Most days, being a developer on the App Store is a little like this:
Everywhere you look, more and more people feel they are entitled to something they’re not. I and others have written about the obscene level of entitlement some users feel is owed them when they download apps from the App Store, and to be sure this is still a huge problem today. Lately however, I’ve been observing another form of app entitlement and honestly, it has got to stop – iPhone 6 Plus users who think all interfaces should be designed to both fit their jumbo phones AND still allow one-handed use.
When Apple introduced the iPhone 6 Plus and it’s enormous 5.5″ screen, it clearly filled a much-needed gap in the iOS universe. Users had been clamoring for more screen real estate for years and when it finally arrived, they rejoiced. Over time however, these users have developed a sense of entitlement that the apps they run should place all controls at or near the bottom of the screen where they can be reached by the thumb. Sorry, but like Captain Picard in First Contact, I’m drawing a line in the proverbial sand. No, iPhone 6 Plus users don’t get to dictate interface design for the rest of us.
Like it or not, buttons at the top of the screen are not going away any time soon. Developers need every bit of screen real estate to logically lay out controls consistently across a host of device ranges and configurations. From the tiny iPhone 4 to the popular iPhone 6 and the iPad there’s a method to our madness. It might seem like a great idea if every single button, tab, actionable element and control were within thumb’s reach, but that simply isn’t possible, nor is it actually desirable.
When Apple developed iOS, the experts charged with designing its interface laid out regions of the iOS screen for specific interactions. Since the entire navigation stack generally flows from left (where you were) to right (where you are going), the button for closing or going back a level is at the upper left. Creation of new content or taking action on that content, like adding a calendar event or sending an email or a tweet, is usually found at the upper right. Tab controls can be either at the top or the bottom, though generally they are usually found at the bottom. In this way, a user who picks up an iPhone 4 has a reasonable expectation that similar types of controls will appear in similar places when she picks up an iPhone 6 Plus. This helps maintain usability and UI consistency for all apps, not just those that run on jumbo phones.
There are ways that developers can help facilitate one-handed use when it’s appropriate. The swipe to go back gesture is a great innovation Apple introduced back in iOS 7 and is a thumb-saver on larger phones. Many apps no longer require you to reach up and tap “Back” to go back, you can simply swipe from the left edge of the screen to navigate back one level. Apple also implemented Reachability (double tap the Home button to lower the entire screen temporarily) to help reach interface elements at or near the top of the screen. But for some users, these gestures are simply not enough. The thing they forget is that by opting for a large device they gained a huge, highly readable screen but they also sacrificed some level of UI convenience. iPad users have been dealing with this trade-off for years, that’s the nature of the beast, like it or not.
When I first heard about the rumored existence of the iPhone 6 Plus and its huge screen, I wondered how Apple would reconcile its long-held tenet that one-handed use reigned supreme with that of it’s upcoming larger device. Apple even built an entire marketing campaign around the advantages of smaller iPhones vs their larger Android counterparts. But when the Plus was released, Apple quickly abandoned that philosophy in order to sell millions of 6 and 6 Plus’. Funny how that happened.
The problem with these users is that they often think like the Borg – they want the best of both worlds – larger screens and an interface that lets them use every app one-handed. As someone who designs for the screen, I’m here to tell them that until humans evolve longer thumbs that simply isn’t possible. At some point (iOS 10?) Apple may come up with a completely new interface paradigm for iOS, but in the meantime it’s best if they start dealing with reality. Whether it’s assimilating Starfleet personnel or playing with your apps, sometimes you just need to use two hands.
A few months ago I released several iPhone wallpapers that Star Trek fans have really been enjoying. The response to these LCARS-style graphics was tremendous and almost immediately I started receiving requests for iPad versions of them. The problem was there’s no way to design a square LCARS wallpaper that works both in portrait and landscape mode on the iPad. All of the major elements on-screen (the time, date, slide to unlock & camera icon) are positioned differently when you rotate your device.
A big part of the charm of the iPhone LCARS wallpapers is that the iOS elements flow right into the design and become part of it, but this just isn’t possible to do with a single image for iPad. The solution was to not even try and to design separate wallpapers that can be used in either landscape or portrait, not both. The result is the landscape Next Gen iPad versions I’ve created here. I may create portrait versions at some point, but the majority of iPad owners use the device in landscape mode primarily so that’s what I went with.
I’ve been a huge fan of Star Trek Production Designer, Michael Okuda since day one and like the iPhone versions, this project is my ongoing way of saying “Thank you!” for the wonderful, futuristic operating system that Next Gen fans know and love as LCARS. With these new iPad versions, you can definitely feel like you’re using a real Next Gen PADD when you unlock your tablet, it’s super fun!
How to download and apply the wallpapers on iOS 8:
1) Click to view the version of the iPad wallpaper you like best:
2) Tap & hold on the image in mobile Safari & save it to your photo library
3) Open Photos, view the image then tap the Share button in the lower left
4) In the Share menu tap Use as Wallpaper
5) Pinch Zoom OUT on the image to size it exactly to the screen
6) Turn Perspective Zoom OFF
7) Position the image so the Lock Screen’s date line is centered inside the thinner, red upper bar
8) Tap Set > Set Lock Screen
That’s it! Sleep/lock your iPad and the next time you activate it, you can pretend you’re Captain Picard himself receiving an important message from Starfeet Command. I hope you enjoy this fun treat & help spread the word via Twitter and Facebook.
While preparing for the onslaught of technical support that accompanies new releases of our most popular app – Twitterrific, I was curious about just how many updates we’ve actually released over the years. I looked back through the app’s version history as well as a fun timeline of Iconfactory software releases I created a few years ago to find this week’s 5.8 update is the app’s 50th since its launch in the summer of 2008.
If you had told me back then that we would still be coding and improving the little blue bird that could almost seven years later, I probably would never have believed you. Back then Twitterrific 1.0 was a fun, but unproven app for the then newly released iPhone from Apple. It was released along with the launch of the brand new App Store where users could browse hundreds (yes hundreds) of apps for their shiny new phones. At that time there was no official Twitter mobile client, I’m not even sure there were ANY other Twitter apps in the store at launch*.
