Clickdrive Is One On-Board Device To Rule All Your Driving Apps

Clickdrive product

Clickdrive wants to be the first open platform device that connects all driving apps and aftermarket monitors. The small black box, which plugs into an adapter under your steering wheel, lets you run several apps simultaneously from your smartphone, directly on the device itself, or on Clickdrive’s cloud platform.

“There are a bunch of driving apps coming out of various natures, but what we don’t have is the ability to use more than one at a time,” says Mark Sutheran, co-founder of Clickdrive, which is based in Singapore, but works with international car models.

He compares on-board devices currently on the market to computers where you had to load tape software one program at a time.

“You can have an iPhone app and connect it with a specific OBD. Then when you want to switch to another app, you have to pull out the adapter and plug another one in. It’s not scalable.”

Clickdrive is now raising funds on Indiegogo to start production and has hit about $10,000 of its $100,000 campaign goal, which has a March 15 end date. The device will ship in November, but to give people a chance to test out Clickdrive’s SDK before the final hardware is available, the startup is sending crowdfunding supporters a free lite version in April. (Since there’s been some confusion, Sutheran emphasizes that the Clickdrive lite, which works only with Android and is made with an off-the-shelf adapter, is definitely not the final device).

ClickdriveIn addition to offering the convenience of letting drivers run several iOS, Android, or Windows apps at once, Clickdrive’s creators also claim that it is faster and more secure than most existing OBDs.

The device will come with a bundle of apps that other developers can add to using Clickdrive’s SDK or open API. (Check out demonstrations of its analytics for cars in Europe, the Americas, or Asia here).

Driving apps already on the market include Automatic, a Y Combinator alum and Techstars-backed Dash, both of which offer their own hardware to connect with smartphones. Apps like Dash also work with other Bluetooth-enabled OBD, including some that cost as little as $10 on Amazon.

But Sutheran says Clickdrive will appeal to car enthusiasts who are eager to run more than one app at a time, as well as people who don’t want to pick and chose between apps that monitor their fuel usage, carbon emissions, engine performance, or driving performance.

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Clickdrive can download and run third-party apps on the device itself, which means it will continue to analyze and store data even if your smartphone is out of power. The Clickdrive is also upgradable, so you can add more storage or new connectivity options, like GSM, 4G or Zigbee.

Sutheran, a self-described “petrol head,” first became interested in car computers when the engine of his Fiat Coupe blew up after he bolted on a turbo. This was back in 2004 and connected diagnostic tools for vehicles were too expensive for Sutheran to afford after shelling out for repairs. So he built a device to connect his car engine with his laptop.

At that time, Sutheran was working as a software developer and consultant, creating trading systems for investment banks such as Lehman Brothers. Then in 2012, Sutheran decided to leave the financial industry and see what he could do with the advancements in mobile tech and cloud computing in the eight years since his Fiat Coupe’s engine met its fiery demise.

Sutheran and co-founder Rishi Saraswat say they built Clickdrive with the same engineering principles they applied to low-latency, high-performance trading systems. They expect the device’s first adopters to be other petrol heads, as well as tech enthusiasts and people who want to reduce carbon emissions.

But Sutheran expects the apps and devices that connect to Clickdrive to quickly become ubiquitous.

“In a few years, there may be many thousands of driving apps out there,” Sutheran says. “Insurance companies will offer premiums if you install their apps, and there will be ones for ridesharing, tracking your family members’ driving, parking. There are many, many different ways you can go with this.”

Review: Jolla Phone Has Design Flare But Sailfish’s Waters Are Muddied By App Issues & UI Learning Curve

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Jolla is a very small fish trying to make headway in global smartphone waters dominated by the whale-sized Android OS. In its plucky attempt to make a splash, building its own phone hardware as well as floating a new software platform, the Sailfish OS makers have crafted a device that’s different — sometimes refreshingly so — but the Jolla phone’s difference can frequently manifest itself as difficulty. The device asks its users to row against the current, requiring they accept a lot more that’s rough than smooth.

