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iPhone App Entrepreneur

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iPhone App Entrepreneur is an independent publication

and has not been authorized, sponsored, or otherwise

approved by Apple Inc.









Rockablepress.com

Envato.com



© Rockable Press 2010



All rights reserved. No part of this publication may be

reproduced or redistributed in any form without

the prior written permission of the publishers.







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1

Foreword 3

Meet the Developers 5

And the Developers are... 6



Perfecting a Killer Idea 11

Brainstorming Techniques 12

Be the First 14

Be Better, or Different 16

Building Your App Around a Service 18



The App Store 23

Getting Started 24

Your Product Definition Statement 24

Choosing an Application Style 25

The Approval Process 28

How to Craft an Effective App Store Listing 30

Dealing with Crashes, Errors, and Bugs 36

The Benefits 39

The Challenges 42



Making a Development Decision 47

Developing Your Own Native App 48

Hiring a Developer 52

Developing a Web Application 58

Quick Guide: Creating an iPhone Optimized Site 64



The Importance of Simple, Sexy Interface Design 66

Apple’s Human Interface Guidelines 67

Why Is Sexy Interface Design So Important? 69

The Interface Design Process 72

Crafting an Irresistible Icon 77

Design Kits, Interfaces and Icons 80



Learning to Keep it Simple and Iterate 83

Iteration in Action 84



Pricing Your App Right 87

Breaking Down Your Revenue 88

The Pricing Dilemma 89

Advertising Options 93





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2

The Perfect Promotion Mix 97

Perfecting Your Website 98

Quick Guide: Creating a Video Demo 101

Generating Launch “Buzz” 102

Reaching Apple’s Top Lists 106

Go Social With Your App 109

Connecting With Users 111

Advertising vs. Word of Mouth 113

Top Notch Support and Regular Updates 115

Conquer Your Stage Fright 117



Useful Resources 120

Apple’s Documentation 121

Books 121

Screencasts 124

Podcasts 125

Blogs and Websites 126

Forums 127

Conferences 128

Development Libraries, APIs and Frameworks 130



One Piece of Advice 134

Words of Wisdom 135



The iPhone Developer Survey 141

Part 1 – Business and Company 142

Part 2 – Developing Apps 148



The iPhone User Survey 158



Conclusion 165



Credits 166



About the Author 168



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FOREWORD

The iTunes® App StoreSM launched on July 10th, 2008 to much fanfare and

drama. Opening up a marketplace for software developers to target the

iPhone®, iPod touch® and iPad™, it has rocketed to success over the past

two years. At the time of writing this, over three billion applications have

been downloaded.



The potential for success has proven to be phenomenal. Developers have

the ability to easily reach millions of users through a central marketplace,

and many are leveraging that opportunity to make thousands of dollars

every day.



Unfortunately, despite the occasional success story, the fact remains

that becoming an overnight App Store phenomenon is difficult. Many

developers struggle to achieve great success with their application, and

it’s a tough market to succeed in. If you’re wanting to strike it big as an

app entrepreneur, it isn’t enough just to have a decent idea and some

programming knowledge.



This book won’t give you a killer idea, nor will it teach you the ins and outs

of programming for the iPhone. What it will do is provide you with all the

knowledge and technique you need to spot a great opportunity, get the

most from the App Store, make smart decisions about development, craft a

stunning interface, and promote your app successfully.



Drawing on survey responses from over 1,000 iPhone users, and

in-depth insight from a handful of incredibly talented iPhone developers,

this guide will equip you with everything you need to successfully become

an iPhone app entrepreneur.



Good luck, and I hope you enjoy the journey!







David Appleyard

AppStorm Editor





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1

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MEET THE

DEVELOPERS

Before we get started, I want to offer a special thank you to the

developers, designers, and App Store entrepreneurs who helped

to make this guide possible.



Throughout the book, you’ll encounter interviews with sixteen

people who have an intimate knowledge of developing for the

iPhone. Their insight is remarkably helpful for starting out on the

right track when developing your own application.



Over the next few pages I’d like to introduce you to a handful of

the most talented and successful people working in the industry,

who generously gave up their time and expertise to contribute to

this book.





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6 Meet the Developers







And the Developers

are...

Graham Clarke – Glasshouse Apps

glasshouseapps.com

Glasshouse Apps started out with Barista and Cellar, two

unique applications to help you make a great cup of coffee,

and to manage your wine library. Graham has seen recent

success with the release of The Early Edition for the iPad, a

brilliantly unique RSS reader.



Michael Johnston & Fred Cheng – Simplenote

simplenoteapp.com

Simplenote is, as the name suggests, a wonderful way to

take simple notes and keep them synchronized between

multiple apps and services. By far and away the best note

taking application for the iPhone.



Dave Verwer – Shiny Development

shinydevelopment.com

Dave has years of Mac development experience under his

belt, and developed the popular iPhone game “Balloons”.

He runs a number of different Mac user groups, and

knows everything there is to know about programming and

development!



Sarah Parmenter – You Know Who

youknowwhodesign.com

Sarah is the talented designer behind You Know Who, a

web design and development studio based in Leigh-on-Sea,

Essex. An expert in iPhone UI design, she has worked on a

number of beautiful iPhone applications.





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7 Meet the Developers





Marc Edwards – Bjango

bjango.com

Bjango create wonderfully designed apps both for the Mac,

iPad, and iPhone, including iStat Menus and the incredibly

useful “Consume”.

Their unique illustration style and interface design sets them

apart from many other developers, and they seem to have

an endless stream of fantastic ideas.



Joshua Tessier, Tariq Zaid & Adam McNamara – Select

Start Studios

selectstartstudios.com

Select Start Studios are the developers behind

Headquarters, a popular Basecamp application for the

iPhone. Another of their applications, AppNotify, provides

an additional way to add push notification support to your

iPhone.



David Heinemeier Hansson & Jason Fried – 37signals

37signals.com

Developers of a range of online business productivity

software, 37signals have over three million users and a

passion for keeping things simple. An expanding ecosystem

of companion iPhone apps have sprung up over the past

few years, and 37signals have recently taken the plunge into

the App Store themselves.



Devin Ross – Attic

atticapp.com

Attic is a slick music controller for all those unplayed albums

that are collecting dust sitting in your iTunes library. Devin

has some interesting information to share about promoting

your app, collaborating with other developers, and working

with the App Store.





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8 Meet the Developers





Sebastiaan de With

cocoia.com

Sebastiaan runs Cocoia, a company that creates novel,

beautiful products and innovative projects. These include

Icon Designer, an icon design service responsible for some

of the best Mac app icons, and Icon Resource, a site for

learning how to design icons yourself.



Garrett Murray

ego-app.com

Garrett Murray is a developer, filmmaker, podcaster, blogger,

and general all-rounder. His creation for the iPhone, Ego, is

any web designer’s best friend, offering beautiful stats for a

range of web services.



Dustin MacDonald

acrylicapps.com

Dustin is the developer behind the delightfully designed

“Wallet” for Mac and iPhone. Wallet offers a central place to

store your personal information, seamlessly sync it with your

Mac, and automatically login to your favorite websites.



Gedeon Maheux – The Iconfactory

iconfactory.com

Gedeon works for The Iconfactory, the company behind

apps such as Twitteriffic, Ramp Champ, and Frenzic. They’re

renowned for gorgeous interface design, stunning icons, and

addictive user experience. If you’ve never tried any of their

apps, you should.



Lee Mallabone – Broadersheet

iphone.broadersheet.com

Lee Mallabone is one of the developers behind

Broadersheet, a personalised newspaper for your iPhone. It





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9 Meet the Developers





provides news from around the world that you care about,

from the sources that you trust, and Broadersheet learns

what topics you’re interested in.



Sophia Teutschler – Sophiestication Software

sophiestication.com

Sophiestication Software is a small software design and

development company, which is run by Sophia Teutschler.

Sophia loves to create simple, yet easy to use, human

interfaces by striving to achieve the perfect balance

between form and function.



David Kaneda – Sencha

sencha.com

David Kaneda has nine years of experience designing in a

variety of fields, from architecture and fashion to education

and software. Recently, David created jQTouch, a Javascript

framework for iPhone development. He currently works as

the creative director at Sencha.



Dave Howell – Avatron

avatron.com

Dave Howell is a six-year veteran Apple engineering

manager, and the founder of Avatron – a leading developer

of popular applications for the iPhone and iPod touch.

Avatron’s Air Sharing application, downloaded by over one

million users in its first two weeks, raised the bar for iPhone

application design and software quality.









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2

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PERFECTING A

KILLER IDEA

So you want to launch your first application. Often the first hurdle

met by developers is how to come up with a successful idea. With

hundreds of thousands of applications available on the App Store,

how do you come up with something original? Or how you can you

execute an idea better than everyone else?



I’ve heard many people say that ideas are ten-a-penny, and that

it’s the execution and persistence that makes an application

successful. I don’t think this theory holds a great deal of weight.

Most of the really successful applications available today either

offer something completely unique, or solve an existing problem in

a really fantastic manner.



A well thought through idea is everything. Solve someone’s problem

in a simple fashion, or entertain a user in a completely novel way,

and you’re on the road to success.



In this chapter, we’ll explore the tips and techniques you can

employ to craft the perfect iPhone app idea.





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12 Perfecting a Killer Idea







Brainstorming Techniques

I’ve often wondered how developers with a huge repertoire of applications

constantly come up with new ideas. As it turns out, they have a few tricks

up their sleeve.



Although you may find that an idea just “comes to you” at the time you

least expect it, brainstorming and proactively considering new ideas can be

a worthwhile task. Perhaps begin by listing the challenges, problems and

annoyances you face on a daily basis, then consider how they could be

solved with a suitable iPhone app.



Here are a few examples:



• I always struggle to calculate a suitable tip to leave at a restaurant. I

wish there was an easier way to do this automatically.

• Price comparison websites are great, but they aren’t much use when I’m

out at the store. It would be great to have a way to check prices online

using my iPhone.

• Logging into a number of different services to check all my website

statistics takes ages. It would be good to have one central place where

all this information is automatically downloaded.



These ideas are not just odd concepts chosen at random. Each is a real

problem faced by many people, and various iPhone apps are now available

to help solve them (Tipulator1, RedLaser2, and Ego3 respectively). This is the

type of thought process many developers go through.



I asked Bjango: As a company with several different applications, how do

you come up with new ideas?









1

http://www.sophiestication.com/tipulator/.

2

http://redlaser.com/.

3

http://ego-app.com/.







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13 Perfecting a Killer Idea







Most of our ideas are born from necessity—the result of a

lightbulb moment while trying to do something the hard way. It’s the

simple notion that if there’s something we need ourselves, hopefully

others will too.



We keep a long list of possible app ideas. It’s important to have a

big list to work from, so you don’t end up working on a dud idea, as

even a small app can take a month to develop. It’s critical the best

ideas are the only apps you produce.





Glasshouse Apps have three successful applications in the App Store,

including Barista and Cellar for the iPhone, and The Early Edition for the

iPad. The former offers advice on how to craft the perfect coffee, and the

latter gives you a virtual “wine cellar” in the palm of your hand.



I asked the developer how they chose which of their ideas to take forward

for development, and which to drop after the brainstorming stage:





I try to start by thinking of ideas that inspire me personally. If I’m not

inspired by an idea, and I’m only pursuing it because I think it might sell

well, it’s going to be harder to stay motivated down the track.



Once I’ve established a few initial ideas that I think have merit, it’s

time to do some research and make sure there’s a market for it. You

might be passionate about the wing span of a mosquito, but if no

one else is, then you’re fighting an uphill battle!



Even if you think you have a brilliant idea and a solid market, success

certainly isn’t guaranteed. There are notable examples of developers

ticking all the boxes and then falling dramatically short of their own

expectations.





It’s also important to remember that you don’t necessarily need to focus on

solving a problem faced by every iPhone user. Concentrating all your energy

on a specific niche and offering a valuable service for a select few people

can be equally successful.





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14 Perfecting a Killer Idea





Don’t assume that the first idea you take forward to development will be

your main success as an App Store entrepreneur. It takes time to understand

what works and what doesn’t, so be prepared to experiment with a few

different projects before you stumble upon one that really takes off.









Be the First

Being “first” gives you a huge advantage on the App Store – whether you’re

the first person to release a particular type of app, or the first to utilize a new

platform or hardware feature.



The Early Edition was one of the first RSS readers available for the iPad,

and early adopters were downloading it from the day the iPad App Store

opened. I asked the developer how important it is to be the first to market

with a particular type of app:





We saw it as quite significant to have The Early Edition ready for

sale on the launch day of the iPad. Aside from the unprecedented

opportunity of offering our own application on the very first day of an

entirely new category of device (which was incredible), having The

Early Edition there on Day One meant that we were on a level playing

field right from the start.





This type of thinking is important, as the opportunity to have your

application available to coincide with the launch of a new device is an

incredibly rare one. With the iPhone and iPad now available, it could be a

while before a completely new physical piece of hardware is released

by Apple.



Launching on Day 1 gives your application a huge advantage, as there

are far fewer competitors crowding your niche, and generally less “clutter”

available for that particular device. Fortunately, you don’t always need to

wait for a completely new product to take advantage of this. Hardware

and software upgrades often introduce new features that give developers

an opportunity.





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15 Perfecting a Killer Idea





One such new feature in iPhone OS 3 was the ability to access the iPhone’s

iTunes library. Attic developer, Devin Ross, saw this as a great opportunity:





When iPhone OS 3.0 came out, I spent a lot of time looking into

the new additions to the SDK. I investigated the new APIs like maps

and mail composition. The music API was appealing because the

data was already there. People already have music on their iPhones.

With something like maps, you need your own map information.



I initially made a simple application to explore not only the music

API, but the multi-touch gestures and the shake notifications. That

application turned into something similar to the photo flicking apps on

the App Store where you can throw around and rotate album covers.

Writing that application helped me learn a lot in many different areas.



I then set my mind on creating something that could be a

worthwhile application.



I watched the Apple developer videos on the ingredients of a good

iPhone application. Apple had already made a great player for your

entire collection, so I knew I had to make my app achieve a specific goal.

After looking further into the API, I came up with the concept of Attic.



My product definition statement read as such: “an easy to use

application to find albums in your library that aren’t played often”.

For people like me that like to listen to entire albums at a time, this

concept was exciting.





Apple regularly adds new hardware and software features, or opens up new

functionality for developers to exploit. Documentation is always available

well in advance of a new software update or device being released, so it’s

worth taking the time to see whether you can spot a new opportunity.



Here’s an example of the new API features available in iOS 4 (formerly

known as iPhone OS4):4





4

http://developer.apple.com/technologies/iphone/whats-new.html.







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16 Perfecting a Killer Idea









Whenever a new software release is announced, you can look for a page

such as this and brainstorm a list of application ideas that weren’t possible

previously. It’s a regular opportunity to be “first” with a completely new type

of app.









Be Better, or Different

While important, being first certainly isn’t everything. Many developers

have had huge success in well-established niches simply by solving a

problem better.



The iPhone itself is a wonderful example of this. The first version offered, if

anything, less functionality than many competing devices. It was all about

the style and execution of the concept. The same is true for application

development.





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17 Perfecting a Killer Idea





Tweetie wasn’t the first Twitter client for the iPhone, but it quickly

established itself as the best-in-class due to the thought that went into its

design. It’s phenomenally difficult to develop an application that includes all

the necessary features, retains a simple interface, works reliably, and is a

pleasure to use.

Another application that executes a small piece of functionality in a

wonderful way is Birdhouse. Rather than offer a full Twitter experience,

Birdhouse is simply a place to work on draft messages and publish (or

unpublish) them. This functionality works because it places emphasis on

only one task. It’s designed for people who like to put thought and care into

their use of Twitter, and has seen great success in this simple niche.

One company that has epitomized this simple approach in the web

applications space is 37signals, choosing simplicity over new features

time and time again in their software. I asked them whether they thought a

successful iPhone app needs to be a unique, “killer idea”:





If killer idea means something awfully clever, then no. Most “killer”

ideas are simple solutions to simple problems. Most people don’t

have problems all that complex and if you can just make some part

of their day better, or more efficient, or more fun, you’ve probably

got something.





Focusing strongly on the user experience can be a great way to ensure your

app stands out from the crowd. Dustin MacDonald, the developer of Wallet,

takes this approach to differentiate his application in a very crowded niche:





One obvious thing that I think a lot of developers miss is putting

time into crafting a great user experience. Most people buy Apple

products because of the fantastic user experiences they provide.

Although there are now hundreds of thousands of third-party apps

on the App Store, very few are of the same level of quality as Apple’s

own bundled software.

Something we’ve always tried to do, whether on the Mac or iPhone,

is to reach for that same quality experience in our own apps. With





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18 Perfecting a Killer Idea





Wallet for iPhone, this meant simplifying our app down to the core

features, offering a familiar structure and feel (in this case with the

Contacts app), and polishing the app with great looking icons,

elements, and animations.





Sophia Teutschler, the developer behind Articles, Groceries, Tipulator, and

a several other great iPhone apps, feels that the approach of “being better”

can be enough to give you a successful app:





I make Apps that cover functionality that I miss on my iPhone or

iPad. Often there is already “an app for that”, but most of the time

these apps offer such a terrible experience that I’d rather put time

and money into making my own version of that idea.



I don’t force myself to come up with new ideas. I never do any

brainstorming – ideas just appear to me out of the blue.



Quality always makes the difference. Articles will never be the

Wikipedia App with the most features or the lowest price, that’s just not

the point. Articles is about retaining focus on the actual article content.

It’s not an app to “manage” Wikipedia, it’s about reading articles and

consuming knowledge. No other app does that in my opinion.



I’m sure I’ll add new and clever features in the future, but only those

that fit into my vision for the app.









Building Your App Around

a Service

With the huge surge in web applications offering high quality APIs in recent

years, many iPhone developers are seeing success from building an app

around an existing service. Twitter, Flickr, Facebook, Yahoo, Amazon,

Google Maps, PayPal – the possibilities are endless.





