Showing posts with label Google Services. Show all posts
Showing posts with label Google Services. Show all posts

Improvements to Sign-In with Google Play services 8.3

Posted by Laurence Moroney, Developer Advocate



With Google Play services 8.3, we’ve been hard at work to provide a greatly improved sign-in experience for developers that want to build apps that sign their users in with Google. To help you better understand some of these changes, this is the first in a series of blog posts about what’s available to you as a developer. In this post, we’ll discuss the changes to the user experience, and how you can use them in your app, as well as updates to the API to make coding Sign-In with Google more straightforward. On Android Marshmallow, this new Sign-In API has removed any requirement for device permissions, so there is no need to request runtime access to the accounts on the device, as was the case with the old API.



User Experience Improvements


We’ve gotten lots of feedback from developers about the user experience of using Google’s social sign-in button. Many of you noted that it took too many steps and was confusing for users. Typically, the experience is that the user touches a sign in button, and they are asked to choose an account. If that account doesn’t have a Google+ profile, they need to create one, and after that they have to give permissions based on the type of information that the app is asking for. Finally, they get to sign in to the app.



With the new API, the default set of permissions that the app requests has been reduced to basic profile information and optionally email address as demonstrated here. This introduces opportunities for much streamlined user experience: the first improvement here is in the presentation of the button itself. We had received feedback that the Google+ branding on the Sign-In button made it feel like the user would need to share Google+ data, which most apps don’t use. As such, the SignInButton has been rebranded with the reduced scopes -- it now reads ‘Sign In with Google’, and follows the standard Google branding for use with basic profile information.





After this, the user flow is also more straightforward. Instead of subsequent screens where a Google account is picked based on the email addresses registered on the device, followed by a potential ‘Create Google+ Profile’ dialog, followed by a permissions consent dialog, like this:










The user experience has changed to a single step, where the user chooses their account and gives consent. If they don’t have a Google+ profile, they don’t need to create one, eliminating that step. Additional consent dialogs come later, and are best requested in context so that the user understand why you might ask for access to their calendar or contact, and they are only prompted at the time that this data is needed.












We hope that a streamlined, one-tap, non-social sign-in option with additional OAuth permissions requested in context will help improve your sign-in rates and make it a breeze to sign-in with Google.



Check out some live apps that use the new API, including Instacart, NPR One, and Bring!











In the next post we’ll build on this by looking at some of the changes in the API to make coding apps that use Sign-In with Google even easier.



Developer tips for success with Player Analytics and Google Play games services

Posted by, Lily Sheringham, Developer Marketing at Google Play



Editor’s note: As part of our series featuring tips from developers, we spoke to some popular game developers to find out how they use Player Analytics and Google Play game services to find success on Google Play. - Ed.



Google Play games services, available in the Developer Console, allows you to add features such as achievements and leaderboards to your games. Google Play games services provides Player Analytics, a free games-specific analytics tool, in the Developer Console Game services tab. You can use the reports to understand how players are progressing, spending, and churning backed by a data-driven approach.





Bombsquad grows revenue by 140% per user with Player Analytics



Independent developer Eric Froemling, initially created the game Bombsquad as a hobby, but now relies on it as his livelihood. Last year, he switched the business model of the game from paid to free-to-play. By using Player Analytics, he was able to improve player retention and monetization in the game, achieving a 140% increase in the average revenue per daily active user (ARPDAU).



Watch the video below to learn how Eric uses Player Analytics and the Developer Console to improve gamers’ experience, while increasing retention and monetization.













Tips from Auxbrain for success with Google Play games services



Kevin Pazirandeh, founder and CEO of games developer Auxbrain, creator of Zombie Highway, provides insight into how they use Google Play games services, and comments:



“While there are a few exceptions, I have not run into a better measure of engagement, and perhaps more importantly, a measure for change in engagement, than the retention table. For the uninitiated, a daily retention table gives you the % of players who return on the nth day after their first play. Comparing retention rates of two similar games can give you an immediate signal if you are doing something right or wrong.”



Kevin shares his top tips on how to best use the analytics tools in Google Play games services:



  1. You get Player Analytics for free - If you’ve implemented Google Play game services in your games, check out Player Analytics under Game services in the Developer Console, you’ll find you are getting analytics data already.


