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Filed under: Apple Corporate, Odds and ends

Unboxing an Apple employee t-shirt

A little while back we posted about the unboxing of an Apple job offer, and now here's another unboxing having to do with becoming an Apple employee -- Mac Rumors has shots up of an unboxing of one of the t-shirt giftboxes recently given to AppleCare call center staff, and once again, even in something that the public was never really supposed to see, this company shows just how much care and attention they put into their design. From the way the t-shirt's folded, with the stark three word design sitting perfectly centered, to the embossed gift note and company stickers, clearly this is a company that believes presentation is important.

In fact, it almost makes me want to go over to Apple's Jobs site and start looking for myself. Apple, any interest in hiring a witty, sarcastic and cynical blogger? I'll work for peanuts!

Filed under: iMac

What the 27" iMac means for a designer

We asked our colleague over at Download Squad, Matt Heerema, for a designer's eye view on the new iMac 27" model.

Designers everywhere will rejoice at the announcement of the 27" iMac. With a resolution of 2560 x 1440 pixels, you are just 160 pixels shy of a full, pricey 30" monitor (2560 x 1600). My current design setup (17" MBP, 24" Cinema display) nets me two 1920 x 1200 screens, though only one of them is really useful at a time.

My current Photoshop or Fireworks workspace occupies about 1500px of screen (with however much height is available at the moment). The 27" iMac means I would have a spare 1000px to have a browser with a full-width Web page open for reference, or possibly my coding environment (usually Textmate or Coda), for which 1000px would definitely be sufficient.

This side-by-side workspace would mean massively efficient flow. Combine that with the intense specs of the iMac (quad-core processor & boatloads of RAM, anyone?), and you have the ultimate designer machine. Also: The 27" will handle DisplayPort input as well as output, allowing it to double as an external display for yet another computer, in a pinch.

Now, where did I put my credit card?

Filed under: Apple Corporate, Odds and ends, Apple, Graphic Design

Unboxing... an Apple job offer

This is exactly the kind of thing we love to see here at TUAW (and thanks for sending it along, Danny) -- Glyph of the Twisted project got a job offer from Apple last week, and over on his blog, he posts a set of unboxing pics.
Which might sound silly (an unboxing for a new hire packet?), but when you're talking about Apple, it's worth it. It turns out they put nearly as much thought into the design of their paperwork as they do into the rest of their projects. From the iconic folder to the way it's organized, designed, and laid out, getting a job offer from Apple isn't just super exciting, it's apparently a thing of beauty.

To tell the truth, we half expected him to turn the folder over and see the words "Designed by Apple in California." Good luck to Glyph with his job, and it warms our hearts here as Apple fans at TUAW to see that something the company never expected to be shown to the public was assembled with such care and thought.

Filed under: Humor, Software, Odds and ends, Freeware, iPhone, App Store, iPod touch, App Review

Ralph Lauren launches Make Your Own Rugby app

During the existence of the iPhone, shopping has always been the domain of Safari. Browsing web-based stores could be extremely awkward, thanks to bitty drop-down menus and inadvertent "quick views" of garments that you can't seem to click out of. No longer, my fellow clotheshorses. Today, Ralph Lauren launched a unique iPhone application integrating social media with fashion design and online shopping, called Make Your Own Rugby [iTunes link].

The app centers around Ralph Lauren's Rugby line, launched in 2004, that is inspired by the Ivy League atmosphere circa 1940 and that targets preppy college students. The company describes Rugby as "preppy meets urban," though you will only qualify for street cred through a few light touches such as embroidered skulls. The fact that the skull is embroidered on a varsity sweater probably won't do you much good in the back alleys, but you can hope.

The MYO Rugby app allows the user to select a blank rugby shirt, polo, sweater, or jacket from a set of stock designs and customize it with as many distinguished crests, football-themed patches and letters as they want. You can use it to design and purchase clothing for yourself, or you can be a little more creative (and financially devil-may-care) and make designs to be displayed for browsing in the application or to share with friends.

