Neofonie announces WePad 11.6-inch Android slate

Another day, another Android tablet render. This one, the imaginatively titled WePad, is as ambitious as its name might suggest. (You know, because “we” is plural of “I”? Yeah, it’s a stretch.) Dwarfing the iPad with its 11.6-inch (1366 x 768) display, a 1.66GHz Intel Atom N450 processor, GMA 3150 graphics, webcam, two USB ports, flash card reader, UMTS modem, and a mooted six hours of battery life, we could see ourselves picking one up — provided the price point is decent. But that’s just the beginning! The manufacturer, Neofonie, also has designs on a WePad app store and, if all goes according to plan, this thing’ll sport genuine Google Android and the Android Market. The company also mentions something called the “WeMagazine publishing ecosystem,” the basis of a turn-key operation for getting your own branded device out on the e-reader market, so if you’re looking to get into the biz just hit the source link to begin your adventure. As for us, we’ll wait to see a final product before we jump to any conclusions.

[Thanks, Dan Z]

Neofonie announces WePad 11.6-inch Android slate originally appeared on Engadget on Sat, 20 Mar 2010 21:31:00 EST. Please see our terms for use of feeds.

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Google issues statement on Nexus One sales, touts Android Market’s 30,000 apps

Numbers released by Flurry Analytics yesterday suggested that Google’s Nexus One had sold around 135,000 units in 74 days (the same amount of time it took the iPhone to hit a million) — not a staggering number by any measure. Now, we don’t really have any way to assess the accuracy of Flurry’s data, but we spoke with Google’s team about a few things, and here’s what they had to say. For starters, Google wanted to assert the idea that selling lots of a single handset isn’t the company’s primary goal, an idea which makes sense considering how many handsets are currently available with Android. In our conversation, Google actually called out the sales figures for the Droid and seemed eager to make the point that their game is more of a war of attrition fought on a variety of fronts. Read their statement — and lots more — after the break…

Continue reading Google issues statement on Nexus One sales, touts Android Market’s 30,000 apps

Google issues statement on Nexus One sales, touts Android Market’s 30,000 apps originally appeared on Engadget on Wed, 17 Mar 2010 13:39:00 EST. Please see our terms for use of feeds.

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Motorola Backflip doesn’t allow non-Market apps, proves AT&T doesn’t get Android

Let’s step into the time warp, shall we? Specifically, we’d like to go back to our interview of AT&T Mobility CEO Ralph de la Vega at MWC last year when we asked him about the carrier’s support for Android (or lack thereof):

Chris: Okay, and expanding on that a little bit, I heard you speak at CTIA last year and you mentioned that… you mentioned basically the same comments about Android at that time. You said that you thought that it was promising, you liked what you saw, but that was at a time when there were a lot of questions about why AT&T wasn’t in the OHA. I’m wondering if your thoughts, your opinions have changed since then. Has AT&T’s direction with Android changed at all?

Ralph: No, actually, I think that they have been somewhat validated in that… we like the Android as an operating system on its own, but we want to make sure that we have, and customers have the option, to put applications on that device that are not just Google applications, so when the G1 came out and T-Mobile launched it, it’s primarily a Google phone. And we want to give customers the choice of other applications on that device, not just the same Google applications.

Chris: So you’re basically waiting for Android to be de-branded, so to speak?

Ralph: Well, to be open. (Laughter.) Right? I mean, the whole idea behind Android is that it’s gonna be an open OS, and so I don’t wanna roll an open OS to market that has primarily Google apps on it, and I think that’s gonna happen. I mean, I see a lot of activity, I think it’s got a good future, and I think it makes a lot of sense that the OS is open-source, separate from Google apps that are also very good.

