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Showing posts with label Other. Show all posts
Showing posts with label Other. Show all posts

Friday, September 13, 2013

MAKE MONEY ON GOOGLE HANGOUTS WITH HANGPAY



If you want to make some extra money on the side, HangPay lets you charge money for Google Hangouts.

The process is simple: just share your personal HangPay link with someone. When they click on it, you’ll get a notification. Open up the Hangout, choose a price, and start talking. If they reject the fee, you can negotiate.

Here’s what you see when someone starts to initiate a paid call:


HangPay uses Google Wallet for transactions, and they take a 4 percent fee. During the beta test, they’ve seen accountants, nutritionists, language tutors, and lawyers hanging out and getting paid.

Seasoned entrepreneurs could also use HangPay to make a little extra money on the side. For example, they might provide consulting to companies or offer advice to newbies. Currently, advice startups like Clarity only offer voice chat.

The Los Angeles company grew out of Curious Minds, an incubator cofounded by David Gonen and Jonathan Gonen. Communications manager Rob George admits that Google could add a payment feature and make HangPay obsolete, but he doubts they will.

In fact, Google encourages independent developers to make apps for Google products by opening up its API software. Other Hangout apps include Aces Hangout Poker to play poker, and Wet.fm to listen to music and create avatars that dance.

In the end, it’s an extraordinarily simple and useful app – and a reminder that our time is valuable.
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Wednesday, September 11, 2013

Xbox Music comes to Android

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Strong performer, but lacks radio, other features

The good: Xbox Music has a clean and simple interface that's very responsive while you search for and listen to music.
The bad: There are no music discovery features. There is no way to browse genres. You can't create radio stations like you can in the iOS version.

The bottom line: Xbox Music feels more like a first foray into music streaming rather than a finished product; it's functional, but it needs more features to compare with established apps like Spotify.

Xbox Music for Android
 is Microsoft's streaming-music service that's taking aim at services like Spotify and Slacker Radio, but isn't quite up to speed just yet. The interface is mostly intuitive and the app is smooth and responsive, but it lacks features found in other services, making it hard to recommend to those who don't own an Xbox. If you do have an Xbox at home (preferably one that's hooked up to your whole entertainment system) it's definitely worth a look.
Getting started
To get started, you'll need an Xbox account along with an Xbox Music Pass. There is a 30-day free trial for the music pass you can sign up for at Xbox.com under the music tab, but it requires a credit card. From there, you'll have 30 days to decide whether you want to keep the service, but it will cost you $9.99 per month after your 30-day trial (or you can get a 12-month pass for $99.90). Once you have the Music Pass, you can listen to music on your desktop through a Web browser or on your Android device.
Finding and playing music
In keeping with the design aesthetic of the Windows 8 and Windows Phone interface, Xbox Music keeps the look simple -- unfortunately, compared with other services, the features are pretty simple as well. To find music, you can use a search field to look for specific artists and songs, but there is no way to browse through musical genres. There are also no music discovery tools like featured artists, popular music, or any Microsoft curated content. With this app, you simply search for a song or artist you already know to make playlists or start listening right away.
You can, however, create playlists and add to your music collection that is shared across all your devices on the same account. The difference between the two is that playlists are songs you picked that will be played in the order you add them. You can make as many playlists as you want. But the collection is a kind of favorites list for all the songs you want easy access to across all your devices. Both are synced up to the cloud, so you can create a playlist on your phone or add songs to your collection, and then you can access them on other devices.
On the iOS version there is also a way to create radio stations based on an artist that will give you similar music in a stream. But on Android, you are limited to playlists or playing a single artist's content. There is no radio feature for Android at this time, even when you're a paying customer.
So who is this app for?
Eventually, Microsoft would hope the answer to that question would be "everyone," but right now I'm not so sure. Apps like Spotify and Slacker Radio let you browse genres, offer collections of music to listen to, and you can check out featured artists to find new music.
While Xbox Music doesn't have any of these music discovery features, I still think if you own an Xbox that's hooked up to your entertainment system, the service will be worth the price to have your music collection and playlists wherever you are. So, basically, if youdon't own an Xbox, don't bother with the service until more features are added.
Conclusion
Xbox Music feels more like a "good start" than what the finished product will eventually be. On the positive side, the menus are smooth and responsive, and songs start playing almost immediately. But requiring the Xbox Music Pass means that you cannot use the app at all without signing up with a credit card (though you do get 30 days free). With Spotify or Slacker, you can at least listen to radio stations for free, but things like music on-demand are what's behind the subscription wall.
Still, Xbox Music is useful for access to music on all your devices including your home entertainment center (with an Xbox). With the addition of music discovery features and ironing out the rough edges (such as adding radio features), Xbox music could be a major player in streaming-music software. But for right now, only those who have an Xbox connected to a home entertainment system should pick this app over other more-feature-rich services.

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Tuesday, September 10, 2013

From iPhone OS to iOS 7: just how has Apple's mobile platform changed?



iOS is the smartphone platform that, some argue, started it all, and with iOS 7 right around the corner, it's easy to forget where it all began. Although it was only 2007, the launch of the Apple iPhone and its nascent iPhone OS seems millennia ago.

With that in mind, we decided to dig deeper and take a trip down a grid-based memory lane, so here's our look at the software side of Apple's mobile revolution.

iPhone OS


You remember the iPhone right? Not the one with the big screen that's all the rage on public transport, but the one that started it all nearly six years ago.

The mobile market has never looked the same since WWDC 2007; the leader at that time, BlackBerry, is now struggling, and nigh on every smartphone adorned with a massive touchscreen. Powering the first iPhone was Apple's iPhone OS, a touch-optimised version of OS X.

With its black background and App grid, the iOS platform was pretty bland. However, it had multi-touch capabilities, and it carried a mobile-ised version of Safari, the precursor to the mobile versions of Chrome, IE and FireFox, albeit without Flash (something that has remained omitted to this day).

These elements might have seemed small, but a great touch-based interface and strong web browser were killer features.

iPhone OS 2


The next major iteration of iOS came along with the iPhone 3G, the second version of the iPhone. Whilst there were some notable hardware upgrades, such as 3G support, people began to realise that big difference was software.

The iPhone 2.0 software gave birth to the App Store, housing what has become the staple of the smartphone diet: apps.

True third party apps were able to be created and distributed easily, with a whopping 500 applications at launch. Apps could even be downloaded directly to the iPhone, skipping iTunes if you wanted.

For many users, the other major update to iPhone OS 2 was nothing to get excited about, but don't underestimate its importance.

It pushed Apple's devices towards the business market as Microsoft Exchange came built in, alongside Cisco IPSec VPN and WPA2 Enterprise support, opening up a whole new revenue stream for the brand.

iPhone OS 3

iPhone 3

Again, the next iteration of Apple's mobile OS was launched with a phone, the iPhone 3GS.

Once more there were big features that now seem commonplace in both the mobile and iOS markets, with the likes of landscape typing now available in third party apps.

