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Showing posts with label ARK Walle. Show all posts
Showing posts with label ARK Walle. Show all posts

Thursday, October 11, 2018

Samsung Galaxy A9 (2018), the world's first smartphone with 4-inch rear camera launched


Samsung has launched the world's first-ever 4-rear camera smartphone Samsung Galaxy A9 (2018). The phone was launched at an event held in Malaysia's Kuala Lumpur on Thursday. The biggest feature of the Samsung Galaxy A9 (2018) is the launch of the Samsung Galaxy A9 (2018) 4 rear camera and has become the world's first smartphone with 4-rear camera. Let's tell you that the Galaxy A7 was launched with three rear cameras.
Samsung Galaxy A9 (2018) specification

This phone has the Android Orio 8.1 and 6.3-inch Full HD Plus Super Amoled display with dual SIM support. Apart from this, the phone will have Qualcomm Snapdragon 660 processor, up to 8 GB of RAM and 128 GB of storage.

Samsung Galaxy A9 is a 4-rear camera in 2019 with a 24-megapixel main lens, the second lens is a 10-megapixel telephoto with 2x optical zoom. The third lens is a 8-megapixel ultra wide angle lens and a fourth 5-megapixel lens. The four cameras are from the top down from the same line. The front has a 24-megapixel camera.

Samsung Galaxy A9 (2018) has a 3800 mAh battery that supports fast charging. There will be a fingerprint sensor in the phone's power button.
Price of Samsung Galaxy A9 (2018)

The price of Samsung Galaxy A9 (2018) is 599 euros, which is approximately Rs 51,300. However, there is still no explanation about how much Samsung Galaxy A9 (2018) will be worth in India. This phone will be available in Bubblegum Pink, Caver Black and Lemonade Blue Color Variants.

Sunday, January 21, 2018

Ten Thousand Followers


The amazing story of all you awesome people

There aren’t any good stock photos of “ten thousand”, so this piece will just have lots of kittens
I started writing a blog in May 2016, partly because I kept writing rants on Facebook that apparently were “too good not to be online somewhere”, and partly because I was bored after my Master’s degree and wanted something to do with my Sunday mornings.
Sleeping in, of course, was never an option.
This is Luna. Luna is my 6am alarm clock. Every. Single. Day
18 months later, and I’ve written about 100,000 words, been published in all sorts of places, and am now getting regular offers to pitch to major publications — more on this in the coming months.
And most importantly of all, I got to 10,000 followers. This time last year, it was 100 and about half of them were related to me.
All in all, it’s been a good year.
Pictured: Getting what you always wanted
So what’s in store for the Health Nerd? You’ll be happy to know that this year I’ve applied for a PhD with the University of Wollongong, which is actually super exciting and not scary like it feels to me sometimes. I’m also going to be — hopefully — releasing some episodes of a podcast that I’ve started with a brilliant co-host. The topic will be science in the media and I’m really excited to introduce all of you to my dulcet tones over the airwaves.
I’m so much less awkward than I am in text.
What does all of this activity mean to the blog? Nothing! I’ll still be aiming for my regular one health story a week on Medium, as well as an extra member’s-only article a month for all you subscribers who love that extra content.
Pictured: “Extra content”
To sum up, I’d just like to say thank you to you all. I’d never have made it here without all you brilliant people following me and making this all worthwhile. It was a fantastic 2017, and 2018 shows every sign of being brilliant as well.
I can’t wait to see what’s in store.

Tuesday, January 16, 2018

How to catch a criminal using only milliseconds of audio


Scientists can tell far more from your recorded voice than you might think. Image: Pixabay
Simon Brandon, Freelance journalist