  2. Never assume change is for the better - Players may not view changes in your game as the improvement you had hoped they were. So when you make a change, have a strategy for measuring the result. Where you cannot find a way to measure the change’s impact with Player Analytics, consider not making it and prioritize those changes you can measure.


  3. Use achievements and events to track player progress - If you add achievements or events you can use the Player progression report or Event viewer to track player progress. You’ll quickly find out where players are struggling or churning, and can look for ways to help move players on.


  4. Use sign-in to get more data - The more data about player behavior you collect, the more meaningful the reports in Player Analytics become. The best way to increase the data collected is to get more players signed-in. Auto sign-in players, and provide a Play game services start point on the first screen (after any tutorial flow) for those that don’t sign-in first time.


  5. Track your player engagement with Retention tables - The Retention table report lets you see where players are turning away, over time. Compare retention before and after changes to understand their impact, or between similar games to see if different designs decisions are turning players away earlier or later.


Get started with Google Play Games Services or learn more about products and best practices that will help you grow your business on Google Play globally.

What’s new in Google Play services 8.3

Posted by Laurence Moroney, Developer Advocate



We’re delighted to announce the availability of Google Play services 8.3. There’s a lot of new information to share with you about what’s available to you in this release.



A big part of this release is focused on user identity. We’ve revamped the Sign In with Google APIs to make implementation simpler and provide users a streamlined experience. First off, the new Google Sign-In no longer requires the device accounts permissions, a big win when you start to develop for Marshmallow. The API also supports the latest Google branding. When using Google Play services 8.3, you’ll find a SignInButton that looks like this with the default scopes:






Previously, users would have to touch a sign in button, and then follow several steps (i.e. selecting account, giving permission to access profile information, and possibly needing to create a Google+ account). With Google Play services 8.3, only one tap is needed for basic profile access.






You can check out the documentation for the new API here.



And to make signing in easier across devices, whether you use Google Sign-In or still have password-based authentication, the Smart Lock APIs received some important updates. We’ve added a new API method to show a dialog that helps your user select a previously-used email address to pre-fill sign in or up forms easily: check out getHintPicker (sample code). This doesn’t require any device permissions and provides an alternative to a picker you may have previously populated from accounts on the device, which would now require a runtime permission with Marshmallow.



You can use this hint information to populate an entire sign-up form with name, email address, and profile picture with one tap, or even direct the user into a sign-in or sign-up flow intelligently based on their email address. Better yet, if the entry the user picked matches an account on the device, Google can provide a verified email address in the hint, which you can use to skip email verification and authenticate the user if your system can support ID tokens, similar to Google Sign-In.



For determining location, Google Play services provides a Fused Location Provider (FLP) which abstracts the underlying location sensors, such as GPS, WiFi, and the cell radio signal, into a single easy-to-use API. We’ve made some improvements to the FLP when it comes to batching. Prior to version 8.3, the batch location APIs would allow the FLP to save power by consolidating network traffic, but when an app removed a batching location request, the batch would be cleared. You may not want this behavior, so we’ve added an API that can return any batched locations immediately. Check the flushLocations and removeLocationUpdates method calls on the FusedLocationProviderApi for more details.







App Invites is a technology that enables your users to share your app with people they know. If you build using App Invites, Google Play services 8.3 has an update that will make coding much simpler. Now, you can use the AppInvite.AppInviteApi.getInvitation() method. This will set up a ResultCallback that you can use to launch your deep link activity, drastically simplifying your code.

The Play game services Player Stats API also gets an update. The latest version now includes a new signal for the probability that a player is about to churn. Developers can use this signal to offer special promotions to improve retention. For example, a developer could provide a discount on a power-up for players that are at risk of churning.



Finally, if you are developing for wearables, you’ll know that battery life and optimization of power usage are critical in having a great user experience. With Google Play services 8.3, we’ve updated the DataApi to allow for urgency in how data items are synced. Now, a priority can be added to the data item to determine when it should be synced. For example, if you are building an app that requires immediate syncing, such as a remote control app, it can still be done immediately by calling setUrgent(), but for something such as updating your contacts, you could tolerate some delay. Non-urgent DataItems may be delayed for up to 30 minutes, but you can expect that in most cases they will be delivered within a few minutes. Low priority is now the default, so setUrgent() is needed to obtain the previous timing.



