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vendredi 14 octobre 2016

Report: Sony to launch Playstation-inspired mobile games in 2018

Sony Playstation mobile games

I'm sure that I don't need to remind you that mobile gaming caught a big break this year with Pokemon Go, and it seems that major games developers have taken notice. According to Nikkei, Sony is aiming to release games based on some of its popular PlayStation brands on smartphones.

According to the report, Sony is planning to release five or more mobile games, which will be targeted at the Japanese and other Asian markets to begin with. The game titles are expected to be revealed by the end of the year, but Sony may be planning to revive some of its older names and franchises. There's also talk about linking some of these titles to upcoming console releases. These game are scheduled to appear some time around late March 2018 and ForwardWorks will be handling distribution.

Sony isn't the only gaming company paying more attention to mobile. During the launch of Apple's iPhone 7, Nintendo revealed that it would be launching Super Mario Run on the mobile platform this year. An Android release was confirmed shortly afterwards. Speaking of Android development, the release of the new Vulkan API for Android Nougat is also likely to spur additional development in mobile games in the coming years, thanks to its cross platform capabilities and notable performance improvements.

Sony has not commented on the topic.

This article originally appeared on our sister site – TabTimes



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Samsung: ‘negative impact’ of Galaxy Note 7 expected to cost $3 billion

Samsung Galaxy Note 7 (Notetaking)-3

Samsung has officially weighed in on its expectations for the financial loss caused by the Galaxy Note 7. In a press release, the company said it expects a 'mid-3 trillion won' (roughly $3 billion) deficit from the Note 7 in Q4 2016 through to Q1 2017.

Samsung also said that it 'plans to normalize its mobile business by expanding sales of flagship models such as the Galaxy S7 and Galaxy S7 Edge,' adding that it would 'focus on enhancing product safety for consumers by making significant changes in its quality assurance processes.'

The Galaxy Note 7 was recently discontinued after a short time on sale and problems with the device overheating. The damage this would cause to the company financially had been speculated to be anywhere between one and 17 billion dollars.

samsung galaxy note 7 review aa (16 of 20)See also: How to return a Galaxy Note 7 bought second-hand23

Samsung will, of course, have a clearer idea of the numbers than industry analysts, but these are only predictions – the Korean manufacturer is still in the process of retrieving and refunding all units, making it difficult to estimate the total loss.

Yesterday, Samsung Mobile boss DJ Koh pledged to regain consumer trust following the Note 7 debacle. The company has also offered incentives to those returning a Galaxy Note 7 to pick up another Samsung device in an effort to limit the number of complete refunds.

Do you think Samsung will bounce back quickly or will consumer faith take a while to rebuild?



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Verizon now lets you consume up to 60 minutes of unlimited data for a fee

verizon logo

Verizon has introduced a pay-as-you-go unlimited data offering to have you covered for the moments when you need to use gigabytes of data for a short period of time. Called PopData, the bolt-on service is meant to help consumers avoid the extra per-gigabyte cost once they go over their limit.

Overage fees can be extremely cumbersome, especially when you've consumed a large amount of data that far exceeded your capped monthly plan. Through PopData, Verizon now lets consumers wallow in unlimited 4G LTE data in short bursts.

verizon-lte-advancedSee also: Verizon launches 50% faster LTE coverage in over 460 cities17

Specifically, you can get 30 minutes of uncapped data for $2 and 60 minutes for $3 without touching your data bucket. It's a decent offering given how much data you can consume within that period. For travelers who don't need much data most of the time but might have to use a large amount of it in certain moments, PopData offers a great way to cut costs.

PopData

However, PopData won't be available in the event of network congestion. The service is available on Android, iPhone and iPad devices, though it doesn't apply to tethering and mobile hotspots.

While Verizon has yet to make an official announcement of the service, PopData seems to be live now in the My Verizon app. When your session begins, a timer will start counting down to show how much time you've got left. Also, make sure that you're on a stable 4G LTE network when you use PopData, as the session will carry on even though you slow down to a 3G speed.

