Archive for the ‘iPhone App Development’ Category

Mapping out the User Experience (Strategic Design Part 3)

Thursday, January 19th, 2012

early_map

Back to Languages.

So we are describing the process of strategic design, in which we figure out the company’s goals, the user’s goals, and the intersection of the two. The purpose of this is to create an app that exists at that point of intersection. First, we established Tapity’s goals for the Languages app. Then we developed user “personas”—fictional users with concrete characteristics. Now we can move on to the next step of strategic design: user experience mapping.

Now that we have our personas, we need to map out their current experience without an app. This helps us create an app that is tailored to the user’s actual experience. Those who skip this step risk creating a list of features that sound helpful in the abstract, but are not helpful to users in their actual experience.

First, we need to decide what the major experience domains are. An experience domain is simply an area or realm of experience. In the case of Languages, we decided that they were (1) “solo,” (2) social, and (3) travel. Solo involves any linguistic situation in which it is just you and the language; reading a foreign book, for example. Social encompasses any situation involving discourse between you and someone else. And travel explains itself.

We put a big sheet of paper up on our Tapity-blue wall and then demarcate the three domains. We then place our personas on the far left of the paper. Now we’re all ready to map our our personas’ experiences across the three domains.

Finally1

We first turn to Emily, our student, and analyze her solo experience. She studies French. So we decide that she (1) looks up French words for her workbook exercises, (2) looks up words for writing essays in French, (3) looks up words while reading Les Misrables, and (4) uses a physical French-English dictionary. We put up stickies with drawings to represent all of this.

Finally-2

We then repeat this process for all of our personas across every domain. We try to cover all possible experiences in order to get the fullest possible picture of what we’re dealing with. The wall gradually fills with stickies.

Finally3

Now the appless user experience is storyboarded.

Next time, if our app could do anything, how could it produce an ideal user experience?

The Preliminary Investigation (Strategic Design 1)

Thursday, November 17th, 2011

scotland_yard_investigator

Everyone knows that they have a great idea for a killer app that will revolutionize the world and make billions. Be that as it may, between the idea and the reality falls the shadow. Build a better FourSquare and the world will not beat a path to your door. The streets are littered with the corpses of Google killers and social camera apps. Let’s not be those guys.

So for this to work we have to begin our strategic design phase with four questions.

How does the app serve company goals?

gradesLogo

Our baby.

In our case, designing in-house apps is our first love. We happily help clients develop apps with design of the highest caliber; and this is Tapity’s primary source of income. But we are starry-eyed entrepreneurs at heart. And as such we have to constantly develop products that we can call our own. We are parents who want biological children. This is one of the primary reasons why we are designing Languages.

How big is the market?

Not all markets are created equal. Steve Jobs recognized that creating products with universal appeal makes good business sense. Hence, iTunes, iPhoto, iLife, iPad, et al. So a message for Don Quixote: maybe it’s best that you stand down on that piano tuner app and start questing for some vast and untapped market spaces.

In the case of Languages, it turns out that the market is much larger than you’d think: Sonico Mobile has learned from its iTranslate success that there are millions of iPhone users clammering for translation apps. Globalization is on the rise. The world is flattening, and so forth. And in this environment of tightening digital, economic, and political networks, it helps to understand what the guy next to you is saying.

Who’s the competition?

HesGoodButNotTHATGood-ROTJHD

Entrenched competition in this sector. Better look for some uncontested space.

Ideally, your app would exist in a blue ocean market—a market with zero competition. When we created Grades we were creating a whole new product category that had never existed before, like the iPad, but on a much humbler scale.

Sadly, in the case of Languages we do have myriad competitors. But the good news is that the translation dictionary domain really isn’t a red ocean. Although there is a glut of products, there are still huge openings for a new product in many fields: price point, design, real-world metaphor.

Consider it a pink ocean, I guess.

Is it feasible?

Can we make it happen? In the case of Languages, yes. Sonico has excellent programmers. They’ve also acquired the dictionary databases. We’ve got the gear and the wherewithal. Now we just need to get started!

Our Secret Sauce

Thursday, November 10th, 2011

And now our discussion of Languages must pause for a brief interlude.

