Friday, October 10, 2008

Dell Inspiron Mini 9

The good: More configurable than other Netbooks; good battery life; XP and Linux OS options.

The badThe bad: Some awkward keyboard compromises; no SSD options larger than 16GB.

The bottom lineThe bottom line: Dell's entry into the Netbook market means it's time to take these low-cost, low-power PCs seriously. The Inspiron Mini 9 is an excellent example of the form, if not radically different from the competition.

Specifications: Processor: Intel Atom (1.6 GHz); RAM installed: 512 MB DDR2 SDRAM; Display: 8.9; See full specs

Price range: $349.00

CNET editors' review

  • Reviewed on: 09/05/2008
  • Released on: 09/04/2008

We've known for some time that Dell was working on a Netbook-style laptop--the same kind of small, low-power, inexpensive system made popular by Asus and the Eee PC line. And even though there are not many surprises in the new Inspiron Mini 9, it's still an excellent example of the form, without any of the deal-breakers (older CPU, not enough storage space, hard-to-use touch pad) that have kept other Netbooks from being more universally useful.

While component-wise, the Mini 9 is similar to other recent Netbooks, such as the Eee PC 901 and the Acer Aspire One (which all use Intel's Atom CPU), in typical Dell fashion, there are more customization options than we've seen other Netbooks.

Our test unit arrived with 1GB of RAM, a 16GB solid-state hard drive, and Windows XP. That configuration costs $514 and comes very close to hitting the benchmarks we set out in our "Building the Perfect Netbook" feature, which asked for similar components, but maybe a slightly bigger SSD hard drive and an impulse-purchase $499 price tag.

You can get the Inspiron Mini 9 down to as low as $349 by opting for a smaller hard drive (4GB or 8GB), 512MB of RAM, an Ubuntu Linux OS, or knocking down the Webcam to a lower-resolution option. Or, add few bucks for the option internal Bluetooth antenna, which wasn't in our build (but is useful for tethering a cell phone for mobile broadband access). As an interesting note, the Mini 9 apparently includes an inactive internal mobile broadband antenna. According to Dell, it will be announcing the carrier and coverage details in the coming weeks.

Price as reviewed / Starting price $514/349
Processor Intel Atom 1.6GHz
Memory 1024MB DDR2 SDRAM 533MHz
Hard drive 16GB SSD
Chipset Intel GMA950
Graphics Mobile Intel 945 Express Chipset (integrated)
Operating system Windows XP Home Edition SP2
Dimensions (width by depth) 9.1x6.8 inches
Thickness 1.25-1.1 inches
Screen size (diagonal) 8.9 inches
System weight / Weight with AC adapter 6.2/6.9 pounds
Category Netbook

In person, the Mini 9 is similar in design to Asus' 9-inch Eee PC. It's slightly thinner, at about 1.25 inches at the back, tapering slightly toward the front. Our system had a glossy black finish (which is very fingerprint prone), and white is also available. Interestingly, most of the leaked product shots we've seen up to now show a red model.

The challenge for any Netbook is to squeeze as much keyboard as possible into a very tiny space, and the Mini 9 does a good job with it. The Dell letter keys are larger than on the 9-inch Eee PC, but certain keys--Tab, Caps Lock, and so on--are reduced to small slivers. In addition, the entire function key row has been removed. F1 through F10 are now alternate keys of the A to L row. It's an interesting compromise to get the most surface area for everyday typing, but makes some tasks, such as jumping between Web page fields with the Tab key, somewhat awkward.

Opening the lid, the 8.9-inch 1,024x600-pixel screen shares space with a Webcam above and two small speaker grilles below. The display offers just enough space for displaying Web pages and Word documents, and we think the 9-inch size is the perfect fit for Netbooks, rather than the smaller 7-inch or larger 10-inch screens on other systems.

Dell Inspiron Mini 9 Average for category [Netbook]
Video VGA-out VGA-out
Audio Stereo speakers, headphone/microphone jacks headphone/microphone jacks
Data 3 USB 2.0, SD card reader 2 USB 2.0, SD card reader
Expansion None None
Networking Ethernet, 802.11 b/g Wi-Fi, optional Bluetooth modem, Ethernet, 802.11 b/g/n Wi-Fi, Bluetooth
Optical drive None None

The Inspiron Mini 9 has three USB ports, headphone and mic jacks, a VGA out, SD card slot, and an Ethernet jack--a fairly standard set of connections in the Netbook world. Integrated Bluetooth is a $20 option, and Dell is expected to announce a mobile broadband plan soon. We'd love to see mobile broadband in more Netbooks, but it's typically prohibitively expensive as an option on a sub-$500 system.

With Intel's new 1.6GHz Atom N270 CPU, specifically designed for low-power Netbooks, you're not going to find the same level of performance you'd get from even an inexpensive Core 2 Duo laptop. Still, the Intel Atom processor performed about as expected, closely matching the Asus Eee PC 901 and MSI Wind in our iTunes performance test.

In anecdotal testing, we found the Mini 9 to be highly usable for Web surfing, e-mailing, and even playing music files (its speakers were surprisingly loud, if predictably thin-sounding). The combo of Intel's Atom CPU, 1GB of RAM, and Windows XP found in almost every current Netbook works well for basic tasks, as long as you keep expectations modest and don't mind occasional slowdown if you try and open too many browser windows at once.

The Mini 9 ran for 3 hours and 21 minutes on our video playback battery drain test, using the included 4-cell battery. That's second only to the 6-cell battery in the Asus Eee PC 901, and easily beats the Asus Aspire One and MSI Wind.

Dell includes an industry-standard one-year parts-and-labor warranty with the system, with mail-in service. Upgrading to a two-year plan will cost an extra $128. Support is accessible through a 24-7 toll-free phone line, an online knowledge base and driver downloads.

Apple iTunes encoding test (in seconds)
(Shorter bars indicate better performance)
Dell Inspiron Mini 9
780

Video playback battery drain test (in minutes)
(Longer bars indicate better performance)

Find out more about how we test laptops.

Dell Inspiron Mini 9
Windows XP Home Edition SP3; 1.6GHz Intel Atom; 1,024MB DDR2 SDRAM 533MHz; 64MB Mobile Intel 945 Express; STEC 16GB SSD.

Acer Aspire One
Linpus Linux Lite v1.0.2.E; 1.6GHz Intel Atom N270; 512MB DDR2 SDRAM 533MHz; Mobile Intel 945GME Express; 8GB solid-state drive.

Asus Eee PC 901
Windows XP Home Edition SP2; 1.6GHz Intel Atom; 1,024MB DDR2 SDRAM 400MHz; 128MB Mobile Intel 945 Express; 12GB Phison solid-state drive.

MSI Wind U100-002LA
Windows XP Home Edition SP3; 1.6GHz Intel Atom; 1024MB DDR2 SDRAM 400MHz; 128MB Mobile Intel 945 Express; 80GB Western Digital 5,400rpm.

Sylvania G Netbook
Linux; 1.2GHz VIA C7-M; 1024MB DDR2 SDRAM 533MHz; VIA UniChrome Pro IGP; 30GB hard disk drive.




***************************Video********************************************






Dell Inspiron Mini 910 (WinXP) Boot




Ubuntu 8.04 on Dell's Mini 9








Apple iMac (24-inch, 2.8GHz)

The good: A minor specification update results in some significant performance gains; graphics upgrade an option on this 24-inch model; sleek, polished design didn't receive an update, but we won't start clamoring for a new design until the current one is at least 12 months old.

The badThe bad: Free phone support runs out after 90 days.

The bottom lineThe bottom line: A slight bump to the specifications for the same price in addition to a much appreciated option to upgrade the graphics means the 24-inch iMac keeps the Editors' Choice it earned last year when the brushed-aluminum-and-glass design was first introduced.

