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Filed under: iPhone, Holidays, App Store, iPod touch

Cook that turkey, drink that wine! Five cooking apps for Thanksgiving

Are you ready for the Thanksgiving Day feast tomorrow? If you're a typical American, the day will go something like this -- wake up, watch the Macy's Thanksgiving Day Parade on TV, watch some football, eat some snacks, cook and eat a huge feast, watch some more football while dozing, eat some dessert, take some Maalox, and go to bed with visions of Black Friday in your mind.

To help with the cooking chores, we offer the following five apps to make your turkey day a bit less hectic and a lot more fun.

#1 -- iCooking American Celebrations

While this app features only 56 recipes, many of which are for other American holidays, the recipes that are included are the classic ones you always wanted to steal from Grandma. iCooking American Celebrations [US$0.99, iTunes Link] is a handy app for iPhone or iPod touch to help you make a memorable feast.

#2 -- Thanksgiving Dinner

Do you just need an app that will give you recipes for the classic Thanksgiving dinner? The aptly-named Thanksgiving Dinner [US$0.99, iTunes Link] has basic recipes for turkey, cornbread stuffing, mashed potatoes, gravy, rolls, cranberry sauce, an orange dessert, and apple crumb pie. If it's your first time cooking the feast for an extended family, you'll love these features: an overall schedule telling you when to start prepping the food and a shopping list.

Continue readingCook that turkey, drink that wine! Five cooking apps for Thanksgiving

Filed under: iPhone, App Store, iPod touch, App Review

Gobble up this deal on 1Password Pro touch

To celebrate Thanksgiving, Agile Web Solutions is giving thanks to its customers this week in the form of a free iPhone app. Previously $7.99, 1Password Pro touch [iTunes link] is completely free until December 1st.

Whether or not you use the excellent Mac edition of this app, which was recently updated to version 3.0, 1Password touch is a great addition to your iPod touch or iPhone. Essentially a password manager, this app stores login usernames and passwords, wallet information like credit card numbers, software license keys, and secured notes behind one or two levels of protection (depending on how sensitive you deem the data). With cut and paste functionality, as well as a built-in web browser, it's a great way to simplify logging into password-protected sites or even making online purchases. Of course, to get the most out of the mobile version, a copy running on your Mac is a must. With it, you'll be able to sync your information between the devices.

The standard app is great and all, but since both versions are free for the time being, you might as well grab the Pro. Extra features include folders for better organization, the ability to copy multiple fields to paste elsewhere, and a unique switching mode to quickly copy and past info into Mobile Safari. In addition, there are some Pro-only features on the way including MobileMe and WebDAV syncing (I can't wait for that!), and Favorites.

If you already have the regular touch edition, make sure to back up your data before removing the old app and upgrading to the Pro version. Those with the Mac application can rely on Wi-Fi syncing to ensure the latest info is on the computer, however Agile has instructions on its site for those without. Once you've removed the standard 1Password touch and installed Pro, you can restore the data.

Filed under: Software, Developer, iPhone, App Store, SDK

Schiller defends App Store approval process

Well here we go. Up until now, we've heard a lot from developers about how much of a mess the App Store's approval process is, from people who've been rejected outright to people who've been forced to resubmit to people who've just given up completely. But we haven't heard much from Apple, and now Phil Schiller has spoken with Business Week about what it is about the App Store's approval process that has devs pulling their hair out.

The verdict? Schiller says the process is in place for a reason. About 90% of the apps submitted merely have bugs or technical issues, and he says for the most part that devs are happy to get that feedback (though TechCrunch doesn't buy that for one second). But the other 10% of the apps Apple denies are simply what they deem "inappropriate," which could be anything from problematic coding (code that steals passwords or other private information), or app content that doesn't belong on the store, from porn to apps that help break the law or steal in some way. Apple is also vicious about trademark defense -- Schiller says that "if you don't defend your trademarks, in the end you end up not owning them."

