The Dash Builds Wearable Fitness Sensors Into The Headphones You’re Using Anyway

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We’re finally starting to see some real consolidation around wearable tech, and Kickstarter project The Dash is a great example of that trend in action. It’s a pair of Bluetooth in-ear headphones that also offer up performance tracking via in-built health and body sensors. With passive noise cancellation, pass-through audio transparency when you need it, and an ear bone transduction microphone, these really do seem like gadgets that take existing gadget real estate (everyone uses headphones at some point) and make the most out of it.

the-dash-The Dash gets rid of wires entirely, offering instead a pair of completely discrete earbuds that can work with a connected smartphone, or completely on their own via an internal 4GB of storage for loading up your own songs directly. That would probably be enough to recommend them to athletes and active users who want to get the cables out of the way, but The Dash also has an ear bone mic that eliminates background interference, and it acts as a fully fledged activity tracker, with built-in heart rate, oxygen saturation and energy-expenditure monitoring.

You can also control playback from the on-device touch sensitive surface, as well as turn off passive audio noise cancellation to fully hear your surroundings, which is handy if you’re running in a busy city. The left bud controls your activity monitoring (you can get audio updates on your current measured stats), while the right one manages audio controls, including audio volume and playlist selection.

the-dashDash creator Bragi, which is based in Munich, wants to turn the gadget into a broadly focused platform, however, with an SDK for third-party developers that allows them to reimagine what it can offer users. They see it as a communication device for emergency responders, for instance, or as an in-ear translation device for communicating in foreign languages, or as one part of a larger overall sensor system for use in medicine.

It’s easy to see why The Dash has raised over $250,000 of its $260,000 goal already, given the starting price of $199 for new backers for pre-order pledges. If it works as advertised, the gadget will replace a number of different devices in one convenient, comfortable package. The team has a great pedigree; CEO Nikolaj Hviid is a former design chief at Harman, and so has experience building consumer products for the mass market.

The anticipated delivery date for The Dash is October,2014, which means we don’t have long to wait to see if these really can deliver on their apparent potential. It’s not quite One Wearable To Rule Them All, but it’s getting there, and that’s welcome news for consumers overwhelmed with niche products that offer relatively little in the way of lasting value.

WSJ: An Android-Powered Nokia Phone Clad In Windows Phone Clothing Coming Later This Month

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Rumours that primary Windows Phone OEM Nokia has been two-timing Microsoft by keeping an Android phone project on its backburner have been doing the rounds for a while now (aka the rumoured Nokia Normandy device). But yesterday the Wall Street Journal tipped more fuel on this fire, citing “people familiar with the matter” confirming that Nokia will unveil an Android powered device at the Mobile World Congress tradeshow in Barcelona later this month.

Now there’s plenty of WTF here. Not least because Nokia is about to hand over its mobile making division to Windows Phone maker Microsoft in exchange for a substantial pile of cash (€5.44 billion/$7.2 billion). So why would Microsoft, which has its own mobile platform, sanction its soon to be mobile making division to build an Android-powered device?

On the surface, it sounds like madness. And yet, as others have previously speculated, there is potentially method to this madness — being as Windows Phone has failed to challenge Android’s reach at the lower end of the smartphone market.

The bottom-of-the-range $180 Lumia 520 (pictured at the top of this post), which was announced at last year’s MWC conference and has sold relatively well for a Windows Phone, is still a ways more pricey than the least expensive Droids (sub-$50 Android handsets are available in emerging markets).

Ergo, switching to Android for budget devices would be one way for Microsoft to slice itself a larger portion of a very large (and growing) chunk of the smartphone pie.

If the best traction for Windows Phone has been at the lower end price-point, then pushing that lower still could be a winning combination — even if the resulting phones won’t technically be Windows Phones. Yet they will look and taste like Windows Phones, spreading the flavour of Microsoft’s mobile OS further than it’s thus far been able to go.

The Android powered Nokia device the WSJ’s sources discuss would come preloaded with Microsoft (and Nokia) services, including a Nokia Android app store, rather than Google software and Google’s Play store — effectively making it a Trojan horse pushed inside the Android fortress to ‘on-ramp’ first time smartphone users.

