The first and longest part of our world tour is now officially finished. During this part of our trip I used a jailbroken first-generation iPhone as my personal communication hub. I chose this device because it is extremelly portable and I believed that it would enable me to capture snapshots, lo-res video, and audio snippets, it would serve as a platform for the posting of journal entries, it would support the tracking of our budget, and it would allow us to take a good amount of our favorite music and videos with us on the trip.
I knew that there were many downsides to selecting the iPhone as my communication platform. The main ones of which I was aware were limited functionality and application availability compared to a laptop or netbook, and small form factor which makes it tiring to use for development of longer form content (I guess the content I developed is more like mid-form content).
So how did the iPhone do? The results were mixed and if I had to do it over again I would definitely bring along a netbook to complement this device as a communication hub.
The shortfalls were many. First and foremost, much of the iPhone's functionality is dependent on the availability of wireless internet connections and does not support connection to online via ethernet ports. This was an issue due to the scarcity of wireless connections (both cell-based and wifi) throughout the trip. Thus, when I would write blog posts using the notes application there was no way for me to transfer this content to computers that had hardline internet connections. This was by far the biggest issue I encountered.
Other inconveniences included the lack of cut and paste functionality, problems with the video application on my phone, and issues related to storage space (which I was eventually able to overcome using the terminal application on the phone).
On the positive side, the iPhone featured applications that met most, though not all, of my requirements - the picture, blogging and financial tracking applications were usable and useful. The jailbroken phone also worked well with local GSM sim cards, enabling me to stay in touch with my friends throughout the trip.
Showing posts with label iphone. Show all posts
Showing posts with label iphone. Show all posts
Monday, July 27, 2009
Sunday, June 7, 2009
Testing, Testing 1 2 3
This short post is a test of the BlogPress app on my jailbroken iPhone. This is part of my continuing preparations for our World Tour. I am considering using this application to publish blog posts while travelling. Let's see how it works.

This is a test picture to determine how the photo upload functionality works.
*Mobile Post from 2009 World Tour*

This is a test picture to determine how the photo upload functionality works.
*Mobile Post from 2009 World Tour*
Thursday, June 4, 2009
Easy iPhone Ringtone Hack
I recently learned the easy and free way to create ringtones for a non-jailbroken iPhone. I know I'm behind the curve on this one but I'm sure there are others out there like me.
Each ringtone is actually just a short (30-second or less) sound file that is saved in Apple's proprietary ACC format with a "m4r" extension, as opposed to the original extension "m4a". The iPhone automatically recognizes any files in it's library with this extension as a ringtone.
So how do you prep and convert a standard music file into a ringtone? Here is a link to two sites that provide a clear outline of this process. Now you are free to rock whatever ringtone you want on your iPhone.
Using GarageBand
Here is a link to a post on the Lifehacker blog regarding how to use GarageBand (version 4.1.1 or newer) to create a ringtone from existing music files. If you have GarageBand this is definitely the better and easier way to do this. Link: http://lifehacker.com/334073/create-custom-iphone-ringtones-the-free-and-apple-way
Using iTunes Only
Here is the alternate way to accomplish the same thing. In this scenario you don't need GarageBand - you do it all through iTunes. The one important limitation is that this will only work on unprotected music files such as mp3s. Link: http://theappleblog.com/2008/08/07/free-custom-iphone-ringtones-using-only-itunes/
Each ringtone is actually just a short (30-second or less) sound file that is saved in Apple's proprietary ACC format with a "m4r" extension, as opposed to the original extension "m4a". The iPhone automatically recognizes any files in it's library with this extension as a ringtone.
So how do you prep and convert a standard music file into a ringtone? Here is a link to two sites that provide a clear outline of this process. Now you are free to rock whatever ringtone you want on your iPhone.
