The Fine Print of iOS Development Concepts, strategies, and gotcha’s that every marketer should be aware of from an iOS de...
The Fine Print of iOS Development <ul><li>Cory D. Wiles - iOS Developer @  Phoenix Comm Corp . </li></ul><ul><li>Blog:  ht...
Marketers Vs. Developers <ul><li>  </li></ul>
Marketers AND Developers <ul><li>  </li></ul>
Rethink, Don't Shrink <ul><ul><li>No 1:1 between desktop app / desktop browser and iOS App </li></ul></ul><ul><ul><li>Keep...
Rethink, Don't Shrink <ul><li>  </li></ul>
Rethink, Don't Shrink <ul><li>  </li></ul><ul><li>  </li></ul>
Have a Strategy Not Just a Sales Pitch <ul><li>  </li></ul>
Have a Strategy Not Just a Sales Pitch <ul><ul><li>Content population </li></ul></ul><ul><ul><ul><li>  How is the app upda...
Mobile vs (and) Native <ul><ul><li>Ideal to have both </li></ul></ul><ul><ul><li>Mobile - apps are carrier independent </l...
Mobile AND Native <ul><ul><li>Native - Faster response </li></ul></ul><ul><ul><li>Native - Greater potential for &quot;off...
iPad, iPhone, Universal, Oh My <ul><ul><li>Which device should I develop for? - depends on functionality and audience </li...
Mobile AND Native <ul><li>http://goo.gl/5SnBM </li></ul><ul><li>&quot;It’s an easy answer; native apps provide improvement...
iPad Only Example <ul><li>Flipboard - It is your personalized, social magazine   http://goo.gl/tffL </li></ul>
iPhone Only Example <ul><li>Nike+ GPS - &quot;The Nike+ GPS app helps you get the most out of every run by tracking where ...
Universal Example <ul><li>2Do - &quot;Finest Todo App&quot;  http://goo.gl/KFyTF </li></ul>
Not Rapid Development <ul><ul><li>Talent pool is small </li></ul></ul><ul><ul><li>Compiled not Scripted </li></ul></ul><ul...
Design Considerations
Design Considerations <ul><ul><li>Meaning of life isn't 42, but 44 (x N) </li></ul></ul><ul><ul><li>Use Apple's elements, ...
Design Considerations <ul><li>  </li></ul>Tapbots -  http://goo.gl/hgKdj
Future Predictions <ul><li>  </li></ul>
Future Predictions <ul><ul><li>2010 - Location, games and social networking, cloud storage </li></ul></ul><ul><ul><li>2011...
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The Fine Print of iOS Development

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Concepts, strategies, and gotcha's that every marketer should be aware of from an iOS developers perspective. iOS is in high demand but is still new for most marketers and agencies. This presentation will help bridge that digital divide.

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  • http://www.slideshare.net/mringlein/designing-iphone-ipad-apps http://www.slideshare.net/joshclark/tapworthy-designing-iphone-interfaces-for-delight-and-usability-3459041 http://stackoverflow.com/questions/209170/how-much-does-it-cost-to-develop-an-iphone-application http://osxdaily.com/2010/09/07/iphone-development-costs/ http://developerlife.com/theblog/?p=1510
  • Don&apos;t just say you will have video?  How is that video going to be served up?  HUGE app file size which can&apos;t be downloaded over cell network or streaming. Must have backend system. Doesn&apos;t need to have everything and the kitchen sink
  • No differenet than developing for multiple browsers
  • &amp;quot;offline&amp;quot; utils are 2do apps, reading, cached content
  • 44 is number of pixel height for most elements. pad/pen save LOTS of rework time. Easier to change pencil then byte code
  • brightcove will benefit greatly the *tv market
  • The Fine Print of iOS Development