Or a plucky landing on the shores of occupied territory, if you will.

The device would also not resemble vanilla Android in terms of its UI, but would rather be a fork of Android — just as Amazon has forked Android for its Kindle Fire tablets and to further its own ends, not Google’s — with Nokiasoft apparently dressing the interface to make it look like Windows Phone.

Doing that would mean the budget Droid could acclimatize first time smartphone users to a Windows Phone world — i.e. in the hopes they will upgrade to a full-fat Windows Phone Lumia smartphone in the fullness of time.

According to the WSJ, Nokia engineers have been developing the Android device before agreeing to sell its mobile making division to Microsoft last fall. But up to now it hasn’t been clear whether Nokia planned to move ahead with the project or not.

The newspaper’s sources confirm the handset will be unveiled later this month — so presumably the project has been okayed by Microsoft’s new CEO Satya Nadella.

Nokia is holding a press conference at MWC, where TC will be on hand to cover the news. (Albeit, Nokia’s understated invite for this event isn’t giving away any Droid-flavoured hints:)

Nokia MWC press invite

It’s not clear whether the Normandy Android landing is a stop-gap strategy while Microsoft retools Windows Phone for even lower prices smartphones. But the WSJ says Microsoft will be refocusing WP attention on flagship smartphones, to better compete at the higher end. (Yeah, good luck with that…)

At its earning call last month, Nokia — the only substantial Windows Phone OEM (controlling 90% of the market according to AdDuplex) — revealed it sold a total of just 30 million Lumia devices during in the whole of 2013.

Compare that to Android’s vast sprawl: Google announced 900M active Android activations in May last year. And cumulative active Android activations are likely to break the billion mark this year as the platform continues to expand to new device types to fuel further growth.

With comparative numbers like those it’s not hard to see Microsoft’s logic in signing off a Windows Phone-flavoured Android-powered low end smartphone Trojan horse.

Windows Phone certainly needs a better growth strategy. Some might say it needs a growth strategy period. And, ironically, piggybacking on Android may be the best way to achieve that elusive momentum.

At the time of writing Nokia had not responded to a request for comment. Update: A Nokia spokeswoman declined to comment, saying Nokia doesn’t comment on market rumour and speculation.

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.”

Oculus Rift Takes Home The Crunchie For Best Hardware Startup

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It’s hard for me to imagine a hardware startup that is more exciting, more fascinating, and that has more potential to ripple out into a million amazing things than Oculus and their Rift virtual reality headset.

Many of you, it seems, would agree. After weeks of voting, our readers and this community have chosen Oculus VR as the Best Hardware Startup of the year.

As has been said many a time, Hardware is hard. Though the barrier to entry is lower than it’s ever been, the creation of new hardware is still a field that most don’t enter.

It makes sense, then, that the competition here was incredibly fierce. Oculus’ fellow nominees in the category:

  • 3D Robotics, a company that wants to make aerial drones accessible to businesses of all sizes.
  • SmartThings, which is building a platform to allow any electronic device — be it your toaster or a ceiling fan — to become an Internet-connected “smart device”
  • Sonos, the remarkably simple wireless speakers that let you bring sound to every room in your house in just a few taps.
  • Square, creators of the dongle that lets anybody — be it your buddy who’s having a garage sale, or a major coffee chain — accept credit card payments in just a few minutes.

While Oculus shipped an early, developers-only version of their headset last year, they’ve yet to release a consumer-ready version (or even announce an official date for one). And that’s just fine. This is a case where “Screw it, Ship It” simply does not apply; where it’s not just acceptable to hold the product close until it’s at a point of perfection, but where that is the only right decision. The reason they haven’t released a retail product is not for lack of talent, interest, or funding. It’s because they must get it right the first time, and they know it.

This concept — virtual reality in the home — is one that science fiction has promised us for decades. The available technology is finally reaching a point where it’s becoming feasible — and when it does, Oculus is positioned to pave the way. Industry legends are leaving their post at companies they created to be a part of it. The most adored company in the gaming world has pledged their R&D resources to them. Developers around the world are already building apps and concept demos for the device, knowing full well that consumers won’t have their hands on it for months to years. If Oculus can’t pull this off, I’m not sure anyone can.

