For the very first time in 19 years, I’ve been on hiatus for a while, with only occasional update to this site. I’ve also been going through a painful period of financial instability, which has certainly put a damper on my creative process.
At the same time, the rush of news from Apple hasn’t been nearly as frequent or interesting as it used to be, and repeating the old tropes about tech pundits attacking the company for the usual bogus reasons has become boring.
In this week’s main column, below, I also wonder for the first time about Apple at last becoming a “normal” company, in which its new products may not seem so exciting and innovative as they used to be. But I’ll get to that and its ramifications shortly.
In the meantime, I am working on lots of new articles, including a review of the Beats Studio 3 Wireless headset that debuted last month. I have always been a reluctant headphone user, even going back to the days when I worked in a traditional radio station studio. With its emphasis on style and comfort, I have high hopes for the new Beats gear, and I was able to get a review sample from the manufacturer.
Is the new Beats bass-heavy, as older models were supposed to be? Is it worth its $349 purchase price, the same range as the equivalent Bose Quiet Comfort? I’ll let you know soon.
That takes us to this week’s episode of The Tech Night Owl LIVE, in which we presented a special holiday season segment, featuring security guru Scott Nusbaum, senior incident response at TrustedSec (a white hat hacking firm). Its main focus was a frightening new risk to online shoppers called “formgrabbing.” Nusbaum also explained what this means when you place an order, and how online criminals can gather your personal information, such as your address and credit card numbers and use them to steal your money. Are there ways to protect yourself from this threat? Nusbaum covered the whole gamut of online shopping dangers and how to navigate through the troubled waters.
In a special encore segment, you also heard from commentator/podcaster Peter Cohen, who focused on “Right to Repair” and the upsides and downsides. Peter offered his personal experiences as the employee of an authorized Apple dealer and how it influenced his opinion about whether Apple and other companies need to allow more repair freedom. There was also a brief discussion about the concept of states’ rights and how it affects customers where such laws vary from state to state. The discussion also covered the HomePod and its possible value as a smart speaker. Both Gene and Peter explained, at length, why a HomePod is still not on their shopping lists, and whether Apple could sell more copies if it loosened its dependence on Apple’s ecosystem when it comes to being able to listen to your stuff.
On this week’s episode of our other radio show, The Paracast: Gene and Randall present long-time UFO researcher and author Jerome Clark, who will discuss the third edition of his multivolume magnum opus, “The UFO Encyclopedia.” You’ll learn about the new material, the conclusions that were altered as the result of new research, particularly the Roswell UFO crash and how the case stands after all these years. Indeed, is any reported UFO crash credible? Randall and Jerry also debate the “experience anomaly,” and its impact on certain cases, such as abductions. Are all UFOs physical craft, or are other forces at work here? Jerry is also a songwriter whose music has been recorded or performed by musicians such as Emmylou Harris, Mary Chapin Carpenter, and Tom T. Hall.
Has Apple become an old, boring company?
Our image of Apple, Inc. has long been that of a maverick company that defies the conventional wisdom and goes its own way. Here’s to the “crazy ones” indeed!
In the old days, the most famous example was the Macintosh personal computer. Where computers in the early days used an arcane text-based interface, paying lip service to color displays, Apple provided a graphic user interface designed to make it warm and fuzzy even to people who couldn’t adapt to the traditional PC.
Steve Jobs always envisioned the Mac as a computing appliance, and the original model actually offered no way for you to do any upgrades to memory and other components. In passing, the Apple of 2018 has mostly reverted to this concept, and what you buy is as upgradeable as your toaster oven. Period!
But Apple really attained prominence with the original iPhone that, in a few years, became the company’s best-selling product. Indeed, its success gave the more critical pundits ammunition to claim that, if iPhone sales declined — and nothing is forever — the company would be in deep trouble.
Each year, the iPhone received upgrades. Even when the new model seemed little different from its predecessor, at least externally, there were plenty of changes inside. Consider the iPhone 5s, which for all practical purposes wasn’t distinguishable from the iPhone 5. But in addition to faster performance and a better camera, it provided the first iteration of Apple’s Touch ID fingerprint sensor.
If you examine the spec sheets year-over-year, lots of innovative engineering is present. Unlike all other smartphone makers, save for Samsung, Apple designs its own CPUs and, since last year, its own graphics hardware. The proof is in the pudding, as the latest “X” series iPhones tout performance that is in the range of the more powerful notebook computers. The latest iPad Pro promises graphics performance at the Xbox level.
At the same time, the annual double-digit growth of the iPhone is long ago and far away. Except for the poorest third-world countries, most anyone who wants or needs a smartphone has one. So most units sold are replacements, and Apple builds reliable gear and supports it with OS upgrades for several years, which slows the upgrade cycle.
Shorn of the new features, an iPhone 6, running iOS 12, can deliver credible performance that should satisfy most people except for those who require instant response, a better camera, and superior displays. Some features, such as 3D Touch, essentially went nowhere and isn’t even present on the iPhone XR.
Knowing that sales have flattened, Apple has devised other ways to boost revenue, beginning with the $999 iPhone X last year. For 2018, the iPhone XS Max begins at $1,099, and the price goes up fast if you choose larger storage options.
Even though Apple was criticized for ignoring the Mac in recent years, the very newest models are more expensive even as PC makers continue to rush towards the bottom in pricing their hardware. The presence of the controversial Touch Bar meant an increase of several hundred dollars for recent MacBook Pros.
After four years, Apple introduced a new, more powerful Mac mini, but the base price increased from $499 to $799. If you click Customize on Apple’s ordering page, you can increase the price to $4,199, and that’s before you acquire a keyboard, input device and display.
The professional grade iMac Pro starts at $4,999 and maxes out at $13,348 before you get to a VESA mounting kit. Heaven knows what the promised Mac Pro replacement will cost when optioned to the hilt.
This is not to say these prices are too high. When you compare the prices of Apple gear to direct PC competition, it is usually quite competitive. Apple just doesn’t play in the low end of the market.
The new iPad Pros are also more expensive too and so is the Apple Watch Series 4.
What this means is that the average sale price has gone up. So despite the complaints, it’s clear that millions of customers are happy to pay a higher price for a premium product. At the same time, Apple is offering services, such as Apple Music and iCloud, for which you pay monthly fees. The fastest growing segment of Apple’s business is, in fact, services.
Apple realizes that it can earn a lot more money from every satisfied customer.
But has it reached the point where these products have become so sophisticated that most users will never, ever use the new features? As I watched Apple’s Keynote slide shows listing the features of its newest gear at the iPad/Mac event in October, it started to become a blur. Dozens of amazing features, state-of-the-art performance, but how much did it mean for all but a tiny percentage of professionals?
It had a same old same old feel. A slick production, enticing videos to demonstrate the new capabilities and the amazing engineering, and boasting about what you can do with these machines.
This isn’t to say that smartphones, smartwatches, tablets and personal computers are good enough and there’s no need to improve them. As I said, the price of admission is no doubt worth it. By charging more money, and boosting services, Apple earns more revenue. Unit sales don’t matter so much, which is why it joined other companies in no longer revealing them in the quarterly financial reports.
