2026-04-19 01:52:56
Vittoria Benzine, at Artnet (via Oliver Thomas):
The singular American filmmaker Stanley Kubrick saw the little details. He even saw the future. But, most of all, he saw people, with all their quirks. Kubrick’s films, from Dr. Strangelove (1964) to The Shining (1980), offer proof of this — as do his earliest photos, produced during the 1940s. One new trove of 18 such images will get its first-ever outing next week, when Los Angeles-based Duncan Miller Gallery presents the find alongside works by contemporary photographer Jacqueline Woods at the Photography Show in New York. [...]
The photos are some of the earliest images that the director made for Look. “New York’s subway trains are a reading room on wheels, a lover’s lane and, after 11 p.m., a flophouse,” Kubrick’s subsequent photo essay accompanying his subway visions opined.
I’ve seen some of these before, but not all. (Which makes sense, if some of them have only now been discovered.)
Mia Moffet, writing for Museum of the City of New York back in 2012 (where you can see more of these photos):
As you can see below, with the exception of iPods and smart phones, activities on the train haven’t changed much in the last 66 years, including shoving one’s newspaper in everyone else’s faces.
My favorite:
(Here’s another from the same scene, moments apart.)
Moffet then quotes from this 1948 interview with young “Stan” Kubrick, regarding how he captured them:
Indoors he prefers natural light, but switches to flash when the dim light would restrict the natural movement of the subject. In a subway series he used natural light, with the exception of a picture showing a flight of stairs. “I wanted to retain the mood of the subway, so I used natural light,” he said. People who ride the subway late at night are less inhibited than those who ride by day. Couples make love openly, drunks sleep on the floor and other unusual activities take place late at night. To make pictures in the off-guard manner he wanted to, Kubrick rode the subway for two weeks. Half of his riding was done between midnight and six a.m. Regardless of what he saw he couldn’t shoot until the car stopped in a station because of the motion and vibration of the moving train. Often, just as he was ready to shoot, someone walked in front of the camera, or his subject left the train.
Kubrick finally did get his pictures, and no one but a subway guard seemed to mind. The guard demanded to know what was going on. Kubrick told him.
“Have you got permission?” the guard asked.
“I’m from LOOK,” Kubrick answered.
“Yeah, sonny,” was the guard’s reply, “and I’m the society editor of the Daily Worker.”
For this series Kubrick used a Contax and took the pictures at 1/8 second. The lack of light tripled the time necessary for development.
2026-04-19 00:48:37
Nicole Nguyen, writing for The Wall Street Journal (gift link):
Mac Minis with larger-capacity RAM chips — a base M4 model with 32GB of RAM, starting at $999, and the M4 Pro models with 64GB of RAM, starting at $1,999 — are “currently unavailable” on Apple.com. And estimated shipping wait times for any other Mini model start at about a month, and in some cases is up to 12 weeks. (This Mini scarcity extends to other retailers as well.)
The more powerful Mac Studio makes up an even smaller share of sales than the Mini — less than 1%, according to CIRP. But its high-memory configurations ($3,499 and up) are also unavailable, and more affordable variations show wait times of up to 12 weeks. Last month, Apple removed the Mac Studio’s mega upgrade — 512GB of RAM — which it had touted as “the most ever in a personal computer.”
Meanwhile, Apple can ship its most popular computer, the MacBook Pro, with 128GB of RAM ($5,099 and up) to your door in early May. MacBook Pro models with less RAM ship sooner, and almost all other Mac models we reviewed on Apple.com will arrive just days after they’re ordered.
Apple declined to comment on what’s happening with these AI-friendly systems, but analysts have three theories.
This situation is rather unusual, and I suspect Nguyen is correct is that it’s the result of a combination of factors, including a surge in demand from new “desktop AI” systems like OpenClaw. It’s rather remarkable that pretty much all of these desktop AI systems are Mac-exclusive, including the new Codex app from OpenAI (that’s based on Sky, the never-released AI automation app from the team behind Workflow, which Apple acquired and renamed Shortcuts). Some of these systems will surely arrive on other platforms eventually, but at the moment, they’re only on the Mac. They’re not on Windows, not on Linux, not on Android, and not on iOS. Just the Mac. That’s because the Mac is, and always has been, the best computer platform in the world. It just is. These systems can’t run on iPhones or iPads because those are baby computers. They just are. So if you want to jump in as an early adopter on desktop AI, it needs to be on a Mac. And if you want a headless always-on Mac to do it, the only options are a Mac Mini or Mac Studio.