T-Mobile-2See also: T-Mobile claims Verizon has lost its coverage advantage108

Verizon may be far from making the shift to unlimited data any time soon, but PopData seems a good start toward that direction. What are your thoughts about PopData? Is it a reasonable service? Do you think it will help address your data consumption needs? Let us know in the comments!



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Designing More Effective UI Navigation

designing effective android navigation

Effective navigation is an essential part of any great Android app. Get your navigation right, and users will have no problems finding their way around your app's screens, completing tasks, and generally having an all-round positive user experience. If your app's navigation is clunky or confusing, then doing anything in your app is going to feel like an uphill struggle, and ultimately the only place your users are going to navigate is out of your app.

In this article, I'll show you how to plan, structure and implement navigation that feels so intuitive and effortless, even new users will have no problems finding their way around your app.

Planning your app's navigation

In order to plan the perfect navigation, you need to consider the following:

  • The structure of your app's screen hierarchy. What's the first screen users see when they launch your app? What's the second? How many screens will they have to navigate, in order to complete each task?

  • The navigational relationship between each screen. What screens can the user reach directly from Screen B? Can they jump straight from Screen A, to Screen E?

Screen hierarchy: Prioritizing your app's most important destinations

Every feature should add some value to your app (if it doesn't, then what's it even doing in your app?) but not all features are created equally.

If you think about your favorite Android app, there will probably be some features you use time and time again, and others you rarely use. There may even be some features you've never really explored in much detail. Chances are your users will have a similar experience with your Android app.

Your app may have some high priority features that are the main reason why someone would choose to download your app, and lower priority features that are nice to have, but aren't your app's main draw.

To provide the best possible user experience, the screens that deliver your app's highest priority features should be the easiest to access. You need to identify these screens and then place them high in your app's screen hierarchy, for example by making a particularly important screen the first thing a user sees when they launch your app, or creating a main navigation menu that includes direct links to all of your app's most important destinations. For example, if I was designing a camera app, the most important task would be taking a photo, so I'd place all of my app's photo-taking functionality on the very first screen.

If you're unsure about how important a task is, then consider your target audience – what are they hoping to achieve, when they download your app? If I was designing a camera app for professional photographers, then I might prioritize advanced editing features over fun, social features such as adding filters or posting photos to Facebook. In contrast, if I was targeting more casual photographers then I might place all the screens relating to fun, social features higher in my app's screen hierarchy.

P1000169See also: 10 awesome libraries for your app's design and UX

Grouping related screens together

Most apps include at least one series of tasks that users will typically complete one after the other in quick succession. In our camera app example, this might be snapping a photo, editing that photo and then posting the finished product to their favorite social network.

When there's a natural flow between tasks, you should make it easy for users to progress from one task to another, by creating some form of navigational relationship between these screens. For example, you might make these screens accessible from the same navigation drawer, embed all their content in the same parent screen via a series of tabs, or place these screens one after the other in your app's screen hierarchy.

Designing your app's high-level flow

Once you've identified your app's highest priority screens and the screens the user should be able to move between with ease, the next step is bringing all this information together in the form of a flowchart. A flowchart is perfect for getting an overview of how your app's navigation is shaping up – plus it'll also serve as a useful blueprint further down the line, when you start developing your app.

This flowchart should include every screen in your app, and the navigational relationships between these screens. You should also identify the first screen users will see, when they launch your app.

designing effective android navigation flowchart

Once you've created your flowchart, take a critical look at whether there's any areas where you could improve the user experience. In particular, look at how many screens the user has to navigate in order to complete each task.

Fewer screens is always better, so you should look for any opportunity to reduce this number. Some useful techniques you may want to try, include:

  • Adding navigational shortcuts to important destinations within your app, for example menus and navigation drawers.