    1. 1. The Fine Print of iOS Development Concepts, strategies, and gotcha’s that every marketer should be aware of from an iOS developers perspective.
    2. 2. The Fine Print of iOS Development <ul><li>Cory D. Wiles - iOS Developer @  Phoenix Comm Corp . </li></ul><ul><li>Blog: http://blog.corywiles.com/ </li></ul><ul><li>Twitter: @kwylez </li></ul><ul><li>Email: [email_address] </li></ul>
    3. 3. Marketers Vs. Developers <ul><li>  </li></ul>
    4. 4. Marketers AND Developers <ul><li>  </li></ul>
    5. 5. Rethink, Don't Shrink <ul><ul><li>No 1:1 between desktop app / desktop browser and iOS App </li></ul></ul><ul><ul><li>Keep common brand elements (colors, logos, functionality) </li></ul></ul><ul><ul><li>Smaller areas to interact with data </li></ul></ul>
    6. 6. Rethink, Don't Shrink <ul><li>  </li></ul>
    7. 7. Rethink, Don't Shrink <ul><li>  </li></ul><ul><li>  </li></ul>
    8. 8. Have a Strategy Not Just a Sales Pitch <ul><li>  </li></ul>
    9. 9. Have a Strategy Not Just a Sales Pitch <ul><ul><li>Content population </li></ul></ul><ul><ul><ul><li>  How is the app updated? </li></ul></ul></ul><ul><ul><ul><li>  What are the content sources? </li></ul></ul></ul><ul><ul><li>Paid or Free </li></ul></ul><ul><ul><ul><li>ads or no ads </li></ul></ul></ul><ul><ul><ul><li>in-app purchases </li></ul></ul></ul><ul><ul><li>KNOW YOUR AUDIENCE </li></ul></ul><ul><ul><li>Brand consistency </li></ul></ul><ul><ul><li>Iterative development </li></ul></ul><ul><ul><li>App should have specific focus </li></ul></ul><ul><ul><li>Optimized for microtasking </li></ul></ul>
    10. 10. Mobile vs (and) Native <ul><ul><li>Ideal to have both </li></ul></ul><ul><ul><li>Mobile - apps are carrier independent </li></ul></ul><ul><ul><li>Mobile - Easier to deploy </li></ul></ul><ul><ul><li>Mobile - Existing knowledge base on staff </li></ul></ul><ul><ul><li>Mobile - Utilize HTML5 </li></ul></ul><ul><ul><ul><li>offline caching </li></ul></ul></ul><ul><ul><ul><li>video tag </li></ul></ul></ul><ul><ul><ul><li>location aware </li></ul></ul></ul>
    11. 11. Mobile AND Native <ul><ul><li>Native - Faster response </li></ul></ul><ul><ul><li>Native - Greater potential for &quot;offline&quot; utils </li></ul></ul><ul><ul><li>Native - Ability to utilize native features of the phone </li></ul></ul><ul><ul><ul><li>GPS </li></ul></ul></ul><ul><ul><ul><li>multi-touch </li></ul></ul></ul><ul><ul><ul><li>contact </li></ul></ul></ul><ul><ul><ul><li>iPod </li></ul></ul></ul><ul><ul><ul><li>accelorameter </li></ul></ul></ul><ul><ul><ul><li>PUSH </li></ul></ul></ul><ul><ul><ul><li>gestures </li></ul></ul></ul><ul><ul><ul><li>pinch-zoom </li></ul></ul></ul>
    12. 12. iPad, iPhone, Universal, Oh My <ul><ul><li>Which device should I develop for? - depends on functionality and audience </li></ul></ul><ul><ul><li>No hard and fast rule </li></ul></ul><ul><ul><li>If you have benefits of running on both then start with Universal binary.  User's don't like maintaining two different versions of apps </li></ul></ul>
    13. 13. Mobile AND Native <ul><li>http://goo.gl/5SnBM </li></ul><ul><li>&quot;It’s an easy answer; native apps provide improvements in performance and storage, they work offline and are better at remembering where you last left-off. Native apps can also exploit the platform’s built-in technology, such as the iPhone’s camera or Location Services (Twitter’s website, for example, always gets my location wrong, but the official Twitter app, hooking-into iOS’s Location Services, never fails to figure out where I am.) </li></ul><ul><li>Convenience, performance, function and flexibility, then, make native apps the single best way to move forward. That’s been pretty obvious to everyone since 2007, so why would Balsillie say otherwise?&quot; </li></ul>
    14. 14. iPad Only Example <ul><li>Flipboard - It is your personalized, social magazine   http://goo.gl/tffL </li></ul>
    15. 15. iPhone Only Example <ul><li>Nike+ GPS - &quot;The Nike+ GPS app helps you get the most out of every run by tracking where you go and motivating you to take it further.&quot; http://goo.gl/KlSL </li></ul>
    16. 16. Universal Example <ul><li>2Do - &quot;Finest Todo App&quot;  http://goo.gl/KFyTF </li></ul>
    17. 17. Not Rapid Development <ul><ul><li>Talent pool is small </li></ul></ul><ul><ul><li>Compiled not Scripted </li></ul></ul><ul><ul><li>Device platform considerations </li></ul></ul><ul><ul><li>Display considerations (retina display) </li></ul></ul><ul><ul><li>Mutlitasking creates opprotunities, but adds levels of complexity for developers </li></ul></ul><ul><ul><li>Wifi, EDGE, 3G or no connectivity </li></ul></ul><ul><ul><li>It's a phone FIRST </li></ul></ul><ul><ul><li>App Store submissions and rule </li></ul></ul>
    18. 18. Design Considerations
    19. 19. Design Considerations <ul><ul><li>Meaning of life isn't 42, but 44 (x N) </li></ul></ul><ul><ul><li>Use Apple's elements, but got to enhance </li></ul></ul><ul><ul><li>Save space by using hidden controls </li></ul></ul><ul><ul><li>Always let user know what is happening </li></ul></ul><ul><ul><li>Pad/Pen are just as important and valuable as XCode </li></ul></ul><ul><ul><li>Simple UI's AREN'T cutting it anymore </li></ul></ul>
    20. 20. Design Considerations <ul><li>  </li></ul>Tapbots -  http://goo.gl/hgKdj
    21. 21. Future Predictions <ul><li>  </li></ul>
    22. 22. Future Predictions <ul><ul><li>2010 - Location, games and social networking, cloud storage </li></ul></ul><ul><ul><li>2011 - micro payments, business/enterprise apps, LBS (more than 'I am here'), augemented reality, cloud distribution, targeted ads, *tv </li></ul></ul><ul><ul><ul><li>Location Labs </li></ul></ul></ul><ul><ul><ul><li>SimpleGEO </li></ul></ul></ul><ul><ul><ul><li>Square </li></ul></ul></ul><ul><ul><ul><li>WePay </li></ul></ul></ul><ul><ul><ul><li>iAds , AdMob , MobFox </li></ul></ul></ul><ul><ul><ul><li>AWS (Amazon Web Services), BrightCove </li></ul></ul></ul>

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