Instagram for Android — Available Now.
blog.instagram.com
blog.instagram.com
My take on Instagram: it's a photo-sharing service that allows you to hipsterize your photos to make you seem super cool.
Beyond that, you got me. It was one of the first kids on the block for sharing photos from a mobile device so that probably helps.
You can share the photos outside of instagram on Twitter, Facebook, Posterous and via mail. People can view the images in their browser if you send them a URL or if they use a third-party website to browse photos.
It's quite flexible and a lot of fun sharing and commenting on other's photos. If you want to get more activity on your photos, you need to #tag them. Some people go overboard with obnoxious 20-30 tag posts.
Back to the filters. There are lots of people who love (and hate) those filters. I like the filters, but always take an unfiltered photo, then crop and sometimes use a filter in Instagram. In terms of the filter haters, I guess that shows that it's better to have a group of people that love your product and some that hate it, rather than a whole bunch of people who are just "OK" with it.
The API has also boosted Instagram's success, with YC's jazzychad and stammy producing picafight, among other apps.
The Instagram team just managed to produce something that got people's attention and build a community around it. It's not easy and requires some luck. With continued luck, they'll figure out how to monetize all that traffic.
Shameless self promotion -- yours truly in the NYT on Instgram: http://www.nytimes.com/2011/01/20/technology/personaltech/20...
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Or, with less snark: Instagram is fun. Using it makes me smile. Do I need a better reason?
"Starcraft::everything" isn't what he was asking about. He wanted to know about "Starcraft::All RTS Games".
He said it was quick, not that it was fun or easy. That's probably what he was missing in the top post. What is it specifically that makes it fun and easy?
It seems the differentiator is its own social network.
It does make wonder if apps built on FB or Twitter should usually also expose their own network so you can't be as easily commodified.
Even if it's actually not very special in any way, technically speaking.
Anecdotally, my friends who use Instagram typically verbify the word as well, e.g., "I'm going to Instagram this cup of coffee." That, to me, illustrates the brand penetration Instagram already has.
No offense to the company but I really hate this trend of filtered pictures. Am I the only one who prefers actual pictures rather then low quality "old looking" ones? I'm all for sharing pictures easily but keep them real!
Same argument applies to Guitar Hero. People may make the argument that they're not playing guitar and therefore should stop playing Guitar Hero, but many people find it fun. You can disagree with them, but that doesn't make it less fun.
Yes, there is, when they aren't being creative. When they're just choosing a cookie cutter, telling them they should feel creative is cheating them of the real thing.
1. Creativity is a man made concept and so by default is subjective. Who is to judge what's "creative" and what's not?
2. If filters - which could just be an analogy for a technology tool - has no place in "creativity", where do you draw the line? Pulled to the extreme, how about when I use photoshop, or a korg synthesizer, or an elaborate framework to make art, music, or programs?
3. It's a consumer entertainment app after all. People have fun with it. What gives?
Sometimes they take pictures of things I'm interested in or curious about, and the picture is obviously mangled compared to the original, and you can't make out as much detail as you'd like. Mangled in exactly the same way that thousands of other people mangle their photos: the first few times I saw it, I thought it was clever/cute, but then it got old, and now I loathe it.
I could see that being a common reaction! It's that or a computer screen.
It didn't show up in the Play store when I searched on my phone, but installing directly from the play web site worked.
Really poor downloading experience overall--took 10 minutes to get an app which I don't think is nearly as good as the iOS version. It's missing blur functionality, the filters don't seem to be as effective, and there are WAY too many unlabeled icons which you have to tap to figure out what they do.
<thing you want to search for> site:play.google.com
Not only are you much more likely to get what you're looking for, but the result links you get back will give you the option of opening the link in the Play Store [1] (through the magic of Intents), so you won't have lost anything in terms of integration.
I really, really, really don't understand why someone at Google hasn't chucked the default search in favor of a site search of play.google.com (or, back in the day, market.google.com). I used to be befuddled as to how Google, of all companies, couldn't implement a decent search for their app store. Now I'm amazed because they've also implemented a good one and just aren't using it!
[1] Presuming you're using an Intent-aware browser (e.g. Browser [best bet], Chrome, Dolphin not Firefox or Opera) and presuming you haven't picked a default for the browsing Intent. Though if either of those apply to you, you probably know how to work around it.
I'm just wondering, because the biggest App I have on my phone is Google Maps, which takes around 12Mb. The next one takes 6Mb at most. I know games heavy on graphics might take more, but a how does a photo App take so much?
Just curious.
They might also rely heavily on a non-java codebase, in which case they can't just use the built in libraries that most android apps can rely on.
Both Chrome and Firefox's mobile versions use a lot of space too. (Firefox is down to 20MB, but chrome is 50.)
And wow, apparently Google+ takes 30MB! Not sure what that app does that makes it larger than firefox...
I uninstalled it months ago, so I can't tell if it has great improvements. But from what I recall, it can be easily compared to... the Facebook app, for example. What is the purpose of those 20-ish Mb of difference between the two?