  • Tweaking your screen hierarchy, such as moving important screens up the screen hierarchy, so they're among the first screens the user sees.

  • Physically reducing the number of screens that make up your app, either by removing screens entirely or using fragments to combine several screens into multi-pane layouts. Don't forget that on smaller devices these fragments will be displayed separately, so even if you do decide to use fragments you shouldn't rely on fragments to deliver a good user experience.

Keep refining your flowchart until you're confident that the user can complete any task in your app, in as few screens as possible.

android fragments android studio screenshot-16x9-720pSee also: Fragments 101: building better user interfaces1

Common navigation patterns

At this point you've planned your navigation – but only at a very high level. Your flowchart may show that the user can move from Screen A to Screen B and F, but how exactly will they move between these screens? A menu? Tabs?

In the next section, we're going to look at some common navigation patterns that you can use in your Android apps. Along the way, I'll be sharing the pros and cons of each approach, so you can decide which navigation pattern is perfectly suited to your particular app.

Buttons

Effective navigation doesn't have to be complex – case in point, button-based navigation. In some instances, it's possible that a series of 'Next' buttons may be all you need to deliver your app's navigation.

The major drawback of button-based navigation is that users will typically have to tap a button every time they want to move to a different screen. This isn't ideal if your app has a deep navigational hierarchy, as it may result in the user having to tap multiple buttons (and move through multiple screens) in order to reach their desired destination.

You should also take a look at your flowchart and consider what's the maximum number of buttons you'll need to place on any one screen, in order to deliver your planned navigation. Since most Android smartphones and tablets have relatively small screens, placing multiple touchable targets on a single screen can quickly make your app difficult to interact with.

Lists

Vertically-scrolling lists, such as the classic text menu, provide a straightforward and flexible way of navigating your app. Lists are particularly useful when you need to provide the user with direct access to a large number of child screens.

Just be cautious of lists that lead to more lists, as this can quickly cause the number of screens the user has to navigate to spiral out of control. Your users won't appreciate having to interact with multiple menus in order to reach their desired destination!

One kind of list-based navigation that deserves special mention, is the navigation drawer.

designing android navigation drawer

A navigation drawer in the Google+ app.

You implement a navigation drawer using the DrawerLayout API that's available in the Support Library. To create a drawer, add a DrawerLayout object as the root view of your layout resource file:

<android.support.v4.widget.DrawerLayout
xmlns:android="http://ift.tt/nIICcg"
android:id="@+id/drawer_layout"
android:layout_width="match_parent"
android:layout_height="match_parent">

Note, when creating drawers that contain options for navigating around your application, you should always place this drawer along the left of the screen (the right side of the screen is reserved for drawers that contain actions relating to the current screen).

Horizontal navigation

Most of the time, users will navigate your app in a hierarchical fashion (moving from parent to child screen) however occasionally you may need to include some form of horizontal navigation. You'll typically use horizontal navigation when your app includes a large number of sibling screens, or content that's of equal importance.

If you do need to include horizontal navigation, there's a few common navigational patterns you can use:

  • Screen slides. Sometimes known as a carousel, this is where the user navigates between screens using a swipe gesture. You'll typically create a screen slide interaction using fragments and a PageViewer, which has a built-in swipe feature that allows the user to flip left and right through pages of data.

  • Tabs. Embedding content in the same parent screen allows the user to move between equal, related content directly, without having to keep navigating back to the parent screen. Due to the smaller size of your typical Android device, it's generally a good idea to limit yourself to a maximum of 4 tabs per parent screen, which means tabs may not be the best navigational choice if you need to display a large number of sibling screens.

developing effective android navigation tabs

Tabs in the Samsung clock app.

  • Horizontal paging. Sometimes known as swipe view navigation, this is a navigational pattern where the user swipes horizontally to move between sibling screens. Horizontal paging is the most effective when it's used to display a small number of sibling screens that have some similarity in content, and when there's a clear, ordered relationship between this content, for example a diary app where each screen represents a consecutive day.

