Tag Archives: iPhone

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Integration with Siri and iMessage: Everything Your App Can Do

The upgrade from iOS 9 to iOS 10 was the biggest upgrade iOS has received in its 11 year history. As we covered in our blog How iOS 10′s Open Functionality Can Take Your App to the Next Level, the biggest upgrade to the operating system was the opening up of Siri and iMessage for third-party extensions.

The ability to integrate applications with iMessage and Siri creates a host of new functional possibilities for software developers. Here’s our rundown of the top ways to improve apps through Siri and iMessage integration:

SIRI INTEGRATION

As Alexa has proved, the voice assistant is burgeoning billion dollar business. With Google and Amazon leading the pack, Apple has taken many steps to improve Siri, including opening Siri up to third party integration.

However, Apple is prioritizing quality over quantity when it comes to Siri integrations.  Limiting the types of apps that can integrate with Siri enables Apple to build out robust integrations that take into account complex verbal applications. With robust integrations, Siri will be able to fulfill actions without forcing the user to alter the colloquial, natural construction of their spoken sentences. In other words: the integration is comprehensive, but it will only work with the following types of apps:

  • VoIP (Voice over IP) Calling
  • Messaging
  • Payments
  • Lists and Notes
  • Visual Codes
  • Photos
  • Workouts
  • Ride Booking
  • Car Commands
  • CarPlay
  • Restaurant Reservations

Siri integrations use “intents”. Apps that fit into the aforementioned categories describe a set of intents, or things the app can do, and Siri categorizes spoken orders by the user into intents to determine the next logical action.

Siri can pull up photos from applications like Vogue Runway and Looklive through voice command. It can send money to friends through Square Cash and Monzo, and can send messages through WhatsApp and LinkedIn. Siri’s vocabulary can process complex requests like “Hey Siri, show me my best photos of idyllic sunsets taken last summer using The Roll.”

iOS 11 opened up a host of new intents. Siri can now lock smartcars and manage notes and to-do lists in productivity apps, as well as complete on-the-spot language translations.

With Siri integration, app developers can make use of one of the most extensive digital vocabularies on the planet to make life easier for users.

IMESSAGE APPS

iOS 10 not only opened iMessage up to developers, it also spawned iMessage apps: apps designed exclusively for the iMessage platform.

iMessage integration allows make it easy to pull up documents, links, and information right from iMessage and send it on the fly. Productivity apps like Evernote can integrate to allow for updates to be both sent and updated through iMessage. Travel apps like AirBNB make it easy to discuss potential travel plans. Games like Words with Friends and GamePidgeon make it easy to simultaneously play games and text. The Starbucks iMessage app allows users to send digital gift cards using Apple Pay. Dropbox and OneDrive make files stored in the cloud easily accessible and shareable.

Unlike Siri, there is no limitation on what types of apps can integrate with iMessage. Due to limited functionality, enthusiasm for developing apps exclusively for the iMessage platform is fading according to Mac Rumors, but integrating with iMessage can greatly enhance the UI of existing apps.

iOS 11 Image

The Best New Features of iOS 11

While we thoroughly enjoyed iOS 10’s open functionality and all it offered app developers, Apple’s premiere operating system is due for a refresh. iOS 11 has been making waves in its public beta release, here are the top upgrades coming to Apple’s landmark OS:

MAJOR UPGRADES FOR IPAD

Apple’s iOS 11 preview states right off the bat: “A giant step for iPhone. A monumental leap for iPad.” iOS 11 offers a number of improvements for iPad users.

The improved Dock now looks a lot like the macOS dock. Users can put dozens of apps in the doc and easily pull it up by swiping upward.

Need to use two apps at the same time? iOS has your back. Like Picture-In-Picture Mode for Android, which we detailed last week in our coverage of Android Oreo, iOS 11 allows you to use two apps at the same time—something that will inevitably come in handy on the large screens of the iPad.

Apple Pencil Instant Notes via Redmond Pie

APPLE PENCIL receives a major upgrade in iOS 11. Instant Markup makes it easy to mark up PDFs, screenshots and more. Instant Notes and Inline Drawing let you customize your screen. The Scan and Sign feature also makes it easy to sign important documents online and send them in the flash of an eye.

