Skip to content

Archive for

3
Jul

Samsung to release J1 Pop as the J1 Ace


samsung_galaxy_j1_ace_dutch

According to Dutch retailer NieuweMobiel.NL Samsung is changing the name on the planned J1 Pop Android phone to the J1 Ace. The original Samsung J1 was a low end android smartphone that started the “J” line of phones. So expect to be seeing similar lower end phones under that line.

We all know that flagship devices set the bar as far as expectations go so this should be no exception. This new variant seems to simply be an upgraded version of the J1. Although specs were not listed, it is priced higher than the J1 so that could be a big indicator as to how better it is over its predecessor; how ever incremental the improvements may be.

Currently it’s listed on the site for €114.95, ($127.59 USD with current exchange rates).

J1 Original Specs:

  • Android 4.4.4 (KitKat)
  • 4.3 inch screen (480 x 800 pixels)
  • Dual-core 1.2 GHz Cortex-A7
  • 4 GB Storage w/ 512 MB RAM
  • 5MP rear camera, 2MP FFC
  • 1850 mAh battery

If you were a fan of the J1, then keep a look out for any more info on the J1 Ace.

Source: NieuweMobiel.NL
Via: GSMArena

Come comment on this article: Samsung to release J1 Pop as the J1 Ace

3
Jul

Get your free Cardboard VR headset for the OnePlus 2 launch


cardboard-vr-headset-oneplus-header-image

OnePlus wants you to experience the launch of its all-new OnePlus 2 in virtual reality. That said, the company has begun giving away Cardboard Virtual Reality headsets for free, only asking for $5 to cover shipping costs.

Google’s Cardboard VR headsets are available through many online retailers for relatively cheap prices. In fact, Google has a page dedicated to its Cardboard VR retailers. Some of them are as cheap as $5 while more advanced and improved models could cost you as much as $85.

Either way, OnePlus says they have improved upon Google’s design, making the cardboard more compact, durable, and resistant to stains. As is the case for most of these headsets, OnePlus says it should be compatible with most devices up to 6-inches in size, which means Note users should have nothing to fear.

Keep in mind that there’s probably limited quantities available in this initiative to make VR more accessible. “We aren’t making any money by offering OnePlus Cardboard. In fact, we are losing money with each one,” OnePlus says.

It’ll be interesting to see just how well VR will work with the OnePlus 2 launch later this month. It’s said to be a powerful device, packing a Snapdragon 810 CPU, and a fingerprint scanner “done right.”

If you’re interested in getting your own Cardboard VR headset from OnePlus, just hit the source link below. They begin shipping on July 10.

source: OnePlus

Come comment on this article: Get your free Cardboard VR headset for the OnePlus 2 launch

3
Jul

Samsung and Oppo sued over bloatware in China


oppo factory and office visit aa (2 of 53)

Bloatware is something that I’m sure we’re all familiar with in some form, but some manufacturers and carriers are significantly worse at filling up internal memory with useless apps than others. This problem is particularly bothersome in China and the Shanghai Consumer Rights Protection Commission has decided to take legal action against Oppo and Samsung.

The lawsuit came about following numerous consumer complaints about unwanted apps. This case is the first of its kind filed by the consumer rights commission to be accepted by a Shanghai court.

While Samsung’s TouchWiz and apps have been broadly accused of being bloated by some, the Galaxy Note 3 (SM-N9008S) takes this to whole new level with 44 pre-installed apps in the Chinese market. The Oppo Find 7a (X9007) is an even worse offender, with 71 different programs crammed into memory by default.

“We hope it will force other companies in the sector to end the unreasonable, but common, practice of pre-installing apps without telling consumers. This is something that is very much necessary for the healthy development of the whole industry,” – Tao Ailian, Commission Secretary-General

A study of 20 smartphones found offending apps ranging from moderately useful applications, such as a dictionary, to games and online shopping services. Some of the apps were also accused of stealing cellular data. A similar case regarding user data had been brought against Apple’s iPhone 5, but the court ruled in Apple’s favour.

We saw a similar state of affairs when we took a look at the Chinese Galaxy Note 4, which attempts to make up for the lack of pre-installed Google Services with apps such as the Baidu Search Widget and other pieces of Chinese software, most of which cannot be uninstalled from the smartphone.