Specifications: Environmental & energy standards compliance: EPA Energy Star; Processor: Intel Core 2 Duo (2.8 GHz); RAM installed: 2 GB DDR2 SDRAM; See full specs

Price range: $1,748.99 - $1,949.00

See all products in the Apple iMac 5th Generation series

CNET editors' review

  • Reviewed on: 05/01/2008
  • Released on: 04/28/2008

A bump to the frontside bus and a smidge more L2 cache can safely be classified as a minor update. But even slightly improved specifications, when they come at a lower price than those they replace, are appreciated. Last September, we tested the highest-end 24-inch model, which carried a baseline price of $2,299 and featured Intel's 2.8GHz Core 2 Extreme X7900 processor. We're happy to report that the new $1,799 iMac sped past the previous model in CNET Labs, though it features roughly the same specs: a 2.8GHz Core 2 Duo processor, 2GB of faster 800MHz RAM, a 320GB hard drive, and a midrange ATI Radeon graphics card. What's changed is that this model uses a Penryn-class processor that serves up 6MB of L2 cache to the 4MB the previous Merom-class chip provided, while operating on a faster 1,066MHz frontside bus--up from 800MHz. Given its strong application performance and competitive price, we give the iMac a strong recommendation as a mainstream desktop in addition to being best in class in the all-in-one niche.

The biggest upgrade comes with the top-of-the-line iMac, the $2,199 model that sees the iMac top the 3GHz mark with 3.06GHz Core 2 Duo chip. That model also features a 512MB Nvidia GeForce 8800 GS graphics card. The 3.06GHz chip is a $200 upgrade on the lower-end 24-inch model we reviewed here, while the GeForce card adds $150 to the bill.

Contrary to earlier reports, the 3.06GHz chip is not the Core 2 Duo X9100, which is expected out later this summer when Intel launches its Centrino 2 (aka Montevina) platform. Instead, it's another Apple exclusive from Intel, which operates at the same clockspeed and on the same 1,066MHz bus as the forthcoming X9100 chip but at a higher wattage. The updates the iMac received aren't game changing by any means, but they certainly do enough to maintain the iMac's Editors' Choice award and a strong recommendation among all-in-one PCs and mainstream desktops in general. In fact, we rate it higher than last year's model because the 24-inch iMac finally includes a graphics upgrade.

The design remains unchanged from last September's iMac models, which marked a change from the white Lucite design to the brushed-aluminum-and-glass chassis. For more on the design, please see our full review of the 20-inch iMac that introduced the new design last August.

We were impressed with the 24-inch iMac's showing last year in the labs, and this latest update showed marked improvement on our multitasking test as well as with CineBench. We weren't surprised to see iTunes performance stay the same, since it's largely dependent on CPU clockspeed. What we didn't expect was a 22-percent increase on our multimedia multitasking benchmark compared with that of last year's model, which was already way ahead of Dells' and Gateway's all-in-one PCs. (What the Gateway One has going for it is its expansion options, while the Dell XPS One supplies a Blu-ray drive.) On CineBench 10, a 3D rendering test that taxes the CPU and graphics subsystems, the new iMac outpaced the older 24-inch model by 8 percent, which is about the margin we'd expect between two systems released seven months apart. This iMac's faster frontside bus, faster memory, and larger L2 cache each plays a role in its improved performance over last year's model, as does the new version of Leopard (10.5.2), we suspect. (We've experienced some problems with our Photoshop CS3 script recently, on this and other systems, so unfortunately we have no Photoshop results to report at this time.)

We no longer report Quake 4 scores, having moved our 3D gaming benchmarks to more recent games for our desktop reviews. We made an exception in this case, however, and were again surprised to see that this new iMac outpaced the older model by a healthy margin, when both use the same 256MB ATI Radeon HD 2600 Pro graphics card. Where the older model posted a meager 33.7 frames per second at 1,024x768, the newer iMac achieved a framerate of 86.3fps at the same resolution. And when we bumped it up to 1,280x1,024, we still got a very playable 76.8fps. Better news for gamers is that the iMac now gives you the option to upgrade to a more powerful GeForce 8800 GS card.

Should you be weighing a 24-inch iMac purchase against a mainstream desktop, a quick look at two midrange Dell offerings reveals that the iMac includes a reasonable $150 premium or so. We say reasonable because of the effort (and money) Apple puts into the iMac's design and the inclusion of the iLife software suite. Similarly configured XPS 420 and XPS 630 systems--each with a 24-inch display--come out just above and below the $1,650 mark. Any all-in-one PC carries the usual caveat, however, that your upgrade options are limited, both in terms of internal expansion room and the capability to upgrade or replace the display.

Apple iTunes encoding test (in seconds)
(Shorter bars indicate better performance)

Multimedia multitasking test (in seconds)
(Shorter bars indicate better performance)
Apple iMac (24-inch, 2.8GHz, 2008 model)
407
Dell XPS One


CineBench
(Longer bars indicate better performance)
Rendering multiple CPUs
Rendering single CPU
Apple iMac (24-inch, 2.8GHz, 2008 model)
6180
3244
Dell XPS One
4507
2368
Apple Mac Mini
4069
2168
Gateway One
3787
1998

System configurations:

Apple iMac (20-inch, 2.4GHz)
Apple OS X; 2.4GHz Intel Core 2 Duo T7700; 2GB 800MHz DDR2 SDRAM; 256MB ATI Radeon HD 2600 Pro graphics chip; 320GB 7,200rpm hard drive

Apple iMac (24-inch, 2.8GHz, 2007 model)
Apple OS X 10.4.10; 2.8GHz Intel Core 2 Extreme X7900; 2GB 667MHz DDR2 SDRAM; 256MB ATI Radeon HD 2600 Pro graphics chip; 750GB 7,200rpm hard drive

Apple iMac (24-inch, 2.8GHz, 2008 model)
Apple OS X 10.5.2; 2.8GHz Intel Core 2 Duo; 2GB 800MHz DDR2 SDRAM; 256MB ATI Radeon HD 2600 Pro graphics chip; 320GB 7,200rpm hard drive

Apple Mac Mini
Apple OS X; 2.0GHz Intel Core 2 Duo; 1GB 667MHz DDR2 SDRAM; 64MB (shared) Intel GMA 950 integrated graphics chip; 120GB 5,400rpm Hitachi hard drive

Dell XPS One
Windows Vista Home Premium; 2.33GHz Intel Core 2 Duo E6550; 2GB 667MHz DDR2 SDRAM; 256MB ATI Mobility Radeon HD 2400 graphics chip; 500GB 7,200rpm hard drive

Gateway One
Windows Vista Home Premium; 2.0GHz Intel Core 2 Duo T7250; 3GB 667MHz DDR2 SDRAM; 256MB ATI Mobility Radeon HD 2600 XT graphics chip; 500GB 7,200rpm hard drive

HP Pavilion Slimline S3330f
Windows Vista Home Premium; 2.8GHz AMD Athlon 64 X2 5400+; 2GB 667MHz DDR2 SDRAM; 256MB (shared) Nvidia GeForce 6150SE integrated graphics chip; 500GB 7,200rpm Samsung hard drive



Source: cnet.com/

iPhone review, part 3: Apps and settings, camera, iTunes, wrap-up

SMS


Sporting a bubbly, iChat-like interface, the SMS app mercifully threads messages, an idea Palm hatched for its Treo devices many moons ago. Users of the threaded setup became immediately addicted to it, making it difficult to move back to plain old flat SMS (darn you, Palm!) and leaving us wondering why other manufacturers didn't follow suit. Granted, the inherent 160-character limit and sometimes exorbitant per-text rates have always left traditional SMS with a paper disadvantage against data-based instant messaging, but ultimately the Short Message Service's worldwide ubiquity has crowned it the "killer app" for mobile textual communication anyway. So why not make it all purty?


