Quote: Originally Posted by
MINI4cathy 
No, if ...
Yes, if ...
The two are not mutually exclusive. Not including Apps that come with OSX (Terminal, Mail, and iCal) which I could be considered as paying for, I use free ware products (Firefox, XCode, Eclipse, and AdiumX). Trying to argue that these aren't professional and quality applications is not one I would advise taking up with their user base
The big piece is dedication and availability. If a single person is writing a large App (a car frontend for example), they will get side tracked by the rest of life and this effects quality, eta, feature set, or some combination.
Money is a way to combat this, but realistically no one is going to get rich off a Mac car front end (the user base just isn't there).
The other way is Open Source projects with a core group that can keep it on track and moving forward.
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1. It puts customers in charge.
This is not always a good thing (and in many cases it's a bad thing). Striking a balance between what the user wants, when they want it, and reality is no small task in and of itself.
In a closed source free project, the control is in the developers hands. The user has the choice to not use the software, in which case there is no impact to the developer.
In an open source project, as long as the request fits in with the overall view of the project, it is more likely to get it (and the user has the potential to have it added themselves (either doing it them self or finding someone to join the project and do it). Again the user can decide to walk away, but still there is no real impact to the developer.
In a closed source paid for product, the typical user (especially if they are communicating directly with the development team) feels like they should have a say in the direction of the product. In this case (for a small scale product) it is much more critical to the developer if the customer walks away (e.g. direct loss of future income as well as poor reviews (justified or not) that will keep other potential users away).
That's not to say that customer input isn't very valuable, especially in the early design and planning stages (where it is really a requirement), but it is by no means a benefit to being paid for an application.
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Frank Lloyd Wright said, "Limitations are an architect's best friend."
The average Architect and Developer are far more familiar with the limitations of a project than a user. The average user is also unable to understand most limitations (just look at all the continued requests for GPS mapping in a frontend. Nice idea, but not really practical yet).
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2. Quality costs money....
Quality requires testing by people who don't know work-arounds and troubleshooting techniques, and who aren't prepped with what to avoid.
You sort of touched on it with your "think differently" comment, but you don't need what you described above. You need people that will document everything they did from the install until a problem was encountered. I don't care how good you are at finding bugs if all you can tell me is "I don't know, I just clicked the button", then 90% of the time you are worthless to me as a programmer.
A good QA person needs to understand the product and understand how it is supposed to work, but be free thinking enough to do things in an unexpected way.
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3. So others can sell it.
The two have nothing to do with one another.
Linux doesn't cost you a dime, but RedHat makes a bunch of money reselling it.
What matters for someone wanting to resell it are:
1) Is it easy to install/update.
2) Is it simple enough that I won't have to support simple questions (e.g. "How do I play a song?").
3) Is there a method for the user or myself to get support for indepth problems?
4) (the big one) Can I make money off of offering it?
Furthermore, if you start seeing shops offering Car PCs it will be Windows for some time to come. It's the same story in the car that it is in the rest of the computing world, people will stay with what they know and what they (being the user) perceive as being easiest for them (I still get people asking how hard it is to transfer files between Windows and Mac...).
I also don't see a big market for professionally done Car PCs at this time. The LCD alone typically requires a lot of custom work, most people aren't going to be willing to spend somewhere around a grand just for an LCD (assuming a cheap one, not a daylight readable one) and it's installation before you add in AMPs, the computer, etc.. And the "average" (if there is such a thing) person dropping the kind of money on their car to install a computer by a shop is not going to be happy with the in-dash retractable model LCDs (at that point they'll just go with the Alpine, Eclipse, Pioneer, etc.. units).
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1. MacPod. Mac is an auxiliary playback source, like a bigger iPod with it's own in-car user interface. That's the baseline app, so make it worth at least $20.
So ~$700+ (Mini = $600, P1900 = $100, plus an AUX input) assuming no LCD vs $200 - $500 for a kit or after market HU that will just let you use an iPod? You aren't going to get many/any takers here.
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2. MacRadio. Mac replaces all of the stereo functions of the car, when used with serially-controlled radio. $20 to $40.
For the same reasons as above, I see no market here.
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3. MacStereo. Mac provides a user interface for all of the built-in stereo components in the car, using a bus interface or IR blaster. This is actually the most complex to build, because each bus interface and radio requires slightly different software. $40 to $60.
It better A) have a lot of nice features, B) be really slick and easy, and C) sell a lot of copies to justify that kind of price.
A and C might appear to be mutually exclusive, so let me explain. For a Mac user there are decently usable alternatives (iTunes, FrontRow, individual Apps) that might not be ideal, but are perfectly usable when compared to an App you have to pay for that offers little or nothing over them (this is point A). Alternatively, to generate an App that will make someone want to spend money on it is actually worth more money than a user is going to be willing to pay for (use a base of $50/hour and figure a couple of hundred hours to over 1000 when all is said and done). So to bring the cost down to something the user will pay, but allows you to pay your development costs, you need to sell a lot of copies (point C).
For a small time operation developing an Application that will not be making/saving it's users any money (e.q. Point of Sale terminal, inventory system, money manager, etc..) I think you are better off releasing the core application as free ware then:
1) Charge for support (assuming that you have reasonable documentation that users can help themselves).
2) Setup for project donations.
3) Build your architecture to support a plugin model, then sell the plugins (but still have a usable core App without them).
Hopefully I didn't come off as trying to crush your ideas

Just trying to share my experience and observations about how software development seems to be going.
-dave