Obviously Apple is nearing the release of M5-generation models for both the Mini and Studio. Perhaps those models are behind schedule, and Apple already tapered production of the old models. I think it’s just a question of whether we need to wait for WWDC in June, or if they’re going to drop in May.
2026-04-18 08:43:35
Apple Design:
Avoid pestering people. Repeated rating requests can be irritating, and may even negatively influence people’s opinion of your app. Consider allowing at least a week or two between requests, prompting again after people demonstrate additional engagement with your experience.
Prefer the system-provided prompt. iOS, iPadOS, and macOS offer a consistent, nonintrusive way for apps and games to request ratings and reviews. When you identify places in your experience where it makes sense to ask for feedback, the system checks for previous feedback and — if there isn’t any — displays an in-app prompt that asks for a rating and an optional written review. People can supply feedback or dismiss the prompt with a single tap or click; they can also opt out of receiving these prompts for all apps they have installed. The system automatically limits the display of the prompt to three occurrences per app within a 365-day period. For developer guidance, see
RequestReviewAction.
There are a lot of apps that eschew a lot of these guidelines. I mean, how do you avoid pestering people when the entire idea of an alert asking for a rating/review is, by nature, pestering? It’s an oxymoron, like saying “Don’t pester people when you pester them.”
I actually knew about the system setting to opt out of these prompts. On iOS it’s in Settings → Apps → App Store: In-App Ratings & Reviews. On MacOS, it’s in the App Store app’s Settings window. On both platforms, it’s on by default. This is one of several settings that I would change, personally, but choose not to, as a critic / pundit / know-it-all, so as to have more of the standard experience that most users get. If you’re annoyed by these prompts though, you should feel free to turn them off.
2026-04-18 08:31:16
I wrote yesterday:
And the apps that do the right thing — like Godier’s Current — and never solicit a review like a needy hustler are penalized.
On Mastodon, Steven Troughton-Smith responded:
Review prompts are the difference between a great app getting five positive reviews, and thousands of positive reviews. I would never recommend to a developer to not implement the APIs. It’s App Store Editorial suicide for most apps, since Apple tends to only pick things up when they have that body of review data.
I can see how my describing not prompting for reviews as “the right thing” looks like I’m suggesting developers should not prompt for reviews. That wasn’t my intention.
You have to play the game as the game stands, and Apple controls the game. And in the game as it stands, apps need 5-star reviews to gain traction in the App Store, perhaps especially so for apps in crowded categories. And for most apps, the only way to achieve that is through prompting. But the right thing to do, for the user experience in the app, is never to prompt for reviews.
That’s the problem with how Apple has set this up — to be competitive, apps need to do the wrong thing. I’m a competitive bastard. If I had an app in the App Store today, I’d probably prompt for reviews. I don’t begrudge developers who do it today. That’s the game. I admire developers who refuse to play this part of the game. It’s noble. But it’s not a winning strategy. I want Apple to fix the game — that’s the only real solution.
The system is so twisted that even Apple itself begs for these reviews from its own apps, even the system apps built into iOS. When else does Apple ever ask for anything? It looks needy and pathetic. Real Gil Gunderson vibes.
The funny thing is, this morning while I was reading the Mastodon thread with Troughton-Smith’s post, Ivory prompted me for a rating. Which I dutifully submitted. 5 stars, of course. Which brings me to another follow-up point. A few readers have emailed to object to the argument that it hurts developers to give apps anything short of a 5-star rating. (A few of these readers are from Germany, no surprise.) It’s logical, I agree, that a 4-star rating ought to be considered fair and just for a good app with obvious room for improvement. But anything short of 5 stars pulls down any good app’s average, because the overwhelming majority of users who rate apps only ever assign 5 stars for apps they like, or 1 star for apps they’re angry about. In a system where the overwhelming majority of users only ever assigns 1 or 5 stars, assigning 4 stars is effectively a mildly negative review. That sucks. Apple should fix it. But until they do (which, let’s face it, they probably won’t), obstinately ignoring that this is how App Store ratings work does not help good apps get the attention you think you’re helping them get with a 4-star rating.