Indeed, if we had to boil the iPhone's SMS down to a one-word description, "purty" would certainly be a finalist. The app's simple enough; messages from numbers that don't already have a "conversation" going get added as a new entry in the main grid. Swiping to the right on a line item here presents an option to delete the conversation entirely, while tapping it opens the bubbly goodness. At the very top, call and contact info buttons appear for contacts already in your address book; contact info is replaced with add to contacts for numbers that aren't. Below the conversation, a text field and send button do exactly what they imply. Hitting send brings up a progress bar that prevents you from doing anything else in the SMS app until the current message has been successfully sent, although you can still hit the home button and use other apps.

When a message is received, you get a popup with the contact name (or number) and the message text, regardless of whether you're on a call. If you're anywhere but the standby screen, you also get ignore and view buttons; ignore will return you to your previously scheduled programming, while view sends you straight to the conversation. Like Mail, SMS shows a red circle near its icon when there are unread texts.

The cutesy, drop dead simple interface doesn't come without a price, though. First of all, the SMS app is about as configurable as a DynaTAC 8000 (yep, that's pre-Zack Morris for you young'uns in the audience). Don't like your messages threaded? Sorry. Want red bubbles instead of green? Tough luck! We guess SMS alerts from our bank warning us that our checking account balance is under $50 are somehow less bothersome when presented in a shiny, rounded bubble, but we'd at least like the option of going old-school if we're so inclined.

Secondly, there's no rhyme or reason to when timestamps appear. That's fine -- we get the idea, they appear when there's been a significant lapse in communication -- but we want to be able to hold down on a specific bubble to get that level of detail then. And finally, SMS offers no character counter or multi-message warning, features available on virtually every other handset on the market. The phone seems pretty smart about reassembling multiple messages into a single bubble, but that's still no reason to lull us into the false sense that this is a true IM service, especially when AT&T's default package for the iPhone only has 200 messages. And believe it or not, some of us still don't have devices that can reassemble multi-text messages anyway.

Calendar



The iPhone's calendar may possibly be the most usable we've ever seen on a cellphone -- but most of the credit there may be due to the device's massive screen. Most cellphone calendars are difficult to use, but not for lack of effort, it's for lack of screen real estate. The iPhone's huge, high res display makes it possible to get a month-view while also having enough room to show each day's events below. Dragging your finger around the days of the month instantly loads those appointments; all in all the calendar is very snappy, far more so than the mail client.

Too bad we still had major problems syncing appointments made on the iPhone back to our our desktop iCal calendar. It just wouldn't happen. Appointments we created on the iPhone refused to show up on the desktop, and about half the time during sync our iPhone-created appointments would actually get deleted entirely from the device. (This may be something screwy with our phone, so we'll assume it's not expected behavior.) Appointments created on the desktop sync over fine, however, and we had no issues there -- so just be sure that you never need to make an appointment in your iPhone calendar when you're on the go. Kidding!

Another issue we had with the calendar is its refusal to inherit color coding from desktop calendars, or in any way display in which calendar an appointment was made. If you're anything like us, you have a few calendars, like one for personal, work, birthdays, spouse, etc. Well, if that's the case then it sucks to be you, because all those calendars' appointments look exactly the same in the iPhone (and unlike desktop iCal, you can't set a time zone for an appointment). The iPhone calendar also lacks a week-view mode, but supplants a pretty useful appointment list instead. We wish we could take a short appointment list summary and drop it in our unlock screen -- the day's appointments is some incredibly valuable information that you shouldn't have to start, unlock, and then hit calendar to retrieve.

Photos and camera



So here's how we're picturing that this went down inside Apple HQ: there's like a couple months left before the iPhone's release, and suddenly the team realizes that they haven't created the software for the camera. They then proceed to spend five weeks on cute animations and one week on actual functionality. Yes, yes, we're quite sure that's a gross exaggeration, but we just can't remember the last time we've used a phone camera with this little functionality. Then again, maybe that's a good thing for some.

When the Camera app is opened, you get a giant viewfinder and two buttons along the bottom. The large button in the middle snaps the picture and the smaller button to the left moves you to the camera roll, which is simply a special photo album within the Photos app. We understand that packing a larger sensor or a decent flash would've sacrificed more thickness and battery life than Apple was willing, but that's still no excuse to leave us without even a single configurable parameter for the camera. No scene selection, no digital zoom, no destination album, nothing.

Pressing the shutter button causes a shutter animation to collapse momentarily over the viewfinder; a moment later, the just-taken picture becomes translucent and collapses down into the camera roll icon. Both animations are kinda cool but totally unnecessary. The viewfinder's refresh rate is decent -- but not even close to real realtime -- and it's far from the best we've seen. We'd estimate it's humming along at 7 or 10fps.

Enough grousing, though; on to picture quality. For two megapixels, no autofocus, and no flash, we're about as impressed as we can be. Compared to the Nokia N76 -- another 2 megapixel cameraphone we've recently spent some time with -- the iPhone's pictures consistently came out clearer and with far less pixel noise. That said, it's still a lousy sensor by even ultra low-end dedicated camera standards, so we'd recommend this not be used in the field for anything but the occasional candid shot.

As we mentioned, snapped photos hightail themselves over to the Photos app. The iPhone appears as a digital camera to the computer, so it'll bust open iPhoto on the Mac while PCs can configure it to import to a folder. Photo albums already on your computer (in iPhoto, Aperture, or a particular folder) can be configured to be automatically synced to Photos as well.

When Photos first opens, the user is asked which album to browse; the name of the album is shown along with the number of pictures in the album. Tapping an album brings up a flickable thumbnail view of all photos within it. Here you can either tap a particular picture to bring it full screen or tap the play button at the bottom of the display to kick off a slide show. Slide show options are configured in the iPhone's settings: duration to show each photo, transition effect, repeat, and shuffle. The transitions are, for lack of better verbiage, freaking awesome ("Ripple" is our favorite).


Calling up an individual photo brings up a view that is navigationally very similar to Notes, an app that we'll be taking a look at shortly. The photo dominates the screen, while buttons at the bottom allow you to export the photo (to wallpaper, email, but only in VGA, or a contact), move to the previous / next photos, kick off a slide show, or delete the pic you're looking at. Unlike Notes, however, the interface disappears after a moment to allow you to see the entire picture unobstructed by the user interface; pinching and unpinching here will cause the displayed picture to zoom in and out.

Photos also offers a couple extra goodies here that Notes does not. First, the iPhone can be rotated here as it can in Safari -- but interestingly, it can be rotated in all four orientations versus Safari's three. Second, swiping left and right moves from photo to photo. If you tap and hold, the movement will stop even if you're halfway between two photos (think of it like a roll of film), but flicking fast will not spin through multiple photos like with textual lists (iPod, Contacts, etc.). Why the left and right swipes weren't implemented in Notes, we don't know, but we're pretty bummed about it.

YouTube


Having rolled out YouTube support for Apple TV recently and given the service its very own icon on the iPhone's home screen, it seems Apple has suddenly decided that the mother of all video sites is a key part of its entertainment portfolio. Though it's a fairly impressive and particularly feature-rich component of the handset, it's not a perfect reproduction of the desktop YouTube experience (not to suggest we won't still be capable of wasting hundreds of hours on it, of course).

