Monday, 8 September 2014

Review TechRadar: Phone and communications news 09-08-2014

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iPhone 6L tipped to have iPad-like interfaces
Sep 8th 2014, 10:00, by John McCann

iPhone 6L tipped to have iPad-like interfaces

We're within touching distance of Apple's September 9 event, and the rumour mill has officially gone into overdrive as we count down the hours, minutes and seconds to the launch of what we expect to be not one, but two versions of the iPhone 6.

The latest nugget of information leaking out suggests the larger, 5.5-inch iPhone 6L will sport some of the landscape interface stylings that you find on the iPad Air and iPad Mini 2.

According to developer Steven Troughton-Smith, adjusting the resolution of iOS to that of the rumoured iPhone 6L sees applications such as calendar offer a two-column view when in landscape.

Trying the same trick with the rumoured 4.7-inch iPhone 6 screen specs sees apps stick with the layout we're currently used to seeing on iPhones.

Putting the productivity in iPhone

This would make sense as the larger screen of the phablet-sized iPhone will likely be all about "productivity" - just take a look at the split screen action provided on the likes of the Samsung Galaxy Note 4 and LG G3 Stylus.

The good news is that we'll know for sure very soon, and TechRadar will be reporting live from Apple's press conference to bring you all the latest.


Early view: Sony Xperia Z3 vs Sony Xperia Z3 Compact
Sep 8th 2014, 08:41, by James Rogerson

Early view: Sony Xperia Z3 vs Sony Xperia Z3 Compact

Sony only really has one flagship smartphone at any given time and the latest of those is the Xperia Z3, but in many ways the Xperia Z3 Compact can be seen as a flagship too, because unlike most minis it has high end specs.

The Z3 Compact is arguably the best 'small' screen Android phone around, but despite the name it's not simply a shrunk down Xperia Z3. Here's what's different.

Sony Xperia Z3 vs Sony Xperia Z3 Compact: Design

The core design of these two phones is undeniably similar and they're both very similar to past Xperia handsets too.

The Sony Xperia Z3 has a glass back, metal frame and OmniBalance design, while the Xperia Z3 Compact also has a glass back and OmniBalance design, but instead of metal it's got a translucent plastic around the edges.

Z3 Compact

This creates an attractive effect which if anything arguably even looks better than the metal on the Z3. There are also some differences in available colours, as while both phones come in black or white, the Xperia Z3 has more outlandish copper and silver green options, while the Xperia Z3 Compact has an additional choice of orange or green.

Both phones are IP65/68 certified dust and water resistant and both are slim, though the 7.3mm Xperia Z3 is thinner than the 8.6mm Xperia Z3 Compact.

Sony Xperia Z3 vs Sony Xperia Z3 Compact: Display

This is arguably the biggest difference between these two handsets and positions them at different sections of the market, because while the Sony Xperia Z3 has a large 5.2-inch display, the Xperia Z3 Compact has a relatively, well, compact 4.6-inch one.

Z3

Neither of these phones are small then but the Z3 Compact is definitely the more pocket friendly of the two.

Other than that they're quite similar, both use IPS LCD, both are supposedly the brightest in their class and both are packed with fancy Sony tech, such as Live Colour LED's, but while the Xperia Z3 has a 1080 x 1920 display, the Z3 Compact is just 720 x 1280 and noticeably less sharp as a result.

Sony Xperia Z3 vs Sony Xperia Z3 Compact: CPU, RAM and storage

Both the Sony Xperia Z3 and the Xperia Z3 Compact have high-end innards, but one is slightly more high-end than the other. Both have 2.5GHz quad-core Snapdragon 801 processors and Adreno 330 GPU's, but the Xperia Z3 has 3GB of RAM while the Xperia Z3 Compact has a still-respectable 2GB.

There's no difference in storage though, with both phones rocking 16GB built in and microSD card slots with support for cards of up to 128GB.

Sony Xperia Z3 vs Sony Xperia Z3 Compact: Camera

Xperia Z3

In theory there shouldn't be anything to choose between the cameras. Both phones have a 20.7MP Exmor RS sensor with a 25mm G Lens and both now have an ISO 12800 setting, which should lead to better low-light performance than their predecessors.