Continue readingRalph Lauren launches Make Your Own Rugby app

Filed under: Accessories, Odds and ends, Graphic Design

Infectious 'Cut to the Core' design challenge winners

We reported the Infectious "Cut to the Core" design contest a while back, but the winners have just been announced and their designs are truly gorgeous. I rarely sticker my computers, but the Infectious skins are vinyl and won't leave a mess behind when you remove them. These designs are created to work around the glowing Apple logo on the top half of your notebook computers, and the winners really hit the mark.
Congratulations to Jun Nuñez who takes home first prize of $1000 for his vision of the Apple logo as the pulsing heart of a robot with ReCharged. Kudos as well to Aren Vandenburgh and his design "Creative Workflow, Dimo Trifonov and his old-school rainbow striped Back to Basics and to Jamal Issawi and his arcade game-inspired Mac Man.
You can buy the winners' designs directly from Infectious for your 13", 15" and 17" Mac laptops. Skins cost $29.99 each. Check out the winners in the gallery, below.

Filed under: Accessories, Developer, iPhone

A sketchbook for iPhone apps

Want to sketch out your iPhone apps? There's a notebook for that.

App Sketchbook is a pretty nifty notebook for iPhone developers who want to sketch out their products out on paper as part of the brainstorming process. App Sketchbook has three pre-drawn, full-sized iPhone templates per page with ruled lines beneath for notes. A pixel ruler runs alongside the template. You can use them in conjunction with iPhone UI stencils to get your ideas down on paper.

The App Sketchbook is a wire-bound notebook with 100 double-sided pages. It costs $12.95USD.

Edit (1:30 PST): Apparently make that $16.95USD as apparently the Web site updated right around the time I made my original post. A screencap of the original price is available here.

Filed under: Gaming, Freeware, iPhone, App Store, App Review

Booyah starts off slow, offers $1000 in contest

I've been playing with the hyped-up Booyah Society app for about a week or so now, and I don't think my reaction is too singular: it's not all that great. The idea is certainly a good one: take your real-life achievements and turn them into a game, complete with points and an avatar, but in practice, it's not quite there yet. Achievements are honor-based, which means you can make as many or as few points as you want just by punching anything in, and while the avatar is pretty nifty, it doesn't seem like there's that much to do with the little guy besides spin him around until he gets sick. That's not to say that the potential isn't still there -- the app's "Booyah" recommendations can give you some interesting things to do if you need them, and if they ever get the app using some actual iPhone mechanics (how about traveling a certain distance according to the GPS or playing a certain song or sound into the microphone?), it could be really addictive. But they're not quite there yet, and while we don't have any info on how many downloads they've gotten, the App Store rating is less than impressive at two-and-a-half stars.

And they're not giving up yet -- they just announced a giveaway of up to $1000 over on Facebook. You'll have to log in to see it, but if you become a fan of their service and fill out a quick sweepstakes form, you're entered in to win a $500 Apple gift card for yourself, as well as a chance to give $500 to five more friends.

Sure, the contest is blatant promotion (and it might even just be a shot in the dark to try and grab a Facebook audience). But what will be interesting here is to watch and see what happens with the app -- these guys have a legendary game development background (coming from Blizzard Entertainment), and at least $4.5 million in VC financing already. Whether they sink or swim, they're making for a very interesting case study of big-time development on the iPhone.

Filed under: Gaming, Rumors, Software, iPhone, App Store, iPod touch

Namco's iPhone division considering... Tekken?


Actually, I'd play that. Namco recently announced that they were forming an Apple Games division to head up game development for Apple platforms like the iPhone, and in this interview, a producer for them who used to work for Apple says that they're excited to work on bringing great games to the handheld device. Like, for example, Pac-man, Galaga, and... Soulcaliber and Tekken. You heard that right -- fighting games haven't exactly made a splash on the iPhone, as they're primarily a button-based genre, and the iPhone, of course, has no buttons.

But that won't stop Namco's guy from putting the old head gears into motion: "It's just the controls that are a challenge. We are thinking about that." Think away, crazy man -- I'd love to pull out Yoshimitsu for a few rounds while waiting at a bus stop. Obviously, the easiest way to try and port these would be to put overlaid buttons on the screen, but that doesn't leave a lot of room for the fighting (and not having the tactile feedback would probably be a problem as well). Maybe some gesture-based accelerometer movement? Sky's the limit, right?. Your call, Namco -- can't wait to see what you come up with.