Slick, professional, but is the excitement gone? Has a middle-aged Apple become just another boring multinational corporation? It’s a tricky question no doubt, but it’s something I’ve been thinking about of late.
To understand what the Apple Store meant to me, let me tell you a personal story. In the 1960s, I had a hobby, building radio and general audio gear. Some of it I bought for myself, others I assembled for friends — at no charge. Well, I was a teenager, living at home. I wasn’t rich, but I had a tape recorder and a radio and a mic, so I was mostly happy.
In those days, I made periodic trips to one of the early consumer electronics stores, Lafayette Radio. After going bankrupt in 1980, its assets ended up in the hands of the company that eventually became Circuit City.
After moving to the Phoenix area in 1993, I shopped occasionally at a local Circuit City, but mostly for CDs. If I wanted a new Mac, I went online and saved money. It’s not that Circuit City didn’t carry Macs. They had some, and I remember visiting the retailer a few years later and seeing a few dusty models placed haphazardly on a single display table off to the rear
somewhere. Most had been left off. The few that were running mostly displayed a Hypercard slide show that didn’t really entice anyone to buy anything.
Besides, the salespeople were busy encouraging you to check out the real center of the action, the PC tables.
I recall a report some time later, about Steve Jobs admonishing Apple dealers to give Macs a fair shake. Make that demanding in very raw language. It was, after all, vintage Steve Jobs.
Apple finally decided to go its own way, by establishing its own retail chain. Jobs recruited former Target retail executive Ron Johnson to help him design the new stores.
When the first two Apple stores had their grand openings in 2001, in Glendale, CA and Tyson’s Corner, VA, the tech pundits were skeptical. Other electronics manufacturers, including Sony and Gateway, launched chains of branded stores, but they really didn’t go anywhere.
In large part, it’s because they were just ordinary retailers, only focused on a single brand. So why go to one when you could get the very same merchandise at the same price — or less — at a store with a far greater selection?
Apple’s approach was to customize your shopping experience with a specialty boutique with what appeared to be a remarkably noncommercial approach to retail sales. For one thing, you weren’t confronted with greedy salespeople trolling for a sale. Indeed, nobody pushed you to buy anything, or even to leave if you just wanted to just hang out.
If you had a problem with your Apple gadget, there was the Genius Bar where you could get advice, or authorized repairs by a factory trained specialist.
As a contributor to the Arizona Republic, and later Gannett and its national newspaper, USA Today, I attended two of the openings in the Phoenix area. At the Chandler, AZ Fashion Center, I met Johnson, then Apple’s retail chief. I also got an Apple Store T-shirt.
I remember the opening ceremony, where the newly-minded employees welcomed customers with loud rounds of applause.
In 2002, I received a VIP invite to attend the grand opening of an Apple Store in New York’s SoHo district. I was part of an exclusive group that included Apple executives, even Steve Jobs and Phil Schiller, fellow tech reporters and a smattering of show business types.
While there, I had a chance to speak with Jobs for a few moments before he pulled his usual stunt to end a conversation, which was to walk away in mid-sentence. But I also spent several minutes speaking with the comic actor Tim Allen, who starred in one of my favorite movies, “Galaxy Quest.”
Recalling that the film ended in a way that a sequel might have been filmed, Allen said that one key factor that hurt the effort was a motorcycle accident that actor Daryl Mitchell, who portrayed the starship’s navigator, suffered the previous year. The mishap left him paralyzed from the waist down. Despite the handicap, by the way, Mitchell has remained active in show business. These days, he’s a featured player in a hit CBS series, “NCIS: New Orleans.”
But there’s still hope for a “Galaxy Quest” revival on Amazon, despite the 2016 death of Alan Rickman, another star of the cult classic.
Now my feelings about the arrival of the Apple Store in the Phoenix area were mixed. Before they arrived, I made a decent income as a Mac consultant. But Apple could provide much of what I offered, at least to people who didn’t mind carrying their gear to the store, at no charge. It didn’t take long for most of my clients to choose the obvious alternative, even when I lowered my hourly rates.
At first I focused on older gear, mostly Macs that were too old for Apple to provide direct support. As my customers grew older, however, that business mostly faded.
Despite my bittersweet feelings about the matter, I do get to an Apple Store from time to time to check out the new gear. Overall, the shopping experience remains mostly good, but the Genius Bar is often overwhelmed, so you have to reserve a session before you pay a visit.
As to Ron Johnson, he finally left Apple and went on to JCPenney to overhaul the shopping experience over there. But it proved to be a poor fit, and Johnson departed after the struggling retailer’s situation only worsened from his attempts to move them upscale. These days he’s connected with Enjoy, a startup that hopes to overhaul the shopping experience.
The one sport that stands to benefit most from advances in technology is America’s Pastime. My colleague Ben Beecken shares that sentiment and understands baseball’s big problem and how to solve it. But as a semi-traditionalist baseball fan, I’m not ready to take the umpires off the field in favor of robots. Something must be done, obviously, and Major League Baseball owners are apparently pushing Commissioner Rob Manfred to make “bold” changes to address what they believe to be a pace-of-play problem caused by the increased employment of defensive shifts. But baseball doesn’t have a pace-of-play problem; it has a lack-of-action problem that an electronic strike zone can solve without taking umpires’ jobs.
“Time flies when you’re having fun” they say, and that goes for a three-plus-hour-long baseball game, too. Shortening the game or speeding it up isn’t going to make the game more appealing to young people. You need action to appeal to the all-time low attention spans of young people, or they’ll just find their entertainment on that computer in their pocket. MLB isn’t providing that action and hasn’t for a decade or so.
Thus far this season, MLB’s collective batting average is .248 — the 21st-worst league batting average since 1871, according to Baseball Reference. Runs are down to 1956 levels, but on-base percentages, upon which run production depends, have remained steady, according to ESPN’s Buster Olney. But there’s never been more strikeouts in the bigs.
The league is on pace to break the strikeout record set last year, and the year before that, and in each of the eight years prior. That’s a decade’s worth of record-setting strikeout totals, so no one should be surprised by how often professional hitters are failing to hit. And you can’t blame defensive shifts for strikeouts.
This idea that the increased employment of defensive shifts has forced hitters to alter their approach at the plate to increase their “launch angle” and “exit velocity” to hit over the shift is ridiculous. Defensive shifts don’t force hitters to do anything except exactly what hitters have been expected to do since the game’s inception: hit it where they ain’t. If any professional ballplayer could bunt these days, and every one of them should be capable, or if managers valued baserunners over extra-base-hit potential, defensive shifts would all but disappear except for pull-happy, power hitters who aren’t paid to bunt — ever. The defense is the one taking a risk by shifting; most hitters risk nothing except their batting averages trying to hit over the shift and into the stands. We shouldn’t want more hitters bunting, however. We should want more action occurring from hitters hitting — or better yet, driving the ball.
