Wednesday, Mar 10, 2010
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Category: ipod touch

TUAW review and giveaway: KeyGrinder for iPhone. It’s PwdHash in an app

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Have you ever heard of PwdHash? It's a Stanford University security project that has been implemented in a website, browser extensions, and now an iPhone app -- KeyGrinder for iPhone. This US$0.99 application is from the same people at Massively Overrated who brought you the popular Typewar game.

Many of us are guilty of the same crime against computer security -- using one password across many websites. If someone manages to lift your password from one low-security website, they have a good chance of using that same password at many other sites. PwdHash uses a user-generated password, the URL of the website you're visiting, and a pseudo random function to transparently transform the user's password into a domain-specific hash of the password. If someone steals a password file from a website, they're only getting a hash for that domain -- not the user's actual password. The fact that the hash is generated for a particular domain also acts as an effective defense against phishing scams.

The same function is used across platforms, so regardless of what type of operating system you're using with PwdHash, the same user password will generate the same hash. You can use the Firefox browser extension on your Mac or PC, the PwdHash.com website on any computer, or KeyGrinder on iPhone, and your generated hash will open the proverbial gates.KeyGrinder isn't the most visually attractive app you'll ever see, but it doesn't need to be pretty. To generate your hash, you enter the address of the site you wish to visit and your user-generated password. Press the create button, and the hash code appears, ready for you to enter as a new password for a website. With KeyGrinder, you can enter a number of web addresses and create each of the hashes, then call them up later by using a standard picker to select a site and generate the hash with a single tap.

You can choose to have the app open a website as soon as the hash has been generated. The hash is automatically copied to the iPhone clipboard for pasting into the password field for your favorite site.

Be sure to check out the video at the end of this post to get an idea of how KeyGrinder works. Once you're done checking out the app, enter our giveaway for a chance to win one of ten copies of KeyGrinder. All you need to do is leave us a comment telling us how many keys you have on your keychain (real keychain, not your Mac OS X keychain).

The details of the giveaway are as follows:
  • Open to legal US residents of the 50 United States and the District of Columbia who are 18 and older.
  • To enter, leave a comment tell us how many keys are on your keychain.
  • The comment must be left before Friday, February 19, 2010, 11:59PM Eastern Standard Time.
  • You may enter only once.
  • Ten winners will be selected in a random drawing.
  • Prize: One promo code for a copy of KeyGrinder (Value: US$0.99)
  • Click Here for complete Official Rules.
Now here's that video:

TUAWTUAW review and giveaway: KeyGrinder for iPhone. It's PwdHash in an app originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 17 Feb 2010 15:00:00 EST. Please see our terms for use of feeds.

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Pinger’s Textfree delivers billionth free text message

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Among the many methods available for getting around AT&T's stronghold on text messaging and the exorbitant rates associated therein stands a giant in the form of an iPhone application. Pinger's wildly popular app "Textfree" puts the power back in the hands of users by creating a simple and elegant way to text message your contacts without running up the wireless bill.

Today, Pinger announced that they have reached a significant milestone. In the short 10 months that Textfree has been available on the App Store, over one billion messages have been delivered. This huge amount of messages represents a staggering savings to Textfree's users and shines a spotlight on the innovation that Pinger has brought to the iPhone ecosystem.

I had a chance to talk with Greg Woock, one of the co-founders of Pinger Inc., about the success of Textfree as an individual app as well as Pinger's strategy for App Store success. Hit the read link to check out Pinger's success story.
Pinger was founded in 2005, long before the release of the iPhone or the App Store, and though Pinger was involved in mobile messaging it wasn't until Apple announced the App Store and the SDK that the lights came on. The iPhone as a platform sparked a revolution in mobile development that gave power to developers and wrenched it away from mobile carriers.

Pinger's first app was Pinger Phone which Greg called "an educational process" that taught his team simplicity. Pinger took the most compelling feature from Pinger Phone -- free text messaging -- and created a single, stand-alone app: Textfree.

Textfree made it easy, enjoyable and (importantly) cheap to send and receive text messages on the iPhone and iPod touch. Their next app, Picfree, further enhanced the mobile experience of the iPhone by providing a way for people to send and receive picture messages. At the time that Picfree was released, the iPhone didn't support MMS, so Pinger stepped in and filled a gap that Apple wouldn't.

