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Managing App Development

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Managing App Development - Richard Harrington, CEO, RHED Pixel ...

Managing App Development - Richard Harrington, CEO, RHED Pixel

With the increase in mobile computing the use of apps has significantly risen. Whether you're targeting mobile phones or tablets, an app can be a cost-efficient way to reach your audience. In this workshop, you'll learn the major steps involved and how to manage application development(even if you're not a programmer yourself).

Join Richard Harrington, a certified project management professional as he unlocks the development process.

Learn how to identify your distribution options and register as a developer.
You'll also learn how to target your audience and refine the functional goals of your application.
Learn how to assemble your development team and efficiently develop graphic and video assets.
Discover multiple methods for authoring applications including software as a service, authoring tools, and programming.
Learn how to test your apps then submit them to marketplaces for distribution or use ad hoc methods for small groups.
You'll also learn practical approaches for marketing your application to your target audience.

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    Managing App Development Managing App Development Presentation Transcript

    • Wednesday, June 8, 2011
    • Managing App Development Managing Innovation with Project Management Richard Harrington - RHED Pixel | www.RHEDPixel.com | www.RichardHarringtonBlog.com twitter.com/ facebook.com/ youtube.com/ rhedpixel RichHarringtonStuff rhedpixeltvWednesday, June 8, 2011
    • In 1983, the first commercial wireless call was placed with a Motorola DynaTac. The phone cost $3,995, weighed over 2.5 pounds, and was 10 inches tall (without the antenna).Wednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • Goals of Session Learn how to identify your distribution options and register as a developer. Youll also learn how to target your audience and refine the functional goals of your application. Learn how to assemble your development team and efficiently develop graphic and video assets.Wednesday, June 8, 2011
    • Goals of Session Discover multiple methods for authoring applications including software as a service, authoring tools, and programming. Learn how to test your apps then submit them to marketplaces for distribution or use ad hoc methods for small groups. Youll also learn practical approaches for marketing your application to your target audience.Wednesday, June 8, 2011
    • Richard Harrington RHED Pixel (www.RHEDpixel.com) Adobe Certified Expert & Trainer Apple Certified Trainer Project Management Professional Teach courses on digital media production and web content Personal blog – www.RichardHarringtonBlog.com Social media – rhedpixelWednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • What is RHED Pixel?Wednesday, June 8, 2011
    • What is RHED Pixel? Company founded in 1999 70% Full Service Clients 30% Support to Other Professionals Winner of a Ciné Award Offers variety of video, interactive, and multimedia services Recognized authority for video and multimedia industriesWednesday, June 8, 2011
    • Services Offered Preproduction Planning Field Production Nonlinear Editing Motion Graphics Photo Restoration & Motion Control DVD & Blu-ray Authoring Podcast Distribution/Consultation Application and E-learning DevelopmentWednesday, June 8, 2011
    • The Internet in America Just what’s going on online?Wednesday, June 8, 2011
    • Internet Access is Everywhere % With Internet Access From Any Location (12+) 100 75 50 25 0 1999 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Internet Access is Everywhere % With Internet Access From Any Location (12+) 100 88 83 85 84 81 81 82 75 75 72 62 50 55 50 25 0 1999 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • High-Speed Access at Home % Who Have Broadband/Dial-Up Internet Access at Home 100 75 50 25 0 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 Dial-Up Broadband http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • High-Speed Access at Home % Who Have Broadband/Dial-Up Internet Access at Home 100 84 86 82 75 78 76 68 69 60 58 50 48 48 37 38 25 28 28 21 20 15 13 8 0 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 Dial-Up Broadband http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • 2001 Digital Platform Landscape % of Americans Aged 12 and Older Who Use/Own Platform/Devices Television AM/FM Radio Cell Phone Broadband Internet Online Radio Online Video Facebook YouTube Digital Video Recorder Video on Demand iPod Smartphone Audio Podcasts 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • 2001 Digital Platform Landscape % of Americans Aged 12 and Older Who Use/Own Platform/Devices Television 98 AM/FM Radio 96 Cell Phone 54 Broadband Internet 20 Online Radio 28 Online Video 23 Facebook 0 YouTube 0 Digital Video Recorder 0 Video on Demand 20 iPod 0 Smartphone 0 Audio Podcasts 0 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • 2011 Digital Platform Landscape % of Americans Aged 12 and Older Who Use/Own Platform/Devices Television 98 AM/FM Radio 93 Cell Phone 84 Broadband Internet 70 Online Radio 56 Online Video 54 Facebook 51 YouTube 49 Digital Video Recorder 36 Video on Demand 35 iPod 31 Smartphone 31 Audio Podcasts 25 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • 2011 Digital Platform Landscape % of Americans Aged 12 and Older Who Use/Own Platform/Devices Pandora 24 MP3 Player 23 Video Podcasts 22 Hulu 20 MySpace 17 Android OS 13 Satelite Radio 12 Blackberry OS 11 iPhone 9 LinkedIn 9 Twitter 8 iPad 4 Location Services 4 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • The Global Internet Just what’s going on around the globe?Wednesday, June 8, 2011
    • Top 10 Countries by Number of Internet Users Rank Country Internet Users Population % 1 China 420,000,000 31.8% 2 United States 234,372,000 76.3% 3 Japan 95,979,000 75.5% 4 India 81,000,000 7.0% 5 Brazil 72,027,700 36.2% 6 Germany 61,973,100 75.3% 7 United Kingdom 46,683,900 76.4% 8 Russia 45,250,000 32.3% 9 France 43,100,134 69.3% 10 South Korea 37,475,800 77.3%Wednesday, June 8, 2011
    • Top 10 Countries by Percentage of Internet Users Rank Country Internet Users Population % 1 Iceland 285,700 93.2% 2 Norway 4,235,800 90.9% 3 Greenland 52,000 90.3% 4 Sweden 8,085,500 89.2% 5 Netherlands 14,304,600 85.6% 6 Denmark 4,629,600 84.2% 7 Finland 4,382,700 83.5% 8 New Zealand 3,500,000 83.1% 9 Australia 17,033,826 80.1% 10 Luxembourg 387,000 78.7%Wednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • The Rise of Mobile Computing The Internet is in the PocketWednesday, June 8, 2011
    • Smartphone Ownership Tripled Since 2009 % Who Have a Smartphone (12+) 100% 75% 50% 25% 0% 2009 2010 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Smartphone Ownership Tripled Since 2009 % Who Have a Smartphone (12+) 100% 75% 50% 31 25% 14 10 0% 2009 2010 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Nearly Half of 18-34s Have Smartphones % by Age Group Who Own a Smartphone 100% 75% 50% 25% 0% 12–17 18–24 25–34 35–44 45–54 55–64 65+ http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Nearly Half of 18-34s Have Smartphones % by Age Group Who Own a Smartphone 100% 75% 50 50% 45 39 33 24 25% 19 6 0% 12–17 18–24 25–34 35–44 45–54 55–64 65+ http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Top Smartphone Platforms 3 Month Avg. Ending Apr. 2011 vs. 3 Month Avg. Ending Jan. 2011 (Subscribers Ages 13+) Share (%) of Smartphone Subscribers Jan-11 Apr-11 Point Change Total Smartphone 100.0% 100.0% N/A Subscribers Google 31.2% 36.4% 5.2 Apple 24.7% 26% 1.3 RIM 30.4% 25.7% -4.7 Microsoft 8% 6.7% -1.3 Palm 3.2% 2.6% -0.6 Source: comScore MobiLensWednesday, June 8, 2011
    • Apple iOS vs. Android OS Across Media Devices 3 Month Avg. Ending February 2011 (Subscribers Ages 13+) Total Installed Base (000) Share (%) of Mobile Subscribers Total Subscribers 234,000 100% Apple iOS 37,868 16.2% Android OS 23,763 10.2% Source: comScore MobiLensWednesday, June 8, 2011