A prankster who made repeated hoax distress calls to the US Coast Guard over the course of 2014 probably thought they were untouchable. They left no fingerprints or DNA evidence behind, and made sure their calls were too brief to allow investigators to triangulate their location.
Unfortunately for this hoaxer, however, voice analysis powered by AI is now so advanced that it can reveal far more about you than a mere fingerprint. By using powerful technology to analyse recorded speech, scientists today can make confident predictions about everything from the speaker’s physical characteristics — their height, weight, facial structure and age, for example — to their socioeconomic background, level of income and even the state of their physical and mental health.
One of the leading scientists in this field is Rita Singh of Carnegie Mellon University’s Language Technologies Institute. When the US Coast Guard sent her recordings of the 2014 hoax calls, Singh had already been working in voice recognition for 20 years. “They said, ‘Tell us what you can’,” she told the Women in Tech Show podcast earlier this year. “That’s when I started looking beyond the signal. How much could I tell the Coast Guard about this person?”
Rita Singh is an expert in speech recognition
What your voice says about you
The techniques developed by Singh and her colleagues at Carnegie Mellon analyse and compare tiny differences, imperceptible to the human ear, in how individuals articulate speech. They then break recorded speech down into tiny snippets of audio, milliseconds in duration, and use AI techniques to comb through these snippets looking for unique identifiers.
Your voice can give away plenty of environmental information, too. For example, the technology can guess the size of the room in which someone is speaking, whether it has windows and even what its walls are made of. Even more impressively, perhaps, the AI can detect signatures left in the recording by fluctuations in the local electrical grid, and can then match these to specific databases to give a very good idea of the caller’s physical location and the exact time of day they picked up the phone.
This all applies to a lot more than hoax calls, of course. Federal criminal cases from harassment to child abuse have been helped by this relatively recent technology. “Perpetrators in voice-based cases have been found, have confessed, and their confessions have largely corroborated our analyses,” says Singh.
Portraits in 3D
And they’re just getting started: Singh and her fellow researchers are developing new technologies that can provide the police with a 3D visual portrait of a suspect, based only on a voice recording. “Audio can us give a facial sketch of a speaker, as well as their height, weight, race, age and level of intoxication,” she says.
But there’s some way to go before voice-based profiling technology of this kind becomes viable in a court. Singh explains: “In terms of admissibility, there will be questions. We’re kind of where we were with DNA in 1987, when the first DNA-based conviction took place in the United States.”
This has all proved to be bad news for the Coast Guard’s unsuspecting hoaxer. Making prank calls to emergency services in the US is regarded as a federal crime, punishable by hefty fines and several years of jail time; and usually the calls themselves are the only evidence available. Singh was able to produce a profile that helped the Coast Guard to eliminate false leads and identify a suspect, who they hope to bring a prosecution soon.
Given the current exponential rate of technological advancement, it’s safe to say this technology will become much more widely used by law enforcement in the future. And for any potential hoax callers reading this: it’s probably best to stick to the old cut-out newsprint and glue method for now. Just don’t leave any fingerprints.
Have you read?

Monday, January 15, 2018

Apple Will Reject Your Subscription App if You Don’t Include This Disclosure


Have you read Paid Applications Agreement, Schedule 2, Section 3.8(b)?

If you’ve ever submitted an app to the App Store, you know the frustration when Apple rejects your submission. Even more so when you thought you’d followed all the rules. As it turns out, Apple can bury requirements wherever they want, and it’s your burden to keep up.
About a year ago, Apple started rejecting apps that didn’t comply with Schedule 2, Section 3.8(b) of the Paid Applications Agreement, a verbose list of self-evident truths about subscriptions. The Paid Applications Agreement is a 37-page document that you had to agree to before you could submit your app. It is only available via iTunes Connect in the form of downloadable PDF.
The actual contents of Schedule 2, Section 3.8(b):
I really like the part about privacy policies.
3.8(b) requires that you “clearly and conspicuously disclose to users” all of the above bullets. The first few items seem harmless enough but then we start to get off into the weeds.
Apple wants you to reproduce, “clearly and conspicuously”, all the details of auto-renewing subscriptions. This information should be part of the standard StoreKit subscription purchase flow. None of these bullets have anything app specific to them. They are just boilerplate legalese.
iOS’s purchase UI, more than enough information.
Apple has an iOS level user interface flow for in-app purchases that is quite good as of iOS 11. This view already covers most of the in-the-weeds bullets, except telling users about the 24-hour renewal policy.
Requiring every developer to implement their version of 3.8(b) is costly and creates a fractured experience for the user. Apple should be putting it in the standard sheet. But it’s Apple’s walled garden. When they say jump, you say “fine, whatever.”

How to Comply With 3.8(b)

According to recent rejections that I’ve seen (as of Jan. 8th, 2018), reviewers are being more particular about what your purchase flow requires. From a recent rejection:
Adding the above information to the StoreKit modal alert is not sufficient; the information must also be displayed within the app itself, and it must be displayed clearly and conspicuously during the purchase flow without requiring additional action from the user, such as opening a link.
All of the information in 3.8(b) must be “displayed clearly and conspicuously during the purchase flow without requiring additional action from the user, such as opening a link.” Your beautiful and compact purchase flow must include in it, somewhere, nine bullets written by a lawyer.
Confide, recently updated, achieved it with the following:
According to one reviewer, being below the fold with a leading arrow qualifies as “clearly and conspicuously.”
For another data point, I know of one recently rejected developer who had the same information, but in another view that was linked from the purchase flow with a button. This did not qualify (according to one reviewer).

