"On Par"

To illustrate the previous post’s point on how the iPhone is “on par” with Android, I’d like to refer to a handy chart of Android software support put together by Michael DeGusta.

Go look at the chart. It also includes the first four iPhone models for comparison. To summarize his findings about Android, DeGusta lists:

  • 7 of the 18 Android phones never ran a current version of the OS.
  • 12 of 18 only ran a current version of the OS for a matter of weeks or less.
  • 10 of 18 were at least two major versions behind well within their two year contract period.
  • 11 of 18 stopped getting any support updates less than a year after release.
  • 13 of 18 stopped getting any support updates before they even stopped selling the device or very shortly thereafter.
  • 15 of 18 don’t run Gingerbread, which shipped in December 2010.
  • In a few weeks, when Ice Cream Sandwich comes out, every device on here will be another major version behind.
  • At least 16 of 18 will almost certainly never get Ice Cream Sandwich.

Also worth noting that each bar in the chart starts from the first day of release - so it only gets worse for people who bought their phone late in its sales period.

Kind of incredible, isn’t it?

Android Bias

Anthony Pafford runs commentary on a Verizon press release that supposedly promotes the iPhone 4S. His comments are bracketed throughout the presser:

Oct 14, 2011 - Apple iPhone 4S has arrived

Just in time for shoppers to start thinking about the holidays, along comes another iPhone.

[oh, *another *iPhone….]

The Apple iPhone 4S hits stores today, Friday, October 14th.

[Now the good bit—]

Although the look and feel remain the same,

[you don’t ‘Although’ in an overall positive message or lead with a negative if you want to promote a product.]

most of the new features

[not all of the new features?]

bring the iPhone 4S up to par with many of Verizon’s current models

[up to par? So the iPhone 4 was below par and it’s new features only serve to bring it up to par with some other Verizon devices that apparently set the standard. What device could it be that plays such an acceptable game of golf?]

and in some cases even surpass the Android technology.

[Wow! You mean to tell me in this obligatory press release about the new Apple iPhone that the new model serves to play catch up with the amazing features of Android phones and even occasionally does better? Sign me up for this acceptable but lagging technology!]

It gets even more biased the more you read. Ever since the Verizon iPhone debuted earlier this year, I’ve had the impression this is an uneasy alliance between Verizon and Apple. Even the event announcing the Verizon iPhone seemed demurred with reluctance between the two companies.

Make sure you hit up the link above to read the rest of Anthony’s thoughts.

¶ The Fast Pace of Getting Left Behind

In hardware and software, fragmentation is inevitable. Eventually newer software will demand too much of older hardware, and the older hardware will need to enter the realm of being unsupported. Sure, this can be caused artificially by the software or hardware maker not wanting to put forth the effort to support the past. The decision can also be made for the sake of not impacting the experience of a device. No one wants to run software that performs poorly because the hardware can't keep up.

Normally this retirement process takes years. But as technology moves forward at an ever increasing pace, the span between hardware debut and retirement is closing faster than ever. Sometimes it is done out of necessity, and other times artificially.

Let's take the Mac. Apple tends to support hardware with software on the Mac for about five years. This day and age, that is plenty reasonable in my book. Apple's approach is to support the hardware until it becomes a technological burden to the advancement of the software. The chief exhibit is the current version of Mac OS X — Snow Leopard. Snow Leopard cut off support for the old PowerPC architecture. Folks with PowerPC Macs are cut off using Leopard until they buy a modern Mac.

Why did Apple need to do this? Because supporting older hardware was eating up too many development resources for newer software. Eventually you have to stop supporting things you no longer make. When Apple cut off PowerPC support, Mac OS X went from an installed hard drive footprint of around 13 GBs to 6 or 7 GBs. The result was a faster, leaner operating system.

In the upcoming Mac OS X revision — Lion — Apple will be dropping support for 32-bit Intel processors, which were the first Intel Macs. Again, these Macs are 5 years old. And the reason this time is to cut out supporting 32-bit and 64-bit processors, especially at the kernel level. The goal is to be faster and leaner.

Now, let's look at iOS. This is a whole different ballgame, as mobile development is moving so much faster than desktop and notebook development. There have been 4 iPhone and iPod touch generations. The current generation of these devices are leaps and bounds faster and more efficient than the first generation models. Yet Apple supported first-generation devices through the third OS revision. With iOS 4, Apple finally pulled the plug on those first-generation devices, because the software had truly outstripped the hardware.

Here is where Apple made a bit of a mis-step though. They were still selling the second-generation devices as discount, entry-level prices just before iOS 4 shipped. So they felt obligated to support them. And that didn't work out so well because the second-generation of handheld iOS devices shared much of the same hardware as the first-generation. This caused these devices to perform poorly, and Apple scurried to optimize iOS 4 for performance on these older devices in 4.1 and 4.2. But it really wasn't enough. So with iOS 4.3, Apple pulled the plug on support for second-generation hardware, which I am sure they didn't want to do until iOS 5.

