The Keyboard

The stock Gingerbread keyboard was a significant step forward, but the ICS keyboard is really good. I don't know that there's much that's truly groundbreaking about the ICS keyboard, but it's at the point where short of Swype for those users who care about it, I would be very disappointed to see any third party keyboard replacements from HTC, Motorola or Samsung.

The basic layout hasn't changed from Gingerbread, although there are a few subtle differences. You get the same standard four row keyboard with two alternate modes (numerics and symbols). Where the Gingerbread/ICS keyboards differed from the standard iOS or Windows Phone keyboard is there's a fifth row of punctuation keys by default above the rest of the keyboard. This fifth (or first, depending on how you look at it) row actively changes into a list of predicted words. The word in the center is what the autocorrect engine believes you're typing, while the words on the left/right are alternates. While Gingerbread allowed you to scroll horizontally on this row, the items are fixed in ICS. As a consolation, you can bring up additional autocorrect suggestions by tapping and holding on a word in the prediction row. Accented characters are available by pressing and holding on keys that can be accented. Popup menus also exist for punctuation and the smiley key.

Keypresses are still accompanied by a magnified duplicate of the key itself. Unlike in Gingerbread where the magnified key hovered unconnected, the ICS keyboard connects the magnified key to the key itself. In my opinion this makes the keyboard look less chaotic when you're typing very quickly. Rather than giving the impression of random letters flying around everywhere, the animation serves its intended purpose better: letting you know what you just hit.

 

There's also a hidden Android Keyboard debug settings pane with some different themes that can be selected. 

Gingerbread vs. Ice Cream Sandwich - Keyboard & Autocorrect
  Gingerbread Ice Cream Sandwich
Keyboard

Quick Punctuation

Autocorrect
Autocorrect

Facial Recognition

Android has historically offered multiple options to secure your phone or tablet. Ice Cream Sandwich continues the trend. You can choose a basic PIN with a minimum of four numbers and a maximum of 17. There's an alphanumeric password option, simple slide to unlock and no security at all. ICS adds a new option to the list: Face Unlock.

The feature is exactly what it sounds like. ICS can store a photo of your face and use it as authentication for unlocking your device. While you only need a single picture to start, Google recommends taking multiple photos in different lighting conditions, with/without glasses and with a clean vs. unshaven face if applicable. As a backup you have to provide ICS with a PIN in case it can't recognize your face (either due to lighting conditions or because of a recent tumble down some stairs).

Google warns that someone who looks like you would be able to unlock your device, making Face Unlock less secure than a long PIN, pattern or password. Admittedly a thief would have to either be really lucky or know what you look like to fool the technology, but it is a valid point.

The feature actually works surprisingly well in practice. With Face Unlock enabled the lock screen has a front facing camera live view window that you're supposed to use to center your face. With the exception of really bright (with the light shining into the camera) or really dim scenarios, Face Unlock worked for me almost every time. When it works perfectly using your face to unlock the phone is extremely quick. In the right conditions I've seen ICS unlock itself a split second after I even saw my face on the screen. On average though the process is slower than typing in a PIN or using any of the other unlock methods. Furthermore, if you use your phone a lot at night (especially in cars) you have to hit the power/lock button then tap the lock icon to circumvent Face Unlock and go directly to your PIN/password/pattern. Finally, don't try to use Face Unlock to unlock your phone while driving - that's a recipe for bad, or worse, death.

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  • CoryS - Thursday, January 19, 2012 - link

    Guys, this is a NEXUS it is a dev device. That primary reason I got it was because of this...better hardware will be right around the corner...but we won't see another Nexus..especially on Verizon for some time.

    It is refreshing to have a community to fix issues OEMS ignore (yes even Apple) for a change. This is my first unlocked device, and i can't see myself ever going back to anything else.
  • medi01 - Friday, January 20, 2012 - link

    Wake up, Smartphone market (worldwide):
    1. Samsung 24%
    2. Apple 18%

    Android vs Apple = 3 vs 1 and gap is raising.

    Most people turn to apple due to FUD, like this article. Google "steppit out of the shade of its competitor" having three times Apple's market share and much more usable interface (try to quickly access settings like wlan/bluetooth/gps on ios)
  • steven75 - Friday, February 10, 2012 - link

    LOL dont you get it? You don't *need* to fiddle with those settings on iOS necause the battery life is so dramatically better.