The first really big update came in the form of Spotlight, that search page to the far left of your home screens, allowing you to search through contacts, Mail and Calendar apps.

The other major update was copy and paste, something that has been on desktops for as long as we can remember.

Apple, incidentally, was the company to bring it to the fore on the Lisa and Macintosh systems of the early 80's. Text and even imagery could be copied across, and placed in the upgraded Messages app, meaning the iPhone finally packed MMS support.

iOS 4


Cue 2010 and a refresh of name. Unhappy with dominating just the mobile market, Apple spied the next big thing in the form of a tablet.

With many writing it off as a large iPod, the iPad took the world by storm. Yes, the original shipped with iPhone OS 3.2, but it meant that iOS was no longer locked to small displays, making it across to the 9.7 inch screen.

So what did iOS4 bring to the iPad, and the newly launched iPhone 4? Wallpapers would be the first thing to change, with the dull bland black background being replaced, with customisable lock screen wallpapers as well. iBooks made its first appearance, optimised to turn the iPad into an eReader.

Video calling also popped over in the form of FaceTime, although limited only to Wi-Fi connections. The new decade did herald two other new features to iOS, and they were big features: multi-tasking and folders.

A double tap of the home button allowed access to the strictly controlled multi-tasking bar along the bottom for easy switching between your apps, meaning navigating iOS became easier, and battery life got longer. Win win.

A folder system was also implemented, and to this day many can't see its integration ever being beaten (although oft-copied).

Dragging and dropping icons onto each other meant you could hide away system apps, and group your games together. We're sticklers for neatness, so we don't know where we'd be without folders.

iOS 5


iOS 5 made its debut on the iPhone 4S, as well as appearing on the iPad 2. Amongst updates came the ability to use the volume keys as a Camera shutter button, quick access to the camera from the lock screen by double tapping the home button, and a completely PC-free experience, so no longer would you be tied to iTunes with wires to update the OS.

Safari also had an update to bring in Reader and tabbed browsing. The Notifications Centre, with Messages, App Updates, Calendar events etc. all now grouped together and accessible by dragging down from the top and the lock screen, made its first appearance.

iMessage was also introduced, in a bid to challenge BBM, which still the dominant messaging platform at the time, but has since been well-usurped by Apple's offering (as well as the likes of WhatsApp).

Above all, iOS 5 will be remembered for one thing. Siri. Siri is synonymous with mobile voice assistants, and with every update becomes more and more useful. It allowed users to send messages, play songs or playlists, create reminders, and could even give a weather forecast.

iOS 6

iOS 6

Launched on the iPhone 5, and appearing on the iPad 3, iPad 4 and theiPad Mini, iOS 6 can be remembered for 2 words: Apple Maps.

Yes, Apple maps brought turn by turn navigation, and wiped Google Maps off iOS, but it was a disaster, mocked even by Motorola.

Even Apple's attempt at a clock app landed it in hot water, after the Swiss Rail Network proved the design was too similar to its own.

Other than Apple Maps, the big news from iOS 6 was Do Not Disturb, a mode that enabled you to silence calls and notifications, ideal for sleeping meetings, although even that hit problems when it refused to auto-disengage in early 2013.

FaceTime finally became 3G enabled, Panoramas were added to the camera, and Apple's Passbook app popped up too, combining vouchers and tickets in a handy place. Safari's Reader update from iOS 5 also gained offline support, while Siri was also announced for the iPad 3.

iOS 7

So where does that leave us? iOS 7 is on its way, and comes with a cacaphony of new features and colourful updates, with a radically overhauled interface, new Control Center, transparent animations and more.

The new system will be available for the iPhone 4, iPhone 4S, iPhone 5, the iPad 2, iPad third and fourth generation, the iPad mini and the iPod touch fifth generation, likely due to some of the more powerful needs of the new OS.

Lots of people were rightly angry about Apple ditching Google data, but beyond that mis-step there's a lot to like: a more useful Siri (App launching plus the recognition that a world exists outside of the USA), shared Photo Streams, handy Phone app controls such as 'send to voicemail', and major improvements to Mail, Safari, accessibility and the Camera app.

However, with the new iOS 7 update we've been given the all-new interface, as well as new ways to control the phone and make sure that you don't have to worry about fumbling around in the dark for the torch.
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Monday, September 9, 2013

How to Sell Your iPhone Before Upgrading to the Latest Model


In just two days Apple will be releasing their latest models of iPhone. Now it is expected that the iPhone 5S will look exactly like the iPhone 5, and the iPhone 5C will have a plastic casing and be a little more affordable.

iPhone 5S 620x348 How to Sell Your iPhone Before Upgrading to the Latest Model

But what do you do with your old phone? There are several places you can go to sell your current phone, whether it’s an older model iPhone, or your’re an Android user looking to make the switch to iOS and iPhone.

GazelleiPhonevaluationchart How to Sell Your iPhone Before Upgrading to the Latest Model

We are going to give you 3 suggestions on what to do with your old iPhone, and get you some money to put towards the next model.

1. Sell Your iPhone on eBay

 How to Sell Your iPhone Before Upgrading to the Latest Model

Selling your phone on eBay can be a great way to get top dollar for your phone. But it can take some time to get an offer, or give the auction time to end. If you want more money for your iPhone but aren’t in a hurry then eBay is a great way to go.


2. Go to Craigslist

 How to Sell Your iPhone Before Upgrading to the Latest Model


Another great way to get top offers for your iPhone is Craigslist. Craigslist has got a reputation for being a little “shady”, but there are a lot of honest people on there that are willing to buy your phone. The down fall to using Craigslist is that most people do not want to ship their items, so you most likely will have to sell it locally.

3. Gazelle

 How to Sell Your iPhone Before Upgrading to the Latest Model


Our favorite way to sell our old phones, and even tablets, is Gazelle.com. They have a simple process of getting a great offer for your phone, and will even give you a box or envelope, with paid shipping, to ship your phone to them. One of my favorite things about Gazelle is that the offer they give you is good for 30 days. So you can lock in your offer today, and you have 30 days to decide whether the new iPhone is something you really want to upgrade to.

So now you have some great options to get some cash to help with upgrading to the latest model iPhone, whether it will be the 5S or 5C.

Are you looking to upgrade your phone? Will you be using one of the services listed above? If so which one? If not, is there another service you like? Let us know in the comments below.
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Sunday, September 8, 2013

4 Things You Need on Your Mobile Payment App


Mobile Payment App

As a big fan of Starbucks, I’ve been using their mobile app for a while. After a few uses, I quickly realized that it is essentially a mobile payment app—combined with a loyalty program, debit note and store locator. In addition, they offer free songs for me to download every week and an additional way for me to keep track of my favorite drink..