What I've described above for iOS is only one side of the coin. Those were necessary hardware retirements. That isn't to say that Apple hasn't artificially retired features improvements along the way. For instance, iOS 4 brought along Game Center integration. This was included in the second-generation iPod touch, but not the second-generation iPhone. I can't imagine that was truly a hardware limitation. Or how about this: iOS 4.3 brought Personal Hotspot to the iPhone 4's tethering ability, but not to the iPhone 3GS, despite the fact that jailbreakers can do Personal Hotspot on the iPhone 3GS. Are artificial limitations a jerk move? Yeah, they are. And everyone can be a jerk at times.

Finally, let's look at Android. Android has been the prime target of the fragmentation blame game. And it often seems like it has been earned. But who is really to blame? Google? Or the carriers? I say a little of both. Vlad Savov wrote on Engadget over the weekend:

Where the trouble arises is in the fact that not all Androids are born equal. The quality of user experience on Android fluctuates wildly from device to device, sometimes even within a single phone manufacturer's product portfolio, resulting in a frustratingly inconsistent landscape for the willing consumer. […]

The point is not that carrier or manufacturer customizations should be abandoned entirely (we know how much those guys hate standardization), it's that some of them are so poor that they actually detract from the Android experience. Going forward, it's entirely in Google's best interest to nix the pernicious effects of these contaminant devices and software builds. The average smartphone buyer is, ironically enough, quickly becoming a less savvy and geeky individual and he (or she) is not going to tolerate an inconsistent delivery on the promise contained in the word "Android."

And this is exactly how things are in the Android world. There isn't a uniform experience standard. Perhaps this is why, according to Bloomberg Businessweek, Google has started handpicking partners to showcase Android, and delaying the source code to everyone else:

Over the past few months, according to several people familiar with the matter, Google has been demanding that Android licensees abide by "non-fragmentation clauses" that give Google the final say on how they can tweak the Android code—to make new interfaces and add services—and in some cases whom they can partner with. […]

Google has also started delaying the release of Android code to the public, putting smaller device makers and developers at a disadvantage. On Mar. 24, Bloomberg Businessweek reported Google won't widely release Honeycomb's source code for the foreseeable future.

The company's moves are hardly unprecedented in such a fast-moving industry. Google owes it to its partners and consumers to prevent Android from running amok.

Android has been running amok. It is saddening when I hear some friends — who are normal, non-geeky people — lament about how the phone they bought three months ago isn't getting the new features of so-and-so's phone from last week.

As I stated at the beginning, every platform will experience fragmentation. Apple does a pretty good job at mitigating that effect because they control the platform from top to bottom. Google let the main Android experience get out of hand because they have been controlling very little in the grand scheme of things. Why have they been controlling so little? Marco Arment writes:

Nobody “opens” the parts of their business that make them money, maintain barriers to competitive entry, or otherwise provides significant competitive advantages. That’s why Android’s basic infrastructure is “open”, but all of Google’s important applications and services for it aren’t — Google doesn’t care about the platform and doesn’t want it to matter. Google’s effectively asserting that the basic parts of a modern OS — the parts that are open in Android — are all good enough, relatively similar, and no longer competitively meaningful. Nobody’s going to steal marketshare from Google by making a better kernel or windowing API on their competing smartphone platform, regardless of whether they borrowed any of Android’s “open” components or ideas derived from them. But Google’s applications and services are locked down, because those are vulnerable to competition, do provide competitive advantages, and are nowhere near being commoditized.

Unfortunately, Google spent the last few years letting Android's core experience go unchecked, allowing the carriers to decide whether or not to use Google's applications and services, and whether a certain phone gets an update or not. Google hasn't been giving Android a chief place in their bottom line, they've let carriers use Android to pump up their bottom line, and have been sticking it to customers.

It all comes down to this: let the end-user be your customer, and use the carrier as the channel; or let the carrier be your customer, and the end-user is the channel.

Square Removes Payment Caps

Square released an update to their app today removing the $100 per transaction cap that was hindering the use of the app for many people, myself included. The full feature list for the iOS app update is as follows:

  • Never lose a sale: no caps on how much you can accept.
  • iOS 4 support.
  • Improved experience for contacting Square support.
  • Cash tendered field is now pre-filled with the expected amount.
  • User feedback when swiping too slow or too fast.
  • User feedback when swiping an expired card.
  • Excluding tax from a transaction is now accurately reflected in the receipt.
  • Fixed a crash affecting iOS 4 users with core location disabled.

The removal of the payment cap is greatly welcomed. When I go to sell old tech, I usually want more than $100 for it. Case in point: a couple weeks ago I sold my old iPhone 3G for $150. I used Square for the transaction, but had to do a $100 transaction then a second $50 transaction. It worked wonderfully, but the double transaction was inconvenient.

I assume the Android app will be getting a similar update to remove the transaction cap, but I haven’t received any word on that.

I think I’ll be listing some more things for sale this weekend, and using Square as my preferred method to receive loot.

