iphone review: Hardware, interface By AJ@X
By AJ@X
The last six months have held a whirlwind of hype surrounding the iPhone the likes of which we've rarely seen; an unbelievable amount of mainstream consumer electronics users -- not just Engadget-reading technology enthusiasts -- instantly glommed onto the idea of a do-it-all smartphone that's as easy to use as it is powerful. The fact is, there's only a very short list of properly groundbreaking technologies in the iPhone (multi-touch input), and a very long list of things users are already upset about not having in a $600 cellphone (3G, GPS, A2DP, MMS, physical keyboard, etc.). If you're prepared to buy into the hype, and thusly, the device, it's important that purchase (and its subsequent two year commitment to AT&T) not be made for features, but for the device's paradigm-shifting interface.
The hardware
Industrial design
We're just going to come out and say it: the iPhone has the most beautiful industrial design of any cellphone we've ever seen. Yes, it's a matter of taste, and while we imagine some won't agree, we find it hard to resist the handset's thoughtful minimalism and attention to detail.
The display
Thankfully, like the rest of the phone, the glass face feels extremely sturdy, and one should have absolutely no hesitation in wiping it off on their jeans or sleeve -- we've yet to produce a single scratch on the thing, and we understand others testing under more rigorous circumstances (like deliberately trying to key its face up) have also been unable to mar its armor.
The sensors
One of the more unique features in the iPhone is its trio of sensors (orientation, light, and proximity -- the latter two are behind the glass right above the earpiece) which help the device interact with its user and the world at large. Some of these sensors are more useful than others. The light sensor (for dimming the backlight) is great for saving power, but its use doesn't compare to the the other two sensors, which worked like champs. The proximity sensor, which prevents you from accidentally interacting with the screen while the iPhone is pressed against your ear, switches off the display at about 0.75-inches away; the screen switches back on after you pull away about an inch. This very useful automatic process took a little getting used to from us oldschool touchscreen users, who have long since grown accustomed to diligently turning off the screen while on a call, or holding our smartphones to our ear ever so gently.
The orientation sensor also worked well enough. Although you can't turn the phone on its head, when browsing in Safari you can do a 180, jumping quickly from landscape left to landscape right. The iPhone would occasionally find itself confused by the odd angles one sometimes carries and holds devices at, but in general we didn't expect the orientation sensor to work as well as it did.
Button layout
On the top of the unit is the SIM tray (each unit comes pre-packaged with an AT&T SIM already inserted), which pops out by depressing an internal switch with a paperclip. Finally, the largest perimeter button is the sleep / wake switch, which does as you'd imagine. Press it (and swipe the screen) to wake up the device, or press it to put it to sleep; hold it (and swipe the screen) down to shut it off completely. (You can also use it turn off the ringer - -one click -- or shunt a call to voicemail -- two clicks -- if someone rings you.)
The headphones
That same in-line piece also picks up your voice for the call, and it sounds pretty good -- some people on the other end of the line said it sounds even better than the iPhone's integrated mic. For those worried that there would be issues with interference, put your mind at ease. We heard absolutely no cell radio interference over the headset, even when we wrapped it four times around the iPhone antenna, and sandwiched it between a second cellphone making a call. The headphones are an essential and amazing accessory that makes the seamless media and phone experiences of the device possible. We only wish Apple managed to integrate an inline volume switch in there too, since that's really the only essential control it lacks.
Unfortunately for us, iPod headphones just don't fit our ears, so no matter how good they may sound, they're unusable since we can't seem keep them in longer than 30 seconds. (We typically prefer canalphones, they can't really go anywhere.) Since the included headphones are the only ones on the market right now that can interact with the iPod function, have an inline mic, and, of course, listen to audio, you're kind of stuck with Apple's buds if you want to get the most out of your iPhone. The same also applies to the expensive phones you invested in, which probably won't fit in the recessed jack anyway: even if you get an adapter, you still won't get the full experience.
Apple's included headphones are about 42-inches long (3.5 feet), just about the perfect length to reach from your pocket to your head with a little extra slack. You'd be surprised how many cellphone manufacturers screw this up with bundled headphones that are way too long, or way too short.
The dock, charging
Other accessories
Apple also includes a microfiber polishing cloth -- a welcome addition, but the device's sturdy glass will stand up to rubs on most of your clothes, so don't bother carrying it along if you're planning to just brush off some dust or residue left by your face / ears / fingers, etc. Also included is an extremely small power brick, and USB connector cable. Worth noting: the iPhone connector cable doesn't include tensioned clips, like most iPod connectors -- just pull it out, nothing messy to get caught and broken, and fewer moving parts in general.