Some of those hitters, like the Cubs’ Daniel Murphy, have explained why they don’t bunt against the shift despite having a gimme single if they can get it in play past the pitcher on the vacated half of the infield. Murphy’s reasoning is that he’s more valuable to his team pursuing extra-base hits rather than occupying first base and waiting for another two teammates to hit singles to score him given his lack of speed. “It’s really difficult to get three hits in one inning,” he told ESPN’s Jerry Crasnick, citing “how good pitchers are now” as a reason.
Young fans are avoiding baseball because it’s boring. Hitters can’t hit because pitching is too good. Many hitters, like former MVP and batting champion Justin Morneau, say a hitter can expect one hittable pitch per plate appearance, and hittable pitches are fewer and farther between in today’s MLB than ever before.
Batters aren’t looking to get the ball in the air more often to avoid hitting into defensive shifts. Batters are looking to get the ball in the air more often because there are fewer pitches thrown they are physically capable of hitting hard in the air. There are fewer pitches thrown that have extra-base-hit potential.
In 2010, 50.2 percent of all pitches thrown in MLB were in the strike zone, according to FanGraphs. This season it’s down to 47.9 percent, and despite the percentage of swings at pitches in the zone at an all-time high over the 11-year history of this research, the contact percentage on those strikes is at an all-time low. Contact on pitches outside the strike zone is also at an all-time low, but why?
Before defensive shifts became the norm and launch angle was ever uttered, the approach to pitching had already evolved immensely in MLB. John McGraw had a dedicated relief pitcher on his New York Giants roster as early as 1905, according to the research of Bryan Soderholm-Difatte for “America’s Game.” That tactic became more popular in the 1920s after Mordecai “Three Finger” Brown’s career was shortened considerably having served as the Cubs’ ace starter and ace reliever from 1908 to 1911.
Even though the lengths of MLB pitchers’ careers were shortened by the now-incomprehensible number of innings pitched over a hundred years ago, there are still pitchers calling for starters to go longer in games and ignore pitch counts.
Hall of Fame pitcher Bert Blyleven reminding MLB’s aging audience that starters were expected to finish games as recent as the 1980s should consider how effective he and his peers were the third and fourth time through a lineup instead of calling it evidence that throwing more pitches leads to fewer injuries.
Real research conducted by real physicians found that throwing fastballs, not curveballs, is linked to Tommy John surgery, according to Sports Illustrated’s Ian McMahan. Blyleven made his living with his curveball, which is why he’s a terrible spokesperson for getting rid of the pitch count and treating today’s starting pitchers like it’s 1971.
Over his career, Blyleven allowed an OPS of .679 when pitching to opponents for a third time and a .711 OPS when seeing hitters a fourth time in a game. That’s respectable, but according to Total OPS+, or tOPS+, Blyleven’s teams, on average, would have been better off had Blyleven never pitched to a hitter a third or fourth time. That is, of course, if there was a relief pitcher on the team with a better tOPS+ when facing hitters for the first time in relief than Blyleven’s tOPS+ when facing hitters a third or fourth time in a game.
In 1971, at age 20, Blyleven’s tOPS+ against batters in their third plate appearance of a game was a fantastic 77 (the further below 100 the better a pitcher was in that particular instance). Only Minnesota closer Tom Hall was more effective in his first time facing batters as a reliever than Blyleven was facing batters a third time as a starter. And while Blyleven struggled a bit when facing batters a second time (107 tOPS+), he certainly had a good feel for his curveball when they stepped to the plate a third time.
Blyleven’s struggles the second time through lineups persisted throughout his career, but he actually got better as the game went on because he was throwing mostly curveballs, not fastballs. In 1986, Blyleven allowed an .853 OPS to hitters in their second plate appearance. But in their third plate appearance, opponents’ OPS was down to .733 and back up to .828 in their fourth look at Bert. So Blyleven, besides a knuckleballer, is the last person who should be calling for today’s pitchers to go longer in games because he was spending the early innings “finding” his curveball so he could throw it more often and more effectively late in games while pitchers today are throwing far more fastballs and fast breaking balls than he or anyone else in his era was throwing.
Since the 1980s, when the curveball gave way to the slider as the breaking ball of choice, pitchers have been throwing more fastballs and are understandably less effective against hitters a third and fourth time given that approach, losing their velocity and, in turn, movement. A curveball is difficult to track regardless of inning, but a fastball can be timed in a single plate appearance and exploited in the next. Sliders and cutters slide and cut less with less velocity, which is lost by pitchers faster in games these days due to the volume of fastballs and fast breaking balls thrown.
Since pitchers have been relying on fastballs more so than breaking balls, and rather effectively given the aforementioned statistics, pitchers ought not throw as many pitches as a curveball specialist given the medical research previously cited. Hence the advent of the pitch count.
Managers want to keep their starting pitchers healthy and able to start every five days, and the pitch count provides them with a guide for attempting to do so. But managers’ number one priority is winning ballgames, and throwing four or five electric arms at a lineup instead of one or two increases their chances to win games and preserve the health of their pitchers. But it doesn’t matter how fresh the arm or how electric the stuff if pitches thrown in the strike zone aren’t called strikes.
Baseball purists like my attorney and Blyleven think it’s the human element home plate umpires provide that makes the game of baseball great. Each home plate umpire having his (and “his” sadly is the proper pronoun, at least in MLB) own unique, strike zone does make the game great. It sparks dugout chatter and builds camaraderie as teammates badmouth that day’s enemy behind the plate while trying to figure out the one 60 feet, six inches in front of it.
Then questionable calls lead to looks of “whoa” directed at the home plate umpire, culminating in confrontation and eventual ejections followed by the truly inspired, laid-bare performances in response, as if these men, like all great thespians, forget they have an audience. Now that’s drama.
There’s nothing more entertaining in baseball than a player or manager getting their money’s worth after being tossed from a game. Maybe a three-homer game or a straight steal of home could rival Ron Gardenhire’s red-faced rants or the legend of Lou Piniella’s interpretive, dirt dances, but hitting for the cycle pales in comparison. An ejection can invigorate both a team and crowd for the entirety of the game like winning a fight in hockey. The cycle climaxes with a curtain call lasting a few minutes, while the ejected entertainers, also deserving of a curtain call, make for a lonely locker room to find some semblance of solace in a cold shower and comfort food.
Frankly, I think the decline in ejections has been detrimental to baseball and contributed to baseball’s problem attracting young fans, who have gravitated toward the soap operatic drama of soccer instead. Bad actors with no respect for the theatre of sport are taking advantage of baseball’s dwindling drama thanks to a surplus of soccer drama performed by characters like The Zlatan — too unreal for even MTV’s Real World.
The advent of replay has scrubbed the sport of baseball relatively clean when it comes to disputing plays on the bases, and that’s an unfortunate but necessary sacrifice to get the calls right. An electronic strike zone will have a similar effect, removing some of the drama that makes a baseball game both joyous and enraging for all involved.