Fast forward to 2014 and 50 updates later and we arrive at v5.8 for iOS 8. Given the rocky history 3rd party developers and Twitter have gone through the last few years, I’m honestly surprised we’re still here today. Over the years Twitter has focused more and more on controlling their own user experience and branding. This meant imposing design and interaction guidelines on 3rd party devs like the Iconfactory as well as capping the number of total users who can actually own Twitterrific. Thankfully, since Twitterrific was there at the very beginning, our token pool (at least on iOS) is quite large and we can afford to continue developing the app as long as it makes money. The same can’t be said for so many other smaller 3rd party Twitter developers who have either given up or sold their apps to other larger developers. One of the reasons why the Mac version of Twitterrific still hasn’t been updated is due to the limited number of user tokens available to us on the Mac platform, a policy I sincerely hope Twitter re-examines one day.
When I think of all the hard work, hand-wringing and ultimately, satisfied customers, Twitterrific has gone through over the years it really boggles my mind. Knowing that so many people use and love something you’ve created day after day is a wonderful feeling. You keep downloading and sending us positive feedback, and that motivates us to refine and improve the app. Twitterrific would never have flown as far and wide as it has if it wasn’t for all of our loyal customers, and for that we are truly thankful. If you’ve not tried Twitterrific in a while, I invite you to check it out. Everything old is new once again!
* There was at least one other 3rd party Twitter app in the store at launch – Twinkle.
For the past several weeks I was unable to download any app, paid or free, from the iOS App Store. Every time I tried, once I tapped the button to buy an app and input my iTunes password, the App Store would display the progress indicator as if it was about to download and then return to its default state. The app itself was never downloaded to my device.
At first I thought it was a temporary problem that would resolve itself. I tried restarting my iPhone and iPad (it was happening on both of my iOS devices) several times but that didn’t fix the issue. I tried signing out and back into iTunes via iOS Settings, but that didn’t seem to fix the issue either. I waited several days and tried again and again with no luck. My patience finally ran out and I made an appointment to see an Apple genius at my local Apple Store and thankfully he helped me resolve the issue. I thought I would share the steps he took with me for all those out there that might be having the same problem.
Here’s how he corrected the issue and got me back downloading apps on iOS:
1) Open iOS Settings > iTunes & App Store > tap your Apple ID and sign out
2) iOS Settings > General > Reset > Reset Network Settings
NOTE: This step will clear all of your current network settings including wifi passwords. You’ll have to re-sign back into all of your saved networks, but unless you have a ton of them, it really isn’t a big deal.
3) Restart your iOS device
4) Re-connect to your current network by re-entering your password
5) iOS Settings > iTunes & App Store > log back into your Apple ID account
If all goes as well as it did for me, you should now be able to download any and all apps from the App Store once again. Before you go through the steps of resetting the network connection completely, you might simply want to try logging out and back into your Apple ID first. The genius told me that this sometimes solves the problem, as does logging out and back into your account from another (different) device like a Mac.
Hopefully this process will work as well for you as it did for me and save you a trip to the Genius Bar. Good luck!
On the surface, users coming from iOS 7 may not notice the myriad of changes and improvements Apple has made in their latest mobile operating system, iOS 8. Visually, iOS 8 is almost identical to its immediate predecessor, but under the hood there’s a great deal to like and even some to really love.
Much has been written about the new OS, but now having used it for a few weeks, I thought I would write about my own personal observations from the user’s perspective. I could write an entire other post about the good and bad parts of iOS 8 as they relate to developers (and perhaps I will), but for now, here are the parts of the new operating system that I’ve been enjoying the most.
3rd Party Extensions
Without a doubt, iOS 8′s single greatest feature is the ability to extend the system via 3rd party extensions. Early iPhone adopters will probably remember what the device was like before the advent of the App Store – it was cool, but killer apps made it a “must have”. I liken extensions in iOS 8 to that early invitation of 3rd party devs to the iPhone party. The most well received extension so far as been Agile Bit’s amazing security utility, 1Password. Thanks to iOS 8′s extensions you now can access your secure passwords directly within apps reducing friction and making your information more secure.
Other notable extensions include PCalc’s Today View which gives you handy computation abilities right from your iPhone’s lock screen and another personal favorite of mine – Add to Wunderlist which lets you add web pages directly to new or existing lists. Perhaps the most exciting part is that we’re just in the early days of iOS 8 extensions so we’re only seeing a fraction of the potential that 3rd party extensions represent. More great stuff is sure to come and I for one am very excited.
Directly Replying to Notifications
Swipe left on a notification on your device’s lock screen or downward from a notification within iOS 8 itself to reveal the ability to reply directly to instant messages. I have to admit that I’ve found myself using this one more and more. It saves so much time being able to reply directly it’s incredible. This is one feature I really wish Apple had implemented earlier, but I’ll surely take it now that it’s here.
Siri’s Visual Feedback
Apple’s digital assistant, Siri, has taken a cue from other popular voice-activated services like Google Voice Search and now displays helpful visual feedback when dictating text or commands in iOS 8. This really comes in handy when you have long blocks of text you want to enter and can see in real time how well (or how badly) you’re doing. It’s still not as fast or precise as Google’s version, and I don’t know how Siri stacks up against Windows Phone’s new assistant, Cortana, but it’s a big improvement none-the-less. Siri’s real-time dictation even works within 3rd party apps like Twitterrific, which was an unexpected and delightful surprise!
Perspective Zoom: OFF
Remember the old “Genie Effect” from Mac OS X where minimizing an app would make it snake down into the magic lamp of the Dock? It was kinda neat the first few times you tried it, but if you were like millions of other OS X users, you probably turned it off pretty quickly. The 3D parallax effect in iOS 7 was the Genie effect reborn for iPhone and was one of the very first things I turned off when I went from iOS 6 to iOS 7.