Congratulations, Oculus. We’re all excited for the next few years.

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If You Watch One Video Of A Robot Playing Air Hockey Today, Make It This One

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As a fan of robots, videos, and pucks, I was mesmerized by this project. It’s a a cool 3D printer hack that allows you to play a robot in a rousing game of air hockey. The system uses a computer vision component to see where the pucks is, send it back to the opponent, and even set up shots when it loses.

The creator Jose Julio wrote that his daughter loved air hockey and wanted someone to play with. Instead of helping her make friends, he used parts of a 3D printer and a PS3 Eye connected to a PC to handle video capture and analysis.

You can even make your own with Jose’s build manual.

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3Ders

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.

Jolla

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.

  1. jolla-essentials

  2. jolla-back

  3. jolla-browser-table

  4. jolla-cards-gesture

  5. jolla-cut-the-rope-play

  6. jolla-facebook-app-tc

  7. jolla-store

  8. jolla-table-9cards

  9. jolla-tc-page

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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Barnes & Noble Confirms Staff Losses At Nook, But Hardware Unit Still Exists

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A report from Business Insider earlier today claimed that Barnes & Noble had eliminated its Nook hardware engineering staff in its entirety. Barnes & Noble has confirmed to TechCrunch that there were “job eliminations across the organization,” but stressed that they have not in fact eliminated their hardware division as first reported.

Nook spokesperson Mary Ellen Keating provided the following statement from the company to explain the current situation and recent organizational changes:

We’ve been very clear about our focus on rationalizing the NOOK business and positioning it for future success and value creation.  As we’ve aligned NOOK’s cost structure with business realities, staffing levels in certain areas of our organization have changed, leading to some job eliminations.  We’re not going to comment specifically on those eliminations.  We believe we have a strong management team in place at NOOK, having recruited significant new talent.  The new NOOK management team is focused on managing the business efficiently so that it becomes financially strong while at the same time aggressively moving to drive revenue growth.

The Nook business hasn’t been doing well for a long time, and the unit’s revenue dropped 32.3 percent year-over-year last fiscal quarter. There have been multiple rumors about B&N considering buyers for the Nook business, but so far, it seems to remain committed to the division despite its declining fortunes.

Sony seems to be intent on extricating itself from the e-book market, where few companies have seemed to be able to weaken the Amazon stranglehold. It recently announced it was shutting down its e-book market in the U.S. and Canada, and moving existing users to Kobo. Nook remains in the game for now, but players are dropping like flies, so who knows how much longer that will remain true.

Dyson Puts £5M Into Robotics Vision Research With Imperial College London

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Robot eyes. That’s a terrifying sentence. But robotics vision is an immense area of research interest, and a key technological field in terms of building the future of a wide variety of devices. That’s why it’s very interesting that Dyson is putting a sizeable investment into robotics vision via a joint robotics lab being launched in collaboration with Imperial College London.

The investment is worth £5 million (or around $8 million U.S.) and covers a five-year period. The lab will be working on robotics vision systems that are designed to help the next-gen of robots not only see things the way that humans do, but also process that visual information in a manner that better approximates human understanding.

For those unfamiliar with the field, it covers a broad range of potential uses: A friend with a graduate degree in robotics vision engineering helps design systems for production lines that inspect the products being built for quality assurance purposes. Typically, these offer up margins of error that are tiny compared to the standards established by human inspectors.

Dyson is no stranger to conducting robotics research – the company has been exploring that area of interest for the past 15 years, according to the company. With Imperial College London specifically, it’s been working on developing systems that can view, interpret and “logically navigate” their surroundings. This applies to robotic vacuums in terms of Dyson’s business interest (the company mentions this product category specifically, so watch out Roomba) but it’s not their only goal in terms of applied robotics.

What this signals for Dyson is a graduation of sorts, as the company moves from thinking about robotics as an area of sustained but relatively light interest, into something it would like to ramp up on the production side. Hopefully at the end of these next five years, we’ll all be living with an army of Dyson home cleaning automatons, but at the very least we should see some advancements in terms of the ocular powers of our robotic friends.