Chinese Galaxy Note 4 apps

Although not as bad, we found a number of pre-loaded apps couldn’t be uninstalled with the Chinese Galaxy Note 4.

The commissions biggest complaint is that neither company informed consumers about the number of apps pre-installed on the handsets and that consumers are not offered any information on how to uninstall those which they don’t want. The legal case is seeking a ruling that would require Samsung and Oppo to label the apps on packaging and to provide instructions on how to remove said apps.

The two smartphone companies have 15 days to enter a defense, after which a trial date will be announced. Hopefully this case will reel in the amount of bloatware included with some handsets.

3
Jul

“We invented copying”: Apple Music parody makes fun of Apple’s streaming service






style=”display:block”
data-ad-client=”ca-pub-8150504804865896″
data-ad-slot=”8461248232″
data-ad-format=”auto”>
(adsbygoogle = window.adsbygoogle || []).push();

We love a good Apple parody ad, and we love it even more now that it seems like Apple’s antics (or at the very least, perceived antics) are being widely caught onto and satirized. An Apple Music parody is on the menu today after College Humor rightfully identified the similarities between Apple Music, and the preexisting Spotify service. While we’re sure Apple representatives will have a million ways to convince you that the two are actually very different, and we’re aware of the irony that Spotify itself is a copy, it’s nonetheless an amusing watch as the satire goes beyond just Apple Music:

While it’s not quite as good as their Apple Watch parody, we’re really enjoying College Humor’s Jony Ive impression. And all the callbacks to the U2 debacle make this parody all the more sweet – for anyone who didn’t hear, Apple gave all its users the new U2 album for free last October, to which many people complained, and some were just plain confused. Who complains about free stuff?


What do you think of this Apple Music parody? Let us know your thoughts in the comments below.

Source: YouTube

The post “We invented copying”: Apple Music parody makes fun of Apple’s streaming service appeared first on AndroidSPIN.

3
Jul

Apple Music Connect’s ‘Clunky’ Posting Process Detailed by Indie Artist [iOS Blog]


After the launch of Apple Music earlier in the week, many users began searching and following their favorite artists on Apple’s new social platform Connect, which aims to showcase new songs, videos, and pictures to fans of artists like Pharrell, Dr. Dre, and more, directly within the app. The process that artists have to take to create content for their fans was unknown, until today, when app developer and indie musician of the band Airplane Mode, Dave Wiskus, posted a detailed summary on his blog of the steps needed to make a post on Apple’s new social platform.

Wiskus hoped that Apple’s promise of Connect at WWDC meant a more level playing field between the musician and app developer worlds within the iTunes marketplace, and that “giving musicians any control at all over their brand identity on the iTunes Music Store,” would create a more stress-free and inviting platform for musicians, especially independent ones. So, Wiskus and his band Airplane Mode decided to put Connect through the ringer: debuting a brand new track on the service and seeing if the fans’ connection is as front-and-center as Apple intended.

The musician’s first thoughts of the upload process are summed up in one word: “clunky.” Wiskus found he needed the song he wanted to post to be in My Music in the iOS Music app, so for a brand-new, unreleased track, he had to sync it off his computer and then search for it on iOS. GarageBand updates for iOS and Mac released earlier this week also support uploads to Connect, but it is unclear if the format and process of using those apps was even more awkward or if Wiskus was unaware of these options.

1-newpost
In the next step — giving musicians the ability to edit song artwork and track details — Wiskus also had troubles with finishing up the post, the “Done” button staying grayed out and refusing to let him finish up and send it out to fans. After trying basic troubleshooting like backing out and making sure all the required fields were filled in, he discovered the problem: “I had to edit the artist name, add a space, and then remove the space. Then I could post the song. Of course.”

4-over-it
He also wondered how someone would delete a Connect post should there be a mistake, but eventually discovered that each post on the service can be brought up in a single post view with a “Delete” option. The issue being that since the entire post is treated as an interactable, tappable cell, “it’s not obvious” for users who may need to delete something in a hurry. But the musician noted that the biggest personal drawback is the complete lack of any in-depth fan interaction for his band once the content is actually uploaded to Connect.