I like when an incorrect call goes my team’s way as much as the next fan, and I scream at the television when an umpire or official misses one. Officiating-hating is part of the fun for fans of all sports. There’s a problem, though, when pitches outside the strike zone are called strikes in a game where even the best players fail seven out of 10 times. It makes a game ESPN’s Tim Kurkjian calls “the hardest game in the world to play” even harder for hitters.
Pitches these days are harder to hit than they’ve ever been. On average, they’re being thrown harder than they’ve ever been. Fastballs, split-finger fastballs, sinkers, sliders and even change-ups are being thrown harder in 2018 than they have since 2007, which is where FanGraphs’ dataset starts. Pitches are moving more, too. Sliders, on average, have more horizontal movement than ever, with a focus on spin rate making pitches move more and making it harder for hitters to recognize pitches.
So not only are we expecting MLB hitters to hit the nastiest pitches ever pitched, but we’re expecting them to hit the highest volume of nasty pitches despite an inconsistent strike zone that changes everyday, or twice daily for doubleheaders. The players are quite literally playing by different rules every game, and while Babe Ruth and Ted Williams dealt with similarly subjective strike zones in their eras, neither they nor the umpires of the day had to track an exploding slider or sinking and cutting fastballs thrown in the mid-90s all game, every game. Williams was subjected to defensive shifts, though, and they didn’t ruin the game back in the 1940s and won’t now.
Baseball is a contact sport in that it requires contact between bat and ball to provide audiences action. “Strikeouts are boring. Besides that they’re Fascist,” as Crash Davis correctly claimed in Bull Durham. “Throw some ground balls. It’s more democratic.” Contact equals action, and a lack of contact is a lack of action.
Baseball’s problem attracting young fans is a result of that lack of action, not pace of play. You could shorten games to a two-hour time limit and without contact, the game would still be boring to young people. But the game wasn’t boring when Barry Bonds and Mark McGwire were launching steroid-fueled bombs into the stratosphere back in the 1990s because we had contact — epic contact.
Since ending MLB’s performance-enhancing drug policy is unlikely, using technology already available and already being used to train umpires to provide players with a consistent strike zone will lower chase and swing-and-miss rates, increase contact rates and, in turn, increase action. If baseball wants to attract young fans, instead of Commissioner Manfred altering the rules to limit defensive shifts or defensive positioning, he should consider implementing an electronic strike zone that’s consistent from game to game, umpire to umpire.
The most fun I have watching the lowly Twins is when Logan Forsythe runs out to left field from second base to serve as a fourth outfielder and then running back to the infield. Players are probably getting more exercise than they ever have in the history of the game, and movement is action.
Defensive shifts are the most interesting thing baseball’s had to offer since the Steroid Era. That is until Tampa Bay’s use of relief pitchers to start games becomes the norm so starters can relieve the “openers” and face hitters during their higher-leverage plate appearances the second, third and fourth time through the lineup. But instead of hitters figuring out a starting pitcher in their second or third at-bat, they’re figuring out a new pitcher in their second at-bat. If you thought strikeouts were out of control now, just wait until flamethrowing relievers are facing hitters at their most vulnerable — their first plate appearance — and then starting pitchers come in and make hitters relive the horror of their first plate appearance all over again.
Not only do both hitters and pitchers have to figure each other out throughout the course of a game, but they have to figure out the home plate umpire as well. Pitchers test the edges of the plate to see how wide the umpire’s strike zone is that day, resulting in plenty of pitches thrown out of the strike zone slowing play to a halt. A ball off the plate that doesn’t entice a swing is a complete lack of action, and a ball off the plate that does entice a swing tends to result in poor contact and little action. Until pitchers are forced to throw strikes, why would they? Greg Maddux carved out a Hall of Fame career pitching out of the strike zone, and he didn’t have the velocity or wicked movement pitchers feature today.
So what’s the answer to baseball’s problem? No, not robots, but technologically enhanced umpires. I’m not talking about creating special headgear that projects the strike zone on a see-through visor like Google Glasses and makes blue look like RoboUmp, although that’s a cool option. That way home plate umpires still feel useful and in control of the game, with technology assisting the umpire in calling a consistent strike zone instead of dictating balls and strikes. Technology is a tool humans should use to do work better; it should not be a means to do away with work altogether.
A less cool but effective option would be to put a microphone in the ear or a buzzer in the pocket of home plate umpires that indicates when a pitch is thrown in the electronic strike zone, and the technology is close to doing so accurately. That way hitters come to the plate every game knowing exactly what a strike is and is not, so they swing at more strikes instead of chasing balls incorrectly called strikes, which will result in more contact, better contact and fewer strikeouts despite defensive shifts. It will also give managers one less reason to argue with umpires, which, unfortunately, might be one of the last reasons left. But the electronic strike zone will make a three-plus-hour game more appealing to the short attention spans of young fans.
It’s no secret that the Apple TV isn’t doing terribly well compared to similar gear from Amazon, Google and market leader Roku. While Apple was the pioneer in this space, it took far too long to modernize the product.
Even when Apple introduced an all-new model in 2015, it made it much more expensive, yet still lacking 4K support at a time when tens of millions of TV sets featured the higher resolution capability. So it left the customers with a dilemma. If they still wanted to stick with the Apple ecosystem, the entry-level 32GB model was $149, compared to $99 for the third generation model before it was discounted.
I suppose some might have found the new features, which included an enhanced remote, and Siri and app support, to be reasonably compelling, but did it really matter? How many people really strayed beyond iTunes and Netflix anyway.
In 2017, Apple discovered 4K. Rather than keep the same price, or, better, reduce it, the entry-level unit was priced $30 higher. This may have been necessary to the bean counters who evaluated such matters as the price of raw materials and such, but it made even less sense.
Other than Apple’s ecosystem, the $99.99 Roku Ultra offered a similar lineup of useful features, including 4K and HDR. If you just wanted Netflix and maybe Amazon Prime, Hulu along with VUDU for movie rentals, the $69.99 Roku Streaming Stick also features 4K and HDR.
When you look at the numbers, paying $179 for an Apple gadget seems outrageous.
Now some might cite the same argument for a Mac or an iPhone, but it’s not valid. Compared to premium PCs, the Mac is in the same ballpark. Compared to premium smartphones, so is the iPhone, and you can make the same argument for the iPad or an Apple Watch.
None of this justifies paying $79 more for an Apple TV 4K compared to a Roku Ultra beyond the commitment to Apple’s own services. The added features just aren’t compelling enough for most people, and picture quality isn’t so much different. A TV set’s own upscaling of HD content produces similar results, except for the HDR enhancements.
As most of you know, I haven’t been using my vintage third generation Apple TV since late 2017. When VIZIO sent me a 4K TV for long-term review, I tried out its embedded SmartCast app, which is based on Google Chromecast. My iTunes movie library is scant, and it was easily transferred to Movies Anywhere so I can play them on almost any streaming device. The VIZIO remote offers one-touch access to Netflix, Hulu, VUDU and other services with a decent interface.
If the price of an Apple TV 4K was cut in half, I still wouldn’t buy one even if I had the spare cash, and I suspect a lot of devoted Apple customers have come to the same decision for various reasons.