A Template

Include a customized version of the following “clearly and conspicuously” in your purchase flow:
A [purchase amount and period] purchase will be applied to your iTunes account [at the end of the trial or intro| on confirmation].
Subscriptions will automatically renew unless canceled within 24-hours before the end of the current period. You can cancel anytime with your iTunes account settings. Any unused portion of a free trial will be forfeited if you purchase a subscription.
For more information, see our [link to ToS] and [link to Privacy Policy].
Put it on the screen where you initiate the in-app purchase, below the fold might be OK, but you might want to put something to lead users there.
UPDATE: Readers are telling me it may also be required that you include it in your app store description. It’s a much easier change to include so I recommend you add it there to.

Why has Apple Taken a Legal Problem and made it Ours?

Apple shouldn’t be burying submission requirements in the bodies of contracts that nobody will read. If Apple wants developers to know something, they should put it in the App Store Guidelines, HIG, or developer documentation. The cost of making changes in a software project right at the end can be astronomical. Dropping a bomb like this on developers at submission shows a total lack of regard for our costs.
Why didn’t they just update the iOS in-app purchase sheet? I speculate that Apple discovered some legal exposure from in-app subscriptions and fixed it with lawyers instead of designers. This problem could be universally solved with an iOS update, but I think some side effect of Apple being a vast, lumbering bureaucracy made forcing 3.8(b) onto developers the more politically convenient path. Apple, if you are reading this, please either update the iOS sheet or move the requirements to the App Store guidelines, so fewer developers get caught unawares.
RevenueCat is the best way to implement subscriptions in your mobile app. We handle all the complicated parts so you can get back to building. Request an invite today at https://www.revenuecat.com/

Saturday, January 13, 2018

Facebook’s newsfeed changes: a disaster or an opportunity for news publishers?