Jamie Henry, the senior director of payment systems at Wal-Mart said in a panel: “Retailers should determine how new mobile payment systems will work within the structure of their business, rather than fret over the specifics of the technology.” I think he is making a good point. For retailers, there is a lot to consider after choosing the correct technology.
Integrate Rewards Program

According to a survey by Compete, nearly 30% of mobile shoppers download loyalty-based applications on their smartphone. If your business has a strong, popular loyalty program, the integration of the two would be a great place to start. It will also save time and money in the long run by having both the loyalty card and debit card combined into a single tap. Additionally, it will encourage more people to join the loyalty program.
Track Financial Records

I’ve used mobile payment apps from several brands, and one thing I appreciate the most is the immediate reflection on my financial records. Based on a survey by Accenture, 60% of consumers said they would pay by phone if it could track receipts and 56% of them say they would if it could manage their personal finances. Be sure to include this key function on your app before releasing.
Focus on UX

When I consider downloading a new app, the first thing I do is to read the comments and reviews from other users. With some of the more common complaints about mobile payment apps being that they crash all the time and the customer’s personal information doesn’t save properly, it would be a good idea to make sure that all problems are ironed out before launch. Out of all the reasons not to use the app, you certainly don’t want to lose a customer because of a fixable technology issue. And finally, taking into consideration the highest valued benefit, make sure the app is easy as sweeping a credit card.
Security!

Considering the fact that security is carving out a niche market in itself, placing a high emphasis on the security of your app is absolutely essential. Consumers have always been slow to adopt an unknown product that directly interacts with their money. I still remember the time when my mom wouldn’t let me shop online because she thought it wasn’t safe. Technically, mobile payments are just as safe as credit card. The key is to make sure your customers your customers realize that and feel that way as well.

What is something that you have found is essential in mobile payment applications? Let us know by leaving a comment below!

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Google at 15: from the Garage to Glass



As Larry Page and Sergey Brin celebrate Google's 15-year existence this month, even they must be pinching themselves at the thought of just how far their company has come.

Google permeates our everyday digital lives in a way many thought unimaginable, even when its humble web indexing algorithm became a verb used in common speech around a decade ago.

This is us, but the format will be familiar to many: before 10am this morning we'd checked Gmail, watched a YouTube clip, accessed a Google Drive document, checked the location of a gig venue on Google Maps, amended our Google Calendar and put some last-minute research into this very article using Google Search.

All on a tablet running, you guessed it, the Google Android OS.

Make no mistake, Google as we know it today is arguably the world's most important and influential company. How, after just 15 years, did it reach such stratospheric heights? Grab a slice of birthday cake and relax as we explain.



When Sergey met Larry

It all started back in 1995 when prospective Stanford University PhD student Sergey Brin encountered computer science scholar Larry Page on a campus visit. According to Google's own website, the pair fondly recall how they disagreed about practically everything they discussed that day.

In 1996 the pair began collaborating on Page's 'BackRub' search engine, which by August that year had indexed 75 million URLs and eventually became too big for Stanford's servers to handle.

BackRub became Google (a play on the mathematical term Googol meaning 1 and 100 zeros), the pair garnered some investment, moved into a friend's garage and, on September 4 1998, the company was officially incorporated in California.

The company's name was inspired by its desire to organise the infinity of the web in a logical way and from an early stage it seemed Sergey and Larry's secretive algorithms had a leg up on the competition.

By the end of 1999 it had gained massive investment from Sequoia Capital, moved to Mountain View, got a dog and hired a chef. A year later it was pulling April fools pranks, launching in 10 new languages and becoming Yahoo's default search provider.

Perhaps more importantly, though, the company began selling ads based around search keywords. It was the fruitfulness of this venture - where competitors floundered - that gave Google the financial clout to expand beyond search.

Broadening its scope and going public

The hire of Eric Schmidt as chairman and then CEO of the company in 2001, allowed Page and Brin to focus their attentions on broadening the company's product offerings. By this time, Google Search was indexing over 3 billion pages on the web and had established dominance. 'Google it' was slowly becoming the default term for search.

So the company launched Google News, an aggregator that initially served up 4,000 news sources, and Google Labs, a place where web users could try out experimental tech developed in the company's R&D department like voice controlled search, keyboard shortcuts and browser toolbars.

In 2003, it acquired Pyra Labs, the creators of Blogger. In 2004, it launched Gmail, powered by Google Search and bought Keyhole, which would eventually become Google Earth.

A year later it launched Google Maps, soon adding satellite imagery and step-by-step directions, as well as Gtalk and the now dearly departed RSS reader Google Reader. Calendar, Picasa and Documents (following the acquisition of web-based word processing firm Writely) arrived in 2006, Street View arrived to complement Google Maps in 2007 and the Chrome web browser made its debut in 2008.

Google's suite of apps was growing

Naturally, a hugely significant landmark was its heavily-hyped stock market floatation in 2004, by which time the company had commandeered 85 per cent of all web searches.

With its IPO Google secured a value of $27 billion, making Larry and Sergey very rich men indeed. Believe it or not, some thought the company had been overvalued based on Yahoo and Microsoft's ongoing efforts to build rival search engines.

With the cash flowing in from Wall Street in 2006, Google moved for its largest acquisition to date by snapping up the YouTube video-sharing site for $1.65 billion in stock and began selling ads on videos.

Since then, Google has continued to cherry pick companies and start-ups with fervent regularity. Over the last year it averaged one acquisition a week, with notable examples including Motorola's mobile unit ($12.5 billion), smartwatch manufacturer WIMM and community sourced navigation application Waze for the small matter of $1.3 billion.

Android revolution

Getting all its ducks in a row on the web allowed Google to line-up an assault on the mobile world with the Android operating system, which has undoubtedly proved to be the company's biggest success outside of search.

Set up in 2003 by Andy Rubin and co, Android was acquired by Google in 2005 and pitched as an open source operating system for a new breed of smartphone devices.

It'd be another three years before the first devices would emerge (we'll always have a soft spot for the HTC T-Mobile G1 and especially the follow up HTC Hero), setting the industry on a path to the Android / iOS duopoly as Symbian, Windows Phone and BlackBerry fell by the wayside.

The arrival of Android and its subsequent success through eager manufacturers like HTC, Motorola, Samsung and LG may have ruined Google's cosy relationship with Apple - Steve Jobs threatened to go"thermonuclear" on Android and accusing Google of "wholesale ripping off" iOS - but by this point it didn't matter.

Google had made itself indispensable to iPhone users, while regular dessert-themed software updates (you'll see statues of each strewn across the front lawn at Mountain View) continued to push Android towards fulfilling its potential. Custom skins from its manufacturing partners also provided innovative new twists and nuances.

During the early days of the Android era, Google launched its first piece of branded hardware, the Nexus One made by HTC.

The buggy device proved a bit of a disaster with Google selling through its own fledgling store, rather than through networks, meaning limited customer support for buyers. Google learned a valuable lesson and devices like theNexus 4 smartphone and Nexus 7 tablets have proved huge hits.

Smartphone dominance (globally, it currently boasts around 80 per cent of the market) and its increasing tablet share has allowed Google to push itself as an all-things-to-all-people entertainment content company too.

