Posts Tagged ‘Iphone’

Android on it’s way to a 3.1 moment

Aug 10
22

The story of Android vs. iPhone reminds me a lot of the story of Microsoft Windows vs. Apple Macintosh. In this version the part of Microsoft will be played by Google.

The similarities are striking. Apple was first to market and wowed everyone. Google followed close behind with a competitive, less polished product. Now is where it get’s interesting.  In the original story Microsoft had success with the OS but it wasn’t until Windows 3.1 when everything clicked. I believe Android could be at a similar tipping point. A large number of hardware OEM’s are on board with Android and with a small number of adjustments the OS is primed to take off.

What needs to change?

  • Apps are inconsistent, and hard to use. The design patterns and guidance that are available in iOS are missing and developers are left to come up with their own sets of best practices.
  • Level of design and attention to detail is low. The OS works, but not well.
  • App market is incredibly poor. No wonder dev’s aren’t making money. No excuse Google has to fix this. App Search is even worse, I expect more from Google on this topic.

Fix those three things and Android will take off faster like a rocket.

Why the iPad will succeed and fail

Feb 10
15

Why it will succeed

  • The iPad will crush the Kindle market.  It’s cooler, slicker, has a color screen and will have thousands of apps at lau nch. While people can read books and newspapers the bulk of the interesting content is on the web and the web is much better on the iPad then the Kindle.
  • The iPad will crush netbooks.  It’s a more portable experience and it’s touch enabled. The keyboard is close to full size. The apps are designed to be portable unlike a netbook where you’re trying to use full size apps on a 1/2 size screen.  Netbooks are underpowered from a performance standpoint to run typical productivity apps (Office.)
  • The computer has traditionally been in the office or the den. This is a move into the living room. If the phone is a communication device and a laptop is for creating content then the iPad is for consuming it and that hasn’t existed before.

Why it is doomed to fail

  • The potential owners of the iPad already have an iPhone and a laptop. While some of the scenarios could be better on such a device they are not sufficiently better and the limitations of the platform out-weigh the advantages.
  • If the device is a browsing device then the browser makes a huge difference. Because of the closed nature of the iPad we can’t expect to see Chrome, Firefox or Opera on the iPad.  Last I checked Safari only had a minority browser share. Add the lack of flash to the equation and a lot of sites will have you reaching for a laptop.
  • The iPhone was a success because when the device was released all the existing phones were terrible. The iPhone was a replacement device to something that was flawed. With the iPad it’s not a replacement device. It’s a supplemental device. The problem it’s solving is less of a pain point.
  • Basic multi-tasking is obvious and needed on a larger device (music+browsing) or (homework + calculator.) While a single app makes for a simpler experience there’s no reason that I can’t be productive while other apps are loading data, syncing, downloading or doing other background tasks.

    Apple’s Tablet, Slate, Canvas, Taplet

    Jan 10
    24

    Tablet style computing has been one of the most failed technologies ever. History is full of examples of similar devices that have crashed and burned.

    1950′s Styalator electronic tablet, 1960′s RAND Tablet and Dynabook. Various generations of Apple Newton devices, Microsoft Slate’s and Windows for Pen based computers. Even the Kindle that has sold about 1.5 million units total could be viewed as a failure when compared to numbers like 40-60 million iPhone’s and iPod Touch devices.

    Why have so many companies tried and so many failed? Perhaps more importantly what does Apple think it can do to succeed? Here’s what I predict:

    • Best overall device for consuming content. Books, Magazines, Music, DVD’s.
      Devices of the past focused on creating content (usually with a pen) only the Kindle was good at reading content and only book form at that.
    • Best mobile web-browser. Sure you can pinch and zoom on your phone but if you really want to surf you need something larger. This middle ground is great for a tablet sized device.  You can finally read a website on a bus or train without trying to balance a laptop or looking too conspicuous.
    • Interface based on the iPhone. Clearly Apple has nailed the iPhone UI. They will take this base and extend it to a larger device. Not as big as a laptop but somewhere in between. The touch based interface will be enhanced with a two hand multi-touch predictive keyboard.  Everyone will hate it at first.  Three months later everyone will call it brilliant.
    • It’ll look like a flat iPhone.  90% screen, a little edge. Thin as hell.  It’ll be priced so that people perceive it as being expensive and premium compared to everything else. $799, maybe more.  Expect people to say…  Why would I get that when I can get a Kindle for $259.  That sort of thing just makes people desire it even more.
    • App developers will flock to it.
    • Magazines will be the killer content.
    • Social games will be the killer app.

    Mobile Ergonomics for those with two thumbs

    Nov 09
    23

    Mobile Ergonomics

    You can’t easily tap every region of the phone with equal ease. Your hand isn’t designed for this.  Yes your thumb is opposable but unless it’s double jointed there will still be parts of your phone that will be harder to tap.