They can even both shoot 4K video and have 2.2MP front-facing snappers.

Sony Xperia Z3 vs Sony Xperia Z3 Compact: Battery

The Sony Xperia Z3 Compact has a smaller battery than the Xperia Z3, as you might expect. Specifically it's 2600mAh to the Xperia Z3's 3100mAh, so it's still fairly large.

Despite the size differences though performance might be similar as Sony promises an eyebrow-raising two days of life from both of its new phones.

Z3 Compact

Though if you dive down into the specs there are some differences, with the Z3 apparently delivering up to 19 hours of talk time, 10 hours of video or 740 hours of standby, while Sony reckons the Z3 Compact can hold out for up to 14 hours of talk time, 10 hours of video or 920 hours of standby.

Sony Xperia Z3 vs Sony Xperia Z3 Compact: Price

We don't know how much either of these phones will cost yet, but going by the previous versions of both and the fact that the Z3 Compact is smaller, has a lower resolution screen and less RAM we'd hazard a guess that it will be around £100 cheaper than the Xperia Z3.

More specifically it's likely to retail for around £450 / $700 / AU$800, while the Z3 will probably cost around £550 / $850 / AU$950 SIM free.








Optus says yes to more data and early exit fee credit
Sep 8th 2014, 01:22, by Farrha Khan

Optus says yes to more data and early exit fee credit

With new plans launched this year and a new 700MHz 4G network to be rolled out soon, Optus is trying it's hardest to lure more customers.

Over the weekend, the telco announced that it will begin offering up to $200 of credit to customers to pay off early exit fees if they sign up with Optus instead.

And just in time for the iPhone 6 launch happening this week, Optus will also be offering customers up to $250 credit to trade in their old smartphone (depending on the model and condition of the phone) for a new one.

"We know there are over 1.2 million Australians who are coming off their mobile phone contract in the next four months," said Vicki Brady, Optus' Managing Director, Customer.

"Customers tell us that one of the main reasons they want to get out of their mobile contract early is to upgrade to a new phone. Early exit fees shouldn't be a barrier to getting that new smartphone now."

Of course, while you'll be able to get out of your current contract a little early, the caveat is that you will need to up for another 24-month plan with Optus and the offer will only last until November 2.

More data

Optus has announced that it will also be beefing up the two higher tiered 24-month My Plan Plus options with more data, bringing it close to Vodafone's options.

The $80 option will now give you 5GB of data per month, along with unlimited SMS and minutes - an increase from 3GB.

You'll now be able to get 8GB of data per month on the $100 plan, again with unlimited SMS and minute, with the data increasing from just 5GB.

Current Optus customers will not get the increase automatically, but they can call up to jump on to a higher tiered plan or ask to have their data cap increased if they are already on these two plans for no extra fee.

Also, current customers who are in the last three months of their contract are also eligible for a smartphone upgrade.

"We'll waive their early cancellation fees and they could get up to $250 to trade in their old phone," Optus said.

It should be noted that current customers upgrading will also need to sign up again for another 24-months, with the offer again only lasing until November 2.








Monetising your app: business models for a mobile economy
Sep 7th 2014, 23:00, by Désiré Athow

Monetising your app: business models for a mobile economy

According to American IT analyst firm Gartner, 102 billion app downloads were performed last year, but only a fraction of these apps are profitable in the sense that they generate a steady stream of revenue.

Tim Rea, CEO of global messaging app Palringo spoke with TechRadar Pro about what he believes are the ingredients of success for a profitable app business, and how his own company drives business revenue by trying to stay close to its online community.

TechRadar Pro: So what are the key ingredients needed to make an app profitable?

Tim Rea: It goes without saying that the service needs to be good quality and engaging. I use the word service rather than app because in many cases I think it is dangerous to think and talk about "an app" as though it is a one-off piece of development that a developer throws out there. A service is different. We have a substantial development, operations and infrastructure commitment associated with delivering a high performance service.

In terms of profitability, the term profit implies that you can generate more revenue from the service than it costs you to run. With some of these quality services, the cost of running can be high if you consider cost of hosting, bandwidth, operations management, denial of service protection, storage.