Filter support has been added to listeners in the Android Wear API, allowing listeners to only receive a subset of changes on both phones and watches. Listeners registered in the Android manifest should be filtered to only receive events that require launching the process, with the remaining events being delivered to live listeners added via methods such as addListener(). This reduces the need for listeners to filter out uninteresting events, making applications and the system more efficient.



That’s it for this release of Google Play services. To learn more, visit the Google Developers site.

Barcode Detection in Google Play services

Posted by Laurence Moroney, Developer Advocate



With the release of Google Play services 7.8 we’re excited to announce that we’ve added new Mobile Vision APIs which provides the Barcode Scanner API to read and decode a myriad of different barcode types quickly, easily and locally.



Barcode detection


Classes for detecting and parsing bar codes are available in the com.google.android.gms.vision.barcode namespace. The BarcodeDetector class is the main workhorse -- processing Frame objects to return a SparseArray<Barcode> types.



The Barcode type represents a single recognized barcode and its value. In the case of 1D barcode such as UPC codes, this will simply be the number that is encoded in the barcode. This is available in the rawValue property, with the detected encoding type set in the format field.



For 2D barcodes that contain structured data, such as QR codes, the valueFormat field is set to the detected value type, and the corresponding data field is set. So, for example, if the URL type is detected, the constant URL will be loaded into the valueFormat, and the URL property will contain the desired value. Beyond URLs, there are lots of different data types that the QR code can support -- check them out in the documentation here.



When using the API, you can read barcodes in any orientation. They don’t always need to be straight on, and oriented upwards!



Importantly, all barcode parsing is done locally, making it really fast, and in some cases, such as PDF-417, all the information you need might be contained within the barcode itself, so you don’t need any further lookups.



You can learn more about using the API by checking out the sample on GitHub. This uses the Mobile Vision APIs along with a Camera preview to detect both faces and barcodes in the same image.



Supported Bar Code Types


The API supports both 1D and 2D bar codes, in a number of sub formats.



For 1D Bar Codes, these are:


EAN-13

EAN-8

UPC-A

UPC-E

Code-39

Code-93

Code-128

ITF

Codabar



For 2D Bar Codes, these are:


QR Code

Data Matrix

PDF 417



Learn More


It’s easy to build applications that use bar code detection using the Barcode Scanner API, and we’ve provided lots of great resources that will allow you to do so. Check them out here:



Follow the Code Lab



Read the Mobile Vision Documentation



Explore the sample



Exercise or Games? Why Not Both!

Posted by Alice Ching, Google Engineer



We are pleased to announce the release of Games in Motion, an open source game sample to demonstrate how developers can make fun games using Google Fit and Android Wear. Do you ever go on a jog and feel like there is a lack of incentive to help you run better? What if you were a secret agent and had to use your speed and your nifty gadget to complete missions?
















With Games in Motion, you can enhance your exercise with missions and actions on your Android Wear device, while logging your jogs to the cloud.





Games in Motion is written in Java programming language using Android Studio. It demonstrates multiple Android technologies.



  • Android Wear bridges notifications from a phone or tablet to a paired Android Wear device. The notifications are stacked so we can show multiple stats at the same time.

  • Google Fit API collects and processes fitness data and sessions. This allows us to use the fitness data to show user progress. All exercise sessions done in Games in Motion will be recorded to Google Fit as well.

  • Google Play Games Services is used to create and unlock achievements.

  • Several different Android audio APIs are integrated.


  • JUnit tests are present for the data-driven parser, which demonstrates how unit testing can be done within Android Studio.


You can download the latest open source release from GitHub. We hope to inspire similar Android games, where multiple different form factors are combined for a fun experience.

Integrate Play data into your workflow with data exports

Posted by Frederic Mayot, Google Play team



The Google Play Developer Console makes a wealth of data available to you so you have the insight needed to successfully publish, grow, and monetize your apps and games. We appreciate that some developers want to access and analyze their data beyond the visualization offered today in the Developer Console, which is why we’ve made financial information, crash data, and user reviews available for export. We're now also making all the statistics on your apps and games (installs, ratings, GCM usage, etc.) accessible via Google Cloud Storage.



New Reports section in the Google Play Developer Console



We’ve added a Reports tab to the Developer Console so that you can view and access all available data exports in one place.