Now, thankfully in iOS 8 you have even greater control over the parallax effect and can turn it on or off for just the Lock Screen, the Home Screen or both. When you go into Settings > Wallpaper and choose an image to use as your Lock or Home screen, iOS 8 gives you the ability to turn Perspective Zoom on or off when you confirm the choice. Why anyone would choose to leave it turned on is beyond me, but at least now you have granularity when it comes to these cutting-edge, effects that can cause motion sickness in some people. Yay!
Recent Contact List
With fewer and fewer people using the built in Phone app, Apple wisely added a row of recent & favorite contacts to the top of the multi-tasking view. This handy list of people and places you’ve called, IM’d or written is a great way to initiate contact with them quickly and easily.
The only downside is that since I’m seeing their faces a whole lot more, I feel compelled to assign all my contacts decent looking photos for their avatars. Needless to say, not all of my friends have great pictures of themselves and this, as they say, has proven to be “challenging” to say the least. I guess we can’t all look like models from a GAP ad :-/
There are still more than a few rough edges that need sanding in iOS 8. Transition animations can be jerky, apps are prone to crash more often than in iOS 7 and devices can have problems staying connected to local WiFi networks. If history is any indication however, Apple should iron out these wrinkles in pretty short order. In the meantime there’s plenty of cool, useful new features in iOS 8 to keep all of us busy for some time and we haven’t even experienced Apple Pay or Continuity yet. The best, I suspect, is yet to come.
UPDATE: Both the iPhone 6 and 6 Plus versions have been updated to correct some minor alignment issues, took a shot at a version for Windows Phone as well as added a new more “authentic” Next Gen color scheme to choose from.
If you enjoy Star Trek as much as I do then you’ll love these free, Next Generation mobile wallpapers I designed for use with iOS. I’ve updated my original LCARS Star Trek lock screen for the brand new iPhone 6 and 6 Plus so you can be the geeky envy of all your friends. For those of you still running the smaller iPhone 5, don’t worry, there’s even a version here for you!
I’ve been a huge fan of Star Trek Production Designer, Michael Okuda since day one and this project was my way of saying “Thank you!” for the wonderful, futuristic operating system that Next Gen fans know and love as LCARS. With the iPhone 6 Plus approaching the size of actual padds from Next Gen, it only made sense to bring this amazing aesthetic to the palm of our hands.
How to download and apply the wallpapers on iOS 8:
1) Click to view the wallpaper that best fits your device:
2) Tap & hold on the image in mobile Safari & save it to your photo library
3) Open Photos, view the image then tap the Share button in the lower left
4) Scroll to the right in the Share menu and tap Use as Wallpaper
5) Pinch Zoom OUT on the image to size it exactly to the screen
6) Turn Perspective Zoom OFF
7) Tap Set > Set Lock Screen
That’s it! Sleep/lock your iPhone and the next time you activate it, you can pretend you’re Captain Picard himself receiving an important message from Starfeet Command. I hope you enjoy this fun treat & help spread the word via Twitter and Facebook. Engage and enjoy!
As the days and hours march inexorably towards the launch of Yosemite and iOS 8 this fall, I find my thoughts turning more and more to the fabled and much-rumored iWatch. I’ve been trying to think of what Apple could possibly offer in such a wearable device that might get me to jump in and buy one if it will indeed exist. I don’t need a time piece, I haven’t actually worn a watch in years. I stopped wearing them around the time the iPhone came out, as I’m sure many people did. I’ve read the pitiful reviews of Samsung’s early efforts with smart watches and unsurprisingly was less than impressed. Even if the design of these devices was more elegant and sleek than they currently are, the feature sets just wouldn’t be enough for me to wear both a smart watch and carry around my trusty iPhone.
In order to be desirable, Apple’s iWatch has to fulfill a need that I currently don’t know I have. While this sounds like typical Apple fanboy BS, strangely enough it actually does make sense. Steve Jobs once famously said “It’s not the customer’s job to know what they want.” and I firmly believe this. One thing that Apple does, perhaps better than any other company on the planet, is to elicit desire in people for their products. They do this by identifying key customer needs, and then meticulously design a simple and elegant solution. One so beautiful and easy to use the public doesn’t understand why it hasn’t been there all along. I really think this will be the case with the iWatch. Some of these feature sets have been speculated since day one. Perhaps some kind of intelligent notification system, health monitor or location aware smart assistant are in the cards but again, I’m not sure any of these would make me crave it.
I am sure the iWatch will not replace a user’s iPhone. The margins on these devices just won’t be high enough for that kind of strategy. Logically, a wearable iDevice would extend the functions of your iPhone (or Mac) to give you more control over your digital life. I just sat down at my Mac, so don’t send that IM to my iPhone, iPad and Mac, just my iPhone. Wouldn’t that be great? Yeah it sure would but it could also be done by simply making your iPhone smarter. My phone goes everywhere I go, I don’t need something like an iRing for that.
Unfortunately that leads us back to square one and perhaps it’s for the best. Trying to outguess Tim Cook’s Apple may be a fun diversion for bloggers and tech mavens but personally I’d rather give the talented folks at Apple the benefit of the doubt. I’m confident that if and when the iWatch does arrive it be simple to use, beautiful to look at and most of all make perfect sense. As Futurama’s Philip J. Fry once said, “Whatever is in there, it’s the only thing I’ve ever wanted!” You took the words right out of our mouths, Phillip.
Lost Cities is a new game for iPhone from TheCodingMonkeys, publishers of the hugely popular Carcassonne. Based on the award winning card game by Reiner Knizia, Lost Cities takes elements of solitaire and combines them with vibes of Uno and Go Fish into a compelling game for two people or a single player vs any one of four AI opponents.
