iHome Announces a Pair of App-Enhanced Alarm Clocks

iHomeiA100.jpg

iPod Touch and iPhone owners are app-crazy, as evidenced by the news that over 3 billion apps have now been downloaded. Gadget-maker iHome is taking advantage of that with its latest offering.

The iHome iA5 and iA100 alarm clock and speaker systems will both work with the upcoming free iHome+Sleep app to gain even more features. The app offers sleep pattern tracking, customizable alarms, weather data, and the ability to share your sleep and wake times with your Facebook and Twitter friends.

The iA5 is a compact system that looks like a shelf speaker with an iPod dock. The iA100 (above) looks more like a bedside alarm clock. It includes an FM radio, can stream music from Bluetooth-enabled devices, and comes with a remote control. Both clocks will be available later this year, although the company isn’t giving the date or the price just yet.

Olive and Thiel Unveil $7,900 Networked Audio System

Olive_Thiel_Music_System.jpg

Okay, this one isn’t exactly for those who listen to MP3s through their iMac’s built-in speakers. Olive and Thiel Audio have unveiled the Olive+THIEL HD Music System (HDMS), a high-end audio setup that consists of three parts: a server, speakers and cabling.

The flagship 4+ HD music server holds 6,000 CDs or 20,000 24-bit HD music tracks, and comes with a touch screen LCD and support for an iPhone and iPod touch control app for use as a remote.

Meanwhile, Thiel’s SCS4D loudspeakers are two-way bookshelf models that work in both upright and sideways configurations (no small feat, as the audio response changes dramatically when you do this). Each speaker features a die-cast aluminum front baffle, a 24-bit DAC, and a 200-watt class D amplifier.

The system connects together with Ethernet cables, and lets you connect up to four pairs of Thiel SCS4D speakers. That’s assuming you’ve got the money, because the base system with one pair of speakers costs $7,900. Head over to www.olivethiel.com for more details.

Dish takes Sling’s new boxes for its own TV Everywhere in 2010

At least one TV provider is taking advantage of Sling’s veritable bounty of new hardware, and rather predictably it is Dish Network. The rebranding (instead of being SlingLoaded, the ViP 922 DVR is now “with TV Everywhere”, the Sling Monitor 150 is dubbed the Dish Network WiFi Monitor and the Slingbox 700U has become the TV Everywhere Adapter) is enough to make your head spin, but at least we don’t have to miss our stories, thanks to the recently released Dish Remote Access Mobile App for iPhone and iPod Touch with remote scheduling and remote control capabilities for most Dish receivers. All of the hardware is scheduled to arrive in the second quarter, we’ll need at least that long to get our Everywhere and Anywhere TV straightened out.

Dish takes Sling’s new boxes for its own TV Everywhere in 2010 originally appeared on Engadget on Wed, 06 Jan 2010 04:40:00 EST. Please see our terms for use of feeds.

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Tivit promises to bring Mobile DTV to the iPhone and other WiFi-equipped mobile devices

The Mobile DTV standard is official, sure, but the device selection at this point isn’t what we’d call plentiful or even appealing — so leave it to CES to attract a virtually unknown company with an attractive alternative. Dubbed Tivit, the pocketable box is a said to be a bit smaller and lighter than a deck of cards and claims to stream television to a number of WiFi-enabled devices, including Windows laptops, Motorola Android phones (no clue why other Android devices wouldn’t be in the running here), WiFi-equipped BlackBerrys, and even iPhone 3G / third-gen iPod touch (software via related App Store download). One charge gets you three hours of reception, and while that $120 price tag isn’t too terrible a fee for keeping the phone you like, when the dongle launches in Spring, it better hope the channel selection is more interesting. Press release after the break.

Continue reading Tivit promises to bring Mobile DTV to the iPhone and other WiFi-equipped mobile devices

Tivit promises to bring Mobile DTV to the iPhone and other WiFi-equipped mobile devices originally appeared on Engadget on Mon, 04 Jan 2010 17:42:00 EST. Please see our terms for use of feeds.

