Learning from Steve Jobs

October 13th, 2011 by Todd

Steve JobsFolks all over the world are shocked by the passing of Steve Jobs, even though we all knew it was coming. I think the shock is from the realization that the Edison of our time is gone. As we recover from the shock, it is fitting that we ask, what can we learn from Mr. Jobs? On one hand, the combination of creative, marketing, consumer, and industrial genius that resides in a Jobs (or an Edison or a Disney) cannot be studied and mastered. On the other hand, I believe we can learn and master aspects of Jobs’ pattern of genius.

The best summary I have seen of what we can learn from Steve Jobs is Guy Kawasaki’s post: “What I learned from Steve Jobs.” The fact that Guy knew Steve directly is notable, but I think it more important that Guy is a great learner and does a terrific job of articulating what he has learned. So I highly recommend his post.

Well worth a view is “A Tribute to Steve Jobs,” hosted by Charlie Rose. His first interview with Eric Schmidt at the beginning is particularly good. Schmidt’s emphasis on Jobs’ ability to marry art and technology is very insightful.

At Tapity, we hope that our focus on designing apps that respect, delight, and serve the people who use them will demonstrate that we have learned a little bit from Steve Jobs.

Charrette, cha-what?

September 4th, 2011 by Todd

In my previous work in mixed-use land development, one of the most valuable things I learned was how some of the best urban designers use a process they call a “charrette” to design places. The urban design charrette typically brings together all of the stakeholders in the design of a new place—say a new community—for an intensive design effort over a period of 2 to 5 days to establish the essential design of the new place. The urban design charrette has the following key characteristics:

An urban design charrette

An urban design charrette, process and product

  • It is lead by a professional designer.
  • It includes all of the major stakeholders in the project and people with critical expertise for the project: the owner of the project, government officials, nearby residents and business owners, civil engineers, architects, etc.
  • It is collaborative and interactive, with everyone present being able to participate.
  • Pieces of the design go through multiple iterations quickly, typically using see-through sketch paper to redo designs based on previous iterations.
  • The atmosphere is collaborative, collegial, and fun!
  • Once the design is worked out at the sketch level, the designers take an initial crack at bringing the design to life with conceptual architectural elevations, and even a 3-D perspective rendering of part of the plan.
  • The result is that in a very short period of time, the basic design of the project is produced, multiple design problems have been solved through the participation of all necessary parties, and  all the key players have a thorough buy-in to the design that was produced with all of their participation.

The charrette process itself is delightful for everyone involved. It creates such a sense of mutual accomplishment and collegiality by the end that it sets an incredibly positive tone for the design and development work that lies ahead. It produces visual products that are used not only to direct the further design work, but that can begin to be used to market the project to banks, investors, and even the end users (retail and office tenants, homebuyers, etc.).

As we launched Tapity, I wondered if such a process could be useful in digital design. We have begun to incorporate this kind of process into our practice, and we have had fantastic results with it. We want to refine our techniques to make the process as efficient, productive, and delightful as possible, but we really believe we are onto something. If you translate the list above into characteristics of a digital design charrette, they look something like this:

  • It is lead by a professional designer (this is the role that Tapity plays).
  • It includes all of the major stakeholders in the project and people with critical expertise for the project: the client, the IT people responsible for back-end architecture, potential users, interaction designers, visual designers, etc.
  • It is collaborative and interactive, with everyone present being able to participate.
  • The design goes through on-the-spot review by the stakeholders, using sketches and post-it notes to represent design decisions and changes.
  • The atmosphere is collaborative, collegial, and fun!
  • Once the design is worked out at the sketch level, the designers take an initial crack at bringing the design to life with wireframes of key screens and even preparing some initial Photoshop mock-ups of the visual design theme.
  • The result is that in a very short period of time, the basic design of the project is produced, multiple design problems have been solved through the participation of all necessary parties, and  all the key players have a thorough buy-in to the design that was produced with all of their participation.

I was delighted to discover, just a few days ago, an article in UX Magazine by Will Evans where he describes what he calls “design studio methodology” as a process that “originated in architecture and industrial design schools.” He states that he believes that Todd Zaki Warfel “was the first to apply it to collaborative design of complex software systems.” Then, the first comment to Will’s article by Matt Nish-Lapidus points out that “[t]he method outlined in this article is traditionally called a charrette and has been used in industrial design and architecture for decades.” Who knows, maybe the charrette methodology will find an enduring place in the world of digital design.

Back-to-school Blitz

August 25th, 2011 by Josh Olson

The back-to-school season has propelled Grades 2 upwards in the charts. We are approaching 200,000 downloads. And we’ve recovered a position on the top ten Education list. The reason for this is two-fold.