That all sounds fine and dandy (ok, well, the "inappropriate" label is a little unclear -- that's broad enough that Apple could fit almost anything under that umbrella, which is a bit troubling), but what about all of those angry devs? Unfortunately, Schiller doesn't address at all the idea that Apple might someday allow devs to release apps that haven't been through their approval process, on the App Store or anywhere else. As far as Apple is concerned, it seems like they're keeping their grip on what gets released, and anyone who doesn't like it is welcome to go elsewhere.

[via TheAppleBlog]

Continue readingSchiller defends App Store approval process

Filed under: iPhone, iPod touch

Building a great iPhone app

CIO.com has posted an article (single-page reprint here) covering one company's foray into the app development scene. Recently, clothing retailer Gap held an app development contest. The goal was to develop the "best" app to represent the retailer on the iPhone or iPod touch. Gap partnered with Mobclix, the mobile ad exchange operator (more here), to come up with the contest for the best Gap-branded iPhone app.

The contest ran for three months and had 100,000 400* submissions. While the winning entry isn't available for download on the App Store yet, and Gap doesn't currently have a release plan, CIO.com has a list of 5 attributes that contribute to a quality iPhone app. One of my personal favorites is the consideration for how far to stray from Apple's UI guidelines. On the one hand you have an easy-to-use app that everyone can understand, but on the other hand you have to consider how "similar" you want to be to everyone else.

I won't spoil the fun and tell you all of the different attributes, but if you want to check out the winning app, you can see the submission video in the second half of this post.

Mobclix contacted us to correct the count of the number of app submissions.

[via Macworld]

Continue readingBuilding a great iPhone app

Filed under: App Store

Two App Store updates: Trillian ships, Google Earth 2.0 arrives

There are two arrivals in the App Store of note. First, after a three month wait, the multiservice IM client Trillian is now available in the App Store [iTunes link] for iPhone and iPod touch.

We previously discussed the fact that Trillian was sitting in approval limbo with no word from Apple as to why the app was being delayed. As of today it is available for US$4.99. Cerulean Studios website has more information on features, and we will be reviewing the app soon, but we wanted to let you know that it was available (for iPhone/iPod touch devices running OS 3.0 or later).

Second, the 2.0 update to Google Earth for iPhone [iTunes link] is rolled out now. The major new feature in the app is the ability to overlay your own custom Google maps onto the geographic display in GE; the app also improves POI selection and adds a slew of new languages. Google Earth requires iPhone/iPod touch OS 2.0 or later, and it's free.

[Google Earth hat tip to Ars Technica]

Filed under: Apple Corporate, Retail, Apple Financial, iPhone, App Store

App Store performing well in China despite hindrances

Last August, China Unicom Ltd (CHU) announced a 3-year partnership to officially bring the iPhone to China. As predicted in July, the CHU's iPhone is sold with Wi-Fi disabled, in accordance with the Golden Shield Project. Additionally, 3GS hardware is still unavailable in China.

Despite these hindrances, handset and App Store sales have been doing well, AppleInsider reports. It's estimated that $1 million in legitimate app sales have been made this year, with a little over a month-and-a-half left in the quarter.

Black market phones are a huge problem in China, and it's been estimated nearly 2 million are in circulation, most of them jailbroken and running pirated apps. Apple hopes to sell 500,000 iPhones in China by the year's end.

Next year looks brighter: Wi-Fi regulations were relaxed back in May, and CHU hopes to have a Wi-Fi enabled model available soon.

[Via AppleInsider]

Filed under: Retail, Rumors, Software, App Store

Rumor: Apple to release concierge app

The Genius Bar is a popular feature of Apple's retail stores. Shoppers can schedule appointments with the resident Geniuses to request repairs, ask for help and so on. The tough part can be getting an appointment, as they fill up fast. AppleInsider is reporting that Apple will release a concierge app meant to make that process easier.

They say that the app will let users schedule appointments with both the Genius Bar and One-To-One and monitor their place in line. No other information was available. Recently, Apple added a service that lets people pick up Macs and iPods ordered online from retail stores, complete with gift wrapping.