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L5 Remote turns your iPhone or iPod touch into a universal remote

Sure, you can use Apple’s own Remote application to use your iPhone or iPod touch as a remote for your Mac, but that likely isn’t going help most folks’ with their home theaters. This new L5 Remote might be just what you’re looking for, however, and it doesn’t require a pricey dock like some other similar options. Making its official debut at CES, the L5 is a $50 IR dongle / app bundle that promises to do more or less everything that a dedicated universal remote does, and plenty of things that many of those don’t — like let you create your own customized interface. Of course, that all hinges on the thing actually working as well as a dedicated device, and we should no doubt hear more about that in the lead-up to its rollout next month.

L5 Remote turns your iPhone or iPod touch into a universal remote originally appeared on Engadget on Mon, 04 Jan 2010 17:04:00 EST. Please see our terms for use of feeds.

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AirStash expands your iPhone’s storage, wirelessly

AirStash expands your iPhone's storage, wirelessly
You may be able to get your iPhones and iPod Touches in 32GB flavors these days, but what’s an unlucky early adopter stuck with an 8GB model to do? Get an AirStash, maybe, a device that pledges to add wireless storage to those devices and, potentially, make internal storage constraints a thing of the past. It looks like an oversized thumb drive, with a USB plug on one end and an SD slot on the other. Charge it up, dump some content on that memory card, throw it in your pocket and, according to the manufacturer, you’ll be able to connect to it wirelessly from your handset — and your friends too, if you like. There are some obvious security concerns here but right now we’re going to completely ignore those because of the potential for greatness here, which we hope to see in the flesh in the next few days.

AirStash expands your iPhone’s storage, wirelessly originally appeared on Engadget on Mon, 04 Jan 2010 15:09:00 EST. Please see our terms for use of feeds.

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Engadget for iPhone / iPod touch: available now!

Good news, everyone! Our very own iPhone / iPod touch app is finally really available in Apple’s much talked about and critically acclaimed App Store! That’s right, all the excitement and info you’ve come to know and love from Engadget is now bottled in an easy to digest and delicious iPhone form. The application — easily downloadable from your device or iTunes — features a whole bunch of useful features such as offline viewing, built in streaming for The Engadget Show, in-app tipping (you know, for when you see the next iPhone), and all kinds of customization options. You can download the app right here, or click on the image above.

Even better than this? We’ve got more apps on the way! Before CES (fingers crossed), you should see both a BlackBerry and webOS version of the Engadget application, and plans for the Android version are already in motion.

Lastly, a big, big, big thanks to the team at AOL that actually made this thing a reality: Sun Sachs, Andy Averbuch, Hareesh P, Anibal Rosado, Rajesh Kumar, Rich Foster, Claudeland Louis, Mike Wolstat, Eric Wedge, Vikas B R, Milissa Tarquini, Asha Indira and Bob Gurwin. You guys rule.

Engadget for iPhone / iPod touch: available now! originally appeared on Engadget on Tue, 29 Dec 2009 22:59:00 EST. Please see our terms for use of feeds.

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How 12 Hours, 2 Guys, 6 Cups of Coffee = 1 iPhone App

David Quinlan is a normal guy with day job and just a bit of coding experience. But he and a friend lived the dream and cranked out a simple iPhone app in a weekend. Here’s how they did it:

“Thai, salad or ramen?” It’s lunchtime on a typical Thursday and it strikes us that millions of people all over the world are pondering the same question. This question is our launchpad, making us part of the thousands of people who wanted to build an iPhone app for “that.”

I’m a product and marketing guy with some design and coding skills. Roy is a developer with some business savvy. Combined, we make a great team and complement each other’s skills well, but we only started working with Objective-C last year, like many others who are trying out iPhone development. We’ve already built an app or two, so we’re familiar with the language and frameworks. However, as with all new projects, you usually have to do a little research to understand how to approach the different challenges…especially in a world defined by 320×480 pixels.

For the longest time, we’ve played around with the idea of creating an app for fun. After discarding a couple of good ideas (because they were too complicated or a quick search in the App Store showed that someone else already does it well), lunchtime lands us on a simple, fun idea to help people stuck between decisions.

But while most people want to create a great iPhone app, my friend and I go one step further, making a pact to finish the project within a weekend—or realistically, our app would never get completed.

