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Screen sharing is caring: Skype 2.8 goes gold

The good folks at Skype have just gone gold with the 2.8 update (link) (previously in beta) of the popular VOIP client for Mac OS X. As TUAW previously noted in the beta release of 2.8, the update brings with it support for screen sharing and Skype Access, the company's pay-as-you-go Wi-Fi service.

With screen sharing support, you now have the ability to share presentations, documents, and slideshows with that Windows friend of yours that you would otherwise ignore -- you know, that guy whose PC tower is so well-decorated with neon lights that you'd think you went to a rave when you walked into his room. Yes, that guy.

A host of other features are also included in the update. Improved chat management provides the ability to sort and prioritize chats, a quicker way to add people to chats, and mood messages for chats. Larger profile pictures (now up to 256x256 resolution) are now supported; and if you want to hide your profile pics from incoming contact requests, this is now supported as well. And for those of you that can't keep track of who you're talking to, or what you last talked to that person about, you are now given the luxury of a notes field for each contact.

Skype 2.8 is available for download (link) at the Skype website, or via the "Check for updates" option within the Skype app.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, Odds and ends, TUAW Business, iPhone, App Store

Talkcast reminder: Potluck night tonight


Our weekly interactive podcast goes live at 10pm Eastern this evening, and it's going to be a potluck night on the show -- you bring whatever you want to talk about, and we'll bring our own casserole of TUAW news from the last week. We'll definitely talk about the new iPhone 3GS: how fast it is, how Find My iPhone really can help you find your iPhone, five things you might not know about the phone (if you didn't read that post yet), and, errr -- how fast it is. The speed is such a big story we'll talk about it twice!

Plus, you'll probably hear us wax poetic on how much we love the mini, and we'll talk about our "stickiest" iPhone applications -- apps we just can't help but load up that "one more time." Should be a lot of fun -- definitely tune in and join us at 10pm Eastern this evening over on TalkShoe.

To participate on TalkShoe, you can use the browser-only client, or you can try out the classic TalkShoe Pro Java client; however, for maximum fun, you should call in. For the web UI, just click the "TalkShoe Web" button on our profile page at 10 pm Sunday. To call in on regular phone or VOIP lines (take advantange of your free cellphone weekend minutes if you like): dial (724) 444-7444 and enter our talkcast ID, 45077 -- during the call, you can request to talk by keying in *-8. Talk with you then!

Recording support for the talkcast is provided by Call Recorder from ecamm networks.



Filed under: Analysis / Opinion, Gaming, iTS, Odds and ends, TUAW Business, Apple, iPhone, App Store, SDK, iPod touch

TUAW Interview: OpenFeint, continued



Have you seen anything like that already, where developers have said, well we thought about doing it this way, but we're going another way?

PR: Too early. The phones aren't even out yet, user experience hasn't occurred yet. I would say July, we'll get a lot of feedback once these games come out with push notifications. The other thing that's kind of interesting, by the way, is that OpenFeint is working on cross-compatibility, because if I have a 2.2 iPhone and you have a 3.0 iPhone, and you send me a social challenge, in my app on 2.2, it won't show up as a push notification, right, because I don't have the 3.0 iPhone. So we are support the concept of push notifications in the plumbing and infrastructure of OpenFeint, however on a 2.2 phone, whenever the user next opens the app, they would see a screen that is an OpenFeint screen that would have a notification saying "you've got to beat my score," as opposed to seeing it on the iPhone icon, as a number, like the Mail thing, where it says you have notes waiting for you.

So I think as a user experience, the jury's still out, because the platforms are just getting ready, right? So the key here is to say that we're going to make it trivial by continuing our tradition, which is no servers, very easy to integrate, and some big games will launch in July with push notifications and then we'll go from there.

I think, to a certain extent, the same thing will happen on the microtransactions side. It already has happened with Xbox Live -- I don't know if you remember the story of horse armor, where everyone says "how can you release a different graphic and ask us to pay for it?" Have you seen examples yet of how developers want to use microtransactions? Are they aware of that danger or are they fearful of that at all?