2026-04-17 09:00:26
Terry Godier:
For example, if you have a 4.1 star rating in the App Store, any 4 star review is going to decrease that average. In other words, leaving a 4 star review is essentially leaving a negative review. [...]
You will see a lot of 4 star reviews that say things like, “This is my favorite app!” or “Gamechanger!” The apps that tend to have these types of reviews are often over a 4.0 in the store and are being actively harmed average-wise by having them, even though the intent was clearly not to do so.
Problem #1 is that star-rating systems absolutely suck for aggregation. If you’re going to collect and average ratings from users, the system that works best is binary: thumbs-up or thumbs-down. Netflix switched from stars to thumbs in 2017, and YouTube switched all the way back in 2009. The App Store should switch to thumbs.
The logical endpoint of apps optimizing for a 5 star review invalidates the system as meaningful on the store. The system becomes a better representation of the sophistication at review prompt execution than it does an accurate reflection of app product quality. The incentive isn’t to create an actual 5 star app, but rather to create a robust system that transmits only 5 star reviews.
Problem #2 is that even if the App Store switched from stars to thumbs, the system would still be gamified by developers, rewarding, as Godier aptly puts it, not the best apps but instead the apps that are best at “review prompt execution”. Apple should remove the APIs that allow apps to prompt for reviews, and forbid the practice of prompting for them. Nothing good, and much bad, comes from these prompts. Imagine being in a restaurant, and in the middle of your entree, the server comes to your table and hands you an iPad and asks you to rate the joint on Yelp. That’s what using most apps is like. And the apps that do the right thing — like Godier’s Current — and never solicit a review like a needy hustler are penalized.
Every time I see one of these prompts it’s like getting hit up by a panhandler — and some of the prompts come from Apple’s own apps. It’s all so greasy. One of the advantages of a walled garden ought to be keeping panhandlers and solicitors out.
2026-04-17 08:10:09
Sarah Perez, writing for TechCrunch:
If you’ve been on TikTok this year, you’ve more than likely encountered ads for Freecash. The app has been marketed as a way to make money just by scrolling TikTok — and jumped to the top of the app stores in recent months, peaking at the No. 2 position in the U.S. App Store.
In truth, Freecash pays users to play mobile games — all the while collecting a heaping amount of sensitive data, according to cybersecurity company Malwarebytes. [...]
On Monday, after being contacted by TechCrunch for comment, Apple pulled Freecash from its App Store. As of Monday afternoon, the app was still listed in the Google Play store. (It has since been removed).
As I have repeatedly written, it boggles my mind why Apple doesn’t have an App Store “bunco squad” that targets scam and fraud apps that are popular and/or high-grossing. It’s folly to think that the App Store could ever be completely free of scam apps. But it’s absurd that this app Freecash rose to #2 in the App Store, with millions of downloads, and Apple only took a look at and removed it after TechCrunch asked about the app.
Pieter Arntz, writing at Malwarebytes:
The landing pages featured TikTok and Freecash logos and invited users to “get paid to scroll” and “cash out instantly,” implying a simple exchange of time for money. Those claims were misleading enough that TikTok said the ads violated its rules on financial misrepresentation and removed some of them.
Once you install the app, the promised TikTok paycheck vanishes. Instead, Freecash routes you to a rotating roster of mobile games — titles like Monopoly Go and Disney Solitaire — and offers cash rewards for completing time‑limited in‑game challenges. Payouts range from a single cent for a few minutes of daily play up to triple‑digit amounts if you reach high levels within a fixed period.
The whole setup is designed not to reward scrolling, as it claims, but to funnel you into games where you are likely to spend money or watch paid advertisements.
Dystopian. And it’s gross that the follow-the-money chain here ultimately leads to pay-to-win games from established brands like Hasbro (Monopoly Go) and, of all companies, Disney (Disney Solitaire). Look at these games’ App Store listings, and you’ll see: (a) their in-app purchases are clearly meant to capitalize on addicts, and (b) their privacy report cards are appalling. And Apple is taking 30 percent of all this. Honest to god, how would it be any worse if Apple started selling cigarettes in its retail stores? Because there’d be butts to clean up outside the glass doors?