Urb-E, The Fold-Up Electric Scooter, Goes Live On Indiegogo

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Back at CES in January, among all the fun and interesting new projects we investigated, one gadget stood out among the rest. That gadget was Urb-E.

And today, almost a month later, the Urb-E scooter is live on Indiegogo. As part of the campaign, the company is launching two separate models to consumers.

The first is the Urb-E commuter, which has three wheels instead of two, making for a more reliable and smooth ride. The Urb-E GP, on the other hand, only has two wheels and can thus make sharper turns, though both models have the same speed and power specifications.

The Urb-E folds up to the size of a rollerboard suitcase for easy handling, and weighs just under 30 pounds making it an easy last-leg vehicle for urban commuters.

Topping out at 15mph, the Urb-E can last up to 20 miles on a single charge. And to top it all off, the Urb-E is easily customizable thanks to inserts that fit within the frame, giving the Urb-E a nice accent color alongside the metal.

Plus, Urb-E comes with a compartment to charge your phone and check in on the charge of your Urb-E through a dedicated Urb-E app.

According to creator Grant Delgatti, Indiegogo felt like a better fit than Kickstarter for this type of product, which he believes will be highly appreciated by the Indiegogo community.

The Urb-E campaign has just begun, with a goal of $150k in 40 days. The lowest price point to secure an actual Urb-E is $1,599, for ultra-early adopters. However, Delgatti says that the final price will be closer to $1,799, with shipments expected to go out at the end of this summer.

If you’re interested in participating in the e-vehicle revolution, head on over to the Indiegogo campaign and check it out.

Make It Sing

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I have a Jeep about half my own age, and despite the creaks in both our joints, we somehow manage to create a semblance of grace now and then. The vibration of the engine, transmitted through my the bones of my foot as it lies on the clutch (lightly enough not to feather it), or the degree and delta of centripetal force (unconsciously, I lean left to align my head with this off-axis down) explain wordlessly to me the limitations of the tires’ grip as I round a frosty curve, the elusive triple point that lies between momentum, throttle, and gearing. And I’m no racing driver — you have this loop, too, whether you drive a manual or automatic, whether you maneuver aggressively or defensively. It’s something that happens when you and the car reach an accord, so to speak.

A few Christmases ago I bought the family a great old axe, but at first its unfamiliarly short and straight haft made me more likely to split my own foot than the morsel of wood awaiting its sentence before me. Over the course of a few dozen swings I found it didn’t want to be wielded like an executioner’s axe, describing as many degrees of a circle as were warranted by the toughness of the wood, but it preferred to be brought down straight, like the guillotine. This necessitated a totally new movement of my hands and body but eventually it struck with greater power and precision than I had been able to muster with its modern, long-necked predecessor.

Between me and my Cherokee, and between my hands and the tool, and between you and many of the things you use every day, there is a complicated but elegant feedback loop, a physical dialogue, the topic of which is harmony of operation. The relationship that you build with a device, whether it’s a car, a hammer, a brush, a cello, or anything else, is a self-optimizing relationship. First you make it speak, then you make it sing.

Why does this matter? Because so few of the devices we are adopting today will ever sing like that.

It’s not just that things are complex. Driving a car is complex; the forces, sounds, visual input, motor coordination and everything else that goes into driving become second nature because we learn to operate the vehicle as an extension of ourselves. And it’s not just that things are virtual. Anyone who has had a complicated workflow and found themselves the master of ten windows spread over three monitors and two operating systems has juggled a dozen tasks and ideas, performing as complex a task as an orchestra conductor or jet pilot.

The problem is that we are introducing process that have maxima we can’t minimize, and minima we can’t maximize, by our own efforts. No axe is so difficult to use that you can’t master it in time. But no matter how good you are at using a smartphone, the elegance and quality of your process is, fundamentally, out of your hands.

With what devices and services today can you achieve the same level of synchrony as that you enjoy with your car as you parallel park, your fork and knife as you herd peas around your plate, your keyboard as you tap out a caustic response to this article at five characters per second?