A year later, enter the Motorola Backflip — AT&T’s very first Android device. Does it hold true to de la Vega’s principles? Well, it depends on whose glasses you read the statements through. Yes, true, it definitely doesn’t have “primarily Google apps on it” thanks to the carrier’s questionable decision to remove Google search and replace it with Yahoo — but as for giving “customers the choice of other applications,” that’s another matter altogether. It seems that Backflips are being shipped without the ability to turn on non-Market installations, meaning that AT&T has effectively locked you into getting all of your content through the walled garden. Add in the Yahoo debacle and the egregious amount of unremovable crapware they’ve left in ROM, and we start to wonder: why did AT&T bother partnering up with Android if they weren’t going to take it seriously? Certainly doesn’t bode well for the Mini 3 and the rest of the pack, now, does it?

Motorola Backflip doesn’t allow non-Market apps, proves AT&T doesn’t get Android originally appeared on Engadget on Mon, 08 Mar 2010 15:06:00 EST. Please see our terms for use of feeds.

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Indie Coder Proves Android Apps Can Make Money, Too

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While visiting Japan in September, 26-year-old Stanford graduate Eddie Kim picked up a book about coding Android apps because he thought it might be a fun hobby. Little did he know that six months later, his casual creation would earn him more money than any of his full-time jobs.

jtzxucsKim, a former Volkswagen engineer and co-founder of San Francisco-based startup Picwing, now earns $13,000 each month off an Android app called Car Locator (right), which helps users find their parked cars. Kim’s app, which he sells for $4 per download, took him only three weeks to code.

“I thought about making an app for the iPhone, but my thoughts were, it’s such a crowded space right now, and I thought Android would be a better opportunity to get involved in,” Kim told Wired.com.

“Plus, I learned that you need a Mac to do iPhone development, and at that point I lost all interest,” said Kim, a proud Windows user.

Kim’s success story is the first we’ve heard from an independent coder developing for the Android platform. While the iTunes App Store was still just months old, we saw a handful of reports about independent developers making copious amounts of money off their iPhone apps. For example, independent coder Steve Demeter said he made $250,000 in profit in just two months with his iPhone game Trism. Later, programmer Ethan Nicholas raked in $600,000 in a single month with hot sales of his game iShoot, and he immediately quit his job. Because of these success stories, many technology observers have deemed the mobile app opportunity a digital gold rush.

Google’s Android Market, which opened in October 2008, has been around almost as long as the iPhone’s App Store. But only in recent months, with the introduction of the Motorola Droid and Google’s Nexus One, has the Android platform been gaining serious momentum. In February, Google announced that 60,000 Android phones are shipped each day.

Still, stifling Android developers is the lack of a simple market for third-party apps. Google doesn’t own a prominent platform for distributing apps, as Apple does with iTunes. And some developers have shied away from the Android platform in fear of fragmentation — having to develop and support several versions of the same app for various different phones from several manufacturers. By comparison, the iPhone offers a relatively clear-cut audience of 75 million iPhone and iPod Touch customers, with smaller differences in features between the various models. (Though the advent of the iPad, with its larger screen, may complicate Apple’s market further.)

Citing Google’s weaknesses, Gameloft, a major game company, said in November 2009 that it was significantly cutting back its investment in Android.

“It is not as neatly done as on the iPhone,” said Alexandre de Rochefort, Gameloft’s finance director, during an investor conference. “Google has not been very good to entice customers to actually buy products. On Android, nobody is making significant revenue…. We are selling 400 times more games on iPhone than on Android.”

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Against that background, Kim’s success story is all the more impressive.

So what exactly did Kim do to rake in some serious dough? First, he employed a “freemium” strategy, offering a free version of Car Locator for users to try out, in addition to the paid version of the app, for which he charged $2 at first. Kim’s sales started out small, netting an average of about $80 to $100 per day. Then, his app became featured in the Android Marketplace, at which point Car Locator began netting an average of $435 per day. Kim then gradually raised the price to $3, and then to $4, and surprisingly, sales grew even stronger. (Kim illustrated his progress in the chart below).

What’s more, Kim doesn’t find developing for Android particularly difficult. He said the concerns about fragmentation are overplayed: There are currently four different versions of Android, and it’s not hard to account for a few variations of the same app.

