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Saturday, September 24, 2016

GrokOla Releases UML Modeling Design Features

UML Modeling design is now a feature of GrokOla, the tribal knowledge wiki for development teams. GrokOla users have always been able to easily create visual designs using a drag-and-drop editor. But now, a new UML palette has been added to the MockOla tool expanding the design possibilities into software system design.

Leawood, KS, September 24, 2016 --(PR.com)-- Keyhole Software has announced the release of a UML Modeling design feature on GrokOla, the tribal knowledge wiki for development teams.

GrokOla users have always been able to easily create visual designs using its drag-and-drop editor MockOla. But now, a new UML palette has been added to the MockOla tool which greatly expands the design possibilities into software systems and constructs.

UML is a general-purpose modeling language that provides a standard way to visualize the design of a software system. Try it out on the demo instance of GrokOla on the product's website.

About MockOlaMockOla is the design tool on GrokOla, the software wiki. Pairing UML design with MockOla's great design features, users can easily design and document entire software systems and constructs. Objects can be linked and customized to illustrate any modeling concept.

The tool also boasts a number of other customization palettes, including tem plates for application user interfaces and standard elements like shapes, lines, and text. With this new palette addition in GrokOla, the design tool capabilities of MockOla allow for nearly every design a software team would need to create.

Then, with GrokOla's collaborative nature, users can interact with designs and provide feedback. All UML Modeling designs are easily searchable within a private GrokOla instance.

The key to MockOla is the simplicity of use, lending itself to quick mockup creation, sharing, feedback, and movement to the next iteration.

Just Another Great Feature of GrokOlaGrokOla is a web-based wiki tool for development teams that supports knowledge transfer through a driven platform. All visual designs, wiki content, code samples, and API documentation is easily searchable and accessible by members of enterprise teams from anywhere via its web-based or mobile platform.

Code-Sensitive WikiGrokOla provides a centralized wiki for the "Trib al Knowledge" needed by enterprise teams. Code solutions and APIs are documented using simple markdown syntax and language-sensitive editors.

Questions & AnswersWhen users are unable to find all of the information they need, they are about to ask a Question on GrokOla. Another user will take responsibility for answering that question. Once an Answer is approved, it is made searchable by all users in the private instance. No more information is lost in one-to-one emails, and wiki content stays updated automatically.

API GovernanceGrokOla can store all API governance. Users can upload Swagger JSON files into GrokOla to have all API documentation centralized, searchable, and accessible. Additionally, there an integration API that allows Swagger JSON to be uploaded automatically to GrokOla with a RESTful API.

CreatorsGrokOla was developed by Keyhole Labs. GrokOla is available free of charge to all current Keyhole Software enterprise clients, and to other developm ent teams for a monthly fee.


Source: GrokOla Releases UML Modeling Design Features

Friday, September 23, 2016

HyperSense Software revamps their service line

Rethink the development process, add the human factor into mobile app development. HyperSense Software revamps their service line: Startup Product Strategy, UI/UX Design, Mobile App Development, Web Development, Dedicated team, Our personal touch.

BUCHAREST, Romania - Sept. 23, 2016 - PRLog -- The new development process was rethought and the human factor became HyperSense Software's main focus point. "We have two major actors we focus on: our client, who wants an application or website and the user. Our focus is to have a streamlined process for our customers and a great experience for the users.", said Andrei Neacsu, COO of HyperSense Software. HyperSense starts each project by conducting targeted research. In this phase they diligently analyse what the competitors have done with their apps, they identify what worked and what went wrong and they peace the information together. The next step is tracking the UX and create reliable wireframes because the best apps have a natural feel - user experience comes first. That's why they pay special attention to tracking the app's user experience and flow and creating detailed wireframes. HyperSense appreciates the power of outstanding design in creating brand identity and eliciting en gagement. Step four is all about mobilising their engineers to identify and use the right technologies to make the app a reality. The process doesn't end when the product is complete and launched, HyperSense also offers lifecycle management, monitoring and maintenance for maintaining a consistent user experience.

"We are excited about our new website which has a clean uncluttered design, improved functionality and enhanced rich content focused on our company mission to help our partners excel in their line of business by providing them with the best design and development services.", said Andrei Neacsu, COO of HyperSense Software.