3-posts1

But the worst offense of all is this: I can see no way to invite people to follow us on Connect. I can share the link. I can even tweet about it. Yet there’s no way to know how many followers we have, encourage people to follow us, or directly engage with anyone who hasn’t already purchased a song from us on iTunes. That feels broken. Somehow people were able to comment, which is great, but it makes me sad that I feel no sense of… well, connection. And I really, really want that connection.

Someone asked why I believed that Connect would ever be better than Ping, Apple’s previous attempt at socialifying iTunes. Ping’s mistake was that it tried to connect listeners to each other, as a way of discovering new music. Apple Music has re-thought that problem in some very interesting ways, and early indications are that the new approach works. For the social component, Connect wants to be about connecting artists with their listeners, but at the moment, it falls short.

While Connect lacks any of these basic features that services like Twitter and Facebook provide in abundance, Wiskus encourages Apple to begin consulting with bands who have both made it and use social media successfully every day, and the ones who haven’t yet but know the tools they need to make it there.

The indie musician makes multiple good points, especially in the lack of any in-depth social networking features on the service. Taking his band’s new post as an example, Airplane Mode’s post for the new song “Over It” got 7 loves and 4 comments, but the band can’t determine its own follower count or the amount of people that actually interacted with the post.

Lacking as well is any interaction on a user’s name or handle, which aren’t clickable on iOS or Mac and PC, leaving musicians with no real way to browse their fan community in any meaningful way. But, as Wiskus notes, the service has laid the groundwork for a possibly richer version of itself in the future. “These are early days,” the musician notes, “And there’s hope.”


3
Jul

Samsung testing Samsung Pay with local companies to address difficulties


samsung_pay_splash

Samsung is believed to be targeting the announcement of the Samsung Galaxy Note 5 in September as the official launch of their new Samsung Pay platform. Samsung Pay was already delayed from a joint launch with the Samsung Galaxy S6 earlier this year. However, Samsung reportedly is struggling with technical issues prompting the company to test with local companies to get more “real world” feedback. Sources indicate Samsung is having trouble getting the system to work as smoothly as desired, especially with older equipment still used by retailers.

Samsung Pay, which incorporates technology from Samsung’s acquisition of Loop Pay, is unique in that will create a magnetic field that replicates the magnetic strip found on the back of credit and debit cards. This means Samsung Pay could be used at existing pay terminals that retailers already have installed rather than requiring an investment in NFC capable readers.

Samsung is apparently dealing with two different issues in getting the system to run in a manner that will encourage its use by consumers. First, the process of authenticating using a fingerprint sensor built into a smartphone that then triggers the magnetic field for a given card is still experiencing a high number of errors. Second, the huge number of different pay terminals – over 100 with more than half over 10 years old – is presenting problems in getting the pseudo-magnetic strips to be recognized.

Samsung really needs the platform to work as smoothly as possible in order to see it become widely adopted. Existing pay systems from other vendors continue to struggle in the marketplace for acceptance. The inclusion of the magnetic field technology is believed to be a key to Samsung’s success as it eliminates the “will it work or not” question consumers may have when trying to use Samsung Pay at a retailer.

source: BusinessKorea

Come comment on this article: Samsung testing Samsung Pay with local companies to address difficulties

3
Jul

#ICYMI: NFC Cognac Caps, play a Virtual Neymar, and More


ICYMI: Connected Cognac Cap, a Power Glove That Chisels and More

Today on In Case You Missed It: Remy Martin installs NFC-enabled caps on its cognac bottles to prevent shady saloons from pulling the old switcheroo, Nike lets Google Cardboard users to play soccer as Neymar Jr., and a London-based artist creates custom Power Gloves that can carve through wood and stone.

From the cutting room floor: This Auburn Fire Department quadcopter makes a special delivery of lifejackets and tow lines to a couple of guys stranded in the middle of a river.

Let the team at Engadget know about any interesting stories or videos you stumble across by using the #ICYMI hashtag @engadget or @mskerryd.

Filed under: Internet, Google

Comments

3
Jul

Casio preparing to enter the smartwatch field


casio_camera_watch

The smartwatch industry has a new player ready to enter, this time coming from the world of watchmakers hoping to add some “smarts” to its devices instead of a tech company looking to cram smarts into a watch form factor. Casio has revealed plans to produce a smartwatch for release in 2016. With the company’s history, the move to finally get into the market should probably not be a surprise.

