Like other Google I/O attendees, I picked up an Android Wear device at the conference. I went with the LG G Watch. What follows is not really a review so much as my experiences and thoughts about Wear thus far, having lived with it literally every day since picking it up. I'll include some of my opinions on the platform (ignoring for now the hardware), and what I think might be relevant insights and comparisons to Google's other efforts (like Glass).
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Google I/O was pretty amazing this year, right? We got the deets on Material design, a preview version of Android L, the formal release of Android Wear, the first manifestations of Android TV and Android Auto, and plenty of other bits and pieces. However, all of that content and all of those developer sessions can take forever to absorb, and professional developers just don't have time for that. Now that all of the videos have been posted, I've combed through every last one to narrow the list down to just the sessions that absolutely can't be missed.
EDITOR'S NOTE: A separate roundup for Android Wear apps, Wear-enabled apps, and watch faces is coming soon.
Running Android on a PC seems like a good idea, until you actually look at the logistics of making the platform work on a non-touch interface. Add to that all the projects out there attempting to do so with limited or completely absent support for Google Play, and you've got a recipe for lame. Console OS was looking for a cool $50k to make Android work on PCs, and the company has succeeded with almost a month left in the campaign.
Google's Camera app just got a bump up to version 2.3 (rolling out in stages of course), which adds a very welcome feature - remote shutter functionality for Android Wear devices.
We saw hints of this functionality inside the code of a previous version of the Camera app, but now that Wear devices have hit release, it's finally live. Users need only open the Camera app on their phone or tablet, and Wear will automatically insert a card for remote capture.
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In the run-up to I/O (starting all the way back in March), we posted a relatively large number of leaks and rumors based on information that was provided to us about some of Google's plans. It's easy to lose track of all the rumors, and just how accurate they turned out (or didn't turn out) to be, so we thought it would be helpful to do a quick recap of the pre-I/O rumors now that the dust has settled.
A couple of days ago, AOSP was graced with a series of freshly created "l-preview" branches and a massive push of brand new code. As we know now, quite a bit of that code push wasn't truly representative of the L developer preview. (Very sneaky, Google.) Most of the truly new updates belonged to GPL-licensed projects, which Google is obligated to release in a timely fashion. The remaining projects with "l-preview" branches were filled with a recent snapshot from the Master branch.
Google didn't spend enough time on Material Design during the keynote. We saw a beautiful video and learned a little bit about the intent and thought behind Google's new cross-platform look (which we actually saw a bit earlier than anticipated), but there's so much more to be said. Having attended as many design sessions as possible during I/O, I think it's worth taking a somewhat closer look at Material Design. In this post we'll attempt to scratch a little bit deeper into what Material means, why it's awesome, and why it's a forward-looking move for Google.