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19 Perfecting a Killer Idea





37signals makes a range of productivity tools for businesses; software that

is perfectly suited for use on the iPhone. They’ve encouraged developers

to create applications around their software, and regularly promote these

iPhone apps to their users.



Headquarters is one such iPhone app built around the 37signals API that

provides a mobile interface to Basecamp. I asked the developer, Select Start

Studios, whether there are any unique challenges to building an application

that offers an iPhone front end to an existing online service:





Building on top of an existing platform is always a challenge. I could

talk about how the underlying API may one day change or disappear

all together, or I could talk about all of the small implementation details.

But I think the most difficult challenge is to provide additional value to

your users without overwhelming them with pointless features.



When we were building Headquarters, we had to make the tough

decision as to what goes in and what does not. This is mainly

because Basecamp has an extremely rich API that provides access

to a wealth of information. Although all of that information is

valuable, it’s simply not enough to take that information and put a

pretty face on it. Nor is it very appropriate on a mobile device.



It was obvious that we needed to clamp down on a small set of

features and make those features as close to perfect as possible.

Rather than building another Basecamp application that simply

exposed all of its data on the iPhone, we decided to focus the

application on users who want to “get things done” and cut out

anything that was superfluous.



To accomplish our goal, we focused on three (and only three) major

features: a dashboard that combines data from all of your projects,

a dashboard for a single project and the ability to manage multiple

accounts within the application.



The results speak for themselves. Rather than having an

overwhelming application, you have a simple, easy to use launchpad

to help you get to work, remain in the loop and stay focused. As a





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20 Perfecting a Killer Idea





result, we left out a lot of features from our initial release but each

feature we left out only improved the final product by making it

easier to use.





Relying on another third party for the ongoing success of your application

always involves some risk, but the associated benefits could certainly

make this risk worthwhile. You’ll have an existing user base with their data

immediately available to them, fewer issues with how to handle storing a

user’s information locally, and a potential avenue to help promote your app

(developers are often happy to help spread the word about apps that use

their API).



Another possibility is to build an application that interacts with the desktop

in some way. A few apps do this through a local Wi-Fi connection, others

though a cloud synchronization system.



One application in particular that takes this approach is iStat. Bjango’s

flagship app can connect to the desktop to provide real time statistical and

performance information.



I asked them how they feel that this gives iStat an “edge” over other

applications:





iStat for iPhone is fairly unique, in that there’s not a lot of direct

competition. I guess that could be seen as an edge. And rightly so,

it’s taken us years to develop iStat Menus and iStat Pro on Mac OS®

X, the apps that formed the core of iStat Server. It was such a big

project that I’m not sure we’d want to start from scratch again.





Developing to connect to the desktop is nothing to be taken lightly. It comes

with a new set of challenges, and is bound to increase development time

and cost. The advantage is a unique pair of applications that are far harder

for others to clone.



Synchronization is another important aspect of your application to consider,

especially when interacting with several different devices. I asked the





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21 Perfecting a Killer Idea





developer of Simplenote, an app with particularly robust synchronization,

how challenging this is to implement:





The basic idea of synchronizing data among different clients and

services is not that complicated, but in practice there are lots of little

things that can go wrong. I’m not sure how much time has gone into

that part of our service, as we are always making improvements.



It’s hard to say why other apps might not seamlessly synchronize

as effectively as Simplenote. I suppose we’ve been doing this for

a while, and we’ve learned a lot. We also have the advantage of

simplicity. We can focus on improving speed and reliability rather

than adding and maintaining long lists of new features.



Having said that, I think Simplenote’s synchronization can still be

improved quite a bit. It’s by no means perfect.





Synchronization, when done well, should be as transparent as possible. If

the user needs to initiate a sync or watch a progress bar as it occurs, then

it hasn’t been implemented as well as it could have been. Simplenote and

Dropbox set a high standard for how well this process can work, and it’s

worth aiming to emulate their seamless process.



If you manage to succeed in creating an app that turns a user’s iPhone or

iPad into a useful companion to another service, you’re far more likely to

have a unique position in the market. Whether you’re connecting to another

web or desktop app, it’s an avenue worth considering when generating your

killer idea.









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3

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THE APP STORE

Before we move ahead to the specifics of interface design, pricing,

development, and promotion, it’s worth taking a broader look

at the App Store platform and how you can start the process of

developing your creation.



The App Store has been the subject of much discussion over the

past few years. Some see the closed marketplace as restrictive,

controlling, and a difficult entity to deal with. Others feel that the

opportunity to list and showcase their app in a central location

makes it far easier to reach their user base, and a closed store is

but a small price to pay.



Whichever camp you fall into, there’s certainly a strong argument

for fully understanding how the App Store works before diving in

and launching your application. In this chapter we’ll be discussing

this whole process with developers, in order to help you avoid a

few potential pitfalls, and to make the most of what the App Store

has to offer!





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24 The App Store







Getting Started

To start developing for the App Store you’ll need a Mac running OS X, and

you will need to register for the iPhone Developer Program with Apple.

This allows you to download the SDK to build your apps, test them on your

iPhone, and submit them to the App Store.



Registration is free for those just wanting to experiment with development.

You can access all the guides and videos from Apple, but testing your app is

restricted to an iPhone simulator on your Mac. If you’d like to to test on your

physical iPhone and move ahead to officially release your app, you will need

to enroll in the standard program which costs $99 a year.



Once you’ve registered for the Developer Program, you are given access to all

of the information Apple has produced to help you develop iPhone applications.

Download the iPhone SDK and Xcode, then you’re ready to get started.



Apple has an extensive set of “Getting Started Documents”5, which are vital

reading if you’re going to be developing an application yourself. These are

the best place to start when learning about the technical details of iPhone

OS development – something we won’t be going into at length in this book.



Another important document to read is Apple’s Human Interface Guidelines6,

which walk through the different requirements of the user interface design of

your application.









Your Product Definition

Statement

Before you dive in and start designing, it’s important to take a step back

and come up with a product definition statement. Apple defines this as a





5

Getting Started Documents: http://developer.apple.com/iphone/library/navigation/.

6

iPhone Human Interface Guidelines: http://developer.apple.com/iphone/library/documentation/

UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html.







Download from Wow! eBook

25 The App Store





“concise declaration of your application’s main purpose and its intended

audience”7.



Consider the list of your app’s features, and what makes this set of features

stand out. Also think about who your users are, when and how they would

use your application, and in what way your interface can reflect this.



Your product definition statement should take all these elements, and

combine them into one simple sentence. For instance, a statement for

GarageBand could be “an easy-to-use music composition application for

amateur musicians”. It’s also important to include a picture of the person

you envisage using the app – in this case, “amateur musicians”.



When you’ve nailed a product definition statement, you’re ready to start

investigating some of the other requirements and demands of the App Store.









Choosing an Application

Style

Apple’s Human Interface Guidelines for developers talk a great deal about

the importance of selecting and sticking with a particular “application

style”.8 These dictate the type of software you’d like to create, and fall into

three categories:



1. Productivity Applications

2. Utility Applications

3. Immersive Applications



We asked Sarah Parmenter about the importance of “positioning” your

app into one of these categories, and whether it should be something that

developers consider from an early stage:





7

http://bit.ly/bm6XTj.

8

Three Application Styles: http://bit.ly/9okLIx.







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26 The App Store





It is hugely important. By positioning your app in the appropriate

category from the start it will make it easier for you to define and

establish user interface decisions right from the off. Each different

“type” of app has some clearly defined user interface guidelines,

and so getting this right from the start has to be a very simple but

necessary rule.





This is a great place to start when defining what type of market your

application is aiming to reach, and the three different styles each come with

certain recommendations:





Productivity Applications

This type of app is focused on the process of organizing and manipulating

detailed information. They’re generally used for fairly important tasks, and

organize their interface and data through a hierarchy.



Although the purpose of these apps is usually fairly serious, it doesn’t mean

that Apple wants you to design a boring piece of software. Their interface

guidelines state:





Seriousness of purpose does not mean that productivity

applications should attempt to appear serious by providing a dry,

uninspiring user experience, but it does mean that users appreciate

a streamlined approach that does not hinder them.









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27 The App Store









Mail and Photos are examples of this type of software. A useful tip is also

provided relating to settings, namely that anything that needs to be changed

often should be located within the app itself. Anything not changed regularly

can be moved to the iPhone’s “Settings” panel.





Utility Applications

The second category of applications are utilities; software that provides

a single purpose, and requires a minimum of user input. The example

provided is that of the Weather application. This can be used “at a glance”,

and shows another characteristic of utilities – a set of preferences being

displayed on the “reverse” of an information panel.



Information in a utility application is generally fairly linear, letting you swipe

between different items to access them. It’s unusual to “drill down” through

a hierarchy as you would in a productivity app.





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28 The App Store









Immersive Applications

The third and final category contains applications that immerse you in their

content. This could be a game, or a utility that has a full screen interface.

Apple uses the example of a virtual spirit-level:





An application that replicates the experience of using a bubble

level works well in a graphics-rich, full-screen environment, even

though it doesn’t fit the definition of a game. In such an application,

as in a game, the user’s focus is on the visual content and the

experience, not on the data behind the experience.





Immersive applications give you the greatest freedom to explore an original

and innovative application design, but are also usually the most complex

type of application to develop.





The Approval Process

Discussion surrounding the App Store approval process is always ongoing,

with many developers frustrated at the lack of clarity Apple provides over

why certain applications make the cut, while others do not.





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29 The App Store





The best way to ensure that your application makes it through this process

is to ensure you stick by every guideline given in Apple’s documentation.

This will no doubt require plenty of reading (and likely restrict or modify a

few of the grand ideas you had for your app), but will avoid frustration when

you come to submit it.



Reviewers look for a variety of different things when assessing your

application, with the main factors being bugs or regular crashes, use

of unauthorized APIs, inappropriate content, privacy infringement, and

“avoiding applications that degrade the core experience of the iPhone”9.



This is where a good understanding and application of the Human Interface

Guidelines will serve you well. Aiming to uphold and improve the core

experience of the iPhone certainly puts you in Apple’s “good books”, and is

a solid step towards having your application approved.



Ultimately, it’s best to accept that the approval process is a necessary

frustration. Make sure that you submit the absolute best standard of

application you can, and take on board any advice received from Apple’s

team of reviewers.





How Long Does It Take?

The entire process of application review seems to be shrouded in secrecy.

A few things Apple has released are that (a) at least two different reviewers

study each application so that the review process is applied uniformly, and

(b) an App Store executive review board exists that determines procedures

and sets policy for the review process, as well as reviewing applications that

are escalated to a higher level.



In theory, Apple is fairly efficient at approving applications. At the time of

writing this, 85% of new apps and 95% of app updates are approved (or

rejected) within 7 days.10 Be prepared to wait a little while, and use the time

wisely to start working on different promotion methods.





9

http://www.apple.com/hotnews/apple-answers-fcc-questions/.

10

App Store Review Status: http://developer.apple.com/iphone/news/appstoretips/.







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30 The App Store







How to Craft an Effective

App Store Listing

The way in which you put together your listing in the App Store can have a

huge impact on the success of your application. Most developers aren’t also

skilled in writing sales copy and producing a compelling pitch, so we’ll offer

a few tips that should help you craft an effective listing.









Your listing is made up of several parts:



1. Title & Description 5. Price

2. Icon 6. Screenshots

3. Links 7. Rating

4. What’s New







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31 The App Store





Title and Description

Aim for a title that contains your application name, rather than trying to pad

it out with related keywords. That said, incorporating these keywords into

your application name itself can’t hurt.



A quick search on the App Store for “camera”, for instance, brings back

plenty of relevant applications with “camera” in their application name. A

few equally excellent applications (such as “Hipstamatic”) appear lower

down the results chart, possibly because they don’t have the specific

keyword of “camera” in the title.



Trying to aggressively optimize your title or description to achieve a good

search ranking is predominantly a waste of time. Focus on creating a brilliant

app, and crafting a relevant listing rather than over-including certain keywords.



Bjango have a few interesting tips to share on this topic:





In the current App Store, only the first paragraph of your

description is shown, so be short and straight to the point. In fact,

you should do that with all your copy. You simply can’t expect that

anyone will read all your text.



In iTunes, I think your app’s images are more important than your

description, so make sure you pick the 5 best hero shots.





With this in mind, it’s worth making the first paragraph an accurate

description of your app’s core functionality, rather than a quick summary of

what’s new in the latest update. It’s your one chance to craft a compelling

one paragraph sales pitch.



Here’s a great example of this in the official Twitter for iPhone app:









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32 The App Store





The copy used here is simple, to the point, and makes it very clear what to

expect when using the application.





Icon

Your application icon is arguably one of the most

important marketing elements to get right. People

choose apps based on their visual appeal, and

the icon is your only piece of graphical branding

visible in search results.



We’ll be offering plenty of tips on how to design

bold, attractive icons in Chapter 5.





Links

iTunes only shows three prominent links in your app listing. One to your

company or product website, one to a page offering support for your app,

and one to a license agreement (shown within iTunes itself).



The obvious advice would be to ensure these are correct, and go to the

appropriate pages. It’s also worth thinking carefully about support. An easy-

to-use support system can ensure you’re able to help our users in a timely

fashion, and so avoid receiving negative reviews and bad publicity.









What’s New

This is your opportunity to draw attention to the new features and fixes

in the latest release of your app. Write concisely, and focus on the main

changes with a particular release. Users aren’t going to read a technical, in-

depth change log of every technical alteration since the previous version.









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33 The App Store





Price

Pricing decisions are important. Too low, and you’ll struggle to break even

on development. Too high, and you might put off potential buyers. This is

another topic we’ll be covering in more depth in Chapter 7.







Screenshots

There’s no way to offer a video demo of software on the App Store, so a

selection of (up to) five screenshots is your one chance to impress users

with the design and functionality of your application.



Pick screenshots that clearly illustrate the main features you offer, and don’t

be afraid to edit them with annotations to show what exactly is going on.

Take a look at some bestselling apps to see a few different examples of how

you can approach them.



One option is to stick with simple, static images of your app:









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34 The App Store





Another is to incorporate more than one screenshot to show more

functionality:









Rating

The final element of your App Store listing is one that you have little to no

control over, and often acts as a huge influence upon potential buyers – your

rating and reviews:









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35 The App Store









The best way to earn a good rating is to create a bug-free, high quality

application, and ensure that time is dedicated to offering support and

assistance to users (however frustrating they may be!) Obviously this

becomes considerably harder as your application grows in success – it’s

impossible to please everyone, all the time.



There have been various examples of people trying to game the system,

post fake reviews, and bump up their rating artificially. While it’s no doubt

possible to an extent, do everyone a favour and don’t bother. If you find that

your application is receiving a high proportion of negative reviews, it’s a sign

that you need to go back and take another look at why people are struggling

to use (or not enjoying) your software.



The notion of App Store ratings can be a challenging one, and something

that you need to get right in order to persuade iPhone users to pay for your

application. That said, Devin Ross isn’t quite sure just how important ratings

are in the big picture:





Ratings certainly have some role in whether customers will

purchase the application. How much is hard to tell. Who knows if the

majority of customers even read the description or just look at the

screenshots.





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36 The App Store





A few things developers can do to get higher ratings is to educate

customers better before and even after they purchase the

application.



A higher price can mean higher reviews too, because customers are

more likely to inform themselves of the product before purchasing. If

they know what the application does before they purchase it, you’ll

more likely meet their expectations. Application bugs are obvious

reasons for getting lower ratings too.









How Important Are Ratings?



We asked our readers how important ratings are when deciding

whether to purchase an application. It turns out that they are

fairly important!



48% of people classed them as “very important”, 43% found them

“a little important”, and only 9% of people either said they were “not

very important”, or never used them.









If you truly believe that your application is good enough to succeed and sell

well, then promoting it through official channels – blogs, competitions, word

of mouth – is far better than investing all your energy into a perfect rating.



Treat your customers incredibly well, offer a great level of support, and you’ll

reap the benefits in the form of positive ratings and reviews.









Dealing with Crashes,

Errors, and Bugs

The first way to avoid a buggy, crash-prone application is obvious. Test,

test, test. Make the most of Apple’s “ad hoc” distribution network to gather





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37 The App Store





a group of beta testers who are happy to push your app to the limit (and,

crucially, report back to you).



That nature of the App Store means that it takes time to fix bugs, file an

update, and wait for approval. Even after that process has completed, a

user still needs to login and download the update you’ve provided.







How Often Do Users Update?



In our iPhone user survey, we found that 34% of users update their

iPhone apps to the latest version every day, 40% complete the

process a few times per week, and 16% just once per week.



This is undoubtedly skewed by our “iPhone enthusiast” reader base,

but even with that considered, it’s interesting to note that over a

quarter of your users might not install your crucial update for over

a week!



Less than once

per week (11%)









Once per week

(16%) Every day (34%)









A few times per

week (39%)

Chart 1 P. 34









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38 The App Store





If your application relies on third party services, you may find yourself

dependent on the uptime and stability of another web application to keep

your users happy. This is always a risk, as errors that are not your fault may

be attributed to your application, and give it negative reviews and ratings.



Garrett Murray implemented a fascinating new feature called the “System

Status Indicator” in a recent release of Ego, to notify people when a problem

beyond his control was occurring:





The biggest hurdle with

Ego is that it relies on 3rd-

party services. Often, when

your application deals with

other companies’ APIs, there

will inevitably be problems

you cannot control. Twitter

has an outage, Google

changes their API, et cetera.

I can’t protect against those

issues, and when they happen

I can’t fix them immediately

due to how the App Store

approval system works. It

takes at least a week to get a

new version released just in

approvals alone.



After a while, it becomes a

support nightmare. People

don’t realize (or willfully

ignore) how Ego works and when something happens with a 3rd-

party, it can make things difficult.



The system status indicator was a way for me to more easily report

issues to users, which I was aware of and working on (or which I

couldn’t do anything about at the moment), so that users felt less

abandoned if something went wrong.







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39 The App Store





In fact, I ended up having to use it only a few days after it was

released in Ego 2.0. People were immediately gracious about the

feature via Twitter because they suddenly knew what was happening

and when it would be fixed.





Although implementing something along these lines will certainly take

a little longer to develop, it’s a great safeguard. You have a method to

communicate with users, letting them know about problems beyond

your control.









