...and how do you know you've won?

What is a game and how do you know?

We've been asking ourselves this question a lot as we develop GAME.minder 2.0.  My trip to the dictionary tells me that a game is "a form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck."

  • Some games are defined by victory conditions (you finished building the spaceship first!)
  • Some games are defined by defeat conditions (the blocks got stacked all the way to the top of the screen).
  • Some games pit the player against other players
  • Some against the computer
  • Some against the clock
  • Some against themselves.

But can a game be a success without a true "victory" or "defeat"?  Can it be fun even without any real opponent?  And can it be fun while also being a useful tool? For better or for worse, we'll try to find the answers to these questions with GAME.minder 2.0.  So mark your calendars ladies and gents - barring any App Store snafu's, GAME.minder 2.0 is scheduled to drop on Friday, March 11th, 2011.

Or maybe just pop open GAME.minder and set a RE.minder.

GAME.minder 2.0 icon

VoiceOver comes to RE.minder, GAME.minder and Better Clock

We're happy to announce that 2011 brings with it a renewed focus on Accessibility in our most popular apps.  RE.minder, GAME.minder and Better Clock all have new versions on the App Store with full support for VoiceOver!RE.minder on the App StoreRE.minder 1.1 is a simple utility for setting visual and audible reminders on your iPhone or iPod Touch. Audible notifications are, by their very nature, accessibility tools and using VoiceOver to make the entire process more accessible to vision impaired users makes RE.minder that much more useful.

RE.minder on the App Store

GAME.minder 1.2 is an entertainment focused app which gives users the ability to follow video game release dates and be reminded when they come out. Like RE.minder, GAME.minder benefits from VoiceOver technology by making the process of setting a reminder easy and accessible to anyone.

RE.minder on the App Store

Better Clock 1.2 is a universal alarm clock replacement aimed primarily at iPad. With its large display and simple interface, the addition of full VoiceOver support makes it a fantastic and well rounded accessible Alarm Clock app.

These updates are all available now on the App Store!

Every App is Multi-touch (even if it's not)

Back then…

In the mid to late 90's, there was something spreading across the internet like herpes. It promised freedom from the tyranny of table-based layouts, rich animations, vector graphics that could scale to any size and pixel perfect reproduction on any machine, regardless of browser, OS or platform.

That infection was (and is) Flash (Now Adobe, then Macromedia, previously FutureSplash).

What made this technology so appealing to designers was the promise that they could have complete and utter control over the presentation of their designs. No more worrying about how IE4 would render that table vs Netscape 3.2. No more sticking with Arial, Times New Roman and Comic Sans. Build your flash file at 400x600 and everything will always be exactly where you want it. But more than that, you are free to completely re-imagine the entire concept of web navigation. Forget about that back button, forget about users deep-linking to a specific page, your website is now a black box within which you, the designer, are god - usability be damned. In the immortal words of Jeff Goldblum in Jurassic Park, "We were so busy figuring out if we could, we didn't stop to think about whether we SHOULD".

As with most new technologies, it took some time for people to learn what flash was good at and what it wasn't, when to use it and when it was over kill, and probably most importantly, WHY to use flash (some are still fighting to learn this lesson). Flash brought a bunch of new functionality to interface design. For instance, JavaScript offered rollovers but now flash could give you animated rollovers with dynamic hit areas. What this meant to the overall goal of usable interfaces is still up for debate but one thing that DIDN'T change through this r/evolution was the method of interaction - onscreen cursor, driven by a mouse.

Today

With the growing ubiquity of touch-based interfaces, we're seeing the first real paradigm shift in user-interface since Steve Jobs visited Xerox PARC back in 1979. While Flash helped us to learn that interfaces could be fluid, living and changing things, touch is teaching us new lessons.

What makes touch such an interesting development is where it's being used primarily - mobile devices. In the mouse and cursor world, the interface can do anything, as long as it can be manipulated with a single point traveling across the screen. Those who maintain this thinking moving into the touch world do so at their peril. Sure, there will always be software that just needs a series of clicks (now taps) to function, but in the mobile world, those too are multi-touch apps.

Why? Because possibly more important than simply incorporating more than one finger on the screen is remembering a touch point that many seem to forget - the hand holding the device. On smartphone handsets, where it's possible to effectively hold the device in one hand and operate it with the thumb of that same hand, this is less of an issue than it is with the new, larger devices like the iPad and Galaxy Tab. On these devices, it's non-trivial to plan for how users will hold it in physical space.

The quintessential multi-touch experience for the iPad is Uzu, a particle/acid trip generator that can track all 10 fingers simultaneously. Obviously, if you are using this app by yourself, the only way to do so is to lay it on your lap or a table. Once you do so, its two-handed nature is a wonder to behold. Yet as fun as it is to play with, it can be awkward if there's no convenient place to lay it down. This becomes even more apparent if you try to thumb-type while holding an iPad in landscape orientation.

Then look at a game like Snood, a game that has historically used interfaces from controllers to mice and keyboards. The touch and drag mechanic works for aiming but the firing mechanic requires you to tap directly on the cannon. During development, it was probably assumed that most people would hold the device with one hand and manipulate the game with the other hand. But in practice, I have found that firing with an index finger is far less accurate than a thumb. Why? Because when held as you see in the second photo below, the thumb is anchored to the device. An index finger is essentially floating over the device. As you then move in to tap, your aim can shift and you tap (or even tap and drag) in a way you didn't intend. Most attribute this to some sort of "fat finger syndrome". Another way to say this is that touch interfaces have no state. When you stop moving a mouse, the cursor stays where you left it. When you finish a tap, the cursor disappears (if it ever existed in the first place).