I see exceptions for coders, who achieve a sort of second sight with the colors and symbology of their language of choice, for gamers whose thumbs make analog sticks and 256-stage buttons dance through a hell of bullets, and for photographers, their fingers blindly yet unfailingly seeking out dials and switches while the brain simultaneously calculates the arc of a ball or the fraction of a second left until the toddler’s smile strikes its apex.

But the most ubiquitous device of the modern digital era, the smartphone, is not susceptible to such talents. It may be always in your hand, but it never acts as an extension of it.

Oh, sure, you can learn the quickest way to get a picture through retouching and into Instagram — the “Save changes,” “Send to…” and “Submit” button positions memorized, the geotag set to automatic, the service sniffer set to repost and promote the latest item at the requisite SoLoMo watering holes. Congratulations, you’ve built a Rube Goldberg machine that mechanically duplicates button pressing. And what a profoundly inelegant series of arbitrarily-placed button presses it is, interrupted by unskippable dialogues, animations, and workarounds it is!

Have you ever remarked on the grace with which an iPhone user closes down unused processes? The casual dignity of a flick to bring down a notifications shade, the inhuman rapidity with which a home button is double-pressed? Of course not. You could practice button-pressing and menu flicking for weeks and your flicks and presses would be little or no more effective than anyone else’s.

Wearables? True, gestural tech and limb tracking like that of the Kinect or Myo adds an interesting new way to interact, but these things are meant to capture gross, simple, or repetitive movements; even if the nearly imperceptible twist of the wrist employed by a painter to add an ironic curl to the lips could be detected, would it matter? The threshold for whatever gesture he has indicated was reached long before such subtleties were taken into account. You think a photo will show more detail because you pinch-zoomed exactly along the 45-degree line? You think a page will load faster because you clicked at the exact center of the link?

As one last example: even in photography is the satisfaction of successful operation being eroded. Many lenses and systems do not actually connect the focus ring to the focal gearing, but instead read the position of the ring digitally, pass that information to the CPU, where its scale, jitter, and acceleration are weighed; this data is returned to the chip in the lens, which adjusts the focus approximately the amount it thinks you would have wanted it to move, had it been mechanical to begin with. Naturally this takes time and is rarely satisfying or accurate. But even if it were advanced to the degree it were imperceptible, it would still be inferior to the mechanical process because it is a simulation of it; if it advanced beyond this, and predicted your focal point (let us, against all odds, assume this works flawlessly), it is no longer you operating the mechanism or the simulation of a mechanism, but rather using a ring-shaped menu to select from a list of subjects. Just try to make that sing.

There’s no room for finesse or subtlety in these things because we are not the ones performing the work, or rather, we perform only a small part of it and set into motion a series of events over which we have little or no control. The digitizer, the processor, the transceiver, the microwave repeater, and the server do their work following, but independent of, our input. And before we could even do our part, the developer of the app, the developer of the firmware, the developer of the OS had to do theirs. Layer upon layer of things that you are not doing, that you can never effect, only activate.

I don’t pretend this is the end of doing things well, of course, or any other such absurd extrapolation. But I myself, and I suspect this is true of many others, get no little satisfaction from the process of doing things well, though, and here before us is a generation of tools which can only be instructed to carry out tasks, something you and I will never do better or worse than one another. Egalitarian? Democratic? That’s a charitable interpretation, if you ask me. Eliminating the necessity of doing something well could be a positive change. Eliminating the possibility of doing something well is a negative one.

Still, it’s not so dire as I make it sound. The consequence of all this is that there is more room to excel on a different stage, a higher one. If everyone has access to the same resources, it is the one who makes the best of them who takes the prize. Given the finest ingredients and top-notch facilities, no two chefs will produce the same meal. With the same light and the same camera, two photographers capture images that are worlds apart. So this embarrassment of riches comprising (among a hundred other things) the Internet, the social media landscape, and our fantastically powerful mobile devices is nevertheless empowering — but it is no longer the tools with which we interact with that we must make to sing, but what we are making with them.

No one can use the Facebook app better than another — but one may use the network to greater effect. No one can apply a filter with more finesse than another — but one may assemble a superior portfolio. No one can make an API return different data than another — but one may put that data to better use. No one can propagate an email through the network faster — but one may be more persuasive. The axe swings itself — but you can still build a better fire.