Archive for the ‘iPhone App Design’ Category

Lessons learned from Apple

Friday, July 2nd, 2010

Since the second coming of Steve, Apple has transformed from a nearly bankrupt, despised underdog to the biggest digital technology company this side of the Milky Way Galaxy. On this occasion of Apple’s passing up Microsoft in market valuation, I would like to write a series of blog posts detailing some of the lessons we can learn from Apple’s success. I will detail 14 lessons grouped into 3 blog posts, organized by topic. Some cover marketing; some, design; others, dealing with competition. Together, they give a comprehensive picture of how to run a tech company.

My intention is not to focus on imitating Apple in the specifics: I won’t suggest you make all your products white, name your company after a fruit, or put a lowercase i in front of everything. Rather, I aim to distill the lessons of Apple’s success from the specifics of its history, to abstract the principals from what Apple has done so we all can benefit.

This first post focuses on Apple-tips on product design.

#1    Build a product that allows consumers to meet their goals. In his book, About Face, Allen Cooper exhorts designers to do goal-directed design, rather than task-directed or feature-directed design. Design a product that better facilitates users meeting their goals. Apple does this. Many times it left out features that were neat, or even “necessary,” arousing the wrath of the geeks; but they did it in order to better allow users to meet their goals. The designers and evangelists of Android are feature-focused, rather than life-focused or goal-focused. This gives Apple a design advantage.

#2    Create products that cater to “juicy” markets. First, use goal-oriented design. And then find goals that are as universal as possible. Certainly there is a place for “niche-products.” But part of Apple’s success has been in focusing on products usable by everybody. iPhones, iPods, and now iPads have made apple hundreds of millions. Why? Because whether you’re a highschool student, doctor, janitor,  or secret agent you could use an iPhone. Apple focuses on meeting common goals (e.g. browsing the internet, sorting photos, email, reading books, listening to music) rather than specialized goals. The bigger and juicer the market is, the more money is to be made. Some PC-users complain that one flaw that Macs have is their non-customizability. But Apple doesn’t care, because most people don’t care about customizability. Better to please millions of average people than a small, crowd of computer engineers. It’s no mistake that Apple’s slogan at one point was “a computer for the rest of us.” You can be a successful niche company. But you might consider the wisdom in designing “for the rest of us” because “the rest of us” have most of the money.

#3    Say no, do less, do it better, and don’t make products that are a grab-bag of features. This goes along with the above two rules. In Rework, Jason Fried and David Heinemeier Hansson of 37signals encourage us to “say no”—say no to neat ideas, neat features, or even features demanded by consumers. Say no when such features might bog down the product and make it more difficult for users to meet their goals. Apple products have often gained notoriety for their simplicity and lack of some “essential” features. Some balked at the original iPod because it lacked things other players had, such as an FM radio. But it didn’t matter. Be better by doing less.

#4    Be artistic. Steve Jobs has often stated that those working at Apple are artists. This doesn’t mean you should create products that are frilly. Rather, it means: create products that are elegant, delightful, that please the user on both the visceral, behavioral, and contemplative levels. Go beyond simply meeting utilitarian goals. This will make your product remarkable. It will make it a “purple cow” (more on this in a later post). It will make it stand out, above the competition. And this will allow you to build a strong brand.

#5    Be more concerned about being the best, than being the first. The MP3 player was patented in 1981 and first released to the public in 1996. The iPod was launched in 2001. But that hasn’t hurt the iPod’s success: to this date 260,000,000 iPods have sold; and the word “iPod” is to “MP3 player” as “Kleenex” is to “tissue.” The iPhone has surpassed all expectations, selling over 50,000,000 units. It was released in 2007 even though cellphones had been around since the ’80s. In the early 2000s Microsoft released its late and unlamented tablet PC line which failed. But today iPads, Apple’s take on the tablet, are selling literally as quickly as they can make them. So don’t be in a rush. Just get it done right.