PR: So I think the obvious one, just because I have, as I said, investments in companies in the Facebook app space, the big reason for microtransactions is virtual goods. So any kind of virtual world, avatar apps, some of these Mafia iMob apps, you can assume that there will be virtual goods unlocking with microtransactions. That one I think will translate over fairly well, in fact Net is going next week to China, where he's a keynote speaker at Tencent's annual conference. Tencent is an Asian company which does a billion dollars in microtransactions, all of it virtual goods. So I think that microtransactions, as we see them on social networks today, will come pretty much that way onto the iPhone social network, or the iPhone gaming network.

NJ: I also think that it will actually lead to the pricing, might even drop dramatically, but those who are charging for applications are going to go free, because they're going to earn much more by making it free and leveraging microtransactions.

Yeah, if you're charging $4 for an app and can sell four levels for $1 each, that's the way to go.

NJ: The user starts playing, gets very engaged, and wants to get to the next level and make the purchase, and it's very difficult not to make the purchase if you're engaged and you want to continue the game.

PR: The thing that's a little trickier, I think, is when you have microtransactions that aren't directly virtual goods, because virtual goods don't fit the theme. But are like chapters, or just additional content in the game. Then, I think, the business model is a little trickier, because that's your content update strategy, and to some extent, the iPhone user is used to -- like, if you look at the success of Pocket God, it's a double edged sword. If you talk to the Pocket God guys, their game is one of the few games that stays in the top five constantly. It's just always in the top five. And they use OpenFeint, and they're going to use push notifications, but when we spoke to him about microtransactions, he said, I have to figure that out, because their commitment to their userbase is, every week you're going to get an update with more content. So given that he's already committed that on the current price point, how does he unlock more content with microtransactions? So he was the first to say I definitely want to do push notifications, but I have to think hard about how I could incorporate microtransactions into Pocket God. So I do think there's a little more complexity there, especially when it's not just direct virtual goods. But I think they'll crack it. I think some other people we're talking to are certainly thinking of Chapter 1, Chapter 2, Chapter 3, three microtransactions. And certainly the virtual goods guys are like no questions how they'll do it.

And there are definitely precedents for both, in terms of episodic gaming on other services. Jason maybe you can talk about this, too, as a developer -- I'm really interested in the balance between making sure that what you're selling people is worth it, or something that's not. If you're asking to pay a dollar for a gun that's just a re-skin, people won't go for that. What do you think of that?

JC: I think, as a game designer, what you have to really think about is the motivations for why people will want to purchase this content. Whether it's a re-skin or not is less important than what it will allow you to do in the game. And the reason why I think virtual goods have done so well on social networks is that social pressure is a huge motivator to getting people to do things, and if part of that social pressure results in you engaging and buying virtual content, people are much more likely to do it. I mean, if you just have another gun that allows you to increase your DPS by two points, that's not terribly interesting to anyone but the ultra hardcore gamer, and then they'll probably just be pissed off that they have to pay for it. So that's not really an appropriate way to go about it. As a traditional gamer, buying episodic content or buying level packs, or substantially new gameplay experience, fits with my head, and then virtual goods, I think, have to be motivated through social pressure.

And the last question I have is just about the future of OpenFeint. I have to give it you guys -- there were quite a few, and there still are, services poking around that want to do the kind of stuff that you're doing. And just in terms of size and influence right now, you're kind of the top of the heap. So what's next, are you planning to kind of sit on the heap and just keep things set, or are you still aiming to improve here?

PR: I think that definitely we will continue to innovate and add more services to the platform -- there's no question that it's a platform play, and that we will continue to add features and additional things. I would say two things: one is, we will publish games, always, on top of our own platform technology, that will really kind of push the borders of gameplay design around the OpenFeint platform, to sort of demostrate and lead the way. So in the last announcement, we did hint at a new game coming out this summer based around push notifications and microtransactions, where we want to lead the industry. Because we never think that by being in front today, that we will be always in front. So we want OpenFeint to be the premiere platform, we agree that today, we certainly feel like it's way up there, but we feel like you constantly have to build new product on top of your platform to really make a world class platform. Because otherwise you're just sort of opining and thinking oh, this is good stuff. So we always want to test our own platform, and expect a title this summer based on OS 3.0 and OpenFeint features.