The game is easy to learn (I won’t go into the full rules here) thanks to the wonderful spoken in-game tutorials, but the basic object is to score points by playing cards of increasing value in any one of five, colored channels. Whichever player has the most points when all the cards from the draw pile have been played, wins. Since the Iconfactory did much of the graphical work for Lost Cities, I was generously given early access to the pre-release and have been playing a great deal this past week. I’ve learned a lot in that time and I wanted to share some of the insights I’ve had with would-be challengers.
Practice Against the AI
It may seem straight forward but playing the various computer opponents is a great way to get a feel for Lost Cities. Playing the AI means the game proceeds quickly since you don’t have to wait for a human friend to move. Getting into a rhythm in LC really helps you to understand how points are scored, cards are held or discarded and what to watch for.
Watch the Draw Pile
The game continues only as long as there are cards to draw so keep a close eye on the number of cards left in the pile in the lower right of the interface. When that number reaches zero, the game is over so it’s important to know how many turns are left. Don’t wait until the last few turns to play your big cards if you can help it. Also, remember that the number of turns is just about one half of the number of cards left in the deck. It’s easy to look at 18 on the deck and think you have that many turns left, but you really don’t, you have approximately 9!
Ditch the 2′s and 3′s
Unless you’re trying to make a run and score 8+ cards in a channel, you might want to start a channel with a 4 or even a 5. Low cards don’t yield many points anyway and probably won’t make a huge difference in the final outcome. This isn’t always the case of course, but games can easily be won by just playing the higher number cards alone.
Remember to Look Up
It’s easy to get so focused on what cards you have in your own hand that you forget to pay attention to what your opponent is doing. You’re not the only one at the table who has a strategy! Don’t forget to pay attention to what cards she is pulling from the discard piles or what color channels they seem to be favoring. You may be holding some great cards, but always remember Lost Cities isn’t just about scoring your own points, but also trying to block your opponent’s as well.
The Nitty Gritty
Don’t forget that you can re-draw from the discard pile if a card you previously got rid of is now needed. This can come in quite handy when cards of certain colors start to present themselves. Also, listen for the audio cues in the game like the little “tink” sound that lets you know a channel has just crossed the boundary from negative to positive point totals. Lastly, when playing the AI, don’t forget you can pause at any time and take a break. Maybe a refreshing drink or walk around the block will clear your head and help you crush Ms. Lindenbrock.
I love games like Carcassonne and Lost Cities because they combine elements of skill and luck in fun and engaging ways. They are also played at your own pace which is wonderful, especially in the age of first-person shooters and nerve-wracking puzzlers. TheCodingMonkeys have gone above and beyond to make Lost Cities both addictive and fun to play. It takes all of the best elements of Reiner Knizia’s original card game and adds wonderful features like automatic score keeping, tough AI opponents, beautifully rich graphics and and soundtrack that feels like it belongs in the cinema instead of a game. If you enjoy turn-based strategy or card games, I urge you to check out Lost Cities for the iPhone today. Enjoy!
Magic 8-Ball, it’s been a while but I have some questions about Twitter’s recent blog post. You know, the one where they talked about “stricter guidelines” for how the Twitter API is to be used by third party apps. Since Twitter isn’t talking, I was hoping you might be able to clear some stuff up for me. Can I ask you some questions now?
Reply hazy, try again
I mean some people are calling Twitter’s non-announcement a “bombshell”. Are things really that bad?
Better not tell you now
What do you mean? Are you saying that 3rd party apps are about to become extinct or that Twitter just wants each app to display the timeline in a similar fashion?
Concentrate and ask again
I know Twitter’s got to start making serious money to pay for it’s massive overhead, are we talking about ads in the timeline?
If we’re talking about ads, I can deal with that. I’d rather have promoted tweets in Twitterrific than being forced to stop developing it completely.
What about expanded tweets, will Twitter force us to build some form of them into our apps?
Signs point to yes
If we don’t, do you really think Twitter would restrict API access and hang 3rd party apps out to dry?
Better not tell you now
That’s very comforting, thanks.
Don’t you think Twitter’s users would revolt if they took away our Tweetbots, Hibaris and Twitterrifics?
As I see it, yes
Damn straight they would. There are many developers and companies who have build their livelihood around the Twitter API since 2007. We even helped Twitter evolve and grow to where it is today. Are you saying none of that matters now?
Without a doubt
Some developers are already suggesting we start creating a web-based, open alternative to Twitter using something like RSS. Would that really work? Would users really switch away from Twitter for a grass-roots service?
Don’t count on it
Do you think it’s a good idea for developers like us to keep coding away on their apps for now?
Could the folks at Twitter have done a better job with their blog post to help stop the spread of paralyzing FUD?
It is certain
You really haven’t been much help to me. One last question…
Is the golden age of 3rd party Twitter apps over?
Ask again later
Meh! What do you know, anyway!
Back when Ramp Champ was released for the iPhone in August of 2009, it was one of only a handful of boardwalk style games in the App Store. Although it had taken much longer to produce than we had initially thought, all of us at the Iconfactory and DS Media Labs were proud of the effort. From its pixel-perfect artwork, and the fantastic original soundtrack to the design of Ramp Champ’s in-app purchases, every part was crafted with love. I wrote back then that the game was a huge risk for us as developers, but no matter what happened, I wouldn’t trade the experience for the world. All of us had tons of fun creating the game and the effort was hugely rewarding. Fans loved the rich graphics and cleverly designed puzzles that brought back memories of arcades and boardwalks long gone.
Shortly after Ramp Champ’s release, Skee-Ball by Freeverse hit the App Store and quickly stole Ramp Champ’s momentum. Skee-Ball was limited in its game play and far less graphically rich than Ramp Champ, but thanks to its straight-forward approach and realistic 3D physics, it became a huge hit. With Skee-Ball’s success, dreams of hitting the top 25 of the App Store quickly faded and although the game held its own, it never rose to the level that we had hoped it would. We produced several new add-on ramp packs for the game, but both the Iconfactory’s and DS’s resources were limited and we each turned our attention to other projects.