"We revamped our services focusing on offering product strategy consultancy, UI/UX design, mobile application development and web development to start-ups that want to succeed.", said Dan Negrea, CEO of HyperSense Software.

About HyperSense Software Company

HyperSense Software is more than a software design and development company, they are a partner, offering consultancy, advice and guidance throughout the whole application's lifecycle. They are known as being cost-conscious and they recommend solutions that are providing the best cost-value ratio for their customers. HyperSense Software has only in-house designers and developers that work together in their Bucharest office.

Contact

www.hypersense- software.com

office@hypersense- software.com

+1 323-7446-648 (USA) (tel:+13237446648)

End


Source: HyperSense Software revamps their service line

Thursday, September 22, 2016

Choosing The Right Prototyping Tool

When it comes to creating prototypes, so many tools and methods are out there that choosing one is no easy task. Which one is the best? Spoiler alert: There is no "best" because it all depends on what you need at the moment! Here I'll share some insight into what to consider when you need to pick up a prototyping solution.

I've always wanted to stay up to date on the latest design and prototyping tools, testing them shortly after they launch, just to see if any of them might improve my workflow and enable me to achieve better results. In the beginning, a few years ago, I think it was easier than it is now to decide whether a new tool was useful. Nowadays, apps are being released every day, and it's kind of difficult to give them all a proper try.

My list of prototyping tools1My list of prototyping tools2: I swear it was much shorter in the beginning! (View large version3)

In a desperate attempt to become more conscious about each prototyping tool's features and characteristics, and to better decide which to try next, I started to compile a short list of prototyping tools4. Gradually, as I added more and more items to the list, it got out of control — a reliable sign that too many solutions exist.

Perhaps it's because of this situation that, quite often, after having presented at a conference or taught a class, some of the attendees would ask for my advice, wanting to know which is the best tool out there. Honestly, I don't feel capable of giving a straight answer, because, as with choosing a pair of running shoes, the "best" often depends on your needs at that particular moment and on what outcome you want to achieve5.

I guess after a while, I have developed a kind of sixth sense for design — an ability to understand (or, at least, believe — I'm not Superman, after all) whether a given tool is worth trying just by giving it a quick look.

Luckily for you, you don't need a sixth sense or any other superpowers in order to choose a prototyping tool. There are other, more objective means of choosing one. It all depends on your current priorities, so let's start there.

1. Learning Curve Link

The most effective methods of learning take advantage of previous knowledge, so that we don't have to start from scratch. This is what we call "knowledge transfer": applying previously acquired knowledge to a new situation. It is also useful when you're learning how to use a new prototyping tool: The ones with a familiar interface and a familiar set of tools will probably be easier to learn than ones that are new in every aspect.

This is especially true for Adobe's suite, in which every app is designed to resemble the others. You know where the panels and dialogs will be6, and the similarities make it easier to learn new apps within the suite or to switch between apps — for example, from Illustrator7 to Photoshop8.

But also compare how much time you expect to invest in learning a new tool with how much time you expect to actually be using that tool in your design process. The ideal situation would be to dedicate a little time to learning a tool that you will use frequently or even every day.

2. Support For Teamwork Link

I need my prototyping tool to consolidate feedback from clients about my designs, so that I can use the information to improve my work and then share a new, better version.

InVision is a strong tool for feedback and comments9With InVision, gathering feedback and comments about a design is easy. (View large version10)

To achieve this, I'll usually upload my design screens to InVision11, where the client can add comments about a particular feature in the exact spot they're referring to. Then, I'll have a chance to reply to the comment or close it if the issue has been resolved.

But if you work in a company, then not only should the client feel like a part of the team, so should your fellow designers. It's important to have a tool that enables your workmates to share and upload their own versions of your design screens, so that that everybody stays on the same page while contributing to the project. Tools such as InVision present the general activity of a project in a kind of timeline view, so that you can stay up to date and keep track of all changes.

3. Level Of Fidelity Link

From day one, when we have only a basic idea of what a product will be, our prototype starts to evolve, fueled by learning. That's why we design in iterations, and in each phase we test different things according to our priorities.

