Following up on Apple's location data Q&A, posted earlier today, Mobilizer spoke with CEO Steve Jobs and other members of the executive team.
“We haven’t been tracking anyone,” Jobs said in a telephone interview with Mobilized on Wednesday. “The files they found on these phones, as we explained, it turned out were basically files we have built through anonymous, crowdsourced information that we collect from the tens of millions of iPhones out there.”
As to why Apple seems to get singled out in media and investigations, Jobs said he'll be looking to see coverage of their competitors.
Firemint's Real Racing 2 for iPhone just went live in the App Store. With 30 licensed cars, 15 person online multiplayer, career mode, and other console quality features it's another huge leap forward for iPhone gaming. But what if -- like me -- you don't drive especially well? What if you need a little inside help, some expert advice on how to beat the game? (And your friends!)
Worry not, Firemint Founder and CEO Rob Murray, Real Racing 2 Producer Chris Nicoll, and Firemint Communications Manager Alex Peters were kind enough to sit down for an interview with us and dish all their secrets. (Okay, maybe not all, but enough tips and tricks to give you an edge!)
This is just a taste mind you. The full interview will be included with our iPhone Live #130 podcast, available later today right here on the blog and via iTunes. Subscribe already!
Ars Technica's Chris Foresman has a terrific interview up with Star Trek production artists Michael Okuda, Denise Okuda, and Doug Drexler about how they conceptualized iPad-like devices for TV and movies... some 23 years ago. Their device was known as the PADD (Personal Access Display Devices):
Drexler said that to him, the iPad is "eerily similar" to the PADDs used in Star Trek. "We always felt that the classic Okuda T-bar graphic was malleable, and that you could stretch and rearrange it to suit your task, just like the iPad," he said. "The PADD never had a keyboard as part of its casing, just like the iPad. Its geometry is almost exactly the same—the corner radius, the thickness, and overall rectangular shape."
"It's uncanny to have a PADD that really works," Drexler said, unlike the non-functional props made for the TV series and later films. "The iPad is the true Star Trek dream," Drexler told Ars.
Core77 spoke with Apple Senior Vice-President of Design, Jonathan Ive, about iPhone 4's including the Retina Display, custom stainless steel antenna array, aluminosilicate glass front and back, and even the microSIM tray.
"A big part of the experience of a physical object has to do with the materials. [At Apple] we experiment with and explore materials, processing them, learning about the inherent properties of the material--and the process of transforming it from raw material to finished product; for example, understanding exactly how the processes of machining it or grinding it affect it. That understanding, that preoccupation with the materials and processes, is [very] essential to the way we work."
Walt Mossberg and Kara Swisher's D8 conference interview with Steve Jobs has been posted in its entirety on iTunes for your higher quality, uninterrupted viewing and/or listening pleasure. It's quite a good interview and we get to see Jobs excited, pensive, and -- to quote him -- pi$$ed off.
A few of the points I found most interesting, after the break.
Steve Jobs is live on stage at the D8 - All Things Digital conference being interviewed by Walt Mossberg and Kara Swisher. They're not pulling any punches with the questions, and Jobs is answering in typically direct, quasi-terse form.
Marc Edwards is one of the well known team behind Mac Dashboard Widget aces iSlayer and iPhone development house bjango, whose apps include Jobs, Cities, Darkness, and Phases, and he was kind enough to sit down and talk App development and ecosystem with TiPb.
TiPb: Your team is famous for their Mac OS X Dashboard widgets, was developing for the iPhone really the easy transition some have suggested?
Mark Jardine and Paul Haddad of Tapbots are the breakout designers and engineers behind Weightbot (iTunes link), one of the most original user experiences released on the iPhone App Store to date. Continuing the iPhone blog's behind-the-scenes look at iPhone application development, Mark and Paul were kind enough to take time and discuss their ideas on interface and interactivity, and how what more we might expect from Apple's next generation mobile platform.
TiPb: How was approaching the iPhone interface for this App different than how you would have approached an interface for another platform?
Mark: It was really different coming from a web design background. 320x460 isn't a lot of space to work with and then you have to factor in the huge difference in input devices. A person's finger is a lot less accurate than a mouse cursor. At the same time, I wasn't designing a website so I was freed from a lot of rules and conventions I've been following over the past 8 years. So my initial approach was pretty simple. If Weightbot was an actual physical device, how could I make it usable and fun at the same time?
Paul: The thing I found challenging about dealing with the iPhone interface is that users want a silky smooth and yet the iPhone and iPod touch are both very slow compared to any modern Mac. I spent a lot of time juggling things around in order to get a consistent 60 fps for all the various animations within Weightbot. Coming from our current Multi Gigahertz, Multi Gigabyte and Multi Core world where for the most part you don't have to worry about performance to a platform like the iPhone where every cycle and byte counts is a big change.