RedLaser Interview

Monday, May 10th, 2010

I recently interviewed the founders of Occipital, creators of the popular RedLaser app. There’s is an amazing story about how UX transformed a mediocre success into one of the most successful apps in app store history (it has been high on the top 100 for months!) Read or listen to the interview over at UXMagazine: How UX can drive sales in mobile apps and, please, post your thoughts in the UXMag comments.

Video: How I am building metaphor and realism into Grades to engage and stand out

Monday, February 15th, 2010


Here is a quickie. I’ve been busy finishing up Grades and wanted to show off a few details I’ve been working on recently, related to metaphor and realism. If done right, metaphor and realism can enhance an app’s personality and level of engagement, making your app worth talking about (people tend to share engaging experiences).

Go ahead and watch the short video above.

I’ve chosen a “drawer” metaphor, so when the app opens, the drawer opens up with some audio feedback. When the user scrolls, the wood background also scrolls (rather than just the paper on top, as most apps do). This gives the illusion that you are moving the actual drawer up and down. Finally, if you scroll too far down, you expose the drawer knob and the floor underneath it, just as you would expect.

Let me know what you think.

Update: the video is set to public now (used to be private, sorry!)

Secrets to success, an interview with the Outside guys

Tuesday, January 26th, 2010

robocat logo
I am uber-pleased to present to you an interview with Michael and Willi, the guys behind Robocat and the craftsmen of the very popular app, Outside (app store link). I’m very honored that Michael and Willi took the time to provide me their insights on their success, their answers are worth every app developer’s attention.

Tapity: Congratulations on a successful launch and a great product. Like the Tapmates, who I interviewed last, you are a team composed on a designer + a developer. Again and again I’ve seen this kind of team push out great apps (i.e. Tapmates and Tapbots) and often succeed financially. Tell us a little about yourselves. Also, what do you think are the benefits and detriments of working as a team and do you have any tips for those of us considering this kind of partnership?

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Michael: I’m a 25 year-young designer and University Masters Reject. I’ve been freelancing internationally as an iconist and interface designer for 3 years now. I maintain pixelresort.com where I give out free icons and the occasional article. Screen shot 2010-01-26 at 12.02.04 PMI also have a handful of other web startups and generally just enjoy the freedom and caffeine intake a young independent designer is supposed to. I think the benefits of working as a designer/developer duo is an increase in performance in almost every aspect of planning, developing and launching a polished product. It’s all about complimenting each other’s skills. Designing and developing apps requires very different mindsets, which means that in almost every situation of development people engaging in these two activities will have some valuable insight that will help create a better product.

manga_biggerWilli: I’m the developer of the team. My background is in theoretical Computer Science at Copenhagen University. As a computer scientist I’m actually quite interested in the area of HCI. I have done some work in information visualization and usability testing. I’ve always been interested in icon and graphics design. When I stumbled upon Michael’s artworks, I simply fell in love with his style and attention to detail.

It’s definitely a benefit working as team in contrast to outsourcing the design part. We kept pushing each other to improve the quality of the app. There are several times where Michael and I had to redo a lot of work to improve the overall direction. This would have been costly had we outsourced any part of the development. This was our first collaboration, so we used this project as a steppingstone on how we best should work together in future projects.

Outside iPhoneTapity: Outside has sometimes been criticized for lacking a lot of the features the other top weather apps have (like weather radars). I realize, however, that it is easy to add features while it is hard to axe them. What was the design process of Outside and how did you determine and stick to the scope?

Michael: From the get-go we wanted to create something that wasn’t already on the shelves. We wanted to make the whole business of weather forecasting more fun and accessible. This meant that instead of looking through tables of weather data or advanced satellite images we wanted people to feel a sense of ‘exploring’ the weather. This entry point of simplicity stuck with the app all through development. In the end it also came down to what weather sources we could combine to get global accurate weather data. Many features like radar images simply weren’t available globally for free. We thought it was important to have a single app that would have the same feature set worldwide, instead of having say, US specific features. So the process of ‘feature elimination’ was also helped by what data was available.