Basics

  • 4.5-inch, 960x 540, 245ppi display
  • 16GB storage
  • Dual-core 1.4GHz processor, 1GB RAM
  • 8MP rear camera, 2MP front camera
  • 4G/LTE, 802.11 b/g/n Wi-Fi
  • Bluetooth 4.0
    • MSRP: €399/$540 unlocked, off-contract
  • Product info page

Pros

    • Can run Android apps
  • Interface navigation can work well one-handed
  • Impressive attention to smaller design details
  • Swappable NFC backplates for extra colour & function modding

Cons

      • Very few native apps
    • Android app compatibility/stability issues
  • Interface has significant learning curve & navigation can be confusing
  • Mid-range hardware; unspectacular performer

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Design

In recent years, smartphone hardware design has converged to adopt mostly the same slab-shaped template — unsurprisingly so, being as the interesting stuff is what a large enough, responsive enough touchscreen acting as a canvas for the software running on it lets you do. Any alternative hardware form factors — sliders, physical Qwerty keyboards and so on — just get in the way or put a limitation on the software. The main smartphone design trend over the past few years has therefore been for screens to get bigger to allow for more prodding.

Jolla’s first phone, for all the startup’s talk of doing things differently, does not buck this trend — presenting the user with a rectangle slab of touchscreen glass to act as their playground, albeit one that’s relatively modest in size by current palm-stretching standards. It’s still a little larger than the current crop of iPhone screens, though.

The main hardware design flare here is the sandwich form factor of the slab, created when the backplate is pushed onto the body of the phone. The edge where the two pieces meet leaves a continuous seam which give a little extra grip as you hold the phone. The test device I was using came with a white backplate, contrasting with the black front for an attractive two-tone look.

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If brightly coloured phones are your thing there are options to select a more boldly coloured Other Half (as the backplate is known). The first batch of Jolla handsets, launched by Finnish carrier DNA, had a bright pink rear. Jolla has also now started selling an aloe green Other Half via its website, along with a black option for those that want a less stand-out look.

The backplates aren’t just about adding a splash of colour; they include NFC to support a link with the software, allowing a particular colour backplate to also change the theme colours of the OS (for instance). And potentially support other implementations, such as being preloaded with digital content such as a music album. Or those are the sort of use-cases Jolla is hoping to encourage.

It has also released the 3D files for The Other Half as an SDK to encourage developers to get modding the backplates. And with a power (and bus) connector incorporated into the back of the phone where the backplate snaps on, it would be possible for an Other Half to include sophisticated additional hardware functionality, such as a Qwerty keyboard or e-ink screen. (Not that either of those possible Other Halves have been built yet — but the hooks for extending the platform in such ways are ready and waiting).

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The handset casing is plastic front and back — so does not feel as premium as metal/glass clad devices like the iPhone or HTC’s One device. But Jolla’s attention to detail in aspects of the hardware design, such as its mixture of rounded edges with smooth blunt ones, and a gloss logo invisibly inked on the matt backplate that jumps into reflective view when you tilt the device, give the design a confident, sure-footed air, and help to elevate the overall look and feel beyond the plebian plastic Android hoards it’s attempting to disrupt.

Similarly aesthetic touches are evident in aspects of the software too, whether it’s Jolla’s calendar app with its subtle flip animation that turns Sunday to Monday as you scroll, or the dual-dial interface in the Jolla clock app for setting a timer by positioning two glowing beads within two concentric circles, or the understated double tap gesture that can be used to wake the phone from sleep. A distinct design flare is evident.

Size-wise (and weight-wise), Jolla’s phone is a good middle ground, with enough screen to showcase whatever content you’re playing around with, without being so big the actual device becomes unwieldy. That said, if you’ve already pushed past the 5-inch phablet mark for your personal mobile device you’ll probably miss the extra space. So the one-way-street of mobile phone screen inflation goes.