The second thing, which is, I think we're really doing something different around the business model. Ngmoco announced their Plus+ platform this week, and it's really a publishing tool rather than an open platform, and we're pretty proud of the fact that we're sort of the biggest player who is really able to provide an open platform where a developer does not have to make a publishing deal with us in order to get access to the platform. Ngmoco's platform is hey, we have this platform, it's part of our publishing network, and if you want to publish games with us, that's how you get the platform, and obviously you know the economics of the publishing business in the game industry, right? There's revenue that has to be sacrificed there. So I think as a guiding strategy, we will never make our platform related to anything with our publishing because it's our belief that this OpenFeint thing does two things that we will always have to provide for publishers: no servers, because 90% of developers have no experience building servers, they build great console games, client side stuff, C, C++ programming, all this stuff, but they really don't have any backend experience. And two, we're not going to take rev share, in terms of publishing deals. And those two things, I think, are sort of our long-term guides. The third thing is to build our own games constantly, so we can use Danielle and Jason's game design and knowledge to say here's the kind of games we can do. So if we can do that and execute, I think, with some fingers crossed, with some luck, we'll emerge as the de facto standard, which is our goal.

I had talked to Danielle a little about pricing already, but I wanted to ask about microtransactions as well -- when you do that stuff, are you not skimming off revenue as it comes through, or what is the pricing scheme there?

PR: Well even today, we have cross promotion inside OpenFeint 2, even before microtransactions, where if two players meet in a lobby, and they're from different games, then one player clicks on the other player's game, and you go to the App Store and you buy that other player's game? That's what you call our one-touch iPromote product inside of OpenFeint, it's a big draw for a lot of developers, because our community is now three million and growing -- we call it our social bazaar, because the App Store is so cluttered now that it's hard to differentiate. So you use OpenFeint and get your game in front of three million people in these lobbies. That revenue, when someone buys a game using OpenFeint's cross promotion feature, doesn't come from the developer, it comes from Apple. Because we are an Apple affiliate, through BigShare. So we take the user into a webview, which is our own catalog, where you can buy games off the App Store, and then Apple actually pays us. So that's hopefully -- this is the same thing, the whole idea is to get Apple to pay us every time there's a purchase in the App Store, including in-app purchases, as opposed to the outside.

Great. That's pretty much everything I had to ask, was there anything else you wanted to share? I guess we'll keep an eye on the game coming out this summer.

JC: Yeah, I guess the only other thing worth mentioning is that OpenFeint is available now -- it can be downloaded by anyone from our website. It's real.

Cool. Thanks very much.

Filed under: Accessories, Peripherals, Software, Odds and ends

Parliant PhoneValet 6.0 now available

In the world of Mac telephony software, there's one leading product -- Parliant PhoneValet. Parliant today released version 6.0 of PhoneValet with some new features that make it even more attractive to small business owners. Those features include:
  • Live receptionist -- Want to have a real person answer and direct calls? PhoneValet now allows a receptionist to perform those functions.
  • Call out to deliver voice mail -- To keep employees in the loop when they're on the road, PhoneValet will call their cell phones to deliver important voice messages.
  • Change greetings remotely -- Prior to version 6.0, PhoneValet users had to be sitting at a computer to record new outgoing voice mail greetings. Now they can do this from any phone.
  • Mailbox privacy -- Messages for others on a shared PhoneValet server are now hidden.
  • Network dialing -- Desktop dialing is now available to any PhoneValet or PhoneValet Anywhere user on the network.
  • Shared phonebook / call log editing -- PhoneValet Anywhere users can now edit phonebook entries or trim call logs.
PhoneValet 6.0 is available for US$169.95, which includes a USB phone adapter, or to existing owners of PhoneValet for US$39.95. PhoneValet Anywhere, which allows users to access their PhoneValet messages from Windows PCs and iPhones among other features, is an available add-on for US$59.95.

Filed under: Analysis / Opinion, Cult of Mac, iPhone

NY Times op-ed on the hate that dare not text its name: iPhone rejection

Considering that it's turned out to be one of the most successful products in consumer electronics history, the volume of nay-saying on the iPhone has been constant and ongoing -- many dismissed the phone when it came out, when it was announced, and even when it was just a glimmer of a hint of a rumor. Now the New York Times Sunday Magazine (and the accompanying blog The Medium) is featuring Virginia Heffernan's tale of hesitancy, anomie and frustration under the surely-not-meant to-draw-online-traffic headline "I Hate My iPhone." Interestingly, just pages away, the paper profiles several successful iPhone developers in a story about the App Store gold rush.

