Motorola Droid stands in for glamorous photo shoot

What a difference two months make. It’s was late July when we first saw a render and spy shot of Motorola’s “other” Android devices, the Verizon-bound Droid, a.k.a. the Artist Formerly Known as Sholes. Boy Genius Report has been teasing the handset for the better part of the week, and now it’s giving us the full monty of the hardware, including its 5 megapixel autofocus camera on the back, and various Eclair-powered screens. Boy Genius himself notes that it’s the fastest Android device he’s used — thank goodness for an authentic OMAP3 — is “slightly” thicker than an iPhone 3GS, runs that Android 2.0 we’ve been hearing so much about, and includes a desktop cradle that turns the Droid into a glanceable display with weather and the like (sounds like a miniature Hub in a way, doesn’t it?). Anyhow, you want all to see the whole show? You know just where to click.

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Motorola Droid stands in for glamorous photo shoot originally appeared on Engadget on Mon, 19 Oct 2009 00:44:00 EST. Please see our terms for use of feeds.

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Mysterious HTC Android phone spied, might lean the way of the Dragon

In an almost perfect world, this spy shot would be of the rumored HTC Dragon, reminiscent of the HD2 with a 1GHz Snapdragon processor and packing the latest version of Android / Sense UI — in a more perfect world, this would all have been confirmed last week and in our hands today delivered via unicorn express, but that’s obviously not happening. Still, there’s something new and exciting about this device, but we’re grasping at straws beyond the handful of pics The Unlockr managed to obtain, several more of which can found just beyond the read link.

[Thanks to everyone who sent this in!]

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Mysterious HTC Android phone spied, might lean the way of the Dragon originally appeared on Engadget on Sun, 18 Oct 2009 19:52:00 EST. Please see our terms for use of feeds.

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Verizon Attacks iPhone Directly With Droid Ad

lilidont.jpgVerizon’s new Motorola Droid site is notable for more than its coded clock counting down to October 30. It’s also full of direct attacks on Apple. The site says, in an Apple-like font with Apple-like graphic design:

idon’t have a real keyboard
idon’t run simultaneous apps
idon’t take night shots
idon’t allow open development
idon’t customize
idon’t run widgets
idon’t have interchangeable batteries
everything idon’t
droiddoes

For one last twist, the site makes its claims using Adobe Flash, which was recently announced for every major mobile OS except the iPhone. Flash on Android phones will require Android OS 2.0, which the Droid has.

The phrasing, ownership and branding of the site make a lot of interesting points. As John Gruber over at Daring Fireball points out, this is a Verizon site – Motorola doesn’t make a single appearance. The competition set up here isn’t Verizon vs. AT&T or Motorola vs. Apple, it’s Verizon vs. Apple. As Rene Ritchie of the iPhone Blog says, Verizon wants to make it clear they have no intention of being a “dumb pipe” anytime soon.

Various Web sites are nitpicking Verizon’s claims, but the most interesting phrase here is “open development.” While Verizon is referring directly to Android’s App Market, “open development” is a Verizon buzzword for a new project of theirs that approves mostly-non-phone devices through speedy means. Verizon gives up some control of open-development devices’ branding, too. The irony here, of course, is that the Droid wasn’t approved using the Verizon Open Development Initiative. If anything, it seems to be the opposite: the ultimate Verizon-specced, Verizon-branded device.

Verizon’s anti-iPhone gets its first commercial: ‘Droid Does’ (update)

We knew Verizon Wireless would soon be throwing caution to the wind in an effort to sway uncommitted smartphone buyers towards Big Red, and it looks like the November-bound Motorola Droid will be VZW’s anti-iPhone. The spot, which launched tonight and can be view in its entirety after the break, is a 30 second clip that begins by mocking Apple’s cutesy music and iconic font typically seen in iPhone plugs. It reels off a number of things that the iPhone can’t do, and then abruptly goes into full-on tease mode by flashing glimpses of a robot-controlled future and a tagline that simply states: “Droid Does.” No shots of the actual Motorola Droid (or Sholes, as it was known in the past) are shown, but a dedicated teaser portal has already been erected; through that, we’re told that the phone will boast Android 2.0 and a 5 megapixel camera. At this point, we’d say the gloves are definitely off — AT&T, have anything to say for yourself, or is the iPhone doing just fine on its own?