The Benefits

Despite many people complaining about the constraints and challenges of

working within the App Store, there’s no doubt that it brings a whole range

of benefits.



The possibility of featuring your app within an active ecosystem of users and

developers is very appealing, and it can make supporting and promoting

your application far easier. Let’s explore a few of these benefits further:





A Single Point of Distribution

Dave Verwer is clear on what he sees as the main advantage of the App

Store for developers:





The main benefit of the native App Store is the complete ease of

distribution. I absolutely love that I can tell someone about my app

and they can do a quick search for it and have it installed in a minute

or two. That process was an incredible step forward from apps on

previous mobile platforms.









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40 The App Store





The App Store takes away any

ambiguity of where and how to

download your application. After

purchasing their first app, the user

knows that the process for any

other software will be exactly

the same.



One way you can help to make this even more obvious is by including an

“Available on the App Store” graphic on your application website. This

has become the universal indicator that your app is available through

Apple’s marketplace, and people know exactly where they’ll be taken after

clicking it.



Garrett Murray also appreciates the infrastructure of the App Store:





The App Store created an entire market overnight. In the past,

if you wanted to sell applications for mobile phones (and, let’s face

it, before the iPhone the urge to do so was much lower), you had to

deal with carriers and other nonsense.



The App Store is a fantastic infrastructure for getting your

application out to users, it’s fast and you don’t have to deal with

any of the payment nonsense. You submit your app, it sells, you

get paid.









A Fair Commission Rate

As a developer, you receive 70% of the selling price of your application. The

other 30% cut is taken by Apple in exchange for hosting and distributing

your application, handling payment, and promoting it through the App Store.

Developers seem to have widely accepted this as a fair rate – and rightly

so. Dave Howell feels that this is the major benefit of working with the

App Store:









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41 The App Store





The App Store removes all of the transactional costs of selling

software to consumers. For only 30%, no more than traditional

software distribution margins, Apple takes on a lot, including:

credit card transactions, returns, some testing, localized sales in

over ninety countries, VAT, import duties, Japanese withholding,

international administrative overhead, direct deposit, downloads,

and a shopping storefront.



And compared to other mobile app marketplaces, the primary

advantage of Apple’s App Store is that people actually buy apps in it!

Five billion of them so far.





As a software developer, the last thing you’ll likely want to do after

perfecting your application is to start working on a payment and licensing

system. Having all this managed centrally takes away an unnecessary

burden, for a reasonable cost.





Free Promotion

Another benefit of the App Store is the possibility of free promotion from

Apple. With such a large audience of users, having your app featured on the

iTunes homepage (or in some cases, in TV advertising campaigns) can be a

great boost for sales.



One great way to help increase your chances of being featured is to

integrate new software API features as soon as they become available.11

Apple recently showcased a handful of apps that had resized their display

controls for the “Retina Display” and implemented iOS 4 features early, no

doubt boosting their sales to owners of the latest iPhone.



Garrett Murray had a little insight to share into how important this promotion

can be:









11

http://daringfireball.net/linked/2010/06/25/ios-4-gallery







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42 The App Store





Ego was recently featured in the “What’s Hot” section of iTunes.

During the week it was featured I sold about four times as many

copies each day. That’s not too bad, considering Ego is a very

niche application and during the time it was featured the only iPad

available was the non-3G US-only version.



I think if I had been featured after international or 3G release, it

would have been even higher. But when Apple features you, you

take what you can get.









The Challenges

There are, of course, challenges when working within a large, closed

ecosystem such as the App Store. It’s best to be aware of these at the

outset, as having a strong knowledge of the difficulties you may face will

allow you to tackle them head on.





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43 The App Store





Standing Out from the Crowd

As you’d expect, one of the main challenges is how to ensure your app

becomes, and remains, visible amongst thousands of others. Bjango echo

this as the main difficulty they find when working with the App Store:





The main challenge would have to be visibility. It’s no secret that

there are hundreds of thousands of apps on the store. With so many

apps released each week, it’s difficult to ensure your app has time

in the spotlight. If you’re not charting or being talked about, your

chance of survival is slim.





There’s no one way to do this. It’s a combination of a great idea, an

attractive interface and icon, good ratings at the outset, and igniting word-

of-mouth promotion. All these come together to produce an application

that people download, talk about, and gradually push up through

Apple’s rankings.





Frustrating Approval Process

As we mentioned previously, one of the main criticisms often leveraged

towards the App Store centers around the approval process. Dave Verwer,

however, feels that much of this is hype, and the problem isn’t as rife as you

may think:





There have been a handful of ridiculous decisions made by Apple

with apps being unfairly rejected, but the vast majority are approved

with no issues at all.



If your application is rejected, it is very rarely a terminal situation,

and rejections usually happen for justifiable reasons. Apple explains

what they are, along with what you need to do to fix the problem.

Apple recently gave some statistics on this and the most common

reasons for rejection are:





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44 The App Store





1. Your application doesn’t work as advertised. When submitting

an app to the store you are asked to describe what the app does

for the iTunes store listing. Be as accurate as possible here and

do not make your app sound like it can do more than it actually

does.



2. Your application uses private APIs. This is really easy to avoid.

While the private functionality may be very tempting to use

during development, Apple can easily check for these APIs

and will reject your app for using them. It is fairly difficult to use

these APIs by accident but, just in case, there are now tools

built into Xcode that will do a preliminary check for them before

submission to Apple.



3. Your application crashes! This sounds really obvious, but is one

of the top reasons for app rejection. Common problems here

include things like not testing the application without an internet

connection, and not testing with access to location services

being denied by the system settings app. Do beta test your

applications before submitting to Apple.



None of these are actually going to be a permanent barrier to your

application approval. Crashing bugs can (and should!) be fixed,

private APIs can be removed and worked around using standard

functionality, and your application description can be easily edited to

be accurate.









Tracking How People Use Your App

Lee Mallabone, the developer of Broadersheet, believes that the biggest

challenge on the App Store centres around tracking app usage. On the





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45 The App Store





web, this is an incredibly simple task with various services offering in-depth

analysis. Not so on the App Store:





The biggest challenge is probably the way that the store’s closed

nature acts as a black box when it comes to marketing analytics.



Many of the best tricks for online marketing are hard to achieve with

the App Store as you can’t add your own tracking code to pages,

you don’t see referrers, and you have no data relating to how many

people have looked at your app’s page.



You can’t know for certain what people are searching for, so you

have to make your best guesses for the first release and gradually

refine your app’s keywords and listing over time.





Apple recently took a hard line on a few companies that inserted tracking

code into various applications to monitor usage. They were collecting user

information without consent, and Apple moved to block this with a change

to their terms and conditions.



A few solutions are available if you’re willing to take the time to integrate

them. Google Analytics, the popular website statistic tool, offers a set of

APIs that you can integrate into your iPhone application.12 This is certainly

worth doing if you think it will provide valuable feedback.









12

http://code.google.com/mobile/analytics/docs/.







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4

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MAKING A

DEVELOPMENT

DECISION

As I mentioned in the introduction, the aim of this book isn’t to

make you a technical coding wizard overnight. There are countless

other resources, books and websites for learning Cocoa Touch /

Objective C and understanding the process of programming for the

iPhone (we cover plenty of them in the last chapter).



Whether or not you’re a programming guru, you have three routes

to consider when launching your application. You can program and

develop the application yourself, outsource the development to

another company, or choose to bypass the App Store altogether

and launch a web application that’s viewable through Mobile Safari

(the iPhone’s web browser).



Before you dismiss any of these, it’s worth hearing what our

experienced developers have to say on the matter - the choice isn’t

as clear-cut as you may think!





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48 Making a Development Decision







Developing Your Own

Native App

Let’s start by clarifying that this option isn’t for everyone. If you’ve never

heard of Cocoa, don’t know what Object-Oriented Programming is, and

feel uncomfortable with the acronym “API”, developing your own iPhone

application would probably be a bad decision.



The best case scenario would be that you’d invest a week of time into

understanding how iPhone development works, before giving up and

hiring a developer. The worst case scenario would be to struggle through a

frustrating development process for six months, only to launch with a bug-

ridden piece of software.



If you do have a basic understanding of programming, making the transition

to iPhone development is likely to be a very pleasant experience. Dustin

MacDonald has been developing using Cocoa for over seven years. We

asked him whether the expansion into iPhone development was a steep

learning curve, or something that seemed fairly straight-forward?





Starting development for the iPhone with Cocoa Touch felt right

at home. There are a few differences in the iPhone SDK that take

some time to get acquainted with, but nothing exceptionally steep.



Coming from a desktop world, I think the biggest overall challenge

is learning to fine tune your app for a device with significantly less

resources and horsepower than a Mac or PC. Many developers

have become accustomed to sacrificing performance for easier-

to-use APIs, but good optimization matters much more on mobile

platforms.



As powerful as the iPhone is, it’s about ten years behind modern

desktop machines in terms of processing power and available

memory.









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49 Making a Development Decision







This is an important consideration, and if you do decide to develop your

own application, performance will be a huge consideration. I also asked

Dave Verwer about this transition, and he agreed that the experience can be

a fairly straight-forward if you’re used to developing for the desktop:





The basics of moving from Mac development to iPhone are very

easy. Everything I had learned about Mac development made iPhone

development seem very familiar. Even better, a significant amount

of my code just worked without any changes when I took it to the

iPhone platform.



What was not so easy at the outset was finding documentation on

iPhone specific subjects. During the first few months after the initial

SDK release, we all had a very steep learning curve, because no-

one really knew how everything was supposed to work. This was not

helped by the tools having a few bugs in them!



Luckily that has completely changed over the last two years, as –

the documentation and tools are now excellent and getting better all

the time.



Really if you have experience with any modern, object-oriented

language like C#, Ruby, Python, Java, or anything similar, then you

are going to have a head start learning your way around Objective C

and the iPhone SDK.





The main lesson to take away is that if you already have experience

programming, this option could well be very straight-forward. If not, it’s

going to be a steep learning curve.



Play to your strengths – if you’re brilliant at designing in Photoshop, craft a

beautiful interface and hire a developer to implement it. If you’re a marketing

whizz, consider focusing on promotion and contracting out the whole

process of app development.









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50 Making a Development Decision







Is Developing an iPhone App Going to be Fun?



This depends upon how much you love development, and how

passionate you are about your idea. That said, a huge 75% of the

developers we surveyed said that iPhone development was more

fun than their previous job. It certainly looks promising!







If you do decide to develop a native application, there are several

advantages to be realised over a web app. I asked Dave Verwer about how a

native app excels over a web app:





It all comes down to look and feel, really. Using the native user

interface elements is going to make your app feel much more like the

standard apps that come with the phone. This is important because

consistency is going to help people know instinctively how to use

your application. They have already been trained by using all of the

standard apps that came with the phone.



There are web frameworks that emulate the standard iPhone user

interfaces in HTML and CSS such as Phone Gap or jQuery Touch. I

approach these with caution. They are generally very good, but they

are unfortunately unable to get all of the details right in terms of the

standard user interactions expected of apps.



Where embedded WebKit and HTML5/CSS really shine in iPhone

applications is within the content areas inside a native application.

Using the standard iPhone controls from the iPhone SDK for

navigation and combining this with an embedded browser for the

content area can often be a good compromise between native and

web apps.









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51 Making a Development Decision







How Long Does it Take?



Our developer survey asked people how long it typically takes

them to develop an application. The results were varied, but most

respondents said that it takes between 100 and 250 hours:

1,000+ (4%)

Less than 100

500–1,000 (9%) (19%)









250–500 (22%)









100–250 (46%)





Chart 1 P. 46









Whichever approach you take to development – but particularly if you

develop an application yourself – testing is vitally important. You need to

take the time to iron out bugs and perfect functionality before publishing

your software. Dave Howell from Avatron offered a little insight into how they

approach this process:





We employ your garden-variety development cycle. As three of

our employees are ex-Apple, we borrow some best practices from

Cupertino. We have a full-time quality assurance manager, a tester,

occasional interns, and an army of external beta testers.









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52 Making a Development Decision





We rely heavily on source code control and bug database tools

to manage our tasks. Our full-time tech support technician runs

our external beta program. And of course our engineers do a lot

of testing before submitting code changes. Near a release, we

implement code reviews.



For our beta testers, we seek a mix of technically adept power users

as well as smart novices.





If you have the expertise to develop your own application, go for it. You’ll

save a great deal on development costs, and have invaluable knowledge

about how your application is put together.



If the thought of opening up Xcode makes your stomach churn, don’t

worry. You can still enjoy the benefits of a native application without any

programming knowledge whatsoever.









Hiring a Developer

The second route is to hire your own developer. There are plenty of

incredibly talented programmers out there who could do a fantastic job of

taking your idea, sketches, and graphical mockups and turning them into a

finished application.



You’ll need to gradually build up a good working relationship with a

developer. You could look at this process as a one-off transaction, but in

reality you’ll want to continue working with the same person in the future for

feature additions, upgrades, and bug fixes. Spend time getting to know the

work and personality of a developer before embarking on a new project.



I asked Dave Verwer for the advice he would give to people looking to hire a

developer for their app:





The best advice I can give here is to put as much thought as

possible into what your app will do and how it might do it before

asking a developer for a quote. When a developer considers a new





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53 Making a Development Decision





app from a client, ambiguity in the description of what the app needs

to do makes the estimation process much more difficult.



Sometimes the developer will add on time (and therefore budget) for

the inevitable unseen features and problems that will be uncovered,

or they will underestimate the effort and subsequently find

themselves trying to squeeze your development into an unrealistic

deadline.



The best way to avoid problems like these is to remove ambiguity

from the outset. If I could split the ideal preparation for planning

an iPhone project into a couple of key points, I would suggest the

following:



Become Familiar with the iPhone



The first step towards designing a great app is to be as familiar as

possible with how the iPhone itself works. User interface consistency

is very important across the iPhone platform and being familiar with

the standard conventions and behaviours that are used by other

apps will let you think in the correct terms.



Using these standard behaviours is also a great way to get a

vast amount of functionality for free, as there are quick ways for

developers to implement standardised user interfaces within an app.



Also look at some of your favourite other apps – not specifically with

the same or similar functionality to the app you are intending to

build – but just think about software that you enjoy using and get

inspired by how it works.



Draw and Prototype



The second step is to start to plan out your app on paper. Just start

drawing out screens on separate pieces of paper and laying them

out on a large table. You don’t need to have a degree in art to do

this – just a pencil and some imagination.



As you draw the screens, place them in order on the table and start

to think about how the user will navigate through your application.





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54 Making a Development Decision





Also, try and fit the data that needs to be input onto a screen using

an iPhone design template (mine is freely available13).



Mobile apps are very different to web apps or desktop apps,

and thinking about them in this way is a really useful exercise to

understand user perspective.



Obviously the developer will work with you to do actual designs

for the app, but putting time into thinking about how your own app

might function will let you plan all the little features that don’t appear

when thinking about an idea at a high level. Take pictures of all of

your pieces of paper and use them as part of the information you

provide to the developer.



If you do these things before contacting a developer, it will give them

far greater confidence that you have thought through the app, and

that there will be fewer unseen expectations or hidden features. This

will lead to them being better equipped to give you a significantly

more accurate (and probably cheaper) quote.





The key aspect to understand is that the interface comes first. You need to

spend time and effort considering exactly how you’d like your idea to be

realized on the iPhone – right down to each individual screen. This might

seem like a daunting task, but it’s the only way to ensure your vision is

created exactly as you want it to be.



Even if you’re a competent developer, there’s no reason approaching

someone else for advice should be a bad thing. Devin Ross worked

alongside Taptivate when developing Attic, and he feels that it pushed the

application into a different league:





I had Attic at a point where I could have released it to customers,

but I wasn’t happy with how everything worked. I saw Taptivate had









13

http://shinydevelopment.com/blog/iphone-screen-design-template-pdf/.







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55 Making a Development Decision





a hit with Postman and Voices, so it made sense to reach out to

them to see what they could bring to the table in any regard.



They helped change the way the application functioned in a way I

had imagined but never realized until they came along.





This type of collaboration can work well if you’re happy to bring in some

advice and expertise from other people who have succeeded on the App

Store. This could be a particularly good idea if the process is completely

new to you.



The same can be true if you’re a developer with experience in a certain

language that’s unrelated to iPhone development. Despite being a software

company themselves, 37signals worked with Overcommitted on the

development of a companion iPhone app for their Highrise web application:





Our core competency is building web applications. Building

Objective-C powered iPhone apps is a different ballgame.



Sure, any programmer can learn anything, but the Highrise app was

separate enough that we could source it out and get it done. We still

had our design team specify what we wanted and how it should work.





If you do decide to go ahead and hire someone to develop your application

for you, there are a huge range of resources to help you find the right

person. There are two general approaches to take: (1) look for developers

already advertising their services, or (2) post up an advertisement for your

job, and let developers apply.



If you’re going to take the former route, one of the best websites we

recommend is TheyMakeApps.14 This is a directory of different companies

that design and develop iPhone apps, fully sortable by location, fee, and

numerous other factors. It’s a simple website to navigate, and well worth

taking a look at.





14

http://theymakeapps.com.







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56 Making a Development Decision









For the latter route, there are a number of different job boards where you

can post a position. Some are free, and others charge you to list the project:



37signals Job Board

jobs.37signals.com/categories/6/jobs



37signals have a dedicated section for posting iPhone developer jobs. It

currently costs $300 for a 30 day advert.



CocoaDev

cocoadev.jobcoin.com



With 2,000 unique visitors a day and adverts priced at just $99 for 30 days,

you can reach a large number of developers for a small payment.



GetAppsDone

GetAppsDone.com



There are always quite a few jobs on offer at GetAppsDone. Listings you

post are also shared via their iPhone app.





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57 Making a Development Decision





TUAW

tuaw.com/jobs



The Unofficial Apple Weblog have their own job board, with both iPhone and

Mac OS X development jobs.



Craigslist

craigslist.org



Although derided by many, Craigslist is still a valuable resource for those

looking to find work and is a great place to post adverts.



eLance

elance.com



A marketplace for finding a freelancer to work on the development of your

project, eLance is a cost effective way to source a developer, and also helps

you manage the project as it goes along.