Social media and digital executives in newsrooms already have a tough job connecting their content to consumers via social media, but Facebook’s proposed changes in the algorithms of its ‘newsfeed’ are going to make it a lot harder. Social networks offer immense opportunities for reaching vast new audiences and increasing the engagement of users with journalism. The most important platform in the world is about to make that more difficult.
Clearly, this is a blow for news publishers who have spent the last decade or so fighting a battle for survival in a world where people’s attention and advertising have shifted to other forms of content and away from news media brand’s own sites. They are clearly very concerned. Yet, could this be a wake-up call that will mean the better, most adaptive news brands benefit?
I’m not going to argue that this is good news for news publishers, but blind panic or cynical abuse of Facebook is not a sufficient response. The honest answer is that we don’t know exactly what the effect will be because Facebook, as usual, have not given out the detail and different newsrooms will be impacted differently.
It’s exactly the kind of issue we are looking at in our LSE Truth, Trust and Technology Commission. Our first consultation workshop with journalists, and related practitioners from sectors such as the platforms, is coming up in a few weeks. This issue matters not just for the news business. It is also central to the quality and accessibility of vital topical information for the public.
Here’s my first attempt to unpack some of the issues.
Mark Zuckerberg: making time on Facebook ‘well spent’
Firstly, this is not about us (journalists). Get real. Facebook is an advertising revenue generation machine. It is a public company that has a duty to maximise profits for its shareholders. It seeks people’s attention so that it can sell it to advertisers. It has a sideline in charging people to put their content on its platform, too. It is a social network, not a news-stand. It was set up to connect ‘friends’ not to inform people about current affairs. Journalism, even where shared on Facebook, is a relatively small part of its traffic.
Clearly, as Facebook has grown it has become a vital part of the global (and local) information infrastructure. Other digital intermediaries such as Google are vastly important, and other networks such as Twitter are significant. And never forget that there are some big places such as China where other similar networks dominate, not Facebook or other western companies. But in many countries and for many demographics, Facebook is the Internet, and the web is increasingly where people get their journalism. It’s a mixed and shifting picture but as the Reuters Digital News Report shows, Facebook is a critical source for news.
From Reuters Digital News Report 2017
If you read Zuckerberg’s statement he makes it clear that he is trying to make Facebook a more comfortable place to be:
“recently we’ve gotten feedback from our community that public content — posts from businesses, brands and media — is crowding out the personal moments that lead us to connect more with each other.”
His users are ‘telling him’ (i.e. fewer of them are spending less time on FB) what a plethora of recent studies and books have shown which is that using Facebook can make you miserable. News content — which is usually ‘bad’ news — doesn’t cheer people up. The angry, aggressive and divisive comment that often accompanies news content doesn’t help with the good vibes. And while the viral spread of so-called ‘fake news’ proves it is popular, it also contributes to the sense that Facebook is a place where you can’t trust the news content. Even when it is credible, it’s often designed to alarm and disturb. Not nice. And Facebook wants nice.
One response to this from journalists is despair and cynicism. The UK media analyst Adam Tinworth sums this approach up in a witty and pithy ‘translation’ of Zuckerberg’s statement:
“We can’t make money unless you keep telling us things about yourself that we can sell to advertisers. Please stop talking about news.”
Another accusation is that Facebook is making these changes because of the increasing costs it is expending at the behest of governments who are now demanding it does more to fight misinformation and offensive content. That might be a side-benefit for Facebook but I don’t think it’s a key factor. It might even be a good thing for credible news if the algorithmic changes include ways of promoting reliable content. But overall the big picture is that journalism is being de-prioritised in favour of fluffier stuff.
Even Jeff Jarvis, the US pioneer of digital journalism who has always sought to work with the grain of the platforms, admits that this is disturbing:
“I’m worried that news and media companies — convinced by Facebook (and in some cases by me) to put their content on Facebook or to pivot to video — will now see their fears about having the rug pulled out from under them realized and they will shrink back from taking journalism to the people where they are having their conversations because there is no money to be made there.”*
The Facebook changes are going to be particularly tough on news organisations that invested heavily in the ‘pivot to video’. These are often the ‘digital native’ news brands who don’t have the spread of outlets for their content that ‘legacy’ news organisations enjoy. The BBC has broadcast. The Financial Times has a newspaper. These organisations have gone ‘digital first’ but like the Economist they have a range of social media strategies. And many of them, like the New York Times, have built a subscription base. Email newsletters provide an increasingly effective by-pass for journalism to avoid the social media honey-trap. It all makes them less dependent on ‘organic’ reach through Facebook.
But Facebook will remain a major destination for news organisations to reach people. News media still needs to be part of that. As the ever-optimistic Jarvis also points out, if these changes mean that Facebook becomes a more civil place where people are more engaged, then journalism designed to fit in with that culture might thrive more:
“journalism and news clearly do have a place on Facebook. Many people learn what’s going on in the world in their conversations there and on the other social platforms. So we need to look how to create conversational news. The platforms need to help us make money that way. It’s good for everybody, especially for citizens.”
News organisations need to do more — not just because of Facebook but also on other platforms. People are increasingly turning to closed networks or channels such as Whatsapp. Again, it’s tough, but journalism needs to find new ways to be on those. I’ve written huge amounts over the last ten years urging news organisations to be more networked and to take advantage of the extraordinary connective, communicative power of platforms such as Facebook. There has been brilliant innovations by newsrooms over that period to go online, to be social and to design content to be discovered and shared through the new networks. But this latest change shows how the media environment continues to change in radical ways and so the journalism must also be reinvented.
Social media journalist Esra Dogramaci has written an excellent article on some of the detailed tactics that newsrooms can use to connect their content to users in the face of technological developments like Facebook’s algorithmic change:
“if you focus on building a relationship with your audience and developing loyalty, it doesn’t matter what the algorithm does. Your audience will seek you out, and return to you over and over again. That’s how you ‘beat’ Facebook.”
Journalism Must Change
The journalism must itself change. For example, it is clear that emotion is going to be an even bigger driver of attention on Facebook after these changes. The best journalism will continue to be factual and objective at its core — even when it is campaigning or personal. But as I have written before, a new kind of subjectivity can not only reach the hearts and minds of people on places like Facebook, but it can also build trust and understanding.
This latest change by Facebook is dramatic, but it is a response to what people ‘like’. There is a massive appetite for news — and not just because of Trump or Brexit. Demand for debate and information has never been greater or more important in people’s everyday lives. But we have to change the nature of journalism not just the distribution and discovery methods.
The media landscape is shifting to match people’s real media lives in our digital age. Another less noticed announcement from Facebook last week suggested they want to create an ecosystem for local personalised ‘news’. Facebook will use machine learning to surface news publisher content at a local level. It’s not clear how they will vet those publishers but clearly this is another opportunity for newsrooms to engage. Again, dependency on Facebook is problematic, to put it mildly, but ignoring this development is to ignore reality. The old model of a local newspaper for a local area doesn’t effectively match how citizens want their local news anymore.
What Facebook Must Do
Facebook has to pay attention to the needs of journalism and as it changes its algorithm to reduce the amount of ‘public content’ it has to work harder at prioritising quality news content. As the Guardian’s outstanding digital executive Chris Moran points out, there’s no indication from Facebook that they have factored this into the latest change:
Fighting ‘fake news’ is not just about blocking the bad stuff, it is ultimately best achieved by supporting the good content. How you do that is not a judgement Facebook can be expected or relied upon to do by itself. It needs to be much more transparent and collaborative with the news industry as it rolls out these changes in its products.
When something like Facebook gets this important to society, like any other public utility, it becomes in the public interest to make policy to maximise social benefits. This is why governments around the world are considering and even enacting legislation or regulation regarding the platforms, like Facebook. Much of this is focused on specific issues such as the spread of extremist or false and disruptive information.