Update: See that alien counter that’s just sitting on the lower end of the teaser page? As reader Craig N. and a number of others have pointed out, a quick perusal through the page’s XML file reveals the end of that timer to be October 30th — not that we expect to be waiting that long for more Droid news, but it’s something to keep in mind.

[Thanks to everyone who sent this in]

Continue reading Verizon’s anti-iPhone gets its first commercial: ‘Droid Does’ (update)

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Verizon’s anti-iPhone gets its first commercial: ‘Droid Does’ (update) originally appeared on Engadget on Sat, 17 Oct 2009 22:04:00 EST. Please see our terms for use of feeds.

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Verizon Site Mentions Oct. 30 Date For Droid Android Phone

smalldroid.jpgA new promotional Web site from Verizon Wireless appears to mention an October 30 date for their new Android 2.0-powered “Droid” phone. It’s still unclear whether that’s an announcement or sale date.

The site, at www.verizonwireless.com/droid, contains a countdown clock in code using ten symbols, each of which represent a number from 0-9. If you decode the symbols, the clock is counting down to midnight at the beginning of October 30, 2009. (At 9:29 PM on October 17, the clock read 12 days, 2 hours, 30 minutes, and some seconds.)

The site’s promotional language describes the Droid further. It promises “5 megapixels … Android 2.0 … speech recognition … notification panel … directions … video … tunes … 10,000+ apps … the network … multitasking … high speed … hi-res.”

The site also attacks Apple’s iPhone in direct language that’s rarely been seen before. “iDon’t take night shots,” it says in an Apple-like font on a white background, similar to the look of Apple ads. “iDon’t allow open development … everything iDon’t, DroidDoes.”

The Droid is generally assumed to be the name of a Verizon Android phone produced by Motorola. Last week, Verizon Wireless CEO Lowell McAdam promised the first of several Android phone launches “in a few weeks” and followed up with an official press photo of himself and Google CEO Eric Schmidt wielding two Verizon Android phones, one assumed to be the Motorola device and the other looking like a variant of Sprint’s HTC Hero.

No other phones so far have run version 2.0 of the Android OS, codenamed “Eclair,” though the appearance of a giant inflatable pastry on the Google campus this week foreshadowed its coming.

Verizon has been stepping up their widely-derided smartphone line recently with the Windows Mobile 6.5-powered HTC Imagio and an anticipated near-term release of the BlackBerry Storm2, which we reviewed this week.

You can sign up for more information about Verizon’s “Droid” at http://phones.verizonwireless.com/motorola/droid/?cmp=OTC-Droid-redirect1

(Thanks to Boy Genius for tipping me off to the site URL via Twitter)

Sony Ericsson Q3 slump buoyed by new financing, a rumored November launch for XPERIA X3

Bad news, good news, and potentially great news time, folks. First with the bad: Sony Ericsson posted another loss for its fiscal third quarter, to the tune of 164 million euro (about $244 million US), blaming a large chunk of that on a drop in sales. Sales dropped year-over-year 40 percent to 1.6 billion euro, and unit shipments comparably down 45 percent. That’s the bad, now what’s good for SE is that its secured more financial backing to reshape its future into something more profitable. External financing totals a reported 455 million euro ($676 million US), 255 million of which is already in the company’s position and 200 million as a two-year backup. SE also managed to beat analyst estimates, losing less than anticipated, and that’s gotta induce some bittersweet smiles in the corporate boardrooms… oh, the potentially great news? Well, SEMC blog has boldly announced that the Android-imbued Rachael (a.k.a. XPERIA X3) is due out this November, same specs as we heard before and two color options, Sensuous Black and Luster White. Unfortunately, we’re not seeing exactly where this news is coming for, so until SE speaks the magic words, we’re considering it a rumor for now — but we’re hopeful.