We put a lot into establishing an efficient operation. For many, if not most businesses like ours, the big cost is in acquiring customers. Here again there is a cost/value equation. With deep pockets you can spend a lot of money to ensure a big flow of users into your service, but that doesn't mean they are going to be the right users.

It is a non-trivial exercise to develop a view that tells you the difference between an engaged user vs. someone who just logged in for no particular reason and never comes back, or between a user who spends or brings value to the community and ones that might be getting involved for the wrong reasons. It is important to focus on acquiring the right users at an economically viable cost.

Finally, the model has to make sense. Advertising on mobile still has its challenges, but it is possible to build a business based on advertising if the conditions are right. Many apps take what I'd call a "box shifter" approach to generating revenue: pay a £1 and the app is yours.

However, there is not much of a revenue stream beyond the original sale and so it is hard to grow the business. Then there is the "sell stuff" model: sell users things that improve their experience. This can be hard to do without creating a scenario where people feel they cannot gain value without paying e.g. a messaging app where you have to pay extra to use the vowels!

TRP: How do you monetise your users?

TR: We operate in the "sell stuff" category. Our users can get full value out of our service without buying stuff, but we have tried to strike a balance in finding ways to add value to a user's experience with extra virtual goods that they would be happy to pay for.

TRP: How is your monetisation model different to that of other global messaging and social sharing apps?

We started life with a pure messaging view of the world and much work went in to achieving efficiency in supporting the communication experience. As we began to seriously consider how best to generate revenue, we also spent much time studying usage patterns.

This led us to the conclusion that, although our messaging component was a crucial aspect of the service, our users were more focused on building communities and that the building of these communities, as well as the participation within established communities, had a very competitive dynamic, similar to many games.

Pure messaging suffers from a lack of a clear business model in that users are hesitant to pay for the communication utility. We need only look at Viber which got away with a very nice sale price, but despite impressive sounding user numbers, had paltry revenues and substantial costs. In our case, the critical step was to think like a game.

We began by creating simple games like Hangman and we've gone on to build a substantial gaming capability that will allow us to build and develop these games further. Our efficient communications platform enables us to support real time conversation within a community, and the messaging and community capability supports a unique approach to gaming.

We are not building a communication capability that can be incorporated into games, but looking to build games that revolve around the messaging and communications capability.

TRP: What additional services do users benefit from if they decide to pay for additional functionality?

TR: There are a few functional elements related to monetisation, but for the most part we try not to take the approach of forcing users to pay to have the core set of capabilities required to fully engage. I hate the "ok, now you have to pay if you want to keep going" approach, or the "if you don't pay we will ruin your experience with irrelevant ads", or just a general "this is going to suck unless you pay us."

There are optional extras that users can buy to, for example, build their communities more quickly or manage their communities more effectively or give their users some games to play to add to the amusement

TRP: How many of your customers decide to pay for additional services and why?

TR: This is always a tricky question, so let's start by saying that we have not *yet* looked at ways to increase the number of spenders. At the moment, we typically see 1-3% of our user base spending money on a regular basis. And as to why? They spend because it is cool - obviously!

TRP: At which stage in the development of the app was it decided that you monetise through incentivisation of your customer base?

We went through various stages starting with a naive view that we'd have a cool messaging app, generate some ad dollars and then charge people for some element of usage. We then went through a phase of thinking maybe we shouldn't worry about getting money from consumers, but instead try to deliver parallel services to telcos (white label) and to enterprise and just charge them, maybe justifying the consumer service on basis that it is a great testbed.

Then a little over a couple of years ago we took a cold, hard look at the situation and decided that we needed to focus down onto a particular niche and build a suitable, sustainable model that we could then expand up into a viable business.

TRP: What are the benefits of incentivising users to pay for added functionality over free-to-use apps and advertising-based revenue models?

TR: It focuses attention on what users are doing, what they are interested in and what they want. It generates some money (vs free to use apps!) and is a basis for a real business (vs ad based approach!). As I said, an ad-based approach can be viable but it's tricky.