For starters, Apple put us in a “back-to-school” app collection that is one of the app store’s rotating banners right now. They also inducted us into the “College Survival Guide” app store essentials collection (as the #1 app to boot). We’ve been eying that slot for some time. This will give us a semi-permanent presence in front of the eyeballs of students searching for college apps.

Screen Shot 2011-08-25 at 9.46.26 AM

Then we started seeing Grades all over blogs. Little ‘ole blogs like Mashable and The Huffington Post (the No.2 and No. 1 blogs in the world, respectively). But the real kicker is this: the HuffPo article wasn’t a “back-to-school apps” article, but simply a “back-to-school items” article. So now, at least according to HuffPo, Grades 2 has joined “backpack” and “TI-84 calculator” as a back-to-school essential. You won’t hear us protesting!

We also wound up on USA Today’s and ABC News’ websites as one of 8 tech tools for college students.

But, to bring this self-congratulation party to a conclusion, what market lessons does all of this teach? Before WWDC I broke my back trying to get the attention of the big boys. One Apple Design award later, the big boys pick up the story without my doing anything. Blogging, bragging, waving, prodding, pleading, screaming like a maniac—everything one might do to get in front of important faces is ineffectual when compared to crafting a remarkable product that markets itself.

So the take-home message is: Seth Godin was 140% right when he argued that, in order to stand out amidst today’s plethora of products, you have to market by designing something truly remarkable. Have a purple cow. Why? Because when you give birth to a purple cow, people will be intrigued and will market it for you.

Design from another world

August 20th, 2011 by Todd

Let me introduce myself as the newest member of the Tapity team. I’m the dad of Jeremy and Josh, and I come from the world of mixed-use land development. In that world, I fought hard for great urban design—the land development equivalent of user experience design. To my amazement, spending time and money for great design is as hard a sell in the mobile development world as it was in the land development world! But also in both worlds, design is very inexpensive in comparison to development, and a lot of money can be wasted developing projects that were not well-designed. So, in the land development world, you get contrasts like this:

Strip Mall versus Baxter Town Center, Fort Mill, SC

Strip Mall versus Baxter Town Center, Fort Mill, SC

Can you spot the development that delivers the better user experience? And in the mobile app world, you get contrasts like this:

Unnamed App versus Voices 2 by Tap Tap Tap

Unnamed App versus Voices 2 by Tap Tap Tap

Which app would you rather tap? So I am all about promoting the importance of great design for creating great apps. I have also been intrigued by the design process that creates great urban design and how that kind of process might relate to app design. But more on that in another post.

So, how’s it going?

August 15th, 2011 by Jeremy
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In case you were wondering, that is my sister Susanna. She ain't a'feared.

The new legit Tapity business has taken off like crazy and, among other things, has kept the Tapity team very busy. Sharing is essential, though; it’s part of our DNA and a big part of how we’ve gotten this far. So we’re somewhat relaunching the blog. I refreshed the design a bit and will continue to apply a little fresh paint here and there, as well as more about our process and business. But most importantly, we’re going to start carving out time to post regularly again so buckle up.

Tapity

Yes, that is a giant rice crispy treat. I had two that day... It was a long meeting. Don't judge me.

Yes, that is a giant rice crispy treat. I had two that day... It was a long meeting. Don't judge me.


So to start out I’m going to give a little update on Tapity. Okay so nobody would say that starting a new business is easy but, honestly, it’s been easier than I expected. Our expenses have been small and we’re doing a lot of good business. Right now we’re working on four projects and we’ve been getting lots of inquiries without doing any marketing at all yet (not to say we never will – in fact, you might consider even this post a form of marketing).

We’re really lean and very focused – the team is me, Josh, and Todd (our dad) and we are focused exclusively on design. My dad excels in strategy, Josh loves the interaction design, and I’m all about going the extra mile in the polish stage. I love it! Of course our skills overlap a lot but we each have found a little niche in the process and I’m really happy with the stuff we’ve been coming up with (as are the clients). Our passion is primarily on design so we’ve also been developing great relationships with some programmers to help on development. (p.s. If you’re a developer interested in collaborating on projects, please give us a hey.)

As a side note, partnering with Todd (who happens to be my dad), was a tremendous decision. Todd is a business guy and an attorney, so he takes care of all the stuff I hate about starting a business: getting incorporated, spreadsheets, payroll, legalese stuff. That means Josh and I get to focus on the fun stuff. Todd has also been tremendously insightful in the strategy phase of the design process and he has also been our point man with clients.

But speaking of the team, expect to hear a lot more from them on the blog.

RR: Reputation and Relationships

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I’ve been thinking about why it’s been relatively easy to get Tapity off the ground. I think it can be summed up in two words: reputation and relationships. We built up reputation by building a solid app and being really open about it here on the blog, on Twitter, and in numerous other publications. Of course reputation is based on consistent quality work and insights, not just openness as an end in itself. And then an Apple Design Award certainly doesn’t hurt your reputation. In fact, it’s pretty amazing how much instant credibility a reward like that gives Tapity as a business (not to mention all the press we got from it). But you don’t have to win an ADA to build up a great reputation. Just look at folks like Mike Rundle who built his reputation off of just stunning work, blogging, tweeting, and tutorials – if he opened his doors, he certainly wouldn’t have any problems with getting clients.