[Via GSM Arena; thanks, Gillz and Christo]

Read – Rachael in November?
Read – Sony Ericsson 3Q loss widens
Read – XPERIA X3 in the wild

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Sony Ericsson Q3 slump buoyed by new financing, a rumored November launch for XPERIA X3 originally appeared on Engadget on Fri, 16 Oct 2009 16:49:00 EST. Please see our terms for use of feeds.

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12 Phones Strong, Android Army Mobilizes for Explosive Growth

pr_sprint_android_f

If you’ve thought about picking up an Android-powered phone but found yourself turned off by the hardware choices (ahem, G1), you may soon wish to reconsider.

“Android adoption is about to explode,” said Eric Schmidt, Google’s CEO, in an earnings conference call Thursday. “You have all the necessary conditions.”

Schmidt’s forecast may prove accurate with 12 Android-powered devices available in 26 countries on 32 carriers. Recent Android rumors, announcements and releases further fuel the rumble in the mobile community.

By handing out Android as an open source platform, Google aims to help manufacturers focus more time, money and energy on their hardware and specific usability for each device. Using the Android OS, there is no need to re-invent the wheel when it comes to the mobile software. Developmental resources can instead be allocated to innovation and quicker adaptation of emerging technology. This direction in mobile development does seem to create the “necessary conditions” for Android to appeal to an extremely broad range of users.

When the first Android phone, the HTC G1, was released in September 2008, some developers questioned how Google would address making the Android OS and third-party apps work smoothly with various types of hardware. Screen resolution was a primary concern among developers polled by Wired.com: How could an app designed to work with the G1’s resolution, for example, work with another Android phone sporting a different resolution?

Fortunately, the Android team at Google is working to ensure their platform is compatible with every mobile phone, specifically when it comes to screen resolution. The Android 1.6 SDK, the developer’s kit, allows a manufacturer or developer to add code in their application to conform to different handset’s resolutions. (For example, “Do this when the phone has a resolution of 320×480; do that when the resolution is larger.”) They have created three categories of resolution sizes that any given device will fall into, ensuring a single third-party app will work across all phones. There is also a “compatibility mode” developers can incorporate into their applications built prior to 1.6, aka Donut.

Excited by the Android mobile-nova? We’ve created a list of the 12 Android-powered smartphones so you can begin researching and deciding which one is best for you:

See Also:

Photo: Jon Snyder/Wired.com


Android 2.0 First Look: Fresh Face, Sick Speed

While Android 1.6 is still writhing around in amniotic fluid, BGR had the nerve to publish shots of version 2.0 “Eclair,” which doesn’t even have a formal due date yet. They look great. Sorry, 1.6: I’m already over you.

You’re best off trudging through the entire gallery here, since BGR has annotated every little shot with accompanying (and sometimes subtle) changes. That said, here are some of the highlights (keep in mind that some of these could be subtle features of Donut, or handset manufacturer add-ons—for all we know, this is Motodroid):

• The whole system feels much faster, especially the browser. Apparently it renders about as fast as the 3GS’s, though part of that could be down to the hardware (What is it, BG?)