With the advent of the iPhone 4′s retina display 4 in June of 2010, Ramp Champ fans clamored for an updated version of the game with new high-resoultion graphics. The problem was that most of the content for the game was produced using raster (bit-mapped) graphics, not scaleable vectors and re-creating the entire game for retina proved cost prohibitive. For a while there was talk of a sequel that would be designed around all new vector graphics, and an internal prototype was even built, but it just wasn’t in the cards. Sometimes it’s difficult for small companies to devote time and money to a project when success is far from assured and such was the case with Ramp Champ. Its future seemed bleak indeed.
Then near the end of 2011, Ben Stahlhood and I started talking about DS Media Labs taking the reins of our favorite gaming son. DS had gone through some restructuring and was hiring fresh new talent to position themselves well for 2012. It’s always tough handing one of your most treasured creations to another to foster, but with Ramp Champ the move made sense. DS had been a fantastic partner in the game’s creation and we knew that if anyone was going to give Ramp Champ a bright future it would be them. With our development efforts focused on xScope, Twitterrific and the upcoming Astronut for iPad, we finalized the arrangement and I’m pleased with the result. I don’t know what’s in store for Ramp Champ any more than you do, but DS’s recent press release promises at least updated retina graphics, and I’m confident there will be much more to come after that.
All of us at the Iconfactory wish Ben and the gang at DS Media Labs all the best in their success. We look forward to rolling balls, knocking down those damn ducks and collecting tickets for even bigger and better prizes when Ramp Champ ultimately gets the update it so badly deserves. Good luck gang!
There are literally dozens of drawing/painting apps for iOS. Some of my favorites include Procreate, Penultimate, ArtRage and now Paper from FiftyThree, Inc. This new app burst onto the App Store recently and has been receiving a great deal of attention for its fresh approach to the genre of the sketch app. Much has already been written about Paper and so I’m going to try and cut right to the chase with my review by detailing things the app does well and areas where it’s lacking. If you want to know how Paper may or may not fit into your work flow, then by all means read on.
Above everything else, Paper keeps the interaction between the app and the user simple. This design decision is by far its greatest asset, but it is also its greatest weakness (more on this later). Getting into your sketchbook and starting work is dead simple. Thumb through drawings, access tools, and draw away. You can also add pages to your sketchbooks and share your work via Facebook, Twitter, Tumblr or email. There doesn’t seem to be a way to send drawings to the camera roll, but taking a quick screen shot does the job in a pinch. The entire app feels light, easy to get around in and, for the most part, doesn’t suffer from being over-designed.
Paper has one of the best media engines I’ve ever encountered in a painting or drawing app. The pencil tool as well as the watercolor brush behave almost like their real world counterparts and are a sheer joy to use. Drawing speed helps determine stroke width with certain tools, and opacity with others. The overall effect is wonderful.
Some will say this isn’t a plus for an app like Paper. Many users don’t appreciate having to unlock functionality inside of an app that they thought was initially free, but Paper’s implementation of their in-app purchases is extremely well done. You buy only the tools you want and the app even lets you test drive the brushes prior to purchase so you can get a feel for them. Finally, there is an “Essentials” bundle that gives a small discount compared to buying all of the individual tools separately. If I find an app compelling, I certainly don’t mind paying for it and Paper’s in-app purchase model lets me pick and choose the parts I like most.
Customize the cover of your sketchbooks. Blend colors with the paint brush. Effortlessly flip between drawings that beautifully highlight your work. The devil is in the details and Paper does a deft job of getting them right.
Could Be Better
The two-fingered gesture to step back (or forward) through your drawing is clumsy. Often times it takes me far longer to get to just the proper undo point with the gesture than it would if undoing was a simple button. I also sometimes make stray marks on the page when attempting to make the undo gesture. In addition, the number of undo states is far too small, especially when using techniques like cross-hatching. I also wish that rewinding would take you back through drawing a stroke little by little, but it doesn’t, it removes the last stroke in its entirety.
The selection of colors in Paper is extremely limited. There are a total of nine to choose from and of those, none of them are any shade of blue. The developer encourages users to go old school and mix colors to form new ones but the inability to select custom colors is a major deal breaker. I can’t use the app to sketch concepts for clients (or even myself) if I don’t have access to the entire range of colors I need, especially ones like blue and red.
The app is perpetually locked in landscape mode and it’s extremely frustrating. I presume the developers did this to accommodate the wide screen design of the main menu, but I sincerely hope they add the ability to use Paper in portrait eventually.
Unlike many other drawing/painting apps, once you place a mark on the page, that’s where it stays. There is no way to re-position a drawing or even a portion of one once it’s made. Some would say this simply echos a real-life sketch pad, but if I wanted a real sketch pad I would use one. I use Paper and apps like it because they give me additional flexibility when creating. Not being able to re-position elements on the page is frustrating and feels antithetical to the app’s overall design.
I want the ability to be able to zoom in and add details to my sketches or out and fill larger areas with colors quickly. Adding zooming would almost eliminate the need for various brush sizes, so if I had to choose between the two I’d take zooming. In addition, my brand new retina iPad has millions of pixels at its disposal. Paper’s lack of pinch zoom means a good many of them are going to waste.
The app desperately needs a fill tool. The watercolor brush does an inadequate job of filling large areas with solid colors and sometimes that’s just what you need. I’d love to be able to sketch in white pencil on black paper, but that isn’t possible in Paper. A fill tool would rectify this glaring deficiency rather nicely.
Adding layers ala Photoshop would significantly increase the app’s complexity and FiftyThree may be unwilling to go there just yet which is fine. I do hope it comes eventually however because I often wish for the ability to erase or tweak individual elements of a sketch independently of the rest. I’m sure the talented folks there could find a way to add drawing layers to Paper in a simple and elegant fashion. I’d also like a way to lock a sketch once it’s done so I don’t accidentally add stray marks, which seems to happen often.