Friday, January 12, 2018

Learn mobile app development with these 10 online courses


Top 10 online courses to help your learn mobile app development plus some advice from the experts on why app prototyping makes all the difference!

Thinking about becoming a Mobile App Developer? You’re in luck! There’s never been a better time to learn mobile app development. Take a look:
For budding developers, it’s time to hop aboard the gravy train. But what’s the first step in learning mobile app development? What courses should you sign up for? Should you teach yourself app development? We’ve got you covered.
And yes, the first step is learning how to prototype a mobile app. Learn why here — plus get our top 10 online courses on mobile app development to get you started right away, no matter where you are!

10 free and paid online courses to help you learn mobile app development

Here are our top 10 online courses to help you learn mobile app development:

1 — Android Development Tips Weekly series on Lynda

Teach yourself app development with this series of Android development tips by David Gassner.
Each week, David shares techniques to help you speed up your coding, improve app functionality or make your apps more reliable and refined.
The tutorials cover developing the app’s user interface, backend processing and open source libraries, to get your coding knowledge off the ground even quicker.
  • Level: Beginner — Intermediate
  • Commitment: approximately 3h per video
  • Price-point: 30-day free trial, from $19.99 thereafter

2 — Mobile App Development for Beginners on Udemy

Dee Aliyu Odumosu’s mobile app development course is ideal if you’re looking to break into iOS.
Learn how to create and customize 10+ iPhone apps (using Swift 3 and Xcode 8) with easy step-by-step instructions. The course begins with implementation of basic elements — UILabel, UIButton, UITextField etc. — Auto Layout and multiple-sized icons, with more advanced classes covering memory issues, storyboarding and displaying rich local notifications.
Note that this course requires you to own and already be familiar with Mac.
  • Level: Beginner
  • Commitment: approximately 33 hours
  • Price-point: $10.99 (New Year discount, was $50.00)

3 — iOS App Development with Swift Specialization on Coursera

This is the ultimate Swift for iOS development course, brought to you by Parham Aarabi and the University of Toronto.
Using XCode, Parham will teach you how to design elegant interactions and create fully functioning iOS apps, such as the photo editing app for iPhone, iPad, and Apple Watch. The course also includes best practices to help you become proficient in functional Swift concepts.
Note that this course requires you to own and already be familiar with Mac.
  • Level: Intermediate (some previous experience required)
  • Commitment: 6 weeks
  • Price-point: 7-day free trial, $49 per month thereafter

4 — Introduction to Mobile Application Development using Android on edX

Learn mobile app development and the basics of Android Studio in Jogesh K Muppala’s introduction to the Android platform.
In this 5-week course, you’ll explore the basics of Android application components as well as Activities and their lifecycle, some UI design principles, Multimedia, 2D graphics and networking support for Android.
  • Level: Beginner
  • Commitment: 6 weeks
  • Price-point: free

5 — Full Stack Web and Multiplatform Mobile App Development Specialization on Coursera

If you’re learning mobile application development for Android and found the above course useful, try this course out next.
Here you’ll have the chance to build complete web and hybrid mobile solutions, as well as master front-end web, hybrid mobile app and server-side development.
  • Level: Intermediate (some previous experience required)
  • Commitment: approximately 20 weeks
  • Price-point: 7-day free trial, $39 per month thereafter