Using GarageBand
Here is a link to a post on the Lifehacker blog regarding how to use GarageBand (version 4.1.1 or newer) to create a ringtone from existing music files. If you have GarageBand this is definitely the better and easier way to do this. Link: http://lifehacker.com/334073/create-custom-iphone-ringtones-the-free-and-apple-way
Using iTunes Only
Here is the alternate way to accomplish the same thing. In this scenario you don't need GarageBand - you do it all through iTunes. The one important limitation is that this will only work on unprotected music files such as mp3s. Link: http://theappleblog.com/2008/08/07/free-custom-iphone-ringtones-using-only-itunes/
Labels:
apple,
customization,
experience,
hack,
iphone,
music
Monday, June 1, 2009
Jailbreaking and Calendar Making
Technology planning for our world tour continues unabated as our departure date looms closer and closer. I'm happy to report some progress and successes have been made during the past few days with my old iPhone and the World Tour calendar.
First and foremost I was able to get my jailbroken iPhone to work on T-mobile's network. I received a PrePaid sim card that worked with little fanfare. That's right, I am no longer a captive prisoner held back by ridiculous contracts and code. This is an important development because I now know that I can use this phone with third party GSM sim cards from around the world during our world tour.
For anyone who is interested in learning more about how to jailbreak your iPhone here is the set of resources that I used. It was pretty straightforward, the heavy lifting has been done by others.
Please note that there are risks inherent in this process and I cannot vouch that it will work on your phone nor can I guarantee that it won't have negative long term impact on your device. In other words, do this at your own risk.
The most helpful resource that I discovered was the iPhone Blog. Here you can find step by step instructions on how to jailbreak your iPhone using the Pwnage tool. Make sure to read all the the instructions once over before you attempt to jailbreak your iPhone. I believe there is little risks of permanent damage. However, you may end up having to do it several times as I was forced to.
Another helpful resource is the modmyi.com's wiki Pwnage 2.x Guide page. This resource also features step by step instructions on how to jailbreak your iPhone. However, I think the instructions featured here only work if you have previously jailbroken your iPhone using Pwnage (they differ in only one way from the instructions on the iPhone Blog, which did work for me).
The second area in which I have been making some progress is on the official tour calendar. I've set this up using google calendar and it includes all locations, flights, and dates from our trip. I've also created a second calendar with logistical information for Lauren and me (e.g. hotel names, wedding even schedules, etc). The purpose of this calendar is to serve as a planning and sharing tool. Here is a link to the latest and greatest version:
Here is my next steps for this week:


Please note that there are risks inherent in this process and I cannot vouch that it will work on your phone nor can I guarantee that it won't have negative long term impact on your device. In other words, do this at your own risk.
The most helpful resource that I discovered was the iPhone Blog. Here you can find step by step instructions on how to jailbreak your iPhone using the Pwnage tool. Make sure to read all the the instructions once over before you attempt to jailbreak your iPhone. I believe there is little risks of permanent damage. However, you may end up having to do it several times as I was forced to.

The second area in which I have been making some progress is on the official tour calendar. I've set this up using google calendar and it includes all locations, flights, and dates from our trip. I've also created a second calendar with logistical information for Lauren and me (e.g. hotel names, wedding even schedules, etc). The purpose of this calendar is to serve as a planning and sharing tool. Here is a link to the latest and greatest version:
Here is my next steps for this week:
- Identify capture and publishing solutions for audio, video, images, and text on iPhone.
- Create blog and test out the publishing solutions.
- Develop list of additional technology requirements such as cameras, book readers.
Labels:
collaboration,
google,
iphone,
jailbreaking,
sharing,
technology,
technology adoption,
World Tour,
WT09
Monday, December 8, 2008
Touchscreen Design Insights from UIQ Technology
I really like SlideShare. Since I've started my curriculum, I've found numerous interesting presentations regarding interaction and experience design here. That said, this post is not about SlideShare (though that could be an interesting topic). The topic of inquiry is a great primer on the design of touchscreen interfaces for mobile devices that I came across on SlideShare. It provides insightful design tips along with an overview of the current state of the technology. It was written by UIQ Design, a Swedish firm that has a mobile design practice.