If you’re looking for a simple, straight forward tool for sketching you’ll probably find Paper both fun and elegant. I suspect this is what Daring Fireball author John Gruber meant when he said the app was “Exquisitely well-done”. I wouldn’t go that far but there’s a great deal to like in FifthThree’s initial effort. The app is a testament to beautiful user interface design, unfortunately it lacks too many features in my opinion to be used as anything more than a simple notebook. Paper’s limited undo states, narrow color palette, in-ability to re-position elements on the page and lack of zooming all force me to turn to other drawing apps when I want to truly create.
The good news is that Paper is a 1.0 product and as such I’m confident that improvements will come quickly. If the app simply added a long tap on color wells to bring up a picker and the ability to zoom in and out of a drawing, Paper would instantly become about 10x as useful as it is now. Since the app is free to try with the built-in quill pen, there’s no reason not to download and check it out yourself. I’ve definitely enjoyed exploring the app and it’s given me new reasons to try drawing with various styluses, but that’s blog post for another day.
My friend Dave Caolo recently told me that his kids love Paper. They each have their own sketchbooks and enjoy doodling and coloring very much. This comment is telling because right now Paper feels very much like a kids app. It has lots of potential but it’s too immature to really be useful. In their quest to make a dead simple iPad sketch app, FiftyThree may have sacrificed a bit too much functionality. Paper may be just what you’re looking for to jot down notes and quick sketches on the go, but I personally hope FiftyThree eventually lets Paper sit at the grown-up table.
Apple already has one of the best unboxing experiences of any company on the planet. The industrial, packaging and graphic designers have gone to considerable pains to make sure that customers are extremely satisfied when they first open and activate their new Apple hardware. With iOS 5′s ‘PC Free’ technology, in combination with iCloud, Apple’s customers no longer need to attach their new iPhone or iPad to a desktop computer to start using it. All this is wonderful, but could Apple’s unboxing experience be even better?
Yes it could.
Imagine opening your new iPad that arrives by FedEx this morning, turning on the device and finding it already ready to use. No input of your Apple ID, no syncing of contacts, bookmarks or even apps. You turn the iPad on and it’s ready to go. Using the online ordering service via Apple.com in conjunction with your existing Apple ID, this kind of effortless unboxing experience could easily become reality. Ask any Kindle owner how awesome it is power on their new device and find all their books already there, ready to read. I could easily see an option at the end of Apple’s online ordering system that would give permission to use your Apple ID to pre-sync your new iDevice with your iCloud content.
There’s something to be said for the actual process of setting up your gadgets. The geek in us loves the discovery and rush we get from seeing, touching and exploring new technology and in that way, perhaps the current unboxing experience is superior. It gives Apple a chance to highlight just how elegant the process really is. That said, Apple is always designing for the 80%, not the geek and if that means giving customers the ability to simply open the box and go, I’m sure we’ll see it in the very near future.
There are only a handful of games on my iDevices that have withstood the test of time and clung to my home screen. Some of these games include Carcassonne, Plants vs. Zombies, Orba, Tiny Wings and now Charadium II. Charadium is a classic Pictionary type game where players take turns drawing a word and guessing each other’s creations for points. There are a bunch of games of this genre in the App Store, but Charadium is far and away the best of breed I’ve played, and much of that is due to the attention to detail developer On5 has put into the app.
There are two main modes of play, Classic and Ping Pong. Classic lets you join a room with other random players or friends and compete in a round-robin, timed competition to guess words. The play is fast and furious and tons of fun. Drawings don’t have to be pretty they just need to communicate quickly. The faster someone guesses your word, the more points you will score. The other mode, Ping Pong, is my favorite when playing Charadium. Here you play with a friend and take turns drawing words from a list of three choices (easy, medium and hard). The harder the concept to draw, the more points you’ll net, but you also risk your opponent not guessing correctly at all. Incorrect guesses hurt your overall point total and can push your opponent to victory. I love Ping Pong games because they are not timed, you can play multiple games at once (like Carcassonne), and you get to choose the difficulty of the word to draw. Also, you’re not usually playing against random strangers so cheating (drawing words) is not an issue.
If you love to draw, are looking for a fun, social game you can play in your spare time or like seeing how other players solve visual problems, Charadium II is for you. I enjoyed the game so much I bought a Cosmonaut Stylus from Studio Neat for my iPad just so I could draw better while playing. No matter what your level of artistic skill, there’s something for everyone to love in Charadium. Check it out!
Well not necessarily a *bigger* screen, but you will need one that sports more pixels per inch. That is to say if the predictions about the iPad 3 are true then your current desktop setup is about to feel very inadequate when developing for Apple’s mobile operating system, iOS. How so? It turns out that the new iPad’s predicted native screen resolution of 2048×1536 is larger than will fit comfortably on any of Apple’s current desktop hardware. At the Iconfactory I use a dual-display setup of a 30″ Cinema display and a 27″ iMac. Even my 30″ doesn’t support enough pixels to view the iPad 3′s screen (particularly in portrait) and that’s a problem.
When designing or coding for the iPhone and iPad, it’s critical to be able to view your work at a 1:1 ratio. It’s best not to view a Photoshop mockup or Xcode simulator window by zooming out, or compressing the pixels to fit the screen. Doing so makes it difficult to tell when interface elements like buttons, tabs and fields properly align or are positioned correctly. I could go into a long explanation of how the math for all of this works out, but TUAW’s Richard Gaywood and App Cubby’s David Barnard have already done that in fine style. If you’re interested in the ins and outs of screen resolutions then head on over and check them out. For my part, I just want to know how long I’ll have to limp along designing for a screen resolution I cannot see 1:1 without having to scroll around. David suggests that Apple won’t be in any particular hurry to bump up the resolutions of their desktop offerings and I have to say I agree with him.
To Apple, the customer comes first not the developer, which is how it should be. Higher resolution displays will eventually be a great selling point for new desktop Macs (and will solve developers’ iPad 3 problems), but they will undoubtedly take time to bring to market. Recent discoveries in Mountain Lion bolster the theory Apple has been planning higher density displays for some time but that doesn’t mean Tim Cook will be announcing them on March 7th. So if you’re a developer like me, be prepared to feel a bit cramped for a while. How long is anybody’s guess but I wouldn’t hold my breath.