6 — iOS 9 and Swift 2: From Beginner to Paid Professional on Skillshare

Mark Price’s online course for iOS Swift is everything you need to know about iOS 9 development.
This is another great set of classes for novice iOS coders. Build 15+ apps for iOS 9, learn swift 2.0 and publish apps to the App Store. Warmups, class projects and exercises will help you keep on top of the workload.
  • Level: Beginner
  • Commitment: approximately 37 hours
  • Price-point: from $15 a month

7 — The iOS Development Course That Gets You Hired on Career Foundry

Jeffrey Camealy presents the iOS Development course to get your hired.
1-on-1 mentorship from industry experts and real-world projects complement a set of 6 structured modules. The course covers the very basic principles of iOS development and takes you right to the point of submitting an app to the App Store.
  • Level: Beginner
  • Commitment: 6 months
  • Price-point: $4000 (payment plans available)

8 — Get Started With React Native on TutsPlus

Markus Mühlberger’s course for React Native is perfect for anyone who wants to code for multiple mobile platforms.
Learn how to create and customize UI elements, build user interaction, and integrate third-party components into apps for both iOS and Android. Upon completion, you’ll be able to write mobile apps in React Native.
  • Level: Intermediate
  • Commitment: 1.2 hours
  • Price-point: $29 a month

9 — Build a Simple Android App with Java on Treehouse

Ben Deitch’s course will help you build simple mobile apps for Android with Java, without any prior knowledge.
Best-suited to budding Android developers, this course will explore programming in Android and some very basic concepts of the Android SDK. By the end of the course, you’ll have a working knowledge of how a basic app works.
  • Level: Beginner
  • Commitment: 1.5 hours
  • Price-point: from $25 a month

10 — Try iOS on Code School

Gregg Pollack’s tutorials on iOS app development from the ground up and requires only basic coding experience.
Write your first iPhone app code and learn about different UI elements, such as buttons, labels, tabs and images. Upon completion, you’ll be able to connect to the internet to fetch data, build out table views and navigate between different areas of your app.
  • Level: Beginner
  • Commitment: 6–8 hours
  • Price-point: $29 a month
It’s an exciting time for mobile app developers. And as you can see, there are plenty of resources out there to help get your career off the ground. But don’t forget to look at the big picture.
Prototyping is an integral part of the mobile app life cycle. Download Justinmind now and explore a prototyping tool that’s made with the entire product team in mind.

Thursday, January 11, 2018

Does your app need a night mode?




