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Five iPhone alarm ideas from 2010
Revisit the different approaches in the original alarm-app roundup without treating old promises as current guarantees.
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Plancast and the promise of sharing tomorrow’s plans
A look at the social-planning idea behind Plancast, and why arranging an event differs from posting an update.
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Gyro Draw: sketching by moving the iPhone
Candywriter’s motion-controlled drawing experiment and the difference between an expressive interface and a precision tool.
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Mobiola WebCamera: an early way to turn an iPhone into a computer camera
The SHAPE app’s wireless camera idea remains useful when planning a second angle for calls, demonstrations and desk recordings.
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Mobiola WebCamera: the iPhone as a second camera
Understand the phone-plus-desktop design of Mobiola’s webcam app and the checks that matter for a current camera workflow.
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FaceTime in 2010: evaluating a video-calling launch
The old “FaceTime flop” headline needs context. Apple’s Mac beta expanded the feature, while usefulness depended on more than a launch demo.
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Appy Halloween: turn your iPhone into a useful party companion
A practical Halloween app plan for music, invitations, photographs and games, without depending on an expired seasonal download.
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Google TV vs. Apple TV: revisiting the 2010 living-room debate
The original comparison contrasted a broad television platform with a more focused viewing experience.
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CraigsPro: revisiting early Craigslist browsing on iPhone
What the old classifieds-app idea tells us about filtering listings, comparing items and checking the seller’s claims.
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Clock Blocks: an iPhone puzzle built around perfect timing
A historical look at 80d Games’ clock-face puzzle and its deceptively simple tap-to-launch idea.
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Rediscover Wikipedia on iPhone: read beyond the first paragraph
A more useful mobile Wikipedia routine built around references, saved questions, and the distinction between an overview and its evidence.
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Fling Pong: a space-themed game from the 2010 archive
Identify the planetary table-tennis concept documented by this short app review.
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Mobiola WebCamera, where are you? Read the release record before downloading
The difference between an anticipated app, its recorded release, and a version that is supported for your own setup.
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Survey On The Spot: what immediate customer feedback can tell you
The early mobile-survey concept, with practical questions for collecting useful feedback at a venue or in the field.
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Physics Gamebox: two cannon puzzles from the browser-game era
Ragdoll Cannon and Roly-Poly Cannon brought their chain reactions to early iPhone gaming in one collection.
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App Store discovery in 2010: looking beyond the top charts
Revisit an early discussion of editorial categories and how people find unfamiliar apps.
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iTunes Ping: Apple’s 2010 experiment in social music discovery
Following artists and friends inside iTunes was an attempt to make music purchases part of a shared conversation.
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Overheard: mapping social conversation in an early iPhone app
The 2010 listing described a geographic view of social posts, not access to private conversations.
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Apple’s September 2010 event: the iPod touch and a changing app platform
Retina graphics, FaceTime and Game Center made the 2010 iPod touch more than a portable music player.
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Game Center in 2010: Apple adds a social layer to iPhone games
Achievements, leaderboards and multiplayer discovery became shared platform features rather than separate systems inside every game.
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Fotopedia Heritage: discovering World Heritage through photographs
Revisit the app’s map, photography and reference-information workflow, with the original project identity preserved.
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Ever Thought About Going to Cuba? Havana Good Time for iPhone
Revisit Havana Good Time, Conner Gorry’s 2010 iPhone city guide, with its original app screen, historical sources and current availability notes.
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StumbleUpon goes mobile: the appeal of finding something unexpected
A retrospective on mobile web discovery, the service’s later closure, and ways to keep useful discoveries from disappearing.
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Bumps: the physics puzzle built around planning a bounce
The history and design of Utopian Games’ Bumps, a puzzle about placement, motion and collecting the right keys.