There are even dedicated games consoles like Ouya and the Nvidia Shield running Android, while smartwatches, televisions and cameras boasting Google's software are becoming more and more prominent.

Next up? Google Glass, but more on that later.

Google Fail

However, it's not like everything Google touches turns to gold. For every success the company has enjoyed down the years, there's been a failure.

As much as Mountain View endeavours to make the Google+ social network the centre of its ecosystem, users just aren't biting.

Its previous social experiments, Buzz and Wave were not well received. It also bought mobile social network Dodgeball in 2005, before the founder Dennis Crowley got frustrated with Google and left to start Foursquare.

Jaiku, a microblogging platform Google purchased in 2007, went the way of the dodo, while Google Latitude, a Google Maps tool that broadcasts the users location, was met with trepidation.

The iGoogle personalised homepage, which has been re-imagined on Android as Google Now, was another casualty on the web.

More recently, the cloud-based Chrome operating system, which features a suite of web apps and appears on Chromebook devices with little or no local storage, hasn't been around quite long enough to be deemed a failure, butit can't be deemed a success either.

Google TV, the company's effort to bring its search expertise to the TV world, allowing live television and on-demand video platforms to be seamlessly integrated and joined by high-powered Android apps and games seemed like a good idea in principal. It somehow snatched failure from the jaws of success and now the tech world is simply waiting for Apple to jump on board.

Controversies

Google's company motto 'Don't Be Evil' is a commitment to doing right by the world with the idea that it'll prove beneficial from a business standpoint in the long run.

It's a noble and rare ethos for a company with a market cap of around $300 billion, and although the world is probably a better place thanks to Google, the motto has left the company open to criticism when it is deemed to fall short.

Rivals and competition regulators in the EU and US have accused Google of manipulating its search results to ensure its own products, such as Google Play apps, are ranked higher than more popular iPhone apps.

And Google has been in trouble in multiple countries, including the UK, for harvesting date from public Wi-Fi networks while driving around in its Street View cars. This was dismissed by Google as a simple mistake.

Then there was a consolidation of 60 privacy policies from its various products (YouTube, Gmail, Chrome etc) into a single document in 2012 which didn't give users the opportunity to opt out.

Google is also good at putting people in their place over their data. In August this year the company said its 425m Gmail users should have "no reasonable expectation" of privacy.

Then in same month, the company claimed UK privacy laws have "no jurisdiction" over the company, amid allegations it by-passed do-not-track software within Apple's Safari browser in order to provide personalised ads for users.

And then there's the small matter of tax. The incredibly small matter of tax, as far as Google is concerned. The company generated £11.5 billion in revenue from the UK between 2006 and 2011 and only paid £7m in corporation tax, claiming it pays the tax that is required of it by law.

And don't get us started on Android KitKat.

'Don't Be Evil,' is seems, has proved more of a guideline than a rule over the last 15 years.

The Future

However, the positives far outweigh the negatives. It's been an incredible 15 years for Google, during which those two lads from Stanford University have genuinely changed the world.

But could the next 15 years be even bigger?

In the immediate future, the potential for Android to invade every sector of the tech industry is limitless, while the cheap Chromecast dongle, which allows mobile content to be beamed to a television is arguably a more exciting prospect than the rumoured Apple iTV set.

Google Glass is also in our sights, with the company's futuristic, Android-packing AR specs expect to launch publicly in 2014.

The headgear, packing a camera and an eye-level display and powerful applications has the opportunity to kickstart a science fiction-style wearable technology revolution, which is also likely to feature the arrival of a Google smartwatch.

Glass is just one of the projects to emerge from the secretive Google X Labs. The unit, described as "moonshot factory of Peter Pans with PhDs kind of running amok" is plotting self-driving cars and balloon-powered Wi-Fi for remote areas as well as a wind power green energy project that could replace the need for massive steel turbines, by using specifically designed tethers.



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Think Android KitKat's bad? 10 worst tech tie-ins revealed



To widespread disbelief, Google announced this week that the next version of Android would be called KitKat - a decision that's all the more surprising because it means that don't-be-evil Google is teaming up with Nestlé, make of that what you will.

But KitKat isn't the only example of marketers' 'synergies' producing hellish or hopeless results. Remember these horrors?

1 Acer Ferrari One
If there's one word that screams high performance, it's netbook. Er, what? Acer's Ferrari One 201 was a great example of Ferrari's licensing programme in full effect, a programme whose sole criteria for approving products appears to be "will they pay us money?"

According to the blurb, the 201 was "driven by a seriously powerful AMD Athlon X2" alongside "2GB RAM, putting it streets ahead of any other netbook out there in terms of performance. You won't have to put your foot on the accelerator, because the Ferrari One always runs at top speed."

The only way it was streets ahead was in the price stakes, where you would have to pay as much for the netbook as you would a decent mid-rage laptop.

2 Lady Gaga's Polaroid Printers
Lady Gaga "has spent a lot of time working with the research and development guys, and has always had a great love of Polaroid," Polaroid told us with a poker face . There's nothing a pop star loves more than designing a new printer, and when you look at the GL10 you can see that Gaga's really revolutionised the way we think about industrial design.

We're shocked - shocked! - to discover that the more interesting GL20 camera glasses Gaga designed never made it to market, most likely because they looked stupid.

3 Bentley Ego Laptop
We try hard not to judge people, we really do. But if you were willing to spend $19,943 on a Bentley-branded Windows Vista laptop that looks like an old iBook that's been covered in upholstery by somebody's grandmother, you really shouldn't be allowed out of the house by yourself.

"Winner of the Microsoft Fashion PC Award", the website says proudly. Because we all know, there's no finer judge of fashion than Microsoft.

4 Asus Lamborghini laptops
We'd love to have been flies on the wall when this one was dreamed up. "We need to team up with a car brand!" Asus must have said. "Which one's famous for the sheer brutality and utter vulgarity of its designs, for making vehicles that even a Middle Eastern billionaire might think is too vulgar? WE NEED THOSE GUYS!"

The result was a triumph, if by "triumph" you mean "looks like it was designed by a 14-year-old, has a ridiculously large chassis and doesn't feel particularly well screwed together." Charging £1,850 for it didn't help either.

5 U2 iPod
In 2004, U2 joined forces with Apple: Apple made a custom iPod with all U2's music on it, and U2 made an ad for it. "The synergy was so obvious," said bassist Adam Clayton, presumably meaning that Apple got a nice tune and U2 got millions of dollars of free publicity for their new album - a trick U2 tried again in 2009 with a lesser song for a less cool brand, RIM's BlackBerry.

As for the U2 iPod, it was a black 20GB iPod with an odd-looking red scroll wheel, a money-off coupon for the U2 digital box set and a free poster. Rock and roll!

6 LG Prada
If you've ever suspected that many designers will sign off any old toss, theLG Prada may well confirm those suspicions: three generations of the smartphone appear to have prized form over function, with fiddly, mysterious buttons and a spec that feels a little behind the times.

