Posts tagged programming

Responsive design might work for uncomplicated, one-off websites, he said, but for applications or networks (such as LinkedIn is), responsive design is actually bad. “We’re looking at the ‘entrenched’ use case [for desktop users], the coffee-and-couch use case [for tablet users], the two-minute use case [for mobile phone users],” Prasad said, rapidly outlining a few of the ways people are interacting with digital information and highlighting how unique each of those scenarios can be — and how different are the needs they present. “You can’t take a mobile app and just scale it up to tablet or desktop,” he said. “A lot of responsive design is building one site that works everywhere, and that works for websites. But it’s bad for apps… You have to come up with a completely different design because of the use case.

There’s a stage in a product cycle where you know it’s going to ship. Where you can see the end. It’s right there, sitting at the corner of Emerson St. and University Ave. Or maybe sipping coffee at Fraiche.

Oh, hello, it waves — there. In front of you. The End. (Or, An End.) And seeing this puts you in a special space that when you think about it — think about all the work that it took the team to get there, to bring that end so close — you are overwhelmed with a flood of emotions.

While Galileo played life and death doctrinal games over the mysteries revealed by the telescope, another revolution went unnoticed, the microscope gave up mystery after mystery and nobody yet understood how subversive would be what it revealed. For the first time these new tools of perceptual augmentation allowed humans to peek behind the veil of appearance. A new new eye driving human invention and discovery for hundreds of years.
Learning to program isn’t the hard part. The biggest challenge is figuring out how all the moving parts of a web application fit together. There’s no book for that,” she said.
NowJS can be used to make a chat server in 12 lines of code
The Xoom browser is not ready for prime-time — even for “HTML4” — and it urgently needs a patch update if Motorola wants the product to succeed.

Apple’s Three Laws of Developers

yourhead:

  1. A developer may not injure Apple or, through inaction, allow Apple to come to harm.
  2. A developer must obey any orders given to it by Apple, except where such orders would conflict with the First Law.
  3. A developer must protect its own existence as long as such protection does not conflict with the First or Second Law.

— I. Developer

Notes from the iKids conference

iKids, a one-day conference “that will help you bridge the gap between your kids entertainment properties and app revenue through better planning, better partners and better execution”.

Building your App-titude, Sarah Berliner, vp of content, ScrollMotion

  • iPad changing everything, but content is still king
  • content companies going back to the vault, bringing new life from existing content
  • ScrollMotion: in 2010 moved away from objective c to HTML5, build once and reuse, wrap your content bundle for each platform
  • App store is scalable and global
  • iPad apps command higher prices than iPhone apps; trend is to build universal apps, iPhone users will spend the extra $1
  • Analytics is growing in importance, tracking page views but also duration of actions
  • Aim to enable sync between devices and platforms
  • Apps as destinations, update with new content, invest in updating, and enable in-app purchasing
  • this year may bring UI best practices 

Where It’s At: The Current Landscape
Scott Chambers, svp of worldwide media distribution, Sesame Workshop:

Of all the paid assets [Sesame Workshop] has on iTunes 7% are apps that make up 45% of the revenue.

  • 15K to 150K per app to build, no correlation necessarily between success and cost to build; never entirely sure if success is because we spent more money or because Apple decided to promote the app
  • “juice-proof” devices, that can withstand a child spilling their orange juice on it

Josh Koppel, founder and chief creative officer, ScrollMotion:

  • iPad is complete game-changer
  • best way to sell an app is with an app, example is Sesame Store inside their app

Shai Samet, founder and president, kidSAFE Seal Program:

  • if you use data to up-sell or cross-sell than you need to properly inform parents and kids ahead of time

The Connected Consumer, Jerry Rocha, vp of mobile media, The Nielson Company

  • Length of sessions / engagement on iPad is 2.7x greater than on iPhone
  • 13-17 year olds are the demographic with the greatest percentage of tablet usage
  • year over year SMS usage is down and twitter and instant message usage are up with kids
  • 40% of kids below the age of 10 have a phone
  • magazine usage by platform: 25% iPad, 20% Kindle, 20% Nook

Case Study: Dr. Suess eBook Apps, Michel Kripalani, president, Oceanhouse Media

  • building a single app is dangerous, by building more apps you have a better chance of being found on the App store
  • building an app or a brand strategy?
  • simplify; are you spending your time and money on the right features?; identify your directive (i.e., help kids learn how to read) and stick to it
  • monitor file size of your apps to encourage faster downloads and easier installs
  • app cannot crash
  • build for 5 stars or don’t ship
  • how much will you lose by limiting your platform options? iPad, iPhone, Android….
  • Oceanhouse Media: license model, we publish the apps under our name; turn down all work for hire
  • book recommendations: “The Art of the Start” by Guy Kawasaki, “Free: The Future of a Radical Price” by Chris Andersen
  • other companies doing interesting work: Loud Crow, Ideal Binary, Random House with “How Rocket Learned to Read

Case Study: Angry Birds, Claes Kalborg, svp of brand and licensing strategies, Rovio Mobile

  • the free Android version of Angry Birds which is ad-supported makes one million per month; better than iOS paid version
  • PSP version coming in a couple of weeks
  • when they venture into TV, they will not go the traditional route of 52 half hours
  • Angry Birds was a $100K initial investment, didn’t dream it would be this big
Of all the paid assets [Sesame Workshop] has on iTunes 7% are apps which make up 45% of the revenue.
Scott Chambers, SVP of worldwide media distribution, Sesame Workshop, speaking at iKids.kidscreen.com conference