Generally in the mobile world it just doesn't work well because we have got into a view of the world that has most publishers thinking "if my users don't pay I will show them ads" so they are basically saying "hey, I've got a bunch of people who I know will not pay and I'll show them your ads!"

That is why they are not worth much. Beyond that, a service needs decent, coherent volumes of users and an ability to properly characterise their audience and package them for sale. Not so easy.

TRP: Can you share anything in terms of where you see the mobile messaging space heading? What monetisation models do you predict have the potential for growth?

Messaging in terms of the communication utility is seen as a right, not a luxury. Users don't think in terms of paying for it even if it is faster, fancier etc. I get free, unlimited SMS with my core mobile contract, Apple offers a free messaging service that sits right alongside the SMS on my iPhone, there are dozens of messaging apps I could download to use, many of which offer the "advantage" of disappearing (anyone realise that it is harder to actually keep the messages and offer a history function?!).

The Viber and WhatsApp - and now Snapchat - hype has created a rush to build more messaging apps. Build it, hype it up, get as many users as possible and maybe then it will get bought by someone with very little sense but a lot of cash! Messaging services have very little scope to provide the basis for sustainable businesses. However, messaging-based services can be interesting: messaging can be the core, but it is what is on top that is important.


Polaroid is pointing its lens toward Windows Phone
Sep 7th 2014, 22:11, by Michael Rougeau

Polaroid is pointing its lens toward Windows Phone

In case you're unaware, Polaroid has for some reason been slowly rolling out budget Android tablets over the past couple of years, and now the company is pointing its lens toward Windows Phone.

Polaroid's primary focus remains on photography, though granted it's not churning out instant cameras the way it used to.

But the photo company also rolled out a pair of Android tablets in 2013, and three more this year, and it's not stopping there.

The Polaroid Windows Phone handset is called the Polaroid WinPro 5, and although it hasn't been formally announced, it was on display at Polaroid's booth during IFA 2014, reports German site WinTouch.

Double standard

The phone, Polaroid's first smartphone ever, wasn't designed or built by Polaroid, according to the site, but by Japanese firm JSR Technology.

JSR apparently designs generic phones and then sells the designs to companies who brand them as their own, and the WinPro 5 is based on a template called "17B."

The Polaroid WinPro 5 reportedly comes with a 5-inch 1280x720 display, a quad-core processor believed to be a 1.2GHz Snapdragon 200, 1GB of memory, 8GB of storage, 8- and 2-megapixel cameras, dual SIM support, and a 2400mAh battery.

As Neowin points out those specs are similar to other budget Windows Phone handsets', including the Yezz Billy 4.7 and the XOLO Win Q900s, indicating these phones may all be based on the same JSR design.

The Polaroid WinPro 5 will reportedly go on sale in Europe in October for less than €200 EUR (about $260, £160, AU$275), but just to be sure we've asked Polaroid to confirm these and other details, and we'll update this post with any further information.








IFA 2014: JBL Charge 2 pumps music, takes calls and charges your kit
Sep 7th 2014, 21:32, by John McCann

IFA 2014: JBL Charge 2 pumps music, takes calls and charges your kit

The JBL Charge 2 was announced at IFA 2014 in Berlin, building on its predecessor with meatier audio and some nifty additional features.

With an attractive cylindrical design it packs in two passive bass radiators (at either end of the tube) as well as dual drives in the main body.

This provides the Charge 2 with enhanced bass, but it doesn't stop there as it can also act as a speaker phone for your calls via the Bluetooth connection.

On top you'll find a call answer key along with power, Bluetooth and volume controls.

Stop, collaborate and listen

There is one further button on the Charge 2, and it's used to engage social mode. When this option is turned on up to three people can connect their device to the speaker simultaneously, allowing you to easily share the music playing responsibilitis.

JBL Charge 2

If your phone starts to run out of juice, threatening to end the party early, you can grab a USB cable and plug it into the Charge 2. giving your phone or tablet a top up from the speaker's 6000mAh battery.

The Charge 2 is available in white, black, blue, purple and red - the latter of which is reminiscent of a Pringles tube.

If the JBL Charge 2 takes your fancy you'll need to part with £199.99. It's not cheap then, but you are getting more than just a Bluetooth wireless speaker.








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