SIRI MATURES

WIRED recently detailed the path toward improving the voice of iOS: Siri. While Google and Amazon have excelled in their virtual assistant development, Siri seems to have lagged behind. iOS 11 revamps Siri’s voice to sound much more natural, while also teaching her to translate Chinese, Spanish, French, German, or Italian.

GET READY FOR AUGMENTED REALITY!

When Pokemon Go took the world by storm, “Augmented Reality” became a household name. Now, the time has come for app developers rejoice! iOS 11 features ARKit, a new development framework that makes it easy for developers to build incredible AR experiences.

ARKit allows developers to create 2D or 3D elements in the live view from iPhone and iPad camera’s in order to make them appear as if they exist in the real world. ARKit combines device motion tracking, camera scene capture, advanced scene processing, and display conveniences to make building AR experiences a breeze.

Check out some of the best AR experiences built with ARKit so far.

CAMERA TIME

Thanks to a new compression technology, iOS 11 will be able to store video using less space than ever. Additionally, the camera will allow users to loop live videos, to trim and edit live videos, to grab a still from a live photo, and to capture time and movement with long exposure photos.

Apple App Store via BGR

APP STORE REDESIGN

The rigorous standards of Apple’s App Store always lent itself to curation. With that in mind, Apple has redesigned the App Store to emphasize discovery. The new App Store will offer a completely separate tab for Games, a variety of daily stories and a tab for the best apps of the day, all curated by Apple!

FILES, PAYMENT, AND MORE

iOS 11 is a comprehensive upgrade that comes equipped with a host of other great additions, including:

- FILES: Never lose track of important documents again! The Files app makes it easy to find files stored on iOS devices, in iCloud Drive, and even across other cloud services like Box and Dropbox.

- APPLE PAY IN IMESSAGE: iOS 11 will make peer-to-peer payments easy, allowing users to send Apple Pay payments as a part of iMessage.

- CONTROL CENTER: The Control Center has received a complete redesign. The new Control Center will appear all on one page and is customizable, allowing users to personalize the design to the most helpful layout.

TAKEAWAYS

If you are an iPad user, you are truly in for a treat when iOS 11 comes out. If you only use iPhone, iOS 11 still delivers a fresh redesign with improved functionality. iOS 11 is yet another solid entry in Apple’s OS canon.

Apple Brings the Internet of Things Home with HomeKit & iOS 10

Anyone engrossed in the tech scene knows the Internet of Things is one of the trendiest technology topics on the web. The IoT is shaping our world and building fortunes for innovators, futurists and top app development companies. However, in the common household, the IoT has yet to break through to the mainstream. The biggest company in the world is now looking to enact change.

Tim Cook, in his September Announcement, declared that iOS 10’s HomeKit update is the first time home automation has been integrated with a major platform. While Apple introduced HomeKit in 2014 with iOS 8, iOS 10 comes with a dedicated app called Home that controls all home automation devices.

HOME IS A HOME RUN

Home Apple App via Wareable

Home combines IoT technology with the masterful UI of iOS. Previous iterations of iOS and HomeKit required the user to manage each interface separately. So if a phone had 20 HomeKit apps, they would have 20 user interfaces to manage. The Home app unifies HomeKit apps, creating a central control center for all home automation applications.

With over 1 billion active Apple devices across the world, Home enters the market with giant global reach. Virtually every major manufacturer of home automation devices now supports HomeKit. Accessories cross all major categories, from lights and air conditioners to window shades, locks and home security. Commercial IoT companies now have massive domestic reach, and iOS users have more incentive to update their homes than ever before.

HAVE SIRI SET THE SCENE

Siri Scenes via Next Market

One of the coolest features of Home is the Siri integration. Users can control Home from both the Control Center and Siri, but Siri can work at the speed of your language. Siri’s ability to handle multiple requests means users can accomplish their ideal environmental preferences in the speed of a sentence. Apple refers to these combination commands as “scenes” and users can give “scenes” a nickname. A rambunctious user might say “Hey Siri, let’s get funky,” prompting Siri to lock the doors, dim the lights, put Barry White on the speakers at a reasonable volume and provide the most apt customized ambience for the user to rock out.