I often play simple games like snood while I "watch" TV and I can tell you, holding the device like this for an hour leads to quite the cramp in my "firing hand". The designers of snood probably don't think of that game as "multi-touch" and that is why it's a game I can only play in short bursts. They've forgotten (or failed to learn) than in the world of mobile devices, EVERY app is a multi-touch app.

Congratulations - you are now a hardware designer

What this all means for the future of software interface design is that the lines between software and hardware are going to become VERY blurry. The world of flash began to teach us that just because you CAN put the navigation in a spiral around the center of the screen, that doesn't mean you should. Similarly, the touch world is beginning to teach us that EVERY piece of software is multi-touch, even if it's just a series of single taps because the hand holding the device is just another touch point.

This is why it's so awkward to do full typing on the iPad. Apple (paragons of usability though they may sometimes be) completely failed to plan for MOBILE typing on their MOBILE device. When it came time to tackle typing, maybe in an effort to avoid the "big iPod touch" moniker, maybe because it just didn't occur to them, they completely threw out everything they learned about thumb typing from the iPhone and instead, tried to build a touch-based laptop keyboard. If you are in portrait and need to type something on your iPad, your options are simple: double the length of your thumbs, find a table, or contort you body in to the "iPad crunch" as I call it (Knees together, back hunched. See below)

In a world where the software designer has planned for the hardware, you instead get something like this (click for a larger version) :

As we move into 2011, there will undoubtedly be a number of cool innovations in the multi-touch space. But the most important innovation has already happened, and it's simply time for everyone involved in interface design to remember -

Every App is Multi-Touch.

RE.minder 1.0 and Better Clock 1.1 available

RE.minder 1.0

We're happy to announce that RE.minder 1.0 is now available on the App Store! What could be kinder than a friendly RE.minder?  RE.minder is the new app from Handelabra studio for setting quick reminders for just about anything.

  • Need to call someone back in an hour?  Don't forget - set a RE.minder.
  • Need to take pills on a schedule? Just set a repeating RE.minder.
  • Need to switch the laundry in 20 min?  You get the idea.

RE.minder is available for free on the App Store.

Better Clock 1.1

Also available today, Better Clock 1.1.  You asked, we listened.  New in this version:

  • added option to make any alarm auto-repeat
  • added day and date displays to the clock face and options to hide
  • made warnings less obtrusive
  • added preference to automatically snooze or turn off a ringing alarm when returning from the background/lock screen
  • added preference for UI fade (duration or disable)
  • misc bug fixes

Better Clock is available on the App Store for 99¢.

GAME.minder 1.1 Now Available on the App Store

Handelabra Studio is happy to announce the immediate availability of GAME.minder 1.1 on the App Store!GAME.minder 1.1 brings some great new features and fixes including some new filters, an enhanced network indicator, general bug fixes and performance enhancements as well as the Nintendo 3DS as a separate platform (which will go live in the next day or so).

GAME.minder 1.1 also brings the ability to upgrade to GAME.minder ULTIMATE right in app.  In addition to disabling all banner advertising, your paid upgrade to ULTIMATE also brings popularity ratings on all games and releases and some more robust sorting options.

We think you'll really enjoy it and GAME.minder 1.1 is available right now, absolutely free on the App Store!

Read more here or head to the app store:

GAME.minder 1.1 Free Download

.

Have a Stylish Thanksgiving for just 99¢!

Handelabra is happy to announce that StyleAssist is on sale through the end of November for just 99¢ (or your regional equivalent).We generally don't do sales but we've just been so overcome by the spirit of giving going into this holiday season that we just couldn't resist.  Starting right now, through Wednesday, December 1st, you can get the full version of StyleAssist for just 99¢!  That's a 66% discount off the usual price!  If you've been waiting for the right time to download the most comprehensive hairstyle storing and sharing app available, now is that time.

Happy Thanksgiving from Handelabra Studio!

GAME.minder reaches 1000 - v1.1 preview

Yesterday, we reached a fantastic milestone, 1000 downloads of GAME.minder. This felt like a good time to share with the community some statistics and let you know some of what's coming in GAME.minder v1.1.-GAME.minder is tracking over 1000 games -We have 921 active users -Users are following an average of 4 games -An average of 5 games are reported per week -The most popular game so far has been Call of Duty: Black Ops with almost 200 gamers following it before it was released.

We're busy putting the finishing touches on v1.1 and I thought we could give you a slight preview of what to expect.

Given how many gamers are reporting games, we decided to really beef up the reporting system. It now functions on the same backend system as our "request a game" feature which allows you to give us more information about why you are reporting it as well as allowing us to let you know when we've addressed it in our system.

We've had several requests for 3DS games so, starting with 1.1, we'll be breaking out 3DS as it's own platform so if you're eagerly awaiting portable 3d gaming, you'll be able to track those games just like you would any other.

Some people noticed some draw errors with iADs and we've finally squashed those bugs as well as a couple others and we've streamlined the network update process and indicator making it a bit more useful.

Aside from that though, there's some even bigger news coming to GAME.minder v1.1, but for that, you'll just have to stay tuned. All I'm gonna say about it for now is that we think that you'll find it to be ULTIMATELY satisfying.

update: You can now read about GAME.minder ULTIMATE here.