Apple has a software problem — Why I’ll be switching to Android

No one can question Apple’s dominance in hardware. The build quality and user experience of the iPod, iPhone and iPad positioned Apple as the most profitable company in the world. However, with the build quality of rival devices quickly approaching Apple quality, software will be the next battleground for consumer loyalty. And Apple has a software problem.

The release of Google Now for iOS has shown that Google’s software engineering and user-interface design can combine to release high quality, functional products surpassing those custom-built by Apple. Cloud-based mobile apps will continue to gain users and Google’s cloud-based offerings are on a completely different level than Apples meagre offerings. In my personal experience, Apple’s Reminders App constantly goes out of sync between my iPad and iPhone — with only a simple to-do list on two devices! As more and more data is pushed to the cloud, Google’s offerings will continue to outpace Apple’s. Google has solved so many distribution and cloud computing problems and their infrastructure is not easily replicated.

I have completely replaced Safari with Google Chrome, Mail with Gmail, Siri with Google Voice Search and Google Now with pretty much no answer from Apple. These services work even better with deeper integration and is the reason why I’ll be switching to Android. As Google Plus and the Google identity layer gain more penetration, more and more people will be using Google products. Imagine a new user with a Google account and a few Google services buying a phone. You can buy Android, sign in once, and all your data is exactly where you expect it. Or you can buy an iOS device, download 3 apps, configure the rest to work properly with your existing calendar, and hope that everything stays in sync. I know what I want to do.

Apple stock movement: A short history lesson

Apple has a history of seeing its stock make significant moves to the upside, followed by significant corrections or retracements to the downside. In this article, I try and prove that what Apple is going through is not uncommon. And that the recent “gloom and doom” headlines are not something you should pay attention to.

Apple. The company that’s captured much of our hearts for more than a decade is now “doomed.” Day after day we see headlines suggesting that Apple is on its way to oblivion.  The company is no longer making great products, they say. Tim Cook should be replaced! Supplier woes stir Apple demand fears. We’ve all read these headlines and they’ve clearly had an impact on both the company’s reputation and its stock price. But what most people don’t see nor realize, is that Apple has a history of this type of stock movement. In fact, there are more than a few instances where Apple has seen massive upward rallies followed by significant pullbacks (or retracements as I like to call them).

Before I go any further, I’d like to make clear that I’ve been a technical analysis trader for nearly a decade now. Technical analysis as defined by Wikipedia is a “methodology for forecasting the direction of prices through the study of past market data, primarily price and volume.”

What technical traders tend to do is ignore all the headlines, all the rumors, and all the bullshit that surrounds the stock market. Instead, they simply look at price and make statistical decisions based on probability. In this post, I simply want to show you a few examples of how Apple has a history of these types of movements and that it shouldn’t be the cause for any panic. At least not yet.

I also want to make clear that I am not, in any way, suggesting you should buy, sell or trade Apple stock. This is simply my opinion based on what I see.

Fibonacci Retracements

In these examples, I’m going to show you some charts where I use Fibonacci retracements. Here’s a simple definition:

Fibonacci retracements is a method of technical analysis for determining support and resistance levels. They are named after their use of the Fibonacci sequence. Fibonacci retracement is based on the idea that markets will retrace a predictable portion of a move, after which they will continue to move in the original direction.

The idea is that when markets move, you can use these Fibonacci levels to predict where you may find either a support point or a failure point.  In these examples we’ll simply look at support points since Apple has been coming down.

Apple Stock Charts

One last quick thing before we get into charts. Most technical traders use the 50% and 61.8% Fibonacci levels to predict where a market may find support or resistance. For example, if a stock went from $10 to $20, and then started to significantly pull back, many technical traders would expect that stock to have a lot of support somewhere in-between $14 – $15 (roughly 50% – 61.8% of the $10 move). In my personal analysis I have found this to be true nearly 70% of the time.