On a piece of paper, we scribble out two-three wireframes and developed an outline for some basic screens. We decide on an app that offers up to three multiple choices. You can write your own answers—for example, Thai, salad or ramen—and you simply pick a randomized choice to see the answer to your decision. We decide to use playing cards as the theme. Immediately, we circle the “must have” features (first priority), then the “like to have” features (last priority), and finally the features that needed more investigating. We leave lunch on Thursday with a little homework and a plan to get together on Saturday.

My homework includes determining the look, feel and interaction on each screen. Roy needs to research some of the Xcode features we haven’t had a chance to play with yet in our “real” jobs, mainly animations and randomization.

On Saturday morning, we meet at a local coffee shop that had free Wi-Fi, claim a large table so we can sit side-by-side and grab the first of many large cups of coffee. Then we create a shared Dropbox folder for this project—a Basic account is free and comes with 2GB of storage. The Dropbox is important because it allows us to multitask on the same project with any/all changes synchronizing in real time. For larger projects, you may want to consider GitHub.

We pull up a more detailed outline of what we want to accomplish for our app as well as basic wireframes. Given that we only have a weekend to complete this app, we decide to focus only on the “must have” features. A developer can always issue feature updates at a later date to include the “nice to have” features.

Going screen-by-screen, we detail the elements on the page, style treatments, layout, timing, etc. We also discuss what Roy learned about animating the card’s flip motion, since this was one of the core functionality of the app. We briefly review the Quartz 2D and Core Animation libraries, since we had not previously done any work with those. We even discuss using a UIWebView to render the animation within WebKit’s CSS. Ultimately, we find a simple solution using standard UIViews and UIButtons. The UIView class has some animation class methods, and one of the built in transitions is a flip effect. As for the randomization, we knew most languages provide a random function, and Objective-C is no exception. For purposes of this app, all we wanted was a simple method to randomize an array. Roy found a couple of examples of this, but one that stood out was over at Dr. Touch’s website. He describes an approach with which to implement a class extension method so you can easily shuffle any array.

We dive into our respective MacBook Pros with a Borg-like focus on our individual areas of expertise. I open up Photoshop and began building screens. The first screen is the default image. This is the very first screen people see when the app starts and begins loading. Apps can be built in either portrait or landscape view. If you choose to build your app in landscape view like ours, you still need to create a default image that displays in portrait view. Simply create your landscape view and rotate clockwise or counter-clockwise (depending on whether you want left or right landscape view). Now the default image loads in portrait view but since your images is rotated, the user will twist the iPhone to landscape view.

I then spend the next couple of hours creating comps, background images, buttons, card (front and back) and info page. I also spend some time focusing on the app icon. This is obviously the “face” of your app—a badge of honor—so you’ll want to put careful thought into the icon imagery. Remember, you’ll need the icon in both the 57×57 and 512×512 sizes. Once completed, I upload it to Dropbox so that Roy could start using the creative elements.

By the time I glance back to Roy’s laptop, he’s created a new Xcode project and is already playing around with code to animate green boxes that flip on a click. While he’s working on the prototype in the iPhone Simulator, I grab the info.plist file and edit some of the settings – remove status bar, app display name, remove gloss from icon, etc. We then decide it’s time for us to add some real images to our prototype. We put in the background image, the front and back of the cards and the navigation buttons. The positioning is off (by a lot) but the cards look good and it’s flipping smoothly. We do some bad math, but eventually get the exact spacing and positioning that we want for each card. We play around with the timing of the flip, set the on/off states for the navigation button and now it’s feeling pretty good.

Seeing the pieces come together in the app shows me that there are a couple of images that needs fine tuning. I make changes as Roy begins working on the customizing screen and info screen. The customize screen is the place that allows people to type in whatever they want to show on the face of the card. We limit it to 25 characters… anything more than that and it writes over/outside of the card. We talk through this screen a bit more in detail. The interaction in each field, how the keyboard acts, and how we save before going back to the cards. We spend a bit of time in Interface Builder wiring up exactly how we want this page to look and act. The info page is completely optional, but we like to have it because it includes additional ways to reach us.

Wow, seven hours and fours large coffees later, we have a lot done, but there’s still lots more to go. What we have now is an app that fires up; displays a default loading screen; gets people to a screen that shows three cards (back of the card showing); they can select any/all of the cards and the cards flips to show the front of the card; they can click on a button labeled “Try Again” to reset the cards; they can click on a button labeled “Customize” that opens a new screen; the “Customize” screen allows you to enter text into 3 separate fields with a max of 25 characters in each field; and you can get to the Info screen. We spend the last hour of the day together cleaning up code and discussing what we have left to accomplish tomorrow.