Here is a summary of the takeaways that were of special interest to me:
UIQ Presentation on Touchscreen Design
[via TouchUsability]
Here is a summary of the takeaways that were of special interest to me:
- Overview of the two dominant styles of touchscreen interaction: "double tap" and "drill down". The first style works by requiring two "taps" to initiate an action. The first "tap" on an object puts it in focus, then a second "tap" on the object itself, or an options menu, is provides access to a set of available actions (think tablet PCs). On the other hand, the "drill down" style requires that user tap objects only once to immediately access all available actions (think iPhone).
- Insights regarding how design principles associated to traditional mobile device interfaces need to be adapted to support finger-based touchscreen interactions. (1) The need to provide quick and short interactions can best be satisfied by offering direct access to applications and data (think one-click access on iPhone); (2) To deliver an experience that is easy to use and learn, objects, and the actions they afford, should be made obvious; Lastly, (3) designers need to address the challenge of the small screen while needing to support large hit areas that support finger touches.
- Description of two most common touchscreen technologies on portable devices: Resistive and Capacitive. The former is a technology that is used on the screen of palms and other devices that rely on a stylus for interaction. The benefits provided by these screens include costs coupled with their support for handwriting recognition technologies. Capacitive technology is better suited for finger-touch based devices. It is highly durable and can support multi-touch interfaces. (Some details in this area are definitely lost by the absence of the talking notes).
- Impact of screen resolution and size on the design of mobile applications. Two common approaches are used by designers to design interfaces that work across devices with different specs: "design by pixels" and "design by size". The names are pretty self-explanatory - the first is exemplified by when designers create interfaces that are always fully viewable on the screen of the device. Unfortunately, this often causes fonts to become unreadable on smaller devices. The other approach, "design by size", is where the icons and objects in the interface do not change size regardless of device size. In smaller devices the user is always able to read the fonts, though he may often have to scroll in order to access all options. The suggestion from UIQ is for designers to leverage a mix of both of these approaches.
UIQ Presentation on Touchscreen Design
[via TouchUsability]
Labels:
fingertouch,
interaction design,
iphone,
mobile,
touch,
touchscreen
Thursday, October 16, 2008
The Death of Rollovers
I just realized today how rollovers don't work on touchscreen displays - I know this probably seems obvious to those with experience designing applications for touchscreen displays. I had this realization when I was visiting the Guggenheim website on an iPhone. The home page for the Guggenheim organization features a pictures of their museums and the names of the city appear only on rollover. Therefore, I was only able to see the name of the city where a museum was located only when I clicked on the picture of that specific museum. As touchscreen displays continue to become more commonly available, designers will not be able to rely on rollovers to display useful information about the behavior of a button.
Labels:
interaction design,
interface,
iphone,
multi-touch,
touchscreen
Monday, September 22, 2008
Apple iPhone 3G vs. Original - Physical Attributes and Speed
This is the continuation of my review regarding the evolution of the Apple iPhone. My last post focused on the purchase and activation process, this one will focus on physical aspects and speed of the iPhone.
Apple did a great job at updating the industrial design of the iPhone. The 3G model looks even more appealing, stylish and sexy than the original one. The most noticeable physical change is the switch from metal to a plastic for the back cover of the device. This change in material enabled Apple to create a curved design that, coupled with the feel of the plastic, provides the user with much better grip. Another benefit of the new casing material is that it feels warmer and softer in the hand, and the phone is considerably lighter.
Other notable physical design updates that have positively impacted my overall experience with the iPhone include fixing the headphone jack that previously had a recessed design, rendering the phone incompatible with most headphones; and widening the top surface of the phone, making the virtual keyboard easier to use.
The final aspect of the phone that I will address today is speed. Much of the marketing for the iPhone has focused on speed. This makes sense considering that this is one of the most disappointing attributes of the original model. The new iPhone is definitely several times faster when running on a 3G network. Unfortunately, AT&T does not have 3G networks widely available and therefore the phone is often forced to connect via the much slower EDGE network. The one drawback of using 3G is that it eats up battery life extremelly fast.
In regards to speed it is important to point out that event when running on a 3G network the iPhone is slower than comparable handsets, such as the Instinct (I own both an Instince and an iPhone).