Now, onto some examples.

apple stock 1998 Apple stock movement: A short history lesson


In the first example above, you can see that between late 1997 and late 1999, Apple saw a huge run from just over $3 a share to as high as $37 a share before seeing a massive drop to about $20 – a near 50% drop. Once it touched about 50% of the way down, it immediately bounced back up. This correlates with the Fibonacci retracement concept.

apple stock 2005 Apple stock movement: A short history lesson

In the chart above, notice how Apple nearly tripled its stock price between the Spring and Winter of 2005, going from $32 to just over $85. Once again the stock dropped right inside of that 50% – 61.8% range in just a few months before bouncing back and heading to all-time highs. I don’t recall the headlines at the time, but I can only imagine they weren’t pretty.

apple stock 2006 Apple stock movement: A short history lesson

Here we are in mid-2006 watching Apple quadruple from just under $50 a share to nearly $200 a share in just over a year. Again, we see a massive drop right inside of that 50% – 61.8% range (about $115) before bouncing back up. Are you seeing a pattern here? This is what markets do. In fact, let’s take a look at Google.

google 2004 Apple stock movement: A short history lesson

Here’s a look at Google’s stock from 2004 to mid-2007 jumping seven-fold only to give up just over 50% of those earnings in just a few months. Funny, I don’t remember Google having nearly as many doom and gloom headlines.

apple stock 2013 Apple stock movement: A short history lesson

Finally, here we are looking at Apple’s insane rally from 2009 to date. A move that seems nearly identical to Google’s rally from 2004 – 2007. Given what we’ve looked at, what do you think the probable outcome is? Again, I’m not suggesting that you should buy or sell Apple. I’m simply pointing to the technical evidence at hand.

In fact, the entire point of showing you these charts is not to give you some Jim Cramer buy signal. It’s to tell you to ignore the bullshit headlines that seem to be flooding the internet and newspapers. They come from analysts. Analysts with agendas to either inflate the price of a stock they own or deflate the price of a stock they want. Regardless, good companies will continue to thrive and bad companies will continue to fail. Apple, in my eyes, is still a very good company. Time will tell if I’m right or wrong.

Update 4/30/13

Since writing this article, we’ve seen Apple reverse quite a bit almost exactly as its price movement history indicated it would. Take a look at this chart from today, April 30th, the last day of the month. What you’ll see is that Apple has found support literally 50% of the way down from its last major rally. If history is to repeat itself, we should see Apple move up quite a bit over the next few months.

apple stock reversal monthly Apple stock movement: A short history lesson

Either way, there are enough signs already showing that the stock is rebounding. Take a look at that reversal candle known in the technical trading world as a “hammer” (where the green arrow is pointing). What’s important to realize, though, is that nothing has changed in the past week. The headlines still paint “doom” and analysis continue to say the same things. We’ll take a look at this again in a few weeks or so.

Update 5/8/2013

It’s been roughly 3 weeks since writing this post and we’ve seen Apple not only bounce almost perfectly from the 50% retracement, but the stock has also rallied roughly 20% in that time. Funny, I’m not seeing any crazy headlines out there over the stock’s gains.

apple stock 500 Apple stock movement: A short history lesson


Based on my analysis (again, I’m not telling you to buy or sell), I give Apple a 70% chance of hitting $500 over the next 4 – 6 weeks. Given that WWDC is right around the corner, any news from Apple could push the stock up or possibly even take it down. Long term it’ll be interesting to see what Apple’s stock does. Historically we’ve seen some notable new highs after these types of major pull-backs. But then again, it’s possible that the stock could take a hit, just like it did in 2008 – 2009 with the economic collapse even though Apple was making record profits. It’s the biggest reason I always say “trade what you see, not what you think.”

The visual language of designing for touch

In the print world, paper choice is critical to understanding what kinds of design can be supported. For example, try putting an embossed foil stamp on vellum. On desktops, designers know they have a pristine canvas (the monitor) to work on. Such a canvas is also guaranteed to be used in well-lit conditions. But monitors support colors differently, which means subtle details can become lost. Tablets bring their own hurdles.

Tablet screens are made out of sturdy glass, which, in bright light situations (such as outdoors), causes glare and can make screens challenging to read. Plus, with all that touching, those fingerprints and smudges can affect how your screen looks. Screens with dark backgrounds drastically enhance the glare and fingerprints, making it hard to read. It can also turn the screen into a mirror, reflecting back the user’s face more often than the text.

Additionally, most people have difficulty reading small white text against a dark background. Many designers don’t take into consideration the eye strain or the jarring adjustments the human eye experiences when it transitions between these contrast patterns. Mark Boulton explains that when designing large amounts of copy to be readable:

…Make sure you increase the leading, tracking and decrease your font-weight. This applies to all widths of Measure. White text on a black background is a higher contrast to the opposite, so the letterforms need to be wider apart, lighter in weight and have more space between the lines.

