What the iPad Really Means to Developers
pragprog.com
pragprog.com
edit - and it should go without saying, BUT: don't build another twitter app. Please.
One more edit: this is a good rebuttal to the "awesome design is necessary!!!" school of thought http://www.smashingmagazine.com/2009/07/21/iphone-apps-desig...
Overdesign is not good, either.
I already have way too many ideas for apps which aren't lush-graphics-heavy that are still very attractive and functional, as well as breaking new ground.
Besides, the graphics work doesn't have to be full-time on someone's part. Yes, good graphics work is expensive, but it's generally only part-time, compared to the developer's time, if the app is more than eye candy.
So there's plenty of room for the indie.
On the other hand, the $30 bar Apple has set for pro apps like iWork is pretty low ($10 each). I'm hoping that serious indie apps will be able to sell in the $10-15-25 range. But only time will tell.
At least we know it'll be a different equation from the iPhone market.
And, I think PG is fundamentally right: only people who spend time working on the iPad are going to spot the emerging opportunities. It's really a new platform where the possibilities are very hazy, if promising.
Charging you $0.1 to read HN or the NYT or the BBC is hard, selling you a $10 app to read the site on your iWhatever is easier. The app is a trivial wrapper around an xml feed, it's a slightly better user experience than the browser - and I get $10
On one hand, it is much less than the corresponding PC software titles, but at the same time many of the variable costs (especially testing & support) are reduced due to the cohesiveness of the platform.
Code still matters a lot when it comes to UIs, though. Motion and interactivity are just as important as the static images found in attractive UIs. For instance, Convert's magnifying-glass effect and Tweetie 2's (now widespread) pull-to-refresh idiom are neat tricks not possible with Photoshop skills alone.
http://flyosity.com/tutorial/crafting-subtle-realistic-user-...
Over the past year, I've been studying up on drawing, typography and other graphic design stuff. If not to get to proficiency myself, at least to get conversant in the topics so I can properly communicate with people I hire or work with. This will definitely help. Thanks again!
Probably it can be learned - the question is, is it time effective?
That's the tool you use to get it done, but it's says nothing about the talent you need to do a good job.
Maybe the only way to mitigate the risk of the capricious app store gatekeepers is to build enough relationships with Apple to bypass them (like ngmoco seems to do). Maybe that requires being a big(ger) company.
In short, if you are reasonable (e.g. not trying to sneak in a porn app or an app that obviously violates Apple's terms) you are practically guaranteed that you'll get your app in the store. And if you are not reasonable being big or close to Apple will likely not help you much.
(By the way, I cannot come up with a single case in which ngmoco might seem to have bypassed the approval process. Do they have a tits app in the store or something?)
He was flat out rejected. After being suggested to put in-app purchasing in his app.
I'd say "App store reviewers are tired, cranky, varied from one another, pissed off when people dump crap on them, and unwilling to go out on a limb when in doubt", and that accounts for 90% of all the rejections and behavior we see from them.
Either way, they're not liable in the slightest for it.
All of that aside, it doesn't really matter. If you don't want to get into a call recording app, you say that at the beginning when first shown a call recording app. After you've suggested a company do 10k worth of development, then make a policy rejection on something the app has done since day one, you've screwed up.
You can make immersive beautiful apps. But you have to go about it the right way.
Apple only approves working code. This means you have to get iterative in the correct way to 1> Lessen your chance of late rejection and 2> Ensure you have approval the entire way.
If you're making an app, make a simple version of it first. Submit it for approval, after approval or rejection, fix those problems it has, then resubmit. Iterate this. Only when you've got a pretty much done project, buy the art, add it in, then resubmit.
There are apple development liaisons who you can develop a relationship with, but honestly, they'll call you even if you don't have one when they think your app is in the "sweet spot" of "rejected by approvable with just a little tweak". The relationship is pretty much only useful to "get" their mindset faster, it doesn't really get more things approved.
Is there a risk they'll end up rejecting you wholesale? Yup. But it's pretty reasonable to get a feel for what areas are verboten, and which areas are largely in the clear. Stay in the latter, and you're usually far far from fearing rejection.
The majority of iPhone developers I've personally met make their money from writing and maintaining apps for other companies. The company just needs to go through the iPhone developer application process and pay the annual $99 fee - and no one will ever know (win-win). Yes, they do have their own personal apps and some have done quite well.
Oh, and most of the developers I've met have spouses with a relatively stable full-time job (health insurance and financial risk mitigator)
That's why it's stupid to try to compete with Apple for things where this matters. Much better to attack niche markets that aren't worth pursuing to players that have the resources to make lavish graphics.
The great thing about the Apple platform over the web is you can get away with creating fewer graphic resources. You can make a nice looking app using native controls. I'm hoping that Cappuccino and Aristo do the same for web apps.
Google said they will implement all that into WebKit for ChromeOS.
Anybody can write an article, but few people can can produce a full graphically designed issue of GQ alone.
Check out the the showcase of mobile apps at http://wellplacedpixels.com/ then honestly ask yourself if you can produce both the application and graphic design of that quality by yourself.
As the song goes: You got to work to feed the soul / But I can't do this all on my own / No, I know, I'm no Superman