Providing ancestral and temporal navigation

Up until now we've focused on navigating down your app's screen hierarchy, moving from parent to child screen, but the user also needs to be able to move up, from child to parent screen, and through the history of screens they've visited. In this section, we're going to look at two forms of navigation that allow the user to do just that: ancestral and temporal navigation.

Android code programmingSee also: Using shared element transitions in activities and fragments12

Temporal navigation

Temporal navigation is where the user moves through the history of screens they've visited. Most of this functionality is handled automatically: all Android devices provide a 'Back' button, and the system maintains a list of every screen the user has previously visited, known as a 'back stack.'

When a new activity is launched, that activity is placed at the top of the stack. When the user presses their device's 'Back' button, the current activity is removed from the top of the stack, and the previous activity reclaims the number one spot.

Although this functionality is handled automatically, there are a few instances where you may want to tweak this default behaviour, in the interests of providing a better user experience.

Firstly, although the system automatically preserves the state of an activity when it's removed from the top of the stack, if the system starts running low on memory then the system may destroy an activity in order to reclaim memory. You should actively retain the state of your activities using the onSaveInstanceState() callback method, so that your app can always restore an activity's previous state, even if the system destroys that activity.

Occasionally you may also need to override the system's default back stack, for example if you're developing a web browser app then you may want the 'Back' button to return the user to the previous webpage, rather than the previous activity. Another instance where you may need to tweak the system's default back stack behaviour, is when the user enters your app via a deep link. In this instance, you may want to create a "fake" back stack so that pressing the 'Back' button takes the user up your app's screen hierarchy in a logical fashion, rather than immediately exiting your app via the deep link. You can synthesize a back stack using TaskStackBuilder.

Ancestral navigation

In Android 3.0 and upwards, the Action Bar includes an 'Up' icon that allows the user to navigate up your app's screen hierarchy, moving from child to parent screen.

To provide the best possible user experience, you should clarify which screen is the logical parent of each Activity, by adding the android:parentActivityName attribute to each Activity in your project's Manifest:

<activity
android:name="com.jessicathornsby.myapplication.GalleryActivity"
android:label="@string/galleryActivity"
android:parentActivityName="com.jessicathornsby.myapplication.MainActivity" >

If your app supports Android 4.0 and lower, you'll also need to add a <meta-data> element inside each <activity> tag and then specify the parent activity using android.support.PARENT_ACTIVITY:

<meta-data
android:name="android.support.PARENT_ACTIVITY"
android:value="com.jessicathornsby.myapplication.MainActivity" />
</activity>

Note, the Android system will also use this information to synthesize a back stack, where appropriate.

Once you've declared the parent activity, you can activate 'Up' navigation in your app by adding a left-facing caret alongside your application icon. You do this, by calling
getActionBar().setDisplayHomeAsUpEnabled(true)

Wrapping Up

In this article, we looked at how to design effective navigation, by carefully considering exactly where each screen should appear in our app's screen hierarchy, and identifying screens the user would appreciate being able to move between easily. After creating a flowchart showing all this information, we looked at how to turn this high-level plan into actual, physical navigation, by weighing up the pros and cons of Android's different navigational patterns.

Are there any other navigational patterns you use in your Android apps? Let us know in the comments below!



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jeudi 13 octobre 2016

Google’s Daydream Keyboard app will make typing easy in virtual reality

google-daydream-keyboard

Ahead of the launch of the Google Daydream View virtual reality headset in November, the company has already released its Daydream Keyboard app. It is now available to download from the Google Play Store, but it cannot be used yet until both the headset and the first Daydream-supported phones are generally available.