THE APPLE TV IS THE HEARTH

The fourth generation Apple TV can also act as a hub for the Home app, with the Siri Remote making it easy to control your home on the go. Apple TV’s seamless integration with HomeKit and other iOS products makes it the ultimate smart TV for a smart home, providing yet another reason for consumers to consistently buy iOS products.

BUILDING COMMERCIAL IOT FROM THE GROUND UP

The Home Automation page on the Apple website is a clear indicator of Apple’s intentions to not only be a household name, but to be the name on your household. The company already has a major market share of phones, tablets, computers, TVs and watches. They are rumored to be looking to acquire McLaren as a part of Project Titan. Apple understands that the ubiquity of the iOS platform makes them the most appealing platform for manufacturers of smart devices. Apple also announced that leading home builders, including Brookfield Residential, KB Home, Lennar Homes and R&F Properties, are integrating many HomeKit devices into new homes.

With the Apple Home potentially on the horizon, one can only wonder how much of Apple’s vision of the smarthome will be realized in the next 5-10 years.

The Next Generation of Apple: What Does It Mean for App Development?

On September 7th, 2016, Apple announced their new line of products for the coming year. Per tradition, the company kept the audience on its feet with a flurry of new features and partnerships which can’t help but excite anyone interested in tech and mobile development. Given the bevy of announcements, here is a rundown of what’s important for app developers.

THE APPLE APP STORE REIGNS SUPREME

Tim Cook kicked the presentation off, reminding the audience of Apple dominance. The Apple App Store accrued 140 billion downloads in the year, a 106% year over year growth and more than double the global revenue of their closest competitor: the Google Play Store.

NINTENDO BRINGS MARIO TO THE MOST POPULAR GAMING DEVICE IN THE WORLD

Gaming is not only  the most popular category in the App Store, Apple devices are the most popular gaming devices in the world. Cook brought in perhaps the greatest game designer of all time: Shigeru Miyamoto (creator of Mario, Donkey Kong, Zelda, Star Fox and many more Nintendo classics) to introduce the new forthcoming Super Mario Run, the second Nintendo game on a mobile phone after Pokemon GO. Mr. Miyamoto emphasized the accessibility of the iOS platform and delineated gameplay mechanics which emphasize competitive, social-focused arcade modes in which you can challenge your friends’ high scores.

Apple later announced Pokemon GO is coming to the new Apple Watch Series 2. Pokemon GO has accrued over 500 million downloads and Pokemon Trainers have walked over 4.6 million kilometers playing the game. Pokemon GO for Apple Watch will emphasize allowing users to spend less time looking at their screen, and more time being social in their walks.

APPLE WATCH SERIES 2

Apple Watch Series 2 via TechRadar

Apple Watch became the #2 biggest selling watch brand in the world within a year of launch. The new Apple Watch Series 2 is waterproof and features apps which improve your golf swing, remind you to breathe and more. The emphasis from the trailer was on the Apple Watch as a fitness device for optimizing workout efficiency. Apple proclaimed the new Apple Watch as the ultimate device for a healthy life. Those in the fitness app development business are in luck as the Apple Watch opens up a ton of possibilities.

App developers will love the additional dual core processor, which is up to 50% faster than the previous Apple Watch, the new GPU 2x faster graphics performance, and the 2nd generation display with 1000 nits. The device offers all kinds of opportunities for internal apps and developers.

IOS 10

As of Tuesday September 13th, iOS 10 has officially been released. After a summer in beta, the new operating system is here with a smarter keyboard which cultivates contextual clues through machine learning to improve auto-correct, enhanced Continuity, and a smarter Siri. Best of all, iOS 10 opens up Siri, iMessage and Maps for app developers, allowing them to create app extensions which incorporate these tools. This means Siri can book your next Lyft, you can incorporate ePayments directly into iMessage, and you can make reservations at a restaurant directly through Maps. The ability to create app extensions on internal iPhone apps opens up a world of possibilities for app developers in designing both new and updating existing apps.

IPHONE 7 & 7 PLUS

iPhone 7 via 9to5mac.com

The reviews are in for the iPhone 7 and 7 Plus and they are impressive. While the screen size stays the same, the headphone jack is gone, and the camera is beefed up. iPhone 7+ features a dual camera system which allows for true 2x optical zoom without loss of image quality.