    • Own an iOS or Other Portable MP3 Player Total Population (12+) 100 75 50 25 0 2005 2006 2007 2008 2009 2010 2011 iPod Only Multipl iOS Non iPod http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Own an iOS or Other Portable MP3 Player Total Population (12+) 100 75 50 13 14 14 12 10 25 12 9 9 8 11 5 27 8 3 17 20 21 2 13 4 8 0 2005 2006 2007 2008 2009 2010 2011 iPod Only Multipl iOS Non iPod http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Age Demographic Profile for Apple iPad Owners 3 Month Avg. Ending February 2011 (Subscribers Ages 13+) Total Mobile Smartphone iPad Total Subscribers 100% 100% 100% Age 13-17 7.1% 6.3% 7.6% Age 18-24 12.5% 16.9% 15.2% Age 25-34 17.6% 27.4% 27.0% Age 35-44 16.8% 22.1% 20.3% Age 45-54 17.8% 15.3% 16.4% Age 55-64 14.1% 7.4% 7.3% Age 65+ 14.0% 4.6% 6.2% Source: comScore MobiLensWednesday, June 8, 2011
    • Passion for a Platform % Who “Love” Platform/Device iPhone iPad Android Phone iPod Blackberry Cell Phone 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Passion for a Platform % Who “Love” Platform/Device iPhone 66 iPad 53 Android Phone 49 iPod 46 Blackberry 36 Cell Phone 32 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • The Internet is Essential How Users View the Mobile Computing ExperienceWednesday, June 8, 2011
    • Smartphone Owners Use Features % Who (Item) on a (Cell Phone/Smartphone) Several Times per Day or More Smartphone Cell Phone Calls Text Messages Internet Social Networking Music Games Video Purchase Apps 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Smartphone Owners Use Features % Who (Item) on a (Cell Phone/Smartphone) Several Times per Day or More Smartphone Cell Phone 87 Calls 70 76 Text Messages 53 40 Internet 18 27 Social Networking 12 19 Music 9 14 Games 6 8 Video 1 3 Purchase Apps 2 0 25 50 75 100 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Mobile Content Usage 3 Month Avg. Ending Apr. 2011 vs. 3 Month Avg. Ending Jan. 2011 (Subscribers Ages 13+) Share (%) of Smartphone Subscribers Jan-11 Apr-11 Point Change Total Mobile Subscribers 100.0% 100.0% N/A Sent text message to 68.1% 68.8% 0.7 another phone Used browser 37% 39.1% 2.1 Used downloaded apps 35.4% 37.8% 2.4 Accessed social 25.3% 28% 2.7 networking site or blog Played Games 23.7% 26.2% 2.5 Listened to music on 16.5% 18% 1.5 mobile phone Source: comScore MobiLensWednesday, June 8, 2011
    • Internet is Most Essential Delivery Vehicle % Saying the Internet Is the Most Essential Medium to Their Lives 100% 75% 50% 25% 0% 2002 2007 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Internet is Most Essential Delivery Vehicle % Saying the Internet Is the Most Essential Medium to Their Lives 100% 75% 50% 45 33 25% 20 0% 2002 2007 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Internet is Most Essential Delivery Vehicle % Saying the Internet Is the Most Essential Medium to Their Lives 100% 75% 50% 25% 0% 12–34 35+ http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Internet is Most Essential Delivery Vehicle % Saying the Internet Is the Most Essential Medium to Their Lives 100% 75% 62 50% 34 25% 0% 12–34 35+ http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • 98 MillionWednesday, June 8, 2011
    • Online Video Watching % Who Have Watched Online Video in Last Week 100% 75% 50% 25% 0% 2006 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Online Video Watching % Who Have Watched Online Video in Last Week 100% 75% 50% 38 25% 12 0% 2006 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • YouTube Video Watching % Who Have Watched Internet Video Programming From YouTube 50% 38% 25% 13% 0% Last Month Last Week http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • YouTube Video Watching % Who Have Watched Internet Video Programming From YouTube 50% 41 38 38% 34 31 28 25% 23 21 14 13% 12 7 0% Last Month Last Week http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • Give Up TV Before Smartphones TV or Smartphone – Which would you be more willing to eliminate? Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Give Up TV Before Smartphones TV or Smartphone – Which would you be more willing to eliminate? Eliminate iPhone or TV 58% Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Give Up TV Before Smartphones TV or Smartphone – Which would you be more willing to eliminate? Eliminate iPhone or TV 36% 58% Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Give Up TV Before Smartphones TV or Smartphone – Which would you be more willing to eliminate? Eliminate iPhone or TV 6% 36% 58% Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Give Up TV Before Smartphones TV or Smartphone – Which would you be more willing to eliminate? Eliminate iPhone or TV Eliminate Smartphone or TV 6% 36% 58% 58% Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Give Up TV Before Smartphones TV or Smartphone – Which would you be more willing to eliminate? Eliminate iPhone or TV Eliminate Smartphone or TV 6% 40% 36% 58% 58% Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Give Up TV Before Smartphones TV or Smartphone – Which would you be more willing to eliminate? Eliminate iPhone or TV Eliminate Smartphone or TV 6% 2% 40% 36% 58% 58% Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • Have a Profile on a Social Networking Site % Who Currently Have a Personal Profile Page on Facebook, MySpace, LinkedIn or Any Other Social Networking Web Site 100% 75% 50% 25% 0% 12–17 18-24 25-34 35-44 45-54 55-64 65+ http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Have a Profile on a Social Networking Site % Who Currently Have a Personal Profile Page on Facebook, MySpace, LinkedIn or Any Other Social Networking Web Site 100% 80 76 75% 68 63 50% 45 31 25% 15 0% 12–17 18-24 25-34 35-44 45-54 55-64 65+ http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Social Networking on Mobile Phones % Who Access Social Networking Sites or Services Using a Cell Phone 100% 75% 50% 25% 0% 2010 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Social Networking on Mobile Phones % Who Access Social Networking Sites or Services Using a Cell Phone 100% 75% 50% 43 32 25% 0% 2010 2011 http://www.edisonresearch.com/Infinite_Dial_2011.pdfWednesday, June 8, 2011
    • Distribution Options How to Identify your Distribution OptionsWednesday, June 8, 2011
    • Mobile Application Marketplaces Apple App Store Android Marketplace Amazon Appstore for Android BlackBerry App World Windows Marketplace for MobileWednesday, June 8, 2011
    • Apple App Store available through iTunesWednesday, June 8, 2011
    • Developing for iOS Sign up at http://developer.apple.com/devcenter/ios/index.action Gain access to Dev Center Cost is $99 or $299 per year (with free option as well – limited) Access to SDK as well as testing tools Online library with training resourcesWednesday, June 8, 2011
    • Android Marketplace https://market.android.com/Wednesday, June 8, 2011
    • Developing for Android Details at http://developer.android.com/sdk/index.html Free program to join Access to SDK as well as testing tools Online library with training resources View sample codeWednesday, June 8, 2011
    • Amazon Appstore for Android http://www.amazon.com/mobile-apps/b? ie=UTF8&node=2350149011Wednesday, June 8, 2011
    • Selling apps through Amazon Sign up at https://developer.amazon.com/welcome.html Cost is $99 per year (current offer of free) Currently available for customers in the United States only Online library with training resources Amazon Appstore Distribution Agreement is non-exclusiveWednesday, June 8, 2011
    • BlackBerry App World http://appworld.blackberry.com/webstore/Wednesday, June 8, 2011
    • Developing for Blackberry Sign up at http://us.blackberry.com/developers/ Must pass an exam Gain access to Dev Center Cost varies (includes points system for maintaining relationship) Access to SDK as well as testing tools Online library with training resources and videoWednesday, June 8, 2011
    • Windows Marketplace for Mobile http://marketplace.windowsphone.comWednesday, June 8, 2011
    • Developing for Windows Phone Sign up at http://create.msdn.com/en-US/ Gain access to App Hub Cost is $99 per year Access to developer tools Online library with training resourcesWednesday, June 8, 2011