Willi: The design process was pretty straightforward. We wanted the app to be ridiculously simple to use. We had the opportunity to start with a blank slate for a weather app. Instead of trying to fit as much weather information as possible on a tiny screen, we started with the bare minimum of features and then applied the 80-20 rule. We brainstormed what kind of features made sense for us as average knowledgeable users. We had to tighten the scope and we didn’t feel like making an app for amateur meteorologists. We ended up with a much better product because of it.

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Tapity: In almost every kind of coverage I’ve seen of Outside, there is one common denominator: people say it is fun. This is a subject that I have been delving into recently because I think it is important, especially in iPhone apps. While not every iPhone app needs to be fun, the “fun-factor” is certainly a way to differentiate your app from the crowd. I also believe that people tend to share experiences that turn mundane activities into fun ones. What were the costs and benefits of going beyond usable and what are some of the factors that can make an iPhone application delightful to use?

Michael: The hedonic qualities of interface design are something I spend a lot of time researching getting my university degree in pixel pushing. There really is no hard rules that define what fun is and how to inject it into your projects, which makes the whole thing wonderfully intangible. There are however, some guidelines that will help you gain a level of delight. They all have to do with the polish and interactivity of your app. Smooth animations, sound and whimsical analogies can help turn mundane tasks into stuff that feels fun. There’s a high level of obsessing over pixel perfect details and timing of animations going on to create something that people find enjoyable to use – I guess the cost of this is prolonged development times and sleeping disorders where the benefits are clearly a more enjoyable (and perhaps marketable) product.

Willi: We wanted to turn something as boring as checking the weather forecast into something fun and enjoyable. Regular people don’t really care that much about checking weather, they just want to know if they need an umbrella or can wear a t-shirt for the day. The “fun-factor” is definitely important for people to take notice of your app. We took a lot of time to polish the user experience, eg. I had to switch from a working animation system in Core Animation to OpenGL ES in mid-development, because the performance for the animations weren’t up to our standards. It was definitely worth it at the end though.

Screen shot 2010-01-26 at 12.14.13 PM
Tapity: Outside has been featured by a number of prominent blogs. What coverage do you feel helped the most and what was your role in getting that kind of coverage?

Michael: Actually I think our coverage has been our greatest triumph. We haven’t spend a single dime on marketing. A lot of labour has gone into making it easy and accessible to talk about Outside. We’ve got a press package for download over at outsideapp.com and I cooked up a nice video teaser in After Effects but generally we’ve employed an ideology of “if it’s a good and interesting product, people will talk about it”. This strategy has proven to work. This is really satisfying because it basically means that if you create a well thought out and polished product, that’s nicely presented, people will applaud it and spread it naturally. There’s something wonderfully honest and democratic about that.

Willi: I believe that our unique approach have helped a lot, in terms of getting coverage on many different blogs. The timing of the launch also helped, as people are generally more interested in the weather when it’s bad.

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Tapity: You launched the app at $3 and it has been doing very well. The additional subscription model has been a bit controversial (I think to the shame of humanity in general because I think it is perfectly fair). What are your thoughts on pricing and what have been the costs and benefits of going with a subscription model for push notifications?

Michael: There has certainly been a lot of banter and youthful misguided anger at our pricing model and specifically our subscription model. Apparently there’s a very noisy segment that will have you think that you are the son of satan if you release an app that costs more than $0.99. Inherently I think the app store economy is a tough place for a polished app. It’s simply hard to compete with all the bollocks that’s been created by opportunists and if you want to price your 6-months-in-the-making app at $2.99 you’ve got some nerve. As for our subscription model, it’s really quite simple – we wanted to create this awesome notification engine with a server monitoring your custom notifications. We don’t own weather data ourselves and we don’t have our own server, let’s face it – we’re just two guys trying to start a company from a small apartment.