    Also, funny reading this comment after Apple's Q4 report where they dominated.
  • Omid.M - Wednesday, January 18, 2012 - link

    I hope Samsung puts out this phone based on GN aesthetics but Exynos 5250 (plus MDM9xxx multi-mode/LTE modem) and blows away the competition.

    @moids
  • Chumster - Wednesday, January 18, 2012 - link

    Could someone clarify on what GPU/CPU he was talking about coming in Q2 devices? Cray? Crate? It was hard to pick up on my headphones.
  • mmp121 - Wednesday, January 18, 2012 - link

    Krait

    Read below:

    http://www.anandtech.com/show/4170/qualcomms-annou...

    Enjoy!
  • Conficio - Wednesday, January 18, 2012 - link

    Really, Google can't survive once Walled Garden platforms like iOS gain traction.

    While it is nice to control the OS (Chrome OS) on PC like devices and nice to stick it to Microsoft, it is essential in the world of smart phones. Google clearly saw that Apple did the unthinkable, wrestle control of the phone's apps away from the networks. That is an existential thread for Google. If there is a billion PC users world wide, there is a multitude of smart phone users, sooner or later.

    If a hardware manufacturer and OS provider like Apple (or Microsoft) controls the apps that can be provided to the phone and features, move from browser to apps on phones, then this is the end of (a profitable) google sooner or later.

    From anther point of view, Google is a huge data center that provides you with data services on their computing power (and you pay for it with advertisement somehow). Apple is a hardware manufacturer that sees it necessary to control the software to deliver a good user experience. Sure, two different approaches to a smart phone OS.
  • hackbod - Tuesday, January 24, 2012 - link

    "Google clearly saw that Apple did the unthinkable, wrestle control of the phone's apps away from the networks."

    There is this weird thing I see expressed a lot, as if Android is a reaction to the iPhone.

    It is not.

    In this particular case, it is obvious: Android's SDK was made available a few months after the original iPhone was on sale, well before there was *any* native SDK for the iPhone. At that time Apple's very clear official policy was that web-based apps was the One True Way to create applications for their phone. There was no concept of an App Store, no phone apps except what Apple shipped built in to the iPhone, nothing wrestled away from the networks in that department.

    If Android was a reaction to anything, it was to the current situation on desktop PCs, with one company controlling that platform, and being able to quite strongly dictate and control its ecosystem and thus large parts of the computer industry.

    One of the goals of Android was to try to keep that from happening in the upcoming mobile industry, by creating an open platform so that everybody in the industry can compete as equally as possible.

    (And an aside -- this also makes it funny to see the recent stuff going around about Google "losing control" of Android. Android was very much set up so that no one company, not even Google, could have anything like the control that Microsoft does over Windows. This should be pretty obvious to anyone who wants to actually write thoughtful articles on the topic and not just link bait.)
  • bjacobson - Wednesday, January 18, 2012 - link

    Can you talk more about this? From Diane Hackborne's post here (https://plus.google.com/u/0/105051985738280261832/... it sounds like the "limitation" is memory bandwidth in that hardwares that are "laggy" are laggy because they can't render to the entire screen 2 and 3x per frame for all the overlays. Which wouldn't seem like so much of a Tegra2 limitation in my opinion considering it has the power to play games like Quake 3 at 1600x1200 @ 60fps (I think...right?). What are your thoughts?
  • hackbod - Tuesday, January 24, 2012 - link

    I don't know about the performance of Tegra 2 playing Quake, but you need to be very careful when comparing the traditional 3d workload that GPUs are highly optimized to support (as exemplified by Quake) vs. the performance rendering 2d graphics.

    Traditional 3d games tend to rely, for example, on triangle rendering as much if not more than raw pixel fill rate, and GPUs are designed to be able to do that fast. When drawing 2d scenes, there are very few triangles but those triangles cover very large parts of the screen and are rendered as overlapping layers.

    On all of the hardware I have seen, for 2d rendering raw memory bandwidth (determining the number of times every pixel can be touched per frame) is the #1 impact on performance.

    Look back at that post -- for a typical scroll of all apps in launcher, without using overlay tricks (which aren't available on Tegra when the screen is rotated), you are looking at touching every pixels about 4 times to render all the layers and composite them to the screen. This is just not a typical 3D game workload.

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