• The browser also gets double-tap-to-zoom (some current ROMs already come with this)

• Facebook friends are integrated right into the contacts system

• Voice control has been scattered through the whole system, and even gets its own dedicated dashboard

• There’s an upgraded version of Google Maps, with layer support

• Native MS Exchange support

• A unified email inbox, for joining multiple accounts

• A YouTube homescreen widget, which enables two-click uploads

• A “Car Home” app offers larger shortcuts for functions you might need while driving, as well as easy access to voice control

There are plenty more little here-and-there adjustments, lots of which seem like they’re not quite finished. In any case, the earliest we can expect to see this on a phone is when Motorola’s barely-not-mythical Sholes decides to materialize in store, which could be as soon as Christmas. More shots at [BGR]

Android 2.0 given a once-over, makes 1.6 look a little dated

Many Android-powered devices around the globe haven’t even been granted an official Donut update yet, but 2.0 (Eclair, if you like) is already well on its way to completion, and Boy Genius Report has a rather extensive gallery of shots of the latest and greatest code in action. The biggest disappointment might be that the browser seems to be little more than a minor bump from the one that’s shipping in 1.6 — though it’s a boatload faster, which is a start — and the good news is that pretty much everything throughout the platform appears to have been rethought and refined. The skin looks more modern, new UI elements like graphical balloon-shaped submenus are a welcome touch, and features like integrated Facebook synchronization risk putting MOTOBLUR back on its heels. Look, T-Mobile, we appreciate the quick 1.6 rollout, but can we go ahead and get this pushed out stat while you’re at it? Check a shot of the new Contacts pop-up menu after the break.

Continue reading Android 2.0 given a once-over, makes 1.6 look a little dated

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Android 2.0 given a once-over, makes 1.6 look a little dated originally appeared on Engadget on Fri, 16 Oct 2009 13:46:00 EST. Please see our terms for use of feeds.

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The App Store Effect: Are iPhone Apps Headed for Oblivion?

It’s uncanny. When known software gets repackaged for iPhones and iPod Touches and passes through the hallowed gates of the App Store, something happens: Almost invariably, it gets cheaper. Waaay cheaper. Good right? Well, not always.

The App Store is a strange new place for developers. Veterans and newcomers engage in bareknuckle combat, driving prices down to levels people wouldn’t have imagined charging just a few years ago. Margins drop to razor-thin levels while customers expect apps to get cheaper and cheaper, but with ever increasing quality and depth.

For developers, for other software platforms and potentially for the increasingly fickle customers themselves, it’s uncharted, and treacherous, territory. But the most bizarre thing of all is—in an effort to keep people in the App Store, and to prevent competitors from getting a toehold in the mobile app business—Apple’s charting a course straight into it.

“The App Store is a very competitive environment,” says Caroline Hu Flexer, co-founder of Duck Duck Moose, an indie developer of children’s edutainment apps like Itsy Bitsy Spider. “As an independent developer without a large PR budget or well-known brands, it can be very challenging, and you’re pretty much at the mercy of Apple.”

The Problem


Most iPhone apps had no life before the App Store, and currently have no life outside it. But with those that did, you start to see a pattern. App prices could reasonably be expected to fall over time—an older game is worth less to customers than a newer game, and with other types of software, a late-stage price drop is a great way to scoop up late adopters. What’s strange, though, is how prices dramatically collapse after hitting Apple’s store.

Two weeks ago we flagged some bizarre differences in pricing between equivalent PSP and iPhone games. Big titles, like Tetris and Fieldrunners, were inexplicably cheaper on the iPhone, even in cases where it was executed better. This didn’t make a whole lot of sense. As it turns out, it had nothing to do with Sony and the PSP, and everything to do with the App Store.

As you can see in the chart above, many apps and services take a price dip in the App Store. Zagat’s premium To Go guides cost a healthy $4/month for Windows Mobile phones, but sell for just $10/year on the iPhone. CoPilot 7, a navigation app, used to set you back a full $200 on a Microsoft-badged device (later lowered to $100); the much-improved version 8 sells in the App Store for a measly $35 today. The premium version of WeatherBug runs $5 for people who happened to buy BlackBerry’s touchscreen phone, but just $1 for anyone who bought Apple’s. VR+ voice recorder, a full-featured dictaphone app, runs $30 on BlackBerry, and an incredible $2 in the App Store. So how can this little App Store, itself a subsection of the iTunes store, squeeze so many developers to the point of near-suffocation?