Guru

guru.com



Similar to eLance, Guru is another widely used place to find a freelancer.

Used by developers across the world.









How Much Does it Cost?



When asked how much it costs to develop an iPhone application,

many respondents noted that it’s simply an investment of time.

These people are obviously doing everything themselves – interface

design, development, and promotion.



For those that pay for their app development, the total cost was

centered around the lower end. Relatively few people paid upwards

of $10,000 for their application development.









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58 Making a Development Decision



cont’d

Series 1





$50,000+





$25,000 – $50,000





$10,000 – $25,000





$5,000 – $10,000





$1,000 – $5,000





$500 – $1,000





$1 – $500





Just my own time



0 5 10 15 20 25

Chart 1 P. 53

Series 1



Because our survey was targeted at developers, we expected to

see that many people would be able to produce iPhone apps for a

relatively low cost – investing only their own time.



It’s clear that you have a choice of approaching development

in a thrifty fashion, or investing more into a better polished and

functional application.









Developing a Web

Application

The third and final option is to develop a web application – an app that is

hosted on the internet, is not distributed through the App Store, and runs in

the iPhone’s Mobile Safari browser.









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59 Making a Development Decision





Mobile Safari is a very capable web browser, supporting an array of

emerging web technologies such as CSS3 and HTML5. This makes it far

easier than you may expect to create a web application that looks and feels

great on the iPhone. You’ll never quite recreate the responsiveness of a

native app, but it could be a great option for some projects.



David Kaneda offered some insight into the circumstances when a web

application can be more suitable than creating a native app for the iPhone:





A great deal of the apps currently on the App Store could be

recreated using web technology, barring most games. There are a

variety of benefits that go along with doing so, like the ability to also

serve your app on Android, which I believe will be the largest rival to

the iPhone for near future.



Likewise, the biggest gain is just that it’s a web app. If you choose

to host it, you can deploy your app with no approval process, make

live updates, and be available to a rapidly-growing majority of

mobile traffic.



Lastly, HTML/CSS/Javascript is a more common skill-set than

Objective-C is. There’s a massive range of web developers out there

which can help in finding talent and getting a job done quickly and

inexpensively.





One example of an iPhone optimized web app executed particularly well

is Gmail. Although the iPhone has a built-in Mail client, many people still

prefer the web interface of Gmail and its custom interface. It’s also possible

to save a web page to your home screen, and access it as you would a

normal application:









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60 Making a Development Decision









It’s worth mentioning that Apple maintain a regularly updated directory15 of

iPhone optimized web applications that can provide plenty of inspiration for

ideas and techniques.









Do People Use Web Apps?



Although the iPhone is perfectly capable of running web apps

to an almost-native standard, how many users actually use this

functionality?



We found that 34% of people questioned had more than one

web app on their home screen. 21% had just one, and 42% of

people didn’t have one at all. Awareness (at least among our

readers) seemed high, with only 4% of people answering “What’s a

Web App?”









15

http://www.apple.com/webapps/.







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61 Making a Development Decision



cont’d





What's a web

app? (4%)



Yes – More than

one (33%)









No (42%)









Yes – Just one

(21%)

Chart 1 P. 56









Obviously the main hurdle to overcome when taking this approach is your

application interface. The goal is usually to mimic the iPhone’s native

interface as closely as possible, so the user feels that they’re actually using

a local application.



David Kaneda highlights a number of other inherent difficulties in making

your app with web technology:





One big one is monetization: Web app developers need to wrap

their app in something like PhoneGap16 to get on the App Store, or

create an entire payment system within their app.





16

http://www.phonegap.com.







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62 Making a Development Decision





Another big stumbling point in web technology is the unavailability

of cross-domain requests. Developers are forced to either stick with

JSON-based web services, or again, wrap their app in something

like PhoneGap.



YQL17 also provides a fantastic service for this, providing a robust

tool for making JSON requests to normally REST/XML-based APIs.

At any rate, beyond some of these stumbling points, it’s quite

impressive what is possible with web technology; 3D animations,

offline storage, and cross-device compatibility.





It’s easy to get the impression that Apple doesn’t value web apps as highly

as they do native software on the App Store. David feels that this isn’t

necessarily the case:





I think Apple has done a great job guiding WebKit and also

creating the most powerful mobile browser in the world. That

said, they obviously put more marketing focus behind native app

development, as it brings them revenue.



There are lots of features I’d love to see in Mobile Safari:

accelerometer access, more robust touch events, camera or

contacts access etc. But Apple has a limited team and they do make

great strides with the browser on a regular basis.



Luckily, as it is providing one of their key arguments against allowing

Flash on the iPhone, they’ve been forced to put a renewed interest

in the web standards recently, with a lot of emphasis on HTML5/

CSS3. This is doing great things to move the web forward altogether.





It’s worth re-iterating the downside of this development approach: your

application is not listed in the App Store, and Apple does not handle the

payment processing and distribution for you. This is a fairly important



17

http://developer.yahoo.com/yql/.







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63 Making a Development Decision





factor to consider, as it would be difficult – if not impossible – to reach the

profitability and popularity of some of the bestselling App Store software.



If you want to create an application for an existing user base (if you already

run a successful web application, for instance), this approach could be a

good one. For targeting new users, it’s likely to be a greater challenge than

the native route.



A number of different Javascript libraries have sprung up for helping with

the development of web applications, and they are worth taking a look at for

help when putting together your application front-end:





JQTouch

jqtouch.com



Spice up your iPhone websites using JQTouch, the JQuery plugin for mobile

web development.





iUI

code.google.com/p/iui



iUI is a Javascript and CSS framework for creating web apps which look

and act like standard iPhone apps.





iPhone Web Developer Toolbar

manifestinteractive.com/iphone



An ingenious bookmarklet from Manifest Interactive helping you to build and

debug iPhone websites.





PhoneGap

phonegap.com



As David highlighted, PhoneGap is also an excellent solution for turning your

web application easily into a native app.





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64 Making a Development Decision







Quick Guide: Creating an

iPhone Optimized Site

Although we aren’t delving too deeply into development in this book, I

thought it would be useful to quickly go over what you need to include in a

webpage, to ensure that it will function correctly on the iPhone.



It’s simply a case of including the following three declarations in your HTML

page, somewhere between the tags:











• The first of these removes the standard Safari navigation bar, and the

controls that are usually present across the top of the window. These

needn’t be present if you’re designing a web app that has its own set of

controls for navigating around.



• The second prevents the user from being able to zoom and scale the

interface – usually the case in websites – which makes the page feel far

more like a native application.



• The third and final declaration tells the iPhone where you’ve located

an icon file that will display when the user saves the app to their home

screen. This will have Apple’s glossy overlay placed on top of it, but if

you’d prefer for this not to happen, you can change the name of this

declaration to apple-touch-icon-precomposed.



In addition to these, you’ll also need to consider producing a stylesheet that

accommodates the iPhone’s screen size, and ensure that everything is well

optimized for a touch interface. Nettuts+ published an article18 that offers a

great insight into this, and is well worth taking the time to read.





18

http://net.tutsplus.com/tutorials/tools-and-tips/learn-how-to-develop-for-the-iphone/.







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5

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THE

IMPORTANCE

OF SIMPLE,

SEXY INTERFACE

DESIGN

As I’ve already mentioned, interface design is all-important, and

there are plenty of developers to profile in this section who are

doing a great job. We’ll also be talking to Sarah Parmenter, a highly

talented interface designer with plenty of experience to share.



Apple exerts a surprising level of control over the style that your

application should adhere to – it isn’t just a case of opening

Photoshop and creating something pretty. Depending upon the

type of app you’re creating, you may have less control over the

interface than you’d think.





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67 The Importance of Simple, Sexy Interface Design







Apple’s Human Interface

Guidelines

We’ve already dipped into the Human Interface Guidelines19 when looking

at different “types” of iPhone application, and it’s the most important guide

to read before you get started thinking about your application’s interface

and functionality. These walk you through the process of planning your

application at the outset, and move on to offer recommendations for the

style of interface you should design.







Just How Important is Interface Design?



In our developer survey, we asked people how important they feel

each of these four characteristics is for an application to be a success.



The results speak for themselves, and it’s clear to see what an

enormous role interface design plays in the success of failure of

your project:



Perfectly Crafted App

Store Listing









Low Price









Great Interface Design









Unique Idea







0 10 20 30 40 50 60 70



Irrelevant Not So Important Quite Important Very Important

Chart 1 P. 61









19

http://bit.ly/bvPM2b.







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68 The Importance of Simple, Sexy Interface Design





You’ll learn about the use of metaphors, direct manipulation, gestures,

accessibility, and different elements of the iPhone user interface.



One point worth highlighting relates to aesthetic integrity, and what this

means. Apple has a great explanation:20





Aesthetic integrity is not a measure of how beautiful your

application is. It’s a measure of how well the appearance of your

application integrates with its function. For example, a productivity

application should keep decorative elements subtle and in the

background, while giving prominence to the task by providing

standard controls and behaviors.



An immersive application is at the other end of the spectrum,

and users expect a beautiful appearance that promises fun and

encourages discovery. Although an immersive application tends

to be focused on providing diversion, its appearance still needs

to integrate with the task. Be sure you design the user interface

elements of such an application carefully, so that they provide an

internally consistent experience.





When placing focus upon “sexy interface design”, it’s incredibly important

not to make the interface design itself the end goal. Your application is

designed to serve a purpose and help the user complete a task. An interface

should, first and foremost, make this task simple and enjoyable to achieve.

Gorgeous interface design supports this process.



Apple’s guidelines also explain clearly how you should use gestures in an

appropriate manner. Steve Jobs was recently questioned about handwriting

recognition systems using a stylus.21 His response? “If you need a stylus you

have already failed.” Apple are strongly committed to the idea of a user’s

finger being the only pointing device they need:







20

http://bit.ly/ckTjGS.

21

http://d8.allthingsd.com/20100607/steve-jobs-at-d8-the-full-uncut-interview/.







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69 The Importance of Simple, Sexy Interface Design





There are real advantages to using fingers to operate a device:

They are always available, they are capable of many different

movements, and they give users a sense of immediacy and

connection to the device that’s impossible to achieve with an

external input device, such as a mouse.



However, fingers have one major disadvantage: They are much

bigger than a mouse pointer, regardless of their size, their shape,

or the dexterity of their owner. In the context of a display screen,

fingers can never be as precise as a mouse pointer.





When designing your interface, it’s important to remember this fact. Apple

specifies different size requirements for areas of the interface a user can tap

on, and you’ll want to follow these to ensure your app is usable.



I can’t overstate how useful the Human Interface Guidelines are to read

through, and fully understand before you begin designing the functionality

and layout of your app. Read it cover to cover, read it again, then

get started.









Why Is Sexy Interface

Design So Important?

Let’s move on to consider why interface design is actually so important.

Why are we drawn to attractive application design, and how can you, as a

developer, use this to your advantage?



Headquarters steers clear of the standard iPhone interface elements, and

creates a thoroughly unique look and feel. I asked the developer if this

involved a great deal more work than using the standard iPhone UI controls,

and whether the extra effort paid off:





With Headquarters, we actually went through about three or four

different designs before settling on the one you see in the app today.







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70 The Importance of Simple, Sexy Interface Design





In the end, we found that the

application simply looked more

polished and pleasing to the

eye with the dark, sleek design.



But more importantly, with the

high level of customization

we were able to integrate

completely custom controls

that wouldn’t stick out. Two

great examples of this are the

tabs on the dashboard and the

custom navigation bar we use.

Despite these two controls

being completely alien to the

iPhone platform, they fit in really

nicely and they open up the

ways a user can interact with

the screen.



We received a lot of great feedback on the interface – not only

because it looked good, but because people liked how the screens

were laid out. Although developing these custom controls extended

both our design and development cycles, they were definitely worth

the risk and the effort.





Glasshouse Apps, the developers of The Early Edition, took the approach of

crafting an interface that mimicked a real-life newspaper. This makes perfect

sense on the large iPad screen, but I asked Graham whether he thought it

could work equally well on the iPhone:





My gut feeling is that real life metaphors can work well at any

size. It just depends on the suitability of the object you’re alluding to

and how seamlessly you can integrate it with your app.









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71 The Importance of Simple, Sexy Interface Design









Many applications use this idea of metaphor – designing something on

screen that closely resembles a physical item. Apple’s Notes application

is a good example of this, as are the sticky notes found on the Dashboard

of OS X.



Any interface design that makes you stop and say “wow” usually uses some

form of metaphor in one way or another. It could be something as obvious

as the newspaper above, or it could be more subtle – a gorgeous, realistic

texture, for instance.



It is, of course, important to remember that “design” is far more than just

how your application looks. It’s also crucially about how it works. Marc, from

Bjango, had something really interesting to say in this regard:





I think a great interface and app workflow is crucial. After all, it’s

the only thing a user sees. You may have a world class app backend

(which is also important), but the user can’t actually see that. They

only see your user interface.







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72 The Importance of Simple, Sexy Interface Design





Now might be a good time to mention that we consider design to

be the way something works, as well as the way it looks. They go

hand in hand. When we’re mocking and testing different layouts,

everyone’s involved.



Design certainly isn’t just the role of one person. It’s more about

structure than colouring in pixels.









The Interface Design

Process

You have a few different options available when approaching the interface

design of your application. If you expect the layout to include mainly

standard iPhone controls, then you’ll probably be able to work on the

positioning and layout of these yourself.









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73 The Importance of Simple, Sexy Interface Design





If, on the other hand, you want a more customized user interface, you’ll

need to think about hiring a designer. If you have experience in this area, by

all means explore how you could design the interface yourself. If not, there

are plenty of great interface designers who specialize in working with iPhone

developers.



Though the cost of hiring an interface designer will vary depending upon the

experience of the designer you hire, someone fairly talented may well charge

a few hundred dollars per day.



Although this sounds expensive, it is a choice that’s worth spending some

time on, and carefully considering. If you want your application to really

stand out from the crowd but have no design experience yourself, an

interface designer could go a long way towards turning your app into

a success.



One such designer, Sarah Parmenter, walked us through the process

she takes when designing iPhone applications. This offers a good insight

into how the process could work if you approach this task yourself, or

what to expect when hiring an interface designer to craft your application’s

UI for you.





I generally get sent a beta of the app to test drive and make

notes on. I nearly always go through a wireframe stage, even if

I haven’t been commissioned to do so, as there may be tweaks

and adjustments that could be made to benefit the user that the

developer has not thought about.



I produce this as a Keynote presentation and design screens

with notes and annotations on each document so that the

client has something to either pass on to their developer or use

as reference.









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74 The Importance of Simple, Sexy Interface Design









Download from Wow! eBook

75 The Importance of Simple, Sexy Interface Design





I almost always start on paper and then move into Photoshop for

the actual design elements. Once I have crafted the UI, I then move

these back into a Keynote document and annotate the screens again

so that the client understands why things may have been designed

in a certain way.



I find that explaining design decisions rather than just sending them

a screenshot is always a better way to communicate.









Designing an iPhone interface isn’t simple. There are unique challenges

associated with the interfaces of mobile devices – even if you feel

comfortable in Photoshop and Illustrator, it can be a bigger hurdle than

you’d expect.









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76 The Importance of Simple, Sexy Interface Design





It isn’t just a case of putting together a screen full of pretty graphics. You

also need to consider how animation and movement should display, the way

in which different pages interconnect, how the interface should adjust for

different orientations, and spend time thinking about minimum hit size (and

correspondingly, how large different interface elements need to be).



The latest release of the iPhone has a far higher resolution screen (960x640

pixels) at greater pixel density (326 ppl) than we’ve ever seen before on

a mobile device. This means that graphics will use more pixels for the

same effective artwork size – something your interface design should take

advantage of.



If you do decide to hire an interface designer, Sarah had some great tips to

ensure that you approach the process as well-prepared as possible:





I receive projects in all kinds of phases. I get clients who just have

an idea for the app, I get sketches, full wireframes and then betas

of apps which need some UI help. All of those mentioned require

varying degrees of work and budget allocation, so a developer would

need to be sensible when approaching a UI designer as to what their

budget is and how they want to spend it.



If you are unsure of what you are doing, and on a shoestring budget,

then try to do as much of the groundwork yourself and simply hire

a professional as a consultant for an hour or so to check over your

work and suggest any changes.





Whether or not you choose to hire an interface designer, it’s vitally important

that you give this stage of the process the time and investment it deserves.

You may have hired an incredibly talented developer, but this doesn’t mean

that they can also design a beautiful interface (in fact, this is hardly ever

the case).









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77 The Importance of Simple, Sexy Interface Design







Crafting an Irresistible

Icon

After you’ve perfected the design, functionality and interface of your

application itself, you’ll need to start thinking about producing an irresistible

icon. It’s impossible to overstate just how important your app icon is – it’s

the one element of branding that appears everywhere, and needs to clearly

convey what your application is all about.



Achieving this in a 57 square pixels is no mean feat, and it can be a very

challenging process to get right. Apple has a few suggestions surrounding

icon design that they like developers to follow:22





This is a place where branding and strong visual design should

come together into a compact, instantly recognizable, attractive

package. Try to balance eye appeal and clarity of meaning in your

icon so that it’s rich and beautiful, and clearly conveys the essence

of your application’s purpose.





It’s best to stick with a bold image that conveys your application’s branding,

rather than trying to include text within the icon.



You also need to produce a 512x512 version of your app icon that Apple

are able to use for promotion if they decide to. This can include a greater

amount of detail than the smaller app icon, and it’s a good chance to inject

some UI beauty and texture.



Renowned icon designer Sebastiaan de With had three pieces of great

advice to share on this topic:





First off, look carefully at how Apple designs interfaces and icons.

Redraw them, study them, and learn their style and the constraints





22

http://bit.ly/caLQqX.







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78 The Importance of Simple, Sexy Interface Design





the designers imposed on themselves to make designs fit in and

achieve a consistent result. Always consider consistency with the

OS; it can be the difference between ending up on some screen or

on the home screen, front and center. Steal that spot.



