Apple

Mega-Hype, Nano Substance

Apple’s introduction of the new iPod Nano yesterday reminded me that the Nano was my favorite iPod, at least until the iPod touch. It was (and still is) the best-looking iPod and also has the best name (Classic? touch? Boring)

Up til then, “nano” was getting a bit overused, the gimmick in many a sci-fi episode and even some entire series (Jake 2.0, Dark Angel). And lots and lots of business articles. Here’s a review I wrote way back when on a nano-hype book.

Written on Epinions, May 2003

With the recent dot-com collapse and high-tech recession fresh in our minds, a grand title such as “The Next Big Thing is Really Small: How Nanotechnology will Change the Future of Your Business” should ring warning bells.

And indeed, the authors and consultants Jack Uldrick and Deb Newberry exhort the possibilities of nanotechnology (basically, engineering applied at molecular, or nanometer, dimensions) with the brazenness of late-night informercial hosts. In the introductory chapter, the authors rhetorically ask if the reader is “skeptical?” about technology and then later, “still skeptical?” Yes, I am.

They proceed to compare the number of times the term “nanotechnology” was listed in professional articles in 2000 to the frequency with which “Internet” was mentioned in the early 1990′s. Comparing a metric from one year against an unspecified number of other years is questionable, but in any case, who cares? There was one year when cold fusion got a lot of press, but where is the cold fusion industry now? And if we just focused on professional scientific and technical papers, I’m sure that you’ll find far more references to “cancer” or “virus” than “nanotechnology”.

Statistics taken out of context persist throughout the book. The authors state that this year venture capitalists will invest in nanotechnology companies twelve times what they invested in 1999. The VC business, like everything else, has gone up and done over the years, so show us a graph of nanotechnology investment over a period of several years, not a comparison of a seemingly arbitrary year with a projection over this upcoming year. Better yet, show us the relationship of nanotechnology funding versus other high-tech funding, so we can see what increasing weight the VC’s are allocating to nanotechnology in their portfolios.

The authors also skimp on the risks of nanotechnology. They cite the advantages of nanotechnology in assisting agricultural production and modifying food, but there is no mention of biological or business risks, despite the number of countries that currently bar import of gene-altered crops, even those comprising humanitarian aid. The peril of self-replicating nanomachines is dismissed initially by arguing those machines are unlikely to be practical, then ignored when stating later they might be feasible. Similarly, government investment budgets in nanotechnology for various nations are listed, but not in the context of the respective nations’ total research funding.

However, the authors do warn of looming obsolescence to existing industries posed by nanotechnology. (after all, it is the next big thing, and it will change the future of your business) After citing the non-competitiveness of the American big steel companies and reminding us that “no industry is safe from the powerful forces of technological innovation”, the authors claim the semiconductor industry will be the first to “feel the pressure”.

I don’t believe the implied analogy between steel and semiconductor industry holds water – as the authors note, Big Steel lost out to foreign competition and the new management and manufacturing processes of the domestic mini-mills that just manufactured the same product more economically. This is not the same as the semiconductor industry being displaced by revolutionary new materials.

And there is the further implication that the semiconductor business will be caught napping if it doesn’t watch out for nanotechnology, the new kid on the block. But there is arguably no faster-moving industry than the chip business – there is intense competition, repeated cycles of heavy capital investment, and cutting-edge research in physics and material science that has brought on-chip transistor widths from a couple of microns just fifteen years ago down to around a tenth of a micron today.

Although at this size, it would seem that current semiconductor technology borders on nanotechnology (0.1 microns is 100 nanometers), the authors say this is not so – nanotechnology consists of materials formed by manipulated molecules or devices consisting of such. However, it seems to me that many of the nanotechnology applications listed in the book, for example the IBM Millipede memory where bits consist of tiny indentations, don’t necessarily fit this definition.

Despite the hype, some of the ideas in the book just aren’t that imaginative. The authors speculate that when nanotechnology increases chip density, and thus processing power, by a hundred thousand, then computer speech recognition will be a snap and the United Nations will save money by not hiring human translators. That’s how “the next big thing” will change my business? I won’t have to type these Epinions reviews – I can dictate them to my computer?

Finally, to add insult injury, the authors pay scant attention to the historical development of nanotechnology and the technologists pioneering this movement, e.g. K. Eric Drexler, who popularized the field in the eighties with his book Engines of Creation. This book does impart some of the exciting potential of nanotechnology in listing numerous possible applications, near-term and far-term, but by omitting any explanation of the scientific and historical background and ignoring potential risks of the technology, the authors have written a disappointing and disingenous work.

Apple
Books

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HyperBowl is One of a Thousand Apps

HyperBowl is now on the Thousand Apps page. Here’s just a section. Can you locate HyperBowl?

Apple
Design
HyperBowl
Internet

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The French Review HyperBowl Rome

Marketing isn’t rocket science, at least the way I’m doing it. For example, occasionally I try the tactic of temporarily making an app free. That definitely attracts attention, since many sites track price changes (google your app 24 hours after making it free and you’ll find a dozen sites linking to it). Yesterday the promotion garnered 8000 downloads.