When it comes to graphics, the display is now 25% brighter with a wider color gamut. The new A10 fusion processor is 40% faster than the A9 and features a graphics processing chip that is 50% faster than the iPhone 6 counterpart. While it has increased processing power, it also has extended battery life – the longest battery life ever in an iPhone.

The possibilities for mobile game developers are endless, as seen in this demonstration by Heather Price, co-founder of ThisGameStudio:

HOMEKIT & IoT

Having made major strides in the phone, watch, TV, music streaming and soon original content areas, Apple is naturally moving toward the connected home. HomeKit is the first time home automation has been integrated with a major platform. HomeKit will allow users to adjust lights in their house, check on locked doors, open their garage and more. HomeKit will now accept virtually every major brand creating home automation devices, and it works on over 100 products coming to market.

Apple also made several announcements, including their educational investment in ConnectEd, introduction of real-time collaboration through iWork, a partnership with Nike with the Apple Watch Nike+, and more. With such a density of announcements, it’s an exciting time to be an iOS developer.

The Secret to Monetizing Mobile Games: Retention

In the Freemium era, retention is perhaps the most important measurement of a mobile game’s success. While console games are sold in boxes, rely on marketing, and profit primarily from sales (in addition to ongoing online content/purchases), the bulk of mobile games are free and must begin generating revenue after they have been installed. In-app purchases and advertising revenues make up the vast majority of revenue. The average in-app purchase is made 12 days after first launching an app. During that time the user is likely generating revenue primarily through in-game advertising.

The great FTP (Free-To-Play) game monetization expert Nicholas Lovell (a consultant on Angry Birds Go—the very first FTP game from the conception on) breaks down the FTP game design process into a pyramid of three games which play off of each other: Core Loop, Retention, and Superfan games.

FTP Pyramid Via Game Sparks

CORE LOOP: The Core Loop is active gameplay: playing matches in Madden, clearing a level in Candy Crush, catching a Pokemon and battling in Pokemon GO. The Core Loop is the heart of the game. Without an engaging Core Loop, a game has nothing on which to build.

RETENTION: The Retention Game revolves around the Core Loop and is everything that instills the user with a sense of progression toward an overarching goal to keep them  coming back. It is the scoring mechanisms, the levels, the mechanics which establish progression (commonly the game maps), the narrative in Single Player games like Grand Theft Auto and Assassin’s Creed, the achievement system, and the leaderboards. Retention reinforces positive feelings and a sense of accomplishment from the Core Loop experience. Without an effective Retention game, users will not see any point to the game and will not receive an sense of accomplishment or progression toward a greater goal, and the Core Loop will seem insignificant and fade out.

SUPERFAN: The Superfan gameplay mechanics are catered to those who have developed a significant relationship with the game. They are premium subscriptions, extravagant in-app purchases, add-ons for  game’s die-hard fanatics.  Many mobile games are designed for casual play and no Superfan game, while other high-budget multiplayer games, like Clash of Clans and Pokemon GO, have very established brands and use Superfan methods to capitalize on their fervent fandom.

While having an addictive Core Loop is the most important building block, Retention reinforces positive feelings about the game, instills a sense of progression toward both immediate goals and overarching goals, and ensures users are feeling rewarded by the time they put into gameplay. Core Loop will get them in the door, while Retention will keep them in the house and lubricate their wallet.

Here are four of the best guidelines for developing retention, including specific methods, for mobile games:

SEDUCE THE USER WITH AN INTRODUCTION

In the highly competitive market for mobile games, games must engage from the introduction. Games with bland introductions will not retain users. An investing opening cut scene, an aesthetically appealing title screen and awesome music/SFX will pay off when they seduce users from the outset to play on and enter the Core Loop.

MAKE THE GAMEPLAY ACCESSIBLE

If a game is too easy or too hard, it won’t be worth the user’s time. It’s important to specify a game’s audience, decide what level of gamer they will be, and make it accessible to them.  Tutorials can help introduce game concepts, but when they are too long or restricting, they hurt more than they help. Offering users tips and tricks during loading screens and through push notifications are a clever way of increasing accessibility to new users without infringing on the Core Loop.