There’s been increasing talk about how unscrupulous developers have gamed the App Store in recent weeks. Typically, shady devs will submit apps to the store that have similar names and app icons to top ten titles and in the confusion (and perhaps the additional hype from all the attention) users download these “scam” apps and push them ever higher. For honest developers who play by the rules, it’s a serious problem, and one that Apple needs to do a better job addressing.
There’s another way to get your app into the App Store’s Top Ten list however. With enough money, and a faulty ethical compass, you too can be sitting pretty atop the mountain of App Store competition. This morning the Iconfactory’s webmaster account received the following email from an address in China. The person (or persons) purported the ability to get your app to the top, fast. We were just one address of perhaps 100 or more in the “To” field including lockerz.com, skout.com, tumblr.com, okcupid and many more. Why they didn’t bcc the list is beyond me, but at any rate for a mere $10,000 USD, using thousands of “legally” registered iTunes accounts, they will download your app and help boost it into the top ten. How long it stays there just depends on how much you’re willing to pay.
We have large quantity of USA ,UK,CA itunes accounts, registered legally, we can promote your free app in the US, UK, CA store.Don’t waste time in promoting,leave it to us! We are professional team for you and we are the most powerful team for app promotion in China.
10,000 downloads in one store, need 1000USD
If you want the ranking, here is the price list for weekday only,please check:
US top10 24 hours 10000USD
US top10 48 hours is 15000USD
US top10 3 days is 20000USD
Each additional day the need to increase $ 5,000, up to 5 days,only for weekday
UK top10 24hours 3000USD
UK top10 48hours 5500USD
UK top10 3days is 8000USD
Each additional day the need to increase $ 2,500, up to 5 days,only for weekday
CA top10 24hours 2500USD
CA top10 48hours 4500USD
CA top10 3days 6500USD
————–ipad app only for separate app———————
US top10 24 hours 4000USD
US top10 48 hours is 6000USD
US top10 3 days is 8000USD
Each additional day the need to increase $ 2,000, up to 5 days,only for weekday
UK top10 24hours 1200USD
UK top10 48hours 2200USD
UK top10 3days is 3200USD
Each additional day the need to increase $ 1,000, up to 5 days,only for weekday
CA top10 24hours 1000USD
CA top10 48hours 1800USD
CA top10 3days 2600USD
Weekend day, subject to 20%
The problem of scam apps seems like a relatively easy one to solve compared to this sort of App Store gaming. Apple should simply do a better job identifying and rejecting offending scam apps at the review level. But with enough legitimate iTunes accounts there’s no real way for Apple to identify “fake” downloads from real downloads and keep bogus apps from rising to the top. Perhaps if it happens often enough Apple can develop algorithms to help identify offending accounts and close them, but I’m skeptical.
It seems clear that a re-work of the entire top ten system is in order, and not just because of the recent rash of scamming. Some apps like Angry Birds can stay atop the Top Ten list for months on end making it harder for other awesome, smaller apps to see the light of day. Perhaps Apple’s recent purchase of Chomp will help solve the problem of discoverability, but until then unfortunately there will always be shady individuals willing to prey on people’s greed and desire to succeed.
UPDATE: Matt Ryan over on LockerGnome reports a possible explanation for how these app “promoters” can secure thousands of iTunes accounts to artificially inflate apps – they steal them. Both Ryan’s PayPal and iTunes accounts were hijacked and then used to download copies of an app called iMobster. It should come as no surprise that when the promoter says he uses thousands of “legally registered” iTunes accounts, he means it except they’re not his. So not only do devs fork over tens of thousands of dollars, they’re most likely doing so to criminals who hijack legitimate iTunes accounts and milk them dry until they are caught and shut off. Alarming to say the least.
Tiny Wings is an iOS game for the iPhone and iPod touch by programmer and artist Andreas Illiger. When it was released in February of 2011, it immediately earned praise as one of the most fun and addictive games to ever hit the App Store. Being a developer of iOS games myself, I’m always skeptical about such claims, but after having spent some quality time with Tiny Wings over the past few weeks, I have to say I agree.
The game is not without some level of frustration which is made worse by the fact that there is but a single interaction method – Touch the screen or don’t. Given such simple controls you’d think the game would be easy to master. Not so. The player slides over hills and vales and either taps to increase their decent or lets up to slow their decent to the ground. Where they land on a slope depends on how well they slide up the next hill and back into the air once again. Tiny Wings is a “height climber” style game ala Doodle Jump where the player tries to get as far as they can in a single session. When the game ends, the player must return all the way to the beginning and start over. The great thing about Tiny Wings is that it’s so engaging and addictive you really don’t mind starting over each time.
By far the greatest challenge in Tiny Wings is mastering the art of sliding. In order to succeed in the game, you’ll need to practice and become really good at hitting just the proper point on hills in order to achieve maximum momentum. Learning this skill can be tricky and when I first started playing I was so frustrated I was minutes away from deleting the game. Trust me when I say stick with it because once you figure out how to slide properly, the entire game’s fun quotient gets amped up by a factor of x1000.
Each hill has a small landing window on the backside that you can hit which results in a perfect slide. This keeps your momentum going and if you stack three perfect slides in a row, you’ll enter fever mode where every point you earn is doubled. Mastering perfect slides is key to climbing the leader boards in Tiny Wings. The more perfect slides you make in a game, the faster you’ll go, the more likely you’ll be to touch the clouds (bonus points) and the longer you’ll be in fever mode. All of these factors add up and when combined with coin collection, result in a higher final score.