So what is Apple to do, other than cutting the price to a sensible level?
It’s doubtful Apple will join its competitors and license Apple TV technology to a TV set. I actually think it would be a good idea, but would probably work only if tvOS took over a TV’s interface completely. Coming up with something similar CarPlay is a half-baked solution.
Is there another alternative for Apple?
Well, apparently there is, although it apparently involves sometimes giving an Apple TV 4K away. This is what DirecTV apparently did for a while to launch its NOW! streaming service. If you signed up for three months at $35 per month, and paid the total of $105 in advance, a 32GB Apple TV came along with the package. To some, it was a great way to get one cheap, since there was no requirement to keep the service after that period.
Just recently, I read a report that Charter TV, the second largest cable provider in the U.S., will offer an Apple TV 4K to pay-TV customers along with a Spectrum TV app. This means you may be able to bypass the service’s own DVR. I am not at all sure whether it’ll be offered for sale, for rent, or both.
According to a published report from Bloomberg, Verizon plans to offer an Apple TV or Google TV when it rolls out its 5G broadband to homes, which is due later this year. I’m not at all sure how an Apple TV will be offered, and whether it will embed a Verizon app of some sort with a streaming service offering.
I suppose it’s possible that Apple is poised to launch its own streaming service, something rumored for years before it was reported that it couldn’t strike deals with the entertainment industry. But with Apple busy creating original TV shows, maybe there will be an offering that will mix content from iTunes, including TV shows, with the new programming. That is if Apple doesn’t make it part of Apple Music.
But is giving away an Apple TV as a premium for pay-TV systems, or allowing them to offer it cheaply, going to save the Apple TV? Consider the value of replacing set-top boxes with an Apple gadget that offers a custom app to navigate these services and manage time-shifting.
That might be a worthy goal, one that will save Apple TV. If I had the choice, the Apple TV 4K would probably be superior to the set-top boxes from the cable and satellite providers. Well, if
Apple also offered a cloud-based DVR system.
Ugh. Level 3 of the Runtastic Six Pack App gave me my first wake up call during my pursuit of six-pack abs that started in January of this year and was slowed by a broken foot shortly after. Going from Level 2 to Level 3 on the Runtastic Six Pack App is like going from a comfortable, at-home workout to a blood-sweat-and-tears workout worthy of a Rocky montage.
I knew MyPlate’s 10-minute abs workout wasn’t cutting it, and since purchasing my Fitbit Alta, I’ve tried stacking the MyPlate workouts, doing three in one sitting, combining the MyPlate workout with Fitbit Coach workouts, and lately, I’ve strictly completed my training plan on the Runtastic Six Pack app. Upon reaching Level 3 of the Runtastic Six Pack app training plan, I can confidently say that it is the best workout regimen for those in pursuit of six-pack abs.
I must have been in pretty good shape considering how easily I completed the Runtastic Six Pack app’s workouts at Levels 1 and 2. After completing 30 days of workouts increasing in difficulty, I entered Level 3 with confidence. All that confidence was undermined by Day 1 of my Level 3 training, but only by one exercise in the workout.
I completed three sets of scissor kicks without pausing or adding 30 seconds of recovery time in between sets. Even tabletop crunches came relatively easily, although I added 30 seconds of recovery time between sets two and three. I really felt my abs burning after this exercise, and that burn intensified during scissor legs, which required me to pause about halfway through each set and add 30 seconds of recovery time between sets.
Then I was taken aback by my personal trainer demanding three sets of 26 mountain climbers, but not your typical mountain climbers. Every mountain climber I know plants their foot to climb the mountain, but the Runtastic Six Pack app calls for you to suspend your front foot in midair to increase the difficulty of the exercise by reducing your balance, working your core even harder than the typical mountain climber. By the end of the workout there wasn’t a dry section of my t-shirt left for sweat, and the workout that had taken me 25 minutes or less to complete took 37 minutes at Level 3.
By Day 5 of my Level 3 training regimen, I was back down to completing my workout in 27 minutes. I had cut out a considerable amount of recovery time between sets and was pausing my workout less and less. The harder exercises were coming more easily, and then Runtastic changed it up.
The change-up was actually easier for me than the first week of Level 3 training. Three of the four exercises were some variation of crunches, and crunches seem to be much easier for me than any plank exercises. That’s likely a result of me “cheating” myself of slow, controlled repetitions.
Plank exercises demand a controlled completion by design. The plank position is not one in which you can complete any movement very quickly. Crunches, however, can be completed quickly and form can go ignored at times, especially when you’re exhausted. Well, the pace at which I completed my crunches didn’t do me any favors when Runtastic changed up Level 3 again.
Day 11 of Level 3 training included three plank exercises and two types of crunches. This was the day I thought the app was broken or at least limited by its design. Day 11 of Level 3 training includes two sets of Thread the Needles going both to the right and left, but instead of alternating the sets and going to the right and then the left, the workout calls for two sets to the right then two more to the left. I found this to be painful for my forearms and elbows having to support my upper body weight in consecutive sets and felt I'd be better served alternating between right and left. I never did alternate the sets as to complete the training as indicated, but I asked Runtastic blog writer Hana Medvesek if this was a limitation of the app or included by design to work the same muscle groups consecutively, pain be damned. A reply was not provided as of this writing.
Breaking up the right and left exercises would require the app to play different videos between sets, requiring a more complex design. But while alternating thread the needle exercises might be more comfortable for elbows and forearms, it might not have the same effect as working the same muscle groups consecutively. My suggestion would be to put some sort of padding under your forearm to ease the pain if you don’t have spongy carpet or a yoga mat.
The 30-second recovery time between sets is cut in half on Day 16 of Level 3 training in the Runtastic Six Pack app, and the exercises are harder, too. As I was approaching the end of the Runtastic Six Pack app’s training regimen, I must admit I dreaded doing my workout. What was once a 25-minute workout had ballooned to a 47-minute workout that actually resulted in blood and sweat but no tears – just moans and groans from intense pain. The plank knee-to-elbow crunch exercises resulted in rug burns that made it difficult to complete workouts in consecutive days.
I actually took two days between workouts come Day 16 of Level 3 training because I was sore from my knees to my chest for two days. Obviously, cheating myself of slow, controlled completion of exercises had taken its toll. I was pausing regularly during sets and adding 30 seconds of recovery time between sets, especially for the plank knee-to-elbow crunch exercises.
By the third day of completing these exercises, though, I was down to adding the 30 seconds of recovery time solely after the second set of each exercise and between each set of the plank knee-to-elbow crunches. I had shortened my completion time from 47 minutes to 40 minutes, and was really starting to notice results.
Upon completion of workouts in the second half of Level 3, I could actually feel the definition of my six-pack abs with my hands when massaging my abs. I couldn’t see much more than a two-pack, but I could tell my goal of six-pack abs only required a bit more cardiovascular work to be realized.
According to the Runtastic Six Pack app’s body fat visualization, my 10-percent body fat should be low enough for my six-pack abs to be visible, and I’m confident they will be upon completion of Level 3 training on the Runtastic Six Pack app, and I’ll continue completing Level 3 workouts to make sure my six-pack abs remain defined and visible.