    • A Snapshot of the iOS App Store Understanding the Big PictureWednesday, June 8, 2011
    • Count of Active Applications in the App Store Total Active Apps (currently available for download): 398,845 Total Inactive Apps (no longer available for download): 106,058 Total Apps Seen in US App Store: 504,903 Number of Active Publishers in the US App Store: 87,147 http://148apps.biz/app-store-metrics/Wednesday, June 8, 2011
    • Count of Submissions to the App Store This Month (Games): 2,720 (91/day) This Month (Non-Games): 16,566 (552/day) This Month (Total): 19,286 (643/day) http://148apps.biz/app-store-metrics/Wednesday, June 8, 2011
    • Popular Categories in the App Store 1. Games (59602 active) 2. Books (54888 active) 3. Entertainment (43123 active) 4. Education (34965 active) 5. Lifestyle (30107 active) http://148apps.biz/app-store-metrics/Wednesday, June 8, 2011
    • App Store Approval Process 95% of apps are approved within 14 days of submission Apple has 40 full-time reviewers who study new apps 20% are rejected , but sent back for tweaks and changes There is an App Store executive review board Determines procedures Sets policy for the review process Reviews applications that are escalated to the board because of new or complex issues http://techcrunch.com/2009/08/21/apples-response-to-the-fcc-we- didnt-reject-the-google-voice-app-were-still-looking-at-it/Wednesday, June 8, 2011
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    • http://www.mobclix.com/appstore/1Wednesday, June 8, 2011
    • http://www.appannie.com/matrix/ipad/overall/Wednesday, June 8, 2011
    • Stay on Target Select an audience and refine the functional goalsWednesday, June 8, 2011
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    • INSPIRATIONWednesday, June 8, 2011
    • NEED INSPIRATIONWednesday, June 8, 2011
    • CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • TEST DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • OPTIMIZE TEST DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • PORT OPTIMIZE TEST DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • Exploring Context Who are the users? Where are the users? What do you know about them? Are they in a public space or a private space? What type of behavior can you predict? Why will they use your app? What is happening? What value will they gain? How will users best absorb the content? How are they using their mobile device? When will they interact? Is it held in their hand or in their pocket? Are they at home with large amounts of time? How are they holding it? Are they at work with shorter periods? Portrait or landscape?Wednesday, June 8, 2011
    • Features MeaningWednesday, June 8, 2011
    • Features Meaning GPS Location-AwareWednesday, June 8, 2011
    • Features Meaning GPS Location-Aware Intimate and Touch InteractiveWednesday, June 8, 2011
    • Features Meaning GPS Location-Aware Intimate and Touch Interactive Physical Sensors (A/V) IntelligenceWednesday, June 8, 2011
    • Features Meaning GPS Location-Aware Intimate and Touch Interactive Physical Sensors (A/V) Intelligence Personal and Contacts SocialWednesday, June 8, 2011
    • Features Meaning GPS Location-Aware Intimate and Touch Interactive Physical Sensors (A/V) Intelligence Personal and Contacts Social Relevant at Point of Portability ConsiderationWednesday, June 8, 2011
    • Medium Matrix Device User Offline Device Initial Long Term Support Complexity Experience Language Support Features Cost Cost Mobile All Simple Limited HTML No None Low Low Websites Mobile HTML, Web Some Medium Great CSS, Limited Limited Medium Low Application JS Native All Complex Excellent Various Yes Yes High Medium ApplicationWednesday, June 8, 2011
    • Neurolinguistic Programming Understand the relationship between behavior and experiencesWednesday, June 8, 2011
    • Learning Type: Auditory 20% of all people connect with others verbally This is all they need to feel connected and productive with others Are easily distracted by noise Like music more than art Have problems with projects that involve visualization, such as cutting pieces that fit together www.mobiledesign.org & www.new-oceans.co.ukWednesday, June 8, 2011
    • Learning Type: Visual 35% of all people Seeing concepts illustrated as diagrams or graphics is helpful for this learning type Are appearance-oriented Remember what was seen, rather than heard Usually are not distracted by noise Are strong, fast readers www.mobiledesign.org & www.new-oceans.co.ukWednesday, June 8, 2011
    • Learning Type: Kinesthetic 45% of all people Incorporate muscle memory and hand-eye movement to process and retain information Learn by manipulating and doing Like involved games Gesture a lot www.mobiledesign.org & www.new-oceans.co.ukWednesday, June 8, 2011
    • Application Context Different Apps for Different SituationsWednesday, June 8, 2011
    • Utility A simple at-a-glance tool.Wednesday, June 8, 2011
    • Locale An application based on the physical contextWednesday, June 8, 2011
    • Informative An application meant to inform.Wednesday, June 8, 2011
    • Productivity Meant to increase our available time.Wednesday, June 8, 2011
    • Immersive An application meant to distract or entertain.Wednesday, June 8, 2011
    • Context Matrix User Experience Type Task Type Task Duration Combine with Utility At-a-Glance Information Recall Very Short Immersive Contextual Locale Location-based Quick Immersive Information Informative Content-based Seek Information Quick Locale Content Productivity Task-based Long Utility Management Immersive Full Screen Entertainment Long Utility, LocaleWednesday, June 8, 2011
    • When to Make a Native Application When is building an app the right choice?Wednesday, June 8, 2011
    • When to Make a Native Application? Charging Money Accelerometers Game Device Filesystem Location-based Services Offline Access Cameras http://148apps.biz/app-store-metrics/Wednesday, June 8, 2011
    • Hot Trends in App Development Sensoring Image Recognition Biometrics Augmented Reality Transactions Mobile Connected Games Lifestreaming Location-based Social Media Recommendation Retail Proximity Consumption http://148apps.biz/app-store-metrics/Wednesday, June 8, 2011
    • Location Awareness people want to get realWednesday, June 8, 2011
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    • Social MediaWednesday, June 8, 2011
    • Social Media Growth Social media is a global phenomenon  Happening in all markets regardless of economic, social and cultural development Asian markets are participation leaders, creating more content than any other region 57% have joined a Social Network, making it the number one platform for creating and sharing content 55% of users have uploaded photos 22% of users have uploaded videosWednesday, June 8, 2011
    • Social Media Growth Blogs are a mainstream media world-wide and a collective rival to traditional media 184m bloggers world-wide China has the largest blogging community in the world with 42m bloggers 73% have read a blog, 45% have started a blog Social media has strong impacts on reputation 34% post opinions about products and brands on their blog 36% think more positively about companies that have blogsWednesday, June 8, 2011
    • Social Media and Government Policy GSA Recommendations Use technologies in your life Start where you can Use examples to show it can be done Develop & borrow interim policies. Keep flexible ProceedWednesday, June 8, 2011
    • Live Video Streaming a more intimate chatWednesday, June 8, 2011
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    • The Economic Reality The prices are still pretty lowWednesday, June 8, 2011
    • Average Prices in the iOS App Store Current Average App Price: $2.26 Current Average Game Price: $1.04 Current Average Overall Price: $2.10 http://148apps.biz/app-store-metrics/Wednesday, June 8, 2011
    • Popular Categories in the iOS App Store 1 - Games (59,602 active) 2 - Books (54,888 active) 3 - Entertainment (43,123 active) 4 - Education (34,965 active) 5 - Lifestyle (30,107 active) http://148apps.biz/app-store-metrics/Wednesday, June 8, 2011