Heffernan's criticisms of the iPhone swing between the rational (the challenge of adapting to the on-screen keyboard, AT&T's mediocre coverage) and the surreal (dislike of the device's "tarty little face" and how it "kept aloof from the animal warmth of my leather wallet"). In fairness, she does admit that she's not thinking particularly clearly. In the end, she returns to the AT&T store where the sales rep seemed to know that she was a troublesome case, and swapped out her iPhone for a Blackberry.

It may be heretical to admit it here, but it's true: the iPhone is not for everyone... excuse me, they've come to take away my fanboy badge, this will take just a second. There, all done; I'm back.

Yes, if you're looking for a high-speed texting and email platform because you live your life in text messaging, the iPhone's keyboard will frustrate you; if you don't care about the incredible universe of apps, the first-rate media player and the best mobile browser, you'd be better off with a Blackberry and a permanent keyboard.

Yes, the iPhone's phone is probably its weakest offering, and the AT&T network has bigger dead zones than Anthony Michael Hall; if you can't tolerate the intermittent dropped call or fuzzy audio (or my personal top annoyance, the "I'm on 3G and my phone just doesn't ring" issue), and you want to focus on the phone, get a free RAZR or shiny Samsung.

In my personal transition from the Blackberry to the iPhone, I found plenty of gotchas and things that took adjustment (#1 is not being able to keep an IM application running in the background, #2 is having to cycle through the home screen to switch apps, and #3 is not being able to easily copy URLs or phone numbers for use elsewhere), but I'm still finding new and enjoyable things about the iPhone every day; my Blackberry was staid and predictable, a useful tool but not a spark of innovation or a way for me to accomplish things I never could do before.

I know there are thousands of unhappy iPhone users, and thousands more who haven't upgraded to the 2.x firmware, visited the App Store or explored one-tenth of the capabilities of their mobile computing platforms. When I saw a family friend a few weeks ago, a lady of a certain age, she was surprised and puzzled when I asked her where she synced her not-that-new iPhone ("I don't understand. If I want to put music or apps on it, I have to connect it to a computer? I have my grandchildren put photos on the phone for me!"). The iPhone isn't for everyone, and there's no judgement in that; you aren't obligated to love it, want it or find it useful. Forgive us, still, if we think that many of you (NY Times columnists excepted) will love it once you try it.

[Hat tip to Apple 2.0]

Filed under: Internet Tools, iPhone

Skype for iPhone coming Tuesday, says CNET

Update: Our pals at Engadget are reporting that Skype for the iPhone has just hit Japan!

We heard it was on the way, but now CNET says it's official: the Skype application for iPhone and iPod touch should be available tomorrow on the App Store. As expected, the voice-over-IP app will require a WiFi connection to place and receive calls; it will also handle conference calling as a participant, not an initiator, and the first version leaves out SMS, call waiting and an integrated voicemail tool. Skype text chat, unlike voice traffic, will work fine over an EDGE or 3G connection.

Imperfect? Yes, and there are other apps -- Fring and Nimbuzz, for example -- that can talk to the Skype voice network... but the big blue S is providing the stamp of approval for VoIP on the iPhone, and you can bet that Skype's app will shoot to the top of the App Store charts as soon as it's released.

Thanks to everyone who sent this in.

Filed under: Software, Odds and ends, Internet, iPhone

The iPhone's camera jumping up in the Flickr ratings


This makes sense when you think about it, but it just seems really wild to me: in the list of Flickr's most popular cameras (compiled from the metadata attached to any photos that upload to the popular site), our favorite cell phone is climbing up the ranks. In fact, it had just recently overtaken the Canon EOS 40D digital SLR when the screenshot above was taken (though stats may have changed since then, as now it appears the iPhone never did cross that line).

Obviously, it's not for reasons of quality -- the iPhone's camera doesn't compare in the least to any of the others on that list. But when you consider that the iPhone is now the US's most popular handset, and that there are so many ways to quickly and easily shoot pictures snapped there up to Flickr, it becomes pretty clear why pictures from the iPhone are so popular on the site.