We'll keep an eye on the App Store and let you know when this app lands.

Filed under: Analysis / Opinion, iPhone, App Store

Should we continue using an app that Apple has rejected?

It doesn't happen so much anymore, but not too long ago you'd hear about a new offering arriving in the App Store that would stir up a little controversy (the NetShare tethering app springs to mind). They'd enjoy some fanfare and a ton of purchases for a few days before being summarily removed, never to return and often without a thorough explanation from Apple. A relatively small number of users would retain possession of the app and would take a bit of pride in knowing that they were in the right place at just the right time to snag a copy of the app before it was yanked.

When I got the email from our very own Mike Rose regarding the release of GV Mobile, I was pretty excited. I'd been wanting to more fully adopt the Google Voice service, but had wanted a more iPhone-ish experience in doing so and GV Mobile seemed to have just what I was jonesing for. I paid the three bucks right then and, like The Giving Tree, was happy.

My adoption plan for Google Voice didn't pan out quite like I'd hoped for a while after that. I'd use it occasionally, but I had trouble moving it from the number I gave to sales people to the number I gave to my mother-in-law. But, despite the absence of the app in the App Store, I still had a perfectly working copy of it on my iPhone, ready when I was - or so I thought.

A couple of weeks ago, I had decided that it was time to make Google Voice a more central part of my communication workflow. Having not launched GV Mobile in a while, I fired it up to reacquaint myself with the interface, capabilities, etc. Trouble is, I couldn't authenticate with Google. I triple-checked my credentials but the app would just throw an error on launch and that was that. A couple of people on Twitter had mentioned having the same issue and a quick Google search informed me that, sure enough, the app no longer worked. Apparently, Google had modified the Voice API such that authentication now worked differently than it did when GV Mobile was written. Because the app no longer had Apple's seal of approval, I had little recourse because there obviously weren't going to be any updates to the app anytime soon.

Which raised the broader question - how heavily should we rely on "orphaned" apps? If they're self-contained (which is to say, they don't rely on any web sites or services to function properly), it probably isn't a big deal, but if you're a heavy Google Voice user and GV Mobile is how you got your work done, is it really a good idea to hang your hopes on an app that will likely never see any type of upgrade or bugfix release?

I can confidently say that this little hiccup has seriously cramped my plans for more completely adopting Google Voice. Is the same true for you? Have you experienced this type of dilemma with any other now-missing App Store purchases? Tell us about it in the comments!

Filed under: Odds and ends, iPhone, iPod touch

Magellan enters the iPhone nav app sweepstakes

I guess it was inevitable. Magellan has just launched an iPhone app that looks great and will offer road warriors even more choice in a very competitive landscape.

The Magellan Roadmate 2010 North America is being offered for a 'limited time' for U.S. 79.99. [iTunes link] The 1.36 GB app includes the usual features plus text-to-speech for pronouncing street names, a car finding feature for when you park, pedestrian mode, lane assist, 3D landmarks, in-app music control, address book integration and an intuitive one touch menu system.

With the Magellan offering, all the big navigation companies have a cell phone product. TomTom is on the iPhone along with Navigon, and Garmin has a cell phone/ nav app hardware solution that hasn't exactly caught on fire with consumers. Then there is the 'will it or won't it appear on the iPhone' Google app.

Also interesting is that Magellan has announced a Premium Car Kit that will allow you to keep your iPhone in your current case, charge your phone, give you a bluetooth speaker phone, allow an iPod touch to work as a GPS, and it is supposed to function with any nav app. No price or specific launch date for the car kit, but it's supposed to be available before the end of this year.

We'll get a review copy of the Magellan app ASAP and give it our usual whirl around town. The more choice the better for iPhone users, and the new features on this Magellan app are most welcome.

[Thanks to David for the tip]

Filed under: Gaming, Apple, Developer, iPhone, App Store, SDK

Apple rejects Unity games on the App Store

Touch Arcade has the news that the long-awaited Ravensword and a number of other games built on the Unity game engine have been rejected by Apple from the App Store. The problem appears to be a number of API calls in the engine (though not specifically the game themselves, as I understand it) that allow the games to access the iPhone's number and send it back to the developer's servers.