Leveraging the success of Textfree, Pinger used their first app as a medium for marketing Picfree. And thus a legacy was born. It was natural that Textfree users would be interested in what Picfree offered, so Pinger notified their users about Picfree and from there the app really took off.

Pinger discovered that by using great apps to promote other great apps they could create a dynasty of excellence with the Pinger franchise. Pinger has over 15 million downloads across its lineup of 16 applications. In December 2009, 10 of their applications were listed in the App Store "Top 100" list. Additionally, both Textfree and Picfree were listed in the iTunes Rewind as top sellers for 2009.

Pinger's experience in the App Store is unusual because of the multiple apps that have done well. Pinger's unique publication strategy puts them into position to launch apps and then they are able to push the right buttons to get their apps in front of users. This is evident by the number of apps Pinger has that have made it into the upper echelon of the App Store Top 100. Pinger uses their successful apps as a platform for marketing new apps and in turn makes them successful.

Moving through 2010, Greg is positive that Pinger will remain at the top of its game, continuing to publish world-class software for the iPhone, iPod touch, and eventually the iPad. If the passed year is any indication of what's to come from Pinger, then hold on tight because it's going to be a wild ride.

TUAWPinger's Textfree delivers billionth free text message originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 17 Feb 2010 08:00:00 EST. Please see our terms for use of feeds.

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Savant: iPad to “Redefine home automation”

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Automating one's home with a Mac isn't new. Indigo has been around for a while, as has XTension. Heck, you can even feed your dog remotely. The folks at Savant offer a way to control your home or office's entertainment system, climate, security cameras, lighting and more with an iPhone or iPod touch. To say that they're excited about the iPad would be an understatement.

In an interview with Electronic House, Savant president Jim Carroll called the device's release a "...watershed moment." He also confirmed that his company is working on an iPad app, including some "pretty cool" plans for the device's large screen.

For now, home automation can be expensive, but Carroll believes that the iPad will change that. With a device that starts at US$499 (and should only get cheaper) and runs App Store apps, more and more people will be able to take advantage of this technology. Of course, that doesn't mean your home will be as cool as Daniel Graystone's overnight, but it's progress.

At the very least, imagine a beefed-up version of Apple's Remote app that went beyond Apple TV and iTunes sharing. We're living in the future!

TUAWSavant: iPad to "Redefine home automation" originally appeared on The Unofficial Apple Weblog (TUAW) on Tue, 16 Feb 2010 14:00:00 EST. Please see our terms for use of feeds.

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Review: Zooloretto game app turns your iPhone into a cute little zoo, with brains

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When Zooloretto hit the board game scene in 2007, it pretty much became an immediate hit. It won the Spiel des Jahres (German Game of the Year) that year, after all. Sure, there was a lot of love for the basic game mechanics thanks to the elegant and popular card game Coloretto that came out in 2003, but gamers enjoyed the colorful animal graphics, the new decisions that needed to be made and, as time went on, plenty of expansions (14 small and large ones, plus the standalone game Aquaretto that can also be combined with Zooloretto.

The Zooloretto iPhone and iPod touch app (US $4.99) includes just one of those expansions - the polar bear - but it's a great introduction to the series. Serious board gamers who think that Zooloretto is a too-fancy version of Coloretto might find the app winning them over, because the play time is much shorter than the tabletop version (around 10-15 minutes, which is just a little bit longer than Coloretto takes, instead of 45). Gamers new to the 'retto series will find lots to like in this strategy game. The app is not a perfect representation of the board game, but it is a heck of a lot of fun. Read on to learn more about Zooloretto.


Gallery: Zooloretto



The Game

The main challenge of Zooloretto lies in how to place animals on the delivery trucks. Each turn, you are presented with the option to either place a tile (which can be an animal, a concession stand or a coin) on a truck or take a truck with at least one tile on it. The trick is that you can't do both in the same round, so you need to place tiles in such a way that the truck works with your zoo and not for anyone else. This is the basic mechanic from Coloretto, and Zooloretto makes it more complicated by needing to have places to put your animals in your zoo, trying to attract customers with the animals and the concession stands and using the coins to buy additions for your zoo. For the full ruleset, download this PDF.