Opening YouTube presents an interface whose flexibility and searchability is really rivaled by nothing else on the iPhone -- not even the iPod app. Along the bottom is a toolbar with five buttons: Featured, Most Viewed, Bookmarks, Search, and More. More is really a catch-all for three other buttons that wouldn't fit on the toolbar: Most Recent, Top Rated, and History (though the toolbar can be reconfigured using the edit button, like the iPod). Lets walk through these one at a time.


Featured, Most Viewed, Most Recent, and Top Rated all roughly equate to their equivalent lists on the YouTube page, though not exactly one-to-one. We're guessing the differences are thanks to YouTube's and Apple's inability to re-encode every single video into an iPhone-friendly format in a timely fashion. Most Viewed is further divided into All, Today, and This Week with toggle buttons at the top.

The grid view used in both of these views is fabulous, featuring a thumbnail of the video, the name, rating, number of views, length, and the uploading user's name. Tapping the blue arrow to the right of the video brings up yet more information in a new screen, including the full description, date added, category, tags, and a list of related videos. You also have Bookmark and Share buttons here; the former adds this video to your Bookmarks view, while the latter creates a template email with the video's URL embedded.

Bookmarks contains a list of all videos that have been bookmarked on the device. Note that this is not the same favorites list found in your YouTube login -- in fact, it's not even possible to log in to one's YouTube account on the iPhone (unlike the Apple TV). The grid view here is the same one found in Featured and Most Viewed with the addition of an edit button at the top right; tapping it allows videos to be removed from the list. Inexplicably, the wipe gesture used in SMS and email isn't used here either, but rather the red circle that makes a few appearances throughout the phone.

Search is, well, a search function. Tapping on the field at the top calls up the keyboard and search results appear in the grid underneath. It appears to use essentially the same logic as that on YouTube's website, though just like Featured and Most Viewed, you'll get fewer videos here since not everything has been re-encoded to the iPhone's liking just yet. History simply shows a chronological list of the most recently played videos on the device -- and rest easy, it can be cleared with a Clear button in the upper right.


Moving on to playback, this is where we're struggling a bit. We want to like this app over EDGE, we really do, but as we mentioned before, it's just a little too flaky to be much fun. Load times are long -- 15 seconds or longer, with an occasional spike as high as one minute in our testing -- and we'd sometimes get mysterious error messages saying that videos can't be played. Add in the fact that the playback resolution and bitrate is automatically "optimized" (read: scaled way down) for EDGE, and frankly, it's just more trouble than it's worth.

Over WiFi, though, it's a different story altogether. Videos load quickly and the resolution seems perfectly suited for the iPhone's glorious display. During playback, controls include a scrubber, done button for returning to the video list, and a toggle switch for moving between a letterbox and stretched view (this bearing in mind that the iPhone's aspect ratio is wider than YouTube's) all along the top. At the bottom you get a volume control, bookmark button, previous and next buttons for moving to different videos in the grid, play / pause, and an envelope icon that fires up a template email the same as the share button found when viewing a video's details. For some reason, the YouTube app forces video lists to be shown in portrait and playback to be landscape -- the rotation sensor has no bearing here whatsoever, same as in iPod playing video.

Stocks



Stocks bears some striking resemblances to its cousin, the Dashboard widget of the same name. The main displays are virtually indistinguishable, though the iPhone version trades its Mac equivalent's blue background for black. Like Weather, Stocks loses its Dashboard data provider (Quote.com in this case) and adds a "Y!" logo in the lower left that, when tapped, takes the user to a Yahoo! Mobile page with a variety of information for the highlighted stock. The performance graphs at the bottom take several seconds to load, and like everything else, take longer over EDGE -- a little more than twice as long in our informal testing. Interestingly, the longer time spans took longer to load, which means they seem to actually be loading more data in the background instead of aggregating it at a lower resolution on the back end. Over EDGE, 2-year stock graphs took on average around 7 seconds to load, while on the other end of the spectrum, 1-day graphs took about 2.5 seconds. Averages -- DJIA, for example -- seem to take marginally longer. Data never appears to be cached here, so every time you tap on a different time span, you've got to wait for the data to load again.


Configuring Stocks is a simple affair; the only options are adding / removing stocks and selecting whether price changes should be displayed by value or percentage.In both cases, positive changes are shown as a green box and negative are in red. Companies can be added by symbol, full, or partial name; a results grid shows symbols that match your entered term. Annoyingly, there's no way to change the order in which stocks are listed, except but to re-enter them in the desired order.

Google maps



Using Google maps on most smartphones is an absolute pleasure. The Windows Mobile and Palm OS Gmaps apps are just fantastic -- and the iPhone ranks among them. Apple supposedly spent a lot of time working on this one (Google has historically released all its own mobile apps), and it shows. Map loads are reasonable even over EDGE (and expectedly snappy on WiFi), and being able to easily search Google local, pull up a number and address in a contact card, then call that location and route directions to it, that is an amazing mobile maps experience. Too bad the iPhone can't make use of a Bluetooth GPS receiver (wink, wink Apple!).

We wish the maps app recognized a search for "home" so we could return to a default location at or near our residence (without typing it in), but users can set map bookmarks for repeat use. The traffic alerts system is also pretty impressive, but it doesn't work for all roads and freeways, so your mileage may vary (har) on that. Pulling up the satellite view on the iPhone is a thing to behold -- the crisp display shows an extraordinary amount of detail for such a small device.

Our biggest complaint about the maps app, though, is something we mentioned earlier: inconsistent gesture input. Gmaps is the only app in the iPhone where two-finger single tap zooms out. This is something one can get used to, but it's still pretty disorienting, and we've found ourselves inadvertently trying the Gmaps two-finger zoom out in other apps, obviously with little result.

Weather




Anyone familiar with Mac OS X's preinstalled weather widget will feel right at home here (right down to the static Sunny / 73° icon, which we would've much preferred be updated regularly for our home city). Naturally, the layout is more vertical on the iPhone to accommodate the taller screen (and coincidentally, it seems you can't hold the phone sideways to get a landscape version of the widget). While the Dashboard widget uses AccuWeather as its data provider, the iPhone has made the jump to Yahoo! with a new "Y!" logo appearing in the lower left -- an homage to Apple's newfound relationship with the company to launch that push-IMAP email, perhaps. Pressing the logo pulls up Safari and directs you to a Yahoo! Mobile page with weather, news, events, and Flickr photos for the selected city.

Configuration for the widget is about as basic as it could possibly get: hit the ubiquitous "i" icon in the lower right, select your cities and your preferred unit of temperature, and you're done. In light of the simplicity and overall lack of configurability of the phone, we're a little surprised they even bothered to offer a unit selection since the device is currently only offered in the US, but we know not everyone grew up here, and we're certainly not complaining. After you've selected your cities and hit done, you're returned to the widget's primary display. Multiple cities are indicated as small dots at the bottom of the screen, while flicking left and right changes cities. Notably, the order you enter cities is the order they'll appear -- there's no way to change that without deleting and reentering, like stocks.

Clock


Jet setters and chefs should appreciate the Clock widget, one of the better implementations of a world clock and timer (among other things) we've seen on a phone. Clock bears little resemblance to its Dashboard cousin (but that's not a bad thing). It also shares a rather unfortunate trait with Weather in that its icon doesn't reflect reality -- the time is permanently fixed at 10:15. We suppose the decision to keep it static was made because you can clearly see the time at the top of the home screen anyway, but it would've been a nice touch anyway considering that the Calendar icon reflects the actual date.

At the bottom of Clock there are four buttons: World Clock, Alarm, Stopwatch, and Timer. All four function pretty much the way you'd expect. The World Clock function is great in that each selected city shows its name and an analog clock followed by a digital clock and an indication of whether the locale is yesterday, today, or tomorrow (crazy International Date Line antics!). Unlike Weather and Stocks, cities can be reordered here by dragging on the "ribbed" area at the right while in Edit mode.