REDUCE AVERAGE LENGTH OF SESSION

The STARBUCKS TEST has become common terminology in game developer circles. If the user can’t have a meaningful experience in the time it takes for a barista to make your drink, then the game loop is too long. In mobile games, which are primarily played in the pockets of time where the impatient smartphone owner must wait, it’s vital to have a short Core Loop which the user can complete quickly and come back to throughout the day.

INSTILL A SENSE OF PROGRESSION

While some games, like Flappy Bird, are simple and fun enough to succeed on an arcade level with only high scores, most mobile developers are unable to achieve the same level of competition and must instill a sense of progression in order to retain the user. Whether it’s unlocking new levels or characters or progressing along a game board, the game must congratulate the user frequently in order to reinforce positive feelings about the game. Many games enlist achievement systems in order to give the user tangible goals with rewards outside of the main objectives of the Core Loop.

Read more on Achievement systems here via Gamasutra

Learn more about retention in the YouTube lecture below by Lovell. At 1:11:00, Lovell explains how prototyping the retention game outside of the Core Loop to see if it still feels effective is a great way of testing how effective retention methods.

Ultimately, the two biggest factors which will lead to uninstalls for mobile games are boredom and frustration. The game designer must battle these factors both in the immediacy of the Core Loop and the overarching retention strategies.

Mobile Game Monetization Methods for Bartle Types: Make Bank off Killer Gameplay

The Mystic Media Blog is currently engaged in a series of articles examining each of the Bartle types and how to acquire, retain and monetize them according to their desires. Check out last week’s article on Explorers.

Bartle Types Taxonomy Via Extra Credits

The Killer is the wild card of the Bartle Types. While both Achievers and Killers are competitive,  Achievers compete with/through the game, whereas Killers compete with anyone or anything in their immediate vicinity. The Achiever wants to act upon the game according to the rules of gameplay, while the Killer just wants an immediate thrill. They derive pleasure from interfering with the functioning of the gameplay and/or the experience of other players. Like Internet “trolls”, Killers gleefully enact subversive behavior under the guise of their game persona. They aren’t interested in winning, socializing or exploring – they just want to provoke and impose themselves on the virtual world and its inhabitants.

Killers thrive on the experience of disrupting gameplay. Achievers represent the ultimate target since they are most antagonized by being killed. As a result, in multiplayer games, the more Achievers you have, the more Killers you’ll have, which may lead to a decrease in Achievers and overflow of Killers depending on the level of engagement of the gameplay. Explorers also represent easy prey for Killers, and if there are too many high level Killers, it may become hard for Explorers to explore. Socializers also make an appealing target for Killers in multiplayer games. Like Socializers, Killers are interested in interaction and influence. Some of the same retention tactics apply to both Bartle Types.

The best way to retain Killers is to give them opportunities to disrupt other players or the world of the game. In MMORPGs and shooters, it’s easy for them to find other players to kill. The challenge in single player games (especially single player mobile games) is how to appeal to a Bartle type that thrives on interaction. For one, Killers aren’t just into killing. Interfering with elements of the world will also appeal to them. For instance, if there are elements of the game world, such as crates or trees, which the user can crash into and destroy, it offers the same immediate thrill of interference as player elimination.

Games get creative to offer opportunities for world interaction. In The Legend of Zelda, beyond combat with enemies, Link can also famously antogonize “cuccos”, an element of the world. In Grand Theft Auto V, the ultimate game/franchise for Killers, users can not only kill civilians, but can bump into them for a humorous disruption. Offering cheat codes in single player games represents an opportunity for the Killer to expose and modify the game engine on the game developer’s terms. Pokemon GO employs battles in Pokegyms. Games like Candy Crush give Killers the thrill of destroying parts of the world. Killers love explosions. Giving them a tangible goal, like specific collectibles or targets that generate explosive reactions, will go a long way in retaining their interest.

In order for a Killer to spend money on a game, they must be engaged by the gameplay. Killers are looking for a specific type of satisfaction, a kind of schadenfreude. Retention methods are key since if a Killer doesn’t get satisfaction, they’ll move on quickly to something more immediate. Offering alternate game modes, such as low-gravity or disco mode, may entice Killers’ desire to subvert the game world. In multi-player games, extra weapons, stealth and any advantage in the killing department may tempt Killers to purchase if they are invested in the game.