For example, at the very beginning, when we don't know whether an idea is valid, it is not advisable to focus on design details, such as color palette or grid system. Instead, we should be prototyping. And the prototyping tool we choose will depend on the fidelity we're aiming for (i.e. how close the prototype should be to the intended final product).

Fidelity can build incrementally: low when we simply want to test the idea (the tool should allow navigation from one screen to another), medium when we're focusing on layout, information and interaction design (the tool should be capable of more precise design), and high when the most important things are visual design, animation and micro-interactions (the tool should be capable of adding motion and transitions).

Each tool should help us to achieve the prototype we need — and perhaps not much more — and then enable us to move quickly to the next stage, where that tool might not be needed anymore.

Low Fidelity Link

When I merely want to test the idea for a digital product, an app that gives me a lot of control over the design is not convenient, because I will easily get distracted by details that are not relevant during that stage. More important is being able to navigate from one screen to another, without wondering about whether elements of the interface have the proper size or layout. (Yes, I know it's difficult to resist the temptation to align elements, but believe me, it's not crucial at this point.)

12While many prefer to do their conceptual work digitally, there's a freedom in putting an old-school pencil to paper13. (View large version14)

When I have just come up with an idea and go straight to the computer, I often find myself asking questions such as what size should the design document be or what colors should I choose — when I don't even know whether the concept is on the right track. That's why, in moments like these, I prefer to use the oldest and most basic option: pen and paper.

The idea is not new15:

"But why should we start with sketching?" you might ask. The reason is because getting caught up in pixel-precision this early on in a project by going straight to digital is just too easy, and it'll cost a bit of time in the long run.[…] Dropping back to pencil and paper is both a fast and easy way to get your ideas out so that you can start iterating.

Using pen and paper, I won't be worried about any of the design-specific details that I mentioned before. Instead, I can focus on the idea.

16Using pen and paper during the early stages of the prototyping process. (View large version17)

I can quickly draw a design to commit what I have in mind, and then, using a tool such as Marvel18 or POP19, take pictures of it to build a working prototype that includes gestures and transitions, in order to test some basic flows. The good thing about prototyping in this way is that if the concept fails (but you have to continue working on that million-dollar idea), you won't feel attached to your work, and restarting with a different approach will be very easy.

Marvel is a nice option for both adding interactions and building your own design.20Marvel allows you to take pictures of a design on paper and add interaction, but you can also design a basic interface directly on your phone. (View large version21)

Tip: If you are designing temporary views, such as alerts, tooltips or short feedback messages, you can draw them separate from the main interface. Then, cut one of the messages with scissors, and put the little piece of paper on top of the main design. This way, you can take one picture with the message, and another without. You'll have two screens for the price of one and without having to draw the two versions by hand!

22Create two screens for the price of one. (View large version23) Medium Fidelity Link

Pen and paper are fine, but there comes a point in the design process when they're not enough. When I'm sure about the app's core concept and I have already made some basic prototypes on paper, I need a different tool to move forward. Normally, when we talk about medium-fidelity prototypes, we are referring to wireframes whose primary purpose is to convey interaction and information.

When I design wireframes, I try to use real information as much as possible. However, I don't always have all of the data at my disposal at this stage. So, I usually have to approximate the final text, graphics and colors, because these are tied to branding. (Don't blame me: Those guys are always late!). At least I can focus on achieving a convincing layout and interaction.

I use this baby every day.24For many designers, Sketch has been a game-changer, especially for its focus on interface design and getting rid of all the things you don't need. (View large version25)

During this stage, I normally use Sketch26. This tool is relatively easy to use and helps me take my paper design concept to the next level. Using Sketch, I can easily reuse UI elements, so that I don't have to start from scratch, and I can benefit from many standard UI components. There are also plenty of additional interface components that you can use to build layouts, like the ones found on Sketch App Sources27. As my process keeps going, I can also control the degree of customization of those elements and decide where to pause for user testing.

Using these design components is also good idea if you want to align with expectations and not over-design. Normally, designing everything from scratch will take a lot more time (and developers will take more time, too, when they implement your design). That's why it's better to reuse common UI elements, such as lists, dialogs, forms and tabs.

