Doing admin on a Sunday
I wonder what the psychological implications are of relatively important tasks (eg. banking and paying bills) being very similar, in terms of the physical actions required to complete them, to relatively unimportant tasks (eg. replying to jokey Facebook messages from friends-of-friends-of-friends and adding discs to my Lovefilm account).
All require a combination of me to sitting at a computer, entering a series of passwords, possibly digging out some paperwork for an obscure reference number, and hitting send when I’m sure I’ve put in the 20% effort required for 80% of the payoff.
Didn’t there used to be a difference between the frivolous and the serious? That you can (not that I have here) apply for a large amount of financial credit with very similar actions to those with which you can tend to your Farmville games seems very dangerous.
Oggcamp, accessibility and open source

I’m not exactly a hardcore Linux user – I just have a couple of knackered old laptops on which it’s installed, one that I use as I media centre and one that I use for geeky Frankenstein experiments. But I do really admire a lot of the principles behind open software and culture (especially Creative Commons – everything I write here is CC licensed).
For this reason I’m planning on attending OggCamp, a free software / free culture unconference organised by the presenters of the Ubuntu UK Podcast and Linux Outlaws (Are you coming? Join me on Plancast). At the moment I’m reading up on one of my recent pet interests, assistive and accessibility technology, to see if I can carve a suitable presentation out of the topic for the event. A lot of this sort of software is hugely expensive (£200 to 300+) as there of course isn’t the mass-market demand for it that there is for games, to-do list managers and iPhone fart apps, yet for many people with even mild disabilities they’re essential parts of daily computer use.
Often the accessibility features built into operating systems or mobile devices are more of a box-ticking marketing exercise than an attempt to genuinely make computers useful and usable for all. But I’ve a nascent theory that open-source software could make accessibility software technology much more affordable, given the gift economy that so often applies where its development is concerned.
Further, it could be argued that devices with a (partly) closed ecosystem like my beloved iPhone are at the mercy of the company that developed it in the first place as far as accessibility is concerned. Software to aid people with visual impairments, for example, requires special API access to the user interface so it can monitor and control it accordingly. The iPhone’s built-in zoom and text-to speech is rudimentary at best, and the rules for 3rd party apps mean it’s difficult (if not impossible) for a developer to create an alternative that could be run system wide.
So could the open-source Android platform form the basis for an truly accessible smartphone?
I’m no expert in software development, accessibility or open source, but I’m hugely interested in all of them. So I’m going to keep thinking at this cross-section of my interests, and hopefully form the outline of a theory that I can present at Oggcamp in May. I’m at a very early stage in my thinking (I don’t even know what sort of accessibility features Android ships with), so feel free to share any thoughts.
“Winning iPhone Strategies” report: case studies in app marketing
I’ve had a really interesting time recently talking to some of my favourite iPhone developers, carrying out a survey into app purchasing habits and generally thinking about cool mobile bits and pieces for the just-published “Winning iPhone Strategies” report that I co-wrote with a colleague.
Commissioned by regional development agency Northwest Vision and Media, it’s available to read online via Scribd, where I’m chuffed to say it’s received a good few thousand views in the handful of days it’s been available so far. I won’t go into huge depth about the report’s findings here – it’s a fairly easy read, so rather than me repeating its contents you might as well just go and have a look, or download it in PDF format
There’s been some nice coverage of the report, notably a PocketGamer.biz article that focuses on the £2.99 “pricing sweet spot” that our survey highlighted, and a somewhat tongue-in-cheek piece on The Register hilariously titled “North England to replace satanic mills with iPhone app factories”. Needless to say, that wasn’t quite our conclusion…but their angle did prompt some fantastic comments.
I massively enjoyed writing my previous research paper into podcast business models, so was really pleased to get involved in “Winning iPhone Strategies”. I love being able to talk to smart people, think deeply about things I love and write up thoughts that’ll hopefully be useful to other people. Additional cool things about writing the report were:
- chatting to interesting people making games in Finland and Holland.
- hearing the well-informed views of Apple-fan Marco Arment, who makes two of my favourite Internet things: Instapaper (iPhone app) and Tumblr.
- learning an amazing rags-to-riches tale of a first time developer who hit it big with an app based on BBC comedy “I’m Alan Partridge“.
- talking to the design brain behind my fave iPhone game, Ramp Champ (Gedeon Maheux at Iconfactory).