Second, go design. Done? Start taking stuff out. What can you

remove? Even more? Take it down to the basics and then some. A

gold star if you chose a concept that was delightfully simple and

appropriate in your first swing at the icon.



Lastly, have some fun. If you make sure your design is simple and

feels ‘native’ to the iPhone or iPad, you can see how much fun

you can have in those little rounded squares. There are a billion

possibilities, and it’s fun to dive in and see what those are!





Sebastiaan also had a few tips regarding whether it’s a good idea to attempt

icon design yourself, or hire a professional from the outset:





Generally, it’s a good idea to hire a designer. But don’t take that

from the designer guy. If you’re capable and can be brutally honest

in judging your own product, by all means design for yourself. If

you’re unsure of the quality of your design work, let some designers

take a look. You can always hire a designer if you feel the need.





This sentiment is echoed by Bjango, who has a distinctive style across all

their application icons:





I find designing app icons difficult. It’s such a challenge to sum

up everything your app does in a single, memorable and beautiful

symbol. Something that is focused, descriptive, yet uniquely yours.



I think my only tip would be to find someone who’s a great icon

designer and pay them to do it for you. Although that’s advice that

we haven’t taken ourselves.









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79 The Importance of Simple, Sexy Interface Design





If you really have to design your icon yourself,

then you will probably want to ensure you have a

prominent colour, a recognizable silhouette and

something that works very well at small sizes, but

also plenty of detail when the icon is shown large.



Make sure you fine tune for all sizes, too.

You’ll definitely need to fix and tweak your final

57x57 pixel (iPhone) or 72x72 pixel (iPad) home

screen design.





Apple specifies a number of different required sizes for

icons, and you’ll need to provide various resolutions

for their different devices (iPhone, iPad, and the high

resolution iPhone 4). These are outlined in the following

table:23



Apple’s Icon Size Requirements



Size for iPhone

Size for iPad

Description and iPod touch

(in pixels)

(in pixels)



Application icon 57x57 72x72

(required)

114x114

(high resolution)



App Store icon 512x512 512x512

(required)



Small icon for 29x29 50x50 for Spotlight

Spotlight search

results and Settings 58x58 29x29 for Settings

(recommended) (high resolution)









23

http://bit.ly/c4f64Y.







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80 The Importance of Simple, Sexy Interface Design





Document icon 22x29 64x64

(recommended for

custom document 44x58 320x320

types) (high resolution)



Web Clip icon 57x57 72x72

(recommended for

web applications 114x114

and websites) (high resolution)



Toolbar and Approximately 20x20 Approximately 20x20

Navigation bar icon

(optional) Approximately 40x40

(high resolution)



Tab bar icon Approximately 30x30 Approximately 30x30

(optional)

Approximately 60x60

(high resolution)



Launch image 320x480 Both 768x1004

(required) (portrait)

640x960

(high resolution) and 1024x748

(landscape)







Design Kits, Interfaces

and Icons

In this short section, we’re going to share a series of links and resources to

assist with your own interface design.



Some of these are pre-built templates that you can use in Photoshop or

Illustrator, others are great tools that can help with wireframing and getting

your ideas down on paper!



iPhone GUI Design

teehanlax.com/blog/2009/06/18/iphone-gui-psd-30/



This brilliant Photoshop GUI kit comes with all the different types of buttons,

sliders and graphics you need to quickly create mockups of your apps.







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81 The Importance of Simple, Sexy Interface Design





iPhone PSD Vector Kit

smashingmagazine.com/2008/11/26/iphone-psd-vector-kit/



Smashing Magazine brings a much simpler iPhone GUI for those of you

focusing on straightforward applications.



iPhone Application Sketch Book

amazon.com/gp/product/1430228237



For those of you who prefer to sketch out your applications, this book

provides 150 templates at 1.5x zoom. Plenty of room to jot notes and

wireframe in style.



iPhone Stencil Kit

uistencils.com/products/iphone-stencil-kit



A brilliant little stencil with all the major buttons and shapes you will need to

create quick and sharp mockups of your iPhone apps.



iPhone Sticky Pad

uistencils.com/products/iphone-sticky-pad



Design your iPhone apps on this sticky pad that ties in with the above

stencil. You can then stick your designs around the office and create

flowcharts of your apps.



Icon ‘Shine’ Kit

notlost.blogspot.com/2008/10/iphone-icon-shine-kit.html



Easily recreate the glossy icon shine using this clever kit. Simply drop

your flat image into the kit and it layers the shine over the top. Saves time,

looks great.



App Sketchbook

appsketchbook.com



Quickly put your iPhone and iPad app designs on paper. These sketchbooks

come in various different styles and sizes for different devices.









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6

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LEARNING TO

KEEP IT SIMPLE

AND ITERATE

Most successful apps tend to approach a fairly simple concept,

but execute it phenomenally well. Even if you have a huge,

grandiose idea for your application, beginning with a basic feature

set is certainly the best place to get started.



Determine the bare minimum of what a user would be satisfied

with, and consider producing just that. This cuts down on

development costs and ensures people understand clearly what

the core functionality of your application is.



It’s easy to add new features as they’re requested, but you’ll

encounter far more resistance if you try to remove something that a

few dedicated users have become accustomed to having available.



Apple actually advises this approach in their developer guidelines.

They suggest that you should launch an application with minimal

features, and then work on the basis that the most oft-requested

features should probably be included.





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84 Learning to Keep it Simple and Iterate







Iteration in Action

This iterative process has been used by many of the most successful

applications in the App Store. Select Start Studios completely understand

the importance of starting simple, especially when building upon an API:





When creating larger, more complex applications, it’s always

important to remain focused on adding value. It’s easy to throw in a

ton of little cool features, but it’s my personal belief that if there are

features that are not helping the users accomplish their primary task

then these features are in the way.

If you look at Facebook’s iPhone application, it’s very limited in

comparison to their website yet it’s a fantastic application. It allows

users to make posts, see other posts, upload photos and a few other

small things. It doesn’t let you access your games, your apps or any

of the extra stuff that Facebook has added over the years; it focuses

on what’s important to the platform and it does it remarkably well.





37signals’ philosophy seems to be that keeping a product simple at

launch – building half a product, rather than a half-assed product – is a good

way to develop. They took this approach when developing their iPhone

application for Highrise, and feel it’s particularly important when developing

for a mobile device:





The Highrise application we built for the iPhone omits a fair amount

of stuff, so that we could wrap it up and get it out quickly. We’re

working on another app at the moment that’ll go even simpler still24.

I think if anything, it’s even more true on a mobile device that the

app has to be simple. When you have three minutes of downtime

to do something with your phone, you just don’t have the patience

for complexity.





24

This turned out to be “Sketch”, a straightforward sketching/drawing app for the iPad:

http://37signals.com/draft.







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85 Learning to Keep it Simple and Iterate





In a similar vein, when launching Ego, Garrett Murray started out by only

offering statistics for a handful of web applications and services. He’s

gradually increased the scope of the application over time:





There’s definitely a benefit to starting simple. As the old adage

goes, release early, release often. This is especially the case when

you take into account the volatility of the App Store – it’s much

better to get a product to market and to add functionality than to sit

on it for a year without a release. You’re not making any money if

there’s no product out there earning income.



With Ego, my initial focus was to cover the few services I wanted

right off the bat (FeedBurner, Mint 2 and Twitter). I built the core app

with growth in mind so it would be easy to add new services down

the road, which is exactly what I’ve been doing over the last year. I

started with three, now Ego supports eight. And there are several

more to come over the next few months.





The App Store is full of examples where this process has worked for a

developer. Most successful projects focus on one simple task, helping the

user complete it as easily as possible. Apple states that “an app must solve

a user’s problem clearly and elegantly.”25 Stripping away all the unnecessary

clutter is the absolute best way to achieve this.









25

Eric Hope – User Experience Evangelist, Apple (via Sarah Parmenter, FOWD London 2010)







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7

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PRICING YOUR

APP RIGHT

Pricing is a tricky concept, and can be very difficult to nail the first

time around. Different companies take wildly different approaches

to pricing their apps, and have equal success aiming for a high

price as compared to a lower price.



If you believe that your application offers enough value, don’t be

afraid to charge more than a couple of dollars – people will happily

pay, and many examples exist that show this approach works. Just

take a look at Apple’s “Top Grossing” list.



Fortunately, the App Store has given developers the option of many

different pricing models, each of which has its own advantages and

disadvantages. In this chapter, we’ll investigate which choice might

be right for you.





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88 Pricing Your App Right







Breaking Down Your

Revenue

In all likelihood, you’re getting into the App Store business to make money.

Whether this is through direct sales of your app or advertising – the motive

is usually the same. With this in mind, it’s important to understand Apple’s

revenue breakdown clearly.



As I’ve mentioned before, the way that revenue sharing works means that

you receive 70% of all sales of your app, and Apple takes a 30% cut in

exchange for handling downloads, bandwidth, credit card processing, and

distributing your app.



Apple pays you on a monthly basis, so be prepared to wait a little while

before the revenue from your sales reaches your bank account. You’ll also

need to generate at least $250 worth of sales before Apple will release

a payment.



Before you pick a pricing model, or decide to give away your application

for free, it’s important to consider what the ongoing costs will be of running

your app. Although Apple handles downloads, payment processing,

etc., you may need to maintain a server that is capable of powering any

community features you implement.



As your application grows in popularity, so will the demand placed upon the

hardware that you maintain yourself. Even if this is just a simple database,

several thousand simultaneous users is still going to pose a problem. Be

sure to factor this in, and plan carefully so you aren’t left with a huge hosting

or bandwidth bill.



For those of you considering the web app route, it’s worth mentioning that

the process of deciding how to price and sell your app can be difficult.

David Kaneda had the following to say:









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89 Pricing Your App Right





Pricing is a universal challenge, to web and native alike. Most web

app developers are currently using PhoneGap to get their web

apps sold in the App Store — they could obviously create an entire

repeatable payment system to go along with their app (as most

desktop web app makers do), but I’m not sure how comfortable

people are with mobile web app subscriptions quite yet.









The Pricing Dilemma

Broadly speaking, there are two options available to you when deciding how

to generate revenue from the App Store:



1. Give your app away for free and generate revenue from advertising or in-

app upgrades



2. Charge for your application outright



One of the predominant models on the App Store is to utilize both of these

options – offer a free version of your application, and an ad-free commercial

version with additional features. This approach is taken by The Iconfactory

with Twitteriffic:





We took this approach because we wanted to get Twitterrific into

as many people’s hands as we could, and still get some return on

our investment.



Many people don’t have any problem with viewing advertisements

and for them, Twitterrific is great. Those who do, or who want

to directly support our development efforts, can purchase the ad-

free version.



It really is the best of both worlds.





This is the iPhone equivalent of a “freemium” model – giving away a

certain level of functionality for free and tempting users to pay for the full





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90 Pricing Your App Right





experience. It works in all manner of different niches, but particularly well for

games. Giving away one level lets people get a feel of how the game works,

and draws them in to purchase the full application to play further.









In this respect, pricing becomes something of a marketing technique to

persuade people to “try before they buy”.









Do Users Download Trials?



We asked our readers whether they download these free application

“trials” before purchasing the full version. 52% always download the

freebie, 44% sometimes try before they buy, and only 4% “usually

just purchase” the full version.



This goes some way towards showing the power of this marketing

method. If you’re confident enough that a free trial of your

application is the best way to persuade users to buy, you should

go for it.









It’s important to understand that price alone doesn’t need to be the key

motivator to persuade people to buy. Wallet, for instance, at $4.99, is priced

slightly higher than the “baseline” standard for iPhone apps which is which

is around $2.50 in North America.26







26

http://www.readwriteweb.com/archives/average_price_for_iphone_apps_keeps_falling.php.







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91 Pricing Your App Right





I asked the developer what their main considerations are when deciding

on a price, and whether people are happy to pay more for higher quality

applications:





Pricing really depends on what your app

does and who you’re trying to reach. With

Wallet, our biggest immediate audience is

those who use the Mac version of the software.

For them, price isn’t too much of a concern.

They’re happy to be able to buy an app that

lets them sync over and access all of their

important data on their phone – something

they’re likely to use every day.



Of course, there are also a significant number of people who buy

Wallet for iPhone yet don’t use the Mac version. We didn’t want to

scare these people away, so it was important to still price Wallet

competitively with other standalone apps.



In general, I think most reasonable people are willing to spend a little

more for a higher quality application if it’s something they’re going to

use a lot. That being said, people have also become accustomed to

fairly low-priced apps in the App Store.



If the price tag is higher than $10, they might not even take a look.





The trick is to ensure you charge a price that considers both the functionality

of your application, the type of person using it, and how often they will use

it. Here’s a general idea of how you could think about these factors affecting

price:



App Used Rarely App Used Often



Older / Professional Mid-Priced High Price

User $1.99-$4.99 $4.99+

Young / Low Price Mid-Price

Casual User $0.99-$1.99 $1.99-$4.99







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92 Pricing Your App Right





Avatron take the approach of putting themselves in the shoes of their

customer:





We look at it as our customers would. What would we be

willing to pay? And like good MBAs, we “maximize demand curve

utilization” by experimenting with prices and studying price elasticity.



People are absolutely willing to pay a premium for apps that provide

value to them. If you take a look at the top grossing list, it isn’t

packed with $0.99 apps.









What Are Users Willing to Pay?



One of the questions we asked in our iPhone user survey was “What

is the most you’ve ever paid for an iPhone app?” The results were

interesting. The overall average was $14.58. A few people had never

paid for an app, and a few had paid up to $100.



By far the most common response was around the $10 mark. One

third of all our respondents had paid a maximum of exactly $9.99 or

$10 for an application, suggesting that a large majority of people are

happy to pay a respectable fee for software that really helps them

solve a problem.









There is, of course, the option to do something slightly different.

Simplenote’s pricing model is particularly interesting, based around an

advertising-supported free version, and a yearly subscription to remove

advertisements and unlock premium features. This was done in an effort to

move beyond a traditional pricing model:









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93 Pricing Your App Right





We were experiencing some measure of success with a more

traditional pricing model, and could probably have maintained that

as a profitable small business. But we’re thinking bigger. It’s very

motivating to have an impact on people’s lives. The more people

we can help, the more motivation we have to keep improving the

service, and the more potential we have as a business.



This was a risky move for us, the results of which aren’t entirely

clear yet. We need to keep growing. We’re working hard on the next

major version.





On the surface, it might seem that the App Store has a fairly strict “paid or

free” approach to generating revenue. This is far from the case, and you

actually have a great deal of flexibility on how to charge for your application.







What is the Usual Weekly Budget?



One final question we wanted to ask our readers related to their

weekly “app budget”. Just how much are people happy to spend on

software each week?



An overwhelming majority, over 80% of respondents, spend

between $0 and $5 each week. Around 15% spent $5-10, and only

a handful spend any more than $10 each week.



Users don’t have a limitless budget, and you need to compete for

their hard-earned cash!









Advertising Options

If you choose to take the approach of giving away your application for free

(or at least offering a free version), you’ll want to consider the different types

of advertising available.





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94 Pricing Your App Right





Mobile advertising has taken off in a huge way since the iPhone rose to

popularity, and there are many different advertising companies competing

for your business. Here are just a couple to consider, each taking a different

approach:



iAdSM Advertising System – advertising.apple.com



As this advertising platform is provided directly by

Apple, we’ll take a look at it first. iAd debuted in

the iPhone’s latest operating system update –

iOS 4. Apple wanted a way to integrate

advertisements within applications so that the

user doesn’t need to leave a particular app and

visit a website after clicking an ad.



If you’re a developer, the iPhone SDK 4 lets you easily embed iAd rich

media ads into your application that are dynamically delivered to the user’s

device. You set the system up, and Apple handle filling the space with an

advertisement.



The agreement and breakdown is fairly simple. As a developer, you receive

60% of the advertising revenue generated. Apple keep the other 40% as a

payment for finding advertisers and handling payment.



You are, of course, not limited to using Apple’s advertising system. Various

others still exist – some on traditional impression or click models, and others

through different means.



Google / AdMob – admob.com



Another advertising network, recently acquired by Google, is AdMob. This is,

in effect, a direct competitor to iAd. You can integrate the service into your

app, and are paid on a monthly basis for any advertisements sold.



Fusion Ads – fusionads.net



One advertising platform that has found

its way into a number of wonderful

iPhone apps is Fusion Ads. They





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95 Pricing Your App Right





display their advertisements in applications such as Byline, Simplenote,

Textie and Trackthepack.



This is an “invite only” advertising network, and focuses mainly on design-

centric services. It’s good to know about, though, and worth keeping an eye

on if your application falls into this particular niche.









What Do Users Think About Advertising?



We asked our iPhone users how they feel about iPhone advertising;

if they’d rather have a free app with advertising, pay for an ad-free

app, or whether they didn’t mind:



I'd rather have a

free app with

advertising (27%)



I don't mind

(36%)









I'd rather pay for

an ad-free app

(37%)

Chart 1 P. 88



If you were hoping for an easy answer, sorry to disappoint! The

results are incredibly evenly split, which re-enforces the choice of

many developers to offer both routes. Offering an advertising funded

app, with the ability to turn off advertisements for a fee, might be the

best solution.









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8

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THE PERFECT

PROMOTION

MIX

There are two important stages when promoting your

application – at launch, and on an ongoing basis.



Spending time and effort (not necessarily money) in the run up

to your application launch can be a brilliant way to get noticed

immediately. Many successful applications are adopted very

quickly, and make their way into Apple’s top listings within a

few days. Unless you’re incredibly lucky (or have a completely

outstanding idea), this type of response won’t come easily.





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98 The Perfect Promotion Mix







Perfecting Your Website

The bottom line is that it’s down to you to be the ambassador for your

app. You can’t just hit submit, and expect to be an overnight success

purely because you’re in the mystical “App Store”. Dave Verwer feels the

same way:





The most important thing here is to not depend on the App

Store to be your marketing. It’s only really an effective marketing

mechanism for the apps in the top charts (less than 0.05% of the

apps in the store are currently in the US Top 100 chart). Realistically,

you are not going to get there without alternative methods of

marketing.