Apple did a great job at updating the industrial design of the iPhone. The 3G model looks even more appealing, stylish and sexy than the original one. The most noticeable physical change is the switch from metal to a plastic for the back cover of the device. This change in material enabled Apple to create a curved design that, coupled with the feel of the plastic, provides the user with much better grip. Another benefit of the new casing material is that it feels warmer and softer in the hand, and the phone is considerably lighter.
Other notable physical design updates that have positively impacted my overall experience with the iPhone include fixing the headphone jack that previously had a recessed design, rendering the phone incompatible with most headphones; and widening the top surface of the phone, making the virtual keyboard easier to use.
The final aspect of the phone that I will address today is speed. Much of the marketing for the iPhone has focused on speed. This makes sense considering that this is one of the most disappointing attributes of the original model. The new iPhone is definitely several times faster when running on a 3G network. Unfortunately, AT&T does not have 3G networks widely available and therefore the phone is often forced to connect via the much slower EDGE network. The one drawback of using 3G is that it eats up battery life extremelly fast.
In regards to speed it is important to point out that event when running on a 3G network the iPhone is slower than comparable handsets, such as the Instinct (I own both an Instince and an iPhone).
Labels:
apple,
gadget,
industrial design,
interaction design,
iphone,
mobile,
phone
Apple iPhone 3G vs. Original - Purchase and Activation
This is the first of many interaction design reviews that I will write as part of my curriculum. These reviews will be based on my personal experiences interacting with various brands, services and products. Though my motivation for writing these reviews is self-serving (focused on my learning), I hope that you get some value, and perhaps even enjoyment, out of reading them.
My first first review will focus on the evolution of the Apple iPhone - this will be the first of many reviews of Apple products. My focus in this review will be to highlight aspects of the interaction design that have changed, both from a product and service perspective.
In the interest of full disclosure, I am admitting that I am a huge fan of the Apple brand and their products. I've even gotten into arguments with friends when defending Apple products - no fist fights have broken out to date though.
Buying and Activating the iPhone
The purchase process for the original iPhone was extremely well design, I would go so far as to say that it was revolutionary within the cell phone industry. Here is a brief narrative that highlights the most salient aspects of my purchase experience:
My wife and I arrived at the Apple Store on Fifth Avenue at around 12:30 one the night the iPhone was launched. Since there was no line at the store we assumed the phone must have been sold out. We approached a store associated who informed us that the phones were still in stock and that I could pick one up at the cash register. I waited for less than 5 minutes to check out - there were no lengthy forms to fill or credit checks to endure. When I got home I openned up the beautiful packaging and without reading any instructions I was able to activate my phone. For me the activation process was simple - I connected my phone to my computer, completed a few forms via iTunes and within 20 minutes my phone had been activated (this even included the switching over of my phone number from T-Mobile).
This purchase and activation process was simple and seamless. It was by far the best experience I've ever had purchasing a new phone and it clearly expressed one of the Apple brand's core attributes, ease of use. Now I know that there were numerous reports regarding people who experienced issues during the activation process. Considering that most people were attempting to activate their iPhones from home, they had no one to turn to for help. This is one of the negative consequences related to moving the activation process out of the store. Though this is definitely an important interaction design issue that begs a solution, I did not like the changes in the purchase and activation process that were implemented for the 3G launch.
For the 3G, Apple moved the activation process back into the store, forcing buyers to activate their phones on location at the time of purchase. The impact that this change had on the purchase experience can be illustrated by the a short story about my family's attempt to purchase an this phone.
Our first attempt to purchase the iPhone was on the date that it came out. We assumed that we would be able to go to the Apple Store on Fifth Avenue late at night to get the phone. When we called to check on availability the store associate informed us that the phone was in stock but that they were not selling it at that time of day because they didn't have the staff to support the activation process. A few days later I decided to try again - my plan was to get my wife a 3G iPhone as a surprise. So I went to the Soho Apple store and got in a long, long line. After waiting for about 30 minutes one of the store employees told me that I can't get a phone for my wife, even though I going to add her as an extra line on my existing account.