With the introduction of OLED screens to the iPhone X, more and more people are requesting night themes in their favourite apps to take advatage of the true blacks on OLED screens, to save battery, and to make it easier on the eyes in some cases. But should you add this option to your app?
Don’t confuse choice with convenience.
If you ask any user if they’d want the option of night mode in your app, they would say yes. As consumers we think we need more choices. It sounds very logical. The more choices I have, the more likely I am to choose something that suits me and makes me happy. But does more choice actually make users happier? In the TED Talk, The Art of Choosing, Sheena Iyengar explains how that might not actually be true.
Just because users are asking for options, doesn’t mean they’re going to start using them or that it’s the right choice for them. Depending on the type of content that you provide to your users, a night mode might actually hurt their engagement.
You have to ask yourself why you’re thinking about a night mode. If you’re doing it solely to give your users options, then please, do yourself and your users a favour and stop. There are many downsides to having a night mode that you have to consider and be OK with before adding it to your app.
A night mode creates inconsistency within your app. It’s already hard enough to keep your apps consistent with iOS and Android, and if you have a website having that be consistent with everything too. Why would you go out of your way to make it even more difficult for yourself?
A night mode might reduce your users’ engagement with your app. Your users are the reason that you have created your app. They have been using your app and are used to it. If you have good information architecture and user experience, they might be even using your app with muscle memory. These users are your friends. They have already memorized your app’s hierarchy and are using affordances and clues in your app to navigate it fluently. Introducing a dark mode would change all of that. Now they have to re-learn your app. Even though everything is in the same place, they have to re-learn the affordances and clues and repeat the process of getting used to it all over again, and this risks alienating your users. They might see the dark mode and think that’s a good choice for them and turn it on, but the next time they open your app they won’t know how to navigate it and it will feel strange. Remember when Instagram switched their UI design to the new flat one with the new logo and everyone was running around setting things on fire and protesting on the streets? Ok no one protested on the streets but some users were pissed. Do you want your users to be pissed? Looking back the re-design of Instagram was a success because it simplified the interface to make room for new features like stories and bookmarking photos and such. But a night mode is not a re-design. Instead of moving your design forward, you would give it a split personality.
Designing a night mode for an app is no easy task either. You might think that it’s just as easy as flipping the background and text colours, but there’s actually a lot to consider. If there are photos in your app, are they going to look their best in dark mode? On each given page, is the right content being highlighted when the colours are switched? Do users’ attention still flow the same way they did in the regular mode? How does the setting page look? Should the setting page also be switched to dark mode? It would look very weird, wouldn’t it? what about all the sub-pages of the settings page? how about the keyboard? Do we change it to the dark keyboard in iOS when in night mode? If you have a black tab-bar, should it now suddenly be white? because if it stays black then there would be no contrast, but if you turn it white, there’s a big bright object at the bottom getting all the attention from the rest of the screen, and that’s not really what you want.
What if my users have sensitive eyes and can’t handle bright lights? Or it’s very hard for them to read balck on white due to dyslexia? Both iOS and Android have very thorough accessibility features to accomodate the whole experience for them. Having those settings on an app-by-app basis would be confusing and inconsistent. There are options to reduce white points, invert colours without inverting the photos, greyscale, adding a tint, and options for different kinds of colour blindness built into the system. So these don’t become an excuse for you to add a night mode to your app.
OK. So there are many reasons why someone shouldn’t add a night mode to their app. But is there a good time to add a night mode? Yes.
It all depends on the context — the type of content or service you are providing your users and the context in which the users use your app. The main complaint around the lack of night mode is prolonged reading at night in a dark environment, mostly in bed or while in a car.
If your app is a game, then don’t bother.
If it’s a productivity app, it’s still a very hard no as changing the colour of the tools and the layout in an app that users depend heavily on might confuse them. Unless you know for a fact that your users are for some reason only using your app in bed with the lights off, then for their sake do not add a night mode.
If your app is related to messaging, then it’s be best to optimize for the Smart Invert feature and let the user control the dark mode from the accessibility section in settings if they wish.
If your app focuses on reading, *cough* Medium *cough*, then it’s a good idea to provide options for your users to adjust the reading environment to their comfort. A great example of this is the Reader mode in Safari.
Reader mode in Safari allows you to change a few settings to find the most comfortable one for you.
If your app is related to driving, like Google Maps or Podcasts, and might stay open while a user is behind the wheel, it’s a good idea to add automatic night mode so that it won’t distract the users while they’re behind the wheel (can’t wait for self-driving cars).

I’ve seen a lot of confusion and frustration from users and designers surrounding night mode and if it should be a system-wide feature or not. I hope this article made it a bit clearer if you should or shouldn’t add a night mode to your app. Happy designing! ❤️

Tuesday, January 9, 2018

The Video Game Experience


Independent

Best: Rumu

Rumu is a very unique game, and of all the games on this list, I think it’s the one that has the most unique UI. This is most likely due to the fact that Rumu has pioneered the ‘Sentient Vaccuum Cleaner’ genre, and there’s simply no game similar enough to pull inspiration from. Because of this, I’ll briefly summarise the elements I liked the most, so you have an idea of what I’m talking about.
It’s fitting, then, that Rumu’s UI pulls from a number of different genres and also remains quite unique. Rumu (The titular vacuum cleaner himself) has a radial menu to manage it’s quest log and inventory. That’s about where the traditional UI ends, and you start to see some bespoke elements.
Tutorial tips for controls appear outside the environments. This is a nice detail, as it serves not only to communicate the key bind but also as a hint of what you’re supposed to do in any given space.
A similar method is used for doorways or vent spaces — each is earmarked with text or iconography to indicate whether the player can pass through. The difference is actually really important, because it serves to split how the player treats information throughout the game — if the information is inside the room, it’s something to be learned. If it exists outside of the game space, it’s something that little Rumu already knows.
There’s a ‘Datavision’ function that allows Rumu to see how the various smart devices and intractable objects connect. It’s a great way to declutter the environments when the player is being task oriented, and it also often hides hidden easter eggs or gadgets.
One of the smartest UX features of Rumu is how it uses it’s palette and art style to generate emotion. A clean, white kitchen feels calm and simple, while crawling through vents on a sinister dark background gives the game a sense of urgency and danger.
Rumu is beautiful, functional, unique, and incredibly evocative. It’s UX blends perfectly with the narrative of the game, and aids in the storytelling.
Conclusion:
Independent developers are constantly coming up with new, interesting ways to interact with their games. There’s even a few on this list: Hand of Fate 2 and Tooth of Tail both innovate in a well-trodden genre.