Looking into the future, it became obvious that as our user base grew the server costs would go up. Something would need to cover the cost years into the future – the initial app sales wouldn’t be able to cover it, as logic would dictate it would eventually be very unprofitable. So the subscription model was really our only option if we wanted to pioneer something like this in a weather app. We’ve made sure that the notifications part is completely optional, so that you can always use the rest of the app if you choose not to subscribe.

Willi: As we are only a small team and funded the development ourselves, we have to price Outside according to how much effort and time we put into developing and maintaining the app. We definitely got many people talking about our subscription model. With this model we’re giving the user the freedom to choose whether they want this kind of service or not. This also means that the user can choose to use the service selectively, for example only in the winter quarter. Some people have expressed that they wanted a higher initial price and have notification included in price, but I think that would probably scare more users away. At the current rate of new apps appearing in the App Store, many users just buy apps out of curiosity. The subscription model is also a good way to keep the users using your app, and let those loyal users support your development efforts. Also, Outside 1.0.1 just got approved and here we’ve included a 300 day subscription option for the low price of $1.99 – hopefully a lot of people will find that a compelling option.

Tapity: Any other lessons learned from the launch, especially related to marketing?

Michael: I can’t stress how important it is to just have a great product. It will go a long way in marketing itself by word of mouth (which basically means twitter these days). We learned that having a functional and appealing website, even before the app launches, is an attraction in itself. Also give people the material they need to write about your app, supply them with a press package or a nice video demonstration. The internet is a really chatty place, and if people like what they see- they’ll tell their mates.

Willi: I think the three most important things are: a great product, a great website and an easy way for people to start talking about it (twitter, mailing list with exclusive stuff). Instead of waiting until the app arrives in the App Store, start promoting it a few weeks before, to build up that initial interest.

Tapity: Is there anything else you would like to share regarding your experience designing, building, or marketing Outside?

Michael: It’s been a tremendous experience so far, but Outside is really only in its infancy. We have an exciting Roadmap ahead of us. Also as a company, Robocat just crawled out of the cradle and pawed its first cat tree. We are determined to make this our livelihood and we hope a lot of people will follow and support us as we work our way to becoming a successful development company.

Thanks guys for the great insights, be sure to follow them on Twitter at @flarup and @williwu. These guys are worth watching. As an example, they recently released a neat video documenting the Outside pre-launch excitement. Cool stuff.

The tablet and education

Monday, January 25th, 2010

First, a quick status update: because of school I haven’t had as much time as I had hoped so I’m delaying the launch of Grades to February. Okay, right now its a great app and something a lot of kids say they would buy right away. As I’ve said, though, I want it to be remarkable, something worth talking about. Its all about the details. Those little things that are oft ignored but, when taken together, contribute to a delightful experience, an experience worth sharing.

Now, the beef

Education. It’s the primary reason this blog has been so quiet lately. It also may be a good reason to start talking again.

Head over to TUAW and read their recent piece on the tablet and education. Its intriguing. Why would Jobs consider the tablet his most important thing he has ever done. Why would the tablet be more important than the Mac, the iPod, or the iPhone—devices that transformed industries? Is it because the tablet will converge all of these into one all-encompassing device? I doubt it. Is it because the tablet will make billions of dollars for apple? Not likely. Perhaps it is because it will transform yet another industry—the print industry—but Steve has transformed industries before—why would this one be more important than the others?

What about the Tablet excites Steve so much? The answer, as TUAW suggests, very well may be education. TUAW pulls out some great quotes, strongly suggesting that education is very close to Steve’s heart and that he really wants to do something about it.

This is exciting. I’ve always been interested in ways technology can facilitate education and feel that the power of technology and the internet is largely untapped and, at least, not efficiently harnessed to produce a remarkable education experience. If Jobs is taking this on… wow, it could be really big.

I, for one, have a feeling my next application is going to be all about education and, yeah, its gonna run on the tablet.