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On the surface, it may seem that macOS Mojave is an extremely minor update. Other than Dark Mode and the reliance on Metal graphics, it doesn’t seem a whole lot different when you look it over, as I did starting last month. But the mere fact of choosing Metal means that Macs without support for that graphics technology have been made obsolete.
Before Mojave was announced, I had planned (hoped) to test the betas on my 2010 17-inch MacBook Pro. Obviously that’s not possible, despite the fact that it has an SSD formatted with the APFS file system. That’s because its graphics hardware, state of the art eight years ago, preceded the arrival of Metal.
A 2012 MacBook Pro, where a Retina display debuted on Macs, works just fine. So do older Mac Pros with graphics cards that support Metal. So, my only option was the iMac. With a Fusion drive, it lost out on the APFS conversion last year, because Apple couldn’t make it compatible. It appeared on the early betas of High Sierra, but was soon pulled.
There was a certain promise from Apple software chief Craig Federighi that APFS support would return in a “future update.” Nothing more was said on the subject until May, weeks ahead of the WWDC and the launch of High Sierra’s successor, Mojave. I wouldn’t assume Federighi expected it wouldn’t arrive till then, but if he knew it would take the full year all along, he wouldn’t admit it.
This time it was clear APFS was expected to work. So, with multiple backups, I was willing to take the chance. If something went wrong, I could just restore the computer.
My only concern at the time was the report from Rogue Amoeba, publisher of Audio Hijack, which we use to capture audio for the radio show, that it wasn’t compatible with Mojave. Apparently the ACE component, used for instant capture, doesn’t work as of this writing. So far, the publisher hasn’t even hinted at when that update will arrive, though it is expected to appear when Mojave is released. I asked their support people if I might make it work without ACE, and the answer wasn’t definite.
Based on experience with previous versions of macOS, where this component had to be updated, I suspect that the main issue would be that I couldn’t capture audio with an app running. Audio Hijack would have to launch it first. If the app is running, it’ll put up a prompt that you click to quit and relaunch the app. Yes, an assumption, but I decided to go for it.
So on a Friday night, I backed up all my content via Carbon Copy Cloner to a second drive. I was ready.
I didn’t monitor the entire installation, except for an occasional glance. When I woke up the next morning, my iMac was running Mojave, and for the most part it didn’t look terribly different. Well, until I launched Disk Utility, and discovered that the drive was indeed using APFS. There was no warning and no option to block it. There it was, and it seemed OK.
I assume Apple has tested Fusion drives to know that it would be successful, and so far Mojave is mostly behaving. I do see slightly speedier performance, and I like the idea of being able to duplicate files to another portion of the drive almost instantaneously.
But what about Audio Hijack?
I launched it, selected my workflow and started a recording. As I suspected, Skype launched and everything went normally. If, however, I started a recording while Skype was running, Audio Hijack would put up a prompt to quit and relaunch. That’s no different from the way it worked before the ACE or instant capture component was developed.
I’m still waiting for an update from Rogue Amoeba — they aren’t sure when it’ll be ready — but I’m happy to accept this very minor inconvenience to produce my radio shows. Now maybe some other features, such as scheduling, are also affected, but I don’t use them.
As for Mojave, it does seem a tad snappier, but I’ll await official benchmarks with the release version. The iMac’s startup takes nearly twice as long, though. It stops a little more than halfway through, and resumes a short time later. I assume that glitch will also disappear from the release version, though I grant that Apple has allowed OS bugs to persist through a beta process in the past.
This week, Apple released developer beta six, which is the fifth beta made available to public beta testers. Within the next four to six weeks, a Golden Master candidate ought to be out, which means that the rest of the development process will mostly involve fine tuning. Once it’s released, Apple will go full steam into the first update, 10.14.1.
In the meantime, I’ve looked over Mojave’s Dark Mode and turned it off. Maybe I’m too set in my ways. Unfortunately, the latest beta has essentially made my Brother printer useless. Whenever I attempt to print a document, any document, the printer driver app displays an error, “Unable to startup session, error =-10.”
I went through the usual troubleshooting routines, including restarting. resetting the iMac’s printing system, resetting the printer, and reinstalling the latest drivers from Brother. They are rated for High Sierra. So this is clearly a problem that Apple or Brother — or both — must fix.
For now, I can’t print, since my other printer, an Epson All-in-One, is at a storage facility along with most of my stuff.
So I’m bummed out a little, though it is time I cure the printing habit, so maybe it’s all good.
As to Mojave, I don’t regret installing the betas. At this late stage, it’s probably in decent shape — well except for that printer glitch. But if you’ve waited this long without fretting over it, you might as well wait for the final release that’ll probably arrive at the end of September or early in October.
What I read last week is so typical of anti-Apple foolishness, but I was hardly surprised. As you know, we’re less than two months away from an expected Apple event to introduce new iPhones and no doubt an updated Apple Watch. Whether or not any other gear will be launched is a question mark, even though new iPads and Macs (in addition to the ones launched last week) are expected.
But it’s not too early for the usual gang of Apple haters to claim that whatever is going to happen is wrongheaded, that the company with the world’s largest market cap is just incapable of doing things right. Or perhaps following the foolish speculation from a wayward and ill-informed blogger. If Apple doesn’t follow the erratic and illogical twists and turns of would-be journalists, they will never succeed. All that’s happened to them so far is some gigantic fluke.
Some day, any time now, the market will self-correct and the “right” companies will retake control.
Any time now.
With that in mind, there has been some new speculation from industry analyst Ming-Chi Kuo, whose predictions about new Apple gear are often close to the mark. On that basis, There are reports about refreshed Macs, including the long-awaited Mac mini, a new low-end Mac notebook, and refreshes for the rest of the lineup, and the iPad. But there is one wrinkle with Apple’s tablet, an 11-inch model that evidently replaces the 10.5-in model, and the addition of Face ID to replace Touch ID.
So far, we have the 2018 MacBook Pro sporting huge speed and feature improvements, including a six-core CPU and an available 4TB SSD for a humongous amount of money as notebook computers go.
His predictions about the iPhone haven’t changed. There will be two versions of the iPhone X, a minor update to the existing model and an iPhone X Plus with a 6.5-inch display. Prices may drop on the cheaper model by $100, which would leave the bigger handset at the same price point as the previous iPhone X that was regarded as too expensive at the same time it became a top seller. In addition, he predicts an LCD model with a 6.1-inch TFT LCD display. The usual range of older models will probably stick around with lower prices, but what about the iPhone SE?
Speculation about the iPhone updates is enough to send the hater hearts aflutter. Especially the lack of an update for the smallest and cheapest iPhone. Does that mean there won’t be any changes, or maybe the existence of an update has been overlooked so far? Well, there was some speculation about a minor CPU update earlier this year, which has faded.
So does that mean the rumored iPhone SE 2 will never appear?
