Emblaze Mobile’s ex-CEO: First Else was eventually ready but the market had changed

Emblaze Mobile's exCEO

We were rather heartbroken when Emblaze Mobile announced the premature death of its First Else project back in June 2010, with the culprit being “critical delays in deliveries;” so when we caught up with ex-CEO Amir Kupervas — who’s now running a startup called UIU — at MWC, we had to see if he had anything to add to the sad story. “It was ambitious for a small Israeli company to come into consumer electronics, build a brand and try to push it,” Kupervas emphasized. “When we started this project it wasn’t about ecosystem and apps and things like that. Eventually the iPhone came with its app store, and then Android came with its app store, and we were left behind.”

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The Engadget Interview: Sony product marketing manager Stephen Sneeden at MWC 2013

The Engadget Interview Sony product marketing manager Stephen Sneeden at MWC 2013

After wowing us at CES with the Xperia Z, Sony enticed us at Mobile World Congress with the Xperia Tablet Z. Both devices combine top-notch specs with beautiful industrial design — pure rectangular forms with a mirror-like finish packaged in thin, light and water-resistant shells. We sat down with product marketing manager Stephen Sneeden in Barcelona to talk about these iconic products. We discussed the “omni-balance” design and the common user experience shared by both devices, which was spearheaded when Kuni Suzuki became Sony Mobile’s president and CEO. He explained that some of these design elements will likely be incorporated into future (non-mobile) products and that the both the Xperia Z and Tablet Z are premium, aspirational devices which will become reference points for more affordable models. We then chatted about the Tablet Z’s specs, in particular its impressive thickness (6.9mm / 0.27 inches) and best-in-class weight (495g / 0.99lbs). Mr. Sneeden mentioned the TV SideView app, an electronic programming guide with voice activation that’s available from the Play Store and takes advantage of the Tablet Z’s built-in IR blaster — he also pointed out that Sony’s Music Unlimited and Walkman Player apps will be fully integrated by summer. We touched upon a few other topics, including the Xperia Play and PlayStation Certified program for phones. Check out the full video interview after the break.

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The Engadget Interview: VP of design Scott Croyle talks HTC One at MWC 2013

The Engadget Interview VP of design Scott Croyle talks HTC One at MWC 2013

It’s no secret that we’re big fans of the HTC One here at Engadget — we’ve already written at length about the handset’s hardware design, software features and imaging chops. At MWC, we were lucky to spend some time with Scott Croyle, VP of design, to discuss the company’s latest superphone. We talked about the handset’s delightful zero-gap aluminum and plastic unibody and how HTC wanted to “break down that last barrier” of integrating antennae in a metal casing without making compromises. He explained that the One’s design was inspired by high-end watches, and it turns out that the zero-gap machining process was developed in-house specifically for this device. Some of the antennae (such as WiFi and GPS) are actually machined as part of the unibody and coexist on the same aluminum panel.

We then chatted about the gorgeous 4.7-inch 1080p display which was supplied by the same manufacturer which provided the screen for the Droid DNA and One X, and the daring Ultrapixel camera, which packs four million large (2µm) pixels and OIS. Mr. Croyle mentioned that while the business side is incredibly important, the decision to use Ultrapixels was focused on the needs of consumers. We asked if limiting the number of pixels was in any way driven by the software — the desire to implement Zoe and perhaps curtail the massive amounts of data gathered and processed by the feature. It turns out that the development of the sensor and optics started a long time before the software. As for Zoe, “nobody’s redefined what a photograph could mean” and HTC was eager to try something new. Our full video interview is yours to watch after the break.

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The Engadget Interview: Jolla CEO Marc Dillon at MWC 2013

The Engadget Interview Jolla CEO Marc Dillon at MWC 2013

Jolla launched its Sailfish SDK at MWC 2013 and we got the chance to chat with CEO Marc Dillon about the company’s history and find out how things have been coming along with Sailfish OS since our hands-on late last year. We also discussed the time frame for Jolla handsets (still on track for H2 2013) and what the Sailfish SDK brings to the table for developers today. You’ll find a full transcript of the interview along with our video after the break.