Unfortunately, they don't provide a timeline to these graphs, so we can't really trace the causes of that jump recently, though the App Store probably has something to do with it (doesn't it always?). Another arena where the iPhone is quickly becoming wildly popular.

[via MacBytes]

Filed under: Cool tools, Hacks, Mods, iPhone

iPhone Hacks: refocusing your camera

Like most phone cameras, the iPhone's lens is focused for the most general possible use, i.e. nearly at infinity. TUAW reader Daniel Forsythe modded his iPhone to focus a bit closer up so he could use it to read bar codes that he shoots from magazines and equipment labels.

The mod involves breaking the glue that holds in the camera module and rotating the lens to bring the focus closer to the camera. With this hack, he can snap photos of close-in subjects. Check out his Flickr photo set for samples and discussion.

He writes that he plans to make a full mod guide should readers express interest in it. The photo seen here is focused to 0.25".

Filed under: iPhone, App Store

Grandialer, an iPhone app for GrandCentral

If you are one of the lucky ones who got in on the GrandCentral beta, then you might be interested in a new iPhone app that integrates with the GrandCentral service. Grandialer (iTunes link) allows you to use your iPhone to call people using your GrandCentral telephone number.

The service can be used on EDGE since it's not a VoIP service. The application works by connecting your calls through GrandCentral and ringing back your iPhone. To set up the application, you just need to specify a ringback number for GrandCentral to call you back. To do this, just navigate to Settings > Phone number in the Grandialer application.

Grandialer is a free application and is available today on the App Store. For more information on the application you can visit the developer's site.

Filed under: Software

Dialectic provides system-wide dialing

As a fan of his EntourageABMenu utility, I was pleased to discover that developer Jon Nathan has a new item in his kit: Dialectic, a phone dialing tool that has more tricks than a magician's convention. Dialectic replaces the older Jon's Phone Tool and provides a bridge between almost any Mac PIM or database (including Address Book, Entourage, Now Contact, Daylite and more) and phone dialing via VoIP systems, hardware dialers, modems, Skype and other voice chat apps, Bluetooth-enabled cellphones... the list goes on.

Dialectic can trigger events via AppleScript when a call starts, so pausing your iTunes playback (or indicating a call start in your billing tool) is straightforward. If you make a lot of phone calls, you might be interested.

The online help includes a crowded page of resources, apps and scripts to get you rolling. Dialectic is a Universal Binary, costs $25 for new users and requires Mac OS X 10.4 or higher.

Thanks, Rich.

Filed under: Software

FoneLink 2.1.1: For those of us sans-iPhone

I know it's practically heresy to say so, but I don't have an iPhone, as much as I'd like one. Verizon service is just a better option for me right now. Synchronizing data between my Samsung SCH-u740 and my computer, though, is right up there with "getting a root canal" in terms of painlessness.

I was eager, thus, to try FoneLink from Nova Media, which promised a much more Mac-like user experience than the venerable (but ugly) BitPim.

FoneLink allows you to synchronize saved data between your phone and your Mac, including photos, video, music, contacts, and SMS messages. You can also create ringtones from unprotected audio files, and (with this new version) dial a number or send a text message from the Mac.

My hopes were dashed, sadly, as it doesn't support my phone. It does support many others, however, from Nokia, Samsung, Motorola, and SonyEricsson.

FoneLink 2.1.1 is available in English, French and German, is universal binary, and works with Mac OS X 10.4.9 or higher. It's $33.57 for a single license, and multiple license discounts are available. Finally, you can download a free demo and give it a try.

Filed under: Gaming, Humor, Cult of Mac, Flickr Find, iPhone

Flickr Find: Grand Theft Auto hides Apple and iPhone parody

What do the authors of Grand Theft Auto IV think about Apple users? Tossers. (Warning: definition link NSFW). They've embedded a brilliant Apple parody into one of the Internet cafe computers in the game.

Among other points, they take down Apple (called "Fruit") for being overpriced minimalism. A white shiny unit, superficially similar to the "i" sits next to a near-cinema display and readers are encouraged to "Think Fruit" and live in the Fruit Cocoon.

And if that's not enough, the site advertises a new banana-shaped iFruit phone. Its sales points made me laugh out loud: No buttons, no reception, no storage capacity, all Ego!