    • Trends in Android Market App numbers reached almost 295,000 Paid app share remained constant at 36%. Amongst the major app platforms Android Market is still the one with the highest share of free apps Average selling price was $ 3.23 in April 2011 research2guidance and AndroidPITWednesday, June 8, 2011
    • Trends in Android Market Games was the fastest growing category (will become #1 in July 2011) Top category is Entertainment Growing faster than Apple’s App store Android Market may overtake Apple’s App Store within 3-4 months research2guidance and AndroidPITWednesday, June 8, 2011
    • http://android.appstorehq.com/Wednesday, June 8, 2011
    • Managing the Project Understanding Triple ConstraintWednesday, June 8, 2011
    • The Bottom Line Project Management is a collection business practices and it works It is not a fad, it is not new, it is just getting the attention it deserves As pace quickens, budget and workforce are shrinking By employing an organized, tactical approach you can thrive in a changing industry You can never be too busy to manage a project © RHED PixelWednesday, June 8, 2011
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    • Triple Constraint Scope: What is the work that must be completed? Schedule: What are the time constraints for the project? Budget: What are the financial constraints of the project?Wednesday, June 8, 2011
    • Triple Constraint Learning to balance these is essential to your success. There is a fourth force at work that holds all three together, QUALITY. Simply put, Good, Fast, Cheap… Pick Two!Wednesday, June 8, 2011
    • Characteristics of a Project How to Identify a ProjectWednesday, June 8, 2011
    • Characteristics Purpose Interdependencies Temporary Life Cycle – Tasks Unique Conflict Resources Risk Cost/Time ConstraintsWednesday, June 8, 2011
    • Project Objectives Schedule Performance CostWednesday, June 8, 2011
    • The Process of Project Management What are the Steps to Take?Wednesday, June 8, 2011
    • The Process Develop concept Select the PM Identify resources needed Define goals Create Work Breakdown Structure (WBS) Match workers to workWednesday, June 8, 2011
    • The Process Select team members Estimate time Create schedule Finalize Budget Build Project Plan Execute WorkWednesday, June 8, 2011
    • The Process Coordinate efforts Measure and evaluate progress Take corrective action Test product Obtain sign off Transfer project to clientWednesday, June 8, 2011
    • The Process Analyze the work and process Archive resources Have a debrief (client and/or internal) Create internal report or notesWednesday, June 8, 2011
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    • PORT OPTIMIZE TEST DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • Estimating Time and Money The Two are Closely RelatedWednesday, June 8, 2011
    • Time Estimates Historical Data Time Logs Similar Projects Past Budgets Analysis (1O+4M+1P)÷6 Used by GovernmentWednesday, June 8, 2011
    • Peer Review Number Checking Forgotten Charges Plausibility “Second Opinion”Wednesday, June 8, 2011
    • External Review Peers in different market Strategic partners Subject matter expertsWednesday, June 8, 2011
    • Work Breakdown Structure Key to budgeting Identify major tasks to be completed Keep breaking the job down into smaller pieces until you can accurately budget it and create time estimates Get input from client and teamWednesday, June 8, 2011
    • www.distractable.net/ tech/tools/printable- work-breakdown- structure-planner-pdf/Wednesday, June 8, 2011
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    • Identify RSS Feeds RSS Feeds 10 Register Feeds with FeedBurner Sketches Photoshop Comps UI Design 20 Button Design Icon Design Additional 15 Artwork Splash Screen Design Mommycast Create Video Intro App Additional Compress Video Assets 15 Video Assets Upload Video to Hosting Site Test in Emulator Programming 30 Test on Target Devices & Testing Assemble Project Team Project Manage Project Team 10 Management Submit App for ApprovalWednesday, June 8, 2011
    • Scoping / Contracts Put the Details in WritingWednesday, June 8, 2011
    • Scoping the Project Will take 2–16 hours to complete Document 2–10 pages Will become the charter Get all key players to attend Quiet room/no distractions Get sign offWednesday, June 8, 2011
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    • Scoping Document Project Name Executive Summary Background Project Scope (High Level) Key Roles Signature Lines - Sign Off “Charter”Wednesday, June 8, 2011
    • Success Factors Right people at meeting Commitment from company Clear scope and objectives Clear understanding of constraints Buy in from employeesWednesday, June 8, 2011
    • Knowledge is Happiness Clear definition of work to be performed Clear expectation on acceptance criteria Identification of deadlines to be achieved Team established Leadership identifiedWednesday, June 8, 2011
    • The Joy of Contracts Fundamental to the Business Relationship Minimize Conflict Identifies Risk Allows for Smart Growth © Paul MaguireWednesday, June 8, 2011
    • Managing Employees & Contractors Keeping the Team Happy and ProductiveWednesday, June 8, 2011
    • Successful Team Start Up Agree on the Team Purpose Identify the Project Stakeholders Identify the Team Roles Agree on the Ground Rules Decide on Team LogisticsWednesday, June 8, 2011
    • Managing Contractors Clear Expectations Job rate vs. hourly rate Reporting frequency SupervisionWednesday, June 8, 2011
    • Managing Projects Online The Benefits of BasecampWednesday, June 8, 2011
    • Basecamp Also called Project Path Online project management tools Widely used Supports common media types ScaleableWednesday, June 8, 2011
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    • Nadav Savio | Giant Ant Design | www.giantant.com This work is licensed under the Creative Commons Attribution 2.5 License. To view a copy of this license, visit www.creativecommons.org/licenses/by/2.5/Wednesday, June 8, 2011
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    • Nadav Savio | Giant Ant Design | www.giantant.com This work is licensed under the Creative Commons Attribution 2.5 License. To view a copy of this license, visit www.creativecommons.org/licenses/by/2.5/Wednesday, June 8, 2011
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    • INSPIRATIONWednesday, June 8, 2011
    • NEED INSPIRATIONWednesday, June 8, 2011
    • CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • TEST DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • OPTIMIZE TEST DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • PORT OPTIMIZE TEST DEVELOP PROTOTYPE DESIGN DEVICES STRATEGY CONTEXT NEED INSPIRATIONWednesday, June 8, 2011
    • Brian Fling | www.pinchzoom.comWednesday, June 8, 2011
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    • INSPIRATION Come up with the spark that inspires www.mobiledesign.orgWednesday, June 8, 2011
    • INSPIRATION Come up with the spark that inspires Examine problems others are having Engage your target audience through blogging and social media Get hands on with the tools and tasks Go on walkaboutWednesday, June 8, 2011
    • NEED Identify a basic need for the desired user www.mobiledesign.orgWednesday, June 8, 2011
    • NEED Identify a basic need for the desired user The circumstances in which something becomes necessary This leads to a course of action by the user Discuss with support desk personnel Look at inquiries from customers or constituentsWednesday, June 8, 2011
    • CONTEXT The circumstances where information adds value www.mobiledesign.orgWednesday, June 8, 2011
    • CONTEXT The circumstances where information adds value Circumstances that form a setting for an event, statement, or idea Terms in which the setting can be fully understood and assessed Context is how a user will derive value from something The mode, medium, or environment in which we perform a task or the circumstances of understandingWednesday, June 8, 2011
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    • STRATEGY How can the application add value www.mobiledesign.orgWednesday, June 8, 2011
    • STRATEGY How can the application add value What makes you different? How do you want to be perceived? What design approach will you undertake?Wednesday, June 8, 2011