Screen Shot 2011-11-09 at 7.52.49 AMThree years ago Jeremy began blogging about how to design great iPhone apps. Since then he and we have been flailing around, trying to discover the perfect process. After three years of reading, researching, head-scratching, and good old-fashioned trying, we’ve developed the recipe for great iOS design—our secret sauce. We’ve learned many lessons from the gurus and Buddhas who went before us. But we’ve also tailored their insights to the iOS universe. And we will demonstrate this tailored process in our development of Languages.

The sauce breaks down into three steps: strategic design, interaction design, and visual design.

Strategic design

stratego-1

Long before you start placing buttons and pushing pixels, you have to ask some fundamental questions: Why in the world am I making this app and who cares? The purpose of the strategic design phase is to find answers to those two questions.

Strategic design requires that you to ask, “How does this app help me meet my personal or company goals? What’s in it for me? What’s in it for my business?” But strategic analysis also involves much more than gazing into the mirror pool of your soul. You must also survey the app’s market and pick apart the competition.

Additionally, you have to zero in on your potential users. We assemble a comprehensive list of user characteristics. We then click these together, lego-like, into several personas that cover all the most important characteristics. Next, we map out the user’s current experience without an app. Then we fantasize how an ideal app could better this experience. This leads us to a set of features, which we then whittle down to what is doable.

Interaction design

This is a TV remote.

This is a TV remote.

Once you know your app’s scope and the personas you’re designing for, you can begin wireframing. We generally use OmniGraffle to create preliminary sketches of the interface. During this process we constantly keep our personas’ goals in view. One of us takes the lead to create a rough draft. We then show one another what we did and debate and iterate, debate and iterate until we’re both convinced that we have the perfect design. We also interact with users to get further insight.

Wireframing requires a vividly experiential and empathetic imagination. This is because you have to constantly imagine how the user would experience and interact with the buttons and bars and elements that you’re cobbling together.

Visual design

Screen Shot 2011-11-10 at 10.55.09 AM

Once we are satisfied with the interaction design, we begin the process of beautification. We fire up Photoshop and create the “skin,” the graphics.

But visual design entails much more than applying makeup to the wireframes. It allows you to improve the interaction design by making the interface clearer. Color, line, shape, and texture bring certain elements to the fore, deemphasize other elements, and guide the user’s eye. This can make the interface even more intuitive.

And the other purpose of visual design, for us, is to take a functional app and make it more than that—to make it absolutely delightful. Subtle touches, neat little quirks, real-world themes, Easter Eggs—these are all things that come in during the visual design stage that add a factor of delight.

Q&A Event with Ken Yarmosh

Monday, February 7th, 2011

Recently, Skookum, the place where Jer works, held a special event. Ken Yarmosh, author of App Savvy, came and answered questions on iPhone app development. Jer served as moderator. The story made it into the Charlotte Observer (you can find the article here).

The great people over at CLT Blog filmed the event. I have embedded the video below.

An App Story — Episode 6

Thursday, February 3rd, 2011

The Grades 2 beta is finally out. Woohooo! In this episode we talk about an event with Ken Yarmosh, a cool site called Forrst, and our beta testing set up, including how to use TestFlight to take a ton of pain out of the beta testing process.

An App Story — Episode 4

Wednesday, January 12th, 2011

Here’s episode 4 of “An App Story.” This time we talk about how and why we are using the iAd model rather than the $1 model we used for Grades 1.0.

Mentioned in the video:

By the way, we have a YouTube Channel you can follow.

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.

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: Apple is rejecting its own advice

Tuesday, December 1st, 2009

Apple’s static analysis seems to be rejecting apps that use Apple’s own backward compatibility techniques. Here’s hoping Apple will fix this soon.

Progress!

Tuesday, October 6th, 2009

iPhone Simulator
This man is excited. The screenshot above is not perfect, it’s not complete, it’s not ready—but its not a mockup, hence the exuberance.

Until a few weeks ago the actual Grades code base was a patchwork quilt of sample code and tutorials coerced into doing my will. I trashed it.

A bunch of things clicked a few weeks ago and I decided to start from scratch. It was a good idea. Today, a few weeks later, I have a lean, mean, Grade machine—the core functionality is already built. The best part: the days of constantly referring to sample code and tutorials are over—I finally understand, albeit to a limited degree, how it all works together. Its thrilling.

I was hoping to finish the beta before finals. At the rate I’m going, I may have the whole deal ready by then. No promises.

I already have some fellow UNCC students who will be helping me test out the beta but if you want to get in on the action, post a comment on this post.