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OS

What’s really new here is of course the Sailfish OS — which carries on the MeeGo heritage that Jolla took from Nokia when the startup’s core team left to carry on developing the platform Nokia was abandoning in favour of making the leap to Microsoft’s Windows Phone.

As a platform MeeGo had plenty of promise but its timing was terrible. Even when Nokia outted the N9 (way back in 2011) Android was pushing ahead of the rest of the field. Now, for Jolla, it’s not so much a gap between Android and everyone else as a gulf. Even the industry’s third placed OS, Windows Phone, (which has been kept afloat by Redmond’s deep pockets), remains a bit-player in an Android-saturated universe.

Realistically Sailfish stands no chance of achieving mass market penetration — but then it’s not really being positioned for that. Jolla’s appeal has mostly been about serving the non-mainstream margins; aka the fringe folk who are dissatisfied with vanilla and are looking for a less orthodox flavour. People who are bored by the functional similarity of Android and iOS, and don’t see a Microsoft-branded alternative as an non-mainstream alternative.

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That is necessarily a smaller and more modest market. Indeed, it may be more of a niche than a market but that remains to be seen. Outside Jolla’s native stamping ground of Finland, where national pride and Nokia-fuelled nostalgia may help to buoy up Jolla’s little boat, Sailfish’s greatest chance for building scale is likely to be out East in China — a region that was an early focus for the startup.

However, Jolla has concentrated the launch of this its first handset on Europe (and indeed, on Finland thus far), and appears to have rowed back from talk of a strong early push into China — with no follow up to its 2012 announcement of a distribution deal with Chinese retailer D.Phone. So momentum in the East is not a story it can currently tell, beyond the implied potential of the previously announced Hong Kong-based Sailfish alliance. Ergo, Sailfish’s Eastern promise also remains to be seen.

Features

What exactly is different about the Sailfish OS? The Jolla phone interface is built around a series of gestures — pulling down on the screen typically brings a contextual menu into view, and simultaneously incorporates a selector bar so the same fluid movement is used to both point to and select the action from the menu — depending on when/where you release your finger. So, for instance, in the email app, the ‘compose new email’ or ‘update’ actions reside just off-screen, in the pull-down menu.

The advantage of this type of drag interface is you can perform actions with the same (single) finger movement, without having to lift off and tap. So there are potentially some time/efficiency savings, plus the ability to control more of the OS with a single digit, rather than being forced to use two hands to navigate. For certain groups of users with dexterity issues or a disability affecting their hands/arms Sailfish navigation could therefore be a bit less challenging than the tap-happy mainstream mobile options.

Another aspect of the Sailfish navigation is built around swipes. A swipe up from the bottom of the screen brings up an events/notification screen. Swiping in from the left or right is used to close the app you’re currently in — or partially close it (if you pause the gesture mid way through), by allowing you to peek back at the home screen. You can then either reverse the gesture to go back into the app, or follow through to minimize it and land back on the homescreen.

Why would you want to peek at the homescreen? Because it contains a series of minimised apps that are displayed like a deck of cards, each containing glimpses of active content allowing you to see if there’s a new email in your inbox, for instance, or a glimpse of the latest content on a website.

For native Sailfish apps, such as the built in Jolla browser, there is support for functional interaction right from the homescreen card itself — so you can refresh webpages or trigger a call to open up a new webpage just by dragging your finger left or right on the browser card itself. Similarly you can pause/play music from the media homescreen card, and so on.

JollaAt this granular point, the Sailfish interface can resemble a Russian doll of nested gestures. For a user who takes the time to get to know all these short cuts, the interface certainly has the potential to feel fluid and productive. But, on the flip side, all these gestural layers and incremental short-cuts can end up piling a confusing amount of possible navigation options atop the OS, resulting in a steep learning curve for the Sailfish newcomer.