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The Engadget Interview: Samsung’s Nick DiCarlo talks Galaxy Note 8 at MWC 2013

The Engadget Interview Samsung's Nick DiCarlo talks Galaxy Note 8 at MWC 2013

The Galaxy Note 8 — it’s the next logical step in Samsung’s ongoing Note saga, and it finally launched in Barcelona. We spoke with Nick DiCarlo, VP of Product Planning for Samsung mobile, about the company’s latest tablet. He mentioned that the voice capability, which is a very polarizing feature for some, was a common request among customers. It’s unclear if the US carriers will keep this functionality intact, but he suggested that you, dear readers, might be able to sway them by emailing in. We discussed some of the Note 8’s other selling points, such as the S Pen-sensitive buttons (finally!) and the IR blaster, which we think is located in the wrong place (the right edge instead of the top) — possibly the result of Peel‘s landscape-centric remote control app. Design was an other area we touched upon, and something we feel Samsung’s been complacent about this past year. Materials and build quality just don’t do the company’s products justice, especially on flagships like the Galaxy S III and Note devices. Mr. DiCarlo acknowledged our concerns but pointed out that the entire Galaxy line is light, thin and durable, something everyone wants in a quality smartphone or tablet. Let’s see what the Galaxy S IV brings to the table, right? Until then, watch our video interview after the break.

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The Engadget Interview: Chul Bae Lee, VP of LG’s mobile design lab at MWC 2013

The Engadget Interview Chul Bae Lee, VP of LG's mobile design lab at MWC 2013

We first met Chul Bae Lee — VP of LG’s mobile design lab — in Seoul last fall and were lucky to spend a few minutes with him in the company’s booth at MWC. LG’s flagship Optimus G Pro made quite the splash in Barcelona but looks rather different from the Optimus G. We asked Mr. Lee to walk us through the design process behind the company’s new superphone. He mentioned that LG offers two high-end product lines, one focused on premium design (Optimus G), the other on high-performance design (Optimus G Pro) and shared a diagram with us to illustrate this (after the break). The new handset puts an emphasis on ergonomics rather than style by featuring a comfortable and a friendly shape, with soft edges and round corners.

We discussed the extremely narrow display bezel, striking RGB notification ring around the home button, recessed camera lens and IR blaster (for the QRemote functionality). Mr. Lee explained that the placement of the buttons around the Optimus G Pro was carefully chosen to minimize interference with the power / lock key — this includes the QNote button, which can be remapped to invoke other apps, and even double as a shutter key. We then talked about the new Optimus F series, which blends the design DNA of flagship devices with performance specs (like LTE) at a more affordable price, and the Optimus L II line, which offers unique designs for specific markets (single SIM in Europe, and dual-SIM in Latin America). Hi the break for our video interview and to check out the aforementioned design diagram.

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Modding guru Ben Heck hacks his way through the Engadget Questionnaire

Ben Heck hacks his way through the Engadget Questionnaire

Every week, a new and interesting human being tackles our decidedly geeky take on the Proustian Q&A. This is the Engadget Questionnaire.

In this edition of our weekly question and answer session, Ben Heck — the master of mods and host of The Ben Heck Show — discusses the paradigm shift of personal assistants and how E.T. was saved by a Speak & Spell. Head on past the break for the full lot of responses.