But (yes, there's always a "but") Sketch is a Mac-only tool; so, if you are using Windows, you'll have to rely on something else. Balsamiq28 and Omnigraffle29 are well known and have been available for a while. A couple of new UI design tools are web-based (and so don't need any setup or installation): Gravit30 and Figma31.

High Fidelity Link

When your prototype grows and get closer to being a viable product, you will need to design components that were less relevant before32, like infrequent dialogs, some feedback messages (error messages and messages that show the result of an action), empty states, disabled buttons and so on.

Basically, during the earlier stages of low- and medium-fidelity prototyping, we were focused on structure, information and flow and on a small set of core use cases. As the design matures, we need to consider more:

  • additional use cases (often, less frequent ones);
  • edge cases and contingencies (for example, what happens in a check-out flow if a credit card is rejected?);
  • error prevention and handling.
  • All of these use cases are important to consider for a good UX, but they shouldn't be the first things we design. We start with the core use cases and focus on the most relevant and salient aspects of the design. Then, we include the edge conditions in order to complete and validate the design.

    At this stage, then, it becomes increasingly important to choose a tool that gives you granular control over the components of the design, so that you can determine the aspect and behavior of each one of the elements of the UI.

    A while ago, I used Axure33 for these types of tasks. In fact, in one of my first job interviews in Barcelona, they asked me if I knew how to use it, because it was being used widely across that company. Of course, I said yes in order to get the job, and in the days before starting work, I learned it from the inside out. It was then when I discovered its full potential, using features such as conditionals, which enable you to show and hide dialogs, banners and other temporary blocks of information, depending on the user's interaction. This might come in handy because it minimizes the number of screens to be designed completely from scratch.

    If you have been reading carefully, you have probably realized by now that I have been focused mostly on static designs. What about animation? This is becoming more and more important, not only because animation can be found everywhere in modern interfaces, but also because it is very hard to communicate with the rest of the team how you want something to move or fly without showing a sample.

    When it comes to prototyping animations, micro-interactions and transitions, I divide prototyping tools into two groups:

  • tools that have familiar UIs and that don't require you to learn any code;
  • tools with which you get your hands dirty with at least a few lines of code.
  • In the first group, a few new tools have appeared, such as Pixate34, Principle35 and Flinto36. In many situations, you would use these tools to prototype not the whole app, but only a subset of screens, to see how different elements will be displayed or how to transition from one state (or screen) to another.

    Use Framer, for animations and micro-interactions37If you want more precise control over your designs, then Framer is a good option. (View large version38)

    If you want to go a step further, you might opt for the second group. This set of apps might look less familiar to designers, but you will have more precise control over animations. Also, in many cases, you can use native components to achieve a more realistic outcome, thereby making the move from prototype to final code easier. If you'd like to go even further, I would suggest trying Framer39 (which is based on JavaScript) or Facebook Origami40, whose accompanying Origami Studio41 will be released later this year, allowing you to export code snippets that can be sent to developers.

    For iOS, you could use Interface Builder42, which enables you to design interfaces using native iOS components in a visual environment. (This solution is completely code-free — yay!). For Android, there's Android Studio43.

    4. Integration With Your Workflow Link

    Another point to consider when choosing a prototyping tool is how well it fits your design process44 and other tools you regularly use. Prototyping is part of a much broader process that includes researching users, testing, gathering metrics, communicating the idea to stakeholders, and sharing designs with developers for final implementation.

    You probably won't find one tool that does everything (more on this later), but prototyping tools should at least help you move through the process smoothly, especially when you are expected to iterate under tight deadlines.

    For example, if you are designing in Photoshop, Illustrator or Sketch, it would be great if your prototyping software could directly use the files produced by these apps without requiring you to export assets separately and then build everything from scratch to create the interactions.

    Personally, I'm pretty satisfied with Sketch (again). I can export images and even use the original, editable Sketch file and upload it to a different tool to complete my prototype. When I want to add interactions, I upload files to Marvel45, and when I need to animate, to Framer or Flinto.

    Lookback is powerful when used in combination with other tools46Lookback integrates with other tools, making for a smooth design workflow, without major interruptions when moving from one stage to the next. (View large version47)

    One of the last (and most important) steps when building a prototype is testing it and gathering information (gestures, taps and responses) from real users so that you can improve the product. Tools such as InVision and Marvel connect with Lookback48, enabling you to test the app and record video at the same time, so that you can analyze the data with the rest of the team.

