Chances are you can vaguely remember the last Apple ad you saw, but do you remember it in the same way you remember the company’s “1984” commercial for the original Macintosh, or its wonderful “Think Different” campaign? It’s been a while since we saw anything quite as iconic.
Apple still creates great commercials we can’t help but talk about, but many fans would say those ads aren’t as good as they once were. Has Apple lost its marketing magic, or is it just too difficult to create truly iconic ads in the digital age?
Join us in this week’s Friday Night Fight between Cult of Android and Cult of Mac as we battle it out over these questions and more!
Some restaurants take pride in offering perfect food and wine pairings. Others think more in terms of food and phone pairings.
Yes, you can blame Instagram if your restaurant is a little brighter and the presentation of the food is a bit fussier. Restauranteurs are trying to cash in on our obsession with photographing our meals by giving Instagram users better lighting and compositional conditions to make more appetizing shots.
Design questions aside, the true mystery about Apple’s long-rumored iWatch lies in exactly what types of health-related sensors the wearable might include. A recent report claims the iWatch will sport an astonishing 10 different sensors, including one for sweat.
While pedometers, accelerometers, thermometers and every other o-meter Jony Ive can get his hands on might all make sense for a smartwatch, we’re wondering what Apple could do with a sweat sensor? Other than verify that, yes, your sweat glands are pouring out more fluid per minute than Niagara Falls during your jog?
It turns out that adding sweat sensors would do more than differentiate the iWatch from smartwatches by LG, Motorola and Samsung right out of the gate. It could make the iWatch the most “personal” device you’ve ever shackled yourself to, with surprising applications that go far beyond fitness and health.
SAN FRANCISCO — You created an app. You think it’s awesome. Your friends say so too. Something nags at you, though: You have zero reviews, your downloads don’t outnumber your Facebook pals, and you need to make rent.
There’s a fancy name for your problem: “discoverability.” Millions of good apps face it, gathering dust between bogus fart apps and Flappy Bird clones.
“It’s hard to make a living in the App Store,” says Michael Yacavone, founder of Individuate, which makes personal-development apps Ace It! and Affirmable.
But there is definitely money to be made in the App Store, to the tune of $15 billion Apple has paid developers so far. Apple recently vowed to improve discoverability by adding an “explore” tab to the App Store, but whether users will search for new and exciting apps remains to be seen. The basic problem remains for most developers: Nearly everyone is ignoring you. Journalists can help, but you have to know how to deal with them.
Apple has reportedly hired Karl Heiselman, chief executive officer of branding agency Wolff Olins, to join the company in a new marketing communications role.
The former CEO and branding expert has been with Wolff Olins for a total of 14 years — and during his seven years as chief executive officer has worked with a number of high profile clients, including Apple.
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Here at Cult of Mac, we’re just starting our coverage of iOS and Mac games, as our fearless leader Leander told you in the publisher’s letter for the inaugural edition of our Newsstand magazine.
Since we’re just starting up, it’s pretty easy to get our attention when it comes to promotional emails and review requests. While we can’t review all the games we’re sent, we do read all the promotional emails that you’re sending our way.
Even still, we’d be lucky to review even a minuscule percentage of games we get requests for, so there are a few things that you can do to guarantee that we’ll take a closer look. There are a few more than you can do to make sure we don’t look much closer, too.
Here’s a list of both extremes, to help guide you on your way to getting coverage on Cult of Mac.
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