Apple considers these to be private APIs, and they also got games developer Storm8 in trouble earlier this week; their games were pulled from the store in response to a lawsuit alleging that they were collecting data from users without their knowledge.

Chillingo, publishers of Ravensword, contacted us about this story, and they said that while the Unity engine does allow developers to use these calls, they did not use them or collect any user information. We're also told that the problem APIs "have been removed," and Chillingo has resubmitted the game for App Store approval.

As I understand it, this is the same type of issue that came up with Google a while back. It's not the same APIs (Google was using the proximity sensor back then), but now as then, it's Apple's call whether they will allow developers to use these private and undocumented calls. Obviously some apps on the iPhone have to access the address book from time to time, but it's Apple's call whether they can use APIs like that or not. This time, it appears, they said no.

Update: Unity has also contacted us, and they say that the engine was updated to Apple's wishes as soon as they learned of the issue. They also would like to point out that while Storm8 did use the same private API calls, they don't use Unity to run their games. Storm8's update on the issue is here.

Filed under: Analysis / Opinion, Developer, iPhone, App Store

Facebook app developer is through with the iPhone, blames App Store approval process

It would have been nice for the App Store's public relations team if the biggest news in the past few days was the introduction of a more transparent progress report for applications under review, giving developers some of the feedback they need to see where their apps are in the pathway towards approval and release. Unfortunately, that minor but tangible step toward a more open approval process is overshadowed by a story of frustration and disaffection from one of the platform's rising stars: Joe Hewitt, the man behind Facebook's popular iPhone app, is mad as hell and he's not going to take it anymore.

Hewitt's frustration with the app review process isn't new, but in the same August blog post where he called for the elimination of review, he promised "I will not stop developing for Apple's platforms or using Apple's products as long as they continue to produce the best stuff on the market." A few months later, he's announced that he's handing off the Facebook app to another developer, and he's reached the point where his frustration has overcome his willingness to continue working on the iPhone. [Commenter 'Gak' points out that Hewitt's open-sourced Three20 library for iPhone devs has been flagged for use of private frameworks, which may have been one of the final straws.]

Hewitt spoke to TechCrunch earlier today, and his attitude is clear:

"My decision to stop iPhone development has had everything to do with Apple's policies. I respect their right to manage their platform however they want, however I am philosophically opposed to the existence of their review process. I am very concerned that they are setting a horrible precedent for other software platforms, and soon gatekeepers will start infesting the lives of every software developer."

Losing the talent behind the top social networking app in the store is bad for users and bad for the platform, but I don't imagine that Apple is going to give up the lockdown of review anytime soon. Is there a way around this logjam that will let developers innovate at Internet speed while still giving Apple some semblance of control? Here's one idea...

Continue readingFacebook app developer is through with the iPhone, blames App Store approval process

Filed under: Gaming, Apple, Developer, iPhone, App Store, iPod touch

C64 emulator back on the App Store

The C64 emulator that was pulled from the App Store by Apple for leaving a BASIC interpreter intact has now returned, though we presume it's minus the Apple-offending code. But while it will no longer run your own code, it will run some old-school C64 games, including eight for free with the app, and more coming with in-app purchases. It's got everything you'd expect from an emulator, including original sound and graphics, an auto-save, and the option to play in fullscreen portrait or landscape.

In fact, the only thing it doesn't have is an interpreter, but of course you know why that is by now: Apple doesn't want anyone running code on their devices that they haven't approved through the App Store. The app sells for $4.99 right now, and they expect to release the in-app purchases sometime this December, with no price announced yet.

Filed under: iPhone, App Store

Congressional caricatures on the App Store: The nays have it

Let's face it, America: if you're looking for "obscene, pornographic or defamatory" content, you can pretty much count on the US Congress to satisfy your jones. Put those representatives into cartoon bobble-head form, however, and stack them up with contact and district info in a handy-dandy iPhone app... well, that's just not cricket, according to the App Store review team.