On Sunday, we meet at another coffee shop with free Wi-Fi. Coffee first. We feel like we’re about 80 percent done before we start working again. The major work left for the day ahead is saving the custom text, displaying the custom text on the face of the card, and randomizing the text. We had additional functionality ideas, but we kept ourselves honest, and kept the scope creep to a minimum. One example of this was the method for storing/saving the custom text on each of the three cards. Roy could have created a sqlite database or used Core Data, but the easiest approach was to just use the built in standardUserDefaults object found in the NSUserDefaults class. Using this method stores the values to the app’s settings just fine for our needs and saves us a lot of time.

While Roy is working on those items, it’s a perfect opportunity for me to prepare some of the things we’ll need later that day. When you submit an app to the App Store, it’s not a simple upload of a file. Apple requires the following information for every app submission: Application Name, Application Description, Device Requirements, Primary and Secondary Category, Subcategories, Copyright, App Rating, Keywords, SKU Number, Application URL, Screen shots, Marketing Description, Support URL, Support Email Address, End User License Agreement, and Pricing / Availability.

So, I prep all the app submission information while Roy is busy coding away, first searching the App Store for similar apps and their names. We like “Stuck?” and luckily no one else is using it, so we go with that name. I create the app description, add some keywords, set the price and determine where we want to sell this app (just in the USA, certain countries or worldwide). Then I register a domain name (stuckapp.com) to be used for the application URL/support URL and linked it to a newly created Tumblr account. I also created the required support email address. The other items you’ll want to prepare in advance are: screenshots (up to five), a large icon (512×512) and, if this is your first time submitting an app, any certificates/provisioning profiles.

Things tend to take longer than you expect, and even though we’re basically finished with the app by early Sunday afternoon, we still spend a couple of more hours tweaking it and preparing everything for the App Store submission—cleaning code and fine tuning as we go along. We spend the majority of the day on one computer pushing pixels, formatting, and ensuring the timing and user interaction was exactly as we both wanted. After almost five hours of work on Sunday, we have the app that we both envisioned. We begin testing in the iPhone simulator and then on devices (both iPhone and iPod touch) for stability and functionality. Again, being a simple app, it was easy and quick to test.

After proving its stability, we decide to publish Stuck? to the App Store. My first attempt at publishing another app by myself took two days—attempt, fail, Google, attempt, fail, Google more, etc.—until it finally worked. But the second time around was much easier and faster. We copy/paste all the text prepared earlier and then added the screenshots and images. All in all, we have our app uploaded in about 15 minutes. At this point, we’re excited, hungry and tired, but also quite proud that we completed a solid app over a weekend in a coffee shop.

We had our fingers crossed that the App Store would approve our app. And, as amazed as we were that we could finish an app over the weekend, the real surprise came after we submitted to the App Store. We submitted the app on Sunday evening. It changed status from Waiting for Review‚ to In Review, on Monday. On Tuesday, we received an email informing us that our app was Ready for Sale. Approved in two days! That has to be a record‚ especially before the holidays.

Especially after talking about building an app together for so long, like so many people reading this article, I must say, the fulfillment is immense. We finally did it.

TIPS FOR COMPLETING AN APP OVER A WEEKEND

1. You can’t do it yourself. You can, but you wouldn’t want to. Ideally, you want to partner with someone with a different, complementary set of skills. Partner with someone who knows and respects your area of expertise, but is even more confident and knowledgeable about their own skills. Good communication is implied in an effort such as this so you’ll go through periods of rapid fire questions bouncing ideas off each other and then periods of silence as you work on separate tasks. There’s a lot to get done and multitasking will be key.

2. Multitask.
As suggested above, working with someone who complements your own skills allows you to multitask. What do I mean? For example, in the beginning, once you scratch out a wireframe of an idea, one person can begin coding – putting placeholder buttons and blocks into place. At the same time, the other person can create comps and then cut out each element to use when they get to the right stage. Also, at the tail end of the project, one person can wrap up the project and clean the code while the other prepares all the images and marketing copy for the App Store submission process.

