you do around their store, and your costs can be covered at whatever price you evidently need to set to sell at a certain volume. But you’ll just want to keep in mind that their advice is self-interested. Apple wants cheap apps, to keep people buying them, and to keep other stores firmly in the second tier—and they’re not afraid to say it. From Apple’s last quarterly report to investors, a line they’ve been echoing since the store opened:
[Apple] also expects competition to intensify as competitors attempt to imitate the Company’s approach to providing [digital app distribution] seamlessly within their individual offerings or work collaboratively to offer integrated solutions…While the Company is widely recognized as a leading innovator in the personal computer and consumer electronics markets as well as a leader in the emerging market for distribution of third-party digital content and applications, these markets are highly competitive and subject to aggressive pricing.
You don’t need to look back any further than the launch of the iTunes music store to see an Apple that will do everything it can to push other peoples’ prices down for their benefit. Of course, they can’t really fix prices for apps—they’re not songs or movies, and each one does something different—but they can nudge like hell.
What Happens Now
So what does the App Store Effect mean, right now? In the short term, we’ll get lower prices. This is great. But in the long term, it might not be sustainable.
The promise that sales volume will make up for the rock-bottom prices you need to charge just to be seen in your app category seems increasingly hollow, and to put it bluntly, if developers don’t have a chance in hell of recouping their fees, they’ll stop trying. And I’m not talking about 99-cent iFart app spammers here—I’m talking about big players who already make money selling software. If the navigation companies, the big game studios and the premium content providers can’t thrive in the App Store, they’ll have to leave; even playing in Apple’s sandbox threatens and undercut their (sometimes much more crucial) product lines elsewhere.
And don’t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that’s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they’re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple’s design or totally by accident, everyone who doesn’t own an iPhone will suffer for it.
The App Store Effect illustrates a new kind of economy, and it’s not going to go away. In fact, it’s going to get worse. Developers will either adapt, die or leave. But where will they go? Until there are 50 million Android handsets and 50 million Pre offspring out there, the rest of the mobile software world is pretty much screwed.
In-App Sales and iTablet: The Killer Combo to Save Publishing?
Posted in: amazon, Apple, e-books, kindle, Media Players, rumors, tablets, Today's ChiliApple on Thursday made a subtle-yet-major revision to its App Store policy, enabling extra content to be sold through free iPhone apps. It’s a move that immediately impacts the publishing industry, and it could pay even bigger dividends if the Cupertino, California, company indeed delivers its highly anticipated touchscreen tablet.
While the most obvious beneficiaries would be app developers, a market segment that can also benefit from the new in-app commerce model are people and companies that create content and need to set up shop in a way that doesn’t, in effect, charge someone for just walking in — like media publishers.
Newspapers and magazines are reportedly in talks with Apple about repurposing their content onto a “new device,” presumably the rumored touchscreen tablet Apple will deliver in early 2010. Numerous reports suggest an Apple tablet would have a strong focus on redefining print media. Enabling in-app commerce through free apps was a crucial move to help make this goal a reality.
Apple’s earlier in-app sales model wasn’t ideal for publishers. Previously, in-app commerce was a feature exclusive to paid apps; free apps were not permitted to sell content. Newspapers and magazines already struggle to sway readers to pay for content to begin with, and charging for apps cuts off potential customers. By allowing commerce within free apps, Apple creates the opportunity for a free media app to serve as a gateway for readers to get hooked on a newspaper’s or magazine’s content, which could help lure them into paying for exclusive premium content.
CNN is an exception: Its recently-released iPhone app costs $2. The Wall Street Journal will later this month begin charging for most of the content it delivers through its free app, and the Financial Times has an app that only offers up to 10 free stories a month without a subscription to the newspaper. But for the most part, publishers have loathed charging for an app, even if it then enabled them to try to charge for content within that point of sale. Reducing the cost barrier of that business model to zero changes things considerably. At least one small publisher, Scarab Magazine, has already taken advantage of the change.
Picture a free magazine app that offers one sample issue and the ability to purchase future issues afterward. Or a newspaper app that only displays text articles with pictures, but paying a fee within the app unlocks an entire new digital experience packed with music and video. This is an example of the “freemium” model that Wired magazine’s Chris Anderson explains in his book Free. It’s a model that some publishers, including Wired’s parent company Condé Nast, are already experimenting with on their websites. (Our sister publication Ars Technica, for example, offers its general content for free, as well as a “Premier” subscription option for readers to access exclusive content.)
If Apple does indeed deliver a tablet, the key for publishers is to create a convenient experience that readers will pay for, as opposed to the content itself. A free app would be the first step toward offering that experience. (And then the publisher will have to figure out what to do about ads, but let’s not get too ahead of ourselves.)