A reliable way to access Google Play data



This is the easiest and most reliable way to download your Google Play Developer Console statistics. You can access all of your reports, including install statistics, reviews, crashes, and revenue.



Programmatic access to Google Play data



This new Google Cloud Storage access will open up a wealth of possibilities. For instance, you can now programmatically:



  • import install and revenue data into your in-house dashboard

  • run custom analysis

  • import crashes and ANRs into your bug tracker

  • import reviews into your CRM to monitor feedback and reply to your users



Your data is available in a Google Cloud Storage bucket, which is most easily accessed using gsutil. To get started, follow these three simple steps to access your reports:



  1. Install the gsutil tool.


    • Authenticate to your account using your Google Play Developer Console credentials.


  2. Find your reporting bucket ID on the new Reports section.


    • Your bucket ID begins with: pubsite_prod_rev (example:pubsite_prod_rev_1234567890)


  3. Use the gsutil ls command to list directories/reports and gsutil cp to copy the reports. Your reports are organized in directories by package name, as well as year and month of their creation.



Read more about exporting report data in the Google Play Developer Help Center.



Note about data ownership on Google Play and Cloud Platform: Your Google Play developer account is gaining access to a dedicated, read-only Google Cloud Storage bucket owned by Google Play. If you’re a Google Cloud Storage customer, the rest of your data is unaffected and not connected to your Google Play developer account. Google Cloud Storage customers can find out more about their data storage on the terms of service page.

There's a lot to explore with Google Play services 7.3

gps


Posted by Ian Lake, Developer Advocate



Today, we’re excited to give you new tools to build better apps with the rollout of Google Play services 7.3. With new Android Wear APIs, the addition of nutrition data to Google Fit, improvements to retrieving the user’s activity and location, and better support for optional APIs, there’s a lot to explore in this release.



Android Wear



Google Play services 7.3 extends the Android Wear network by enabling you to connect multiple Wear devices to a single mobile device.



While the DataApi will automatically sync DataItems across all nodes in the Wear network, the directed nature of the MessageApi is faced with new challenges. What node do you send a message to when the NodeApi starts showing multiple nodes from getConnectedNodes()? This is exactly the use case for the new CapabilityApi, which allows different nodes to advertise that they provide a specific functionality (say, the phone node being able to download images from the internet). This allows you to replace a generic NodeListener with a more specific CapabilityListener, getting only connection results and a list of nodes that have the specific functionality you need. We’ve updated the Sending and Receiving Messages training to explore this new functionality.



Another new addition for Android Wear is the ChannelApi, which provides a bidirectional data connection between two nodes. While assets are the best way to efficiently add binary data to the data layer for synchronization to all devices, this API focuses on sending larger binary data directly between specific nodes. This comes in two forms: sending full files via the sendFile() method (perfect for later offline access) or opening an OutputStream to stream real time binary data. We hope this offers a flexible, low level API to complement the DataApi and MessageApi.



We’ve updated our samples with these changes in mind so go check them out here!



Google Fit



Google Fit makes building fitness apps easier with fitness specific APIs on retrieving sensor data like current location and speed, collecting and storing activity data in Google Fit’s open platform, and automatically aggregating that data into a single view of the user’s fitness data.



To make it even easier to retrieve up-to-date information, Google Play Services 7.3 adds a new method to the HistoryApi: readDailyTotal(). This automatically aggregates data for a given DataType from midnight on the current day through now, giving you a single DataPoint. For TYPE_STEP_COUNT_DELTA, this method does not require any authentication, making it possible to retrieve the current number of steps for today from any application whether on mobile devices or on Android Wear - great for watch faces!



Google Fit is also augmenting its existing data types with granular nutrition information, including protein, fat, cholesterol, and more. By leveraging these details about the user’s diet, developers can help users stay more informed about their health and fitness.



Location



LocationRequest is the heart of the FusedLocationProviderApi, encapsulating the type and frequency of location information you’d like to receive. An important, but small change to LocationRequest is the addition of a maximum wait time for location updates via setMaxWaitTime(). By using a value at least two times larger than the requested interval, the system can batch location updates together, reducing battery usage and, on some devices, actually improving location accuracy.