“It’s not a huge pain in the butt for developers right now,” Kim said.

At this rate, Kim is set to earn a six-figure yearly income. But he said he doesn’t plan to quit his job or start churning out Android apps. After all, luck was a big factor in helping Kim’s app succeed, just like it was for Demeter and Nicholas. (In an interview with Newsweek, Demeter says he only really struck it rich after investing his App Store earnings in the stock market. Nicholas hasn’t come out with a big hit like iShoot ever since, and he told Newsweek he’s “very worried about being a one-hit wonder.”)

For now, Kim hopes to ride on Car Locator’s success for as long as he can.

“Just from last month’s sales, it’s making more money than when I was employed as an engineer at Volkswagen, though I’m not sure how long it will last,” Kim said.

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Photos: Jon Snyder/Wired.com


Phishing Android apps explain our maxed-out credit cards



There’s no such thing as a perfect mobile app store strategy — you’re either too draconian, too arbitrary, or too loose in your policies, and as far as we can tell, there’s no way to find a balance that isn’t going to trigger an alarm here and there or get a few people worked into a lather. If you’re too loose, for instance, you’re liable end up with the occasional bout of malware, which is exactly what appears to have gone down recently in the Android Market with a few fake banking apps published by a bandit going as “Droid09.” As you might imagine, the apps end up doing little more than stealing your information and ending your day in tears; the apps have since been pulled, but that’s probably little consolation for those already affected. The moral of the story? Be vigilant, keep a close eye on those system permissions the Market warns you about as you install new apps, report sketchy ones, and — as always — use a hearty dose of common sense.

Phishing Android apps explain our maxed-out credit cards originally appeared on Engadget on Mon, 11 Jan 2010 14:07:00 EST. Please see our terms for use of feeds.

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HTC debuts widgets for Sense-equipped Android phones

HTC was already in the Android software game by virtue of the fact that it drops a fully-customized UI and widget suite on some of its models, but this is new: they’ve migrated over to the Market. Now, what’d be insanely awesome here is if you could, say, buy Sense for $9.99 and install it on any Android device, but yeah, not so much — what we’ve actually got here is a four-pack of free widgets that are compatible with the Hero and Droid Eris. Dice, Today in History, Tip Calculator, and Battery are each downloadable individually; none are particularly exciting or different than what’s already available in the Market, but they’ve all got that famous HTC high style and the exclusivity of knowing that Motorola, Acer, Samsung, and Huawei riffraff can’t use them. All four are available now.

HTC debuts widgets for Sense-equipped Android phones originally appeared on Engadget on Thu, 17 Dec 2009 13:49:00 EST. Please see our terms for use of feeds.

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Google downsizes AndroLib’s Android Market app count by a few grand

A stout 20,000 apps in the Android Market, eh? Not so much, according to none other than Google itself — which, with all due respect to original counter AndroLib — has a little more street cred here, especially when they’re deflating the numbers rather than inflating them. A spokesperson for the company told us this afternoon that “there are currently more than 16,000 free and paid apps in Android Market” without specifying paid-to-free breakdown or differences among regional Markets, so we don’t much basis for figuring out where Google’s number comes from; we’d count it ourselves, but we’ve… uh, we’ve got dinner plans this evening. So until someone can conclusively prove otherwise, we’re going to say that the Market has yet to crack the 20K mark in any region where the Market operates — not to say you can’t find a fair share of goodies among the 16,000 that are out there.

Google downsizes AndroLib’s Android Market app count by a few grand originally appeared on Engadget on Wed, 16 Dec 2009 21:09:00 EST. Please see our terms for use of feeds.