Beyond the user-education challenge, Sailfish’s reliance on gestures is not without other problems too. The main problem with the side-swipe gesture is that it can mis-register as one of the back/forth swipes also used to move between multiple menu screens in apps. And vice versa. So you can end up closing an app, when you were just trying to get to the next screen. Or doing the reverse.

Misregistered actions like that serve to confuse a navigation system that is already at a disadvantage because it’s different to mobile’s mainstream, and therefore involves the aforementioned disadvantageous learning curve.

Knowing when you can swipe or pull down to reach other menus also isn’t always obvious, so the user has to know to be on the look-out for Sailfish’s visual cues — either a glowing bar at the top of the screen, or small glowing dots that indicate the number of additional screens available for swiping to.

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Add to that, at times, when — intuitively — you feel you should be able to simply reverse the swipe action you just did to reverse your path and return to the screen you were just on, you find you can’t — and instead have to pull down to retrace your original steps via the contextual top menu.

There is a logic there, but it’s not exactly taking the path of least resistance from the user’s point of view. So the interface can sometimes feel as if you’re being made to do something not because it’s better/easier, but just because it’s different. Which can be irritating.

The navigation also doesn’t do away with taps entirely — which does mean that when you need to tap on something to confirm an action, rather than pulling down to bring up the contextual menu, it’s not always clear that’s what you need to do to proceed. Ergo, more confusion.

The functions supported by the homescreen cards also take some getting used to, especially as non-native Sailfish apps (such as the Android apps that are compatible with the device) don’t include support for gestures. And those native apps that don’t have any additional gestures sometimes resort to signposting that lack — with a written instruction on the card to ‘tap to continue’ — to avoid further user confusion about whether they support gestural interaction or not. But having to do that is rather sub-optimal (and potentially introduces further procedural confusion where apps don’t include such signpost text).

JollaThe card-based homescreen is a potentially richer alternative to the icons of iOS and Android. However the size of the cards can limit their functionality as portals into what’s going on elsewhere in your apps. The Jolla phone supports a deck of up to nine cards displayed on screen at once. When there are more than four cards their size shrinks so the text/content displayed on them can be tricky to make out. The cards are far more useable when larger — so when there’s between one and four on screen (as pictured left) — allowing for content to be displayed more comfortably, and gestural interaction to be less fiddly.

As a ‘glanceable’ interface, the Jolla phone homescreen shares something with BlackBerry 10 — with its panel of ‘Active Frames’ — or Palm’s WebOS. Or, to a lesser extent, with Windows Phone’s info-displaying Live Tiles. Sailfish’s support for gestural interaction with its own take on homescreen cards does take things a little further than Live Tiles. Whether that ability adds significantly to the interface, or is better described as more of an incremental benefit, depends on which apps you use, and the sort of actions you regularly perform.

If, for instance, you’re often checking in on a particular webpage or regularly refreshing your inbox for new content, then being able to perform such actions right from the homescreen without having to dive into the app itself may be a boon. But it’s a little hard to shake the feeling that the usability benefit here is relatively incremental. If you have a new email, you’re going to have to fire up the inbox to read it anyway — and even iOS, with its static icon-based homescreen, sticks a little red digit on your email icon telling you when its time to go check in.

One area where Jolla has delivered a really usable slice of software is the native Sailfish keyboard. The touchscreen keyboard incorporates a scrollable next-word suggestion bar above the Qwerty layout which offers an evolving rack of words to choose from as you’re typing.

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The typing time-savings can be considerable here as multiple word suggestions can fit on the screen so the chances of the right one cropping up before you’ve finished spelling it out are good. Plus, even more words lurk just off screen where you can pull them in with a quick swipe on the bar.

It’s a great use of available (and implied, i.e. off-screen) screen real-estate to support a smarter kind of touchscreen keyboard. Better than the static old iPhone keyboard? Absolutely!