    When designing an application consider how it’s going to be held.  In one hand, sometimes in the other, perhaps in your pocket?  That’s why it’s so important to get the app out of the simulator and actually into your hand. The mechanics of how you hold your phone make it much harder to grip the device in certain orientations. It makes it particularly difficult to reach the lower corners by your thumb.

    Consider the built in Camera application that Apple provides. The application is simple and attractive but the buttons for the application are in exactly the wrong place. To take a proper picture you need to hold the phone perfectly vertical (unless you’re taking a picture of the floor.)  The slippery edges of the phone require you to either grip the phone firmly with your hand making it difficult to tap the camera or alternatively balance the camera precariously on your pinkie finger.

    iPhone Camera Interface Tap TargetsI have dropped my phone at least twice attempting this and know of at least one person who has smashed their phone into little bits because of this.

    There’s a principal called “Fitts’s law” that describes how clickable items are on screen. Said simply:

    Items that are larger and closer to the mouse cursor are easier to click.

    The mathematical details then explain that traditional screen edges are infinitely click-able since they have a virtually unlimited size.   On a mobile device the same assumptions don’t hold true. The mechanics of your hand play a significant role.  Not only do items have to be larger to be easier to click but they have to be easily reachable when holding a phone in one hand.

    Free iPhone Designer Icons

    Oct 09
    16

    Designing icons is hard. Designing quality icons is harder. That’s why it’s great when a free resource pops up that provides over 100 free icons for your use in iPhone application designs. These icons are perfect for tab bars or toolbar use.

    Often times we don’t use these icons verbetam but they provide a valuable design language and starting point that offers some level of predictability and consistency across apps.

    glyphs and icons for the iPhone

    Get them over at http://www.glyphish.com/

    iPhone 3.0 Announcment

    Mar 09
    20

    The new iPhone 3.0 release marks a significant milestone in sophistication and leadership.  The new release seems to serve two agendas.  1) Satisfy developers 2) Satisfy end-users

    From the end-user perspective the iPhone adds a number of features:

    1. Cut, copy, paste
    2. Photo/text message (MMS)
    3. Landscape use of email, notes and other applications
    4. System wide search
    5. Voice recording

    Among a long list of many other new features.  These make the iPhone a much more powerful device and narrow the gap between what was traditionally seen as a laptop function and what was considered possible for a phone.  Most of these features were changes to the core built-in tools and could only have been done by Apple.  I suspect the timing of the summer release will be such as to poison the well for the much anticipated Palm Pre device.

    The three things that users want and are still missing were:

    • Flash support
      Was omitted probably for as much political as technical reasons.  Apple likes new developers coming to the platform and wants unique native applications, not Flash ports.  I expect they will hold off on this as long as they possibly can.
    • Background applications
      Were omitted for performance reasons.  While I may not like it I agree with the trade-off.  If background applications were allowed Facebook, Twitter, ESPN and everything else would try to run in the background killing the battery.  A server based push model while not as flexible is a good way to address this pain point.
    • Video Recording
      A core function seen in many lower end phones. It’s possible the new API’s will allow developers to do this but given everything else Apple did add I was surprised this was not done.

    Developer Features

    Much of the recent success of the platform has been in large part to developer written applications and the App Store. Apple announced that over 800,000 downloads of the SDK. Wow!  Apple has taken the original iPhone that wasn’t a platform at all and over the last year has turned it into a mobile computer.

    We’ve been designing and developing applications for the iPhone since it was released and while the iPhone is a very powerful platform there were a number of rough spots that Apple has been fixed with this new release.

    • More complete set of API’s.
      The original release of the iPhone SDK was limited in that a lot of the API’s were not documented or makred as off limits. With this new release Apple promises 1000 new API’s hopefully opening up more flexibility in what applications are allowed to do and the types of tools that can be built.
    • Easier wireless networking.
      This new functionality allows users to play/chat/interact and otherwise communicate with other local users. This opens up a number of possibilities for social games, information exchange, syncronization and interactions.
    • Built-in maps.
      Google has allowed their map component to be used in other applications. It’s still not entirely clear how this will work but this adds a nice component that was previously unavailable.
    • Push Notifications.
      Many applications need the ability to alert you to new things, events, alarms, messages, etc.  Push notifications provides a solution for this but unfortunately it won’t work for some types of notifications.  You can’t build a “Where is my child application.” or “tell me when I’m near so and so.” you can however build many other applications that were previously not possible.
    • Interaction with hardware.
      This is a big one. Expect to see custom iPhone apps for many of the speaker systems and audio docks Bose, Griffin, Altec, etc. Expect to see custom iPhone apps for BMW, Volkswagon and Audi to allow you to control various car features from your phone or Ipod Touch.  This will lock in the iPhone to a lot of new hardware devices (good for Apple, bad for other competing devices.)
    • Interaction with the music library
      This will allow applications to play music from your own music library. So you can pick a playlist in a game and listen to your own music without having to exit out and go start your iPod.
    • UpSell and Subscriptions
      This is a big one for developers. The business of application building has some problems in it’s current form. Any established software company knows you need the ability to upsell.  The ability to upsell and sell subscriptions allows developers to build deeper and richer applications, create new content and new features that can be sold.  This enabled a whole new breed of applications that could previously not have been done.  Apple still seems to be missing the ability for developers to charge for software upgrades (upgrade from version 1 to version 2 for just $0.99) but hopefully this is will be possible.

