Facebook Home is a new launcher and messaging skin available for select Android devices and has been confirmed for download from Google Play from April 12th. According to a favourable review from The Verge, Facebook Home will initially be available on the HTC One, One X and One X+, Samsung Galaxy S3, S4 and Note 2, as well as being the default launcher on the soon to be released HTC First. Home offers deep integration with your Android device and as such will not be available for all devices straight away, although Facebook have promised to expand the range of devices that are supported with monthly updates to the service.
Home replaces the launcher on your Android device – the software that is used to display your homescreens and lockscreen, display and manage applications on the screens and the app drawer, manage notifications and more. If you are using one of the intended HTC or Samsung devices then you will probably have got used to using a version of either Sense or TouchWiz respectively, the skins that both companies employ ‘on top’ of Android. Home will get rid of this interface to replace it with its own (although you can at any time go back to the original launcher by disabling or uninstalling Home), so be prepared for quite a bit of change to the way your device looks after installing.
Read on below for more details on Facebook Home and the features it will add to your device
What about when the tables are turned though? When you simply need a device or gadget to get a particular job done and you don’t want to spend too much money. Or perhaps you’re browsing around the Internet or the local high street and something catches your eye that is just simply too good an opportunity to pass up? I once bought 5 HDMI cables for about 8 pounds online because I knew I could shift them to some of my friends getting PlayStation 3 consoles and ‘save’ them from being fleeced 15/20 quid for one in store (I still sold them for a fiver each mind you).


Instant replenishment of either energy or morale comes at the price of real world payment, a model adopted by the vast majority of freemium games. Real money buys you “Mobacoins”, stored in a digital wallet and shared across all DeNa games logged into from your account. There’s nothing wrong with this business model for a game and it is very successful, fast becoming the norm for monetising mobile games. The issue I have here though, is the deeper into the game one gets, the more the in-app purchases become a necessity to feel any sense of real progress. Some games have a balance where putting in the time will eventually reap the final reward. Blood Brothers however always seems to dangle the best items and characters behind a screen of real world payments. Eventually the game feels like it has been solely designed for you to spend real money (which it probably has, and brilliantly well done at that), but at that point the fun disappears if one (rightly) doesn’t fork out.

So what would the Digital Home really contain? At its heart would be a core wireless network, available in every room with enough bandwidth to support high definition wireless streaming from multiple users. Add to this a multimedia server with huge storage and redundancy to allow for streaming to the personal devices (laptops, tablets and smartphones) of every individual in the home. Oh and add as well the Smart TV’s with Internet access installed on a wall in every room. Not out of the boundaries of current possibilities yet?
Not everything is reliant on WiFi either. Updates to Bluetooth version 4.0 have now focussed on creating very low power (