Never mind that, though: there's a great big Prada logo on it, and for some that's the most important spec of all.

7 Canon EOS 550D Jackie Chan Edition
We like digital SLRs. We like Jackie Chan. But do we want the two together? The question's actually academic, because the limited edition EOS 500D was a China-only product. It differed from the stock 550D in several key areas: it had a different neck strap, a better lens, a leather case and the ability to kill a man with a single punch.

Okay, maybe not that last one. We wonder - who would win in a fight between the EOS 550D Jackie Chan Edition and the Nokia N96 Bruce Lee Edition?

8 Jerry Seinfeld and Windows Vista
In 2008, Microsoft's marketers had a genius idea: they would hire someone whose TV show ended a decade previously to make weird adverts featuring BIll Gates.

This, somehow, would make everybody want to buy Windows Vista. Amazingly, the plan didn't work: the three adverts featuring Gates and Jerry Seinfeld were described as among the very worst adverts ever screened.

9 Will.I.Am and Intel
We have a soft spot for anybody who thinks the internet is a trumpet, but what exactly is it that Will.I.Am does in his Intel job? You'd think the director of creative innovation might have some products to show by now, given that he took on the role back in 2011.

As far as we can tell, all he's doing is lugging an ultrabook around and recording music. It's as if the whole appointment was just marketing bol.l.ocks.

10 David Beckham's Motorola Aura
In 2009 Motorola spent a fortune on turning David Beckham into a terminator to promote its £1,400 Aura luxury smartphone - so it was probably rather miffed when just weeks later he was snapped in a Milan cafe talking on his mobile, which was quite obviously an iPhone 3G rather than a Moto Aura.

But Beckham isn't alone: tennis pro David Ferrer sent his sponsor-pleasing Samsung-promoting tweets from his iPhone, BlackBerry brand ambassador Alicia Keys was busted using her iPhone instead of her BlackBerry, and late last year Oprah Winfrey's Surface-plugging tweet was sent from her iPad.

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Who's giving Android's KitKat the finger?

Give us a break, Android


Give us a break, Androi
The carefully laid SEO plans of thousands of tech sites were shredded by Google and Nestle this week, as the Android creator and the chocolate company formed an unlikely alliance to change the name of the next version of Android from 'Key Lime Pie' to 'KitKat'.

When it was announced, amazement turned into... more amazement. Feelings then stayed as amazement. Everyone is still amazed. It's amazing. It's also completely ludicrous, as Google has now turned its world-beating mobile OS and covert advert delivery mechanism into one huge, very obvious ad for an admittedly quite nice chocolate bar.

Apparently no money changed hands, although both will be expecting some serious returns thanks to the vast amount of marketing cash that'll be blown on promoting the name change, the competitions, the future phone updates and more.

But did the internet give the shock Android name change one big chunky thumbs up, or did the commenters of the world hold up some slightly smaller fingers in response?


Class action
Opinion has not been mixed on the matter. Virtually everyone is aghast. Google may as well have announced that the 'S' iteration of Android will be known as Sarin. Even on AdWeek, a site devoted to the marketing world, commenters were baffled. Michael Barnathan echoed the thoughts of many, saying: "I kept refreshing the page expecting the date to change to April 1."

But it remains September. We've just, for the tenth time, refreshed it to make sure. And if you're planning on criticising the plan, make sure you keep the confectionery experts out there happy as well as the phone nerds, as Al Shaw on AdWeek complains that the site's report was an: "Awful bit of US centric reporting given that Kit-Kat is owned by Nestle and only produced under license in the US by Hershey. Do your research!" And you do yours as well, Al, as you have incorrectly hyphenated KitKat there.


Wave the finger
Over on Wired, which rather led its readers down a certain path by having "WTF?" in its own headline, reader The Gnome wasn't happy with the new corporate dream team either, saying: "Good to see Google innovating on things like... er... more stupid Android names and even more fragmentation. I guess the fat chocolate eating nerds that buy their phones will eat this up though."

A comment which was rightfully pulled up as being a bit dumb by ElyasM, who responded with: "As opposed to the gullible, elitist hipsters that buy iPhones? I'm not sure which stereotype is worse..."
Eh? to Z

It also didn't take more than 30 seconds after the announcement for the history of Nestle to be called into question, a company which, alongside its joyous range of sugary snacks and convenience foods, has battled complaints about darker ethical dilemmas faced by some of its practises.

But for fear of lawyers, they won't be repeated here. But there was on of the more baffling comment made by TechCrunch reader ElleryFamili who complained thusly: "I hate Google's decision to formally name their Android OS versions. How am I supposed to remember if eclair came before cupcake when dealing with QA issues."

You'd think a QA person would be a bit more on the ball than that, as user KunalBhat politely and gently pointed out that: "It's alphabetical... 'e' comes after 'c'."


Totally broken
Some people found it funny, though. In the minefield of YouTube comments, where no opinion is left unhad no matter how wrong or embarrassing, user Michael Atia revealed he enjoyed it and totally got the references in KitKat's satirical video, saying: "LOL... this is like the Apple keynote when the English guy (John Ive) is talking, similar music too!" to which Eric Santos responded with the classic "Thank you, Captain Obvious."
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Saturday, September 7, 2013

Nintendo Wii U review

Nintendo Wii U

A year and a half after it was first announced, the Wii U is finally here.
For Nintendo, the company's new home console represents the ultimate gamble by going all in on a console focused around a tablet controller, the GamePad, and a launch library primarily composed of titles that already or will be available on existing platforms like Xbox 360 and PlayStation 3. Competition seems to be coming in stereo for Nintendo, having to battle with the casual mobile crowd (iPad, tablets, smartphones) and the hard-core consoles alike. With such a volatile gaming market, does the Wii U have a legitimate place?
Perhaps. Because for the first time, a Nintendo console is not only about the games. The Wii U promises to change the way we interact with video content and our televisions. So how does it plan on doing so? Through a series of partnerships and apps that will consolidate media information and present it to users in a way that is supposedly easy to understand and navigate. This initiative is Nintendo TVii, a highly ambitious free service that connects live TV, streaming services, and TiVo DVR into one package.
Unfortunately, the Wii U did not ship with Nintendo TVii functionality in place, and it wasn't until a month later on December 20 that the feature hit U.S. consoles. By the end of the month, though, all promised TV and video-streaming services were live.
Overview
The Wii U is available in two SKUs, a Basic Set ($300) and Deluxe Set ($350). For my review purposes, Nintendo sent me a Deluxe Set, which includes all-black components. Here we have a 32GB (25GB usable) console, a GamePad controller, a console stand, a GamePad stand, a GamePad charging stand and cord, a sensor bar, an HDMI cable, and a copy of Nintendo Land. The Deluxe Set also comes with a "frequent buyer" rewards program that offers discounts the more you buy items from the Nintendo eShop.
The Basic Set features all-white components, including an 8GB (3GB usable) console, a GamePad controller and charger, a sensor bar, and HDMI cable.
It shouldn't be hard to sniff out, but I highly recommend the Deluxe Set over the Basic. The included game, charging stand, and larger storage capacity make it a no-brainer.
Design and specs
The Wii U console isn't much larger than the original Wii, measuring 1.8 inches tall, 6.8 inches wide, and 10.5 inches deep. It's considerably longer than the Wii but is still much smaller than any of the other current consoles. The unit's AC cord has a sizable power brick in-line, but it shouldn't be much of a hassle to tuck away.