Update: The BlackBerry Weatherbug app boasts a few extra features over the iPhone app, including push notifications. This accounts for some of the price difference

The Economy

Some of this is pure Econ 101: The store serves a massive, captive audience that’s pre-trained to spend money in iTunes. The promise of higher volume makes it easier for developers to lower prices, which they use, along with interesting features and clever marketing, to set themselves apart from the competition.

If things work out just right, the App Store can move a lot of software for you. Spread your lower margins over tens of thousands of sales, and your $2 app could make just as much, if not more, than your old, slower-selling $30 app did. The App Store recently passed the 2-billion-download mark, and there are likely well over 50 million App-Store-ready devices in peoples’ hands right now. A vast majority of these downloads—averaging an insane 35 per device—will likely have been free. Only Apple knows just how many. But even if just 5% of the 2 billion downloads were paid for, that’s one hell of a market.

It’s true that prices are falling as more and more iPhone and iPod Touch owners enter the market. But prices won’t stop falling. And more and more developers from all over the world are submitting apps, too, so fewer devs are guaranteed visibility. Not all of the people investing time and money in their products are reaping the return they (reasonably!) expected.

Newsweek’s exposé on the end of easy money at the App Store goes a long way toward making the case against going all-in as an iPhone dev. Not only are development costs high, while success appears to be basically randomized. But the story doesn’t explain exactly what happened to make the situation so grim.

The Culture

Giz stories rage about app prices all the time, and in your own private way, so do most of you. Buying $1 songs and $2 TV shows has given us an expectation that apps should be cheap, no matter what their use. The glut of free apps you see filling out the app charts every day doesn’t help either. Software is worth less to us now, even though we use it more.

I spoke with Steve Andler of Networks In Motion, the company that makes Gokivo. It’s an app that we savaged for its introductory price of $10 a month, which then dropped to $5 a month a few weeks ago.

Andler explained reaching the unrealistically low costs with one thing: diminished features. Their app pulls up-to-date map, traffic and POI data from NIM’s servers in real time, meaning that—beyond developer costs—they have to constantly pay for new, fresh data to pass on to their customers. But even at $5 a month, it’s just about impossible for Gokivo to compete with an app like MotionX GPS Drive, which is $3 a month, or $25 per year.

Andler says there are subtle differences in services offered, which is true—MotionX, for example, doesn’t yet read street names aloud when it gives you directions—but your average user probably doesn’t know this, and there’s a good chance MotionX might add it in an update later on, as their market share and revenues grow. But the damage is done. The app-buying customer is spoiled: As far as we are concerned, turn-by-turn GPS apps should now cost no more than $3 a month, period. This is the new retail, and it’s weird.

Loren Brichter, father of Tweetie, is used to getting yelled at by jaded app shoppers. He’s charging $3 for Tweetie 2, an update—but a whole new version, really—of his well-established Twitter app. Offering the software as a free upgrade isn’t realistic for him:

I priced Tweetie at $2.99 not based on how much work I put into it (it would have been more), or to try and undercut other apps (it would have been less), but simply because I felt like $2.99 was a reasonable price to pay for a Twitter client. Impulse purchase, but not bargain-basement. I never liked playing pricing games either—a popular pastime of other App Store devs. It’s always been $2.99, and will probably always be $2.99.

His decision wasn’t easy. And even though his app is the darling of the tech press, and has hundreds of great user reviews, he’s being lambasted for charging three measly dollars for a high-quality app that people will use again and again and again. Before the App Store, a complaint this petty wouldn’t have even made sense.

Apple

From the outside, it appears that Apple is encouraging a race to the bottom. The top 10 lists in each App Store category—one of the only ways for an app to get any meaningful amount of iTunes visibility—are almost exclusively the territory of low-priced impulse buys, and are hard to cling onto for more than a few weeks at time. Flexer, of Duck Duck Moose, says she’s experienced it firsthand:

The ranking by volume (as opposed to revenue) on the App Store seems to drive the prices of apps down. Aside from being featured by Apple, exposure of an app is dependent on its ranking in the top lists, so developers lower prices to obtain a higher ranking.

