Preface
The personal computer (PC), which first hit the market over 30 years ago, has undergone tectonic changes that, in turn, launched the PC era. PCs were primarily used in the workplace where software was simple and optimized for use with the keyboard; touching a screen was unheard of until recently. Slowly computers began creeping into the home and many users didn’t know what to do with them; they were glorified typewriters.
When PCs started connecting to the Internet, possibilities reached a new level, which had a snowball effect. It allowed academia to share research; it spawned new means of communication from email and online chat to social networking, captivating the minds of people young and old. Soon consumers started using laptops and unplugging from the conventional desktop setting.
This shift had little impact on applications, but helped define a new wave of form factors in phones, tablets, and slates. Eventually, users started demanding more and we ushered in a new era, the modern consumer era. We are all modern consumers, not only consumers of goods, but consumers of information. We are constantly connected through the use of mobile devices as well as more traditional computers. Whatever type of device, be it static or mobile, content is synchronized and up-to-date. These new devices are used as gaming machines and personal entertainment centers, and they are replacing books and magazines for many avid readers.
Today, consumers expect developers to create apps where ...