The Alarm page lets you add pretty much as many alarms as you like (we had ten going). The functionality here is great; for each alarm you can select what days it's active, what sound should be played, whether Snooze is available, and the alarm's name when viewed in the grid of all alarms. The time is selected with a slot machine-style series of rollers, one each for hour, minute, and AM / PM. Once options are set up and you return to the grid, each alarm can individually be turned on and off with a switch. Having any of them set to active causes a clock icon to appear in the status bar at the top of the screen.

Stopwatch and Timer are both extraordinarily simple goodies, but even so, it's still possible to make them extraordinarily unintuitive. Thankfully, the iPhone's aren't. Stopwatch simply gives the time broken down in minutes, seconds, and tenths (plus hours on the far left when you get that far) with a start and reset button; when the time is all zeroes, Reset is grayed out. Hitting start turns the left button to stop and the right button to lap. Pressing lap will add the split time to the grid directly below the buttons along with an indicator of the lap number. Hit stop, and the start and reset buttons return. Hitting Rreset will clear split times as well. The sleep behavior of the phone seems a little indeterminate while the stopwatch is running -- sometimes the screen dims, sometimes it sleeps, sometimes it stays wide awake. We couldn't nail down what (if anything) determined the phone's behavior here. Happily, you can leave the Clock app and go about your business and the stopwatch will continue running -- you can even use other parts of the Clock app itself.


As for Timer, you're presented with two slot machine-style dials, one for hour and one for minute. Below, a button asks you which sound should play when the timer expires, followed by the start button (which changes to cancel once the timer has been kicked off). Unfortunately, you cannot run multiple timers simultaneously.

Calculator



There's very little to be said about the Calculator widget -- and let's be honest, that's exactly how a simple calculator should be. You enter your digits, you do your arithmetic, and you get on with life. This particular widget has undergone a full redesign from the calculator found in Mac OS, taking on darker colors for the buttons and the background and a blue, 3D-look display. Gone are the segmented digits, replaced by a traditional smooth font (in other words, Apple wasn't too concerned about making this thing look exactly like a physical four-function calculator).

Missing from the iPhone, though, are dedicated scientific / graphing calculators, or, perhaps more usefully, a tip calculator. We think any would be nice to have, and this device definitely has the necessary screen real estate to make them functional and visually appealing. In fact, the iPhone's screen is so big that a simple four-function calculator looks just a little too sparse, although it certainly makes the buttons easy to press.

Notes





Font look familiar? It should -- the iPhone Notes app ganks the Marker Felt font, perhaps best known as the default font in Stickies. Frankly, we could do without it, or at the very least we'd like an option to change it to something a little simpler and less Comic Sans-like (the iPhone's systemwide font would've been just fine, thanks). Adding a note is accomplished by clicking the "+" button found in several iPhone apps; the new note is automatically timestamped and titled based on the first line of text that you write. While editing, two buttons appear in the title bar directly above the yellow pad -- both save the note, but the Notes button kicks you back out to the list of all notes, while the done button keeps you in a read-only view of the current note. We really would've liked a cancel button here, too.

In the read-only view, four icons appear at the bottom of the screen in the same casual, fun style as the font. The far left and right icons move from note to note (seems like there should be a swipe gesture here that'll accomplish the same function), the envelope creates an email with the note as the body and the first line as the subject, and the trash can predictably deletes the note. Strangely, there is no other way we can find to delete a note -- you must be looking at it to trash it. Also, we found ourselves instinctively rotating the phone from time to time in Notes, but sadly, you won't find any landscape mode here. And why no drawing capability? We're not asking for handwriting recognition or anything fancy like that, just the ability to doodle would've been a fabulous feature.

Settings



It's no secret, our favorite part of any cellphone and device is the settings area. We often find ourselves running to the settings before even making a call on a new phone or playing back some video on a new media device. When it comes to settings, by and large the iPhone doesn't disappoint. We won't go over every nook and cranny (we could do a feature on just the menus and submenus and subsubmenus... in this thing), but here are some highlights:

Airplane mode - Super easy toggle, works instantaneously.
Usage - Doesn't show percentage of battery remaining (lame), but does show all of your current usage stats, like standby time since last charge, etc.
Sound - Comprehensive yet simple sound behavior settings, lots of toggles.
Date & Time - Has a setting for time zone support on / off in calendar, convenient if you do / don't travel a lot.
Network - VPN settings (supports L2TP and PPTP); WiFi settings allow you to select DHCP, BootP, or static IP address, as well as no, manual, or auto HTTP proxy.

Bluetooth - Extremely straightforward and usable interface for Bluetooth; discoverable is switched off by default, but turned on only for the duration of time you're in the Bluetooth menu. Pairing is very simple, although we kind of hoped it would use the Sidekick system of attempting common Bluetooth PINs so you don't have to remember which your headset uses, 1111, 0000, etc. Oh, and you can pair your iPhone with most anything, but don't expect it to actually do something once paired -- almost all Bluetooth profiles are disabled.
Keyboard - Allows you to enable / disable auto-capitalization and caps lock.
Mail - Add, delete accounts (types include POP3, IMAP, Gmail, AOL, Yahoo, .mac, and Exchange IMAP, but not Exchange EAS), auto-check messages (manual, 15, 30, or 60 minutes), message preview (0 - 5 lines), CC myself on / off, signature, etc.
Phone - Contact sort / display order, call fwding, call waiting, caller ID (no option to only show ID to known contacts), and way at the bottom, the awesome AT&T services menu that remembers the codes for things like checking bill balance, viewing minutes, etc.
Safari - Set your search engine (Google, Yahoo), on / off switches for JavaScript, plug-ins (what plug ins?), pop-ups. There's also a cookies menu, and clear history / cookies / cache buttons.
iPod - Audiobook speed, EQ, volume limiter, etc.

iTunes, activation, and sync


As with the iPod, setting up and syncing the iPhone in iTunes is meant to be an incredibly easy experience, and for the most part it is. You're (obviously) required to have iTunes 7.3 to get it going, bet starting the guided activation setup is as easy as plugging in your phone. Although a huge number of people had understandably maddening issues during launch that caused them to be unable to use their new phones for up to a couple of days, we were able to burn through a number of different types of activations (new AT&T customer, existing AT&T customer, non-ported number, ported number, etc.) on about a half dozen phones, each in under 10 minutes -- none had any issues. It stands to reason that as the initial sales glut for the iPhone fades, this process will only become more stable.

Once your device is recognized by iTunes, you can select which contacts groups, calendars, music, movies, podcasts, etc. you want to drop onto the iPhone. It took us under a minute to sync a couple hundred contacts, and not much more to do a few hundred calendar appointments. We moved about 1.5GB of music and movies over to the device in about 10 minutes -- that's a little more than 2.5MB per second. Not unbelievably fast, but if you wanted to completely refresh the entire capacity of your iPhone, that process would take under 50 minutes, which is reasonable enough. Syncing photos with your desktop is less automated than we would have liked. On a Mac, users are expected to pop open iPhoto and import manually. iTunes also backs up your iPhone's non-synced settings, such as SMS conversations, notes, call history, contact faves, sound settings, and so on. We tried it out, and sure enough, it worked well enough -- even saved our browser history. WiFi passwords? Naw, not so much.