But I’ve had mixed success in terms of boosting sales (in particular for the full HyperBowl app ) . My theory is that the free app crowd is largely distinct from the paying app crowd. Also, the freeloaders will drag down your ratings. For example, a couple of days ago, I made HyperBowl Rome free. Up til then, it had 3-5 star ratings and now the French are piling on with 1-star reviews. (Although there is one good French review out of the three. And by the way, Japan has also been rough on me overall on my apps, but Germany has been nice and the US is actually in the middle). Here’s the AppViz summary:

Normally, I end the promotion as soon as I get an obnoxious review that really bugs me. But I don’t actually see foreign reviews on the US App Store, and I don’t understand them until I run them through google translate, and then more often than not, it’s entertaining. Like this:

A big stew as we see often unplayable and ugly, without interest unless you like never score any points, as is the case, it is always out of time or if you love smash the screen of your device rubbing to death this game is for you, can even pad three feet below the ankle of dark nebula. TO AVOID!

So I guess I’ll let it run for a little while longer.

Apple
HyperBowl

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That’s Just the Woz

Apple
YouTube

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Chicktionary

Although I’m a sucker for word scramble games, strangely enough I’ve only found one or two on the iPhone and iPad that I enjoy playing. Worthy of some game design analysis, I suppose, but in the meantime, here’s the latest one I liked – Chicktionary on the iPad.

Apple
Games/Graphics

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Wiki Hunt

Here’s a neat idea of a game – see if you can get from one wikipedia article to another in six links or less.

Apple
Games/Graphics
Internet

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TwitRocker Lite

It seems every month I switch to a new Twitter app on my iPad. The latest is TwitRocker Lite. It’s not as pretty as some of the others I’ve tried, but it crams a lot into one screen.

Apple
Internet

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The Cost of iPhone Development

I’ve been an iPhone developer for about twenty months, now, and this is what it’s cost me:

  • $99/year to register as an Apple developer (call it $200 total)
  • $1500 for Unity iPhone plus $500 for the impending upgrade to Unity 3.0 ($2000 total)
  • $100 for the Unity iPhone Enhancement Pack
  • $75 to place ads on AppBoy
  • $75 to commission a promo video fromĀ  SlapApp
  • estimated $200 on iPhone development books (probably an underestimate – I’m a bit embarrassed about how much I spend on books)
  • $240 on a 2nd-gen iPod touch
  • $500 on an iPad (this blog should be called the Cost of iPhone and iPad Development)
  • $50 on iPhone/iPad accessories
  • $30 on AppViz to track app sales
  • $200 on iPhone and iPad apps

I omitted a lot of expenses that I arguably would have incurred, anyway, for example Unity iPhone is an add-on to Unity, so I spent $2000 on Unity Pro (again, $1500 and then $500 for the upgrade). And I’m not counting my Mac hardware purchases (I’ve gone through two MacBook Pro’s, a couple of external drives, a monitor…). I am including everything iPhone and iPad related, because I’m pretty sure I wouldn’t have bought either one if I wasn’t developing for them (I still use a Blackberry Pearl as my phone). I haven’t bothered to calculate the sales tax – in California it’s nearly 10% (consider making all your Apple hardware purchases in Oregon). As for marketing, I’m only listing expenses on marketing specifically for my iPhone apps (specifically for HyperBowl).

The final tally is $3500-$4000, let’s say $4000 if I really have to pick a number, with the most going to Unity, second most going to Apple, and the least going to marketing. That should probably change, especially since HyperBowl seems to be at a stage where it’s getting predominantly five-star ratings from buyers, so features (or bugs) don’t seem to be the obstacle to increased sales. And I’m not in a hurry to push out the next version, which will involve a major conversion to Unity 3.0 (still in beta) and will be iPad and iOS4 only (as you can see, my hardware budget does not involve a plethora of test devices).

So far I’ve just spent marketing money on sites where I feel the people are cool and deal with you fairly. I had a developer interview on Appboy and a HyperBowl review and some promo code distributions on SlapApp before paying for their services. Contrast that to a site that recently asked me for a HyperBowl promo code so they could review it, and then after receiving a set of codes they asked me to pay for them to interview me and write a review. Yuck. And then there are many not quite so brazen that will ask you to pay for an “expedited” review. I know there are 200,000+ apps out there, but I’d like to think there aren’t that many desperate developers. I do have to admit, if Apple ever decided to auction off visibility on the App Store, they could make a mint off that. Actually, that sort of happens – if you’re on the “top grossing” list, Apple’s making out too.

Apple
HyperBowl
Unity

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HyperBowl Fan Concepts

Some of the enjoyable responses for my games include ideas for additional content (one enthusiastic reviewer for Fugu Games had enough suggestions to turn it into Resident Evil!) A HyperBowl player even sent me some concept art for new HyperBowl lanes (thanks, Ischa!)

Apple
HyperBowl
Unity

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Once More, with Feeling

SlapApp kindly provided me with an “unbranded” version of the HyperBowl promo video they made. I uploaded it to my own YouTube account. I’m thinking about providing it in-game, somehow.

Apple
HyperBowl
Unity
YouTube

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