Redefining interaction

From the trackball to the optical mouse, the accuracy of these devices have continued to grow, making complex user interfaces easier to navigate. With tablets, our (sometimes fat) fingers come into use and eliminate the level of precision we’ve come to love.

The tap area of an average finger is 45 to 57 pixels in any direction. This should be the minimum dimension for any target area and is larger than even Apple’s Human Interface guidelines suggest. And we’re just talking about fingers; thumbs are even bigger and we actually use them more than the finger. The average thumb is 1 inch, which equates to 72 pixels for the target area.

On mobile phones, we mostly use one hand; therefore it’s critical to keep navigation near the bottom of the screen and within the thumb’s radius of motion. Tablets have larger screens so people tend to hold the device with one hand; use their forefinger; or hold it by both sides.

 The visual language of designing for touch

Some complications arise, though.

Josh Clark explains the ergonomics within the reach of the user’s thumbs:

  • For Apple iOS, navigation items should be placed along the bottom rather than the top of the screen.
  • For Android, the inverse is true–navigation should be on the top. These devices already have control buttons on the bottom. However, there is a slight problem.
  • With the main navigation along the top, the user’s hand and arm will obscure content as it changes. This is the lesser of two evils because stacking control buttons in this case is worse due to “fat finger” problems (i.e., tap targets being too small).
  • Placing navigation along the sides of the screen is likely to cause similar problems depending on whether the person is left or right handed.
  • For tablets, the upper corners and sides are the ideal location for navigation.

The sheer number of device screen sizes, operating systems, and hardware considerations complicate this to the point that there is no general rule of thumb (pardon the pun) for a single layout solution used for both mobile devices and tablets. Mobile and tablet layouts should be tackled independently so the usability is optimized per device type, and arguably even per operating system.

Creating the visual layer

If the visual aesthetic is a minimalist approach, you’ll be considered in the “flat” camp. If you’re making your design mimic real-world objects, you’re in the “Skeuomorphism” or “realism” camp.

 The visual language of designing for touch

This is the same as the Microsoft vs. Apple debate – each are wildly debated. There are no right answers aside from: it depends. The problem with faux-realistic design is the “uncanny valley” it creates. The problem with flat design is a lack of visual clues indicating an element is clickable.

Sacha Grief’s essay covers the topic well and reveals a marriage between the two from an unlikely source: Google. Google’s design has never been associated with quality, but their product redesigns prove that’s no longer the case. They’ve taken the best of both worlds to create a visual layer that works because of strong typography and efficient, simple layouts with tasteful gradients and shadows. This approach takes the best of both flat and skeuomorphic styles, but none of their downside.

 The visual language of designing for touch

The visual layer is an expression of the designer or company’s brand and everyone wants to put their best foot forward. No matter how gorgeous your design may be, if it’s not usable, it won’t last.

Going beyond visuals

Multi-touch, or gestures, opens Pandora’s box and forces the design to accommodate functions that go beyond one-point touch. LukeW’s Reference Guide shows us seven pages of input methods ranging from one-handed pinch zoom, two-handed tap and drag, two-finger scrolling, device shake, flick, swipe, and more.

But how can the design illustrate functionality that is invisible to the user?

The core to optimized touch design is delivering feedback to the user’s inputs. This means that screen content should follow the user’s inputs to validate, whether their interaction is possible or not. Users often experiment with gestures that “could work” so if the feedback served matches their expectations, the interface wins and the user has been educated. The response time of the feedback is critical. It should happen within milliseconds after the user gesture was performed.

Other techniques include:


Including teaser visuals lets users know there’s more to what they’re looking at. For example, if you’re presenting an image within a photo gallery, show a small portion of the previous and next images adjacent to the primary photo so the user has visual clues to access more content and stay engaged.

Animation Cues

To help users find more content or perform the correct gesture, simple animations can be the trick. Just look at the iPhone. To unlock, the user slides the switch from left to right. The arrow points in the direction of motion and the text within the channel explains what to do, but the subtle shimmer that animates it is a great visual indicator to support the entire control.

slidetounlock The visual language of designing for touch

Also notice the text dims as the switch is sliding, giving the user feedback that he’s doing it right.

Just-in-time education

Sometimes its necessary to give users helpful info at a critical time in their interaction. These are like contextual help bubbles that appear at just the right time so engagement doesn’t become disrupted. After the user acknowledges the message by tapping or performing the correct gesture, the specific tip should no longer be shown since the user has now been educated.