Not surprisingly, syncing to a PC is a different experience than syncing to a Mac. PC users shouldn't expect to have the iPhone take advantage of all of Vista's new iLife-like lifestyle software suite (Windows Mail, Calendar, Address Book, etc.), users can only use Outlook (not Outlook Express) to sync content. On a PC sync worked perfectly, strangely enough (considering it worked less than perfectly on a Mac). Outlook was kind enough to copy contacts and calendar appointments back and forth with ease. It was almost eerie watching an iPhone interact better with a PC and Microsoft software than with a Mac and Apple software, but kudos to Cupertino for not leaving Windows users out in the cold on this one.

Data performance


Apple and AT&T are banking that a two-line attack of WiFi plus a recently-enhanced EDGE network is going to quell the call for 3G in the iPhone -- in its first iteration, anyway. We see at least three problems with that approach. First, UMTS employs a more advanced vocoder than 2G does, so we're losing out on the opportunity for moderately improved voice quality. Second, on its best day, EDGE is sill an order of magnitude slower than HSDPA on its worst day (we're talking about both throughput and latency here, with the latter often being a better indicator of perceived speed). Third -- and perhaps most importantly -- AT&T's EDGE network can't support simultaneous voice and data. Read: if you're moving data to or from your iPhone, calls will go straight to voicemail. Big time bummer. The thought of browsing with Safari on the iPhone's magnificent display while chatting on Bluetooth is a seductive one, but it ain't gonna happen.

That being said, is EDGE bearable for the iPhone's core services? We'd sorta expected that Apple would've fine-tuned all of the iPhone's first-party apps to behave reasonably well regardless of what kind of data network you were feeding on, but we found that wasn't necessarily the case. Browsing in Safari was a generally satisfying experience (thanks partly to the fact that typically-large embedded Flash objects don't load), ditto for Mail, Weather, and Stocks, but YouTube really tried our patience.

For a couple hours after activating the phone, we couldn't play videos period -- possibly because YouTube's and Apple's servers were being hit so hard by new owners putting their handsets through their paces -- but once we could finally get things going, we were left disappointed by load times, buffering issues, and errors. To put things in perspective, videos consistently started playing within four seconds on WiFi, whereas YouTube frequently ran over fifteen seconds. Our high was a staggering 58.1 seconds!


We guess we could live with an average of fifteen seconds, though, if they always ended up playing. They didn't. When on EDGE, we'd estimate that 10 to 15 percent of the videos we try to play churn for a few seconds then bring up a message simply (and unhelpfully) informing us that the movie can't be played. Maybe the oddest bit of all this YouTube drama is that the videos run at a much lower resolution on EDGE than they do on WiFi, obviously in an attempt to make load times reasonable and streaming possible. Perhaps that sitch will improve over time with better encoding, better EDGE, and firmware upgrades -- but for now, we're declaring YouTube a WiFi-only app.

On that note, WiFi is a breath of fresh air that turns the iPhone into a data-munching powerhouse. Annoyances like slow load times in YouTube and Maps melt away, generally giving the device a very different feel. The iPhone's WiFi implementation is seamless but moderately annoying out of the box; by default, the phone regularly prompts you if you want to connect to the strongest available network, which gets old really fast, especially when walking down the street. This can be turned off from the WiFi settings, which is prominently placed near the top of the settings app -- second item, in fact, right after the Airplane Mode toggle.

Other WiFi settings include a switch for the WiFi radio (not to be confused with Airplane Mode, which'll also disable the cell radio and Bluetooth) and a list of nearby SSIDs which is automatically populated when you enter the screen and refreshed about every eight seconds. Next to each network's SSID is an icon indicating whether encryption is being used, a three-bar signal strength indicator, and a blue arrow that you tap for advanced configuration (more on that in a moment). Simply tapping the SSID will connect you to the network, or if a WEP key or WPA password is necessary, you'll be prompted.

After the connection is successful, the "E" icon in the status bar is replaced with a signal strength indicator -- not the most obvious way of showing that you're connected to WiFi, but sure, we get the point. If a particular network requires advanced configuration, you can tap the blue arrow at the far right which displays the IP address, subnet mask, gateway, and so on (if you're already connected), allows you to choose a method of IP address acquisition (DHCP, BootIP, or static), and set an HTTP proxy if necessary. If the network is already "remembered" for the phone, a "Forget this Network" button appears at the top to kill it from your preferred list.

Wrap-up


We're not huge fans of "conclusions" in reviews -- or number systems, or one liner pros / cons / bottom-lines for that matter. Devices have become so feature-rich over the years that potential buyers' decisions can be made or broken on the support, quality, or integration of just one or two features. For us that's exactly the case with the iPhone -- although the list of things it doesn't do is as long as the list of things it does, it's only a few small, but severe, issues about the device that truly galvanizes our opinion of it.

It's easy to see the device is extraordinarily simple to use for such a full-featured phone and media player. Apple makes creating the spartan, simplified UI look oh so easy -- but we know it's not, and the devil's always in the details when it comes to portables. To date no one's made a phone that does so much with so little, and despite the numerous foibles of the iPhone's gesture-based touchscreen interface, the learning curve is surprisingly low. It's totally clear that with the iPhone, Apple raised the bar not only for the cellphone, but for portable media players and multifunction convergence devices in general.

But getting things done with the iPhone isn't easy, and anyone looking for a productivity device will probably need to look on. Its browser falls pretty short of the "internet in your pocket" claims Apple's made, and even though it's still easily the most advanced mobile browser on the market, its constant crashing doesn't exactly seal the deal. The iPhone's Mail app -- from its myriad missing features to its un-integrated POP mail experience to its obsolete method of accessing your Gmail -- makes email on the iPhone a huge chore at best.

For us, the most interesting thing about the iPhone is its genesis and position in the market. Apple somehow managed to convince one of the most conservative wireless carriers in the world, AT&T (then Cingular), not only to buy into its device sight-unseen, but to readjust its whole philosophy of how a device and carrier should work together (as evidenced by the radically modernized and personalized activation process). Only a few days after launch it's easy to see June 29th as a watershed moment that crystalized the fact that consumers will pay more for a device that does more -- and treats them like a human being, not a cellphone engineer. Imagine that.

But is the iPhone worth the two year contract with the oft-maligned AT&T and its steep price of admission? Hopefully we gave you enough information about the iPhone's every detail to make an informed decision -- despite the iPhone's many shortcomings, we suspect the answer for countless consumers will be a resounding yes.


Source: engadget.com/

iPhone review, part 2: Phone, Mail, Safari, iPod

Phone and contacts



Apple broke rank during its ubiquitous iPhone advertising campaign in the last few weeks -- typically the company doesn't go out of the way to highlight the specific functionality of its devices, instead choosing to sell products with iconography and emotion. But the bottom line Apple made is that the iPhone must live up to it's name: before anything else, it's a phone. And it has to be, because if it's an awful phone, no one's going to use it as their phone, get it? Well, Apple obviously succeeded here. We found nearly everything about making and receiving calls on the iPhone to be dead simple -- scratch that, pleasurable, even. It's almost enough to make us call home every weekend. (Almost.)

While finding contacts might have been improved, calling contacts is as far from a chore as we've seen on a mobile. What the iPhone contact app most needs is use of the keyboard to hone in on names, like Windows Mobile's excellent Smartdial feature -- even the device's own SMS app has a keyboard-based contact finder. Instead, you're given just two options for finding your pals' contact cards: flicking up and down the list, or using the alphabet column on the right side, which makes short work of scrolling through hundreds of names.

However, the pleasure of the elastic scroll-drag motion isn't to be underestimated. Despite the fact that the iPhone has no haptic feedback, traversing lists of emails, text, and songs has a nearly tactile feel due to the interface's "rubber band" effect. You can swing through about 60 contacts with a quick swipe -- traversing long lists without a scroll wheel is feasible, but if you've got a few hundred people in your address book, you'll probably soon be jonesing for keyboard-based contact search.