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Android Market hits 20,000 apps, over 60 percent free

Quantity rarely equals quality, of course, but it’s still fairly notable that the Android Market has now managed to top 20,000 apps just a little over a year after it opened its doors — Apple’s App Store had over 50,000 apps a year into its existence, for those keeping track. Even more interesting, however, is the distribution of free and paid apps in the Market. According to AndroLib, fully 62.2% of the apps available are completely free, compared to just 37.8% that are paid apps. That’s in stark contrast to the App Store, which now has over 100,000 individual apps, of which (by some recent counts) a hefty 77% are paid applications — although only 30% of total App Store downloads are for paid apps. What does it all mean? Well, that’s open for debate. But one thing’s for sure: the rest of the app store contenders are going to have to work some special pie chart magic to come out looking good in this battle.

Android Market hits 20,000 apps, over 60 percent free originally appeared on Engadget on Tue, 15 Dec 2009 14:38:00 EST. Please see our terms for use of feeds.

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For the iPhone’s App Store, Quantity Really Does Matter

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Every few months Apple brags about the number of iPhone apps accumulated in its App Store (most recently the count was 100,000), and most of the tech press has been hasty to deflate the hype.

But what if quantity really is what counts?

Numerous observers argue that 100,000 apps isn’t that significant. That’s because a lot of those apps are garbage, ranging from fart apps to really lame games. And the apps that make the iPhone stand out, the ones with stellar quality, are few and far between. The popular Twitter app Tweetie is often hailed as a prime example for a piece of software coded with beautiful design and rich features.

These points are valid, and I don’t disagree that quality is extremely important. But in the short term, quantity is just as big a deal; in fact, I think it matters even more.

The more apps the App Store accumulates, the higher the chance the App Store has to appeal to each of the 40 million iPhone and iPod Touch owners out there.

We can ignore a horde of lousy iPhone apps, but there are also many low-profile apps that average consumers wouldn’t pay attention to or care to use. And their developers aren’t targeting consumers, either. I’m talking about niche apps catering to specific professions, hobbies and interests — those apps that slip past the average consumer’s radar. Some examples include iChart, an app for doctors to view and store patients’ medical charts; Rev, an app for mechanics to perform car-engine diagnostics; and BulletFlight, an app for military snipers to calculate ballistics. Niche apps are what make the iPhone special and, in my opinion, still the best general-purpose device.

How many applications do you really need?” asked my colleague Philip Elmer De-Witt in an October column for Fortune. That was when the App Store had hit 93,000 apps, and the Android Market, which has the second biggest app store, had reached 11,000. (The Android Market has since climbed to about 19,000 apps.)

That’s a good question. I own about 45 apps. I’ll name a few niche apps I like: MuniApp lets me quickly look up the San Francisco bus schedules. Instapaper saves entire web articles to read offline later. Epiphany easily records in-person interviews with sources and MacTracker double-checks Apple product information. Of course, I have some megapopular apps, too, like Facebook, Tweetie and Amazon, and I own about 12 games.

See what I’m getting at? Personally I don’t need 100,000 apps (and nobody does), but my collection consists of pieces of software tailored for my life as a San Franciscan and tech journalist for Wired.com (and part-time human being with a sliver of a social life). That’s a pretty specific career, and the more apps in the App Store, the higher the chance for the iPhone to become closer to the only gadget I need.

In fact, a number of my downloaded apps are less than stellar. They leave a lot to be desired, but they enable me to perform tasks that other smartphones would not. But I would still rather have a mediocre app that gives me the ability to do something than not have the app at all.

One device that does it all — that’s the dream of the perfect gadget, isn’t it?

Inevitably, I found myself comparing my iPhone with my friend’s brandnew Droid. He didn’t even have enough apps to fit his primary screen — so few that I can remember most of them. Some of his apps were Amazon, Facebook, a Texas Hold ‘Em poker game and Sky Maps for viewing constellations. He isn’t the extremely geeky type, so I doubt even if he had an iPhone he would have more than 25 apps. But he loves games, and he complained that there weren’t many compelling titles available for the Droid.

Is upward of 19,000 apps for Android enough for customers? It wasn’t for my Droid-owning friend, because among those 19,000 apps, not many suited his interests. And he’s not alone.