Splash screens kill kittens

Avoid splash screens with instructions on how to use the interface. Everyone looks for the skip function. If the initial screen requires too much explanation, it’s a strong indicator the layout and/or design isn’t effective. In this app, the splash screen is trying to explain how interact with a magazine (which is something 99.% of people know how to do already). With arrows pointing in every direction, the viewer doesn’t know where to start or which direction to go next. Epic fail.

Explicit discoverability

Touch design and gestures is an exciting new frontier. Touch interfaces rely on the discoverability of touch-targets to be clear and easy to follow. The visual design layer needs to support the usability since the two are so tightly bound in this space. The more gestures align with natural, physical motions, the more likely people’s initial guesses will work.

Gorgeous Gmail 5 for Android Concept

Paul Burke has put together a gorgeous concept of what Gmail 5 would look like on Android in a “post-Google Now world.

The basic premise of this redesign is new navigation, and more focus on people and content. I’ve been working on this in tiny bursts for a while, and wanted to get more screens done, but at this rate, the actual app will come out first.

Click below for larger versions or visit Paul Burke’s Google+ page to read his thoughts behind the designs.

iOS icon design: A designers exploration

I’ve made my fair share of apps, and to me there is one question that still bounces around my head is: When taking an app-first approach to designing a product, how should a designer approach the icon. There are many different icon designs I considered, but I wanted to explore a few of the more pervasive approaches I’ve noticed.

A Sea of Icons

 iOS icon design: A designers exploration

The first approach I had considered taking, was the UI Iconization look that apps like Calcbot (of the fantastic TapBots series), ParkBud and even the stock Notes app took. The app has a highly customized look and feel that permeates through the icon. The icon takes on the key elements of the UI and shrinks them down essentially. I took this approach with Just the Tip, but this wouldn’t fly with an app that has little to no UI. This approach is nice as it creates a more intimate icon-to-app relationship, because when the user see’s the icon they are reminded of the underlying experience the app gives them. However it does lack the scalability to use the icon on other platforms like web or traditional branding collateral.

 iOS icon design: A designers exploration

The next approach I had looked at was a Hyper-Real type icon which conceptually captures the intention of the application it represents. Examples of this include Instagram, a retro camera which is a direct nod to the types of filters users can apply to their photos, Camera+ which is simply a beautiful camera app, and Evernote Food which is front end app to track and store recipes on the Evernote back end. This type of icon has a lot more opportunity to capture the sentiment and essence of the application. Though, because the icon so beautifully detailed, it is not scalable when it comes to traditional branding practices, but for the purpose of simply representing the application (and not a brand) it works very nicely.

 iOS icon design: A designers exploration

FInally the Branded approach. I probably dont even need to list which apps these represent, because their brand is so strong they immediately stand out. For a designer, there is a little less flexibility in the creativity, but there is still a challenge. The icon is a conduit to the brand by in large, which means it still needs to uphold and represent everything the brand has already established. It seems like a tall order, but a well defined brand should have the collateral to create this already. Most of the time though, this simply means popping the logo on the brand colours. The only [large] caveat here is that for a single purpose app, the designer would need to create an actual brand first.

My Icon Design Exploration

With all that being said, for Notorious (a gestural note taking app, which is also evil) I decided to literally explore every possible permutation of an app icon as seen below.

 iOS icon design: A designers exploration

I tried stylized branded N’s, realistic paper, artistic folded noodle N’s, clever moustaches, and plain old N’s on flat color. My decision ultimately came down to a couple thoughts, I wanted the icon to be –

  1. Recognizable – At a glace, immediately stands out
  2. Scalable – If I ever did make an accompanying website, iPad, or OS X app, the icon should work
  3. Contextual – Bear’s some link to the apps style and interactions
  4. Homely – Nicely integrate with any home screen arrangement

Below is the final approach I landed on.

 iOS icon design: A designers exploration

I ended up taking the Branded approach namely because we had aspirations of expanding the application to other platforms one day. The front loading of creating the brand before heading into design also helped shape the direction and key visual elements of the application.

The icon was still the focus and a larger consideration when designing the brand overall. To me, the icon represented the simple layered design of the application, has remnants of folded paper, and the calm yellow really stands out in what seems to be a sea of predominantly blue icons. It has the scalability to become a true brand logo if the app ever blew up, but still remains unique enough to have an identity of its own.

ios icon iOS icon design: A designers exploration

Final Thoughts

There you have it, a small exploration of how to approach application-first products. I’m not suggesting people brand every application, but make sure you know where the application is headed and put aside the desire to just make an icon for the sake of having an icon. The icon is a users window into your app/brand, make it count.