Kudos to GTAIV and thanks to Dylan Unutmaz for sending in the links.

Filed under: Software, Internet Tools

Skype updates to 2.7 (.0.257)

Skype, which has become my primary means of communicating with anyone not standing directly in front of me, has updated to version 2.7.0.257 with improvements, changes and a very, very long list of bugfixes.

I'm happy, possibly even thrilled, about an alleged improvement in video stability. If you've ever used the video features, you've probably noticed that, in numerous scenarios, Skype prefers to show up more in your crash logs than on your desktop. I haven't had a chance to fully test out the video portion of this update and the release notes simply refer to it as "improved stability", so I'm hoping for the best.

The 20+ bugfixes, by and large, deal mostly with errors I haven't run into and one grammatical correction to a dialog. Oh, and they fixed the language name for Belarusian, which could potentially appease 9,081,102* people.

Fewer crashes and proper grammar are tantalizing but, as is usually the case, I find the API additions to be the most exciting. The Skype API is AppleScript-able and fairly comprehensive. This update adds more interface access, new voicemail features, and a few intriguing looking options which I'll just have to play with to understand.

It would be nice if the updater built into Skype actually did what the name implies, but for now you'll have to head for the web page and get it yourself. Be sure to check out the release notes.

Filed under: Analysis / Opinion, Peripherals, Productivity, Apple, iPhone

Study: iPhone's keyboard two times slower than other phones

I don't know if you were on the TUAW Talkcast Aftershow with us last Thursday, but if you were, you would have heard a member of the TUAW staff (who shall remain nameless) saying something very forceful about the iPhone keyboard: "Let's face it-- it sucks."

Yes, for all the "oh, it gets better when you learn it" and "you just have to trust it" comments, it seems that the naughty secret lying in the heart of every iPhone owner out there is that iPhone keyboard is not the easiest to type on. And now Science has confirmed it: a new study says the iPhone's keyboard is two times slower than phones with QWERTY keyboards on them. The study examined people (who didn't own iPhones-- more on that in a second) sending fixed length text messages both on their own phones (half QWERTY and half numeric) and on the iPhone, and QWERTY was the fastest. The iPhone keyboard took twice as long (the numeric keypad took about the same time as the iPhone), and participants had more errors on the iPhone than their own phones.

But iPhone stalwarts, worry not, because that "it gets better when you learn it" excuse still holds true-- none of these people were actually "used" to an iPhone. If we really wanted a completely objective idea of iPhone speed vs. QWERTY (or numeric) speed, we'd have to get an iPhone owner to match up against another owner, both experienced with using their phones. How would that pan out?

Oh, and I should put the TUAW staff member's comment in context-- we were talking about the fact that the iPhone doesn't support using an actual Bluetooth keyboard. Compared to the no-button keyboard on the iPhone, it seems our staffer would rather have a full sized QWERTY keyboard hooked up via Bluetooth any day.

Thanks, Wako!

Filed under: Analysis / Opinion, Surveys and Polls, Apple, iPhone

70% of Zune users plan to switch to iPhone

I'm a little skeptical about this one (who is the Eagle Research Group, and why are they polling people about iPhones and Zunes?) but a new study from the ERG says that a whopping 70% of Zune users are actually planning a switch to the iPhone. And perhaps even more revealing, 36% of Zune users say they never would have bought one if they'd have known Apple would produce something as "ground-breaking" as the iPhone (well, duh).

Of course it's not news that the Zune sucks, and it's definitely not news that the iPhone is a revolutionary little device. But it's an interesting idea that while the Zune has been fighting to stay alive ever since introduction, it might be the iPhone that actually puts it out of its misery.

The social hasn't been quelled yet, though. Of the Zune users keeping their phone, 43% say the reason they don't want an iPhone was the lack of storage space for music (which is kind of an obvious conclusion when you're comparing a phone and a music player, innit?). And 22% of those sticking to the Zune say the reason for doing so was simply an overall dislike of "all things Apple."

[via DF]

Tip of the Day

F11 moves all your windows off the screen so you can quickly glance at your desktop. F10 shows you every open window in an application. F9 shows every open window for every application that isn't hidden or in the dock.


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