    • Getting Real: The smarter, faster, easier way to build a successful web application By 37signals http://gettingreal.37signals.comWednesday, June 8, 2011
    • STRATEGY How can the application add value Build software for yourself Start out by solving your own problems If youre having this problem, its likely thousands of others are having the same problem too Solving problems leads to passion about a tool Passion means you’ll truly use it and care about it http://gettingreal.37signals.comWednesday, June 8, 2011
    • DEVICES Choose the devices that best serves the target audience www.mobiledesign.orgWednesday, June 8, 2011
    • DEVICES Choose the devices that best serves the target audience Start with your primary target Identify additional rollout options Keep the listed as targeted as possible Look for similaritiesWednesday, June 8, 2011
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    • DESIGN Create a user experience based around needs of the target www.mobiledesign.orgWednesday, June 8, 2011
    • DESIGN Create a user experience based around needs of the target www.buildingiphoneapps.com/p/designs-i-like.html www.fromideatoapp.com www.buildingiphoneapps.com/search/label/prototypingWednesday, June 8, 2011
    • HALF Half, not half-assed means a better design Build half a product, not a half-ass product Avoid the “Everything but the kitchen sink” approach You want to build half a product that kicks ass Stick to what’s truly essential Whatever you think it should be, cut it in half Pare features until you’re left with the most essential http://gettingreal.37signals.comWednesday, June 8, 2011
    • HOLD THE MAYO Ask people what they dont want Most software surveys are centered around what people want “What feature do you think is missing?” “What would make this product more useful for you?” Why not ask people what they dont want? “If you could remove one feature, what would it be?” “What gets in your way the most?” The biggest favor you can do for customers is to leave something out http://gettingreal.37signals.comWednesday, June 8, 2011
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    • PROTOTYPE Evaluate the experience within the context www.mobiledesign.org & www.uistencils.comWednesday, June 8, 2011
    • INTERFACE Start with the user interface Design the interface before you start programming Programming is the heaviest component of building an app It’s the most expensive and hardest to change http://gettingreal.37signals.comWednesday, June 8, 2011
    • INTERFACE Start with the user interface Design is relatively light. A paper sketch is cheap and easy to change Designing first keeps you flexible Programming first fences you in and sets you up for additional costs http://gettingreal.37signals.comWednesday, June 8, 2011
    • INTERFACE Start with the user interface The interface is your product What people see is what you’re selling Slap an interface on at the end and the gaps will show Does it make sense? Is it easy to use? Does it solve the problem at hand? http://gettingreal.37signals.comWednesday, June 8, 2011
    • PROTOTYPEWednesday, June 8, 2011
    • PROTOTYPE Evaluate the experience within the context Mobile GUI — www.mobilegui.net UI Stencils — www.uistencils.com Mobile Sketchbook — www.mobilesketchbook.com Pocket Sketches — www.pocketsketches.com App Cooker — www.appcooker.comWednesday, June 8, 2011
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    • PROTOTYPEWednesday, June 8, 2011
    • PROTOTYPE Evaluate the experience within the context OmniGraffle – www.omnigroup.com/products/omnigraffle Ultimate iPhone Stencil – www.graffletopia.com/stencils/413 Patrick Crowley Stencil – www.graffletopia.com/stencils/392 iPhone 3G Stencil – www.graffletopia.com/stencils/495 iPad and iPhone Design – www.graffletopia.com/stencils/570Wednesday, June 8, 2011
    • PROTOTYPE Evaluate the experience within the context Freshbooks iPhone Application GUI — developers.freshbooks.com/blog/view/freshbooks_iphone_application_gui/ iPhone UI Vector elements — www.mercuryintermedia.com/blog/index.php/2009/03/iphone-ui-vector-elements iPad GUI Design template — www.teehanlax.com/blog/2010/02/01/ipad-gui-psd/ iPad Design Vector elements — http://iconlibrary.iconshock.com/icons/ipad-vector-gui-elements-tabs-buttons-menus-icons/Wednesday, June 8, 2011
    • iOS Human Interface Guidelines http://bit.ly/higpdfWednesday, June 8, 2011
    • iOS Design According to Apple Great iOS Apps Embrace the Platform and HI Design Principles Great App Design Begins with Some Clear Definitions A Great User Experience Is Rooted in Your Attention to Detail People Expect to Find iOS Technologies in the Apps They Use All Apps Need at Least Some Custom ArtworkWednesday, June 8, 2011
    • The Display Is Paramount, Regardless of Its Size The comfortable minimum size of tappable UI elements is 44 x 44 points. The quality of app artwork is very apparent. The user’s focus is on the content.Wednesday, June 8, 2011
    • iOS Device Resolution Device Portrait Landscape iPhone 4 640 x 960 pixels 960 x 640 pixels iPad 768 x 1024 pixels 1024 x 768 pixels Other iPhone and 320 x 480 pixels 480 x 320 pixels iPod touch devicesWednesday, June 8, 2011
    • Gesture Action Flick To scroll or pan quickly. Swipe In a table-view row, to reveal the Delete button. To zoom in and center a block of content or an image. Double tap To zoom out (if already zoomed in). Pinch open To zoom in. Pinch close To zoom out. In editable text, to display a magnified view Touch and hold for cursor positioning Shake To initiate an undo or redo action.Wednesday, June 8, 2011
    • Virtual objects and actions are metaphors for objects and actions in the real world Tapping iPod playback controls Dragging, flicking, or swiping objects in a game Sliding On/Off switches Flicking through pages of photos Spinning picker wheels to make choicesWednesday, June 8, 2011
    • User Experience GuidelinesWednesday, June 8, 2011
    • User Experience Guidelines Focus on the Primary Task Elevate the Content People Care About Think Top Down Give People a Logical Path to Follow Make Usage Easy and Obvious Use User-Centric Terminology Minimize the Effort Required for User InputWednesday, June 8, 2011
    • User Experience Guidelines Downplay File-Handling Operations Enable Collaboration and Connectedness De-emphasize Settings Brand Appropriately Make Search Quick and Rewarding Entice and Inform with a Well-Written Description Be SuccinctWednesday, June 8, 2011
    • User Experience Guidelines Use UI Elements Consistently Consider Adding Physicality and Realism Delight People with Stunning Graphics Handle Orientation Changes Make Targets Fingertip-Size Use Subtle Animation to Communicate Support Gestures AppropriatelyWednesday, June 8, 2011
    • User Experience Guidelines Ask People to Save Only When Necessary Make Modal Tasks Occasional and Simple Start Instantly Always Be Prepared to Stop Don’t Quit Programmatically If Necessary, Display a License Agreement or DisclaimerWednesday, June 8, 2011
    • User Experience Guidelines (For iPad) Enhance Interactivity (Don’t Just Add Features) Reduce Full-Screen Transitions Restrain Your Information Hierarchy Consider Using Popovers for Some Modal Tasks Migrate Toolbar Content to the TopWednesday, June 8, 2011
    • DEVELOP Put all of the pieces together to create an application www.mobiledesign.orgWednesday, June 8, 2011
    • DEVELOP Put all of the pieces together to create an application Each platform offers its own developer resources Objective-C (iOS) Java (Android and BlackBerry) C#.NET (Windows 7 Phone)Wednesday, June 8, 2011
    • DEVELOP Put all of the pieces together to create an application Other authoring platforms emerging RhoMobile — Cross Platform, based on Ruby Appcelerator Titanium —Supports technologies like HTML5 & CSS PhoneGap – iOS, Android, Palm, Symbian and BlackBerry Whoop — WYSWIG Design tool Adobe Digital Publishing Suite — Works with Adobe InDesign LiveCode – iOS, Android, Windows MobileWednesday, June 8, 2011
    • APPMAKRWednesday, June 8, 2011