As with appealing to any Bartle Type, everything begins with engaging gameplay. Thinking of these player types during the process of development will enrich your techniques and ultimately your final product.

Next week, in the final article of our series on Bartle Types, we’ll take a look at Socializers and the best methods for attaining, retaining and monetizing them.

Mobile Game Monetization Methods for Bartle Types: Break the Bank with Achievers

Last week, the Mystic Media Blog covered Richard Bartle’s taxonomy of player types. Over the next four articles, the blog will be conducting an in-depth exploration of each of Bartle’s four player types and how to attract, reward and ultimately monetize them.

The Achiever is the most basic player type. They seek to conquer the obstacles set up by the game. They look to act upon the world within its limitations. Achievers are generally the most important Bartle Type to maintain in your core userbase since they seek to play the game by the rules, as it was intended. Nicknamed “Diamonds” by Bartle, Achievers are interested in rewards, recognition and glory. They won’t settle for beating the game and will attempt to attain high scores in the leaderboard. If there is more than one difficulty, then they must learn to master it. In short, they look to attain any and every badge of honor they can.

The Achiever plays by the rules with the aim of progress. In order to entice them on a most basic level, they need to be engaged by gameplay from the outset. Games which are too difficult will discourage them from playing on, while games which are too easy will not be worth the time.

As they navigate through the game, giving Achievers finite goals and recognition for achieving these milestones will keep them engaged. They don’t just want to achieve, they want to be acknowledged for their achievements. A solid reward system with a steady stream of achievement-based unlockables and trophies will retain Achievers. As a game designer, using sound and visuals to create a positive emotional reaction upon in-game achievements should be among your top UI concerns.

One of the major visual opportunities to get users invested in your game is the Game Board. Check out a portion (57:20-59:09) of this awesome lecture by Nicolas Lovell where he breaks down how the Candy Crush board appeals to all different levels of player:

Game designers can monetize Achievers in a number of ways. Offering new game modes or difficulties through in-app purchases offers a tempting proposal to the Achiever, who will likely go ahead, buy and conquer if they are into the game. Having a difficult game with high level unlockables also available for in-app purchase can entice some Achievers to taking a shortcut. Offering an ad-less option is another enticing low-price option for the impatient achiever.

Achievers want their victories to become a part of their identity. They want to be known as winners and are looking to the game for fulfillment, so an alternate avatar for players who conquer the game is enough to retain them. Offering customizable avatars for in-app purchase is a simple way of appealing to all gamers’ desire to make their character their own. Candy Crush monetizes Achievers by limiting the amount of time they can play per day without paying, enticing many daily players to extend their time for a cheap price.

MMORPGs and warfare games capitalize on Achievers with special weapons and characters available for in-app purchases. Games with a social component make it easier to capitalize on Achievers since they are a sucker for status. The social component adds a major competitive edge which will cause some Achievers to jump at the opportunity to gain an advantage.

The difficulty in monetizing Achievers lies in offering a fair game experience with in-app purchases. Purchasing a competitive edge can dilute the amount of new users in a game. Achievers want their achievements to be sacred, so while offering purchasables is important, it shouldn’t make the game a landslide for those who invest. Some glories should be unlockable purely through game progression, rather than for purchase. Another way of regulating is to set a limit on in-app purchases. If you only have $5 to work with, it creates an element of strategy for Achievers which makes both the game and the purchase appealing.

Finding a balance between enriching gameplay with in-app purchases and maintaining a fair and engaging game on a free level is the difficulty of the Freemium model.

Next week, we’ll take a look at Explorers and the best methods for attaining, retaining and monetizing them.

Money in the Mind: How Bartle Types Can Help You Effectively Monetize Your Mobile Game

As a mobile game developer, understanding demographics is equally as important as understanding gamer psychology. Due to the emergence of the Freemium model, profits depend less on acquiring downloads, but on retaining your user base. The key to retention is to understand not only who your game appeals to, but what they are looking for in their gaming experience and how to creatively capitalize on their desires with an effective monetization strategy.