For any ongoing location requests, it is important to know that you will continue to get good location data back. The SettingsApi is still incredibly useful for confirming that user settings are optimal before you put in a LocationRequest, however, it isn’t the best approach for continual monitoring. For that, you can use the new LocationCallback class in place of your existing LocationListener to receive LocationAvailability updates in addition to location updates, giving you a simple callback whenever settings might have changed which will affect the current set of LocationRequests. You can also use FusedLocationProviderApi’s getLocationAvailability() to retrieve the current state on demand.



Connecting to Google Play services


One of the biggest benefits of GoogleApiClient is that it provides a single connection state, whether you are connecting to a single API or multiple APIs. However, this made it hard to work with APIs that might not be available on all devices, such as the Wearable API. This release makes it much easier to work with APIs that may not always be available with the addition of an addApiIfAvailable() method ensuring that unavailable APIs do not hold up the connection process. The current state for each API can then be retrieved via getConnectionResult(), giving you a way to check at runtime whether an API is available and connected.



While GoogleApiClient’s connection process already takes care of checking for Google Play services availability, if you are not using GoogleApiClient, you’ll find many of the static utility methods in GooglePlayServicesUtil such as isGooglePlayServicesAvailable() have now been moved to the singleton GoogleApiAvailability class. We hope the move away from static methods helps you when writing tests, ensuring your application can properly handle any error cases.



SDK is now available!


Google Play services 7.3 is now available: get started with updated SDK now!



To learn more about Google Play services and the APIs available to you through it, visit the Google Play services section on the Android Developer site.





Drive app installs through App Indexing

Posted by Lawrence Chang, Product Manager



You’ve invested time and effort into making your app an awesome experience, and we want to help people find the great content you’ve created. App Indexing has already been helping people engage with your Android app after they’ve installed it — we now have 30 billion links within apps indexed. Starting this week, people searching on Google can also discover your app if they haven’t installed it yet. If you’ve implemented App Indexing, when indexed content from your app is relevant to a search done on Google on Android devices, people may start to see app install buttons for your app in search results. Tapping these buttons will take them to the Google Play store where they can install your app, then continue straight on to the right content within it.



App installs through app indexing


With the addition of these install links, we are starting to use App Indexing as a ranking signal for all users on Android, regardless of whether they have your app installed or not. We hope that Search will now help you acquire new users, as well as re-engage your existing ones. To get started, visit g.co/AppIndexing and to learn more about the other ways you can integrate with Google Search, visit g.co/DeveloperSearch.



Enable your messaging app for Android Auto

Posted by Joshua Gordon, Developer Advocate



What if there was a way for drivers to stay connected using your messaging app, while keeping their hands on the wheel and eyes on the road?



Android Auto helps drivers stay connected, but in a more convenient way that's integrated with the car. It eliminates the need to type and read messages by replacing these activities with a voice controlled interface.



Enabling your messaging app to work with Android Auto is easy. Developers like Skype and textPlus have already done so. Check out this DevByte for an overview of the messaging APIs, and see the developer training guide for a deep dive. Read on for a look at the key steps involved.






Message notifications on the car’s display



When an Android 5.0+ phone is connected to a compatible car, users receive incoming message notifications from Auto-enabled apps on the car’s head unit display. Your app runs on the phone, but is controlled by the car. To learn more about how this works, watch the Introduction to Android Auto DevByte.





A new message notification from Skype



If your app already uses notifications to alert the user to incoming messages, it’ll be easy to extend these for Auto. It takes just a few lines of code, and you won’t have to change how your app works on the phone.



There are a couple small differences between message notifications on Auto vs. a phone. On Auto, a preview of the message content isn’t shown, because messaging is driven entirely by voice. Second, message notifications are backed by a conversation object. This is simply a collection of unread messages from a particular sender.



Decorate your notification with the CarExtender to add support for the car. Next, use the UnreadConversation.Builder to create a conversation, and populate it by iterating over your app's unread messages (from a certain sender) and adding them to the conversation. Pass your conversation object to the CarExtender, and you’re done!



Tap to hear messages



Tapping on a message notification plays it back on the car's sound system, via text to speech. This is handled automatically by the framework; no additional code is required. Pretty cool, right?



In order to know when the user hears a message, you provide a PendingIntent that’s triggered by the system. That’s one of just two intents you’ll need to handle to enable your app for Auto.