The App

Let's start by talking animations and sound effects. SpinBottle Games and Chillingo have made sure they're cute and they certainly make the game a tad bit more inviting for someone making the transition from video games, but a tabletop gamer (like me) doesn't need them. While the animations certainly aren't a problem in and of themselves, they do show that this game could have been so much more had the designers focused on making sure the tough decisions were are clear in the app as they are in the board game. In fact, if there was a way to play the entire game with the drop-down overview screen (pictured at right) instead of just seeing your own animated farm, that'd be preferred. Pretty the app up all you want - and we like beautifully designed game bits as much as anyone - but the real beauty lies in the seeing what other people are collecting and trying to set up the trucks for yourself and not your opponents. The way the app flows, it's just too much of a hassle to do this accurately each time, and that's too bad.

The app does a fine job or warning you when the end of the game is coming. The end is triggered when the tiles are about to run out and the number of tiles scales with the number of players. There are eight types of animals and 11 tiles for each. With five players, there are 112 tiles, including the stands and coins. In a three-player game, you take out two animals. With four, you remove one. In the app, you start the game by only being able to play the three-player game and need to "buy" more opponents by playing and winning a few games and rack up some money. When a round starts and there are fewer than 15 tiles, the number signifying how many tiles are left to draw from turns red. Sadly, the included game manual doesn't explain this. It's obvious that the app writers just cut and pasted the rules from the board game version. Why else would the app say that the end-of-game state is determined "when a player draws and reveals the first tile from the stack covered by the wooden disc"? There is no wooden disc in the app.

Another difference from the board game version is that a points collection system between games has been built in. Each game you play earns you points based on how well you did and how many players were in the game. When you start the game, only the three-player option is available and collecting these points allows you to "buy" the fourth and fifth computer opponents as well as the polar bear expansion. Having the polar bear in the mix means that the first player to fill up their six-space enclosure will get to cut their negative points in half for having animals in their barn (i.e., collecting too many animal types). Another the main difference is that you are always the first player in the app. Considering how differently each round can play out depending on if you're going first or last, having the first player be picked randomly would be a good thing.

Oh, and you can listen to iTunes while playing a game. An undo button? Sadly, no. Still, as imperfect as it is, Zooloretto is one of the better iPhone app translations of a tabletop board game. Thinking ahead, Zooloretto is a perfect candidate to make a really good iPad app. Since it is a game of perfect information (i.e., nothing is hidden), playing on the iPad's large screen will be a treat. Almost.

The lack of an overview in the iPhone version - a problem that could easily be fixed for the iPad's larger screen - is that the game designers focused too much on showing off each player's individual zoo. Each time a new player is up, their zoo flashes by on the screen. As we described above, it's pretty to see the zoos, but that's not really what this game is about. Here's hoping we get an iPad version that fixes these shortcomings.

Another mobile version of Zooloretto was also released with some of the same graphics for other platforms as the game "Animal Tycoon." A video of the iPhone version awaits you below:


TUAWReview: Zooloretto game app turns your iPhone into a cute little zoo, with brains originally appeared on The Unofficial Apple Weblog (TUAW) on Mon, 15 Feb 2010 17:30:00 EST. Please see our terms for use of feeds.

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Macworld 2010: Video demo of Square’s credit-card reader for the rest of us

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Last week at Macworld 2010, I had an opportunity to chat with Jim McKelvey of Square, the company that wants you to be able to take credit card payments for ... everything! TUAW has covered Square before, mainly discussing the big investors in the company including Jack Dorsey of Twitter and Digg's Kevin Rose.

Beginning in April, Square will be giving away a small card reader that plugs into the headphone jack of your iPhone, iPod touch, and eventually just about any device that has a headphone jack. You sign up for a service, buy an app to go on your device (it's estimated that it will cost just US$1.99), and then you can start taking credit cards for all of those daily transactions where you normally exchange cash. Square makes their money off of a small percentage fee, and even donates a penny to a charity of your choice with each transaction.

McKelvey was taking donations for the American Red Cross at the Square kiosk in order to demonstrate how the system works, and it was impressively simple. Square was created for the purpose of making it easy for anyone to take credit cards without the expense and hassle of setting up a merchant account with a bank and/or purchasing an expensive card-reading attachment for their iPhone.

The software captures signatures, pictures, and even the location where the transaction took place. My receipt for the $10 donation to the Red Cross had an embedded Google Map showing that I had made the purchase at Moscone Center. Check out the video for my interview with Jim McKelvey by clicking the Read More link.

We apologize for the low quality of the sound on this video.

TUAWMacworld 2010: Video demo of Square's credit-card reader for the rest of us originally appeared on The Unofficial Apple Weblog (TUAW) on Mon, 15 Feb 2010 12:00:00 EST. Please see our terms for use of feeds.

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