3. Do at least one thing well. Unlike most desktop applications or web project, you have to remember that most good mobile apps fulfill a need that can come anywhere, any time. Your app idea doesn’t have to be complicated, but good apps seem to do one or more of these things well:
– Solves a problem; – Is entertaining; – Serves a specific niche; – Engages the user; and/or – Takes advantage of the unique features of the iPhone.

4. Set goals and milestones. Whether your goal is speed to market, just to gain experience, or to build the best damn app that does (blank), clearly state your goals. Initially, it will help you focus on the areas that are important/critical for success. It will also help you later down the road as you face hard decisions about “must-have” features and “like-to-have” features. Remember, you can always issue feature updates so focus on the “must-have” items and do whatever is necessary to meet that goal.

5. Get a Dropbox account. For small- to medium-sized projects, you cannot beat Dropbox. It allows you to store, share and synchronize files with others. Stop sharing files back and forth on your USB memory stick. Get a Dropbox account and share files in real time. We abused the hell out of our free, shared Dropbox folder and it worked flawlessly. For larger projects, you might want to give GitHub a try.

6. Test. Test. Test. When you see the finish line, it’s easy to gloss over the important step of testing your app. Test in your iPhone simulator, but also try to get your hands on an iPod touch and of course on an iPhone as well. Depending on the complexity of your app, you might want to create a test plan to make sure all the use cases and functional tasks are covered. The last thing you want is to have an app in the App Store that crashes or doesn’t work as expected. You may never recover from all the ego-shattering feedback.

7. Understand the App Store submission process.
Apple provides a PDF document detailing to submission process. But that document is only available for registered developers. If you’ve already registered, read that document thoroughly before you begin the upload process. It will give you a good idea of what’s involved, but also what you’ll need to prepare in advance. Apple also provides some good tips for app store submission and approval .

Thanks to David Quinlan for sharing his story and advice with us. If his narrative has compelled you to try out Stuck?, it’s $1 at the App Store. And, of course, share war stories of your own long weekends writing apps in the comments. [Stuck]

PosiMotion announces Helix gaming grip for iPhone / iPod touch

Still not satisfied with any of the with iPhone and iPod touch steering wheel or game controller accessories available these days? Then perhaps PosiMotion’s recently announced Helix gaming grip will be more to your liking — it does promise to be ideal for “virtually any game,” after all. To that end, the Helix is able to accommodate your iPhone or iPod touch in either portrait or landscape mode, and it boasts a “grip-enhancing” soft-touch coating to keep it from slipping from your hands during particularly intense gaming sessions. Still no firm word on a release date just yet, but PosiMotion will gladly take your $20 now and deliver one to you sometime in the Spring.

PosiMotion announces Helix gaming grip for iPhone / iPod touch originally appeared on Engadget on Tue, 29 Dec 2009 03:11:00 EST. Please see our terms for use of feeds.

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Want to connect your iPhone and Bluetooth keyboard? There’s a (jailbroken) app for that (Update: video!)

The wait has been long, but now there’s finally a means by which to connect your dear, yet almost buttonless, iPhone or iPod touch to a Bluetooth keyboard for some more intense finger tapping action. The project that delivered us this teasing video back in February has at long last reached the application stage, where simple commoners like us can use it to synergize our gear — provided we’ve had the wherewithal to free it from Cupertino’s overbearing clutches first. The BTstack Keyboard app is now available in exchange for $5 at the Cydia store, so if you want to be the first to write a bestseller on his or her iDevice, there’s no time like the present.

Update: We’ve done the inevitable and had a quick play with the app ourselves. Pairing our iPhone and keyboard was a veritable cinch, and we were met by delightfully rapid responsiveness throughout, whether using it in Safari, composing text missives, or jotting those novella notes down. You should note that command, cut, copy, paste, and highlighting functions are not yet active, and then hurry along past the break to see a video demo.

Continue reading Want to connect your iPhone and Bluetooth keyboard? There’s a (jailbroken) app for that (Update: video!)

Want to connect your iPhone and Bluetooth keyboard? There’s a (jailbroken) app for that (Update: video!) originally appeared on Engadget on Thu, 24 Dec 2009 17:01:00 EST. Please see our terms for use of feeds.

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