    What we’re personally most excited about:

    1. Wireless networking – We have a game that we would like to enable with Wireless Networking. We’re also thinking about a business card exchange program that could do the same.
    2. Hardware Support – We have a fitness application that could take advantage of hardware support
    3. We have a music application in development that we would like to be able to play your own library

    A better iPhone tip Calculator

    Jan 09
    17

    One of the very first things I did when the iPhone came out was to write a little free web based tip calculator. This was mostly a tool to learn about the web-capabilities of the iPhone while writing a simple tool.  We decided we could do much better with a native application.  Our new version is available today.

    For this application we really wanted to do a scenario based design.  We had three core scenarios in mind:

    1) I go to lunch or dinner and figure out a tip

    2) I go to dinner with friends and split the check with a tip

    3) I go to dinner with friends and one person just gets a salad and everyone else gets a full meal with drink.

    Most tip calculators get you to Scenario 1 or 2. Scenario 1 is pretty easy we need the bill total and the tip percentage and we can quickly compute the tip amount.

    Scenario 2 was a little more complex but not much. We perform the original calculation and then just divide the total bill and the tip line up between the number of people.

    Scenario 3 was when it got a little more interesting and I think this is a unique feature I haven’t seen anywhere else.  We allow the user to go into the details of the bill and manually adjust each dinners check.

    If one person had an extra drink you use the slider or plus/minus arrows to adjust their price and everyone price adjusts automatically.  This can also be used as people are putting money into a pile. You can quickly see who has put in how much and what amount is left.  If you adjust a slider it stays fixed allowing you to move to the next diner.

    Tip Calculator for the iPhone

    Our calculator allows you to see if you have an underpayment or an overpayment. This makes it easier to ask everyone to chip in another buck or two as needed.

    The visual design of the application is styled to look like a restaurant napkin. While this doesn’t impact the functionality it makes for a fun and attractive design that we hope people will enjoy sharing and using with their friends.

    We learned an interesting usability lesson in building this applicatoin. It turns out that it’s critical to test on actual hardware and not just on a simulator. For most of our basic development we built the application and tested it in the iPhone simulator software. It was only when we got it on an actual device that we discovered that the slider bars can be a little tricky to adjust at a fine granularity.  If you had a $90 bill the slider can go from 0 to 90 and making fine level adjustments with your finger can be quite difficult. After usability testing this we decided to add the plus and minus icons to make fine grain control a little easier.  We also made it possible to just hold down the plus/minus and allow the button to repeat as an added way to help peeople get the price right.

    There’s a lot of subteltly in building applications for mobile devices. We hope you like this one.

    Download our new tip calculator from the App Store for $0.99

    IPhone Application Design

    Jan 09
    9

    I’m going to talk about four of our recent iPhone projects that we’ve been working on at Raizlabs. Two of them have shipped two have not. We started developing for the iPhone over the summer of 2008 and have had a fun ride. The mobile UI design space is quite different from traditional web-design in that it forces you to think about application design in a whole new way.

    In the process we developed some tools to help other designers. Make sure to check out our iPhone wireframe toolkit.

    RunKeeper

    RunKeeper Mockup

    This was our first large application, we were approached by a new Boston start up looking to enter the fitness space. We discussed a number of ideas including a web-dashboard, GPS integration and other technologies. We hit upon the idea of creating a mobile version of a GPS watch.

    This was before the iPhone 3G was announced so we were taking a risk that the upcoming phone would in fact have GPS capabilities. The value proposition was simple, why buy an expensive GPS running watch when you can get a low cost iPhone application to do the same thing.

    The user scenario oriented around a runner who would start their music and start a run.  The display had to be easy to read while running and provide easy to read and easy to understand information.

    Through several iterations we discovered how many customers are actually bikers, hikers and the various ways that GPS data and accuracy can vary based on where you are and what you’re doing.

    The application has won many awards and has been featured in a number of newspapers, blogs and other publications.  RunKeeper continues to evolve as we disect deeper interaction problems and continue to refine the end user experience.