Its all about exploration

One thing we are pretty sure about is that the tablet will have a decent-sized multi-touch screen. This is crazy-awesome just in itself. Why? Educational exploration. Just think of the engaging interfaces we will be able to build for learning and exploring information. I’m just envisioning this delightful UI for zooming through information, getting instant definitions and related info and media and easily storing and retrieving bits and pieces of relevant information (with automatic source referencing). Maybe you don’t see it but as a college student I can just imagine lounging on the couch with this thing, exploring topics for class and having a lot of fun while I’m at it. If Apple can make information exploration and learning genuinely fun, I can see why Steve would be so excited about their “new creation.” Two. More. Days.

Usable is not good enough

Friday, December 18th, 2009

Sneak peak of one of the interactions I am designing

Sneak peak of one of the interactions I am designing


I’ve gotten to the point where Grades is very usable. Students download the beta and are able to quickly know what the app does and how it can help them. Students email me, telling me how useful the app has been for them. Some students have even shown their friends, who immediately wanted it for themselves. Thats good and encouraging but I myself am utterly unsatisfied with the app. Its good but its not delightful. It is not magical. Not yet.

This is what I am focusing on now and I’m really happy with the progress. I am asking myself the question, how can I make interacting with the app fun? How can I give the app a personality of its own? Think Tapbots and TapTapTap’s apps. They go beyond the usable and into the realm of fun. These are the kind of apps people show their friends.

I am not saying that all apps need to be fun. Sometimes usable is good enough (i.e. serious apps like Documents to Go). But, if you can make a mundane task—calculating the grade you need on your next test—fun, that is remarkable. Its something to talk about, something to share.

Interview with developer of Cookmate, an AppStar winner

Tuesday, December 15th, 2009

Screen shot 2009-12-15 at 10.59.55 AM
If you can’t beat ‘em, interview ‘em. So the AppStar winners were announced a few days ago. Though Grades wasn’t among them, the next best thing is to learn from the winners. So I got the privilege to talk to the Tapmates, Robin Razka and Petr Reichl. They just launched their first app, Cookmate, which took first place in the Entertainment category in the AppStar Awards.

444624139_9v4qA-M-1:13:2009I feel Tapmates is an ideal team: a designer + a programmer. Who are you guys, how did you get together, and what have been the benefits and challenges of working as a small team in contrast to, say, a one-man show?

avatar-robinRobin: At the beginning, I’d like to say we do no marketing at all. I believe that the best PR is product itself, so we are trying to answer any question and that’s what people like. I’ve met Petr at one of the Czech portals, we understand each other perfectly and working with him just leads to success. Personally I don’t believe that one man can do all things at the best.

avatar-petrPeter: I create iPhone apps for about two years – it’s fascinating platform. When I met Robin, I was literally amazed by his work. Thus when he mentioned, that he wants to go iPhone – I knew that our cooperation can deliver interesting apps. Hopefully it’s true Advantage, I see in our cooperation, is different look at the problem. Things – you would never realize in “one-man show”.

I think fun, usable design is a key ingredient in the iPhone app formula. You obviously spent a great deal of time designing not only the app but the promotion website, the icon, etc. What is the toughest part of designing iPhone apps and why do you think good design is important?

Robin: Totally agreed. By myself, I see the most important properly is very good idea, well designed features and functions. This must work perfectly. Then fit it into nice look and feel and you app is ready for world-wide success.

When designing UI for Cookmate, it was all about cooperation among Peter and me, together with essential feedback from our testers. I had to learn basics of ObjC to quickly fix details and save Petr’s time. I am detailist. Maybe I surprise you, but first mockups were done in just an afternoon. Web was done next day. Idea was clear, inspiration enough. I was suprised how smooth it went.

Petr: I am convinced that good looking and useful UI is the key ingredience to make people love it. It’s not just iPhone specifically, but it plays here main role. Robin is UI perfectionist and that was very important during Cookmate development. We’ve been constantly changing and playing with various details, however I can say I am happy that we’ve invested this amounts of time into it.