    5. Ease Of Use And Comfort Link

    Finally, how you feel with a prototyping tool is important! If you are going to be using it every day — and sometimes even on Saturdays and Sundays if your are a freelancer, like me — it should feel good, right?

    This is personal, so my advice here is limited. Look for a tool that satisfies you, not one that makes your work harder, puts hurdles in your way, slows you down, adds extra steps or forces you to find workarounds.

    Conclusion Link

    Given that so many design and prototyping tools are out there today (and I didn't even mention them all), you might feel intimidated. Perhaps that's why we are starting to expect the appearance of "one tool to rule them all" — an app that enables us to create all kinds of designs and even make prototypes.

    In a way, we are starting to see this with Adobe Experience Design CC49 (a new design tool that allows you to link between design screens) and Sketch (when used with plugins such as Craft Prototype50 for interactions and AnimateMate51 for animations).

    Choosing and switching between tools should feel natural.52When crafting something, we are used to switching between tools depending on what we need. Why should digital design be any different? (View large version53)

    What does the future of design and prototyping tools hold? I'm not sure, but I think that if we go in this direction, we might end up with an overly complex tool, like a Swiss Army knife that has plenty of little tools, but none of which are truly useful. Also, other professionals, including surgeons and mechanics, use different tools depending on the occasion. Why should we designers be any different? One of the most important things is to identify which tool is most suitable for the given job.

    In any case, don't obsess about the tools so much. They are supposed to help us shape our ideas; they should not determine or constrain how our products look or behave.

    I also understand that the guidelines above will be pretty useless if your corporation forces you to use a particular tool (as did mine once). If that is the case, you could try to persuade your team to at least try something different, if your reasoning is clear and logical. Perhaps some of the points above would support your argument.

    Lastly, be wary when someone tells you that a certain tool is "the best" or "the easiest to learn." This is highly subjective, and you should discover it on your own. In the end, you, like me and everybody else, are different.

    Useful Resources Link
  • "The Right Tool for the Job: Picking the Best Prototyping Software for Your Project54," Fabricio Teixeira, Smashing Magazine
  • "Quick UX Prototyping With Adobe XD Shortcuts (PDF Cheat Sheet)55," Cosima Mielke, Smashing Magazine
  • "Faster Web Design With Rapid Paper Prototyping56," Lauren Johnson, Creative Bloq
  • "A Year Using Sketch: An Honest Review57," Sagi Shrieber, Hacking UI
  • Prototyping Tools58 (beta)A website that helps you to compare design prototyping tools for apps and websites.
  • "Get Started59," FramerA collection of examples for you to learn the basics of Framer right away.
  • "Design + Sketch App60," MediumAn excellent collection of articles, tips, tutorials and stories on designing and prototyping with Sketch and beyond.
  • "Learn Sketch 361," Meng ToA comprehensive overview of the main aspects that you need to know about Sketch.
  • "Tutorials62," Origami, FacebookA series of step-by-step videos explaining how to create prototypes with Origami.
  • "Mobile App Prototyping: Designing Custom Interactions63," Noah Levin, SkillshareThis class teaches you how to design a high-fidelity prototype using Framer.
  • (mb, al)