Rumu’s a little different, because the robot vacuum cleaner genre isn’t quite as mature as, say, first person shooters. Despite this, the interactions in Rumu feel natural; the spacial and diagetic elements are what I’d expect a robo-vacuum to see in the world, and the meta UI tips help move the player along without breaking the (sometimes literal) fourth wall.

I look forward to seeing the robot vacuum cleaner genre evolve.

Worst: Stationeers

Picking this game sparked an internal debate in my mind over having a ‘Worst’ section at all, but in the end I decided it’s always better to get your feelings out than internalise them.
I really enjoyed Stationeers; I played almost six hours straight in my first run through. It’s an incredibly complex space space station construction game. Most of it’s UI is inoffensive: a simple HUD with your vitals and atmosphere stats, and a slot-based inventory system.
It all falls apart for me in the item management. Rather than go into specifics, I’ll give you an example: I need to take the empty battery out of my welding torch, and replace it with a full one.
I have to press 5 to open my tool belt, use the scroll wheel to highlight the torch, press F to put it in my hand, press R to open the torch’s inventory, press E to change hands, press F to move the batter into my free hand.
Now I press 2 to open my suit inventory, scroll wheel to an empty slot, press F to place the flat batter in there. Scroll wheel to the full battery, press F to place it in my off hand. Press E to change hands. Press R to open the torch inventory. Press E to change hands. Press F to place the battery in.
That’s…15 key presses. I can see what they were going for with this system, but there’s got to be a better way.

Virtual Reality

Best: Lone Echo

If UX as a practice is still in it’s infancy, UX for VR is a single-celled organism attempting mitosis for the first time. Nobody really has any idea what’s going to work and what’s not going to work, and so many games have great executions with a poor UX.
Lone Echo feels like someone looking at what VR will be doing five years from now, and dragged it screaming back into 2017. I don’t think it’s hyperbole to say that Lone Echo’s UX will help define the future of virtual and augmented reality interfaces.
There’s no HUD in Lone Echo, instead opting to have your UI displayed from various arm-mounted gadgetry. Jack, the player character, has a number of controls and panels along his suit, each of which the player can interact with to reveal various elements interfaces.
This actually annoyed me at first — I wasn’t sure why a robot need any sort of interface at all. However, the interactions available are just so neat and genuinely enjoyable, it becomes a very small nitpick. You will also witness other characters in the game use the same interface, which gives some internal consistency to the game.
Talking to someone, for example, is a matter of simply looking at them and tapping a button the controller. This spawns a list of dialogue options that you select with your finger. It’s a simple thing, but being able to quickly interact with the object your looking at feels great.
Any panels you summon are intractable with your hand. You can scroll and tap like you would on an iPad. It feels completely natural to work with, and there were very few times after the opening minutes where I had trouble with this interaction style.
Similarly, Jack’s wrist holds a number of functions and features that are activated using your opposite hand. Slide across your forearm to open your objectives. Tap the top of your wrist for your scanner, or the side of your wrist for your welder. The interactions are so second-nature after having used them a few times that I found myself not even looking at my hands as I did these simple tasks.
Most of what you see in Lone Echo comes from somewhere. The locomotion, the dialogues, the tool interactions, are all borrowed from games that have come before it. Lone Echo proves that these interactions are unequivocally the right way to do them, and if done right, can be so immersive and intuitive that the player doesn’t have to remember them, they just become the way things are done.
Just like the brilliant writing and slick graphics, Lone Echo’s UX is the reason it’s such a successful game. It keeps the player completely immersed in everything they’re doing, no matter how complex the task. At it’s best, the interactions in Lone Echo are actually fun to use. Menus that are fun! If that’s not a revolution, I don’t know what is.
Conclusion:
The most immersive experience I’ve ever had in a video game. Lone Echo bends over backwards to put you in the moment with objects that behave like the user expects they should, and an environment that is consistently interactive.

Lone Echo isn’t held back by trying to fit it’s UI into it’s narrative — it’s built it’s entire user experience around the narrative, instead. Lone Echo sets the standard for VR UX to come.

Worst: None

It’s a cop out, I know. Truth be told, I haven’t played a VR game that released in 2017 that had any truly awful UX. There’s plenty of games that make some missteps, or the occasional obvious error, but this is going to happen with a still-growing genre like virtual reality. For now, VR gets a pass.
If you got this far, thanks for reading! Hopefully you found something interesting in my choices. Please feel free to comment with your opinions, especially if there’s something great that I missed.
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