Richard Bartle is a video game writer, professor, and researcher best known for creating MUD1, Multi-User Dungeon, the first and oldest virtual world in existence. One of the major pioneers of the MMOG (Massively Multiplayer Online Game) industry, Bartle penned a paper called “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs” which has become one of the fundamental reference texts for analyzing player psychology.

Bartle classified behavior into an axis which evaluated their tendency to act vs. interact, with players vs. the world.

Character Theory Chart (Via Wikipedia)

The Bartle Types break down into four categories:

Achievers

Achievers seek to achieve a high status within the game. They favor acting upon the world. They put the most value in points-gathering and make it their mission to rise in levels. They will work diligently to overcome obstacles presented by the game and generally take on the challenges laid before them. Achievers can also seek social fulfillment, deriving pleasure from public knowledge of their achievements (online leaderboards, statistics, unlockables etc.). They are drawn to RPGs, arcade games, anything where they can attain a high score or achieve goals.

Socializers

Socializers make the most of the game’s communicative facilities. They favor interacting with other players. They seek a social experience. Socializers are drawn to multi-player and online gaming. Their social tendencies may also cause them to engage with the games’ storylines, especially in open world games such as the Legend of Zelda and Grand Theft Auto.

Killers

Killers seek to utilize the tools offered by the game to cause distress and assert their dominance over other players and elements of the game. They favor acting on players and thrive on imposing themselves on others. They may seek to gather points and rise in levels, but only to better assert their dominance over others. Killers care less about storylines than they do about action and are drawn to shooters, sports games, and online RPGs with combat.

Explorers

Explorers seek to learn as much as they can about the world before them. They favor interacting with the world. They enjoy exploring both worlds and the mechanisms of the game. They are interested in testing all of the characters, wearing different gear, playing different game modes and levels, etc. The more complex, the more a game will appeal to explorers.

In his book Designing New Worlds, Bartle has gone on to add a third axis of implicit/explicit, leading to a total of 8 player types. While players generally skew toward one player type, any given user has a variety of desires and appealing to each Bartle archetype will ensure the game will provide an emotionally fulfilling experience to a wide audience.

While Bartle Types are vital in effective game development, the template can be used or abused if not taken with a dose of creativity and common sense. Learn from the master in this lecture on how to properly and improperly utilize the Bartle Type Theory:

You can learn what type of player you are and take your own Bartle Test here.

Mind Over Matter: Why Apple Downsized with the iPhone SE

On March 21st, Apple announced a smaller 9.7 inch iPad Pro modela price drop for Apple Watch and new nylon bands, and most importantly, their latest smartphone: the iPhone SE. While the iPhone 6 and 6+ represented the largest phones in Apple history, Apple elected to go smaller with their latest release. The iPhone SE is the size of an iPhone 5 with the processor of an iPhone 6, essentially recycling the aesthetic design of the iPhone with the speed of an iPhone 6.

When it comes to smartphones, screen size matters. Statistics show over half of YouTube views come from mobile devices and the average YouTube session lasts for over 40 minutes. Although people are watching more video than ever on their phones, it doesn’t mean bigger is always better. Many scorned the iPhone 6+ for being too large and clunky. The iPhone SE represents a more affordable option with all the processing power of an iPhone 6 on a smaller screen.

iPhone SE vs. iPhone 6s (via 9 to 5 Mac)

When it comes to specs, the iPhone SE is no slouch. The iPhone SE screen measures at 4.87 x 2.31 x .30 inches, the exact same dimensions as the iPhone 5. Like the iPhone 6, the iPhone SE has retina display. The phone has an A8 chip with 64-bit architecture and an M8 motion coprocessor, like the iPhone 6. While the iPhone 6 has 1334 x 750 pixels (326 PPI), iPhone SE has slightly fewer with 1136 x 640 pixels. The SE’s rear camera is identical to the iPhone 6. The one area in which the SE exceeds the iPhone 6 is in battery life: iPhone SE has 1642 mAh while iPhone 6S has 1715. The SE’s smaller, lower-resolution display ensures users will receive 20% longer 3G internet surfing time on the SE, 30% more 4G, and 20% longer when watching video.