Then there are relationships. Why relationships? We get a lot of leads but the best leads came through people I actually know – mainly developers or companies I’ve worked with in the past. The iOS community is great and when you add value, folks reciprocate. We help each other out. Blogging, tweeting, going to conferences and, most importantly, adding value to people you meet through those venues – you’ll make relationships that will be invaluable. As your reputation grows, good relationships are easier to come by because people already know about you and want to talk to you. But before anybody knows about you (where I was about three years ago), an important lesson: DON’T SPAM. Help people out.

Grades

Screen Shot 2011-08-15 at 12.01.32 PM
With all this client work, it’s been difficult to focus on Grades. Nonetheless, it’s been doing pretty fantastic. We’ve started to get some great back to school press (TUAW, App Advice) and Apple has given us a total of over two months on the App Store home page.

We have about 153k downloads and over 30k active users last month. That means that 20% of the students who downloaded Grades are using it *during the summer*. That’s just insane to me. I’m looking forward to seeing how that changes as school starts up again.

Monetization

So last time we talked about this it was pretty bleak and it still is. I would say, unless you really don’t need the money, don’t experiment with free for an app like this. We’re making money with ads and in app purchases but it’s a few hundred per month tops.

It’s time to experiment. We’ve found a really interesting new monetization model that we’re going to try, probably in the next month or so. I’ll report on that later. I am pretty confident that we can bring in at least a few thousand per month with a little bit of experimentation.

So was making Grades 2 free a mistake? If I were depending on it to make a living, certainly. But I wasn’t; it was an experiment and, though it’s not making a whole lot of money at the moment, Grades 2 is probably the most important factor in turning a hobby into what looks to be a six or seven figure business over the course of a year. So for the long term, it was an amazing success. I doubt we could have gotten all the attention from Apple, the press, and users if we launched Grades 2 as just an update to the paid version. And having such a huge user base is quite powerful in itself. Bottom line: no regrets. I doubt I would try the free model in our next app (depending on the results of our experiments) but making Grades 2 free allowed it to blow up and giving up a little money was worth the clout we earned from that.

But feel free to get nosy, ask questions. If you’ve got some experience or insight on the free model, please share it in the comments!

(On a more personal note, I’m taking just one class this semester so I can focus the bulk of my time on the business.)

100,000

June 16th, 2011 by Jeremy

Screen shot 2011-06-16 at 9.59.01 AM

Throw your mind all the way back across the eons to 2010. In May of that year Jeremy and I began to brew up Grades 2. Nine months, forty days, and forty sleepless nights later, we launched Grades 2 with great ballyhoo and fanfare. SXSW had been good to us, giving us contacts with lots of great folks and eminent bloggists. We also had lots of great connections from the Grades 1 launch.

Hence, when Grades 2 first launched, lots of great people Tweeted up the story. We were featured on blogs such as MacStories, HackCollege, and AppAdvice. The synergy of these blog posts and tweets, combined with the newsletter we sent to our users, launched Grades 2 into the top 100 education apps. Our goal: to be featured by Apple on “New and Noteworthy.” Our thought: Apple helps those who help themselves—you need critical mass to get the nuclear explosion of being featured by Apple.

Our machinations worked. On the Thursday of our second week Apple featured us on “New and Noteworthy,” keeping Grades 2 up for two weeks. This made us the top app in Education for over a week and blasted us into the top 200 free apps overall. Our goal: 100,000.

Over the month of May, we accrued over 90,000 downloads. We wormed our way in front of several television cameras (the local Fox and NBC affiliates), as well as getting into the Charlotte Observer, a Japanese higher education magazine, and several student newspapers. But we still hadn’t reached that elusive 100,000.

Jeremy decided to go to San Francisco for WWDC (winning a student scholarship helped in that decision). It just so happened that, at the Apple Design Awards, Apple invited Jer onstage and gave him a glowing cube. We had won an ADA in the student category. Craziness.

Press coverage came in thick and fast. We found ourselves on the New York Times, Consumer ReportsZDNet, Mac Rumors, PC World, TUAW, and MacStories, to name a few. Jeremy also did an interview with MacWorld.

And as if that wasn’t enough, Apple put us on the front page of the App Store, along with the “Apps of the Week.” Downloads soared. And that’s how we reached 100,000 (107,270 as of today, to be exact).

photo

So we’ve come a long way. We’ve learned how to design a delightful app. We’ve also learned how to market said app. Our next project, which we will be blogging about over the coming months, is to learn how take full advantage of the freemium model. So far with Grades 2, ads and in-app purchases have brought in a measly $1000. We think we can do better. We also are turning our hobby into a legit business and have some pretty amazing opportunities pouring in. So stay tuned for the next part of the story.

