When I first walked into the house the day I bought my iPhone, I had a moment of panic. After six months of media frenzy and amongst all of the excitement, I had lost sight of the fact that the 8GB iPhone I bought at a nearby AT&T store had set me back $600.
Not that I hadn't been warned; the price information was everywhere, sensationalized and vilified, even, by people who thought that the price tag outrageous. In my determination to pick up the phone as soon as they went on sale, I discounted the cost -- until I got home with it and realized that I spent serious money on something that might not live up to the hype.
A bit of background: I hate cell phones. They're a necessary evil in terms of convenience, but with each latest and greatest model I bought, I became increasingly critical. The last straw came after I was suckered in by the thin design of the Razr a couple of years ago.
While it was nice that the phone slid in and out of pockets with ease because of its size, using the Razr's software for anything other than making calls was an abject exercise in exasperation. Potentially useful features were hidden underneath menus and submenus and sub-submenus, it couldn't autosync with my Mac, Internet access was mediocre, and the user interface clunky. The only thing that prevented me boycotting Motorola products after buying the Razr was the fact that the company wasn't alone when it came to disjointed design.
As I waited for a worthwhile phone to appear, it dawned on me that cell phones were adding more and more capabilities, while the physical design and user interface continued to rely on unwieldy physical buttons. That alone seemed to limit what you could reasonably expect a phone to do well, even as music and media player functions were being added.
The problem seemed obvious: They were trying to be everything to everyone using an outmoded design that relied on keypads. The software, in turn, had to work with the layout of the physical buttons. And for anyone looking to watch movies and video, the screens were almost always too small. The result: clumsy hardware married to lousy software, new features without a new form
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