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The Engadget Interview: Microsoft’s Greg Sullivan on Windows Phone at MWC 2013

The Engadget Interview Microsoft's Greg Sullivan on Windows Phone at MWC 2013

We caught up with Greg Sullivan — senior product manager of Windows Phone — for an early morning chat during Mobile World Congress. He was kind enough to give us an update on the state of Microsoft’s mobile OS, which has apparently experienced a four-fold increase in sales since version 8 launched last fall and is taking share away from Android in the UK. We discussed the delightful user experience provided by lower-end Windows Phone 8 handsets like Nokia’s Lumia 620 and asked how Microsoft plans to satisfy power users at the higher-end of the spectrum who are still missing critical features such as proper notifications, quick settings and CalDAV / CardDAV support (to name a few). It’s clear that the company’s aware of these shortcomings and is working to remedy most of them in a future release. We also talked about the ecosystem, what Microsoft is doing to improve app quality, how it meshes with Windows 8 / RT and whether the company is looking to expand its partnership beyond existing device manufacturers. Look for our full video interview after the break.

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Nokia “Head Up”: How Lumia’s future is sharper than Glass

Are wearables like Google Glass the inevitable future for smartphones? Not if you ask Nokia, where simply floating a display in your line of sight doesn’t quite satisfy the self-imposed “head up” challenge its designers and engineers are facing. The evolution of Lumia isn’t just bigger displays or faster chips, it’s a new way of interacting with the digital world. SlashGear sat down with Jo Harlow, EVP of Smart Devices, Marco Ahtisaari, EVP of Design, and Stefan Pannenbecker, VP of Industrial Design at Mobile World Congress this week to talk “people versus robots”, rolling back the clock on convergence, and how the Finns want to pry our eyes away from smartphone screens, even if we’re looking at a Lumia.

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Spend any time talking future tech to Nokia’s executives, and you realize there are two themes running through their predictions. First, and perhaps most familiar to most industry watchers, there’s the relentless advance of sensors and the complexity of devices, with capabilities always evolving. Nokia differs in some respects in how its management see the form-factor of those devices: rather than a single, increasingly powerful phone in your pocket, all three VPs talked about a resurgence in dedicated devices; products that, as Marco Ahtisaari described it, “do a few things really well.”

Secondly, and arguably a more contrarian stance than others in the segment, is a desire to actually reduce the attention that’s paid to smartphones and mobile devices. Ahtisaari coined the phrase “heads up” internally to describe it, though it’s become an ethos for the long-term shared by others in the design team, like Stefan Pannenbecker.

“How can we get the “heads up”?”

“We see sometimes couples, out in a restaurant, romantically texting each other, or broadcasting… so that type of phenomena is interesting, and in a way bugs us a little bit, because the question is how can we get the “heads up”?” the Industrial Design chief explained to us. “So we do a lot of work on all kinds of levels in order to think that scenario through: what does that mean? So we’re interested in that type of topic, how do we get people’s heads up again.”

Nokia isn’t expecting to address that question in the next few months, or even the next couple of years. As Marco Ahtisaari told us, it’s an example of the company’s longer-term planning, though as an internal culture of design it has an impact on the Lumia devices we’ll see over the coming years. “The one thing I would say is that I talk about the “heads-up” principle in the studio, it’s like a 20-year principle. Creating computing technology that’s with us that doesn’t require more attention” he said.

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“And part of this pinning-to-Start [in the Windows Phone homescreen] is one example of that; things we’ve done with the glanceable, low-power mode on our devices in the past is an example of that; the NFC work we’re doing is an example of that,” Ahtisaari counted off. “You just touch the environment: the world becomes your interface, rather than having to go through twelve swipe-swipe-swipe. So that’s another component of that future, I think, and very important as we go to more distributed objects that do only a few things.”

Having got to a point where a person’s smartphone is often also their camera, their music player, their fitness tracker, and more, it might seem counter-intuitive to be considering breaking apart those components and turning again to individual gadgets. However, there’s a strong feeling within Nokia that specificity has its own advantages.

“There’s room again for devices that do a few things really well”

“I think there’ll be room for more and more dedicated devices that do a few things really well again” Ahtisaari predicts. “And that is slightly a contrarian view, but I think what we’ll see is increasing complexity and ability… you can either shortcut through the environment, but this means also space for dedicated devices that do a few things really well. Yes, a phone, but other functionalities too.”