Reply by voice



Voice control is the real magic of Android Auto. Users reply to messages by speaking, via voice recognition. This is far faster and more natural than typing.



Enabling this functionality is as simple as adding a RemoteInput instance to your conversation objects, before you issue the notification. Speech recognition is handled entirely by the framework. The recognition result is delivered to your app as a plain text string via a second PendingIntent.




Replying to a message from textPlus by voice.



Next Steps



Make your messaging app more natural to use in the car by enabling it for Android Auto. Now drivers can stay connected, without typing or reading messages. It just takes a few lines of code. To learn more visit developer.android.com/auto

Power Great Gaming with New Analytics from Play Games

By Ben Frenkel, Google Play Games team



A few weeks ago at the Game Developers Conference (GDC), we announced Play Games Player Analytics, a new set of free reports to help you manage your games business and understand in-game player behavior. Today, we’re excited to make these new tools available to you in the Google Play Developer Console.



Analytics is a key component of running a game as a service, which is increasingly becoming a necessity for running a successful mobile gaming business. When you take a closer look at large developers that do this successfully, you find that they do three things really well:


  • Manage their business to revenue targets

  • Identify hot spots in their business metrics so they can continuously focus on the game updates that will drive the most impact

  • Use analytics to understand how players are progressing, spending, and churning


“With player engagement and revenue data living under one roof, developers get a level of data quality that is simply not available to smaller teams without dedicated staff. As the tools evolve, I think Google Play Games Player Analytics will finally allow indie devs to confidently make data-driven changes that actually improve revenue.”



Kevin Pazirandeh
Developer of Zombie Highway 2



With Player Analytics, we wanted to make these capabilities available to the entire developer ecosystem on Google Play in a frictionless, easy-to-use way, freeing up your precious time to create great gaming experiences. Small studios, including the makers of Zombie Highway 2 and Bombsquad, have already started to see the benefits and impact of Player Analytics on their business.



Further, if you integrate with Google Play game services, you get this set of analytics with no incremental effort. But, for a little extra work, you can also unlock another set of high impact reports by integrating Google Play game services Events, starting with the Sources and Sinks report, a report to help you balance your in-game economy.



If you already have a game integrated with Google Play game services, go check out the new reports in the Google Play Developer Console today. For everyone else, enabling Player Analytics is as simple as adding a handful of lines of code to your game to integrate Google Play game services.



Manage your business to revenue targets



Set your spend target in Player Analytics by choosing a daily goal



To help assess the health of your games business, Player Analytics enables you to select a daily in-app purchase revenue target and then assess how you're doing against that goal through the Target vs Actual report depicted below. Learn more.




Identify hot spots using benchmarks with the Business Drivers report



Ever wonder how your game’s performance stacks up against other games? Player Analytics tells you exactly how well you are doing compared to similar games in your category.



Metrics highlighted in red are below the benchmark. Arrows indicate whether a metric is trending up or down, and any cell with the icon can be clicked to see more details about the underlying drivers of the change. Learn more.



Track player retention by new user cohort




In the Retention report, you can see the percentage of players that continued to play your game on the following seven days after installing your game.



Learn more.



See where players are spending their time, struggling, and churning with the Player Progression report



Measured by the number of achievements players have earned, the Player Progression funnel helps you identify where your players are struggling and churning to help you refine your game and, ultimately, improve retention. Add more achievements to make progression tracking more precise.



Learn more.


Manage your in-game economy with the Sources and Sinks report



The Sources and Sinks report helps you balance your in-game economy by showing the relationship between how quickly players are earning or buying and using resources.


For example, Eric Froemling, one man developer of BombSquad, used the Sources & Sinks report to help balance the rate at which players earned and spent tickets.



Read more about Eric’s experience with Player Analytics in his recent blog post.



To enable the Sources and Sinks report you will need to create and integrate Play game services Events that track sources of premium currency (e.g., gold coins earned), and sinks of premium currency (e.g., gold coins spent to buy in-app items).



Developing audio apps for Android Auto

Posted by Joshua Gordon, Developer Advocate



Have you ever wanted to develop apps for the car, but found the variety of OEMs and proprietary platforms too big of a hurdle? Now with Android Auto, you can target a single platform supported by vehicles coming soon from 28 manufacturers.