What was the toughest part of developing Cookmate?

Robin: The hardest was to figure out, what we really want. At the beginning it was only thought “Let’s make an app, which tells you what to cook regarding to what’s in your storage.”. Then we took it and continue working with the thought. At the end of the of development, we finally knew how it’s gonna work.

Petr: The hardest was to keep the simplicity of whole app. We had many ideas and more the app does, more complicated it is. I see this the most important thing in the future. Keep it simple and useful together.

What are the ways you have generated pre-launch buzz for Cookmate. What has worked, what hasn’t?

Robin: There are two options how to generate prelaunch buz – You are lucky enough or already famous and then you just tweet, you are launching new iPhone app and everybody starts writing about it. We were just lucky, we’ve won App Star Awards 2009 and that kicked off our promotion. We couldn’t have better start. Also I think – Cookmate is exactly that type of application, which can does best PR by itself. I would skip e-mails to journalists, spamming discussions etc.

Petr: I am idealistically convinced, when the app is good – it finds it’s own way. Still you must be lucky – which we had in App Star Awards 2009. Hopefully this win helps to spread the word about the app and people find out, it’s the app they were looking for.

Congratulations on winning the App Star Awards with your first app, Cookmate! What is it about Cookmate that you think makes it stand out among so many other great iPhone apps? Any tips on crafting a winning promo video?

Robin: Thank you! I liked your video as well! Cookmate has great programmer and we have good ideas, we can achieve and reflect them in app. You can expect nice tweaks in next version. The video was done in Final Cut. Recipe was: simple concept, ready story and great tools – SimFinger by Loren Brichter is magical thing.

Screen shot 2009-12-15 at 11.33.04 AMHas being an App Star Winner generated significant buzz for Cookmate and in turn how much do you think that buzz has translated into actual sales on the app store?

Robin: We were lucky, that Apple accepted our app the same day the winners were announced.

Petr: I think it had big impact. It’s very hard to identify good app in App Store nowadays. I can’t predict what’s coming, but I was really happy, that we are TOP #1 in Czech App Store – although it’s small market, but it’s nice reward.

Tell us about the launch. Any lessons learned?

Robin: We’ve found out that Twitter is now better channel for communication with users than Facebook, where we have only few people, mostly our friends. The most interesting markets are US, Australia, UK, Canada and then Germany, France and Italy. The rest is not so important as few downloads make your app top.

Petr: We were betting on Facebook and Twitter at launch. Unfortunately I have to say that Facebook didn’t go so well, we can’t use it’s potencial. We have to figure out this – I still think that Facebook is ideal for iPhone apps promo.

What are your plans for Cookmate going forward? How are you planning to generate sustained sales and exposure?

Robin: We already are working on update for almost a week, which will introduce new features and new recipe packs.

Petr: The update will also include feedback and new ideas from users and we’d like to satisfy them. I believe that app like Cookmate has big potencial and it’s important to aim taste of majority as you can’t satisfy everyone.

Big thanks to Robin and Petr for taking the time to answer my questions. If you have any questions for them, feel free to respond in the comments.

Link: Pastebot is amazing

Tuesday, December 15th, 2009

Pastebot | Tapbots
I am always delighted when the Tapbots release a new app. This, their third, could very well be the best of the bunch. It acts not only as an extended clipboard but allows you to easily copy and paste things from your Mac to your iPhone and vice versa. That goes without mentioning the stunning user experience. Remarkable!

Developers, get inspired!

Link: App store app pages finally get a facelift

Saturday, December 12th, 2009

The new app pages really emphasize screenshots. Big win for good looking apps and yet another reason to invest not only in usable design but in a fun and attractive face.

Link: iPhone App Design Trends

Friday, October 9th, 2009

Agree with most of the points, including “Please always conduct usability testing before releasing a product with a ‘creative’ user interface.” That is not to discourage creative interfaces: I think its important to be able to stand out via charming and delightful interfaces. My motto is: Audacious creativity, tested usability.