In the past Casio has managed to tack on all sorts of technology and gadgets on its watches. These have ranged from the now seemingly mundane calculator to heart-rate monitors, digital cameras, and even portable gaming systems. Casio’s new president, Kazuhiro Kashio, admits that, “at times we just showed off with quirky features and then pulled those products when they didn’t sell well.”

Despite the success and failure of past devices from Casio, the company does have a solid history of understanding consumers in the watch marketplace and their desire for something easy to use, durable, and a pleasure to wear.

Kashio, who recently took over leadership at Casio from his father, has been leading a team for the past four years working on the smartwatch device. He says he has already rejected a variety of prototypes as not meeting his requirements. Whatever eventually hits the market, currently scheduled for March 2016, Kashio expects it to be priced in the $400 range.

Kashio says the initial sales target will be around $80 million from smartwatch devices. Overall watch sales for Casio totaled $1.2 billion for the year ended March 2015 and accounted for about half of the company’s sales.

source: Wall Street Journal

Come comment on this article: Casio preparing to enter the smartwatch field

3
Jul

How to develop a simple Android Wear app


wear-to-phoneEarly last month, Alex Mullis wrote an excellent article discussing everything you need to know about developing for Android Wear. We are going to take this a step further by developing a simple Android Wear App. Developing for Android is an exciting endeavor, but including Android Wear features in your app is even more fun, trust me!

Before we begin, please keep the following at the back of your mind. Wearable apps, even though they are very similar to apps built for handhelds, should be quite small in size and functionality. You do not want to attempt to replicate the entire functionality of your handset app on a wearable. Rather, you should look for ways to complement the handheld app using the wearable. Ideally, most operations should be performed on the phone, and the results sent to the wearable.

Preparation

Our app will be a simple Android app, that sends a notification from a phone to a paired Wear device, with a corresponding wearable app, with a single clickable button.

For this article, we assume you are using Android Studio. Android Studio is the de-facto standard for Android app development. To develop apps for wearables, you need to update your SDK tools to version 23.0.0 or higher, and your SDK with Android 4.4W.2 or higher.

You should then set up either an Android Wear Device or an Android Wear Emulator.

For an emulator,

  • Create an Android Wear square or round device using AVD Manager
  • Start the emulator device
  • Install the Android Wear app from Google Play
  • Connect your handheld to your development machine through USB
  • Forward the AVD communication port to the handheld device with the command
    adb -d forward tcp:5601 tcp:5601
    

    (this must be done every time you connect/reconnect your handset)

  • Start the Android Wear app on your phone and connect to the emulator through the app settings.

For an Android Wear Device,

  • Install the Android Wear app on your smartphone via the Google Play Store
  • Pair your handset and wearable using the instructions in the app
  • Enable developer options on your wear device (tap build number seven times in Settings > About)
  • Enable adb debugging
  • Connect your wearable to your development machine, and you should be able to install and debug apps directly to your wearable.

Create your Project

The complete source code for this tutorial is available on github, but you might want to create your own project to get a feel for the process. Android Studio provides wizards to help create a project, and they are the best way to setup your Android wearable project. Click File > New Project, and follow the instructions

The process is similar to creating a phone/tablet project. Simply make sure you select both “Phone and Tablet” and “Wear” in the “Form Factors” window.

aa_form_factors

When the wizard completes, Android Studio will have created a new project with two modules, mobile and wear. For each module, you can create activities, services, layouts and more. Remember, the smartphone app (mobile module) should do most of the work, like intensive processing and network communications, and then send a notification to the wearable.

“mobile” module

The mobile module is the same Android development you are used to. For our mobile module, we create a simple Activity, with an EditText field, and a Button. The text entered into the EditText gets sent to the Wear device as a notification, when the Button is tapped.