    • APPMAKR Evaluate the experience within the context OmniGraffle – www.omnigroup.com/products/omnigraffle Ultimate iPhone Stencil – www.graffletopia.com/stencils/413 Patrick Crowley Stencil – www.graffletopia.com/stencils/392 iPhone 3G Stencil – www.graffletopia.com/stencils/495 iPad and iPhone Design – www.graffletopia.com/stencils/570Wednesday, June 8, 2011
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    • TEST Make sure everything works, then check again www.mobiledesign.orgWednesday, June 8, 2011
    • TEST Make sure everything works, then check again Test first in emulator from manufacturer Create test builds for registered apps Usually requires a provisioning file Limited deployment for AdHoc builds Test on multiple devices and versions of OS if possibleWednesday, June 8, 2011
    • OPTIMIZE Ensure that the assets and code are as tight as possible www.mobiledesign.orgWednesday, June 8, 2011
    • OPTIMIZE Ensure that the assets and code are as tight as possible Make sure graphics are reduced Make sure video assets properly compressed and sized Download time can make a big difference on usage and salesWednesday, June 8, 2011
    • Approaching Compression Great results with common senseWednesday, June 8, 2011
    • Compression is a Science Lots of technology at work Cutting edge research Digital Rights Management Expensive Setup and Hosting “Fortunes” to be hadWednesday, June 8, 2011
    • Compression is Common Sense Making copies Get it out there Few concepts to learn Fairly automatedWednesday, June 8, 2011
    • The Illities Portability Compatibility Affordability QualityWednesday, June 8, 2011
    • The Language of Compression Learn the Terms to Get ResultsWednesday, June 8, 2011
    • Architecture Global family or classification of a file Includes MPEG, Flash, QuickTime, Windows Media, AIFF The ‘big’ pictureWednesday, June 8, 2011
    • Compressor/Decompressor Algorithm that allows for shrinking of the files Some compressors cost additional money to the content creator Decompressors are usually free to improve market share Shrinking the file using mathematical algorithms Modern compression techniques are significantly more effectiveWednesday, June 8, 2011
    • Bit Rate How much data per second there is in your file The higher the number, the larger the file Larger usually means more quality, but codec dependentWednesday, June 8, 2011
    • Sampling Rate The number of samples captured per second Audio CDs are 44.1 kHz Digital Video is 48 kHz Bigger is higher qualityWednesday, June 8, 2011
    • Channels Common will be the choice between stereo and mono Stereo files use two channels of audio data Mono use half the space Talking heads use monoWednesday, June 8, 2011
    • Pixel Aspect Ratio Computer pixels are square Digital video pixels can be non-square The video editing software or playback device compensates For computer playback you will need to manually resize Standard — 640 x 480 (720*.9) Widescreen — 860 x 480 (720*1.2)Wednesday, June 8, 2011
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    • Variable Bit Rate (VBR) Compression One of the most effective ways to create smaller files Computer analyzes the file before compressing the data Encoding this way is far slower If you can, choose this method for superior resultsWednesday, June 8, 2011
    • Batch Processing A benefit of many compression utilities Set up several files to run Walk away and leave your computer working hard Key to making moneyWednesday, June 8, 2011
    • Compression Scenarios Specific Workflows ExaminedWednesday, June 8, 2011
    • Compression Tools PC Mac QuickTime Pro QuickTime Pro Sorenson Squeeze Sorenson Squeeze Procoder Compressor Episode & Episode Pro Episode & Episode Pro Cinematize Cinematize MPEG Streamclip MPEG Streamclip Adobe Media Encoder Adobe Media Encoder StompWednesday, June 8, 2011
    • iOS Video Compression Two choices for file types for iOS compatibility MPEG-4 H.264Wednesday, June 8, 2011
    • MPEG-4 Specs Video frame size and rate 640 x 480 or 640 x 360 Up to 30 frames per second Up to 2.5 Mbps Audio up to 160 kbps, 48 Khz, stereo Simple ProfileWednesday, June 8, 2011
    • H.264 Specs Video frame size and rate 640 x 480 or 640 x 360 Up to 30 frames per second Up to 1.5 Mbps Audio up to 160 kbps, 48 Khz, stereoWednesday, June 8, 2011
    • Maximum video size supported by each iPhone 3G/3GS: 640x480 iPod Touch & iPhone 4: 960x640 iPad: 1024x768 Apple TV: 1280x720Wednesday, June 8, 2011
    • Apple TV Video Specifications Input Output 640x480, 30fps 640x480, 30fps, 3mbps* 1280x720 24fps 1280x720, 24p 5mbps* 1280x720, 30fps 960x540, 30fps 4mbps* 1920x1080, 24fps 1280x720, 24fps 5mbps* 1920x1080, 30fps 960x540, 30fps 4mbps* 1080i up to 60fps 960x540, 30fps 4mbps* * Represents an average bit rate. If you want to create a single file that works on all iOS devices, then deliver a 640 x 480 (or 640 x 360) file and keep the data rate below 1.5 Mbps.Wednesday, June 8, 2011
    • PORT Adapt for other devices that are part of distribution plan www.mobiledesign.orgWednesday, June 8, 2011
    • PORT Adapt for other devices that are part of distribution plan Some tools can create multiple versions from the same code Oftentimes graphics and other assets will have to be reformatted Do you need to be everywhere? Target the most relevant devices for your audienceWednesday, June 8, 2011
    • goes mobileWednesday, June 8, 2011
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    • Dedicated Applications iPhone Palm Android Symbian Blackberry Windows Mobile WidsetsWednesday, June 8, 2011
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    • Dedicated Applications iPhone Palm Sony Ericsson INQ Blackberry Windows Mobile WidsetsWednesday, June 8, 2011
    • Mobile Devices Facebook mobile (m.facebook.com) WAP enabled phone Mobile Texts | SMS 32665 (FBOOK)Wednesday, June 8, 2011
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    • Brand Throughout Customers need consistencyWednesday, June 8, 2011
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    • Artwork Requirements App Icon — 57x57 PNG Settings & Search Icon — 29x29 PNG Landscape Loading Image — 480x320 JPG Portrait Loading Image — 320x480 JPGWednesday, June 8, 2011
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    • Richard Harrington & Mark Weiser | www.RHEDPixel.comWednesday, June 8, 2011
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    • Mobile Video Strategies The Rise of New WorkflowsWednesday, June 8, 2011
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    • Delivering Mobile Video Production Frequency – How often are you going to record new episodes? Acquisition Size – We typically acquire shows in 720p HD (a frame size of 1280x720) at 24 frames per second (the same as film). Delivery Methods – You need to consider your primary and secondary delivery methods. Audience Capabilities – You need to make some assumptions about your audience.Wednesday, June 8, 2011
    • Questions to Ask Make-Up of Audience? Connection Speeds? Embedded into Page? Downloadable? Portable? Protected?Wednesday, June 8, 2011
    • Developing Video Content Strategies for SuccessWednesday, June 8, 2011
    • Relevant Visuals Video based content should add to the broadcast by delivering information that cannot be relayed in an audio only format.Wednesday, June 8, 2011
    • Develop for Portability Shooting and editing must be designed appropriately for intended purpose. Superior audio for small speakers, content designed for smaller window with lower frame rates.Wednesday, June 8, 2011
    • Develop for Portability Content must be kept brief, engaging and to the point. If content is not intended to be viewed on a portable device, larger frame sizes can be used.Wednesday, June 8, 2011
    • Leveraging Content Existing content must be evaluated for web delivery. Can also be used as B-roll for newly developed content. Existing content can be re-edited into a format for iOS delivery.Wednesday, June 8, 2011
    • Budget Sensitivity Driving the Costs of Mobile Video DownWednesday, June 8, 2011
    • Budgeting Guidelines Treat more like ENG style shoot Consider spending money to save money Multitalented crew & multi-cam productions Hard disk recorders Look to pack day/schedule Maximize locationsWednesday, June 8, 2011