Windows 8.1 (Windows Blue) : More Metro, less desktop

Microsoft wants to steer us away from the familiar Windows 7-style Desktop interface with the Windows 8 update, dubbed Windows 8.1. Details from a leaked video preview found a couple weeks ago by The Verge suggest Microsoft plans to do so by improving the Metro interface.*

Die-hard Desktop fans, lay down your pitchforks and extinguish your torches…for now. According to Mary Jo Foley writing for ZDNet, our beloved Desktop isn’t going anywhere anytime soon, but Microsoft may do away with it in the long-term by making Metro more functional. However, why go through the hassle of Metro if it’s going to be as functional as Desktop? The basic answer to that is Metro is faster, more stable and more secure than Desktop.

windows 8.1 tiles Windows 8.1 (Windows Blue): More Metro, less desktop

One major functionality improvement the update will bring us is the integration of Desktop’s Control Panel ** into Metro. This could resolve usability issues in apps such as Skype, which can only be opened in Metro, yet forces users to make intricate audio adjustments in Desktop.

Keeping in mind that this is Microsoft’s first Windows 8 update, we’re still not seeing any improvements to Windows 8′s split personality. Desktop fans will find that, even with shortcuts to certain apps in Desktop, they will still open via Metro. Forcing users to switch between Metro and Desktop to use certain apps causes frustration and confusion, resulting in unfavorable reactions and controversy towards Windows 8.

If you’re raising your pitchfork again, take a look at this to find out why Metro is, in essence, better than Windows 7/Desktop. Operating systems are written in computer code, and Desktop’s aging code has become too inefficient and unsecure to compete  in today’s world. A replacement was inevitable and Microsoft is slowly making users transition to Metro so PCs can keep up with a  more web-centric, app-based and virus-filled world.

For now, I’m sticking to my glorious Windows 7, but Microsoft is going in the right direction. I look forward to further Windows 8 updates which will undoubtedly entice me to switch over to the Metro side of things.

Metro is the primary user-interface for WIndows 8, leaving the familiar Desktop interface for more intricate uses, such as file management and computer settings.

** That’s System Preferences for you Mac users.

Could Google Glass work for street photography?

Google Glass has received a lot of criticism, particularly when it comes to privacy. Given the fact you can record video and take photos without people noticing, some could call it an opportunity for taking photos without permission. Now, in my spare time, I take photos with a particular interest in is Street Photography. Candid street photography is taking photos of any stranger without permission. Why is there this controversy over Glass when candid photography without permission is a growing genre of photography? That is my question.

Is it respectable equipment?

I find that the most common type of street photography is candid. It takes some guts to do it, but when you can do it right, the results can be pretty incredible. Some believe that for street photography to be good, a small camera is needed. The Fuji X100, Olympus PEN, and the Leica M cameras are famed for being the ultimate street photography tool. These are all small, discreet, quiet cameras. Having this type of camera can be key if you want to get a candid shot. Going shooting with a DLSR with a giant telephoto lens isn’t advisable for street photography. Attracting attention is the last thing you want and when you use a big camera, people generally think you’re spying on them in a weird, creepy way. Using a small compact generally makes your subjects think you’re taking tourist photos or just taking photos of everything you see. Glass, however, could be seen in a different light.

The obvious thing about Google Glass is that it looks distinctly different to a camera. It can be taking a photo and only the wearer would know. This strikes me as a powerful tool for this type of photography – especially if the task is candid photography. Though once people know what it could do, maybe they will think it could be weird to wear it. Maybe, again, the same creepy spy persona some see in the SLR street photographer would creep into the stereotypical Google Glass photographer. Saying this, I’m not saying people don’t see street photographers who use ‘standard equipment’ aren’t viewed as creepy or weird by the subjects; it’s just generally they are from experience. With the closure of Google’s #ifihadglass competition, maybe Glass will become more high profile and will become commonplace. If people grow to like it, they may become normal and if that happens, they could find their way into the street photographer’s bag.

When on a photographic walk with Misho he half the time taking photos with his iPhone and half the time on my Sony A77. I noticed when he used the bulky Sony he had a lot more people looking at the camera and posing and there was one person who confronted him at which point I feared for my camera. When he used the iPhone, however, he didn’t get many people posing and not a single confrontation. The mentality of the subject is a lot different depending on what equipment you use.

