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.
Hardware, interface, keyboard |
Apps and settings, camera, iTunes
|