User interface
If there's anything revolutionary, as Apple claims, about the iPhone, it's the user interface that would be nominated. Countless phones make calls, play movies and music, have maps, web browsers, etc., but almost none seem able to fully blend the experience -- which is part of the reason people flipped out at the idea of an iPhone. The device's user interface does all this with panache, but it's not without a number of very irritating issues. Before we get into those issues, however, we should quickly rundown the functions of the iPhone's primarily gesture-based input system.
iPhone gestures
Drag - controlled scroll up / down through lists
Flick - quickly scrolls up / down through lists
Stop - while scrolling, tap and hold to stop the moving list
Swipe - flick from left to right to change panes (Safari, weather, iPod) and delete items (mail, SMS)
Single tap - select item
Double tap - zooms in and out (all apps), zooms in (maps)
Two-finger single tap - zooms out (maps only)
Pinch / unpinch - zoom in and out of photos, maps, Safari
As you can probably already tell, gestures in the iPhone are by no means consistent. By and large one can count on gestures to work the same way from app to app, but swipes, for example, will only enable the delete button in mail and SMS -- if you want to delete selected calls from your call log, a visual voicemail message, world clock, or what have you, you've got to find another way. Swiping left to right takes you back one pane only in iPod, and two-finger single tap only zooms out in Google maps -- none of the other apps that use zooming, like Safari, and photos.
These kinds of inconsistencies are worked around easily enough, but add that much more to the iPhone learning curve. And yes, there is definitely a learning curve to this device. Although many of its functions are incredibly easy to use and get used to, the iPhone takes radically new (and often extremely simplified and streamlined) approaches to common tasks for mobile devices.
Another rather vexing aspect of the iPhone's UI is its complete inability to enable user-customizable themes -- as well as having inconsistent appearances between applications. Users can set their background (which shows up only during the unlock screen and phone calls), but otherwise they're stuck with the look Apple gave the iPhone, and nothing more. This is very Apple, and plays right into Steve's reputation as a benevolent dictator; he's got better taste than most, but not much of a penchant for individuality.
Keyboard
The whole idea of a touchscreen is a pretty counterintuitive design philosophy, if you ask us. Nothing will ever rid humans of the need to feel physical sensations when interacting with objects (and user interfaces). Having "trust" in the keyboard is a fine concept, and we believe it when people say they're up to speed and reaching the same input rates as on physical keyboards. But even assuming we get there, we know we'll always long for proper tactile feedback. That said, we're working on it, and have found ourselves slowly growing used to tapping away at the device with our stubby thumbs.
As for the actual process of typing, one hindrance we've had thus far is that despite being a multi-touch system, the keyboard won't recognize a second key press before you've lifted off the first -- it requires single, distinct key presses. But the worst thing about the keyboard is that some of the methods it plies in accelerating your typing actually sacrifice speed in some cases. For example, there is no period key on the main keyboard -- you have to access even the most commonly used symbols in a flipped over symbols keyboard. This is almost enough to drive you crazy. (We really, REALLY wish Apple would split the large return button into two buttons: one for return, one for period.)
We also found the in-line dictionary tool to be more cumbersome than helpful. Supposedly, to add a word that's not in the dictionary, type in your word, then when you get an autocorrect value, just press on that word and the word you typed will be added to the dict file (uhh, ok). But you can also accidentally add words to your dictionary by typing out a word, dismissing the autocorrect dropdown by adding another letter, then backspacing over it. Yeah, for some reason that adds a word to the dictionary file, too. And believe it or not, this confusing little problem caused us to add a number of bum words to the dict file (which you can only keep or clear in its entirety -- and no you can't back it up, either).
So what's the long and short of the keyboard story? We're still getting used to it, but for a touchscreen keyboard it could have been a lot worse -- and a whole lot better. Some among the Engadget staff have been able to pick it up quickly, others, not so much -- your mileage may vary. We have to wonder though, what would it take to get Steve to give us a proper physical keyboard for this mother, anyway? (We already smell the cottage industry brewing.)
iPhone review, part 2: Phone, Mail, Safari, iPod
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
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. "AJ@X, 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).
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.
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).
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.
- 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.
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
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.
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 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.
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