  • 1 https://www.smashingmagazine.com/wp-content/uploads/2016/09/prototypingtools-large.png
  • 2 http://www.prototypingtools.co/
  • 3 https://www.smashingmagazine.com/wp-content/uploads/2016/09/prototypingtools-large.png
  • 4 http://www.prototypingtools.co
  • 5 https://www.smashingmagazine.com/2016/06/picking-the-best-prototyping-software-for-your-project/
  • 6 https://twitter.com/phlntn/status/715367818254921730
  • 7 http://www.adobe.com/products/illustrator.html
  • 8 http://www.adobe.com/products/photoshop.html
  • 9 https://www.smashingmagazine.com/wp-content/uploads/2016/09/invision-large.png
  • 10 https://www.smashingmagazine.com/wp-content/uploads/2016/09/invision-large.png
  • 11 http://www.invisionapp.com/
  • 12 https://www.smashingmagazine.com/wp-content/uploads/2016/09/paper-prototyping-large.jpg
  • 13 http://www.creativebloq.com/web-design/rapid-paper-71412313
  • 14 https://www.smashingmagazine.com/wp-content/uploads/2016/09/paper-prototyping-large.jpg
  • 15 https://www.smashingmagazine.com/2012/06/developing-a-design-workflow-in-adobe-fireworks/
  • 16 https://www.smashingmagazine.com/wp-content/uploads/2016/09/prototyping-process-large.jpg
  • 17 https://www.smashingmagazine.com/wp-content/uploads/2016/09/prototyping-process-large.jpg
  • 18 https://marvelapp.com
  • 19 https://popapp.in/
  • 20 https://www.smashingmagazine.com/wp-content/uploads/2016/09/marvel-500px.jpg
  • 21 https://www.smashingmagazine.com/wp-content/uploads/2016/09/marvel-large.jpg
  • 22 https://www.smashingmagazine.com/wp-content/uploads/2016/09/paper-two-windows-large.png
  • 23 https://www.smashingmagazine.com/wp-content/uploads/2016/09/paper-two-windows-large.png
  • 24 https://www.smashingmagazine.com/wp-content/uploads/2016/09/sketch-large.png
  • 25 https://www.smashingmagazine.com/wp-content/uploads/2016/09/sketch-large.png
  • 26 https://www.sketchapp.com/
  • 27 http://www.sketchappsources.com/
  • 28 https://balsamiq.com/
  • 29 https://www.omnigroup.com/omnigraffle
  • 30 https://www.gravit.io/
  • 31 https://www.figma.com/
  • 32 http://scotthurff.com/posts/why-your-user-interface-is-awkward-youre-ignoring-the-ui-stack
  • 33 http://www.axure.com/
  • 34 http://www.pixate.com/
  • 35 http://principleformac.com/
  • 36 https://www.flinto.com/mac
  • 37 https://www.smashingmagazine.com/wp-content/uploads/2016/09/framer-large.png
  • 38 https://www.smashingmagazine.com/wp-content/uploads/2016/09/framer-large.png
  • 39 http://framerjs.com/
  • 40 https://facebook.github.io/origami/
  • 41 https://www.facebook.com/groups/origami.community/
  • 42 https://developer.apple.com/xcode/interface-builder/
  • 43 https://developer.android.com/studio/index.html
  • 44 https://blog.prototypr.io/the-ideal-design-workflow-2c200b8e337d
  • 45 https://marvelapp.com/
  • 46 https://www.smashingmagazine.com/wp-content/uploads/2016/09/lookback-large.png
  • 47 https://www.smashingmagazine.com/wp-content/uploads/2016/09/lookback-500px.png
  • 48 https://lookback.io/
  • 49 http://www.adobe.com/products/experience-design.html
  • 50 https://www.invisionapp.com/craft
  • 51 http://animatemate.com/
  • 52 https://www.smashingmagazine.com/wp-content/uploads/2016/09/tools-large.jpg
  • 53 https://www.smashingmagazine.com/wp-content/uploads/2016/09/tools-large.jpg
  • 54 https://www.smashingmagazine.com/2016/06/picking-the-best-prototyping-software-for-your-project/
  • 55 https://www.smashingmagazine.com/2016/07/quick-ux-prototyping-with-adobe-xd-shortcuts-pdf-cheatsheet/
  • 56 http://www.creativebloq.com/web-design/rapid-paper-71412313
  • 57 http://hackingui.com/sketch-design/a-year-using-sketch/
  • 58 http://www.prototypingtools.co/
  • 59 http://framerjs.com/learn/basics/
  • 60 https://medium.com/sketch-app-sources
  • 61 https://designcode.io/sketch
  • 62 https://facebook.github.io/origami/tutorials/
  • 63 https://www.skillshare.com/classes/design/Mobile-App-Prototyping-Designing-Custom-Interactions/382444545
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    Source: Choosing The Right Prototyping Tool

    Wednesday, September 21, 2016

    GoPro's new cameras look great, but the company's future still lies in software

    At first blush, GoPro's new Hero 5 Black looks a lot different from the Hero 4 cameras. It's rubbery and it's chubbier, mostly because it's now water resistant out of the box — no more bulky housing necessary, unless you really want to dive deep or give it some extra protection.