Around back is the first time you'll ever see an HDMI port on a Nintendo console, as believe it or not, the Wii U is the company's first HD system. There's also the same AV port for a component or composite (gasp!) connection, as well as the same sensor bar slot. The Wii U can output up to a 1080p picture signal.
There are a total of four USB 2.0 ports on the Wii U -- two up front and two in the back. In front is also an SD card slot, and users can bring their own USB flash drive to expand memory as well.
The GamePad boasts a 6.2-inch 16:9 wide-screen resistive touch display with a resolution of 854x480 pixels. The pad itself weighs around a pound and measures 10.2 inches wide, 0.9 inch tall, and 5.3 inches deep. Packed inside is almost every motion-sensing and mobile technology under the sun. The GamePad has left and right analog sticks, as well as left and right trigger and bumper buttons in addition to a built-in accelerometer and gyroscope. There's a front-facing camera, microphone, stereo speakers, headphone jack, infrared IR port (for controlling TVs and cable boxes), some other mystery connection port, and even an NFC chip. Just like the DS and 3DS before it, a stylus is neatly tucked away around back.
Both the console and GamePad are total fingerprint magnets just like most of these shiny black plastic encasings I see so often. It's one thing if the console looks like that, but after just a few days using the GamePad, it could already use a good wipe down.
There's no doubt the GamePad is an impressive piece of hardware, but Nintendo has yet to explain how some of these features -- NFC technology, for example -- will interact with the system. The Wii U can eventually support up to two GamePads, but no software or games currently utilize more than one, so Nintendo won't be selling them separately any time soon.
The GamePad can be held a number of ways to play and doesn't seem to interact with the sensor bar at all. From what I can tell, the bar's only purpose is to work with older Wii remotes, which are fully backward compatible with the Wii U. In fact, they're required for some games, so you'll need to purchase a few if you don't already have any.
Because the GamePad's touch screen is resistive -- rather than the capacitive screen found on most modern tablets and smartphones -- it requires a bit more pressure to register. The screen doesn't have as much wiggle room as the DS did; a light swipe might not work. This is almost never an issue when using the included stylus, though.
After a few weeks with the system, it's tough to get around just how cumbersome the GamePad really is. It's not the type of controller that you can just set down. It takes up a lot of room. I can only imagine how a small child will perform with this enormous game controller in his or her hands. I don't know any small children, so I couldn't test this out. I have massive hands and find myself stretching across the screen to tap specific locations with my thumbs.
During my time with the Wii U, I'd been keeping the GamePad on my nightstand to sneak in some New Super Mario Bros. U before bed, but placing the controller down on a tight space like that can prove to be a challenge. Thankfully, the included GamePad stand is a good docking station for it.
Under the Wii U's hood is an IBM multicore processor and an AMD Radeon-based GPU. The Wii U uses flash-based storage technology and supports 802.11 b/g/n Wi-Fi protocols. Any one of the four USB 2.0 ports can also double as a wired Ethernet adapter, though you'll need to purchase that accessory separately.
The Wii U's disc reader is a proprietary slot-loading drive that won't play DVDs or Blu-rays. The Wii U supports Dolby Digital encoding, but some of the games I tested only output Pro Logic II.
The Wii U is fully backward compatible with original Wii games, Wii remotes, and nunchuk controllers. Even the Wii Fit Balance Board works.
The Wii U's interface most closely resembles the UI on the 3DS, a tiled set of icons that represent games or apps. Overall I found the menu to be responsive, but when switching to and from apps or games, the UI suffers from a notable amount of load time. Popping into System Settings and then back out to the Wii U Menu shouldn't be a 20-second affair. By today's standards, it's almost unacceptable. I've even had instances where this delay goes as long as five minutes.
During my time testing the Wii U, I found a peculiar TV cut-off issue that seems to be most apparent in the console's operating system. The image displayed on the GamePad gets cut off a bit around the edges when swapped to the TV screen. It doesn't seem to affect games, but it does slice a bit of the image off in the Wii U OS. You see it for yourself in the image below:
Performance
Playing games on the Wii U is undeniably a unique experience, but that doesn't necessarily mean it's always smooth. One of the first things I noticed while playing is that I don't always know where to look. Sometimes both screens display the same video and sometimes they don't. Some games do a decent job at directing your attention while others assume you'll figure it out. Call it what you will, but there's a preliminary Wii U learning curve that will take gamers of any skill level time to master. There's just something downright awkward about having your eyes jump from TV to GamePad so often. This will have to evolve as time goes on. I'd assume that developers will eventually realize the most comfortable way to play and then implement that play style into their software.

In terms of gaming I think the most potential lies in "off-TV" play. This promising features place-shifts all the action to the GamePad controller. It essentially gives you Wii U graphics and performance in a tablet-size form factor, eliminating the need for a TV altogether.
On paper, off-TV sounds great because it prevents the monopolization of a TV while gaming -- something anyone who doesn't live alone can appreciate. For those households where the main TV is in constant demand, off-TV sounds like a godsend. However, it's completely in the hands of developers to incorporate that functionality. This raises a lot of questions. How tough is it to incorporate off-TV? Does doing so compromise other aspects of the game?
All this considered, only a handful of launch titles support off-TV play. It's tough to know which do because there's no iconography on game boxes that highlights the feature. I can confirm that New Super Mario Bros. U supports off-TV play and I'm told Call of Duty: Black Ops 2, Assassin's Creed III, Darksiders II, and a few others will allow for it, too.
The GamePad graphical experience can't match the 1080p chops that the console is capable of outputting, but visuals still look pretty sharp on the screen, even if the resolution is taking a hit. I found that some reds look a little pixelated on the GamePad screen, but it's by no means a deal breaker. You'll probably want to make use of the headphone jack so you don't disturb anyone around you.
How far away you'll be able to play with the GamePad using off-TV varies. As long as it was in line of sight of the console, I had the GamePad work up to 25 feet away. Once you're playing through as little as one wall, things can get dicey. My bedroom, which is adjacent to the room the Wii U resides, can't maintain a signal farther than 10 feet away (through the wall).
Aside from its size, the GamePad is mostly fun to use, but I do think there's a lot of missed potential here. For starters, why can't we use it to play Virtual Console games? Why can't we take the GamePad out of the house and play it on the go? (Read Scott Stein's Why the next Nintendo portable needs to be a tablet.)
During my play time with the GamePad, battery life seemed to drop out at the 3.5- to 4-hour mark. It takes about 2.5 hours to fully charge, and is also playable while doing so via a direct connection to the power cord. Depending on the type of gamer you are, 3.5 hours may not be enough to get in a long session of play. It can be pretty disappointing to see the GamePad's red light come on midplay, so make sure you keep it charged at all times.
So far I've run into one bug with the system. If you attempt to eject a game disc while the console is off (a handy LED glows whenever a game is inserted), the system will eject the disc, turn on, but then freeze up. The only way out of this is to actually pull the power cord out.
Other media and features
A day-one update will give Wii U users access to the backward compatibility-enabling Wii U menu, Miiverse, eShop, video chat, and more. A lot of these features are tethered to a Nintendo Network ID, so it's best to set that up the first time you're asked to do so.