The layout is pretty straightforward:

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:paddingLeft="@dimen/activity_horizontal_margin"
    android:paddingRight="@dimen/activity_horizontal_margin"
    android:paddingTop="@dimen/activity_vertical_margin"
    android:paddingBottom="@dimen/activity_vertical_margin"
    tools:context=".MainActivity"
    android:orientation="vertical">
    <EditText
        android:id="@+id/editText"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:layout_marginBottom="16dp"/>
    <Button
        android:id="@+id/actionButton"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_gravity="center"
        style="@style/Base.Widget.AppCompat.Button.Borderless"
        android:text="@string/show_notification"
        android:onClick="sendNotification" />
</LinearLayout>

The MainActivity is also pretty straightforward:

public class MainActivity extends AppCompatActivity 
    EditText editText;
    @Override
    protected void onCreate(Bundle savedInstanceState) 
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        editText = (EditText) findViewById(R.id.editText);
    
    public void sendNotification(View view) 
        String toSend = editText.getText().toString();
        if(toSend.isEmpty())
            toSend = "You sent an empty notification";
        Notification notification = new NotificationCompat.Builder(getApplication())
                .setSmallIcon(R.mipmap.ic_launcher)
                .setContentTitle("AndroidAuthority")
                .setContentText(toSend)
                .extend(new NotificationCompat.WearableExtender().setHintShowBackgroundOnly(true))
                .build();
        NotificationManagerCompat notificationManager = NotificationManagerCompat.from(getApplication());
        int notificationId = 1;
        notificationManager.notify(notificationId, notification);
    

Notice that when building our Notification, we called the extend() method, providing a NotificationCompat.WearableExtender() object.

Running the mobile module

You run the mobile module the same way you run any other Android app. As long as you have it paired with a Wear device (emulator or real), running the project on your device will display notifications on your wearable.
aa_handheld_and_wear

“wear” module

At this point, you should be able to view notifications from your mobile device on your wear device. We, however, are not content with that, and are going to build and run an actual Wear app. Wear devices, generally have a far less screen estate than handhelds, and are usually round or rectangular. This brings it’s own set of layout challenges. True to type, Google has some excellent design guidelines and UI patterns for Android Wear developers. The Wearable UI Library is included in your project automatically when you use the Android Studio project wizard to create your wearable app. Confirm that it’s there, if not then add it to your wear build.gradle file:

dependencies 
compile 'com.google.android.support:wearable:+'

If you created your project using the Android Studio Project Wizard, you will  have an activity setup already for you with two different layout files for Round and Rectangular wear devices. The activity_wear.xml file is shown below:

<?xml version="1.0" encoding="utf-8"?>
<android.support.wearable.view.WatchViewStub
    xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    xmlns:tools="http://schemas.android.com/tools"
    android:id="@+id/watch_view_stub"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    app:roundLayout="@layout/round_activity_wear"
    app:rectLayout="@layout/rect_activity_wear"
    tools:context=".WearActivity"
    tools:deviceIds="wear">
</android.support.wearable.view.WatchViewStub>

Take note of the base widget. It is a WatchViewStub, which is a part of the Wearable UI library. You must declare the “app:” XML Namespace xmlns:app=”http://schemas.android.com/apk/res-auto” because the Wearable UI widgets declare their attributes using the “app:” namespace.
Take special note of the app:roundLayout and app:rectLayout items. This specifies the layout file to load depending on the shape of the wearable screen. Nifty!

Both our round_activity_wear.xml and rect_activity_wear.xml files are quite similar, except for a few caveats. The widgets in round_activity_wear are centered vertically and horizontally, while for rect_activity, they are simply centered horizontally. Using WatchViewStub, you have the freedom to design your layout completely differently for round and rectangular screens.

round_activity_wear.xml

aa_wear_app_round

<?xml version="1.0" encoding="utf-8"?>
<FrameLayout
    xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    app:layout_box="all"
    tools:context=".WearActivity"
    tools:deviceIds="wear_round">
    <Button
        android:id="@+id/button"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_gravity="center"
        android:text="@string/hello_round"
        android:onClick="beginCountdown" />
    <android.support.wearable.view.DelayedConfirmationView
        android:id="@+id/delayedView"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_gravity="center"
        app:circle_border_color="@color/green"
        app:circle_border_width="20dp"
        app:circle_color="@color/white"
        app:circle_radius="60dp"
        app:circle_radius_pressed="60dp"
        app:circle_padding="16dp"
        app:update_interval="100"/>
</FrameLayout>

rect_activity_wear.xml

aa_wear_app_rect

<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:orientation="vertical"
    tools:context=".WearActivity"
    tools:deviceIds="wear_square">
    <Button
        android:id="@+id/button"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_gravity="center_horizontal"
        android:text="@string/hello_square"
        android:onClick="beginCountdown" />
    <android.support.wearable.view.DelayedConfirmationView
        android:id="@+id/delayedView"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_gravity="center_horizontal"
        app:circle_border_color="@color/green"
        app:circle_border_width="20dp"
        app:circle_color="@color/white"
        app:circle_radius="60dp"
        app:circle_radius_pressed="60dp"
        app:circle_padding="16dp"
        app:update_interval="100"/>
</FrameLayout>