Smartphone ameras and Street Photography

You may think, ‘Ah but what about quality? Mobile phones don’t have the quality of image that a dedicated camera has.’ Well, there is an increasing amount of photographers who use mobile phones for street photography. I traveled to Derby, UK to talk to Misho Baranovic who shoots the streets primarily with iPhones (see video at the bottom).The results can be pretty stunning when you know how to use the tools at your disposal correctly. Misho recommended ProCamera for street photography as you can easily set exposure and focus and see the shutter speed and ISO.

The small sensor is excellent due to the fact it gives a massive depth of field; something favored in this type of art because you can see the whole scene in focus. On a small sensor you can shoot with a large aperture to get a faster shutter speed and still get a large depth of field still which is excellent for the job! I’ve not seen many images of street photography which have masses of bokeh in the background of the photo. When looking through Flickr and 500px they’re mostly shots taken at f/8 – f/16 and if they’re shot at a wider aperture, it’s generally because the lens is a wide angle.

They’re a lot more discreet than using a dedicated camera where people can clearly see you take a photo – though you can disguise that. Using a camera phone is silent, providing you turn off the camera shutter sound. Taking a photo on a camera phone and disguising it as something else is very easy as you can pretend you’re texting, you can pretend to be reading something in sunlight, the list goes on.

Editing images on phones is thought of by many of as simply running the photo through Instagram or Hipstamatic. And some people do that. There’s many street photographers who put a photo into the app and post it because it looks good, even if the filters become repetitive. Often, iPhoneographers use apps like SnapSeed and Photoshop to edit their images and both are excellent tools and are free! But they are, at the end of the day, just tools.

 Could Google Glass work for street photography?
Image by Misho Baranovic

Does it matter?

We take photos with what we want and what feels best most often. Whether that’s a Leica M, a Fujifilm X100, an Olympus OM-D E-M5 or even Google Glass. As long as you feel comfortable using the camera and you get the images you want, that’s all that matters. You can invest thousands in equipment but if you have a camera which you like and you like the images, there’s no point in spending more. If your camera is getting old or if you feel like you enjoy a different camera more, why not? My dream camera is a Leica M9-P but I don’t think I’ll be getting one as it’s so expensive. I’m making do with my Sony A77 and an old Voigtländer BESSA-R rangefinder camera and they get me good shots. I may like using a Leica more but I can eventually buy one if I can sell my images and if I can show off my skill with these cameras, then I can say I’ve earned it.

7780634758 42b8e318ce o medium Could Google Glass work for street photography?
Image by me, Matthew Phillips

What do other Street Photographers think about Google Glass?

I spoke to Rinzi Ruiz recently and when I asked him for a quote about Google Glass he said this:

Using a mobile phone for street photography is just great. It’s definitely not as noticeable as a DSLR so getting candid shots is a little easier and the ability to process the photos in an app right away is a huge plus. The Google Glass should take it to the next level where you don’t even have to lift your hand up at all to take shots because I think that’s one of the main things that makes people take notice is action of lifting up a camera or phone to take a picture. – Rinzi Ruiz

8498615669 af6856a498 o medium Could Google Glass work for street photography?
Image by Rinzi Ruiz

When I was searching twitter, Paul Donohoe tweeted me this:

488618 orig medium Could Google Glass work for street photography?
Image by Paul Donohoe


Glass has certainly received mixed reactions. Some love it, others loathe it. In its current iteration, a photographic tool, can it be efficient and useful as a dedicated camera or smartphone? Maybe. We have no proper controls, and taking an image still requires us to talk or press a button. But if it could overcome these problems, would you use it for this? It really depends on who you are. I love the rangefinder experience so I use a BESSA-R despite being slow to focus and get correct exposure at times. It gets me OK results. Misho loves his iPhone. Rinzi uses a Fuji X100 and a Nikon D90. What almost all experienced street photographers say to me is find what you like to shoot with and use it. So if you have a camera which is useable and has good results, use it. Don’t lust after the next generation or a ‘better’ camera because that camera probably isn’t better. The best camera is the one you know. The one you use. The one you love to use.

Google Glass has potential for a street photography tool, but without the control over the image you have with other cameras it may not give you the best results. And something that could be useful with Glass is hiding, is something you don’t have to work on. You don’t have to hide. Take photos and be a part of the scene. Go out and photograph, my friend.