Apps

Jolla has built a series of what it terms “essential apps” for the phone that you can download during the set up process, or snag direct from the Jolla Store later on. These include basics such as a media player, email, maps (powered by Nokia’s HERE), calendar, clock, notes, calculator, documents viewer etc.

This is Jolla filling in the Sailfish platform gap itself, as — being the new kid on the mobile block — it’s unable to rely on a substantial third party developer ecosystem to do that for it.

Jolla apps

Essential here is a synonym for ‘basics’. These Jolla-made Sailfish apps really are the bare-bones that any mobile user would expect to get as standard on a smartphone. If you want more ambitions apps — and really, which modern mobile user doesn’t? — from ephemeral messaging to insanely frustrating gaming, well, Sailfish isn’t going to be able to deliver. Not yet, and perhaps not ever on its own.

There are a handful of native Sailfish apps made by developers other than Jolla available for download on the Jolla store. But, including Jolla’s essentials, there are less than 200 apps in total on the Jolla Store in total right now — and that includes plenty of very simple stuff like an age calculator app, and kitchen timer and torch apps, plus some apps that have evidently been ported from Android. The Sailfish app ecosystem clearly remains very nascent.

Jolla’s solution for this app gap — or more accurately this ‘app gulf’ vs Android and iOS — is to add a pipeline into the Android ecosystem to allow for a sub-set of apps to be siphoned off via platform compatibility with Android. The preloaded hub for Android apps on the Jolla device is Yandex’s app store – which holds some 85,000 Android apps for downloading and extend the device’s functionality.Yandex

Jolla users can also download other Android app stores (i.e. in addition to the Yandex store) to get access to additional Android apps, although Google’s Play ecosystem is obviously off limits.

Jolla’s line in to the Android app ecosystem is an inelegant fix for a platform that wanted to provide an entirely alternative mobile reality. But when your platform lags the mobile category leader by circa one million+ apps then it’s a necessary compromise. And that pragmatism means Jolla’s device gets a much needed leg up in the app stakes vs other smaller players also trying to crack the Android/iOS duopoly (such as Mozilla and its HTML5 Web apps approach with the Firefox OS).

It is not a trouble free compromise though. The main problem with this approach — ignoring the core philosophical one of having to incorporate the very thing you dislike (including having to tolerate Android navigation keys cropping up within Android apps to sprinkle additional confusion over your alternative navigation system) — is that Android apps don’t always run smoothly in the Sailfish OS environment.

This was true when I did a hands-on with the Jolla phone back in November. And it’s still true now, although the big bug evident then, of the Android runtime sometimes spontaneously taking over the interface, appears to have been sorted now. App compatibility issues are an ongoing problem, though.

Many Android apps — including the Yandex app store — run sluggishly, with noticeable lag. Some Android apps are also unstable after installation — Skype for instance stopped responding after a moment’s use (although, to be fair, the Skype app is pretty universally terrible, regardless of the mobile platform you’re accessing it from). Plus, certain actions within Android apps aren’t supported within Sailfish — which triggers a dialogue box when you try to do something you can’t, informing you that such and such an action isn’t possible. Such is the price of compromise.

But, when the Android apps do work, their line in to a dominant ecosystem does help to expand the Jolla experience for its users, providing access to a lot more app ‘essentials’ — whether that’s Facebook or Twitter or Cut The Rope. Whatever your particular app poison. Just so long as you don’t expect the next Flappy Bird viral hit to be natively spawned on the Sailfish platform.

Performance

Some performance issues on the Jolla phone are clearly directly associated with its Android emulator feature, such as the laggy apps discussed above.

More general handset performance issues that affect the Jolla phone likely relate to what is effectively (on paper) a chunk of pretty mid-range smartphone hardware.