    • Balancing Production Carefully choose acquisition format Select talent carefully Keep it short Rehearse during changeovers Use shot list & keep shot ratio very lowWednesday, June 8, 2011
    • The Simple Truth It’s all about project management You must scale production to meet the budget and client needs You need to think more like local news than feature filmWednesday, June 8, 2011
    • Editing Advice Cut it RightWednesday, June 8, 2011
    • Editing Advice Seek resolution independent NLE Flexibility with frame sizes Flexibility with frame rates Synchronize frame rates early on Consider repurposing contentWednesday, June 8, 2011
    • Editing Advice Exposure & Contrast Color Balance Audio Mix & Normalization Interlacing and when it is removed Run Time Shot CompositionWednesday, June 8, 2011
    • Getting Discovered You need to be found if you want successWednesday, June 8, 2011
    • How Will You Be Discovered? There are three ways a potential buyer can find you in most App Stores Understanding the three methods is important if you want to improve your chances of being foundWednesday, June 8, 2011
    • Search Search. Results are returned based on popularity and relevance Popularity relates to the number of new downloads you’ve had in a given period Relevance is due largely to your app’s description and keywords Be sure to write an accurate description You can also use keywords to address misspellings or additional search criteria.Wednesday, June 8, 2011
    • Featured Content Featured Content. Most stores routinely feature content There are several factors that contribute to a show being featured. First and foremost, the quality of the app is considered Second, your app must have attractive artworkWednesday, June 8, 2011
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    • How to Get Featured Have a good idea Have a great design Effectively use features that are unique to the OS (such as AirPlay for iOS) Show technology from the most recent OS update Make a splash through your own marketingWednesday, June 8, 2011
    • Top Lists Top Lists. Location on page will vary store to store These lists showcase the top apps in each category Making these lists is based on new downloads Once you are on a Top List, it is essential you maintain momentum Staying on a Top List is very helpful, as it makes it much easier for shoppers to discover your appWednesday, June 8, 2011
    • Social Media Overview What’s social got to do with business?Wednesday, June 8, 2011
    • Social Media Growth Social media is a global phenomenon  Happening in all markets regardless of economic, social and cultural development Enable share technologies Facebook Twitter RatingsWednesday, June 8, 2011
    • Social Media Outlets Twitter Facebook Ning Online Forums Community Help BlogsWednesday, June 8, 2011
    • Social Media + Reputation Social media has strong impacts on reputation 34% post opinions about products and brands on their blog 36% think more positively about companies that have blogsWednesday, June 8, 2011
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    • Writing and Posting Tips Why should I read this? What’s in it for me?Wednesday, June 8, 2011
    • Solicit Early Get advance buzz and signups going ASAP Get some sort of site up and start collecting emails as soon as possible Pick your domain name and put up a logo and maybe a sentence or two that describes what your app will do Let people give you their email address Now youre on your way to having a foundation of folks ready and waiting to be notified of your launch http://gettingreal.37signals.comWednesday, June 8, 2011
    • How to Write for Social Media People scan; don’t read word-for-word Put the important info first Use headlines and subheads Use bullets and boldface (no underline) Boldface important terms “keywords” Use links & imagesWednesday, June 8, 2011
    • How to Write for Social Media SHORT ARTICLES! Keep the posts 200-450 words 1 topic per post. Linked, multi-part posts are okay Informal, conversational tone No jargon or acronyms Write for general audience, 7th grade levelWednesday, June 8, 2011
    • A Powerful Promo Site What should you include on this site? Overview. Explain your app and its benefits Tour. Guide people through various features Screen captures and videos. Show people what the app actually looks like and how to use it Manifesto. Explain the philosophy and ideas behind it http://gettingreal.37signals.comWednesday, June 8, 2011
    • A Powerful Promo Site What should you include on this site? Buzz: Testimonials from customers, reviews, press, etc. Case Studies. Real life examples that show what’s possible Forum. A place for the community to help one another Pricing & Purchase. Get people to your app quickly Weblog. Blogs keep your site fresh with news, tips, etc. http://gettingreal.37signals.comWednesday, June 8, 2011
    • How Often Should I Post? Search engines index blogs that have regularly scheduled posts Post on the same day of the week. 1x week (Tues OR Wed OR Thursday) 3x week (Monday/Wednesday/Friday) Write your posts in advance and schedule them to appear on the days you wantWednesday, June 8, 2011
    • Social Media Growth People are far more likely to read a post with an image than without one Include at least one image and alt-tag it Don’t borrow images or content from other blogs or online content Use your own images Use stock sites like Fotolia or iStockphotoWednesday, June 8, 2011
    • Getting Press Coverage Getting traditional media coverage is not as hard as you thinkWednesday, June 8, 2011
    • Getting Press Coverage Getting traditional media coverage is not as hard as you think Be sure to have photos easily accessible The press love pictures and its often a deal-breaker Post stills to your website that show both the finished app as well as action shotsWednesday, June 8, 2011
    • Getting Press Coverage Getting traditional media coverage is not as hard as you think Don’t be shy… but at the same time don’t annoy Journalists often are spread thin these days with budget cuts By following up and being responsive you’ll be seen as a good sourceWednesday, June 8, 2011
    • Getting Press Coverage Getting traditional media coverage is not as hard as you think Be sure to pitch your app in relationship to a bigger angle For example, perhaps your app is about saving energy and a better environment Pitch journalists on Earth Day or when green energy initiatives are up for a vote Tie yourself to your content and pitch when relevantWednesday, June 8, 2011
    • Getting Press Coverage Getting traditional media coverage is not as hard as you think Once you’ve built a relationship with a member of the press, be sure to maintain it Remember that most journalists have a job to do, and that is to find and report on stories that are of interest to their readers If you are easy to access and genuinely open, they’ll likely revisit youWednesday, June 8, 2011
    • The Hollywood Launch Go from teaser to preview to launchWednesday, June 8, 2011
    • The Hollywood Launch Go from teaser to preview to launch To build up buzz and anticipation, go with a Hollywood- style launch: Teaser Preview Launch http://gettingreal.37signals.comWednesday, June 8, 2011
    • Teaser A few months ahead of time, start dropping hints Let people know what youre working on Post to your blog about the development Stay vague but plant the seed Get a site up where you can collect emails from folks who are interested http://gettingreal.37signals.comWednesday, June 8, 2011
    • Preview A few weeks ahead of launch, start previewing features Give people behind-the-scenes access Describe the theme of the product Tell people about ideas and principles behind the app Possibly use Ad hoc builds to invite early access Encourage people to sign up http://gettingreal.37signals.comWednesday, June 8, 2011
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    • Launch Its release time Get emails out to those who signed up Launch your full marketing site Get blogs to link to you Show momentum and keep at it http://gettingreal.37signals.comWednesday, June 8, 2011
    • Advice on Tweeting Just what should you say?Wednesday, June 8, 2011