So once the App Store as a marketing mechanism has been

discounted, you are left with traditional marketing methods. The

most important of these is also the simplest! Talk to people about

your application. Tell everyone you can find about it, write to

bloggers and people who are influential in the area that you want

your application to sell. Go to conferences and Apple events, tell

everyone who will listen about it!





As we mentioned previously, there are various techniques you can employ to

make sure that your App Store listing is as clear and compelling as possible.

That’s one route to perfect, but the other is your application’s website.



This is your chance to give a far greater amount of information to a

potential buyer, and really impress them with your app’s functionality right

from day one.



Dave Verwer outlines two options for your website:









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99 The Perfect Promotion Mix





It is very important to have a web site for your application –

something that people who are interested can visit and find out more

about you and your app.



For smaller apps, this could be a page on your existing company site

or for larger apps it could be a dedicated web site like we produced

for our app, Balloons!27





Generally speaking, both of these techniques can work well. The important

thing to remember is that simply tacking another page onto your existing

site isn’t enough. You need to create something that carries the style and

branding of your application onto the web.



Sophia Teutschler has a few interesting thoughts to share:





In my opinion, a product website should go beyond what the App

Store page offers. Most important are ways to show what the app

does without relying on a demo version. More screenshots than on

the App Store page are a must, but several tutorial videos work best.

I always liked the way Apple does these kind of videos by coupling

the tutorial with emotion.









27

http://balloonsapp.com.







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100 The Perfect Promotion Mix





Here are just a few examples of iPhone app websites that are executed

extremely well:









sophiestication.com/articles









tapbots.com/software/pastebot/









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101 The Perfect Promotion Mix









rampchamp.com



It’s obvious that the same care and attention went into these websites as did

the applications themselves. For some more great examples, take a look at

one of our recent posts on iPhone.AppStorm.28









Quick Guide: Creating a

Video Demo

One important element to get right is the video demonstration. There’s no

easy way to record video from your iPhone directly, but there are a few

clever tools to achieve something similar using the iPhone Simulator on your

desktop.



You’ll need three things:



1. Your favorite screen recording application – Screenflow, Camtasia, Jing,

or any other similar app.



2. A piece of software that changes your mouse cursor into something

more useful for a demo video, and makes the iPhone Simulator more









28

http://iphone.appstorm.net/roundups/design/40-stunning-iphone-developer-websites/.







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102 The Perfect Promotion Mix





realistic. SimFinger29 is a great

solution, but PhoneFinger30 also does

the trick.



3. I’d recommend SimFinger in

particular, as it has the ability to

add other application icons to your

iPhone home screen, change the

carrier to something more realistic

than “Carrier”, and add a layer of

gloss over the simulator display.



4. Your compiled app, running in

Xcode’s iPhone Simulator



It’s then just a case of recording the

portion of your screen containing the iPhone Simulator, running through a

few of the app’s features (keep it short and snappy), and adding any final

extras in a piece of video editing software such as iMovie.



You can overlay your own audio commentary later if you decide to, though

ideally your app should be designed in a way that doesn’t require a

voiceover to describe what’s going on!



Export the video to your favorite video sharing website, and embed it into

your website for everyone to see. Far more people will be likely to pay for

your app if they can see it in action before they buy.









Generating Launch “Buzz”

“Buzz” is a vague concept. It’s easy to see when another application has

it – the Internet lights up with mentions of a particular app, developer, or

website. But how do you start this process in motion for your own creation?





29

http://github.com/atebits/SimFinger.

30

http://www.wonderwarp.com/phonefinger/.







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103 The Perfect Promotion Mix





First and foremost, you need to create something brilliant. It either needs to

look visually stunning, or offer a completely immersive and addictive user

experience. People should want to talk about your app.



Bjango had some fascinating thoughts to share on generating buzz, and

how to handle a successful launch. They feel that you can take one of two

approaches:





Option 1: Ultimate secrecy



Anyone who’s familiar with Apple will know how this one works.

Prepare well, and hide every last detail. Then, when the time is right,

prep the press and launch at full velocity. It’s a gamble, but means

you’ll hit everywhere at once. It typically only works if you’re well

established.



Option 2: Slowly building momentum



A carefully placed trail of hints, teasers and full blown video demos.

The idea is to spread as much information about your product before

launch as possible, so that when it’s finally released, everyone buys

at once, giving you momentum and a decent chance of success.



It also means you can gain feedback about your app before release.

But beware, you’ll also be held accountable for any features you’ve

said you were going to include, and the competition will know what

you’re up to.



We’ve tried both. We’ve also seen both methods work for other

companies. To be honest, I’m not entirely sure which is best. I think

the most important part of the entire process is having an app that’s

worthy of discussion. Something so incredible that people have to

tell their friends about it.





One application that launched with great success was Attic, an iPhone app

for finding hidden gems within your iPhone’s music library. Devin Ross found

press releases sparked quite a bit of interest, as bloggers and users picked

up on the app:





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104 The Perfect Promotion Mix





I released Attic on March 1st, and stayed up all night just to make

sure everything went smoothly. I sent out press releases with promo

codes to a list of blog sites that morning.



I started to see a bunch of mentions on Twitter and I knew

something organic was happening. I was surprised how fast it was

too. John Gruber picked up on the application and linked to it on

his site. That brought tons of traffic. I never sent a press release to

him either.



In retrospect, I wasn’t aware of how fast people picked up on the

application.





Sending out promotional codes to blogs can be a good solution, as can

offering them to sites that would like to run a giveaway. It’s important that

you don’t rely completely on a traditional press release. Dave Verwer has

some more thoughts to share on this topic:





Press releases are useful to help get the word out once you

release your app. You can use a service such as PRMac31 to get a

broad distribution of your release to hundreds of sites, but do not

rely too heavily on this as bloggers and journalists can get hundreds

of press releases a day.



Do make a press page on your web site, though (like we did for

Balloons!) and have all of your artwork, videos, and everything else

that reviewers might need if they do decide to talk about your app.





These are great points to take note of. iPhone.AppStorm receives several

requests every day from developers looking to have their application

reviewed or covered on the site. I go through a three question process when

deciding whether to commission a review of a particular application:









31

http://prmac.com.







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105 The Perfect Promotion Mix





1. Is the email personally directed to me, or the site? If it’s a generic press

release sent out in bulk to hundreds of people, it doesn’t reflect well on

the developer. It’s worth taking the time and care to send someone a

personal message.



2. Does the idea sound interesting? If the application is just another clone

of something remarkably mundane, I’ll likely pass over it in favor of

something else that’s different and unique.



3. How much care and attention has been put into screenshots, branding,

and the app’s website? If the interface looks logical, clear and well-

designed, it’s always a positive sign.



If all three of those conditions are met, then I’m likely to download the

application, give it a try, and write a review if I feel that our readers will find

it useful.



A final application to profile that got all of these pointers completely correct

is Ramp Champ – a game that had a phenomenally successful launch. I

asked Gedeon from The Iconfactory what their main promotion techniques

were, and which factors held importance in its surge to popularity:





We used many of the most popular methods available today,

Facebook, Twitter and, of course, blogging about Ramp Champ on

our main website.32



What probably helped the most, however, were the tiny sneak peaks

of some of the artwork from the game that we posted and leaked

a month or so prior to launch. This really helped build anticipation

for the game so when the actual launch rolled around, many people

already knew about it.



Traditional advertising such as web and print were used only

sparingly. These old ways of advertising are not nearly as effective

any longer.







32

http://iconfactory.com.







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106 The Perfect Promotion Mix





The idea of building up a community during development, offering “sneak

peaks”, and keeping people informed can be a great technique. It means

that when you do come to flip the switch, you have an established base of

people ready to buy your application.







Reaching Apple’s Top Lists

If you’re able to gather enough promotion to push your application into one

of Apple’s Top Lists, then you are on the path to a really successful launch.

Many iPhone users browse these as a guide to what’s new and popular on

the App Store, so being featured here is a great way to fuel sales and ignite

a catalyst effect.



I asked The Iconfactory to share a few statistics about how many sales

it takes to reach the Top 10 rankings in the App Store, and how being a

“Featured” app affects interest:





As the App Store grows and more apps are added, it takes more

and more effort or “push” to reach the top lists. Generally speaking,

if your app is selling 300-800 copies a day, then you’re probably

in the Top 100 somewhere. If you’re app is selling over 1,000 then

you’re probably in the Top 50.



Being a featured app definitely helps. Typically this will at least

double your sales, if not triple them, at least for a short while.

However, being featured isn’t nearly as good as being in that Top 25.

Once you’re there, the increased visibility serves to increase sales,

and maintain your position. You can sit in the list for a while if you

have a good product.





Dave Verwer also had a few statistics to share on this subject, based on one

of his recent projects:





Sales requirements vary wildly depending on the category of

application and whether your app is free or paid. I can give a recent





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107 The Perfect Promotion Mix





example though; we have a free application which has been in the

Top 100 free photography apps charts in several countries around

the world since it launched a couple of weeks ago.



When we were in the top half of the Top 100 charts, we were getting

between 1300 and 1600 downloads per day, and now we are in the

bottom half of those charts we are getting between 600 and 800

downloads per day.



Obviously the numbers will be smaller in the paid photography app

charts and those numbers would need to be significantly bigger to

get into the top 100 charts in a very popular category like Games or

Entertainment.









What better way to find out how users find new applications

than just to ask them? That’s what we did, and the results were

as follows:





Recommendations

from Websites





Recommendations

from Friends







Searching the App Store







Browsing by Category







Apple's Top Lists





0 100 200 300 400 500 600



Never Not So Often Quite Often Very Often

Chart 1 P. 98









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cont’d





A large proportion of readers find recommendations from websites

useful, along with Apple’s Top Lists. Far fewer browse through the

different categories within the App Store.



Interestingly, no one method had a particularly high number of

people “never” using it. Users tend to utilize all these methods to

some extent, even if a few are explored more regularly than others.



This suggests that it’s certainly worth promoting your application

through all these avenues – particularly approaching blogs and

websites. Admittedly, this outcome could be slightly biased as

most respondents found the survey through AppStorm – an iPhone

software website!







Finally, we spoke to Dave Howell from Avatron:





We’ve had good luck with the rankings. So far, three of our apps

(Air Sharing, Air Sharing HD, and Air Display) have reached the

position of #1 top grossing third-party app. The number of sales

required to hit that mark has changed over time, but generally has

been over $15,000 per day.









Do I Have Any Chance of Reaching the Top 100?



With so many different applications in the App Store, it can often feel

that reaching any form of “Top List” is impossible. In our developer

survey, we asked respondents whether they’d ever reached Apple’s

Top 100:









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cont’d







Yes (24%)









No, not yet! (76%)





Chart 2 P. 139





If almost a quarter of our 80 survey participants were able to make

it, so can you!







Unfortunately, there’s no secret formula to pushing yourself into the realms

of a Top 10 iPhone application. You’ll need a great idea, a well designed

interface, and plenty of launch promotion to give yourself a chance.



You’ll also be more likely to reach this level if you already have a track record

on the App Store. If iPhone users have enjoyed your software before, they’ll

be far more likely to spend money on your latest release.







Go Social With Your App

The power of social media is something that cannot be overlooked. It’s

almost a certainty that everyone in your user base will use some form of

online social service, be that Twitter, Facebook, MySpace, or any other

website around the world.





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You can use this fact to your advantage when designing an application.

Many successful apps have a way to link your Facebook/Twitter account

with the software, for sharing statistics and achievements, or playing along

with your friends.



In its most basic form, this could take on the idea implemented by the

developers of Canabalt.33 This allows you to send out a tweet letting people

know how far you progressed in a particular game:









Other games take this to a more in-depth level, and require that a user

connects to their social media account in order to use it.



Whichever method you use, this type of social integration can mean than

your users help to promote your application for you. Posting out tweets and

updates from the app (providing they have specifically given their consent to

do so) is a great way to easily find new users.



The power of word-of-mouth shouldn’t be overlooked. People’s

recommendation of your application – whether done explicitly, or through







33

http://www.canabalt.com.







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allowing the software to let their online “friends” know that they are using

the app – is very important. Simplenote relies on this to a large degree, and

have found it to lead to reliable, organic growth:





We experimented with hiring a marketing company for a short

period of time, but the results were very difficult to track precisely.

For now we’re happy with solid organic growth. The vast majority of

people hear about Simplenote from a friend, co-worker or blogger.





Use social media to your advantage, and make sure that it’s at the forefront

of your mind right from the start of the development process









Connecting With Users

Social media is not only a great way to have users promote your application

for you, but also offers a channel to enter into a conversation with them. Set

up a Twitter and Facebook account for your app, and keep track of what

people are saying about you. It will give you the opportunity to help people

out who are having problems, and thank people when they say something

positive about your app.



Bjango couldn’t have put this better:





In terms of connecting with users and building a following, you’ll

need to find where your users are, and join in the discussion. If that’s

on Twitter, then make sure you’re there to answer any questions they

have. Be honest and sincere.





As well as this, building up a gradual following on these different services

will be an invaluable asset when you come to launch your next killer

application. An existing base of engaged customers are very likely to

purchase your work in the future, and they are also a fantastic resource for

gaining feedback on app ideas, mockups, and betas.







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I asked the developers of Headquarters about the techniques they use to

keep users interested in their application, and whether an email mailing list

worked particularly well:





We actually use a few techniques to keep people interested

in Headquarters. We post updates on Twitter, our mailing list and

spread the news via word of mouth. On top of all that, we also ran

some advertising on Fusions Ads. Out of all of the different methods

we use to generate interest in Headquarters, I think the most

important and most effective way was to generate buzz via word

of mouth.



Since ours is not a mass-appeal application that everyone can

use (as opposed to a $1.99 game) it was very important that we

established a reputation within the community. I would, along

with the rest of the team, personally message people who were

praising (or criticizing) the application. Basically I wanted to let them

know that I actually care about what I built and I am dedicated to

improving Headquarters. This seems to have struck home with a lot

of people because many of them turned around and recommended

Headquarters to their friends.



The mailing list, in my opinion, wasn’t as effective as I wanted it

to be. I don’t think we’ll drop it, but I consider a message from

a mailing list to be roughly equivalent to a simple press release.

Sometimes they’re very interesting and everyone picks up on it, but

most of the time they’re just ignored.





There’s certainly no harm in having a traditional email newsletter on your

website, but this isn’t likely to be as effective as deliberately going out to

find your users where they are already. Don’t expect them to come directly

to you with feedback – seek it out.









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Advertising vs. Word of

Mouth

In addition to focusing on social media, blogs, and word of mouth, you also

have the option of advertising your application in a more traditional sense.

The most effective place to do this is wherever your users spend a great

deal of time. If it’s a design-related app, consider an advertisement on a

series of design blogs. If it’s a mass appeal application, a website related to

iPhone apps themselves might be a good option.



The traditional rules of marketing apply here, and it’s important to connect

with the greatest number of relevant people possible for your money.



We asked Glasshouse Apps about the different types of promotion they’ve

tried for their apps, and how effective have they been:





We’ve tried a few: in-app banner ads, website banner ads,

sending out promo codes, forums, and of course Twitter.



All of these have been worthwhile simply from a learning point of

view, but I’d recommend not throwing too much money or resources

into any one avenue of promotion until you’ve tested it on a small

scale first.



The best type of promotion is when Apple do it for you for free, but

that’s out of your hands.





Interestingly, many developers took the approach that advertising is more or

less a “break even” game. It certainly wasn’t hailed as a great way to reach

potential users. A word of caution against running straight towards the idea

of advertising comes from Garrett Murray, who feels that word of mouth can

be just as important:





Initially, I only promoted Ego via word of mouth. I announced it on

my site and people linked it around in the community. This worked





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very well. A few friends with big audiences linked to it (people like

John Gruber), and word of mouth spread.



About six months after I launched the app I played with some

advertising, but in the long run it wasn’t entirely beneficial. I ended

up mostly breaking even. Ego is a very niche app, and word of

mouth seems to work best.





And finally, yet another developer who sees word of mouth as vital is Dustin

MacDonald, the developer of Wallet:





These days, I think word of mouth is far more powerful than your

average marketing campaign. If you have an exciting, compelling

app, users will find out about it.



You can accelerate this process by taking advantage of social

networking sites. Set up a Facebook page, start a Twitter account,

and otherwise make it easier for people to spread the word about

your app.





It’s no surprise that a general theme started to emerge. Word of mouth is a

remarkably effective marketing tool, and paying for advertising shouldn’t be

considered a necessity. Although it’s undoubtedly worth experimenting with,

advertising is not used as the core promotion method by any developers

interviewed.



Of course, the best thing to do is the all-encompassing approach to

promotion taken by Avatron:





We do everything. We employ a good PR firm, buy banner ads,

reach out to bloggers and journalists, attend conferences, use social

networks, design our icons and screen shots to appeal to Apple’s

Developer Relations staff, give t-shirts to prominent influencers, run

sales and free promotions, issue updates as frequently as practical,

and provide quotes for books such as this one!





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Top Notch Support and

Regular Updates

The process of selling your application doesn’t end as soon as the user

clicks “Buy App”. We’ve mentioned the importance of your App Store rating

before, and the level of post-sales support you give can have a big impact

on this.



Select Start Studios shared their advice on offering support for iPhone

applications:





It’s very important that you make it easy for users to get in touch

with you. Don’t be afraid to put your name and other information

next to your product. You built it, be proud of it. For Headquarters

specifically, we offer support in many ways: we have a support forum

and we’re always reachable by direct e-mail and Twitter.



It’s almost guaranteed that people will try to get in touch with you

for whatever reason; don’t make it hard on them. It’s incredible how

appreciative people are when they can easily contact a real person

and get a direct and honest response. It may consume a little more

of your time handling these things personally, but it’s well worth it.



As a result, we divide support requests throughout the entire team.

We all take turns answering e-mails, talking to people on Twitter and

even taking phone calls. We may spend a considerable amount of

time per week on support but it’s definitely not time wasted.





As you invest time talking to users about your application and helping them

with problems, you’ll build up a greater understanding about which areas

of your application are in need of refinement. It will become obvious when

certain functionality isn’t clear, or that users want to be able to do something

extra that your app isn’t capable of.