You would think Google would be making great and efficient apps with their own platform.
I've never thought about 13MB as a "big" app size, though. iPhoto is 100MB, for instance.
I'm using a Desire. Well known for being an awesome HTC phone with just one flaw: very little internal space. So, this sort of limitation has made me very aware of the space any app takes. I have a Galaxy Tab 10.1 with infinite space (compared to the Desire, anyway), where I put all the heavy apps. But I still check the app size before downloading, out of habit.
Also, as a developer myself I can't help but wonder what is inside an app and what makes one super lean and others so heavy. The same way I wonder why apps usually ask for a zillion permissions they don't need.
[1]: https://www.facebook.com/note.php?note_id=158809660835039
I'm actually surprised that no one else is curious about why some apps take 1Mb and others 10Mb and so on, or their contents in general. Sometimes it's because they have a ton of images, a little 3D engine or whatever. The replies about filters in this specific case make sense.
If I'm going to be using an app on a daily basis for an extended period of time, the speed concerns I care about are how long it takes the app to start up once launched, and how long it takes me to accomplish tasks. Over the lifetime of using an app, I'd argue that an extra two or three minutes in the app's initial download is little more than a rounding error.
But if we're talking about speed specifically, do you think a 10Mb app would be or load faster than a 1Mb one? This makes me wonder by the way... Does a non-optimized image (part of an app UI, not a photo) take longer to display in a mobile?
But I agree this is an annoying problem on low-end phones, and it used to be in 2010 as well for HTC phones. Google really needs to force manufacturers to leave at least 1 GB of internal storage for apps, even for the lowest end of phones. I understand that would add to the cost, and would slow down Android's domination in the feature phone market, but there needs to be at least some standardization for the benefit of both developers and users alike.
Instagram was more than a photo sharing app it was the largest iPhone users only social network.
For 1.5 days, users were unable to find us with a search for "zite" because google was silently correctly to "site". I estimate we lost between 70-90% of potential downloads during that timeframe.
http://developer.android.com/design/patterns/pure-android.ht...
Not that I even wanted to use it, but other photo making, photo editing, photo filtering and photo sharing apps work on my modest little smartphone. F.ex. Flickr, even the mobile Photoshop.
Note that I didn't say developers couldn't handle it, I said it's not always cost efficient to do so. If someone is still on Android <2.2 or if their device doesn't have enough memory, that's an Android issue. Android exclusively is the only platform to have devices with wildly varying system versions, RAM, and resolution.
I don't see anything in your post that even begins to make an argument against that. On the other hand, I've seen at least one post of a developer making a high profile exit from the Android community because of the differences.
It's not that Android is hard, it's that is harder, and for less return. Most mobile developers can't afford to buy every system to test on, and can't afford lengthy development and support cycles.
If they don't care, it's their problem and I'd have left after my first post, but pardon me, I'm tired of every comment like that where someone is trying to excuse developers by raising some Android cliches that there are too many phones around. There are apps more powerful than Instagram which work on my entry-level htc, theirs doesn't and it's their fault, not the OS, not the devices'.
http://developer.android.com/resources/dashboard/platform-ve...
Most Android developers starting new projects are not going to make any serious attempt to support your phone because it is out of date, even by the standards of the Android ecosystem.
Does it do that on Android too? If yes, the requirement might be on the GPU. Do the other apps on Android do it?
https://play.google.com/store/apps/details?id=com.instagram....
from your Android's phone browser and install from there.
I simply did google search for 'google play instagram' and and navigated to the first link.
Just gave it a try and it works as smoothly and plesantly as on my iPhone.
I have to wonder why they still don't have pull to refresh though.
http://techcrunch.com/2012/03/27/pull-to-refresh-the-patent/
I guess the hypothetical reality is more interesting than real life.
The reason that I can think of is because Instagram refreshes (or rather pulls in) an entire new batch of photos. The expected UX for pull to refresh is that usually builds new data on top of the previous data, ie: Twitter, instead of loading entire new batch.
http://android.cyrilmottier.com/?p=598 is a really nice blog about why it's an anti pattern on android (and no, it's not to be different from iOS).
Personally, I wouldn't ever use the product, but I'm glad to see that they've finally brought it to the Android platform after so long.
Most users use it because it is the OS that powers the phone that they thought best fit their needs when they bought it, not because they have any special loyalty to a 'community'.
Why wouldn't they flock to a popular service that lots of people say is fun?
https://play.google.com/store/apps/details?id=com.lightbox.a...
[1] - http://www.fastcompany.com/1824797/exclusive-hipstamatic-ins...
So annoying, riiight? Guys...?
scribbles this down
https://play.google.com/store/apps/details?id=com.instagram....
That, and I don't know anyone that uses it. I'm surrounded by iPhone users in the Midwest but I don't know a one of them that have used Instagram, most don't know what it is.
However, since I'm an Android user I could easily mistaken about this.