[via Joystiq]

Filed under: Apple Corporate, Apple History

Interview with Apple logo designer Rob Janoff

There's a great interview at CreativeBits today with Rob Janoff, designer of the Apple logo. That simple Apple with the chunk bitten out is as iconic as the company and products it represents. The logo has undergone several tweaks over the years, from the original rainbow to the aqua version that accompanied the original iMacs to the glassy version we see today.

Fanatics will remember that the logo was introduced with the Apple II in 1977. Rob talks about this and other insights into the design's history, like the fact that he originally presented only two versions of the logo to the Steves (Jobs and Wozniak): One with and one without the "bite." Other tidbits include why the original design had stripes and what the bite really represents. It's an interview worth reading.

Rob has been interviewed many times before, naturally -- see these past conversations for more insight.

Filed under: Multimedia, iPhone, App Review

First Look: Layers for iPhone, natural media painting app

The very talented Ben Gotow has just released a brand new iPhone app called Layers, his third now after Mathomatic and NetSketch (iTunes links). Layers, not to be confused with the innovative screen capture application on the Mac desktop, is a natural media painting app for the iPhone. Stating the obvious, it incorporates Photoshop-like layers, as well as a variety of brush and color selection options, panning, zooming and the ability to export your masterpieces as JPG or Photoshop PSD files (layers included).

I gave it a run-through and am extremely impressed with the implementation. I am no painter, a fact hinted at by my not posting any screenshots of my own work. However, I'm adept enough with digital art to recognize that this is a very intuitive interface. Manipulating layers is done in a side view with layer previews, allowing a tap-and-drag re-ordering and one-tap addition and subtraction of layers. I especially appreciate the 30 levels of undo history, making it simple to backtrack errant swipes. The application allows for sophisticated artistic expression beyond mere "finger painting," and, with a little practice, you can create some complex imagery. The layering functionality even allows for photo compositing, using multiple layers with photos and the eraser tool to remove portions of the top layers. This is more in line with my personal skill set, so I had some fun with this. Tight erasing can be a little tricky when you have big fingers which are hard to see around, but the undo functionality and some dedication make it perfectly feasible.

Continue readingFirst Look: Layers for iPhone, natural media painting app

Filed under: Software, Cool tools, Developer

Developer Color Picker: For your pickiest developer

Wade Cosgrove, code ninja over at Panic, has released a freeware Developer Color Picker that helps developers of all stripes pick and paste color declarations for a variety of languages.

Any color picker will let you choose a color from anywhere on your screen, but Developer Color Picker turns that into usable code for your Xcode and web development projects. Developer Color Picker generates code suitable for NSColor, UIColor, CGColorRef, CSS and HTML declarations.

Depending on what you want, you can copy just the value for the color itself, or an entire declaration including the color. Imagine the time you save not having to type UIColor *aColor = [UIColor colorWithRed:0.282 green:0.569 blue:0.894 alpha:1.000]; again!

Developer Color Picker is available on Panic's website.

Filed under: Accessories, Cult of Mac, Macbook Pro, MacBook, Graphic Design

Infectious sponsors "Cut to the Core" design contest for new laptop skins


If you'd like to see your design on a laptop and earn a little extra money to boot, head over to Infectious and check out their Cut to the Core design contest. They are accepting entries for a new run of MacBook and MacBook Pro laptop skins from now until August 4. Each skin is designed around a cut out that'll expose the glowing Apple logo on laptops. Be sure to read the rules carefully (you can't, for example, use the Apple logo in your design) and remember that the contest is voted on by the Infectious community.

First place winner gets $1000 cash prize, $100 of Infectious product and 5% net sales. All winners get $100 Infectious product and 5% net sales. Yep, net sales. Winning designs will be announced exclusively on TUAW around August 20, 2009. Stay tuned and good luck to those who enter!

Filed under: Software, Odds and ends, Freeware, iPhone, App Store

Dunkin' Run lets you live in the future, Dunkin' Donuts style

Ever wanted to order a bunch of coffee and doughnuts along with your friends online, and then go and pick them up in the store? There is, in fact, an app for that. Dunkin' Donuts has released Dunkin' Run (iTunes link), an app that not only connects you and your friends together (through a strange love of pastries and java), but will allow you to set up an order and then go straight to the store and pick it up.