-Josh

What better time?

June 9th, 2011 by Jeremy

Apple Design Award

I am excited to announce what most of you have probably already heard by now: last night I went up on stage in front of thousands of developers infinitely more brilliant than myself and accepted a ridiculously cool glowing box. Grades 2 is officially an Apple Design Awards winner. We’re still a bit in shock about the whole thing. Did that really just happen?

Just one more thing…

So…What better time to make another exciting announcement. This one you probably haven’t heard about. I have been getting some pretty amazing opportunities to work at some pretty amazing places. But I’m not. In fact, I’m doing the opposite – Josh and I are both going full time on Tapity. With the help of our business savvy dad (who goes by the name of Todd), we’re going to turn our hobby into a legit business.

This is pretty big for us. We’ve got some really cool products in the pipeline, and we are also opening our doors to client work. Starting today we are offering design and marketing consulting services along with full fledged product development services.
download

We’ll be updating the site soon with more information on our services but if you need quality help building an app, feel free to email us. If you’re a developer and like the idea of working with us on projects, get in touch! We’re looking for some great developers to help us with our future projects.

Bonus: Grades 2 update

And by the way, yes, I’m working on a post about the Grades 2 launch but have been quite swamped as you know. Here’s the short version: we had almost a hundred thousand downloads in the first month thanks to some nice press and Apple’s New and Noteworthy feature. iAds make 7x more money per thousands views than AdMob does and is giving us about a 60% fill rate. Despite all that, you need tens, if not hundreds, of thousands of users using your app every day to be really profitable with iAds. We’re getting there but we’re not there yet. So far we’ve made more money on people getting rid of ads via the in-app-purchase but that still isn’t too much.

… And a business would not be a business without a business card. So we made some. If you see me at WWDC, please say hi and I will most likely end up giving you one.

Cards are here


#1

April 17th, 2011 by Jeremy

Screen shot 2011-04-17 at 1.44.52 PMToday Grades 2 officially took the coveted prize of becoming the #1 ranked app in the Education category. Yesterday the app was downloaded by over eight thousand people, and that on a weekend, when downloads are typically the lowest.

Grades 1 peaked at #2 in the paid Education category so #1 is a new record for us. Needless to say we are extremely excited about it all. We’ll keep you posted as the story continues to unfold and I’ll be sure to post about how the ad-model is working when we get more data.

As to continued marketing, now that we’ve got a number, we’ve got a pretty cool story for a lot of local and perhaps even national press so I’m going to be capitalizing on that in the next week. We’ll see what happens.

Success is repeatable

April 14th, 2011 by Jeremy

Screen shot 2011-04-14 at 4.24.10 PM

New and Noteworthy for the win! If two kids can build two apps in a row that are featured by Apple, I think success on the App Store is repeatable. Luck is involved but there are things we can do to seriously beef up our chances. Just look at Tapbots. Thank you, Apple!

I’ll be sure to let you know how the free+ model works out.

BTW, huge congrats to my friends who built Tea – they did all the right things and I frankly would have been surprised if they didn’t get featured. Also big kudos to Tapbots for another amazing launch today. If you haven’t tried out Tweetbot, you need to now!

Grades 2 – we are go for launch

April 6th, 2011 by Jeremy

grades_fancy_wide
I have been looking forward to this day for many moons and now it’s finally here. Grades 2 is now available on the App Store.

This is probably the riskiest endeavor I’ve ever been involved in. I took a 5 month leave from my job to finish this thing and I’m trying a new revenue model: free + ads and in-app-purchase to get rid of ads. Maybe it will crash and fail. Maybe it will do really well. One thing’s certain, it’s gonna be a fun ride. I’ll be sure to keep you posted.

Here is a snippet from the description, in case you’re wondering what this thing is all about:

What do I need to score on my next test to be on track for an A? There’s an app for that.

Now with due dates and a handy GPA calculator.

★ Features ★

☞ Tells you what grades you need on upcoming assignments and tests to get your target grade in the class.
☞ Helps you calculate your GPA and figure out what grades you need in your classes to gain or maintain a certain GPA.
☞ Helps you remember when upcoming assignments are due.
☞ All wrapped up in a crisp and delightful interface.

Grades 2 will serve as your roadmap to an A.

★ New in 2.0 ★

☞ Completely new look with retina graphics
☞ Due Dates
☞ GPA Calculator
☞ Sub-grades
☞ Drop grades
☞ Lots of little improvements
☞ Free (ad-supported – $1 to kill ads forever)

Promo video Josh made:

More:

p.s. The early reviews are really important so if you want to make my day, consider posting a review of the app early on!