    You can download RunKeeper and get additional information here

    Loan Lite Mortgage Calculator

    LoanLite Mortgage - Calculator</b>

    Loan Lite started off as an exploration by our summer intern, Justin. The goal was to develop an application that had one user interface page, was meant to be used in a mobile scenario, could be developed in about a week and sold for at least $0.99.

    We explored a number of ideas and decided that a mortgage calculator could solve a problem for house-hunters or real-estate agents on the go. Figuring out mortgage calculations isn’t rocket science but it’s also something that people tend to need while away from their PC’s.  We also felt that the utility of the application far outweighed the .99 cent cost, especially considering the typical price of a home.

    We did a competitive analysis of existing calculators and found that many didn’t offer adjustments for home owner fees, insurance and similar considerations when trying to determine a monthly payment.

    The application was put together over the course of a couple weeks and served as a good foundation for learning objective C.

    This mortgage calculator is available from the iTunes app store.

    A note to comp-sci students in the Boston area. We’re always looking for talented and driven people for summer internships.

    Word Popper

    WordPopper

    Word Popper is our first design exploration into mobile games. We wanted to design a simple game that could be played solo while waiting for the bus or train but also incorporated an online multi-player component.

    We wanted to create a fast moving game so unlike Boggle or Wurdle where you have to string nearby letters together to form a word we allow the user to pop letters anywhere to create words as fast as they can.

    This creates a fast moving casual game that can be played by crossword junkies, scrabble and boggle lovers and casual users alike.  The online component allows users to play the same board as other users and compete for high-scores.

    Designing for a game is very different from designing a typical website in that you’re more free to explore effects such as animations, buzzers and sounds.  The most interesting thing about game design is usability. The main purpose isn’t to accomplish a specific task but to have fun.

    You can download Word Popper from the store here.

    JetSetter App

    JetSetter Luxury Game

    JetSetter is a experiment in psychology and economics of high-end products. The majority of iPhone application are currently targeted at the low-cost or free side of the market.  The assumption is that to generate the greatest profit you need to generate a ton of demand. To generate a ton of demand you need to have a low price point.  For this reason you see many low cost apps.

    Unfortunately for application developers having a low price point no-longer guarantees high demand.  We wanted to try something different.

    JetSetter was designed as a high-end game. In fact we plan to make it the most expensive game that Apple will allow at $999.  While some may view this as outrageous this is intentional because we want the game to be more exclusive. A limited audience may garner a premium price.

    The object of the game is to travel around the world on your private jet and accumulate points for the distance you travel.  What’s that?  You don’t have a private jet?  Well then you probably can’t afford this game either.

    The game explores the high-end of the iPhone application market a section of the mobile space that has been mostly ignored.

    In the $0.99 cent world we need to sell over 14,000 copies to make 10K.  While in the $999 world we only need to sell about 14. This means that smaller more specialized high-end apps can in theory be very profitable.

    Weather or not this model for applications will work is yet to be seen. The application includes some interesting social features to make it appealing to an exclusive crowd.  The application isn’t yet available but keep an eye out on JetSetterApp.com if you have a Jet or fancy yourself as a JetSetter and think you can afford it.

    Iphone wireframe and interface toolkit

    Nov 08
    9

    A wireframe is a design tool used to easily communicate ideas, and allow for quick iteration. Wireframes can be created easily by anyone with or without technical know-how to discuss ideas. 

    Often when I work on projects with CEO’s and high-level executives there is a problem communicating design, concepts and intent. People may cite the lack of design or drawing skills. A wireframe levels the playing field allowing anyone with even basic Powerpoint skills to create basic screen designs.  I posted my original wireframe for web-applications here.  I’m now back with an iPhone based version. 

    Why iPhone? Well first off I’ve been doing a number of iPhone related projects including Runkeeper and GPSTwit among others. Secondly the iPhone provides a unique interface language and set of reusable design patterns that can be easily incorporated into new applications. While the basic wireframe components can be used to conceptualize any mobile device the iPhone interface makes it uniquly different. 

    The primary design pattern used on the phone is the list pattern. There are many examples of the list pattern but the basic idea is that it allows you to add/edit/remove/view sets of items.  The second design pattern is the table pattern usually used for forms, input and settings. Combined these two elements form the foundation of the platform. 

    The wireframe provides a number of examples of how these patterns can be used, modified or altered.

    Extended Off-Screen Keyboard

    Oct 08
    9

    This is a quickie concept.  A while back I had an idea for a multi-touch keyboard. It was an interesting idea and I’m sure at some point it will become reality. However we’re a software company not a hardware player. What could we do in software using existing hardware?

    What if you took the essence of that idea and made it as a complimentary tool to your existing keyboards:

    The basic idea is that the device connects back to your computer and acts like a secondary display. This would be application sensitive so in PhotoShop you see visual tools on your secondary display and in Word you get editing tools.