Sound unnecessary and lame? Maybe -- though it is free, even if it's adware as adware can possibly get. And apparently the app is really badly designed, not to mention that we do feel a little dirty telling you about it: you should probably eat something a little healthier, like a banana or even an (wait for it) apple.

But let's not forget where we started out here -- back in the day, we dreamed of ordering coffee on our iPhone, and now that day has basically come. Unfortunately, the best parts of the dream haven't yet materialized -- Dunkin' Runs only lets you tally up orders among your friends, not actually deliver them to the store. For that, you've still got to show the cashier your iPhone screen, and/or read them off the order. But it is a step closer to the dream. If companies are going to make apps that are actually useful for us, they have to start with apps like this, no? And if nothing else, it's an app that will tell you where Dunkin' Donuts is -- that's all I use my Bank of America app for anyway.

Filed under: Analysis / Opinion, Software, Bugs/Recalls, iTunes, Apple, Developer, App Store

Twitpocalypse aftermath and "incident" fixes on the App Store

I didn't really take last week's Twitocalypse that seriously, but as you probably know by now, it turned out a little worse than expected -- we'd been told that Twitterrific (and, we assumed, most other Twitter apps) would be fine, and of course, as Craig Hockenberry explains on his blog, things ended up not-so-fine. Desktop app developers, of course, could publish updates as quickly as they could code them; iPhone developers were in a different situation.

When the Iconfactory's app stopped working, most people (including me) got an API error all weekend. Craig found the bug, then he and his team were able to leverage their contacts at Apple Developer Relations to help expedite the release; in short order, an update was pushed out to the App Store. I downloaded it yesterday, and can tell you that things are fixed... at least until the numerical limit on Twitter's tweet identifier raises its head again (or the Newton flips out, but that's another story).

Hockenberry also has ideas about how to keep issues like this from happening again. Not the actual issue of a variable overflow (that will undoubtedly happen again at some point, on Twitter or any other API that scales way faster than anyone expects it to), but the issue of iPhone apps needing a quick fix. He says that Apple should give every developer a number of "incidents" -- situations rarely used, in which a high priority fix can get sent out to apps in major emergencies. He says, and it's true, that for most developers, it's not a question of if you'll need to send out a critical fix, it's a matter of when. And support by Apple, obviously limited to one or two instances per developer, would help developers, distributors, and consumers.

Of course, it's up to Apple, and it's not like they've smoothed out the approval process so well already that they can start adding wrinkles to it. But clearly, given that the Twitterrific update went through quickly, there's room for exceptions to be made.

[via DF]

Filed under: Analysis / Opinion, Apple

The Apple effect on design


Robert Brunner over at Design Matters brings up an interesting question with his latest entry: Has Apple's definition of good design skewed consumer perception?

Brunner, who admits right off the bat that he is a loyal Apple fan, makes a very good observation about design in the Apple-inspired world:
Here's the gist: Apple has been so successful in design, that to many people if something does not resemble an iPhone, iPod, MacBook, etc., it is not "good design." If it is not an uber-simple, highly-rationalized, single-buttoned, machined-from-a-solid-block-of aluminum thing, it can't be good, right? It's become a pretty common undertone in articles, reviews, blogs, and user commentary. Sometimes subtle, sometimes overt. But the overall message is there: If you don't do it like Apple, you are not practicing "good design."
And Brunner does have a point. Thanks to the design standards at Apple, there are now a lot of companies that are trying to emulate it in their products and coming up short, as seen in the pair of Samsung home theater systems from early 2008 pictured above (note: these are no longer available), which Brunner originally posted on his blog. It's definitely not easy to create a design; the folks in Cupertino will be the first to admit to that. In April 2008, BusinessWeek did an article covering a presentation at SXSW where Apple engineers discussed the design process.

The risk of Apple innovation can also lead to oversaturation as well. After the iMac came out, suddenly things weren't cool if the product name didn't have a lower-case "i" in it, and the word "pod" after the iPod became popular. What started out as very clever now just makes me roll my eyes when other companies try to incorporate those terms into its products.

Has Apple's products changed your perception of good design? Do you think it's led to oversaturation?

Many thanks to @ohmgee on Twitter for the article link!

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