The handset is not a powerhouse in the processor stakes — certainly not by today’s flagship phone standards (which is one of the problems with having a long development time to get your debut device to market, as Jolla has). This relative lack of horsepower translates to overall performance that has a tendency to feel a bit plodding.

There are times when the interface has noticeable lag — such as when taking a photo and watching the shot you’ve just snapped slide off screen and onto the (off-screen) camera roll. The delay isn’t huge but it’s noticeable.

Likewise, the browser can feel a little underpowered when tackling certain websites. And seem a little slow to scroll and respond to taps. Transitions from one type of content to loading another also require a spot of micro-patience from the user.

The response time lag is more pronounced when running (some) Android apps, as noted above.

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Native Sailfish apps fair better, as you’d expect, but there it’s not so much overall performance that’s the issue but the aforementioned paucity and scarcity of app quantity and quality.

Elsewhere on the performance front, the handset’s rear camera is distinctly mid-range. Photos lack crisp clarity, and the lens struggles with variable light levels. Likewise, the handset’s qHD screen is far from pin-sharp. Again, these aspects of the Jolla phone are distinctly mid-range.

Battery life at least does seem pretty good, both on standby and for active use. The phone should easily manage a day’s normal use without needing a recharge. 

Bottom Line

The Jolla phone’s gesture-based interface has a steep learning curve for newbies, and considering how embedded most mobile users are with Android/iOS navigation paradigms that’s inevitably pushing water up hill. Floating a whole new platform so long after Android and iOS set sail also means Sailfish can’t hope to compete on quantity of native apps — or indeed on attracting hoards of developers, so it’s a tough ask for it to deliver high quality third party native apps either.

That huge app gap means Jolla has been forced to tether its dingy to the very Android leviathan it’s trying to circumvent — to extend the reach of its dinky Sailfish ecosystem in the hopes of building sustainable momentum. It’s a practical and pragmatic strategy but it’s also an ongoing compromise that muddies this new platform’s clear blue waters.

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Dungeon Keeper’s Creator Weighs In On EA’s Version Of The Game

Dungeon Keepers Creator Weighs In On EAs Version Of The GameIt was recently that EA decided to release a remake of the popular game from the 1990s, Dungeon Keeper. The game featured a slightly different play style and newer graphics which we guess is to be expected, and also adopted the popular free-to-play model. For those unfamiliar, free-to-play is basically where the game itself is free to download, but offers in-game transactions where gamers can purchase things like item upgrades, costumes, and more which in some cases gives the player an advantage. Unfortunately not everyone was too thrilled about how EA adopted the free-to-play model, which some have described as being very aggressive.

Recently Dungeon Keeper’s original developer, Peter Molyneux, has weighed in on the issue himself, although his comments were rather diplomatic but at the same time drives the point home as well. Speaking with the BBC, Molyneux was quoted as saying, “I felt myself turning round saying, ‘What? This is ridiculous. I just want to make a dungeon. I don’t want to schedule it on my alarm clock for six days to come back for a block to be chipped,’” before following up with, “I don’t think they got it quite right, the balance between keeping it familiar to the fans that were out there but fresh enough and understandable enough for this much bigger mobile audience.” What do you guys think?

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  • Dungeon Keeper’s Creator Weighs In On EA’s Version Of The Game original content from Ubergizmo.

        



    Flappy Bird Sold On eBay For Hundreds Of Dollars

    Flappy Bird Sold On eBay For Hundreds Of DollarsInstead of reveling in the success of his game, Flappy Bird, its creator has decided to remove the game from all the app stores that it is available in at the moment, claiming that he “cannot take this anymore”. He claims it has nothing to do with legal issues, but many speculate that could be the case. Well whatever it is, if you weren’t quick on the draw in downloading the game, you will not be able to get your hands on it anymore, unless you’re willing to pay hundreds of dollars for it, of course. Nope, this isn’t the developer selling the game off, but rather enterprising iPhone owners who have taken to eBay to auction off the iPhones with the game preinstalled on it.