Check out this awesome video review of the iPhone SE by The Verge:

Apple is expected to announce the iPhone 7 in 2017. Techies expect the iPhone 7 to be a major advancement in the Apple lineage. With a large announcement looming, the iPhone SE is designed to diversify their product line with a cost-friendly option to hold Apple lovers over and combat the probability that iPhone sales will decline for the first time in company history in 2016.

At $399 without a contract, Apple seems to be aiming to take a bite out of the cost-friendly Android market. Although the average price for an Android smartphone was about $215 at the end of 2015, the difference may entice those drawn by the allure of Apple products.

Last year, Apple took a big bite out of China. In the 4th Quarter of 2015, iPhone sales grew 33% in China. Having recently lost their crown as largest smartphone vendor in China to Xiaomi, the Chinese market represents a major area of potential growth for Apple. Affordable options with premium processing power have the potential to eat into Android’s sales in rural and urban Chinese markets.

The move to more affordable iPhones began with the iPhone 5c; however, supply chain problems taught Apple that using new material can produce unforeseen difficulties. Foxconn announced that the iPhone 5 was the most difficult device they have ever assembled. By recycling iPhone 5 design, materials, and supply chain, iPhone SE is a much cheaper product to create and manufacture.

Some argue that smartphone UX has not advanced with screen-size and few phones have UX features specifically designed for large-screen devices. Whether or not this influenced Apple’s decision to downsize, the affordability, overseas sales potential, and diversified design certainly make the iPhone SE an attractive device for the company. The question now becomes: will Apple unveil a larger iPhone 7 in 2017 with groundbreaking large-screen UX? We’ll have to wait and see.

Scopes: How Ubuntu Is Changing the OS Landscape by Eschewing Apps

In the world of operating systems, Android and Apple reign supreme. According to leading research firm Gartner, about 97% of new smartphones sold are either iPhone or Android devices. While Windows, Firefox OS, and Blackberry all attempted to take a seat at the OS table, no company has been able to top Android & iOS. With the landscape more fixed than ever, Ubuntu has entered the arena with a different strategy which may break through the noise and catch on.

Ubuntu managed to stir up publicity in 2013 when they launched the largest crowdfunding campaign of all time through IndieGoGo—and failed. They attempted to raise $32 million in one month, but only hit $12.8 million and received none of the funds. Regardless, the stunt captured the attention of many and helped make a name for the young company.

Ubuntu has made waves in the tech world with an innovative strategy which eschews traditional OS models. Instead of apps, Ubuntu uses Scopes. Scopes are home-screen dashboards which present content from various sources alongside each other on a page. For instance, the music Scope puts songs stored locally on the device side-by-side with Youtube, Apple Music, and other music library services. The video Scope allows users to search for a title and see where it is available for viewing rather than forcing the user to to search individual video streaming libraries like Netflix and Hulu. Instead of forcing the user to search for content within a specific app, Scopes present the content from all providers that have it available.

If apps are folders in a computer, Scopes allow the user to search through the entire local storage disk rather than have to check each individual folder. The philosophy is intended to provide a more intuitive user experience. When a user wants to find content or information, they care less about where it’s coming from than receiving the content with the highest quality attainable.

Check out this awesome video walkthrough of Scopes functionality to better understand how they work visually:

Scopes are easier and less time-consuming to design than native-apps. Scopes also appeal to mobile developers as they offer more discoverability for their companies than apps in the app store. The lack of division in presenting search results ensures the best content will rise to the top, rather than the most popular brand. Given the lower price of entry and the innovative approach, Ubuntu parent company Canonical has managed to bring name-brand content providers to build Scopes, including Twitter, Facebook, Amazon, Yelp, SoundCloud, and more. Communities are also developing Scopes for other apps, including Dropbox and Spotify, using their APIs.

Meizu launched the Meizu PRO 5 Ubuntu Edition in February 2016. They currently have four phones on the market, including BQ Aquarius E5 HD, and the previous versions of either device. Windows 10 with Ubuntu recently went into public preview. Going forward, Ubuntu must become available on enough devices to gain traction and popularity if they want to compete with Android & iOS. Given the amount of resources at their disposal and the clear innovation on display in Ubuntu’s philosophy, we wouldn’t be surprised if Apple or Android took a shot at figuring out a way of applying Scopes within their OS.