WearActivity extends android.app.Activity (note not AppCompatActivity), just like any normal Android smartphone or tablet Activity. We set an OnLayoutInflatedListener object on our WatchViewStub, which gets called after the WatchViewStub has determined if the wearable device is round or rectangle. You locate your widgets using findViewById() in the onLayoutInflated method of the OnLayoutInflatedListener. In our case, we instantiate the Button and DelayedConfirmationView, and then call showOnlyButton() to hide the DelayedConfirmationView and show only the Button.

public class WearActivity extends Activity 
    private Button button;
    private DelayedConfirmationView delayedView;
    @Override
    protected void onCreate(Bundle savedInstanceState) 
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_wear);
        final WatchViewStub stub = (WatchViewStub) findViewById(R.id.watch_view_stub);
        stub.setOnLayoutInflatedListener(new WatchViewStub.OnLayoutInflatedListener() 
            @Override
            public void onLayoutInflated(WatchViewStub stub) 
                button = (Button) stub.findViewById(R.id.button);
                delayedView = (DelayedConfirmationView) stub.findViewById(R.id.delayedView);
                delayedView.setTotalTimeMs(3000);
                showOnlyButton();
            
        );
    

    public void beginCountdown(View view) 
        button.setVisibility(View.GONE);
        delayedView.setVisibility(View.VISIBLE);
        delayedView.setListener(new DelayedConfirmationView.DelayedConfirmationListener() 
            @Override
            public void onTimerFinished(View view) 
                showOnlyButton();
            
            @Override
            public void onTimerSelected(View view) 
            
        );
        delayedView.start();
    

    public void showOnlyButton() 
        button.setVisibility(View.VISIBLE);
        delayedView.setVisibility(View.GONE);
    

Running the wear module

To run the wear module, select the wear run/debug configuration, and click the play button (or type Shift+F10). Since this is a debug build, you install directly to your wear device (or emulator). Make sure your device is connected (or a wear emulator is running) and select your device when prompted.

aa_wear_app_round

Deploying a release version

While you install your app directly unto a wearable during development, publishing and releasing an app for users is quite different. Your wearable app must be embedded in a handheld app, and it is automatically pushed onto wearables that are connected with the user’s handheld. Visit the Android Developer page on packaging wearable apps for more information on properly packaging your wearable app.

As usual, the complete code is available on github for use as you see fit. Happy coding.

3
Jul

Customers prefer the One M9 in “blind tests”, says HTC ad


There’s nothing like a blind trial to remove people’s preconceptions and HTC’s latest video ad campaign suggests that the One M9 is the people’s choice when it comes to selfies, sound and speed, so long as they can’t see the logo.

HTC asked some “strangers” to pick their favourite of two concealed handsets after testing out the front facing camera in low light, listening to music playing through speakers and running through a series of app challenges in the fastest time. Although a rear camera test is sadly absent, perhaps because the handset didn’t fair too well in our own blind camera sample test.

The One M9’s front facing BoomSound speakers performed well in our own review and the larger pixel Ultrapixel front facing camera should certainly outperform some other handsets in low light. It looks like the Snapdragon 810 is performing pretty well in these tests too.

HTC based its speed exercise on another test that pit the HTC One M9 against the Galaxy S6 and iPhone 6, but HTC doesn’t actually reveal who it has picked as the competition in its version. Here are the other two videos:

 

There are also longer versions of each of the tests available to watch on HTC’s Youtube channel, which show much the same thing done over and over again with different passers-by.

 

While certainly not the most scientific of tests, HTC may have a point about the difference between brand perceptions and reality. Do you think that HTC suffers from a lack of positive brand recognition?