    The new camera (and the new Hero 5 Session that was released alongside it) has a host of other new features too, all of which I got to try out during this week's launch event. The Hero 5 cameras are even cloud-connected, which — combined with GoPro's relatively new software efforts — might wind up being more important than the new hardware.

    Of course, GoPro's new cameras are still going to appeal most to enthusiasts or athletes. The Hero 4's massive sales would lead you to believe it was adopted by a wider swath of consumers, but those sales also hit a wall because most buyers don't need more than one GoPro camera. GoPro's been trying to figure out how to get around that wall ever since, and the Hero 5's ruggedization might be the most compelling reason to choose one over, say, your phone's camera. The new cameras are cheaper and have other new features that are supposed to make them more accessible, but from a distance, there's not that much different about what these cameras do. For now, a GoPro is still a GoPro.

    If you are part of GoPro's target demographic, though, and you've been waiting for the Hero 5, we've got a lot to talk about.

    One thing is surprisingly still the same about the new top-tier camera — GoPro says the Hero 5 Black uses the same image sensor from the Hero 4 Black. That's why the camera has the same 4K at 30 frames per second ceiling for video, and the same 12-megapixel still image capability. The important change, according to GoPro, is a new image processing chip, which allows the camera to hit those ceilings while offering new stuff, like voice control, digital image stabilization, and — finally — better battery life. GoPro says the Hero 5 Black will offer 50 percent longer battery life in most modes.

    The Hero 5 session is essentially the opposite story. The original Session, released last year, was a big departure from GoPro's rectangular camera design, and was water resistant out of the box. The Hero 5 Session keeps the same exact shape and form factor this year, with big changes happening on the inside. GoPro fit a slightly bigger image sensor inside the Hero 5 Session, which allows the camera to shoot 10-megapixel stills and up to 4K footage at 30 frames per second. It's still not going to rival the quality of the Hero 5 Black, but the Hero 5 Session is a clear step ahead of its predecessor, which is why the price has gone back up to $299.

    A Hero 5 Black image on the left, and the same scene taken with the Hero 5 Session on the right.

    I used both cameras during GoPro's day-long launch event at Squaw Valley Ski Resort, and the gap between the quality of the Session and the Black has definitely closed up. Even when I zoomed in 100 percent on images taken of similar scenes, it was harder to tell the difference than I expected.

    For people who aren't pixel enthusiasts, choosing between the two cameras is going to be more about how you want to use them. If you want a touchscreen that lets you see what you're shooting, you'll have to pony up an extra $100 for the Hero 5 Black. If you don't mind using a mobile app to frame up a shot, the Hero 5 Session is one of the most compelling compact cameras on the market.

    In my short time with the Hero 5 Black, it really did seem like the battery was better, especially considering it now has a screen. At this point, watching the battery meter drain uncontrollably felt like an unavoidable part of the GoPro experience, but this time around it seems like the anxiety will be harder to come by. Of course, the Hero 5 Black uses a new battery, meaning you can't use any spare Hero 4 batteries you might have laying around. It also uses USB Type-C. (Okay, maybe there will still be some anxiety.)

    Hero 5 Black footage shot in 4K using the new Karma grip.

    The screen on the Hero 5 Black didn't feel any more responsive than the one on the Hero 4 Silver, though. This was exacerbated by the fact that GoPro threw a whole new menu system in this camera, one that will definitely take some time to get used to. There is more swiping than ever before — you can swipe in a different menu from each side of the screen, for example — and it just didn't feel quite fast or accurate enough considering these were final production devices. GoPro has been good at pushing firmware updates to fix problems like this in the past, so here's hoping there's some optimization on the way. Of course, you can always cycle through the menus using the physical buttons, and the addition of voice control — which seems to work really well — will alleviate this.

    The focus of GoPro's event was on the cameras and the drone. But you could argue that the biggest changes that GoPro made this week weren't even specific to all that new hardware. GoPro also announced a bunch of updates to the software that it ships, including a new subscription-based cloud storage service called GoPro Plus. It also updated and rebranded its desktop importer / editing app again, which is now just called Quik (after the company's automatic editing mobile app of the same name). Quik has all the features I got a preview of when I profiled the company's growing software efforts in May.