The quantity of Apple’s App Store is significant not only for Apple’s audience — which includes upward of 40 million iPhone and iPod Touch owners. It’s also a direct reflection of the segment software developers are most interested in. From a developer perspective, it’s been economically advantageous to program for the iPhone, despite Apple’s questionable and inconsistent app-approval policy. There’s an element of risk with either route, but think of it like a game of BlackJack. Developers are essentially placing a stiff bet in a single circle when coding an app for Apple, as opposed to spreading smaller bets over multiple circles for other fragmented platforms such as Windows Mobile or Android.

(Of course, developers of niche applications wouldn’t be coding for the iPhone if they weren’t making decent money. This is where the long-tail principle comes into play: They can charge more for apps that are obviously going to sell less. The aforementioned car-engine diagnostics app Rev, for example, costs $40. When I spoke to Rev, the developer declined to disclose sales numbers but stressed that it was not aiming to sell a huge number of copies — because it could still make good money by selling Rev to a special audience of car enthusiasts and mechanics.)

Also significant about the number of apps is it suggests the App Store has reached a point of market saturation — enough apps to fill almost every need, which forces developers to compete more in terms of quality, said Phillip Ryu, a partner owner of Tap Tap Tap, which developed the popular iPhone app Voices.

“100,000 apps means the market is extremely competitive, and consumer needs have essentially been saturated,” Ryu said. “So what we have left to compete on is quality and value. On Android I imagine those are secondary concerns, after being first to market.”

The App Store opened July 2008 with 500 apps. Now, Apple claims it reviews 8,500 apps a week. Android opened with about 100 apps, and to date there are about 19,000 apps in the Android Market. That’s some healthy growth in the Android Market, and at some point its store could become as compelling as the App Store. It just needs more time to grow and mature the way the App Store has.

For now, quantity is helping the App Store win, and in effect it’s driving higher quality. One hundred thousand is a huge number, and it’s truly a big deal.

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Photo: Jon Snyder/Wired.com


Pictionary-Like Game for Android Phones Draws a Crowd

4101207865_9cfa9c069aDrawing a simple picture on your phone might seem like an easy task. But try drawing a picture in under 2 minutes with enough detail that other people can guess that it’s a tarantula.

If you’re a Pictionary fan, you’re in luck. A modern rendition of the classic group game is available in the Android Market. What The Doodle?! is the first touch-screen drawing app that utilizes mobile internet connectivity and social gaming.

When you play, you have the option of going up against players around the world.  There are plenty of options for game styles and skill levels: easy, medium and hard; team modes; freestyle; and “private rooms” to play games with your invited friends. There’s also a “simulate strokes” feature that makes up for a lapse in a stroke caused by slower data connections.

The social side of the app is even more extensive; emphasizing the multi-player fun of Pictionary. There are friend lists, chatrooms, data connectivity stats for each user, an overall ranking score, the option to accuse someone of cheating and even a mini-democracy to boot someone out of a game by a majority ruling.

There are a few minor issues. The database of words seem to be limited in some of the game modes. I was doled the same topic twice in 10 minutes. Watch out for avid players who remember these frequent topics because they can (and will) correctly guess “watering can” from a desolate square, just 3 seconds into a round. If you’re a myTouch or Hero owner, you might have trouble with the soft keyboard covering the picture-in-progress as you type in your guess, but there’s an integrated voice recognition alternative to help you out.

While games on the Android haven’t exactly created the same aesthetic experience on the iPhone, What The Doodle?! encompasses the very essence of Android — functionality — in gaming form. It’s challenging, it’s fun and you might make a couple of new friends.

There are currently 233 people playing live games compared to the 17 people when I first downloaded the game during the second round of judging for the Android Developer Challenge 2.

What The Doodle?! is the 2nd overall winner of this year’s Android Developer Challenge and winner of the casual/puzzle games category.  Check it out for free in the Android Market.

By the way, can you guess the right answer for the picture above? The user “Sexyredhead” seemed to be having some trouble.

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