Using familiar Android APIs, you can easily add a great in-car user experience to your existing audio apps, with just a small amount of code. If you’re new to developing for Auto, watch this DevByte for an overview of the APIs, and check out the training docs for an end-to-end tutorial.






Playback and custom controls
















Custom playback controls on NPR One and iHeartRadio.



The first thing to understand about developing audio apps on Auto is that you don’t draw your user interface directly. Instead, the framework has two well-defined UIs (one for playback, one for browsing) that are created automatically. This ensures consistent behavior across audio apps for drivers, and frees you from dealing with any car specific functionalities or layouts. Although the layout is predefined, you can customize it with artwork, color themes, and custom controls.



Both NPR One and iHeartRadio customize their UI. NPR One adds controls to mark a story as interesting, to view a list of upcoming stories, and to skip to the next story. iHeartRadio adds controls to favorite stations and to like songs. Both apps store user preferences across form factors.



Because the UI is drawn by the framework, playback commands need to be relayed to your app. This is accomplished with the MediaSession callback, which has methods like onPlay() and onPause(). All car specific functionality is handled behind the scenes. For example, you don’t need to be aware if a command came from the touch screen, the steering wheel buttons, or the user’s voice.



Browsing and recommendations

















Browsing content on NPR One and iHeartRadio.



The browsing UI is likewise drawn by the framework. You implement the MediaBrowserService to share your content hierarchy with the framework. A content hierarchy is a collection of MediaItems that are either playable (e.g., a song, audio book, or radio station) or browsable (e.g., a favorites folder). Together, these form a tree used to display a browsable menu of your content.



With both apps, recommendations are key. NPR One recommends a short list of in-depth stories that can be selected from the browsing menu. These improve over time based on user feedback. iHeartRadio’s browsing menu lets you pick from favorites and recommended stations, and their “For You” feature gives recommendations based on user location. The app also provides the ability create custom stations, from the browsing menu. Doing so is efficient and requires only three taps (“Create Station” -> “Rock” -> “Foo Fighters”).



When developing for the car, it’s important to quickly connect users with content to minimize distractions while driving. It’s important to note that design considerations on Android Auto are different than on a mobile device. If you imagine a typical media player on a phone, you may picture a browsable menus of “all tracks” or “all artists”. These are not ideal in the car, where the primary focus should be on the road. Both NPR One and iHeartRadio provide good examples of this, because they avoid deep menu hierarchies and lengthy browsable lists.



Voice actions for hands free operation



Voice actions (e.g., “Play KQED”) are an important part of Android Auto. You can support voice actions in your app by implementing onPlayFromSearch() in the MediaSession.Callback. Voice actions may also be used to start your app from the home screen (e.g., “Play KQED on iHeartRadio”). To enable this functionality, declare the MEDIA_PLAY_FROM_SEARCH intent filter in your manifest. For an example, see this sample app.



Next steps



NPR One and iHeartRadio are just two examples of great apps for Android Auto today. They feel like a part of the car, and look and sound great. You can extend your apps to the car today, too, and developing for Auto is easy. The framework handles the car specific functionalities for you, so you’re free to focus on making your app special. Join the discussion at http://g.co/androidautodev if you have questions or ideas to share. To get started on your app, visit developer.android.com/auto.



Hello Places API for Android and iOS!



Posted by Jen Kovnats Harrington, Product Manager, Google Maps APIs



Originally posted to Google Geo Developers blog



People don’t think of their location in terms of coordinates on a map. They want context on what shops or restaurants they’re at, and what’s around them. To help your apps speak your users’ language, we’re launching the Places API for Android, as well as opening a beta program for the Places API for iOS.



The Places API web service and JavaScript library have been available for some time. By providing native support for Android and iOS devices, you can optimize the mobile experience with the new APIs by taking advantage of the device’s location signals.



The Places APIs for Android and iOS bridge the gap between simple geographic locations expressed as latitude and longitude, and how people associate location with a known place. For example, you wouldn’t tell someone you were born at 25.7918359,-80.2127959. You’d simply say, “I was born in Jackson Memorial Hospital in Miami, Florida.” The Places API brings the power of Google’s global places database into your app, providing more than 100 million places, like restaurants, local businesses, hotels, museums, and other attractions.