    The company has spent the last few years acquiring small software companies and building out a team to support those new efforts, so things like GoPro Plus and the Quik desktop app are the first time we're seeing it all come together. Teasing out the real value of this stuff will take some time, but it looked great at the launch event — even if there are some hangups, like how you can't use your own music in the Quik desktop app. In a world where the competition has caught up with (and, in some respects, passed) GoPro's cameras, the company's software is one of its most clear advantages.

    GoPro's cameras now use USB Type-C.

    GoPro Plus is now the most intriguing part of that new ecosystem. Part of the problem with any digital camera these days, whether it's a GoPro or a DSLR or the camera on your phone, is figuring out what to do with all the photos and videos you've taken. GoPro Plus is an attempt to tackle that problem. For $4.99 a month, your cameras will automatically upload everything you've shot each time you plug the camera in at home. You can then access those files on any one of GoPro's desktop or mobile apps, edit them, and save or share them.

    GoPro Plus' early success will hinge on that integration with GoPro's other apps, because otherwise, it's not all that different from other cloud services. It even comes with the same familiar limitations: GoPro Plus users will be limited to uploading 35 hours of video, 62,500 photos, or a combination of the two, according to GoPro's website. On top of that, videos are stored at 1080p, regardless of what resolution they were shot at. If GoPro doesn't build on the initial experience, customers could just wind up paying for another place to forget about their footage.

    There are some obvious ways to spice up GoPro Plus: create premium tiers that let users store original resolution files; allow users to start editing on one device and finish it on another; find a way to mitigate the problem of duplicate photos. GoPro has hinted that more is coming, but until features like this are added, it runs the risk of being just a slightly better Google Drive.

    The new Hero 5 cameras and the Karma drone are exciting products, and the way that they all play nicely together is the other huge advantage GoPro has over the Sonys and DJIs of the world. But, as is the case with all hardware, it won't be long before they're replaced. GoPro's real future, the one that lies beyond just whatever product comes next, is all about the new software, the ecosystem it creates, and whether the company can get people to care.


    Source: GoPro's new cameras look great, but the company's future still lies in software

    Tuesday, September 20, 2016

    Proximity Software, BrixBits Form Strategic Alliance to Deliver Security Services

    Proximity to Bundle BrixBits Solution in Web Application Security Service

    Houston, TX (PRWEB) September 20, 2016

    Today, BrixBits, a leading RASP solutions provider, announced a strategic alliance with Proximity Software, a full-service software design and consulting company. By integrating BrixBits solution into their Web Application Security service, Proximity customers can be confident that their web applications are secured by the security products from BrixBits.

    "Proximity Software delivers value by crafting exceptional software at a competitive cost," said Brian Myers, vice president of Sales at BrixBits. "This is a unique partnership providing customers with an enhanced security offering for their web applications."

    BrixBits' solution will provide Proximity's clients with the service they need to help prevent external and internal security threats in their web applications. By providing security past the perimeter of a network or an endpoint, RASP solutions enable applications to better protect themselves.

    "We are very pleased with the BrixBits solutions. With development teams that combine open source with client specific customization, producing secure applications can be challenging." said Ross Laing, president of Proximity Software. "We will integrate the BrixBits tools in our process to ensure that our customers have the needed layer of security at the application layer. The ability to detect and protect real-time application attacks is extremely valuable"

    About BrixBits

    BrixBits creates innovative solutions that provide detailed insight to find and fix security problems fast. BrixBits solutions exhibit both quick time to value (TTV) and low total cost of ownership (TCO) and can easily integrate into existing security information and event management ("SIEM"), applications event management or systems management frameworks.

    About Proximity Software

    Proximity is a software services company, specializing in Salesforce customization, e-commerce solutions, and Amazon Web Service migrations. Proximity has customers in the United States and Central America. The design team and the engineers are fluent in Spanish and English.

    For the original version on PRWeb visit: http://www.prweb.com/releases/2016/09/prweb13682077.htm

    This article was originally distributed via PRWeb. PRWeb, WorldNow and this Site make no warranties or representations in connection therewith.

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    Source: Proximity Software, BrixBits Form Strategic Alliance to Deliver Security Services