>
> I think it's that the bar is set higher.
>

Consider the UI experience on Apple computers as apposed to Windows.

In Windows, we shoot for outstanding performance on the best hardware, and
"good enough" performance on everything else. It's a natural reaction to the
commodity market that the PC market is.

Apple devices, being much more controlled and heterogeneous, tend to drive
developers to shoot for top of the line user experience on all devices, and
frankly, it's much easier to do so.

Since the first Android devices shipped, I've heard people say the OS or
devices are sluggish, 'not quite ready,' etc., and frankly I've seen it in
most apps I've looked at. Yet, I've written code, be it production or
prototype code, that does many of the wiz-bang things other apps do, with
absolutely no lag whatsoever.

Android--and most of the Android devices--are ready and capable of an
experience every bit as compelling as that offered by the iPhone, but I
think developers have to go much farther, and work much harder to squeeze it
out.

Given the wide range of Android devices, and their broadly differing
capabilities, I only expect the user experience to become more varied. But,
for developers, I think this is a good thing. It will be much like Windows,
and customers will trust they'll get the best possible user experience if
they spend for the best hardware, and they'll get "good enough" for a
fraction of the cost.

Frankly, 'good enough' is a lot better option than 'not at all,' which is
what Apple traditionally offers budget consumers.

SoftwareForMe.com
Makers of PhoneMyPC
& Imagine Multi-touch

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