When we set out to build Things Cloud, we wanted it to be fast, robust, and scalable. There’s no way to achieve that, of course, without doing extensive, real world tests. So a little over a year ago, we started inviting our users to our Things Cloud beta. We then extended the beta by making it publicly available to everyone 6 months ago. During all this time, we kept enhancing and improving both Things Cloud and our client applications. By now, more than 30,000 beta testers are using it on a daily basis, and the feedback we get is phenomenal – our users love it.
We are excited to finally drop the “beta” from Things Cloud. It has been thoroughly tested, and it’s ready for prime time.
The best task management software in existence just became completely awesome. If you haven’t yet tried Things, and you are in to task management without making it overly complicated, you should give it a shot.
I’ve been beta testing Things Cloud for a while now and it works pretty much the way you want it to: todos on all your devices are synced without hassle.
Lex Friedman for Macworld has a report on the in-app purchases hack that’s been circulating. The most amazing part:
iOS users who try the hack may find that, in addition to robbing the developers behind apps that they enjoy, they’ve put themselves at risk. “I can see the Apple ID and password,” for accounts that try the hack, Borodin told Macworld. “But not the credit card information.” Borodin said that he was “shocked” that passwords were passed in plain text and not encrypted.
According to Tabini, though, “Apple presumes it’s talking to its own server with a valid security certificate.” But that was clearly a mistake—“This is entirely Apple’s fault,” Tabini added.
Anyone who has done this is fortunate that the first person who found the hack seems to be a pretty nice guy.
And this being the case is shocking.
As developers with a functional centralised software distribution mechanism, we love to complain about capricious reviews by customers. It’s so unfair, we essentially say. And it no doubt is, but at some point, at least one party has to stop being a teenager – and it won’t be our customers.
Crappy reviews aren’t surprising, even if your software is the best thing ever. I always get a mild feeling of unreality when I (regularly) hear a CrapStore-review complaining session, because people haven’t changed.
His analysis of why people write super-critical things for no apparent reason applies not just to iOS reviews, but also to pretty much every software-related customer service situation ever.
Sometimes the best decision is not to give the people who are saying crazy things about you an audience.
Internet translation: don’t feed the trolls.
I wondered: how have Mac developers with existing apps, who had been able to let their design talents loose on the open canvas of OS X, handle these limitations on their icons? Would the beauty of their icons wilt or would the frame sharpen their loveliness?
This is a really cool look at icon design and the different approaches various developers have taken in creating them for iOS. Lots of images and examples.
Ben Kuchera, interviewing the CEO of Days of Wonder:
Hautemont joked that Google created a platform so open that it’s barely a platform anymore. The physical versions of Ticket to Ride are a specific size, and it takes a non-trivial amount of work to make that game fit well on digital devices with comparatively small screens. The good news is that with the iOS platform you need only aim for two screen sizes to hit 100 percent of all devices.
Things are not nearly as simple when you look at Android as a whole. “When you take [a game] to a platform that has dozens of different form factors, screen ratios, and so on, the work is not quite as simple. The question for us, it’s not that I don’t like Android… the question is how could we do that in a way that is satisfactory, and that’s when things start falling apart.” Everyone wants a version of Ticket to Ride that plays at least as well as the iPhone or iPad version, and they want it to run perfectly on their own phone or tablet, running their own version of Android. Trying to deliver the quality Days of Wonder is known for across all the variables of Android is simply cost prohibitive, and Hautemont has no interest in lazy ports.
Besides, there’s also the issue of customers paying for the game.
The Android ecosystem simply makes things too hard for both developers and users.
There’s something to be said for simplicity.