The app description is brief and very general, stating only that the app is "an on-screen virtual reality keyboard for text entry in Daydream applications." It also mentions that uninstalling the keyboard app may cause other Daydream-based apps not to work anymore. The description does not reveal which apps are compatible, or necessary, with the Daydream Keyboard.

daydream-keyboard-artist-rendering

The "screenshots" that are posted in the Google Play Store link just give an artist's representation of what the real Daydream Keyboard will look like in VR. The user interface looks like a standard QWERTY keyboard, with number keys on the left and controls for backspace, enter and close on the right side. A search bar "floats" on top of the keyboard.

Read more: Google Daydream – everything you need to know

We will have to wait a little longer to see how the Daydream View keyboard actually looks and operates with its supported headset. In the meantime, what do you think of this early look at this latest VR app from Google?

Get it from Google Play Store

This post was originally published on our sister site, VRSource.



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Telstra Australia accidentally shipped some Google Pixel phones early

early-google-pixel

If you live in Australia, use Telestra as your wireless carrier and have already pre-ordered your brand new Google Pixel smartphone, you might want to check your mailbox or doorstep. Online reports have confirmed some of those lucky folks got their Android 7.1 Nougat smartphones shipped to them a week earlier than the previously announced date of October 20th.

thumb google pixel and pixel xl hands on aaSee also: Google Pixel and Pixel XL hands on54

One of them was "wooparse" who posted some unboxing images of his brand new Pixel phone on Reddit earlier today. He also uploaded some videos he took with his one-week early Pixel, showing off how the phone handles filming, among other things, in low light and also in 4K resolution with image stabilization. His Reddit post also includes some very early impressions of the Pixel itself, including the earphones that are bundled with the phone.

There's no telling just how many Google Pixel pre-orders got shipped out early from Telestra, but we imagine we won't hear those buyers complaining too much about this delivery mixup. Google just announced the Pixel and Pixel XL phones last week at their big hardware media event in San Francisco.

If you happen to be one of those lucky folks from Down Under who bought your Pixel phone from Telestra and got your device a week early, what are your first impressions of Google's new smartphone?

google pixel and pixel xl first look hands on aa-16See also: Google Pixel XL International Giveaway!297


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Google rumored to launch two Android Wear 2.0 smartwatches in Q1 2017

Android Wear 2.0 2of14

A new rumor claims Google is targeting the first quarter of 2017 for the launch of its first two Android Wear 2.0 smartwatches. The company first revealed the second major version of its smartwatch operating system earlier this year, but so far it has not confirmed plans to release its own wearable devices that will run the OS.

The new rumor comes from prolific internet gadget news leaker Even Blass, better known as "evleaks", via his Twitter account. Blass offered no other details about these alleged Google-made smartwatches. Rumors about Google making its own Android Wear devices have been posted on the Internet for months, but as with all unconfirmed reports, you should take them with the appropriate grain of salt.

The company did reveal details of Android Wear 2.0 at its I/O conference in May, followed by the release of the first of three (so far) developer preview versions.  The updated OS will include new features such as apps that can be installed and synced up on a watch without the need for a smartphone, along with watch faces that can integrate and use data from any app.  In September, Google announced that it had decided to push back Android Wear 2.0's official launch date from the fall of 2016 to early 2017.

moto 360 2nd gen review aa (17 of 27)See also: Best Android Wear watches67

Google's smartwatch OS is not totally dead, though

While Google has not yet announced its intentions to sell its own branded smartwatch, it is certainly very possible given that the company is reinventing its hardware division with its new Pixel phones, along with the Google Home speaker and more. It might also have another reason to launch its own smartwatches as other prominent Android OEMs like LG, Motorola and Huawei said they have no plans to release new Android Wear products, at least not in 2016.

However, Google's smartwatch OS is not totally dead. We have seen new products like the Nixon Mission watch that's scheduled to start shipping this month. We also recently saw the launch of the Michael Kors Access lineup of Android Wear watches.

Do you think Google should get into the smartwatch business and would you purchase a Google-branded Android Wear 2.0 device? Let us know what you think in the comments!



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