Our next attempt was the worst of all - as you can imagine it was also thwarted. About one month after the launch, my wife and I decided to give it one more try. Since I have already written a long description of this experience on Engadget (link to the full review), here I will provide a quick overview of what happened:
Ultimately, by going back to a more traditional activation model the purchase and activation process of the iPhone 3G do not reflect values and attributes of the Apple brand. Considering that no other phone company offers a simpler and better activation solution, most people did not even notice a problem with the 3G activation process - I guess I'm just being a spoiled brat.
More to come soon...
- Physical Attributes
- Connection Speed
- Cool Interaction Design Features
My first first review will focus on the evolution of the Apple iPhone - this will be the first of many reviews of Apple products. My focus in this review will be to highlight aspects of the interaction design that have changed, both from a product and service perspective.
In the interest of full disclosure, I am admitting that I am a huge fan of the Apple brand and their products. I've even gotten into arguments with friends when defending Apple products - no fist fights have broken out to date though.
Buying and Activating the iPhone
The purchase process for the original iPhone was extremely well design, I would go so far as to say that it was revolutionary within the cell phone industry. Here is a brief narrative that highlights the most salient aspects of my purchase experience:
My wife and I arrived at the Apple Store on Fifth Avenue at around 12:30 one the night the iPhone was launched. Since there was no line at the store we assumed the phone must have been sold out. We approached a store associated who informed us that the phones were still in stock and that I could pick one up at the cash register. I waited for less than 5 minutes to check out - there were no lengthy forms to fill or credit checks to endure. When I got home I openned up the beautiful packaging and without reading any instructions I was able to activate my phone. For me the activation process was simple - I connected my phone to my computer, completed a few forms via iTunes and within 20 minutes my phone had been activated (this even included the switching over of my phone number from T-Mobile).
This purchase and activation process was simple and seamless. It was by far the best experience I've ever had purchasing a new phone and it clearly expressed one of the Apple brand's core attributes, ease of use. Now I know that there were numerous reports regarding people who experienced issues during the activation process. Considering that most people were attempting to activate their iPhones from home, they had no one to turn to for help. This is one of the negative consequences related to moving the activation process out of the store. Though this is definitely an important interaction design issue that begs a solution, I did not like the changes in the purchase and activation process that were implemented for the 3G launch.
For the 3G, Apple moved the activation process back into the store, forcing buyers to activate their phones on location at the time of purchase. The impact that this change had on the purchase experience can be illustrated by the a short story about my family's attempt to purchase an this phone.
Our first attempt to purchase the iPhone was on the date that it came out. We assumed that we would be able to go to the Apple Store on Fifth Avenue late at night to get the phone. When we called to check on availability the store associate informed us that the phone was in stock but that they were not selling it at that time of day because they didn't have the staff to support the activation process. A few days later I decided to try again - my plan was to get my wife a 3G iPhone as a surprise. So I went to the Soho Apple store and got in a long, long line. After waiting for about 30 minutes one of the store employees told me that I can't get a phone for my wife, even though I going to add her as an extra line on my existing account.
Our next attempt was the worst of all - as you can imagine it was also thwarted. About one month after the launch, my wife and I decided to give it one more try. Since I have already written a long description of this experience on Engadget (link to the full review), here I will provide a quick overview of what happened:
- We went to the store in the afternoon and were given a dated reservation ticket that would supposedly enable us to buy an iPhone on that same day at 8:00pm;
- When we came back to the store at 8:00pm we were made to stand outside waiting for 50 minutes, at which point it started pouring rain.
- My wife and I left immediately. The other 20 people in line got drenched (though there was plenty of space for everyone inside Apple's huge NYC flagship store).
Ultimately, by going back to a more traditional activation model the purchase and activation process of the iPhone 3G do not reflect values and attributes of the Apple brand. Considering that no other phone company offers a simpler and better activation solution, most people did not even notice a problem with the 3G activation process - I guess I'm just being a spoiled brat.
More to come soon...
- Physical Attributes
- Connection Speed
- Cool Interaction Design Features
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