Right now, all three executives are coy on what, exactly, Nokia’s portfolio of answers to these questions might look like. However, they’re more vocal on what they probably won’t be, and the approach seems less “in your face” than Glass, and more cautious than the “confident” search and prediction of Google Now.

nokia_frame_concept

“I’m not going to speculate [about Glass] because time will tell with regards what is the right execution with regards to this idea of “heads-up”, so I think we’ve a lot of work to do, frankly, so I’m not going to speculate about that” Pannenbecker said. “But I think, as I said, this is for me an area that we want to engage in, I mean, this topic of heads-up not this particular solution for example. As I said, there’s a whole bandwidth of opportunities, and I think we as a company need to look very deeply into these opportunities, and then commit.”

For Harlow, the question is of need: or, more accurately, the balance of plain geek appeal – as perhaps Google Glass embodies – against relevance to mass-market consumers. “I think that it’s just as true in any of these new areas that you have to solve the fundamental consumer problems, and you can’t… you innovate for the sake of innovation” the smartphones boss argued. “Usually there’s a small number of people who find them really cool, and the vast majority don’t see a reason why. That the use case is so on-the-point that they don’t see it.”

In fact, there’s a sense among all three that the Glass strategy – that is, taking what components might usually be associated with a smartphone, and making them something you can wear – is too easy a way out. Yes, there are battery challenges, and persistent wireless demands, and the need to craft an interface and interaction paradigm that suits a more hands-off usage style, but a wearable computer doesn’t necessarily address either user-need nor go far enough in liberating users from the tyranny of persistent, connected distraction.

“Either they solve latent needs, or unknown problems”

“I think that’s why you see fitness all over the place, because clearly if people stick with it then it can help solve a problem” Harlow explains, “but that’s where I think the energy will really come from, either that they solve latent needs that consumers can’t necessarily articulate, or solve unknown problems that they have and that sensors would solve.”

While the most attention has been paid to Nokia’s evolving Windows Phone handset range, the company has also been working on matching accessories, pushing ideas like wireless charging and NFC pairing. That focus on a well-designed, integrated ecosystem looks likely to spawn a family of shared technologies, each delivering its own component part of the overall usability.

nokia_morph_concept

“That’s something which we’re working on, and I’m not in a position… I will not talk about specific solutions to that, but absolutely that is a challenge for us” Pannenbecker agreed. “For us as designers. Because ultimately again it comes to better problems. This is more what we think a smartphone is supposed to be [holds up phone], but I think obviously there’s other ways of doing that.”

Nokia hasn’t been afraid of riffing on those possibilities in the past with concept designs, however. Its 2009 “Mixed Reality” headset predated Google Glass, and was envisaged with its own suite of accessories and sensors: a motion-tracking wristband for navigating a wearable display, for instance, along with wireless audio. Meanwhile, the idea of paring back information in a more context-driven way has also been explored, such as the Nokia-prompted “Frame” concept device that rethought the smartphone into a window that blurred the physical and digital worlds. Arguably it’s an idea that has expressed itself in Nokia City Lens, the augmented reality app now publicly available for Windows Phone.

Just as Google Now relies on its context engine, so has Nokia Research been pushing its own predictive technologies to better focus the user-experience. We mentioned the 2009 “Linked Internet UI Concept” from Nokia Research to Marco Ahtisaari, a project which learned from social networking attention and prioritized updates and geo-location of those people it calculated the user was most interested in, and asked him where the company’s roadmap was on integrating such ideas into its software.

“Partly that’s a question of focus” he said, pointing out that Nokia needed first of all to prove itself with a successfully selling Lumia range of phones. “Like I said, the most important thing we can do now is show momentum. These are things we definitely work on.”