Call functions are organized into five categories


Favorites - Apple's take on speed dial. A simple list of your favorite contacts. Adding favorites is very simple -- every non-favorite contact has a huge button allowing you to add them to the list. The list can be re-ordered by tapping edit, then using an icon on the right to drag each entry around.
Recents - Shows a list of all or missed calls, and the call time / date. Incoming and outgoing calls are not differentiated, annoyingly. Missed calls are highlighted in red. Like some phones, unknown numbers have the region of call origin displayed (i.e. if you missed a call from a 415 area code number, beneath the digits it says "San Francisco, California" -- very handy!).
Contacts - Your contact list, with your phone number listed at the top. (Having your number listed at the top is deceptively clever -- how many times have you needed to show someone your phone number in a loud area? For us, often.) Users can select to show all their synced contacts, or just select groups. (Creating contacts on the iPhone easily syncs back to the desktop.) Pushing against the final contact does not return the user to the top of the list, as is the typical expected behavior.
Dialpad - The usual 12-key. You aren't presented with contact list-assisted dialing, but if you punch in a known number the device will give you a small prompt confirming who it is you're dialing (i.e. "Ryan Block, mobile"). From this pane users can add a dialed-in number to a new or existing contact -- users can also add numbers from the contacts pane, with the added option of plus and pause dialing. Note: numbers dialed in during calls are lost -- so prepare to take down proper notes in your phone, you can't just dial them in and save them for later, like some phones.
Voicemail - Visual voicemail pane. Visual voicemail allows for email-like voicemail interaction, using caller ID and small voicemail files (transmitted to the phone automagically in the background). Visual voicemail quality leaves a lot to be desired, but we'd argue the functionality itself supersedes the audio fidelity, poor though it may be. Also in the VV pane: a speakerphone toggle and voicemail greeting option pane where you can select and locally record a new VM greeting (and transmit it back to AT&T for playback). Sorry, you can only set a single outgoing message; you can't record multiple and swap them out for various occasions (i.e. on vacation, or whatever).


Dialing a number is extremely simple: in a contact card (or in an email, or anywhere else) tap the number you want to call and it dials. That's it. In-call functions are also very simple: users are presented with just a few common options: mute, keypad, speakerphone on / off, add call (which brings up the contact list), pause, and contacts (presumably for finding someone's contact info to read into phone). Incoming calls present obvious prompts: ignore, hold call & answer, and (in a huge red button) end call & answer. Users can conference up to five calls on a single line -- the sixth call gets put on hold.




Using a Bluetooth headset is also super easy. If it's paired and powered up you'll be prompted with an audio source button instead of the speakerphone button. Tap that and you can choose which audio source you'd like to use. Note: even with a Bluetooth headset active on your phone, visual voicemail will only play into the iPhone.

Call quality
As GSM handsets go, the iPhone's voice quality can only be described as "unremarkable." Not bad, but not particularly stellar, either. Anyone stepping down from a UMTS handset will likely notice a slightly more "compressed" sound than they're used to, but the call clarity is good -- we noticed virtually no static hiss in the background. We were able to get decent volume out of the speakerphone's bottom-facing grill (particularly when set on a hard surface) but even at full volume the earpiece was a little soft for our liking. Realistically, we could've used a couple more notches -- the ability to turn it up to 11, if you will -- for use in loud environments.

Likewise, folks on the other end of the call reported decent, if not good, sound quality from us. Background noise was within acceptable limits -- something that's more often a problem for candybar devices than for clamshells -- and we were coming through with plenty of volume. If anything, the most chintzy aspect of the iPhone's voice is its inability to use data while talking, and vice versa (no Class A EDGE or 3G, hint hint), but we digress.

Ringtones and vibration
We're still kind of bummed you can't (yet) add custom ringtones or even use MP3 ringtones with the massive library of tracks your iPhone is walking around with, but the default sounds are all pretty good. In fact, as far as ringtones go, they're definitely above average. (We have a feeling we're going to be hearing a LOT of "Marimba" in the coming years.) When you turn the ringer off with the side switch, the device enters vibration mode (duh); we found the iPhone's vibration totally suitable for pocket use -- both standing up, moving, and sitting down. But in-bag use is a whole 'nother game, and few phones (including this one) could rattle enough to catch our attention from inside a sack.

Mail



There's no other way than to come out and say it: we are extremely disappointed in the iPhone's email app. So much so, in fact, that despite the keyboard and the rest of the things the iPhone lacks in the features department, its mail support may be the largest factor in killing its status as a productivity device. Don't get us wrong, the application is just fine for anyone who wants to do light email, but it lacks the power and convenience that frequent-emailers require.

For starters, if you've ever been out for an hour or two and checked your mail from your phone only to find a good 50 messages waiting for you, your iPhone nightmare has just begun. Scrolling through messages is just as easy as in other lists, but opening even a small, simple message has a noticeable delay -- the same kind of delay you get moving from one message to the next (with the up / down arrows), or deleting each message with the trash can button (which only appears with the message open).


One may take it for granted, but mobile email deletion can be a serious problem. The only other methods of message deletion is a swipe over the message to be deleted, then tapping the delete button; or tapping the edit button, then tapping the minus button, then tapping the delete button for each message to be erased. Maybe this doesn't sound too extrarodinary, but using the swipe-delete or edit-minus-button-delete on even a dozen or so messages is incredibly tedious.

We suspect even a moderate email user won't be able to delete 20 emails on their phone without fantasizing about throwing their iPhone across the room. If you can delete 50 emails in one sitting, you deserve to be nominated for the Nobel Peace Prize. Oh, and you have to manually delete all these messages again from the trash, there's no empty trash button (only an auto-delete option buried deep within settings, which removes deleted emails never, or after a day, a week, or a month). We kid you not.

Which brings us to our next serious email matter: the iPhone's complete lack of integration with Mail.app, OS X's powerful-enough mail client. We expected that if you're an email user, when you plug in your iPhone and iTunes says it's "syncing your mail accounts," that means it's actually comparing and moving messages between the device and Mail.app. Not so. In fact, the iPhone does not interact in any meaningful way with Mail.app, other than to simplify the setup on the iPhone by copying account settings over from the desktop client's settings. Specifically:
  • The POP mail you read on your iPhone does not show up as read in Mail.app after sync.
  • Sent messages on your iPhone are not synced to Mail.app's sent folder (you can automatically CC, but not BCC, yourself on every outgoing iPhone message, though).
  • Filters in Mail.app are not applied to incoming mail on the iPhone.
  • The iPhone keeps its own set of non-contact addresses you manually enter -- these are not copied over from Mail.app.
What's more, the iPhone mail application has a number of other harsh shortcomings:
  • There is no BCC.
  • Messages on IMAP cannot even be marked as read.
  • No ability "mark all / selected" as read.
  • No empty trash option.
  • There is a save to draft, but there is no spellcheck. (We suppose that's because Apple thinks spellcheck should be inline with auto-correction as you type.)
  • Users can only download and view the latest 200 messages from their server -- there is no "retrieve all" messages option. This is a very bad thing when you just got off a trans-continental flight and it's time to triage some serious email.
If we haven't already driven the point home, for heavy email users such as ourselves, the iPhone didn't even come close to cutting the mustard. Email is, in fact, the weakest aspect of the whole device. While the Yahoo push-IMAP worked beautifully (and we do mean flawlessly -- push mail was delivered instantaneously), the Gmail integration requires POP access, and basically has similar issues with fetching messages, magnified by the different organizational requirements the web mail service has. One Engadget editor called the Gmail integration "a crime against humanity" -- and let's be frank, it's not "years ahead of everything else," it's actually years behind even the simple Java Gmail app Google released a while ago.