    • Good Tweeting Habits Post updates whenever you add new blog post about app Post quick tips related to your app Ask provocative/open-ended questions Share good news and accomplishments Engage others and comment Post promo codes and salesWednesday, June 8, 2011
    • Some Special Language Use hashtags # to indicate the subject of your tweet hashtags.org – directory to tags Use @ to indicate the person you are tweeting @rhedpixel to talk to me Re-Tweet something you want to share Start tweet with RT Consider official Retweet functionWednesday, June 8, 2011
    • Use Twitter to Build a Following Who do you want to meet? What characterizes your niche? Follow people who are in that niche Next... follow their followers (they will often follow you back)Wednesday, June 8, 2011
    • Retaining Limited Rights The right to make a livingWednesday, June 8, 2011
    • Retaining Limited Rights Portfolio Awards Public Display Proposals Rights of employees and subcontractorsWednesday, June 8, 2011
    • Portfolio Consider how you want to show work Gated portfolio Distributed portfolio Ask first or ask forgiveness? Provide proper credit for work shownWednesday, June 8, 2011
    • Awards Important for establishing credibility Ensure permission of both end customer and hiring agency or client Give proper credit Order copies of award for client as well Be wary of less-prestigious awardsWednesday, June 8, 2011
    • Public Display Upload to your website (public area) Upload to video sharing services Terms of service Can be risky Consider client watermark Consider using short excerptsWednesday, June 8, 2011
    • Proposals Need to show past performance Essential to proving experience and capabilities Can be a huge hurdle Do not show material that client has not made publicly available for distribution Consider using links to client website, media coverage, or video portalWednesday, June 8, 2011
    • Rights of Employees and Subcontractors Sticky issue Liable for others you employ Ensure digital and physical copies accounted for Be able to remove works at client request Have clear written policy Don’t be a jerkWednesday, June 8, 2011
    • Intellectual Property Original programming content, characters, scripts, treatments, footage, animation and other work product created by employees while in the employ of RHED Pixel is considered to be ‘work made for hire’ under U.S. copyright law and is the exclusive intellectual property of RHED Pixel and/or its clients. Upon termination of employment, no employee may retain copies of such work product, including but not limited to company demo reels, copies of completed programs, digital copies, and sample scripts, without the express permission of the President.Wednesday, June 8, 2011
    • Intellectual Property Employees seeking to build a portfolio should discuss this with the President. Due to the confidential nature of some of our work, certain samples cannot be released. If an employee identifies work they would like to use, and they receive written permission from the President, a watermarked version may be kept.Wednesday, June 8, 2011
    • Backing Up Media You don’t want to lose a projectWednesday, June 8, 2011
    • Backing Up Media Backup Strategies Potential Issues with Rights Backing Up Media Files Archiving ProjectsWednesday, June 8, 2011
    • Backup Strategies A place for everything and everything in its place Needs to be institutionalized May be contractually required At least two locations and two different devices There is no such thing as paranoid Avoid promising archives and backups Can leverage as additional revenueWednesday, June 8, 2011
    • Backup Strategies Create a schedule for doing those backups and have a workflow in place Back up project files daily Back up project file namingWednesday, June 8, 2011
    • RHED Pixel WorkflowWednesday, June 8, 2011
    • DroboElite/B800i Primarily used for video editing Integrates with systems over Gigabit Ethernet Edit multiple streams of HD content Volumes by clients Setup so two of eight drives can fail Setup to email warningsWednesday, June 8, 2011
    • DroboPro Use to archive sources Connected to single workstation Designers mount as read-only volume and copy across to work partition Data scrubbed and verified with self-healing Less expensive than Blu-ray, AIT, DLT systems Setup so two of eight drives can fail Setup to email warningsWednesday, June 8, 2011
    • DroboFS Allows for file sharing In use in graphics/multimedia department Allows for multiple user to share a pool of assets in a read-write environment Ideal for graphics and design workflow Others can drop as well as pickup filesWednesday, June 8, 2011
    • Potential Issues with Rights Once project is complete, do you have rights to retain source materials Licensed elements may not be able to be reused Be sure to keep assets isolated to avoid mixing materials across clientsWednesday, June 8, 2011
    • Backing Up Media Files You’ll need a lot of extra storage space. In most situations a bit for bit back up of every media file is not necessary especially if you have access to the original sources Film transfers and one of a kind stock Non-timecode media – Items like music, graphics or other stock footage Back up outputs or self-contained files Consider offsite copying © RHED PixelWednesday, June 8, 2011
    • Extra Technology Some useful tools worth addingWednesday, June 8, 2011
    • Feed Validator Use Feed Validator to test RSS Feeds www.feedvalidator.org/ Identifies errors and recommends solutionWednesday, June 8, 2011
    • FeedBurner Ideal for streamlining and republishing content www.feedburner.com Provides detailed user and item usage statisticsWednesday, June 8, 2011
    • More on Compression Apple is setting global standards on media compression for portable devices due to market leader status http://www.apple.com/itunes/podcasts/ specs.html#formattingvideoWednesday, June 8, 2011
    • Lijit Makes it easy to incorporate powerful searches into blogs www.lijit.com Provides detailed information about what readers are looking forWednesday, June 8, 2011
    • Animoto High-End Slideshows Easy to Use Allows for Tight Musical Integration Can Save as Stand-Alone File Pro membership level availableWednesday, June 8, 2011
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    • What is RHED Pixel?Wednesday, June 8, 2011
    • What is RHED Pixel? Company founded in 1999 70% Full Service Clients 30% Support to Other Professionals Winner of a Ciné Award Offers variety of video, interactive, and multimedia services Recognized authority for video and multimedia industriesWednesday, June 8, 2011
    • Services Offered Preproduction Planning Field Production Nonlinear Editing Motion Graphics Photo Restoration & Motion Control DVD & Blu-ray Authoring Podcast Distribution/Consultation Application and E-learning DevelopmentWednesday, June 8, 2011
    • Resources Things worth checking outWednesday, June 8, 2011
    • Wednesday, June 8, 2011
    • www.RichardHarringtonBlog.comWednesday, June 8, 2011
    • RHED Pixel (www.rhedpixel.com) Adobe Certified Expert & Trainer Apple Certified Trainer Avid Master Editor Project Management Professional Teach courses on digital media production and web contentWednesday, June 8, 2011
    • RHED Pixel (www.rhedpixel.com) Adobe Certified Expert & Trainer Apple Certified Trainer Avid Master Editor Project Management Professional Teach courses on digital media production and web contentWednesday, June 8, 2011
    • CONNECT 703.531.1325 | Office 703.608.4852 | Cell rich@rhedpixel.com www.RHEDPixel.com www.RHEDPixel.tvWednesday, June 8, 2011
    • CONNECT twitter.com/rhedpixel facebook.com/RichHarringtonStuff facebook.com/Rich.Harrington youtube.com/rhedpixeltv RichardHarringtonBlog.com linkedin.com/in/RichardHarringtonWednesday, June 8, 2011
    • Contract # GS-07F-0053V 541–1 Advertising Services 541–4B Video/Film Production 541–5 Integrated Marketing Services Contract # GS-07F-0054V 541–4E Commercial Photography 541–4B Commercial Art and Graphic DesignWednesday, June 8, 2011
    • Managing App Development Managing Innovation with Project Management Richard Harrington - RHED Pixel | www.RHEDPixel.com | www.RichardHarringtonBlog.com twitter.com/ facebook.com/ youtube.com/ rhedpixel RichHarringtonStuff rhedpixeltvWednesday, June 8, 2011