Square - Making Payments Mobile

Square is a service I had been waiting anxiously to come out of vaporware-land and into reality since I found out about it in late 2009. Square allows you to take credit card payments from your iPhone, iPod touch, iPad, or Android 2.1 device — as long as you have a WiFi or 3G connection. 

I did a first look a while back and I have since received my Square Reader. It definitely works as advertised. Once you activate your reader with your account you can instantly take a payment. It is super easy. Launch the app, plug in your reader, enter your items, the price, and hit Payment, select Credit Card, and swipe the card.

Then you’ll hand your device over to the payer for them to sign and enter their email address for their receipt to be sent to them.

It is truly a simple system, and doesn’t require a merchant account, no monthly fees, and they even send you the reader for free. They do, however, take 15 cents off every credit card transaction, and additionally 2.75% for swiped card or 3.5% for keyed in card numbers. All in all, it’s a tiny fee considering the other savings from monthly fees. Also, 1 penny from every transaction fee goes to charity:water, which is completely awesome.

Now, there are some limitations that weren’t revealed until I was able to activate my reader. I’ll just go ahead and make a list:

 

  • Card payments have hindering caps. As of this publication, card payments are limited to $100 per transaction, and $700 per week. This is lame. I shared some correspondence with Square’s friendly support team about this, and they initially said the first rollout of Square is purely intended for personal use. I told them that is how I intend to use it, and $100 per transaction is too low for even that. Heck, their first video shows a guy selling a couch for $300. Anyway, after pointing that out, Square agreed with me that the limit is too low, and they are planning to raise it after building out their underwriting infrastructure. 
  • If you are intending to use it for business right off the bat, Square is not currently supporting EINs. Also, that aforementioned limit may be a hindrance. Square assured me EIN support is coming soon.
  • They are disparities across the apps. Here I am talking about the iPhone (count iPod touch in there when I say iPhone) and iPad apps, as I haven’t played with the Android app. Mainly, the iPad supports sales tax and inventory, and the iPhone doesn’t. Here’s why these disparities are odd to me: they’re the exact same app, with different user interfaces. The Square app for Apple devices is universal, meaning it is one codebase that displays a different interface depending on which device it is on. So the code is there, but Square didn’t design a user interface element for something like sales tax on the iPhone. I also raised this question with Square, and they said these features are on the list. 
  • Payer signing is a one shot pony. If your payer screws up their signature, there isn’t a clear button to try again. This is a problem, since payers sign using their finger. It is unfamiliar, and it should stand to reason that it might take a couple tries. The only recourse is to take a “signature” that looks nothing like the payers real signature, or to clear out the entire transaction and start from scratch. Unacceptable, and Square offered no comment on this.

 

I honestly chalk up all of these to start-up jitters. Square is an infant company trying to revolutionize the credit card payment industry. I have no doubt that the issues will be addressed in time. The question is will they be addressed sooner or later?

Overall, Square does allow for drop dead easy payments, and I’ll probably get a ton of use out of it once the limit is raised somewhere in the ballpark of $300 or $400. Let’s face it, I have some previously loved electronics to sell, like, an iPhone 3G on June 24th, when I get my iPhone 4.

If you have any other questions for me, sound off in the comments.

First Look: Square

Square. It’s a shape. It’s a fundamental part of mathematics. It’s a tool of precision used by carpenters. Soon, I think, it will become synonymous with revolutionizing how regular folks pay each other. 

Square is a small company in San Francisco that is aiming to make payment via credit or debit card simply and easy for individuals and small businesses alike. Let’s face it, if you’ve owned a business and applied for a credit card terminal, it’s an expensive process, you’re bound to monthly fees, and everything is dependent upon your personal credit score.

Square does away with all of that hassle. Most of you already have the primary part of the terminal, too. Square is an app available for iPhones, iPod touches, iPads, and Android phones. Word on the street is apps for more platforms are on the way. You simply download the app, sign up for an account, and Square ships you a tiny plastic square with a slot for swiping cards and a headphone jack to connect to your mobile device. No monthly fees, no credit checks. What does Square get out of it? 15¢ per transaction plus a small percentage (2.75% for swiped cards, 3.5% for manually entered cards). Out of a $25 transaction, you keep $24.22. And a penny of that fee goes to a charity of your choice.

How does this all work? Well, Square has made two videos, one during their testing phase, and the other which appeared today with their official launch. 

One thing I like a lot about Square is the ability to give electronic receipts, and also help track your cash flow on their website. And the ability to tag those transactions with geolocation is very cool. And Square can also track cash transactions, and issue receipts for them, free of charge. Basically, your iPhone, iPod touch, iPad or Android device become your register. Square can also account for tax, tips, and track the frequency of repeat customers, perfect for having a reward program (think buy 9, get the 10th free).

I received a shipment notification this morning that my Square reader is on its way. I’ll report back with a hands on after I receive it.

If you’re interested in Square, go grab the app off iTunes or the Android marketplace and sign up for an account.