All Articles Tagged user experience

Verizon Droid iDoesn’t Beat iPhone on Browser, Apps, Multi-touch or User Interface

Droid evil eye

Did Verizon and Motorola forget to include a few things in their iDon’t attack ads, like iDon’t render web pages as slowly or badly, iDon’t arbitrarily restrict the amount of apps users can install to 256MB, iDon’t fail to implement multi-touch, and iDon’t have a worse user experience.

We can’t blame them, of course. They were focusing on the iPhone’s weaknesses, as the geekier among us (nitpickers included!) would have to admit, and not the Droid’s. It was their ad, and fair enough.

However, for those considering the Droid vs. an iPhone, we should lay all the cards on the table. Sure the iPhone lacks a physical keyboard (that irks some users, pleases others), doesn’t have Google Maps Navigation (yet), doesn’t match all the specs, and has issues with App Store approvals (though that doesn’t effect most users). But what about the Droid?

(And no, we don’t mean that horrible devil-red eye graphic that’s kind of the opposite of “not evil” and makes that incessant “DRRROOOOOOIIDDD” chime pretty much indistinguishable from “REDRUM!”)

First, in the perfunctory Browser Battles, it turns out the almost two month old iPhone 3.1 Safari is still king of the mobile mountain, according to MobileCrunch:

On the popular web-standards test known as Acid3, the iPhone scores a 100/100 while the Droid caps out at 93/100. [...] Once you’ve grown accustomed to pinch-zooming, the level of accuracy provided by tap-zooming alone simply doesn’t cut it. [...] The iPhone browser is also considerably faster, with page loads completing anywhere from 15-30% more quickly with both handsets on WiFi.

Second, we all know the Android Market doesn’t have as many apps as the App Store, but maybe that’s a good thing since Android 2.0 still doesn’t fix its app space limitation, leaving Droid with a paltry 256MB for apps according to AndroidandMe.com:

Google does not support installing apps to the SD card (and likely never will), so developers are limited in what they can create. [...] For most applications, we want a small file size to limit the download times. When it comes to 3D games though, we need a ton of space for all the high-res textures, audio, and video. [...] Have you seen all the awesome iPhone and iPod Touch games? Hardly any of them would fit on an Android phone.

This problem, of course, also plagues the Palm webOS and BlackBerry platforms. NokiaExpert and ZDNet’s Matt Miller’s been told it’s a security issue, but does that matter to end users when iPhone’s can go up to (almost) 32GB?

Third, if you’re a fan of the iPhone and iPod touch’s (and Magic Mouse’s!) multi-touch, don’t think the Droid will have your fingers covered. According to Engadget:

As you have probably heard (or guessed), there’s no multitouch on this device. That’s clearly an issue with Android 2.0 and choices that Google is making about user interface

Fourth, the user interface, while definitely an improvement — and maybe even a refreshing change for some — still doesn’t rise to level of usability as the iPhone. Like MobileCrunch (and every other review we’ve seen), we’ve given our iPhones to toddlers and they’ve been able to use them well.

That’s still Apple’s killer app. And that’s likely why, even after going all in on Droid and throwing BlackBerry under the bus (even canceling their BOGO!), Verizon still wants the iPhone

[Thanks to Tom for the app limit tip!]



Developers Turn, Return, and Reaffirm — iPhone Still Unmatched

Jobs, iPhone, Revolutionary UI

Tim Cook (in)famously said other platforms and devices are still struggling to catch up with the original 2007 iPhone 2G, and while TiPb wouldn’t go that far (the App Store didn’t show up until the iPhone 3G in 2008), strictly in terms of user experience and functionality, he may have had a point.

First up, Jamie Zawinski (jwz) has abandoned the Palm Pre and gone all in on iPhone, despite Apple being worse than Palm when it comes to developer relations and closed ecosystems. Why? “Because it just [redacted] works.” He highlights Mac sync, but especially performance as key. Long delays in being able to use the Pre calendar, phone, and camera apps are especially irksome.

I don’t expect the performance of this phone to be even remotely suitable for every day use for at least a year. I figure it’s going to either take a substantial amount of work on the lower levels of the OS, or they’re going to have to throw Moore’s law and new hardware at it…

Next up, Steven Frank, who abandoned the iPhone after the Google Voice incident, and returned to it when he couldn’t find happiness with another device, nails why that’s still the case some 2 years later:

It’s not just that the iPhone has fancy woo-woo transitions and purty graphics; it runs all the way down the software stack. For example, when I tap on something, I don’t have to hover for five seconds wondering “now did it get that tap, or do I have to do it again?” This is something other platforms are still struggling with. When we say you have a bad experience, this is the sort of thing we mean. It has little to do with features, and everything to do with core functionality.

Lastly, Daniel Pasco offers a theory as to why — Apple spent years and a fortune figuring out the iPhone:

Because of that effort, since the iPhone was released, everyone else has been struggling to play catch up, and no one has really come close. Apple raised the bar higher than anyone else had before, and by the time the competition realized how much of an effort would be required to seriously compete, the public had already turned to them to see how they would meet Apple’s threat.

Spending 2.5 years in secret, and who knowns how many of those billions, and then unleashing the iPhone 2G multi-touch user interface changed the game in 2007, and more — it forced competitors to play catchup in public. Sure, many have the iPhone now to copy, but Apple has the momentum to keep innovating.

The question is, can incredibly rich companies like Microsoft, and amazingly innovative ones like Palm — or Google which is both — bridge that gap at the core functionality and user experience level?

[via Daring Fireball]

RIM Steals Microsoft’s Stolen Apple Designer to Create “New Experience” — VistaBerry Cometh?

No, we’re not talking about Bono. Sigh. We’re talking about Don Lindsay, who was, according to Apple Insider:

Design Director of the Mac OS User Experience Group, he led what was called the “Mac OS X interface concept project” and directed the design team responsible for the user experience of Mac OS X 10.0 “Cheetah” through Mac OS X 10.3 “Panther,” which included the company’s first-generation of iLife digital lifestyle applications.

From there he was hired away by Microsoft to create — wait for it! — Vista. More specifically, AERO Glass, Flip3D, and Windows Calendar. Redmond start your copiers, indeed.

So what do you get if you copy a copy? Aside from artifacts and banding galore, RIM’s new VP of user experience, it seems. There’s only one problem with this, of course, and it should be obvious to RIM or to anyone who’s seen Vista or the Star Wars prequels.

Great artists need great editors. The best kindergarten teachers know when to pull the paper away from the kids. Steve Jobs is a great editor, a great kindergarten teacher. Word is he would scrutinize the UI down to the pixel level.

Hiring the guy who was already hired away by the other guy doesn’t give you the iPhone. It gives you the Storm. And RIM already learned how that worked out. Vista on the Storm… Good luck with that.

If you’d like a better idea, instead of trying to get the guy Microsoft got from Apple, and trying to dupe the dupe that is Vista, find someone new. Find something new…

Think different!