To us, a productivity device is anything that helps us Get Things Done while we're out and about, and email, web, and SMS are the holy trinity on a smartphone device. If any part of that trifecta is crap, the whole device may as well be crap. And unfortunately for us, even if you can put up with the keyboard, the Mail client is so awful it actually makes us wish Apple made a Foleo for the iPhone. An iFoleo, if you will. Anyway, if you're anything like us, this is a major, major dealbreaker.

Safari


Ease of use aside, there's no question that the iPhone's build of Safari serves up the most true-to-PC web browsing experience available for a phone today. Opera Mini and S60's native browser (which happens to be based on the same core as Safari, coincidentally) do commendable jobs, but the iPhone has taken it to the next level. Anyone who has used the Nokia 770 or N800 internet tablets will be roughly familiar with what the iPhone is trying to do here: render a page faithfully without trying to work any fit-to-screen magic, and give the user convenient options for zooming in on text.


Of course, it could be argued that the iPhone shouldn't even be trying to present a PC-like rendering of pages because it necessitates zooming. Emphasis on "necessitates" here -- you really can't go to any mainstream site on the iPhone and expect to glean useful information from it without dragging, double tapping, pinching, and unpinching your way around. Zooming in on a page produces an interesting transient display artifact: everything looks really fuzzy for just a moment, as though you've overzoomed on a low-resolution picture. (Microsoft's new Deepfish browser has a similar effect on zoom-in.) Granted, after a while the browsing motions become a little more natural, and we'd always prefer to have the option of seeing and interacting with sites that don't have dedicated mobile versions. WAP is supported, but Safari isn't detected as a mobile browser, so you need to specifically navigate to the WAP version if the site you're trying to visit has automatic browser detection.


Bookmarks are supported and automatically synchronized with Safari on the host computer; adding a new bookmark is a simple matter of hitting the "+" button in the address bar, naming the bookmark, selecting a destination folder, and hitting Save. Mobile Safari's meager four-button toolbar along the bottom edge dedicates a button for this, along with forward, backward, and tabs. The tab implementation is pretty clever -- all you see on the tab button is a count of the number of tabs currently open (or nothing if your current page is the only tab). Tapping the button takes you to a Cover Flow-esque display that shows a small view of each tab; flicking left and right changes tabs and tapping opens a tab. A red X in the upper left and corner of each tab's display allows you to close it.


Of all the iPhone's wares, Safari most thoroughly implements rotation detection, which makes sense considering that most sites are designed with a landscape display in mind. The phone can be held vertically, 90 degrees clockwise, or 90 degrees counterclockwise, and the currently displayed page will be rotated (complete with a nifty animation, naturally) to fill up the screen. Safari is also the only iPhone app to implement the horizontal keyboard, which some will find far easier to use than its more ubiquitous vertical counterpart. One small complaint we have here is that if you have the keyboard up and rotate the phone, the page and keyboard won't reorient -- you have to manually close the keyboard with the Done button, at which point the page will do its thing and you can bring up the keyboard again in the correct orientation.

On the iPhone, Safari is boiled down to the very most basic set of features necessary to do its thing, but the rendering engine is true to the original, for better or for worse. Take Gmail, for example; just like Safari on the desktop, there's a screwy looking little box immediately to the left of the subject line of each email in the inbox if you have personal level indicators enabled. It works, but it's a very Safari-esque experience -- Safari users will feel right at home, but folks coming from other browsers might run into the occasional surprise when hitting up sites optimized for Internet Explorer or Firefox.

On the subject of Gmail, Ajax-enabled sites are hit or miss. One gotcha is that there's no gesture to simulate a double-click, so it's impossible to open up a new IM window in Meebo by double-tapping a contact, for example (though we were able to initiate one using the IM Buddy button on the buddy list). Google Documents worked okay for reading text and spreadsheets, but we weren't able to edit anything. A good rule of thumb here: if it's not designed specifically for the iPhone, keep your expectations to a minimum until you try it out yourself.


Unfortunately, Safari seems to share more than just a rendering engine with its distant S60-based cousin. Specifically, we've had some problems with stability -- the browser will often unceremoniously disappear from time to time. We have no problem opening it back up (and the offending page works the second time more often than not), but it's still a pain in the ass. It seems like the number of open tabs (and hence, memory consumption) might be at least one of the culprits, but we've yet to find any reproducible scenarios. Mobile browsers aren't typically the most stable pieces of software around, so we've gotta say we're not terribly surprised. Here's hoping future firmware updates shore up the goods just a little bit.

iPod / media functionality


Historically, we haven't been huge fans of the iPod. We've found its interface generally simple, but irritating to navigate; its lack of numerous basic features other devices have long since had, like the ability to create multiple playlists on the go, has persisted as the iPod has undergone very conservative functionality additions through the years. Whereas our biggest complaint about the iPod -- its dire lack of codec support -- hasn't been addressed in the iPhone, its user interface definitely has.


Playing back music, movies, TV shows, podcasts, etc. has never been easier on an iPod, or more more seamlessly integrated into a phone. Most of the iPod interface has been revised to take advantage of the iPhone's massive touchscreen, so navigating artists and albums in lists is simple, where before it was a tedious, thumb-joint-popping experience. Tilting the device horizontally allows you to browse your music in Cover Flow mode, a novelty of breakthrough proportions. Tapping an album in Cover Flow mode lets you select which track to play.


When browsing in list mode, you get the same alphabet column on the right as you do with contacts. Again, keyboard search would have been nice here, but it's still far more livable than the click wheel. If you put your iPhone in sleep while listening to music, when waking it up instead of your usual background on the unlock screen you'll see the cover art of the album you're listening to, and the name of the track beneath the current time -- an extremely useful bit of glanceable information, saving you from having to dig through your mobile to see what's playing.


The media integration with the rest of the device is obviously far better than on any mobile we've seen to date -- but it's not without its issues. It's wonderful seeing SMS messages pop up while watching movies, for instance, but if you load up a YouTube video while listening to music, the audio automatically fades out when the video starts, but doesn't come back when the video ends. This is counter to the phone experience, where an incoming call pauses your music and brings it back when the call is over. We also noticed that even while under heavy load multitasking, the music would never skip or falter, just crash.


We managed to continuously crash the iPod app while listening to music and doing other things, namely browsing. We wouldn't call it incredibly unstable, but we wouldn't say it's rock solid, either. Movie playback did seem very stable though, even when skipping around and playing video for long periods of time. (It may also be of note that even when playing video for hours on end the device hardly ever even got warm to the touch.) The biggest upshot we found on the media playback, though, was the iPhone's Herculean battery life. We've seen other reviews' media playback results vary, but ours seemed to jump far ahead of even Apple's lofty expectations.

Playing relatively high bitrate VGA H.264 videos, our iPhone lasted almost exactly 9 freaking hours of continuous playback with cell and WiFi on (but Bluetooth off). Yeah, we had to pick our jaws up off the floor, too. So by our tests, you could watch a two hour movie and drain off a little more than 22% of the battery -- totally acceptable for trip-taking and the like.

Our music testing showed similarly outstanding results. Playing back 160-192Kbps MP3s, our iPhone pushed about 29 hours and 30 minutes music playback. To put that in perspective, the Apple claims the iPod nano gets about 24 hours playback on a full charge, and the iPod a scant 14 - 20 hours.

To do a little simple math, you could watch two hours of video, listen to 8 straight hours of music, and still have only drained off less than half your device's capacity -- that is, if your iPhone's battery works as well as ours. (Read: your battery life may differ.) Still, if that's a good estimate of what users can expect from their device's power drain, you should have little issue making the iPhone your music and video player, in addition to your cellphone.



Source: engadget.com/