Obviously the complaint is that failing to produce a low-end model is a bad move for Apple, and thus you can expect abject failure this fall. I don’t pretend to know how many units have been sold so far, though it’s clear most customers appear to prefer the units with larger displays, and, in fact, the most expensive models. But that doesn’t mean that Apple is ignorant of the fact that lots of people still want smaller handsets, and why not satisfy those needs?
The current iPhone SE uses parts from the iPhone 6s, but that’s no reason to panic, for one reason that the distressed blogger overlooks, or maybe doesn’t know about.
As most readers know, Apple is touting huge performance boosts on iPhones with iOS 12, focusing on the iPhone 6 as receiving improvements of 50% or faster. While no promises are being made about the iPhone 6s, one assumes it’ll also receive a decent level of improvement, and you should expect that too with the iPhone SE.
So even without any change, the existing SE should deliver more than enough performance for most users. Sure, the camera won’t change, but it delivers pretty good photos as it is.
But maybe Apple is planning an SE update. While this model is not a huge seller in the scheme of things, even sales of a few million are quite significant and would be substantial for most other companies. A speed bump and camera enhancement, without actually changing the look, would involve at best a minor R&D expenditure to Apple.
Then again, one might raise the very same logical arguments for updating the Mac mini, which hasn’t been touched in four years. That is an even less defensible position, especially since the last revision actually downgraded the model apparently in exchange for a $100 reduction in price. You could no longer upgrade RAM, and the CPUs topped out at two cores. The four-core models that some cherished for use in data centers were no longer available, and Apple never explained why.
Now it; only one Mac line has been enhanced this year so far.
It’s also quite possible that the iPhone SE won’t be changed this year, or that Apple will replace it with something else that’s still relatively small, but perhaps has further enhancements to bring it in line with current models.
But if that doesn’t happen, it won’t signal a fatal mistake for Apple so long as people are still buying the existing SE. Obviously Apple has no obligation to meet the demands of yet another blogger with an inflated sense of self worth.
Since I’ve been largely in cheapskate mode in recent years, I seek ways to save money. I no longer pay $99 to join the Apple Developer Program. At most I miss one or two early previews after the annual WWDC. Otherwise, a public beta release is usually released no more than a day after the developer version, unless there’s something really bad that has to be fixed first.
With the release of the iOS 12 public beta, I went ahead and downloaded it for installation on a late model iPhone. It is possible to restore your device if something goes wrong by downloading a previous version (not to worry, it’s searchable). So I took the plunge.
The first step requires installing Apple’s device profile on your iOS device, so it will be able to alert you, download and install the new releases.
Since this week’s release is the first for regular folk, don’t expect miracles. The final or near-final version won’t be out for two months. That said, my initial experience, after about a day, hasn’t been so bad. The symptoms are largely about flakiness. So sometimes, when I try to delete an email, the Trash icon isn’t there, and backing up through the menus and returning brings it back.
A handful of web pages stay white and never render or refresh, but it’s not consistent. So far, at least, there have been no crashes.
One of the tentpole features of iOS 12 is not something you can see. It’s the promise of faster app launches, faster keyboard display, and speedier swiping to the camera, ranging from “up to” 50-100%. The highest boost is promised for an iPhone 6.
I read an early review of the first iOS 12 release for developers, in which the promised performance leaps were tested. It was a mixed bag, with some of the touted functions coming close to matching Apple’s claims, and some not-so-different. To be fair, early betas aren’t optimized for performance. Better to test this with a final or near-final release.
So I didn’t bother to actually check speeds. My subjective impressions were positive. It seems to boot faster, and most things appear to be snappier. Both Lyft and Uber, which used to take maybe six seconds to load, took roughly three seconds to launch with the iOS 12 public beta. The zooming effect appears faster and smoother, with no overt evidence of stuttering. Most interesting is the fact that, even though I’m at a motel with three megabit Wi-Fi connection, my iPhone didn’t didn’t feel that slow at online access.
Assuming faster performance is all or mostly across the board, it means that the same hardware that worked with iOS 12 will of a sudden run faster. This is very much against the grain, where the oldest supported hardware usually becomes unbearably sluggish with a new iOS release.
Indeed, it’s very likely some people buy new gear not because what they have doesn’t work so well, but because performance has deteriorated so much — and not just because the battery is spent and the CPU is being throttled. Thus, Apple might possibly sell fewer iPhones. But I expect Tim Cook and his team expect people, will be more satisfied that their gear is not exhibiting many overt signs of aging and will be just as inclined to upgrade, or more will stick with iPhones.
I am not considering how well an Android device ages since many of them never receive a new OS release.
I am interested in the FaceTime Group feature as a possible substitute for Skype, at least for audio-only use, but that means that guests for my shows will need to use Apple gear. I’ll keep it in mind.
The added security and privacy features, including a proper password manager and default blocking of social network interactions, are welcome. But they aren’t things people will necessary notice until they began to seriously look around.
I’m also intrigued by yet another promise of a better Siri — last year’s promise wasn’t fully realized — and I’ll give it a chance and see if I can reliably take it beyond simple alarms.
For the most part, you should be able to install an IOS public beta without seeing much in the way of front-facing changes, at least at the start. Although I’ve seen over 200 new or changed features listed, they are largely more subtle than usual. This may be in keeping with the rumor that Apple is focusing more on performance and reliability than adding cool stuff, that some key features are being held off to 2019.
It’s not that Apple plans to say that a new OS release is less than originally planned. But it’s also true that some features may be delayed or omitted because they aren’t perfected. But customers shouldn’t have to wait for months for AirPlay 2 and other promised features either. On the other hand, it may also be possible that this will be the norm, that some things will be rolled out through the year as they are ready. It’s not that Apple has to worry about readying an OS for retail sale.
But even though my initial experiences with iOS 12 are positive, I urge you to be careful about installing a beta OS unless you have a ready backup routine.
I will hold off installing a macOS Mojave beta until it’s closer to release. I no longer have a backup computer, since the next OS won’t run on my 2010 MacBook Pro.
Microsoft’s Xbox Adaptive Controller might be the greatest gamer thing ever. Certainly so for gamers with disabilities. As you may or may not know - gaming controllers are a beast to handle. They have two small joysticks, one D pad, four top buttons, two trigger buttons and two bumper buttons. “I’m not really good with a controller” is a common complaint from able bodied gamers. I’ve been gaming for decades and I still find myself going, “Whoops! That was the wrong button - and now my character is dead.”
But the point is clear - you pretty much need both hands to finely manipulate the controller and the stamina to handle it for many, many hours. Which puts disabled folks at a colossal disadvantage just to play a console game. What if said person only has one hand? Or can’t use either hand. Or doesn’t have the strength to push the buttons or pull the triggers. Or doesn’t have the motor functions to properly handle the control. Or what if they are quadriplegic?
Their options are limited and usually expensive. There are some third party companies that manufacture controller accessories that help those with physical disabilities, but no company as large as Microsoft has tackled this effort. Until, obviously - now. And they spared no expense.
So what is the Adaptive Controller?
