Wednesday, April 1, 2009


This was a tough one., Dave Gash--a great speaker, always with highly tech-y topics--is speaking now (his only session this year) , and there's also a session about creating great personas, but I'm here listening to a session about iPhone development. It was a toss-up for the last two, and because mobile is going to have a big future, I decided to land here.

Christopher Garrett says that he changed a number of his slides. Ugh. But apparently there's a slide sharing spot. He'll give the URI later.

Early experiences developing for mobile devices involved lots of barriers for developers. The ability to purchase content was also a painful experience, and another barrier.

2007, first release of the iPhone, people wanted apps for it, but Apple said use Safari, so people created mobile web apps.

Want to develop applicaitons for the iPhone? You need an iPhone (or at least an iPod Touch). Duh. And a Mac (because Apple has locked its development tools to the Mac OS (for now). Also need to read the docs here:

2008, released an SDK for developing apps, "barriers were gone."

If you want to develop for iPhone, you need an iPhone (or an iPod Touch). Duh. And a Mac (Apple has locked its development tool to the Mac OS, for now.) And you need to read the docs here:

Stick with the UI standards. Which means that you have to download lots and lots of apps and see what they do, what they do right and what they do wrong. And something done one way elsewhere doesn't mean that it's the right way for the iPhone (or other mobile app).

If you have a native app that you think requires a sign-on, think again.

Where there are 25,000 apps in the AppStore, there's no reason to release an app with a poor interface.

When you delete an app from the iPhone, you're given a chance to rate it. And if someone's deleting it, it's likely because they don't like it. And so you're likely to get your overall app rating skewed downward.

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