The first feature lets you set your parking location by tapping on the blue location dot, and selecting the “Save your parking” option in the menu the list that pops up. (Note: You need to be signed into Google Maps or the feature won’t show up, even if you install the beta.)
Once you’ve done that, you can then add parking notes (i.e. parking lot floor), set a timer to remind you how long you can park your car for, and even add photos to remind you of the surroundings.
Apple Maps on iOS 10 has a car similar feature to help you find your parked car, but it requires a Bluetooth connection between your iPhone and car. But at least Maps will automatically mark your parked car’s location as soon as you leave your car. Maps also lets you add notes and photos to your parked car’s location, too.
For now, the handy parked car reminder features for Google Maps are limited to the Android beta version. There’s no word on when it’ll become a public release or when it’ll hit iOS.
Just recently I felt the need to improve my typography skills for UI design, so I outlined this action plan for myself, and I hope it will also help you in designing better interfaces with better typographic choices!
Action 1. Read
Here are 5 books on typography that I consider must-reads for user interface design.
Thinking with Type: A Critical Guide for Designers, Writers, Editors, & Students
— by Ellen Lupton
I first came across this book as a textbook for a design course. It laid the foundation for a solid understanding of typography.
I was able to use what I learned in design projects right away.
Filled with visual examples, this book is a definitive guide on typography for visual communication.
When it comes time to implement the fonts that you have chosen for your designs, this is the book to get.
Whether you’re in a position to implement your own fonts of choice or you’re working with a developer, knowing the technicalities outlined in this book will help get your fonts to load fast and render correctly.
This will greatly reduce your chance of hearing: “Well, maybe we’ll just switch back to using Arial…”
Apple may have whiffed on its Apple TV+ announcement Monday by offering too few key details about the service. But the company did say that its TV app was coming to Roku and Fire TV devices, essentially sounding the death knell for Apple TV.
Apple had been telegraphing this move for months. At CES, the company announced that a version of iTunes was launching on Samsung smart TVs later this year and touted incoming AirPlay 2.0 support for smart TVs from Samsung, Sony, LG and Vizio. These moves, while not a complete distribution strategy by any means, signaled Apple’s willingness to break down its walled garden for the sake of getting its video service further out into the world.
Wide distribution is key if Apple wants to take on Netflix—which is the notable holdout for Apple’s video aggregation scheme. As Strategy Analytics pointed out, Apple’s new TV app (arriving via update in May) is starting out with a huge built-in disadvantage, with only 175 million addressable TVs compared to more than 900 million for Netflix.
Apple has plans to close the gap. The company is launching the TV app on Mac this fall; launching on smart TVs, starting with Samsung in spring followed by LG, Sony and Vizio; and on Roku and Amazon Fire TV devices “in the future.”
The Roku and Fire TV agreements were the announcements of the day, according to Alan Wolk, co-founder and lead analyst at consulting firm TV[R]EV. He pointed toward a tweet from Prashanth Pappu, founder of Vizbee, as a good summation of why those two deals are significant.
Wolk said that Apple used to be able to sit back, wait until an emerging product category became nascent, and then swoop in with a superior product and take over. But lately that strategy has failed, with Apple Music still dwarfed by Spotify and the pricey HomePod lagging behind Amazon and Google in the smart speaker market.
Apple TV is another example of the company’s hardware strategy falling flat. According to Parks Associates figures from the first quarter of 2018, Amazon and Roku combined control more than 50% of the streaming device market among U.S. broadband households. Apple has about 15% of the market. A big contributing factor to Roku and Google’s market dominance over Apple TV has to do with their $30 price points compared to Apple’s $180.
“There aren’t that many people going ‘I want to spend six times as much money,’” Wolk said.
Apple has been able to create perceived value because its products are so expensive. But Apple’s rigid adherence to premium pricing has come back to bite the company in the form of iPhone sales plateaus and sagging revenues for the company’s other devices.
“They’ve hit a point of diminishing returns,” Wolk said.
That hardware conundrum had sparked Apple’s renewed focus on growing its service revenues. The strategy appears to be paying off. In January, Apple said fiscal first-quarter services revenue reached an all-time high of $10.9 billion, up 19% over the previous year. That figure could keep climbing considering that, in addition to its video streaming service, Apple on Monday announced a subscription news and magazine service, a credit card and a streaming video game service.
The tradeoff for this services pipeline, at least in terms of video, appears to be the abandonment of the Apple TV. Once the Roku, Amazon and various smart TV deals are in place for the TV app, the Apple TV will essentially become an overpriced streaming box stripped of some of its exclusivity with Apple software and services like TV+.
Wolk said that at that point, Apple can let the Apple TV slowly die off and stop pushing upgrades; or do a complete reboot and put out a less expensive version of the device, similar to what the company did with the iPod Nano.
A Google executive offered new details on Wednesday about the company’s upcoming video game streaming service, telling Reuters that game makers may use competing cloud providers and must avoid some inappropriate content.
Google, owned by Alphabet Inc, unveiled Stadia on Tuesday, saying the service launching this year would make playing high-quality video games in an internet browser as easy as watching a movie on its YouTube service.
The game would operate on Google’s servers, receiving commands from a user’s controller and sending video streams to their screen. Player settings, leaderboards, matchmaking tools and other data related to the game would “not necessarily” have to reside on Google’s servers, Phil Harrison, a Google vice president, said in an interview.
Hosting the data elsewhere, however, could lead to slower loading times or less crisp streaming quality, he said.
“Obviously, we would want and incentivize the publisher to bring as much of their backend as possible” to Google servers, he said. “But Stadia can reach out to other public and private cloud services.”
The approach could limit Google’s revenue from Stadia. It has declined to comment on the business model for the new service, but attracting new customers to Google’s paid cloud computing program is one of Stadia’s aims.
If a game publisher was using Amazon for some tools, “the first thing I would do is introduce you to the Google Cloud team,” Harrison said.
In addition, Stadia will require games to follow content guidelines that build upon the system of Entertainment Software Rating Board (ESRB), a self-regulatory body, he said.
“We absolutely will not have A-O content,” Harrison said, referring to the ESRB’s moniker for the rare designation of a game as adult-only because of intense violence, pornography or real-money gambling.
He said Stadia’s guidelines would not be public.
Asked about growing public concerns about game addiction, Harrison said Stadia would empower parents with controls on “what you play, when you play and who you play with.”
Google views Stadia as connecting its various efforts in gaming, including selling them on its mobile app store, Harrison said. But game streaming, he said, is an opportunity to tackle among the most complex technical challenges around and potentially apply breakthroughs to other industries.
“We think we can grow a very significant games market vertical,” he said. “And by getting this right we can advance the state of the art of computing.”