“By taking an inclusive design approach and considerations of gamers who might not be able to reach all the bumpers and triggers or hold a controller for an extended period of time, for example, we were able to design a controller that provides a way for more fans to enjoy gaming. On our journey of inclusive design, we have taken a wider view of our fans and a more inclusive approach to designing for them.
For gamers with limited mobility, finding controller solutions to fit their individual needs has been challenging. The solutions that exist today are often expensive, hard to find, or require significant technical skill to create. A number of individuals and organizations are creating custom solutions, but it has been often difficult for them to scale when most rigs need to be so personalized.
Joining the Xbox family of controllers and devices, the Xbox Adaptive Controller was created to address these challenges and remove barriers to gaming by being adaptable to more gamers’ needs. It was developed in partnership with organizations around the world, including The AbleGamers Charity, The Cerebral Palsy Foundation, Craig Hospital, SpecialEffect, and Warfighter Engaged. We worked closely with them and directly with gamers who have limited mobility to assist in our development. Our goal was to make the device as adaptable as possible, so gamers can create a setup that works for them in a way that is plug-and-play, extensible, and affordable. In addition to working with common adaptive switches that gamers with limited mobility may already own, it has two large buttons built in. These buttons can also be reprogrammed to act as any of the standard controller’s button inputs via the Xbox Accessories app.”
The Adaptive Controller releases in September and will retail at a very reasonable $100. There is already a whole array of accessories available on the Xbox site. The nice thing about the controller is that it has nineteen 3.5mm ports and two USB 2.0 ports of external inputs. A lot of those third party accessories that disabled gamers use to “hack” the regular Xbox gear will be fully compatible with the Adaptive Controller. So one wouldn’t have to buy all new expensive accessories as your old ones will allow you to just plug into the Adaptive Controller. For example, foot controllers or even mouth controllers will be able to plug directly into the Adaptive Controller, etc., etc.
According to worldbank.org, fifteen percent of the world’s population (approx. 1 billion) has some form of disability and between 110 and 190 million people experience some kind of significant disability.
I am certainly not going to suggest that the Adaptive Controller is about to save the world by allowing much, much easier access to Mass Effect or Tomb Raider via Xbox One. But - this is certainly a step in the right direction.
As an avid gamer I often want to share this AWESOME experience I just had with game X! It never even occurred to me that this simple pleasure of game experience was extremely difficult for such a large number of folks. I mean, if you’re able bodied and you just don’t want to game - that’s all good. But if you’re physically impaired and you really, really want to game - but you are unable to do so because of your disability - that fucking sucks.
And Microsoft is doing something about that.
Well played, Microsoft. Well played, indeed.
It wasn’t so many months ago when there were loads of reports that Apple’s great experiment, the iPhone X, was a huge failure. Inventories were growing, there were major cutbacks in production. All this allegedly based on reports from the supply chain.
Such blatant examples of fake news aren’t new. It happens almost every winter. After a December quarter and peak sales, Apple routinely cuts back on production from the March quarter. It’s not the only company to follow such seasonal trends, but somehow Apple gets the lion’s share of the attention.
From time to time, Tim Cook schools the media about relying on a few supply chain metrics, reminding them that, even if true, it doesn’t necessarily provide a full picture of supply and demand.
He might as well be talking to himself since he’s almost always ignored.
In any case, the numbers from the December and March quarters painted a decidedly different picture than those rumors depicted. The iPhone X was the number one best selling smartphone on Planet Earth for every week it was on sale. I don’t know if the trend has continued, but Apple has nothing to apologize for.
Now one of the memes presented in the days preceding the arrival of the iPhone X — before the talk about its non-existent failure arose — was that it would fuel a super upgrade cycle. Up till then, the usual two-year replacement scenario was beginning to fade. In part this was due to the end of the subsidized cell phone contract in the U.S. fueled by T-Mobile’s supposedly innovative “Uncarrier” plans. They appeared to represent something different, but at the end of the day, not so different in what you had to pay, at least for the term of your smartphone purchase.
Originally, you’d acquire a cell phone either by buying the unit outright, or signing up for a two-year contract in which you’d pay something — or nothing — upfront and then be obligated to keep the service in force for at least two years. If you cancelled early, you’d pay a penalty to cover what the carrier presumably lost because you didn’t pay off the device.
After two years, you’d be able to cancel your contract without penalty, but if you kept it in force, the price wouldn’t change even though the device had been paid off. It was a boon to the carrier if you didn’t upgrade. But if you did, the two-year requirement would start all over again.
With an “Uncarrier” deal, the cell phone purchase was separated from your wireless service. You could buy it, add one you own to the service if it was compatible, or acquire a new handset for an upfront payment, plus a given amount every month until it was paid off. It was essentially a no-interest loan, but you’d have the right to exchange it for a new device after a certain amount of time, usually 12 to 18 months. This way, the purchase became a lease, and you’d never own anything. In exchange for getting new hardware on a regular basis, you’d never stop paying.
What it also meant is that, once your device was paid off, the price would go down, giving you an incentive to keep your hardware longer if it continued to perform to your expectations.
Now that predicted iPhone super upgrade cycle didn’t occur as predicted. Yes, iPhone sales did increase a tiny bit in the last quarter, but revenue has soared because the iPhone X dominated new purchases, thus boosting the average transaction price. That, too, was contrary to all those predictions that Apple’s most expensive smartphone was way overpriced, and customers were reacting negatively.
How dare Apple charge $999 and up for a new handset?
Rarely mentioned was the fact that Samsung, Pixel Phone by Google and other mobile handsets makers also sold higher-priced gear, but there were few complaints. It’s not that sales were great shakes, but some regarded such handsets as certain iPhone killers, except that Apple overwhelmed these products in sales.
So where’s what’s the latest alleged super (duper?) upgrade cycle about?
Well, according to a published report in AppleInsider, Daniel Ives of GBH Insight claims that “the Street is now starting to fully appreciate the massive iPhone upgrade opportunity on the horizon for the next 12 to 18 months with three new smartphones slated for release.”
Deja vu all over again?
For now Apple has become a Wall Street darling. But don’t bet on that continuing. The next time someone finds reasons, real or imagined, to attack Apple’s prospects for success, the stock price will drop again. Of course, there are other reasons for stock prices to vary, including the state of economy, possible trade wars and other reasons, including investor psychology.
So what is Ives expecting?
He is projecting that Apple might sell up to 350 million iPhones over a period of 18 months after this fall’s new product introductions. Supposedly they will be so compelling that people who might have otherwise sat on the sidelines and kept their existing gear will rush to upgrade.
As regular readers might recall, predictions have focused on a new iPhone X and a larger iPhone X Plus, plus a regular iPhone with an edge-to-edge LCD display. Will there be an iPhone 8 refresh, or will Apple just sell last year’s models at a lower price? What about a smaller model, the alleged iPhone SE 2?
I don’t disbelieve the rumors about the 2018 iPhone lineup, but predictions of super upgrade cycles may not be so credible. People appear to be keeping their smartphones longer, so long as they continue to deliver satisfactory performance. And. no, I won’t even begin to consider the performance throttling non-scandal.