It’s plausible to imagine that a freemium strategy would be much more effective through a tablet app than a website. If the tablet is indeed designed like a 10-inch iPod Touch or iPhone, as insiders have described it, then publishers developing apps will be able to take advantage of features such as the accelerometer, GPS, live video streaming and multitouch to innovate the way they engage with their audience — and, ultimately, persuade them to pay.
Only now is the relevance of a touchscreen tablet becoming more clear. Scores of tablet devices have come and gone in years past, and many analysts and tech enthusiasts wondered why Apple would enter what is considered a failed product category. Clearly, Apple sees a gaping hole — the publishing industry’s lack of vision for a working digital model — and a touchscreen tablet, combined with the App Store and this new in-app sales model, would seek to fill it.
What’s in it for Apple? Primarily, squashing Amazon’s Kindle. Who would wish to read a digital newspaper or magazine on the Kindle’s drab e-ink screen if Apple delivers a multimedia-centric tablet? Wired’s Steven Levy shares my view in his assessment of the Kindle’s newspaper experience: “[The Kindle DX’s] plodding menu-based interface still made navigating newspapers difficult, and the rich graphic quality that makes magazines such an indulgence is totally missing. Even the flashiest print publication looks like The New England Journal of Medicine.”
Can Apple redefine print media to save the publishing industry? It probably has a higher chance than any other tech company out there. Apple is a market-shaper, and that’s the kind of a company the publishing industry needs to resuscitate it as the traditional advertising model continues to collapse. Daily Beast editor Tina Brown believes that, thanks to the powers of the internet and technology, we’re entering the “golden age” of journalism in the next three years. Perhaps Apple’s tablet will be a crucial part of it.
See Also:
- Everything We Know About Apple’s Touchscreen Tablet
- Apple’s Tablet Could Be Print Industry’s Lifeboat
- Rumor: Back at Work, Jobs Cracks the Whip on Tablet Designers
- How an Apple Tablet Could Pit iTunes Against Amazon.com
- Why 2010 Will Be the Year of the Tablet
- Wall Street Journal Takes Paywall Fight to Mobiles
- Financial Times iPhone App Worse Than Trialware
- CNN’s iPhone News App Is Informative and Empowering
Illustration of an Apple tablet: Photo Giddy/Flickr
Heckler and Koch MP5 sub-machine gun Wiimote controller: ’nuff said
Posted in: controller, nintendo, nintendo wii, NintendoWii, Today's Chili, wiiThat, friends, is a darn good representation of what a Heckler and Koch MP5 sub-machine gun looks like. And contrary to popular belief, there’s no real ammunition in there — unless you consider the kind required to shoot digital clay pigeons “real munitions.” Spotted at a nondescript trade show over in Hong Kong, this here Wii controller actually comes with Wiimote, nunchuck and MotionPlus functionality built right in (wild, right?), so there’s no need to slip your own Wii controller in before greasing up your face, jumping in the fatigues and mashing that diminutive power button on your console. Who knows if this thing will actually ship Stateside, but man, can you imagine the line at your local GameStop if it does?
[Thanks, TheLostSwede]
Filed under: Gaming, Peripherals
Heckler and Koch MP5 sub-machine gun Wiimote controller: ’nuff said originally appeared on Engadget on Fri, 16 Oct 2009 10:19:00 EST. Please see our terms for use of feeds.
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Intelligent speed bumps collapse to reward slow-pokes, cut down on emissions
Posted in: prototype, safety, Today's Chili, Transportation, TravelThere’s a saying that originated in the wild, wild west, and if our memory serves us correctly, it goes a little something like this: “If you can’t convince the cops to do their jobs, just install as many speed bumps as humanly possible.” Oddly enough, that very mantra has mirrored reality down in Mexico, with some 18,000 speed bumps established in central Mexico City alone. In an effort to cut down on pollutants emitted from legions of motorcars slowing and accelerating rapidly, Decano Industries is developing a “smart” version that collapses if your vehicle taps it gently enough. Granted, an actual speed sensor would be slightly more efficient, but we’re told that it reacts to the impact so quickly that it would seem as if you never even ran over the bump. As for speedsters? The bump would remain erect, increasing their road rage level ever higher. Still, the best advice on all of this comes from one Marielena Ramírez: “They should just get rid of speed bumps, not try to make them smarter.” ¡Viva la Revolucion!
[Via Autoblog, image courtesy of ScientificallyFormulated]
Filed under: Transportation
Intelligent speed bumps collapse to reward slow-pokes, cut down on emissions originally appeared on Engadget on Fri, 16 Oct 2009 09:52:00 EST. Please see our terms for use of feeds.
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