Key features include:



  • Add a place picker: a drop-in UI widget that allows your users to specify a place

  • Get the place where the user is right now

  • Show detailed place information, including the place’s name, address, phone number, and website

  • Use autocomplete to save your users time and frustration typing out place names, by automatically completing them as they type

  • Make your app stand out by adding new places that are relevant to your users and seeing the places appear in Google's Places database

  • Improve the map around you by reporting the presence of a device at a particular place.


To get started with the Places API for Android, watch this DevByte, check out the developer documentation, and play with the demos. To apply for the Places API for iOS beta program, go here.



Google Play services 7.0 - Places Everyone!

gps


Posted by Ian Lake, Developer Advocate



Today, we’re bringing you new tools to build better apps with the completion of the rollout of Google Play services 7.0. With this release, we’re delivering improvements to location settings experiences, a brand new API for place information, new fitness data, Google Play Games, and more.



Location Settings Dialog


While the FusedLocationProviderApi combines multiple sensors to give you the optimal location, the accuracy of the location your app receives still depends greatly on what settings are enabled on the device (e.g. GPS, wifi, airplane mode, etc). In Google Play services 7.0, we’re introducing a standard mechanism to check that the necessary location settings are enabled for a given LocationRequest to succeed. If there are possible improvements, you can display a one touch control for the user to change their settings without leaving your app.





This API provides a great opportunity to make for a much better user experience, particularly if location information is critical to the user experience of your app such as was the case with Google Maps when they integrated the Location Settings dialog and saw a dramatic increase in the number of users in a good location state.



Places API


Location can be so much more than a latitude and longitude: the new Places API makes it easy to get details from Google’s database of places and businesses. The built-in place picker makes it easy for the user to pick their current place and provides all the relevant place details including name, address, phone number, website, and more.





If you prefer to provide your own UI, the getCurrentPlace() API returns places directly around the user’s current location. Autocomplete predictions are also provided to allow a low latency search experience directly within your app.



You can also manually add places with the addPlace() API and report that the user is at a particular place, ensuring that even the most explorative users can input and share their favorite new places.






The Places API will also be available cross-platform: in a few days, you’ll be able to apply for the Places API for iOS beta program to ensure a great and consistent user experience across mobile platforms.



Google Fit


Google Fit makes building fitness apps easier with fitness specific APIs on retrieving sensor data like current location and speed, collecting and storing activity data in Google Fit’s open platform, and automatically aggregating that data into a single view of the user’s fitness data.



In Google Play services 7.0, the previous Fitness.API that you passed into your GoogleApiClient has now been replaced with a number of APIs, matching the high level set of Google Fit Android APIs:


  • SENSORS_API to access raw sensor data via SensorsApi

  • RECORDING_API to record data via RecordingApi

  • HISTORY_API for inserting, deleting, or reading data via HistoryApi

  • SESSIONS_API for managing sessions via SessionsApi

  • BLE_API to interact with Bluetooth Low Energy devices via BleApi

  • CONFIG_API to access custom data types and settings for Google Fit via ConfigApi



This change significantly reduces the memory requirement for Google Fit enabled apps running in the background. Like always, apps built on previous versions of Google Play services will continue to work, but we strongly suggest you rebuild your Google Fit enabled apps to take advantage of this change.



Having all the data can be an empowering part of making meaningful changes and Google Fit is augmenting their existing data types with the addition of body fat percentage and sleep data.





Google Play Games


Announced at Game Developers Conference (GDC), we’re offering new tools to supercharge your games on Google Play. Included in Google Play services 7.0 is the Nearby Connections API, allowing games to seamlessly connect smartphones and tablets as second-screen controls to the game running on your TV.





App Indexing


App Indexing lets Google index apps just like websites, enabling Google search results to deep-link directly into your native app. We've simplified the App Indexing API to make this integration even easier for you by combining the existing view()/viewEnd() and action()/end() flows into a single start() and end() API.



Changes to GoogleApiClient


GoogleApiClient serves as the common entry point for accessing Google APIs. For this release, we’ve made retrieval of Google OAuth 2.0 tokens part of GoogleApiClient, making it much easier to request server auth codes to access Google APIs.



SDK Now Available!


You can get started developing today by downloading the Google Play services SDK from the Android SDK Manager.



To learn more about Google Play services and the APIs available to you through it, visit the Google Services section on the Android Developer site.