As the software running the internet of things gets more and more complex, it won’t even require hardware failure to render our future cars, refrigerators or toasters obsolete. Continue reading Obsolescence by Software
There were Head-tracking VR-Devices before. But now, the time seems to be right for a breakthrough. While I’ll watch the race between the Oculus Rift, HTC Vive and Sony Playstation VR closely, I’ll already declare a winner: Playstation VR.
It may sound absurd, given the theoretical technical advantage of its competitors. Not only the higher display resolution but larger computing power of desktop machines compared to the Playstation 4 should make the Rift and Vive superior choices. But, like previous format wars have shown, consumers don’t necessarily make the technologically best choice. This doesn’t mean they necessarily make the worse choice either. But here’s the reason, why the Playstation VR will be the best choice for consumers.
Advances in user interface development enable the inception of whole new categories of products. It’s tempting to apply these smart innovations to other products, without an inherent need to do so from the user experience perspective.
As products become more short-lived, not only in terms of durability but also in terms of technological novelty, it’s easier to place a product on the market that incorporates the latest “fashion” trends, instead of a product that is, at its core, based on thorough user experience research and development.
The fact that something will “only take a couple of seconds” is no excuse for disrupting the user experience and when considering to ask users for a favor, developers should not only think about what it means for their users, but what it would mean if similar products employed the same functionality. Continue reading micro maintenance
“90% of fortune 500 companies use [your app name here]” is another way of saying “500 companies are so big that they basically use everything. “
Looks like, with Xcode 7, Apple introduced the possibility to develop and test apps for everyone. If you don’t need your App to be in the App Store, no Apple Developer Program will be required to deploy your own Apps to your own iOS Devices from Xcode.
I don’t believe, this will lead to App “piracy”, as some other blogs have suggested. To deploy Apps to your own devices, you’ll need the source code, first of all. (Although I could imagine some sort of .ipa loader app becoming popular, but that’s another story).
However, what I think is going to happen is this: Continue reading Homebrew malware for everyone with Xcode 7?
Ok, It happened again. I registered at some website and they’ve sent me the password in plain text. Yes, this post was really written in 2015. Continue reading Plain text passwords…
A year after the introduction of Lion, Maya doesn’t officially run on Lion (it runs, though if you omit certain features during the installation) as Autodesk doesn’t support it. If you want to use hardware-acceleration, you need an nvidia card. That’s an interesting concept because you can’t buy a mac with an nVidia card nor can you buy a mac with snow leopard, the OS required to run Maya 2012, according to Autodesk. To summarize this: Autodesk makes software for computers you can’t get anywhere (except used). Continue reading Pro software for Macs you can’t buy?
Any suggestions for shortening the title are appreciated 😉
User experience consistency is something that many companies in the media business — especially the game industry — disregard but, as I’m going to show, has accounted for the success of some of the greatest and most profitable content distribution systems.
Many video games are designed to evolve over time. The development process isn’t finished once the game is released but is to be continued as long as there’s demand. Most games designed that way are subscription-based online games. The demand can easily be foreseen by looking at the number of active subscriptions and the development of additional content and updates is funded by the subscription fees.
Until about 5 years ago, additional content for anything but MMORPGs was usually delivered by releasing a sequel to the first game, based on the same engine or by releasing an expansion pack. Continue reading selling social, evolving games