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The developers of Simplenote understand this completely:





Customer support is extremely important to us. Simplenote

synchronizes people’s thoughts, ideas and dreams. That’s a huge

responsibility. We do our best to be transparent and responsive

whenever there’s a problem. This is an area where simplicity helps

us. Since there’s less that people are able to do with our app, there’s

less that can go wrong, and when something does go wrong we can

afford the time to address it properly.



Our beloved customer support tool is Assistly,34 which is a new service.

They’re our window into all support emails and tweets. We’ll eventually

launch a self-service portal that is powered by them as well.





Finding the right tool for offering support is important, and can save a great

deal of time down the road. Email is great, but it might not be the medium

that suits you best. Another website that many iPhone developers use is Get

Satisfaction35, a community driven support site that allows people to easily

ask questions and submit requests.







How Long Does Support Take?



Based on the results of our survey, on average, developers spend

two hours each day on support. Of course, this varies depending

upon the size of your application and the range of functionality

on offer.



The important thing to remember is that if you’re going to invest 2-3

hours per day supporting your users, the application needs to be

bringing in enough revenue to account for that time!









34

http://assistly.com.

35

http://getsatisfaction.com.







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In addition to offering support, users like to see your application updated

on a fairly regular basis. This isn’t a requirement – many successful apps

are updated very infrequently after any initial bugs are ironed out. Updates

could be used to fix any pending issues, or add requested features. Sophie

Teutschler feels that this is a necessity:





Keeping the updates coming is the best thing you can do. There’s

no need to update your app every month, but steady quality updates

throughout the year keeps the app fresh and your customers happy.









Conquer Your Stage Fright

One final possibility for ongoing promotion that shouldn’t be overlooked is

the idea of presenting your app at a conference or meet-up. This doesn’t

need to be a huge event, but any opportunity to talk to a group of people

about your new creation is a great one.



A few years ago, I watched the developers of Broadersheet pitch to a

panel at a Carsonified36 “Future of Web Apps” event, and it was very well

received. I asked them how this process worked, and whether they’d

recommend it to other developers:





I’d recommend pitching your app in all the places you can

find people with iPhones! The guys at Carsonified are especially

supportive when it comes to UK-based startups.



The one thing to pay close attention to with big events is the lead

time – because large events often require firm commitments months

in advance, you need to make sure your app is submitted and

approved well ahead of schedule in order to best capitalize on

the exposure.





36

http://carsonified.com.







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It needn’t necessarily be a conference for hundreds of people. Many cities

have local iPhone/OS X user and developer groups, and are always looking

for new people to come and talk about their latest creation. This can also be

a good place to meet likeminded developers and share advice.







Which Promotion Methods Do Developers Find Most Beneficial?



One of the questions in our developer survey asked which

promotion methods they have found to be most effective in the past.

The results tied in closely with the interview responses throughout

this chapter:





Word of Mouth







Giving Away Free

Promotion Codes





An Ongoing Relationship

with Bloggers





A Well-Written Press

Release





Spending Money on

Advertising





0 10 20 30 40 50 60



Irrelevant Not So Effective Quite Effective Very Effective

Chart 1 P. 110



Word of mouth is – by far – the most effective method of promotion.

This is followed by an ongoing relationship with bloggers. The least

effective method was a “well written press release”, so don’t invest

too much energy into this route!









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9

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USEFUL

RESOURCES

Now that you’ve received insight from so many successful iPhone

developers, it’s time to get started! But, where’s the best place

to begin? We’d be remiss not to give you a helping hand into the

(often confusing) world of iPhone development.



The rest of this chapter will walk you through a huge spectrum

of useful resources, websites, podcasts, books and conferences

that offer a helping hand with getting started in the App Store.

Hopefully you’ll feel well equipped to get the process started,

and step confidently onto the path towards becoming an iPhone

app entrepreneur!





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Apple’s Documentation

Apple makes plenty of their own documentation available, and this is the

best place to go for official information. Their Getting Started guides are

particularly good.



Introduction to Objective-C

http://bit.ly/objcintro



Apple’s hefty introduction to Objective-C doesn’t specifically refer to

iPhone development, or to any practical applications, but it has just about

everything you need to know in plenty of detail.



iPhone Application Programming Guide

http://bit.ly/ipprogguide



Quite simply an overview of everything to do with iPhone programming,

including windows, event handling, drawing, files and multimedia support.



Getting Started Guides

http://bit.ly/ipgsguide



Not just getting started with programming for the iPhone, but also getting

started with Audio, Data Management, Security and much more.



Human Interface Guidelines

http://bit.ly/iphig



We’ve mentioned this document throughout the book, but it’s worth

reiterating its importance again here. This is Apple’s style guide – both to

your application interface, and also to how it works. Read it twice.









Books

If reading books is the best way for you to enjoy learning, this selection

covers pretty much everything you will need to know about iPhone

development. From the basics of learning Objective-C and Cocoa, to







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interface design and 3D Games Development, you will get a good grounding

in designing and programming for the iPhone interface.

There are many other books out there, but this selection, I think, offers a

good range.



Objective-C for Dummies

http://amzn.to/objcdummies



The majority of iPhone apps are written in Objective-C so you need to

know the language before getting started. Neil Goldstein takes you through

an introduction to the language relating both to iPhone and Mac OS X

development. No programming experience is required before you pick up

this book, and it also comes with a CD of source code as well.



Learn Cocoa on the Mac

http://amzn.to/cocoaguide



After successfully coming to grips with Objective-C, the next step would be

to learn how to utilize the Cocoa Frameworks in your development of both

Mac OS X and iPhone applications. This book gives you a good grounding

into what you should code yourself, and what you should let Cocoa do for

you, enabling you to go on to create high quality apps for the iPhone.



Beginning iPhone 3 Development: Exploring the iPhone SDK

http://amzn.to/exploresdk



Dave Mark and Jeff LaMarche take you through the beginning stages of

iPhone development. Previous programming experience is necessary,

especially in

Objective-C or at least in a C-related language, and some Cocoa experience

would be beneficial.



iPhone User Interface Design Projects

http://amzn.to/ipprojects



Designing for the iPhone is probably unlike anything else you have

previously designed for, as certain aspects are standardized and the screen

is much smaller than any desktop or laptop.







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This book introduces you to designing for the iPhone, including how best to

use the limited screen real estate, how to present data intensive apps, and

what to consider when migrating desktop applications down to the iPhone.

Contributions come from a number of different app developers giving you a

broad range of opinions and plenty of good advice.



iPhone for Programmers – An App Driven Approach

http://amzn.to/appapproach



Deitel and Deitel write some of the best programming books around,

such as the “How to Program” series, but this book takes an entirely

different approach to programming. Introducing you to all the main iPhone

programming concepts and libraries using 14 complete apps, you’ll learn

how to integrate Cocoa Touch, Map Kit, Core Location and many other

technologies.



The book also gives you a brief introduction to getting your app approved

by Apple, though this requires some previous programming knowledge to

understand the example source code given.



3D for iPhone Apps with Blender and SIO2

http://amzn.to/iphone3d



Programming apps for the iPhone is one thing, but I’m sure there are a few

wannabe iPhone game developers out there. The next step on from learning

the iPhone basics would be to start creating 3D apps. Using Blender as

the 3D content creator, you are introduced to the concepts of graphics

programming using OpenGL along with collision detection, animation and

interacting with the environment. The book gives you a good introduction to

creating 3D games that utilize the iPhone’s touchscreen capabilities and is a

great next step up from programming basic apps.



iPhone Advanced Projects

http://amzn.to/advancedprojects



For those developers looking to take their iPhone apps to the next level, this

book is for you. Taking you through topics such as optimizing performance

and streamlining your interface, the book also introduces different writers to





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talk about a variety of advanced topics. Learn about networking with other

iPhones, integrating SQLite and Push Notifications, streaming audio and

debugging errors in your code.







Screencasts

There are a lot of great screencasts out there for learning iPhone

development – some are free, and others come at a price. Before you pay

for a screencast, be sure to check that it’s for a recent version of the Xcode

and the iPhone/IOS SDK.



Apple’s Getting Started Tutorials

http://developer.apple.com/iphone/



Once you have registered for the free iPhone Developer Program you

get nine introductory videos to help you to get started with iPhone app

development. Everything from introducing the iPhone SDK to fundamentals

of Cocoa, integrating iPhone features and interface design is covered in

these detailed videos.



iPhone Tech Talk World Tour

http://developer.apple.com/iphone/



Also from Apple through the Developer Program, and slightly newer than

the above tutorials, comes this 13 video series, covering all the tools and

technologies needed to develop killer iPhone applications. Topics include

game development, UI and web applications over the 13 hour course of

video tutorials.



iPhone Application Development

http://bit.ly/iphonestanford



One of the most popular series on iTunes U, Stanford University’s iPhone

Application Development is updated for the Winter 2010 semester. Featuring

the full lectures along with PDFs of the lecture slides and all the supporting

code, it’s almost as good as being there… just without the pressure of

assignments!





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Highly recommended to all those with some knowledge of a C language and

Object Oriented Programming concepts.



iPhone Application Programming

http://bit.ly/rwthiphone



Similar to Stanford’s course above, RWTH Aachen in Germany also

uploaded their course to iTunes U. Don’t worry if you can’t speak German,

the course is fully in English and covers everything from interface building

and debugging to audio, video, drawing and networking. Lecture slides are

available as PDFs although you cannot get hold of any of the source code or

assignments.



PeepCode Screencasts

http://peepcode.com/



Priced at around $10 each, these screencasts come highly recommended

for learning about specific aspects of iPhone development.



Pragmatic Screencasts

http://pragprog.com/screencasts/v-bdiphone/writing-your-first-iphone-

application



The series entitled “Writing Your First iPhone Application” is a particularly

good introduction, with five episodes priced at $5 each.







Podcasts

Inspiration need not come in a purely visual format – there are plenty of

podcasts that can be really helpful for picking up the basics and gaining

insight from other developers. A few of these include:



Mobile Orchard

http://mobileorchard.com/category/podcast/



An iPhone Developer podcast talking to some of the people behind the most

popular apps in the store. Gain some insight into what goes into producing

an app and the different technologies utilized.





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The MDN Show

http://bit.ly/mdnshow



A “one stop shop” show for Mac and iPhone developers, the Mac Developer

Network show takes on a magazine style format and is very easy to listen to.

Not too technical, but a useful resource.





OnMacDevelopment

http://bit.ly/onmac



Conversations and tutorials on development for Mac and iPhone software,

with leading authors and experts on topics such as Snow Leopard, the

iPhone SDK, and Cocoa.









Blogs and Websites

Mobiletuts+

http://mobile.tutsplus.com/



Mobiletuts+ is all about quality tutorials for mobile developers – all mobile

developers. Topics include native development with the iPhone, Android,

Windows and Blackberry platforms, cross-platform development with

tools like Appcelerator and Phone Gap, and techniques for building mobile

accessible web sites with HTML 5.



Whether you want to create the next killer app or become a pioneer of the

mobile frontier, they’ve got you covered!





iPhone.AppStorm

http://iphone.appstorm.net/



Obviously I have to recommend our own website as a brilliant place to find

out about new applications, gain inspiration from other developers, and

connect with a huge base of iPhone users!





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iCodeBlog

http://icodeblog.com/



Updated about once a week, iCodeBlog provides some very useful and

detailed tutorials.



ManiacDev

http://maniacdev.com/



One of the best blogs out there regularly updated with quality tutorials and

resources.



iPhone Flow

http://www.iphoneflow.com/



A community blog where users post links to items they feel will be of interest

to other developers. You can pick up some neat tips here.



Ray Wenderlich

http://www.raywenderlich.com/



Some great iPhone tutorials and tips from developer Ray Wenderlich. A vital

read for those wishing to develop in Cocoa2D.









Forums

If you want to exchange ideas with other developers and seek help, there’s

no replacement for an active forum filled with helpful members. Hopefully

one of the following will fit the bill:



Apple Developer Forums

http://developer.apple.com/devforums/



Apple’s official forums, where you will meet lots of like-minded developers.

Requires a paid Developer Program account to access (but you’ll need one

of these anyway to distribute your iPhone application in the App Store).





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iPhone Dev Forums

http://www.iphonedevforums.com/forum/



Get help with coding the iPhone SDK, web apps and also advice on app

promotion.



iPhone Dev SDK

http://www.iphonedevsdk.com/forum/



A massive forum with over 22,000 members. Covering everything from basic

development to tutorials, game development, and the legal side of coding

apps.



TiPb iPhone Developer Forum

http://forum.tipb.com/iphone-developer-forum/



Get helpful advice from other developers and browse the informative blog

for the latest iPhone and iPad news while you’re there.



iPhone World

http://forum.iphoneworld.ca/



A large forum with over 20,000 members, and topics centering around the

App Store, technical iPhone development, and general Apple and iPhone

news.







Conferences

There’s no replacement to sitting down and talking about your latest iPhone

development project with other developers. If a few beers are involved as

well, so much the better. These conferences are a great opportunity to hear

some inspiring speakers, and chat with other developers.



It’s also worth looking out for meet-ups in your local area. Apple have their

own list of user groups,37 or you can just Google for local developers and set

something going yourself!





37

http://appleusergroupresources.com/?page_id=394.







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360iDev

http://www.360idev.com/



Occurring on a regular basis, 360iDev is the first and (supposedly) still

the best iPhone developer conference in the world. You have to pay the

registration fee in advance (approximately $499), but the four-day event

features some of the top speakers in the industry.



Voices That Matter

http://www.voicesthatmatter.com/iphone2010/



This two-day conference occurred in April 2010, and it’s worth checking to

see whether it will be repeated. The cost was $495 for early bird registration,

and the schedule was split between a day of Best Practices/Game

Development, and one of Core Competencies/Interface Development.



Apple Worldwide Developers Conference

http://developer.apple.com/wwdc/



Apple’s main conference seems to take on an increasingly mobile-centric

approach every year. It features some excellent technical sessions on both

iPhone and Mac OS X development.



Register early, as in recent years the conference has sold out quickly. If you

can’t make it though, don’t worry – Apple usually publishes their videos of

conference sessions online soon after the event.



iPhone Developer Summit

http://www.iphonedevsummit.com/



Open to anyone with an interest in iPhone development, the iPhone

Developer Summit is usually held in Santa Clara, California, USA.



iOSDevCamp

http://www.iphonedevcamp.org



The iOSDevCamp (formerly known as the iPhoneDevCamp) is a not-for-

profit organization that gathers regularly to develop applications for iPhone

and iPod touch using both the native SDK and web standards. The event





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format is “unconference” or Barcamp-style, featuring content from the

participants themselves.







Development Libraries,

APIs and Frameworks

This section is for the technically adept, and aims to assist those of you

embarking on your own native app development. If you’re looking for a few

interesting pointers to get started with different open source libraries, these

links may prove to be useful:



Google API Client Library

http://code.google.com/p/gdata-objectivec-client/



Google provides some brilliant Objective-C APIs for its services like Maps,

Docs, YouTube and Analytics among others. This is the best way to connect

your application up to Google’s services.



Oolong Engine

http://code.google.com/p/oolongengine/



For those of you wanting to create games for the iPhone, the Oolong Engine

provides a great starting point. 3D game creation becomes a whole lot

simpler and it ties in with the Bullet Physics SDK.



Facebook Connect

http://developers.facebook.com/connect.php?tab=iphone



Integrate Facebook Connect into your app to connect with your Facebook

friends. This code provides a reliable method of authentication for Facebook

services.



ObjectiveFlickr

http://github.com/lukhnos/objectiveflickr



ObjectiveFlickr is an API for connecting to a Flickr account through your iPhone

or Mac app. It was built for iPhone 2.x but should work with current releases.





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131 Useful Resources





Cocos2D

http://code.google.com/p/cocos2d-iphone/



Another game development framework, although this one is for 2D rather

than 3D games. Based on Cocos2d for the Python language but converted

to Objective-C for iPhone development.



31 Example Applications

http://appsamuck.com/



Appsamuck provides source code for 31 example applications showing

you how to achieve a number of different application programming tasks.

Unfortunately these aren’t brilliantly commented so you will need to be fairly

adept with Objective-C to work it out.



Touch XML

http://code.google.com/p/touchcode/wiki/TouchXML



Touch XML is a lightweight replacement for NSXML allowing parsing of XML

data on the iPhone.



PhoneGap

http://phonegap.com/



For those of you not interested in learning Objective-C, Phone Gap is a

framework for building mobile apps using Javascript.



Model Baker

http://www.widgetpress.com/modelbaker



Point and click iPhone app development? Model Baker introduces the

quickest way to make iPhone applications, without even having to code.



LiquidGear

http://www.liquidgear.net/



Develop iPhone apps using Javascript and HTML. LiquidGear runs as the

middle man and can integrate with databases, built-in accelerometer, maps,

contacts and location services among a number of other features.





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132 Useful Resources





Rhodes

http://rhomobile.com/products/rhodes/



Rhodes is an open source framework for developing mobile apps for all

platforms. It’s based on the Ruby programming language and can compile

apps for Android, Blackberry and iPhone.



Three20

http://three20.info/



Three20 is an iPhone development library. It’s the code that powers the

Facebook iPhone app and many other apps in the App Store. A solid

starting point to avoid beginning from scratch.



Obviously this only scratches the surface of the different resources, tutorials,

frameworks and helpful APIs available for native app development. Before

giving up on a particular piece of functionality, be sure to search around to

see whether someone else has come up with a solution already!









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10

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ONE PIECE OF

ADVICE

We’ve already determined that constraint is a wonderful thing, and

I thought the same would be true when asking developers for their

advice. The following section highlights some concise wisdom from

developers.





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135 One Piece of Advice







Words of Wisdom

I asked developers to offer a single piece of advice for aspiring iPhone

entrepreneurs. Heed their wise words carefully!





37signals



Scratch your own itch. There are a lot of guys just like you.

Chances are that if you’re having a problem, others will too.

So solve that.









Simplenote



My advice isn’t earth-shattering. I’m fairly new at this myself.