This is echoed and amplified by the makers of Twitterific, an app that, in a bid to stay competitive, saw its price fall from $10 to $4, despite active development and a growing featureset:

While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.

And if things don’t change?

Myself and others like me will have no choice but to focus our development efforts elsewhere.

With yesterday’s announcement that Apple is allowing free apps to include in-app purchases, things just got even more tumultuous. Depending on how this is handled, the top “free” apps could all be paid apps in disguise. Either that or the paid app rankings will be dominated by free-on-a-trial-basis teasers. In either case, the rankings open themselves up for opportunistic abuse, and the highest goal for any honest, talented app developer—to just crack that list—just became more uncertain.


This is disastrous for developers, even if it’s mostly incidental, and a function of Apple trying to sell apps like they’ve been selling music for years, despite a totally different set of product types and customer needs. But Apple’s effect on pricing goes well beyond incidental. At least in some cases, Apple calls the shots.

A high-profile dev team that has sold a number of apps in the store since the earliest of days, and who accordingly wishes to stay anonymous, told us as much. When they approached Apple with their first app, they had a price in mind. Apple told them it was too high, and that they’d need to cut it to succeed. They chopped it in half. Even then, Apple told them to “be careful.”

This company made out fine, since they were in a position to adapt. However, to play the volume game, they had to restructure their entire philosophy around a pricing structure that, just months before, would’ve seemed ridiculous.

With over 2 billion data points to graph and filter to their heart’s content, Apple understands the App Store climate better than anyone else possibly can. As such, their advice is probably golden. Which is okay if you’re a relatively nimble, single-purpose company, and you can afford to risk restructuring everything you do around their store, and your costs can be covered at whatever price you evidently need to set to sell at a certain volume. But you’ll just want to keep in mind that their advice is self-interested. Apple wants cheap apps, to keep people buying them, and to keep other stores firmly in the second tier—and they’re not afraid to say it. From Apple’s last quarterly report to investors, a line they’ve been echoing since the store opened:

[Apple] also expects competition to intensify as competitors attempt to imitate the Company’s approach to providing [digital app distribution] seamlessly within their individual offerings or work collaboratively to offer integrated solutions…While the Company is widely recognized as a leading innovator in the personal computer and consumer electronics markets as well as a leader in the emerging market for distribution of third-party digital content and applications, these markets are highly competitive and subject to aggressive pricing.

You don’t need to look back any further than the launch of the iTunes music store to see an Apple that will do everything it can to push other peoples’ prices down for their benefit. Of course, they can’t really fix prices for apps—they’re not songs or movies, and each one does something different—but they can nudge like hell.

What Happens Now

So what does the App Store Effect mean, right now? In the short term, we’ll get lower prices. This is great. But in the long term, it might not be sustainable.

The promise that sales volume will make up for the rock-bottom prices you need to charge just to be seen in your app category seems increasingly hollow, and to put it bluntly, if developers don’t have a chance in hell of recouping their fees, they’ll stop trying. And I’m not talking about 99-cent iFart app spammers here—I’m talking about big players who already make money selling software. If the navigation companies, the big game studios and the premium content providers can’t thrive in the App Store, they’ll have to leave; even playing in Apple’s sandbox threatens and undercut their (sometimes much more crucial) product lines elsewhere.

And don’t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that’s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they’re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple’s design or totally by accident, everyone who doesn’t own an iPhone will suffer for it.

The App Store Effect illustrates a new kind of economy, and it’s not going to go away. In fact, it’s going to get worse. Developers will either adapt, die or leave. But where will they go? Until there are 50 million Android handsets and 50 million Pre offspring out there, the rest of the mobile software world is pretty much screwed.