Cartoonist & MAD magazine contributor Tom Richmond was commissioned to produce said caricatures for the iPhone app in question, and unfortunately they've run afoul of clause 3.3.14 of the developer agreement, the 'Apple's reasonable judgment' rule regarding potentially objectionable content. Richmond is scratching his head trying to figure out what about his caricatures could possibly be considered reasonably offensive, compared to some of the other fine entertainment apps already gracing iPhones worldwide. Still, it's at least consistent with Apple's previous rejections of things that are funny.

On some level it's unsurprising that an app filled with congressional bobbleheads is finding it a bit of a slog getting through review; that's a lot of potential angry phone calls for Apple to take.

[That's Dennis Kucinich over there.]

Filed under: iPhone

Shazam offers paid app, downscales free version

VentureBeat reports that Shazam [iTunes Link], an app that's long been a favorite among several TUAW staffers, is now offering a paid version. The $5 Shazam Encore (link opens iTunes) offers faster, unlimited tagging of music. A new mode designed for your car will tag whatever music is playing over the radio if you have your iPhone or iPod Touch hooked up to a car adapter. There are also recommendations based off existing tags, the ability to search Shazam's database, and more.

This new feature set does come at a cost to new users of the Shazam free app. New users can now only tag five pieces of music per month. The VentureBeat article adds that existing users of the free app can still tag with no limits.

[Via Macworld]

Filed under: iPhone, App Review

Balloons! Sending out a mystery message on your iPhone

With over 100,000 apps in the app store, it's getting harder and harder to find something new; most apps seem to be 'me too' versions of something else. Balloons! US $2.99 [iTunes Link] for iPhones running OS 3.0 or better, is something I haven't seen before, and it's really very clever. TUAW first got a look at an early development version of Balloons! back at WWDC, including a video interview with the developer.

Balloon mail has been used, along with the more common phrase message in a bottle, to describe sending a message into the wind or sea and hoping that someone finds it and contacts you. It's sort of non-directional social networking with a hint of mystery built in.

In this app, you start making a balloon by choosing from a variety of balloon styles. Next you create a message that the balloon will convey. Tap in the middle of the screen and the camera activates to take a picture of what's going on in your life at the moment. Then add a bit of text and send the balloon out into the world. Other users, over 900 in the first 3 days of sales, are doing the same thing. Over 3500 balloons have been sent up from the US, Europe, and Japan already.

Next, you'll want to catch a balloon. When you do, you'll see the message from the person who made the balloon along with a separate flippable page from everyone who caught the balloon, added something to it, and let it fly again. As more people catch, add to, and release balloons, each balloon takes on a history and often has a story to tell.

The balloons don't travel randomly. If launched in New York City, you can't immediately grab the balloon in London; it needs time to travel.

If you want to see what has happened to your balloon, there is a balloon tracking option that tells you how long your balloon has been flying and if has been caught or not. Tap on one of your caught balloons and you'll see all the notes added by those that have seen your balloon. I found this to be a lot of fun.

There is a free, advertising-supported version of the app [iTunes Link] that doesn't include the tracking option. I liked the idea of giving out a free appetizer, since you can get a great idea of how Balloons! works and quickly realize that the best part of the app is the tracking option.

The graphics suit the app nicely. Screens are very cartoonish using bright colors and animated clouds. I was taken by the whimsy of this app, and can see it being great for kids as a nudge toward becoming interested in geography. It's also fun, tinged with a bit of longing for faraway places, for everyone.

Take a look at the video in the 2nd half of this post to see it in action.

Continue readingBalloons! Sending out a mystery message on your iPhone

Tip of the Day

To get an instant map to any address, just go to your Address Book and right click on the address field of any one of your contacts and select "Map Of." The address will then be revealed in Google Maps on Safari. You can do the same if a data detector determines there is an address in an e-mail in Mail.


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