    As you can see in the screenshot above, there are many listings on eBay for the phone with the game installed on it. The prices of the phones are around the $600-$800 mark, with one particular unit even selling for $1,500. Interestingly enough there seems to be several bids on these listings, suggesting that there is a market for iPhones with Flappy Bird preinstalled on them. We’re not sure if all these listings will be successful but what do you guys think? Is this taking the craze for the game a little too far?

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  • Flappy Bird Sold On eBay For Hundreds Of Dollars original content from Ubergizmo.

        



    bRight Switch Wants To Upgrade The Light Switches In Your Home To Android Touchscreens

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    Google’s Android OS is the dominant mobile platform by market share, but it’s also increasingly pushing beyond portables and onto a range of other devices types — including, if this crowdfunding campaign delivers on its promises, the boring old wall switches in your home.

    bRight Switch is a prototype project that’s within touching distance of its $115,000 Indiegogo crowdfunding goal (with less than a day of its campaign left). Its aim is to replace plain old light switch hardware with what’s basically a small tablet fixed to the wall, expanding the functionality of the switch interface beyond simply just switching your lights on and off.

    The bRight Switch actually plugs into a base unit to convert a wall switch from dumb switch to smart screen, but its makers claim the installation process is an easy job for an electrician.

    bright switchThe bRight Switch tablet design is customised for a wall-mounted context to offer features that make sense in such a setting, such as people detection to automatically turn on lights on when someone walks into a room.

    Other features the smart switch is set to support include the ability to remotely switch your lights on and off via the Internet and a learning mode that gets to know your routines over time and automatically switches lights on and off based on prior usage.

    Also on board is a security feature whereby you can play back footage recorded by the camera on one of the switches in another room. Plus videocalling (via Skype, or similar) and streaming music via Internet radio services such as Pandora.

    Other features include a built-in alarm; temperature display; dimmer ability for certain types of bulbs; an intercom feature allowing for chatting between bRight Switches located in different rooms; plus other security features such as setting an alarm to be triggered by motion in a particular room.

    The units will also run standard Android apps, so you could presumably fire up Angry Birds on your wall if you’re really bored. bRight Switch’s makers are also planning to supply an open API to encourage developers to create new apps for the wall beyond what they’ve envisaged.

    Of course, all these features are aspirations at this point with only a prototype of the bRight Switch in existence. If the device hits its funding target, which at the time of writing is looking pretty likely, its U.S. based makers reckon they can deliver to backers by July.

    The switches use Wi-Fi to plug into your home router to support functions such as Skype calling and streaming Internet radio, while the Z-wave wireless protocol is used for talking to lights around your home that are not wired directly to the switch.  

    How much will this smart light switch set you back? They’re charging $75 per switch for non-Bluetooth switches, and $90 for the Bluetooth version. Or $325/$435 for a five-pack of the two respective options.

    What’s the point of the Bluetooth addition? Added functionality such as the ability to link up to external Bluetooth speakers for “full spectrum sound” — or, getting even more customised about home automation, the ability to track your phone (and therefore you) around the house, providing a “custom personalized experience as you move from room to room.”

    Flappy Bird Is Officially Gone From the App Store and Google Play

    Flappy Bird Is Officially Gone From the App Store and Google Play

    As promised, Flappy Bird creator Dong Nguyen has removed his torturous app from Apple’s App Store. Flappy Bird is gone. It is survived by knockoffs like Clumsy Bird and Happy Poo Flap, and by the nightmares and thumb pain it has caused you these last few weeks.

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    Do You Ever Click On In-App Advertisements?

    Do You Ever Click On In-App Advertisements?

    "I’ll just ignore the ads," you tell yourself whenever you choose a free app instead of paying for the no-ad version. But nobody can really ignore those ads—they’re splattered all across your screen. And somebody’s gotta be clicking on them. Is it you? You can tell us.

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