Backward compatibility doesn't occur from within the Wii U menu. Instead, you must launch the Wii emulation software (it's an icon on the Wii U menu screen) that takes you into a virtual Wii environment. Here, things look exactly like they did on the Wii, but you can only use Wii remotes and accessories; none of the new controllers will work.
This is also where you can perform a Wii-to-Wii U system transfer that will migrate all of your old Wii saves and anything you might have downloaded from the Wii Shop. Thankfully, Wii Points transfer as well, but you can only use them to make purchases on old Wii Virtual Console or WiiWare software. This transfer is very time consuming. From start to finish, it took me almost an hour and a half to do so. Also, the steps to move data from one console to the other are surprisingly confusing. It's a forehead-slapping process that involves swapping out an SD card from one console to the other and then back again. Also, both your Wii U and Wii will need to be connected to the same network, both to a TV, and you'll also need a Wii remote controller for each. If you only have one Wii remote, you'll be syncing and resyncing a few times, which is no fun at all.
Wii U can only provide basic TV remote control. Programming the GamePad to control a TV is easy enough. You simply type in your manufacturer and confirm that the volume up/down function works. When in TV mode, a 0-9, input, and power button is displayed onscreen. Setting up your cable box will let you browse channels with the D-pad and use the hard buttons to confirm a selection. Unfortunately, it doesn't seem that you can program any more than two total devices.
As of this update, all of the promised media apps have been delivered to the Wii U eShop channel. These include Hulu Plus, Amazon Instant Video, Netflix and YouTube. Nintendo says that consumers can also expect to see even more content portal options becoming available soon.
Unfortunately, one section where the Wii U majorly fails -- compared with other consoles -- is media playback. Truth is, there is none. Even with all of its USB ports and SD slot, users cannot play their own media on the console. Throw this into the missed opportunity category.
Speaking of missed opportunities, I personally think the Wii U could be a great DLNA player. Bear with me here, but imagine scrolling through your own networked media collection, say off a networked attached storage (NAS), and using the GamePad to select what you want to watch. Or even watching it on the GamePad!
What about opening up the Wii U OS and letting a homebrew community thrive? If Nintendo wants the Wii U to be the only thing people reach for in their living rooms, the console must wear several different hats.
Online
Nintendo has finally universalized its online presence, which is now called Nintendo Network. This will allow for players to register and acquire a Nintendo ID that will be used throughout the entire Nintendo ecosystem from here on out.

Each Mii character or user created with the Wii U system is entitled to a Nintendo ID; this ID can also be linked to third-party systems like the ones EA and Ubisoft use.
The Nintendo eShop is the Wii U's online virtual store, where users can download full Wii U games and digital-only titles. Those who purchase the Deluxe Wii U Set are entitled to a rewards program that can be used toward game discounts.
Anything purchased in the eShop can be accessed by all users on a Wii U system, regardless of the purchaser, and each Wii U system may have up to 12 separate users.
The Miiverse is a social network for gamers that allows Wii U owners to interact with others all over the world. You can trade pictures, messages, and more. The Wii U also features a limited functioning Web browser.
As for the eShop, it's only controllable via the GamePad. Here you can buy digital-only versions of full Wii U disc-sized games. These titles are not small by any means, so even 32GB Wii U owners will need to get resourceful in making room. Don't forget, you can expand memory only through a USB drive for downloaded content.
Nintendo has said to expect more software applications to be available from the eShop, so we'll have to wait and see what other companies have signed on to develop for the platform.
The games
Nintendo Wii U standard games retail for $60 and come in blue boxes. They're printed on proprietary Wii U discs that hold up to 25GB of data. They look and feel just like Blu-ray discs, but I'm told they are not.