However, he also argued that there is risk in making mobile devices too intelligent – or portraying them as having intelligence – because you run the risk of leaving the user feeling at odds with their device, not enabled by it. “If this makes sense there’s robots and people. People versus robots” Ahtisaari said, somewhat cryptically. “We’re on the side of people, in general. What I mean by that is certain personalization you can do, goes a long way. And the other example, if you took that, would be “hello, we just reconfigured your phone, it’s got all the people here, and we set it up for you”.”

“We’ve got the auto-magic today, it’s just making it not feel creepy”

In fact, Nokia could already integrate that sort of contextual technology into its phones today; the reservation is one of how the mainstream user – not the Glass aficionado – might react to that. “We’ve all of that auto-magic today, it’s just doing it in a way that doesn’t feel creepy, or has violated what you do” he argued. “It’s striking that balance. But definitely, the two things you’ve mentioned – contextually and prediction – are important.”

nokia_lumia

It’s early days for Nokia to look too far beyond smartphones; the Lumia line-up has only just reached five Windows Phone 8 handsets, the platform itself still holds an extreme minority share, and there’s no sign of a tablet on the horizon, at least not publicly. Nonetheless, it seems we can expect something other than a set of Windows Phone goggles.

“I’m not going to speculate [about Glass] because time will tell with regards what is the right execution with regards to this idea of “heads-up”, so I think we’ve a lot of work to do, frankly, so I’m not going to speculate about that” Pannenbecker demurred. “But I think, as I said, this is for me an area that we want to engage in, I mean, this topic of heads-up not this particular solution for example. As I said, there’s a whole bandwidth of opportunities, and I think we as a company need to look very deeply into these opportunities, and then commit.”

Though the strategies may be very different, there’s one thing Nokia and Google do agree on: the name of the game is elevating users from the voracious attention-soak of the touchscreen, not finding more ways of putting it in front of them. “If they require as much attention as a smartphone, then no more human contact” Ahitsaari concluded. “That’s the perspective we have, we’re still in the people-connecting business.”


Nokia “Head Up”: How Lumia’s future is sharper than Glass is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

OUYA’s Kellee Santiago talks game publishing, her new role as Head of Developer Relations

When Kellee Santiago resigned from her previous gig as president of thatgamecompany, she left behind a job running one of the most highly acclaimed indie game studios in the industry. But she left on a high note, having helped craft Journey — not just one of the best games of 2012, but a high mark on the medium. Her next move is similarly bold, taking the reins of the Android-powered OUYA console’s digital content library as “Head of Developer Relations.” On Santiago’s LinkedIn profile, she describes her new job as, “curator of content for the games section on OUYA” (among other things); a job she’s plenty qualified for given her time on the board of the Indie Fund (an angel investment group of successful indie game devs). “This role seems almost like a logical extension of everything I’ve done up to this point,” Santiago told us in an email interview this afternoon. Indeed it does. In her new role at OUYA, Santiago will be “working with many developers globally and in different capacities,” she said, as well as managing the digital library that users at home see.

“I’m very passionate about empowering new voices in game development so we can have more variety in game content — that’s what initially led me to co-founding thatgamecompany, and Indie Fund, and working with the Independent Games Summit, and IndieCade,” she added. The job of course includes courting devs, even if that means OUYA assists in the funding and publishing of those devs’ games. “OUYA is doing both,” Santiago told us — that’s no doubt assisted by the $8.5 million OUYA pulled in during its Kickstarter funding campaign.

Despite her passion for indies, she said there’s no “arbitrary restrictions for developing on OUYA,” and that her guiding principle is identifying, “developers and content that for whatever reasons wouldn’t be able to exist on any other console.” In other words, there’s no reason one of the biggies — think EA, Activision, Ubisoft and others — couldn’t get in on the action. Square Enix has already promised a variety of titles, so it seems a given that others will sign on. One developer who’s still curiously uncertain about the console, however? Santiago herself. Though she teased on Twitter earlier today that she’ll, “still be making stuff, too,” and not to worry, she wouldn’t offer us any more details about her plans for development on OUYA. Again, it seems a given, but we can’t help but want to know more sooner than later.

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