But make something people want, listen to their feedback, and

persevere. This is fairly conventional wisdom and it works for us.









Devin Ross – Attic



I would suggest that if you want to make a profit as a developer

(and who doesn’t), you have to look at the application development

as a business. Coding the application is only half the battle. You

need to invest in developing a product.



Figuring out what customers want and creating awareness for the

application is something that needs a lot of consideration. FInd

people that can help achieve your goals. There are so many business

models you can consider. The iPhone landscape is always changing

so you have to work quickly and adapt.









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136 One Piece of Advice







Sarah Parmenter – You Know Who

Aspire to develop the best of your category and not to settle for

mediocrity in favor of revenue, i.e. don’t churn out a load of crappy

apps – aspire for one great one!









Dustin MacDonald – Wallet

Don’t forget to innovate. Your app should always do something

exceptionally new and exciting if you want to stand out.









Gedeon Maheux – The Iconfactory

Don’t get discouraged, keep at it. There are a lot of apps in the App

Store and sometimes it can seem as if no one will ever notice your

work. If you make a quality product, and it fills a badly needed niche,

the App Store will notice, and you’ll probably see some success.



That being said, don’t expect a gold rush. It takes hard work and

more than a few attempts before you’ll probably have a moderate

hit. Just don’t give up!









Glasshouse Apps

Firstly, find a great partner. I’ve been really fortunate to have had

excellent partnerships on my apps.



Secondly – listen to your customers. Feedback is so important when

developing apps. Let your customers have a way of reaching you

directly so they can let you know what they like and dislike and what

they want to you to improve.



Thirdly – as corny as it might sound – don’t give up. When I looked

at the sales figures for Barista’s first day on the App Store, I almost

threw in the towel right there. But 18 months later, I can say that





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137 One Piece of Advice





developing that one app has probably been the most influential

business decision I’ve made in my entire working life.









Dave Verwer – Shiny Development



Get out there and try it! Don’t worry about making your first app

an all singing, all dancing, mind blowing application. Get something

simple coded and get it on the store.



There is no experience better than actually going through the entire

process of designing, building and shipping an app, and it will teach

you an incredible amount about how to approach the process in the

future. Take a simple idea, get it going and go for it. You can work on

your masterpiece as your second application!









Lee Mallabone – Broadersheet



Be selective when choosing your beta testers. Try and find at

least 5 or 10 people that you can count on to help you out on short

notice. If you can find more that are willing to beta test, that’s great,

but it’s important to have a few that you can call up and ask to install

a new test version of your app today.



Once your app is out, you’ll want to be able to turn out new releases

quickly, and part of the quality assurance for that is making sure the

app is installable from a machine other than your own development

computers.









Sophia Teutschler – Sophiestication Software



Make apps! It’s that simple. I always learned the most by doing,

instead of reading about or planning. Just try to release something

quality, it doesn’t have to be super unique or even big. Release

something that starts to get you going.





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138 One Piece of Advice







Garrett Murray – Ego



If I can only offer once piece, it would be that the App Store,

despite what you may read from a minority of developers, is not a

get-rich-quick system. 99% of people selling apps aren’t making

untold sums of money.



Like anything else, you need to work hard to make a decent income.

You need to produce a quality application with wide appeal, you

need to market and promote that app, and you need to make regular

updates to it. Don’t go in expecting to be rich overnight.



Oh, and grow a thick skin, because customer feedback can be

extremely frustrating.









David Kaneda – Sencha



I’ll step down from my web app soapbox for a moment, and offer

some general advice on this one: Price for value. I think there’s a

trend of undervaluing apps right now, with a huge amount of apps

between $1-$3.



For simple utility apps, this may make sense, especially for those

looking for mass adoption. But for a great majority of apps that

apply to niche markets and business users, app developers are really

doing themselves a disservice. If one browses the highest revenue

apps in the app store, they will find a variety of apps sold at prices

between $10-$50.



Look at it this way: If you price your app at $4.99 instead of

$2.99, will you lose 40% of your customers? In most cases, I

think the answer is no: If you’re properly marketing your app on

social networks and such, you might lose 10-20% of the potential

customers, but by charging 40% more, you’re still making more

money.









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139 One Piece of Advice





There are other reasons, too, like being associated with quality by

being “premium.” Especially as more and more developers begin

to look at iPad and Universal apps, they should simply be asking

themselves, “What would I pay for this?”









Dave Howell – Avatron



Because the iPhone is small, it’s tempting to think of it as a

platform for small apps. Many of the early apps in the store bore out

that prejudice. But there’s no reason why iOS apps can’t be every bit

as deep as desktop apps.



When developing iOS apps, don’t skimp on the kind of process and

diligence that you would commit to the development of desktop apps.









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11

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THE iPHONE

DEVELOPER

SURVEY

It often feels as though there’s a mystical shroud hovering over

developers operating in the App Store. Like we did, I’m sure

you have all manner of questions running around your head. Is it

possible to make a living developing for the iPhone? How long

does it take to develop an app? How many hours will it take to

offer support? Is this career really more enjoyable than my existing

work?



In the first ever extensive App Store developer survey, we aim to

answer all your questions, concerns and doubts about embarking

on this process. We’ve surveyed over 80 individual iPhone

developers and companies to gather a comprehensive set of

statistics that shed light on the App Store.





Download from Wow! eBook

142 The iPhone Developer Survey







Part 1 – Business and

Company

How many hours does it generally take to

develop an iPhone application?





1,000+ (4%)

500 – 1,000 (9%) Less than 100 (19%)









250 – 500 (22%)









100 – 250 (46%)





Chart 1 P. 132









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143 The iPhone Developer Survey





How many people are employed by your company?





Other









11+









6 – 10









2–5









Just me!





0 5 10 15 20 25 30 35 40 45

Chart 2 P. 132









Are you aiming to grow your company’s staff,

or are you happy with your current size?









We're happy as We're looking to

we are! (50%) grow (50%)









Chart 1 P. 133

Download from Wow! eBook

144 The iPhone Developer Survey





In your experience, what is the financial cost

of developing an iPhone app?



$50,000+





$25,000 – $50,000





$10,000 – $25,000





$5,000 – $10,000





$1,000 – $5,000





$500 – $1,000





$1 – $500





Just my own time



0 5 10 15 20 25

Chart 2 P. 133









What is your total monthly revenue from sales of iPhone apps in USD?









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145 The iPhone Developer Survey





How has iPhone development affected your personal

income or company revenue?



Reduced our

income (4%)



Made no Increased income

difference (20%) significantly (34%)









Increased income

slightly (42%)

Chart 1 P. 134









Could you make a living solely from your iPhone app’s revenue?



Yes (19%)









Not yet (81%)

Chart 2 P. 134





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146 The iPhone Developer Survey





What’s the average age of those working at your company?









Is iPhone development your full-time job?





Yes (26%)









No – I do

something else as

well (74%)



Chart 1 P. 135









How many hours do you spend on support each day?









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147 The iPhone Developer Survey





Do you work from home, in a private office, or in a shared office?



I work in a shared

office (13%)









I work in a private

office (13%)









I work from home

(74%)





Chart 1 P. 136





Do you enjoy iPhone development more than your previous job?



The same! (23%)









No (3%)









Yes (74%)







Chart 2 P. 136







Download from Wow! eBook

148 The iPhone Developer Survey







Part 2 – Developing Apps

How did you learn to develop for the iPhone?









I'm not a programmer!









I attended a course









I taught myself









I was already proficient

in Objective C





0 10 20 30 40 50 60

Chart 1 P. 137









How many days, on average, does it take for your

iPhone app to be approved by Apple?









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149 The iPhone Developer Survey





How important are these characteristics for your app to be a success?





Perfectly Crafted App

Store Listing









Low Price









Great Interface Design









Unique Idea







0 10 20 30 40 50 60 70



Irrelevant Not So Important Quite Important Very Important

Chart 1 P. 138





How would you rate the effectiveness of these promotion techniques?





Word of Mouth







Giving Away Free

Promotion Codes





An Ongoing Relationship

with Bloggers





A Well-Written Press

Release





Spending Money on

Advertising





0 10 20 30 40 50 60



Irrelevant Not So Effective Quite Effective Very Effective

Chart 2 P. 138



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150 The iPhone Developer Survey





Have you ever been featured in an iPhone TV advertisement?

Yes! (3%)









No, not yet (97%)

Chart 1 P. 139

Have you ever reached Apple’s Top 100 ranking?



Yes (24%)









No, not yet! (76%)





Chart 2 P. 139

n.b. For this question, we didn’t specify the Top 100 in any particular country. Developers could

have reached the Top 100 in their local App Store – not necessarily the US App Store.







Download from Wow! eBook

151 The iPhone Developer Survey





What’s the highest you’ve ranked?









Have you considered developing for the iPad?



No (16%)

Yes – I've released

an iPad app (29%)









Yes – I'm working

on one now (55%)

Chart 1 P. 140









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152 The iPhone Developer Survey





Do you develop for any of the following other mobile platforms?





Other









Nokia









Windows Mobile









Blackberry









Android





0 5 10 15 20 25 30

Chart 1 P. 141







Do you offer both a free and paid-for version of your application?





Yes (25%)









No (75%)





Chart 2 P. 141









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153 The iPhone Developer Survey





Will you be using Apple’s “iAd” system?









Probably not









I'm thinking about it









Definitely









0 10 20 30 40 50 60

Chart 1 P. 142



Are you happy with the current state of the App Store?





I'm fairly unhappy

with the App

Store (6%)









Everything's great

(45%)









It has a few

problems (49%)









Download from Wow! eBook

154 The iPhone Developer Survey





What would our respondents like to see

change on the App Store?

We’ve collected a series of responses from our survey participants about

what they’d like to see change on the App Store, what they like, and what

they struggle with on a regular basis. Here are a few of the best pieces of

insight we received:





Reviews and star ratings are irrelevant. Usually people give a star

when they remove an app, and usually when you remove an app, it’s

because you don’t like it. People tend to share their opinion more

often when they are frustrated rather than when they are happy.



In the end, reviews and ratings can often be negative and do not

reflect the general opinion.









I’d give developers better analytics about App Store listing

views, what they search for, and how they find your app. It’s a black

box at the moment.



I’d also make it easier for people who are looking at an app in

iTunes to click buy (on their computer) and have it start downloading

immediately over the air to their phone.









It is a little bit scary, spending time and money on developing

an app that might never get approved. Apps get rejected every

day for what appear to be arbitrary reasons. If I could change one

thing, it would be to make the approval process a lot more open and

transparent. I would also formalize an appeal process for rejected

apps.



I have to say something as a person who never even owned a Mac

until three months before my first app was approved. Apple has done

a very good job at making the entire development process work.





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155 The iPhone Developer Survey





First, the development software is extremely well done. And it is

free (take that, Visual Studio). There is help available in Xcode, in the

documentation, on the Apple Developer website, and even in the

support forums. The process you have to take is straightforward, if

sometimes tedious, and Apple walks you through every step.



You make an app, get it approved, and everything but advertising

is done for you – Apple sells your app worldwide, and sends you

checks! Yes, there are legitimate complaints, but all in all, it is a

beautiful system for developers of any level.









The App Store is very unforgiving to indie developers; EA,

Ubisoft and all of the other big titles are re-releasing their titles on

the App Store to great fanfare and profit. This is great – it’s awesome

to see large companies turn their focus on such a fun market.



The downside is that the smaller development shops lose all of that

“free press” that was attributed to the Top 100 sections because

they’re crowded with large developers. The whole reason why so

many developers flocked to this platform is because it was a indie

developer friendly eco-system. This isn’t so much the case now, and

it’s much harder to make it.



My one proposed feature would be to include an additional

subdivision in the top lists – highlight the small one to five people

development shops. Give them the spotlight that they deserve; there

are plenty of great applications out there that are simply ignored

because they’re too small to market, and too small to be noticed.









The review process needs to be more transparent and

accessible. For example, if an app is rejected, I should be able to

contact the reviewer for more information than that included in the

rejection letter.





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156 The iPhone Developer Survey





I had a problem with my first iPad app where one bug seemed to

occur over and over, and every time I fixed it and resubmitted it, it

would be rejected again for the same bug. I finally discovered that

the reviewer was continually reviewing the old version!



Things like this could be prevented by allowing me to contact

the reviewer, and also by pushing resubmissions to the front of

the queue.









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12

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THE iPHONE

USER SURVEY

As a developer, it’s vital to understand just how users experience

your software. This could relate to how they find apps, how many

they buy, the devices they use them on, how often they update

them, or all manner of other information!



In this final part of the survey, we’ve collected responses from

over 1,000 iPhone users over the course of one week in July 2010.

These participants were all readers of AppStorm.



Hopefully this information will help you make decisions about

promotion, targeting, and what aspects of your application to

spend the most time on. We’re offering the data for you here, so

feel free to use it as you see fit!





Download from Wow! eBook

159 The iPhone User Survey





What was the age of our participants?

55 – 64 (1%)

45 – 54 (4%) Under 18 (12%)





35 – 44 (14%)









18 – 24 (33%)









25 – 34 (36%)





Chart 1 P. 146



Which iPhone/iPod touch do you own?



iPod Touch (3rd

Generation)



iPod Touch (2nd

Generation)



iPod Touch (1st

Generation)





iPhone 4





iPhone 3GS





iPhone 3G





iPhone





0 50 100 150 200 250 300 350



n.b. If participants owned more than one of these 1devices, we asked them to select the one that

Chart P. 147





they used most on a day-to-day basis.







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160 The iPhone User Survey





How many apps do you have on your iPhone?

(Those apps you have actually installed on your iPhone right now.)









How often do you download app updates?



Less than once

per week (11%)









Once per week

(16%) Every day (34%)









A few times per

week (39%)

Chart 1 P. 148









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161 The iPhone User Survey





Do you use any of the following mobile platforms?





Other









Nokia









Windows Mobile









Blackberry









Android





0 20 40 60 80 100 120 140

Chart 2 P. 148





Do you have any web apps on your iPhone home screen?

What's a web

app? (4%)



Yes – More than

one (33%)









No (42%)









Yes – Just one

(21%)

Chart 1 P. 149



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162 The iPhone User Survey





How much do you usually spend on iPhone applications each week?





$50+









$20 – $50









$10 – $20









$5 – $10









$0 – $5





0 100 200 300 400 500 600 700 800 900

Chart 1 P. 150





How do you feel about iPhone advertising?



I'd rather have a

free app with

advertising (27%)



I don't mind

(36%)









I'd rather pay for

an ad-free app

(37%)

Chart 2 P. 150







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163 The iPhone User Survey





What’s the most you have ever paid for an iPhone app?









If one is available, do you download a free version

of an app before purchasing it?





I usually just

purchase it (4%)









Sometimes (44%) Always (52%)









Chart 1 P. 151









Download from Wow! eBook

164 The iPhone User Survey





How often do you use the following to find a new iPhone app?



Recommendations

from Websites





Recommendations

from Friends







Searching the App Store







Browsing by Category







Apple's Top Lists





0 100 200 300 400 500 600



Never Not So Often Quite Often Very Often

Chart 1 P. 152





How important are ratings when deciding whether to buy an app?



I don't pay

attention to

ratings (2%)

Not very

important (7%)









Very important

(48%)









A little important

(43%)









Chart 1 P. 152

Download from Wow! eBook

CONCLUSION

Embarking on the journey of developing an iPhone application is nothing to

be taken lightly. Hopefully this book has provided you with knowledge you

didn’t have before, and equipped you to take your first few steps in the right

direction.



Spend time crafting your idea, understand the App Store guidelines, don’t

be afraid to seek help from others, always put design first, keep it simple,

and never stop promoting your app with an unrelenting passion.



Most of all, don’t forget to enjoy the process from start to finish. It won’t be

easy, but the satisfaction of watching your application shoot to fame will be

worth every minute.



Best of luck, and I’ll see you in the App Store!







David Appleyard

AppStorm Editor









Download from Wow! eBook

CREDITS

This book couldn’t have come together without the help and contribution of

many different developers, iPhone users, and writers. I’d like to re-iterate my

thanks to the following people who helped in various ways:



Interviewees



Graham Clarke glasshouseapps.com



Michael Johnston & Fred Cheng simplenoteapp.com



Dave Verwer shinydevelopment.com



Sarah Parmenter youknowwhodesign.com



Marc Edwards bjango.com



Joshua Tessier, Tariq Zaid & Adam McNamara selectstartstudios.com



David Heinemeier Hansson & Jason Fried 37signals.com



Devin Ross – Attic atticapp.com



Sebastiaan de With cocoia.com



Garrett Murray ego-app.com



Dustin MacDonald acrylicapps.com



Gedeon Maheux – The Iconfactory iconfactory.com



Lee Mallabone – Broadersheet iphone.broadersheet.com



Sophia Teutschler – Sophiestication Software sophiestication.com



David Kaneda – Sencha sencha.com



Dave Howell – Avatron avatron.com









Download from Wow! eBook

Survey Participants



Thank you so much to the 80 iPhone developers and 1,072 iPhone users

that completed our survey. I really appreciate you taking the time to

contribute, and hope you enjoyed reading the resulting statistics!



AppStorm Writers



Finally, thank you to Mark Sinkinson who contributed an incredibly useful

post to AppStorm entitled “The Complete iPhone Development Toolbox”38.

Many of the fantastic links and resources collected by Mark are reproduced

in the “Resources” chapter of this book.









38

http://iphone.appstorm.net/roundups/developer/the-complete-iphone-development-toolbox/.







Download from Wow! eBook

ABOUT THE

AUTHOR

David Appleyard is part of the Envato team

and manager of the AppStorm network,

a series of sites relating to Mac, iPhone,

and Web apps with over 60,000 daily

readers. He’s also the editor of Phototuts+,

and manages a few other popular blogs

including Design Shack.



David lives in Manchester, UK, with his

girlfriend Jen, loves playing with the latest

gadgets from Cupertino, and is never

without his trusty iPhone. He built his first website over ten years ago and is

passionate about the Internet, blogging, and online business.



Check out David’s personal website at http://davidappleyard.net, or follow

him on Twitter: @davidappleyard.









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