Seeing Nintendo games in HD for the first time is awesome. There are sure to be cynics out there who write it off as something we should have gotten with the Wii, but for me the novelty has yet to wear off.
Give Nintendo credit. Where other consoles have all but abandoned the party game genre, the Wii U proudly wears it on its sleeve. While kids are guaranteed to fight over who gets to use the GamePad, the Wii U is easily the king of local multiplayer gaming. Up to five people can play certain Wii U games at once (GamePad plus four Wii remotes), which can make for some epic battles for gamers of any age.
Graphically speaking, Wii U games are just about on par with current-generation Xbox 360 and PlayStation 3 visuals, but videophiles may spot a few shortcomings with textures and frame rates. A number of launch titles run noticeably smoother on their PS3 and Xbox 360 counterparts.
So far, Nintendo has yet to do an overly impressive job of locking up exclusive titles only available on the Wii U. Aside from forthcoming first-party titles like Pikmin 3 and Game and Wario, Nintendo has only teased exclusives like Bayonetta 2, Lego City Undercover, and The Wonderful 101. Of course it's safe to assume the usual crop of first-party franchises will show up down the line, too: more Mario, Zelda, and Metroid, etc.
The Wii U will likely receive many multiplatform games, but keep in mind that Xbox 360 and PlayStation 3 are approaching the end of their product cycles themselves, so the Wii U will inevitably be playing catch-up just like its older brother.
Nintendo sent along a handful of games to test out with the system, as did a number of third-party developers. The Wii U launched with around 30 games (a list is included at the bottom of this review), but here are a few words on a select few that I spent a healthy amount of time with:
Nintendo Land: Bundled along with the Deluxe Set, Nintendo hopes this will be the Wii U's answer to Wii Sports. Nintendo Land may not do for the Wii U what Wii Sports did for the Wii -- and gaming in general -- but it's no doubt one of the must-own launch titles. There are enough minigames packed inside this disc to provide an enjoyable tutorial for new Wii U owners.
Nintendo Land is also the must-own party game that will provide hours of entertainment for families and busy living rooms. The games are cleverly designed and easy enough to pick up and play.
New Super Mario Bros. U: Don't write NSMBU off as just another carbon-copied 2D platformer. Mario in HD looks amazing, and the game is a perfect example of how liberating off-TV can be. NSMBU is also a sort of Mario anthology, as there are other gameplay modes packed inside that extend the overall replay value.
Plus, up to five players can jump in at once, with the GamePad user providing pivotal jumping blocks to access hidden areas and avoid hazards. It might be one of the most expensive Mario games to date, but it's well worth the price of admission.
Batman: Arkham City Armored Edition: This reboot of 2011's game of the year is a mixed bag. For anyone who has yet to enjoy this fantastic game (where have you been?), this is a great opportunity to check it out. However, Armored Edition does not completely live up to its Xbox 360 and PS3 cousins in terms of smoothness and graphics. There's also a bit of noticeable jitteriness during cut-scene playback.
I really liked using the GamePad as a batarang, and the touch screen makes for an excellent inventory hub, too. If the Wii U is your first console in six years, pick it up. You can also check out my impressions of the game from E3 2012.
ZombiU: Ubisoft's ZombiU is packed with moments of horror and great action, and does a convincing job at showing how having a map on the GamePad is much more convenient than having it in the pause screen.
However, at times the game's controls feel a bit convoluted and jammed me up when in the frantic panic of a zombie attack. There's also no pause at all, so if you're digging through your inventory, you'd better make sure you're out of harm's way before doing so.
It's nice to see an M-rated launch game with some potential here, so consider zombie horror fans well served on day one.
Nintendo TVii
Easily the most under-discussed feature of the Wii U has got to be Nintendo TVii. Unfortunately, while Nintendo had told us this free service would be ready to go for day one, it didn't hit the console until December 20. All TiVo functionality isn't ready yet and Netflix integration won't be here for a while, either.
After a few weeks with using TVii, it's safe to say there's a lot missing for it to be a one-stop shop for all things recorded and live TV. It definitely feels incomplete. For one, TVii doesn't work unless the Wii U is on. While normal cable box control can be initialized from the GamePad separately, the Wii U must be powered on for the guide and programming features to access the Internet and grab data. It's just another step that impedes the flow of using the GamePad as a remote.
TVii is also painfully laggy and slow. It's a noticeable downgrade from the performance of the Wii U's interface and really makes for a subpar experience. The first time you boot up TVii, you'll need to go through a 5-minute setup process that will ask for your location, cable service, and favorite TV shows and movies. You can't just pick any show or movie you want, though you can try to search. TVii will use this information to generate a "favorites" profile for you.
The main TVii screen is split into five sections: Favorites, TV, Movies, Sports, and Search. More than one user can have a profile on the Wii U, so that also translates to more users on the Wii U, each with his own show/movie favorites. You can also bookmark a set of TV channels so that they're easily accessible from the favorites section.
TVii also offers access to IMDb, Wikipedia, Facebook, Twitter, and more, but the way these services are implemented seems clunky. For example, TVii posts to your Twitter account if you decide to comment on a live TV program. What's that about? It also auto-appends a canned message that prefaces your tweet, something I could see many people would take issue with.
One thing that's sure to alienate some users is the fact that seamless DVR functionality is exclusive only to TiVo customers (which is still a ways away). Don't count on the Wii U controlling your carrier-based DVR any time soon. Nintendo has said such functionality is in the works, but Google has been telling the same story for years as its engineers and product managers continue to refine and tweak Google TV.
One thing people may find useful is the way TVii interacts with live sports games. Live scoring, football play drives, and basketball scoring maps are all awesome accompaniments to watching a game, but that's about where TVii really seems to "get it." Oh, and if you're a hockey or baseball fan, you're out of luck. Those professional sports are left out for now.
Nintendo has partnered with a company called i.TV to provide most of TVii's ambitious timeline and sports content, which will allow for program commenting and tagging, sports plays and scores, and even things like instant TV meme creation.
While Nintendo TVii will allow for the combination of live TV, guide viewing, TiVo DVR, content discovery, and more, the GamePad can also control your TV. In fact, it does a great job with controlling my Verizon Fios box. However, it's probably not going to replace your Harmony remote because there doesn't yet to seem to be any sort of "activity" function where the GamePad can blast a series of commands to get a series of devices working.
Instead, you'll have to manually input items just like you would on a bunch of separate remotes. There also seems to be a limit of only two devices stored on the GamePad, so those of us with home theater systems will still need to control things like volume and input with another remote. Of course Nintendo could update this functionality down the road, but you'll probably not want to hold your breath on that.
Speaking from a strictly logistical point of view, TVii misses the mark. Its ambitions are lofty, but ultimately its execution just isn't seamless enough. The way it currently sits, TVii is not worth the hassle and is not going to replace your much more capable Harmony remote.
There's still plenty of potential with TVii's guide information and separation of profile favorites, but given the laggy interface, confusing structure, and overwhelming sense of incompleteness, TVii, just like the Wii U itself, still has got some work to do.
Conclusion
I'm not sure the Wii U emanates the same wow factor that the original Wii did. For me, using the GamePad didn't feel all that revolutionary simply because it feels like a souped-up 3DS. Instead, my wow moment was playing Mario in HD for the first time.

The Wii is a tough act to follow. That thing showed up in nursing homes, for crying out loud. The Wii U is different and accessible enough to break boundaries, but I'm not sure it will have the impact of its predecessor.
When someone checked out the Wii for the first time, the mind-blowing innovation was right there in black and white. With the Wii U, you've got to dig a little deeper.
Right now, the most promising Wii U feature for me is off-TV play. If many games start supporting it -- games that are available on multiple consoles -- I can see myself choosing to play them on the Wii U so that I won't need to always monopolize my living room TV. There's a ton of value there.
Then there's Nintendo TVii; Nintendo of America President Reggie Fils-Aime told me he wants the GamePad to be the "jumping-off point" of every living room, so whether TVii can provide that unified experience is still up in the air. The way it stands now is a definitive "no."
Focusing solely on gaming, it's going to be tough to recommend the Wii U to anyone who already owns a PS3 or Xbox 360. A sizable chunk of the system's launch games are already or soon to be available on the aforementioned systems. Just like with the original Wii, first-party and exclusive titles are really where the Wii U needs to knock it out of the park to incentivize a console purchase.
In almost every other department, save for what Nintendo TVii is supposed to provide, the other consoles on the market have the Wii U beat: network and offline media playback, diversity of streaming services, exclusive games, and speedy operating systems.
Despite its unique dual-screen presentation, innovative GamePad controller, and ambitious Nintendo TVii service, the Wii U still has a lot to prove.
Wii U launch titles:

Call of Duty: Black Ops 2
Skylanders Giants
Transformers Prime
Wipeout 3
Disney Epic Mickey 2: The Power of Two
FIFA Soccer 13
Tekken Tag Tournament 2 Wii U Edition
New Super Mario Bros. U
Ninja Gaiden 3: Razor's Edge
Nintendo Land
Sing Party
Sonic & All-Stars Racing Transformed
Warriors Orochi 3 Hyper
Darksiders II
Assassin's Creed III
ESPN Sports Connection
Just Dance 4
Rabbids Land
Your Shape: Fitness Evolved 2013
ZombiU
Scribblenauts Unlimited
Game Party Champions
Batman: Arkham City Armored Edition
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