Archive for the ‘Apple’ Category

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.

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    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.

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    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/

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    Apple’s Secret

    Sep 09
    8

    Apple is generally great at keeping secrets. They love to break the news and wow the audience. They are amazing at this and control the media experience with precision. The process starts with the invitation, carefully crafted with just a hint of what’s to come.  It has the exact effect that Apple wants. Everyone is speculating and getting excited. It’s like opening a present on your birthday… What could it be?

    The problem is that controlling this experience requires secrecy. It means that within Apple there are people who know the secret and people who do not.  The secrecy creates dividing lines between groups. The groups that are not ‘in the know’ then go off and create their own secrets.  This is what has happened at Apple and it’s getting out of control.

    Everyone gets paranoid about saying too much and in turn says too little. This secrecy has created a particularly deep divide in the iPhone part of Apple’s business. The cloak and dagger secrecy behind the ways that Apple runs the app store have made me question if the secrecy is ‘worth it.’

    I appreciate the show and the magic that goes on to make it happen. That said a clearer line needs to be drawn between what’s good for hardware sales and what’s good for the rest of the business.

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    Going Mobile – Giving users the finger

    Apr 09
    29

    Last month I gave a talk for UPA Boston, this is a summary of that talk.

    Over the last five years we’ve seen a shift in mobile applications.  For about 30 years people thought of mobile phones as an extension of traditional phones. They would make calls and that was the primary use. Over the last 10 years we’ve added features like voice mail, texting and even basic web browsing. It wasn’t until just the last 4-5 years that the next wave of mobile has taken off.

    Mobile today

    Mobile phones today are dominated by three classes of devices, 16 button, 60 button keyboard and new touch devices. There are about 1Billion 16 button phones, 50-100 million keyboard phones and about 20-40 million touchscreen phones. I’m mostly talking about this last category of emerging phones though some principals apply to both keyboard phones and 16 button phones.

    The key difference between the phones of yesterday and the phones of today are a combined set of capabilities and technologies that fundamentally change the user experience. These include:

    • Always connected – email/web/etc
    • Adaptive input screen (control every pixel)
    • Geo-location
    • Touch/Gesture interface
    • Accelerometer
    • Apps you can download

    A lot of these technologies existed either in isolation or in awkward implementations. Together they allow for a much richer application experience. This has become a platform that is fun, exciting and profitable for application developers.

    Design for existing behaviors

    When designing an application it’s key to keep scenarios in mind. A scenario is the basic story of how a person may use the application. The important thing when thinking about scenarios is that actions tend to stay the same but the way you complete those actions changes.  Behavioral changes are difficult and rare. It’s much easier to design tools that encourage and support existing behaviors. Similarly it’s much easier for end-users to adopt your application or tool into their existing behaviors rather then changing established patterns.

    Designing for Mobile

    When designing for mobile remember that people are out in the real world. Your application needs to be a good alternative to the desktop/laptop. The factors for this type of design should include:

    • Input methods – make it easy and minimal to get information into the device.
    • Form Factor – Design for a smaller screen size and make it easy to read and get information back out of the device.
    • Location – Take location into account
    • Efficiency – A mobile application should be quick and efficient
    Input Considerations
    You can’t always expect that the user has both hands free. People are often holding something else in their hand, coffee, bags, railings, doors, etc.  You should design your application to be usable with one hand. Consider scenarios where the user may have both hands occupied, driving, running, etc.
    Opposable thumbs are great but they aren’t perfect. There are spots on the phone that are particularly hard to hit with one hand. Certain apps aren’t designed well for single handed use. Fitts law doesn’t work on mobile devices. Because of the mechanics of the human hand certain zones are easier to hit and this has little relation to the screen edge.
    Output Data
    Use large presentation size fonts, 14-18pt fonts are typical. Use large finger tip sized targets, 30-40px are easy to tap.  Small targets are particularly hard to hit. Examples: Info buttons are tiny and sliders tend to be particularly hard to tap.
    Touch Screen Language
    The user interface language is being defined now. The desktop conventions of click, double click, right click. These conventions don’t always hold on a mobile device. A whole new interface language is being developed in rather an ad-hoc way. Certain conventions are becoming more popular:
    • Tap – most similar to click
    • Tap & Hold – magnify, copy/paste, selection/make dragable
    • Swipe – scroll, secondary action/delete option
    • Pinch – Zoom
    • Shake – Undo/Refresh/Clear
    Basic guidelines
    1) Each screen should do one thing (well)
    2) Minimize on-screen elements (quantity, not size)
    3) Make things easy to tap
    4) Avoid preferences
    5) Design for the 80% case
    The session covered other topics including Mobile Wireframe Design, Mobile Web Design. Mobile Usability, and Mobile Gaming. The variation of the talk will be given at this years Mini-UPA, an event put-on by Boston UPA.  If your company or organization is interested in hearing it first hand contact me for additional info.

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    Boston iPhone Developer Meetup

    Mar 09
    16

    http://images.eventbrite.com/logos/297394515.jpgI’m hosting a small local meet up for iPhone developers in the Boston area.  If you’re a Boston based company developing, designing or building iPhone applications we invite you to join us for a meet up on Monday March 30th.

    Bring your iPhone and join us for a beer. We hope you can make it.

    Additional details, directions and free tickets while they last are here:
    http://bostoniphonedevs.eventbrite.com/

    - Greg

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    Podcast Interview

    Jan 09
    22

    Just a quick link to the CocoaCast Podcast. They have an interview released today with me talking about my company, mobile development, design and some of the things that we’re doing.  Listen here.

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    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

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    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.

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    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.

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