The idea ain't the hard part. One writer finds out hard it is to create an app
unlimitedmagazine.com
unlimitedmagazine.com
His app could have had a working version on the store in 2 weeks, if he'd really tried. It would benefit from further work, but would have proved his point.
Instead, he got dazzled by how much work the -best- apps take and gave up. It's like looking at a guitar and realizing how much work it takes to become a rockstar, and just giving up before you've even picked the thing up.
Most people aren't rockstars, and most apps don't hit #1 on -any- list.
Yes, she literally just Googled "how do you make an app?", saw that it was hard, and is now reporting this to us.
Of course, the know-how for doing that takes time to develop as well.
But, if this reporter's real goal was getting an app done, rather than writing a story, she probably would have spoken to more people who had actually hired devs for short projects. Instead, she seems to have spoken to just enough people to get usable quotes for the story.
She never switches from the layperson's "invent" terminology (a misnomer for the ideas-into-functions process of software development) and is only ever hand-wavy about going rates for expert help. There is someone out there who has the expertise to make a simple version 1 of her app in 2 weeks or less; how much does that person charge?
I mean, I could build a pretty amazing garage sale-finding app for that much, but I think Brandon Tennant either builds apps that are part of larger marketing campaigns (and only sees part of that budget), or is completely exaggerating in the hopes of landing a really big fish from that article. Or the author misunderstood him.
I had an associate who would usually work with me to bring his web-based ideas to life. He decided to see if he could create one of his web-app ideas himself, and after realizing that it meant spending HOURS in front of the screen, piecing together a complicated puzzle of code while switching gears here and there to be a creative designer as well, it became evident that it wasn't a walk in the park.
"Trying" for some people will consist of searching Google for a magic spell that makes your ideas come to life.
Developcus Appeomus!
Edit: I actually think it's a little sad when you think about it. You know those steps for after "Google it" comes up blank, the ones like "Check if there are two things I can combine to do this" or "Look at the file format, maybe it's just tab-separated or something"? Those steps don't exist for most people.
This must be how mechanics feel about cars, huh.
Arguably, the easiest way to make a "quick" iphone app, is to write a web app with a UI optimized for mobile and put it on a server and give out the URL. The app won't feel quite like a native app, it won't be able to run background tasks, each time you run it, it'll probably need to load all of the resources, but it's a great way to quickly test your concept, it'll work on all mobile platforms, and you won't have to get it approved by an app store.
Today, people think they can strike riches by creating a mobile app.
Not much has changed.
EDIT: Apparently they handle everything and you get 25% just for the idea. Not bad.
(This is what I do for a living, 3rd party app development).
For me personally, 75% of my working hours is spent talking to people who have an app idea and don't have the funds to execute, and trying to separate those from paying clients. If I could cut that number in half, I would literally be twice as productive. It would be like adding 3 hours to every workday, or producing an additional ten apps a year.
There are things like App Inventor that try to make it dead simple, but they all fail in that you can't make something reasonably complex with it.
It would be great if this was easy, but hundreds of people have tried and failed to make it dead simple and I think there's a reason for that.
As long as this is true, programming will be "hard", because until I can program a computer like the Holodeck by speaking to it and having it infer my intent, I will have to be specific about what I want to do, and this is not something that people are used to doing. It takes training to learn to think like a computer, and that will be fully necessary until computers learn to think like us.
For example, if, 20 or even 10 years ago, years ago, you built a webpage with nothing but a textarea and a 'save' button that allows people to save a single text per URL, you have a CMS that could have made you real money. Nowadays, wikis must be more advanced than that.
Having said that, it is possible to lower the barriers. I think it would be extremely cool and useful to have something HyperCard-like on iPad. I do not think everyone's five minutes of work should be on the app store, though.
Instead of picking up a mockup tool, or using HTML/CSS to create a simple mobile web version (or a native app using PhoneGap), he goes asking other people to do it for him. (Probably for "sweat equity" ;) )
The article started out with promise: yes, kids can write iPhone apps. But those kids wrote those iPhone apps not by talking with consultants who charge $$$ for app development. You know how those kids developed their apps? By sitting down, learning about how to program for the iOS, and writing f#$$@ code. Not by talking to developers to do it for them. That's how.
I was half expecting an article talking about the state of the art of entry level development: PhoneGap, or other drag and drop methods. MacRuby for getting on the Mac App store... whatever. Something maybe easier to laypeople than "here's this weird objective-C thing with []s everywhere".
Having said that, I do make my living as a freelance developer (Rails, iOS)...
TL;DR: This is the story of a lot of startups: "I have this great idea! Oh, it's going to cost $N,000 to develop a minimum viable product? This is hard". On the other hand, it may serve as a reality check for people with a new idea that think we (as developers) can program DOOM in a weekend, for free err 'exposure'."