In addition to mastering perfect slides, there are a few tips and tricks I’ve learned that may help you get further and score higher in Tiny Wings. As with anything, your milage may vary but as School House Rock taught me, knowledge is power, so here you go:
Nest Up - Take time early on and knock off some of the game’s achievements in order to “Nest Up” to the next level. Every time you increase your nest level you increase your score multiplier. For the first upgrade, you will need to perform 7 Perfect Slides, gather 100 coins in total across all games, and reach the fourth island in at least one game.
Touch the Sky - Try and touch the sky as often as you can because doing so earns you 20 points times your multiplier. Each touch represents an ever-increasing award of bonus points towards your final tally.
Reset Button - If you don’t leave the first island in fever mode, start over. In fact, if I’m not in fever mode one half way through the first island I usually kill my game and begin again. Since you’re so close to the start you don’t lose a lot of time for trying this technique. Trust me, you’ll be glad you did.
Play on an iPad - If you own an iPad I urge you to play on it instead of the iPhone. As of this writing, the game isn’t universal but it doesn’t matter. The iPad’s large, roomy screen makes seeing the oncoming terrain much easier and gives you plenty of space to place your finger that’s out of the way.
The main thing to remember when playing Tiny Wings is to try and stay calm and remain focused. If you miss a slide and start to lose momentum don’t panic just keep at it and get back into the groove as quickly as you can. If you spot a speed coin, gobble it up to quickly get air back under your wings and get going again.
All in all, Tiny Wings is a masterful creation that is sure to give you hours of entertainment and enjoyment. I have to hand it to Illiger because there aren’t many iPhone games that hang around on my home screen for more than a few days. Tiny Wings has joined Parachute Panic, Orba, Plants vs Zombies, Hot Plates and Carcassonne as one of my all-time favorite iOS games. Have fun and fly far my tiny-winged friends!
Although modern smart phones can play a wide variety of musical and audio files as ringtones, very few work well. Popular songs are great for entertainment but aren’t written as attention getters from inside your pants pocket. Ever since the iPhone debuted, I’ve been using Marimba as my ringtone. Not because I’m a technophobe who doesn’t enjoy customizing his phone, but because nothing I tried managed to catch my attention like Apple’s default setting.
A couple of weeks ago, I had a brainstorm to ask friend and one of the composers behind Ramp Champ, Mike Weiser, to create a custom ringtone for me based on Marimba. I asked him to take the main theme from one of my favorite films and “Marimba-ize” it, with the following awesome results:
Please don’t ask me to post the Marimba-TRON ringtone. It’s based off music by Wendy Carlos written for the Disney movie and I had it made for my personal use. The last thing I’d want is to get myself or Mike in any trouble by re-distributing it. If you’d like your own custom designed ringtone, be sure to head on over to Mike’s website and learn all about the music-based services he provides, which now includes ringtones. Now if you’ll excuse me I’ve got to go watch that TRON Legacy trailer for like the 50 billionth time. Is it December yet??
For designers and artists, the chance to collaborate with others who share your passion for creation is a wonderful event. Ideas feed off of each other and lead to new connections which can both surprise and delight. Such was the case while scoring Ramp Champ, the Iconfactory’s & DS Media Labs’ ode to the classic games of Skee-Ball and pinball for the iPhone. I’m pleased to report the game’s soundtrack was recently released on iTunes, something none of us at the factory could have dreamt of happening.
When we originally designed the game’s ramps, we knew we wanted the quality of the music to match the fidelity of the visual elements. Having a generic track repeat itself across multiple ramps, from outer space to under water, wasn’t going to be fun for the player. During the initial production phase of Ramp Champ, composer Noe Ruiz took the lead and created many of the tracks for the default levels such as Clown Town, Breakwater Bay and Space Swarm. Noe has a wonderful ear for rhythm and was able to incorporate these into the widely varied themes with ease. Of all the tracks he originally produced for Ramp Champ, Space Swarm (along with it’s dance and techno re-mixes) has to be my favorite of the bunch. Space Swarm is filled with old-school retro arcade sound effects that play perfectly into the look and feel of the ramp, helping to evoke the feel of a classic 80′s arcade game.
Atomicon’s David Weiner took up where Noe left off and came on board to help us produce the music for two of the game’s add-on packs. The Challenge Pack featured Molar Madness and Happy Place, both of which required a decidedly twisted approach when it came to the score. David’s work on Molar Madness is nothing short of brilliant. The samba-like piece he created for the ramp is both catchy and just the sort of thing you’d hear coming from the speakers of a dentist’s waiting room. Molar Madness is, without a doubt, one of my favorite pieces in all of Ramp Champ. Happy Place somehow managed to take the absurd notion of dolphins and unicorns floating in the sky and give them life. The track is zippy and light, but has decidedly dark undertones that foreshadows ominous events the player encounters within the level.
When it came time to write the music for our special Halloween add-on pack, David once again stepped up and gave us two wonderfully spooky tracks. When I approached him about Trick or Treat, I knew I wanted music that sounded both eerie as well as innocent. The ramp features children as they roam a neighborhood for candy on Halloween night. As we talked through our ideas, one of our inspirations was Vince Guaraldi’s classic Great Pumpkin Waltz from “It’s the Great Pumpkin Charlie Brown”. David’s final piece has this jazzy feel as well as elements that remind me of the creepy TV cult hit Twin Peaks, which worked out wonderfully. The other piece in the Halloween Pack, Grave Danger, draws obvious inspiration from Disney’s classic Haunted Mansion with all kinds of over the top scary sound effects like thunder, ghosts and werewolves.
For our 3rd release, David Weiner was already busy scoring the Challenge Pack as well as our other iPhone title, Pickin’ Time, and so we turned to composer Mike Weiser. Mike has created music for many iPhone games including Stick Wars and Tower Land and I was fortunate to be able to work with him on Plunderin’ Pirates and Star Struck. Mike’s score for Plunderin’ Pirates, inspired by Disney’s famous Pirates of the Caribbean ride, is one of the funnest pieces in the game and does a great job of evoking the high seas thanks to the use of instruments like the accordion and steel drums. The sound effects I produced for the ramp added to the overall feel and makes for what many players have called their favorite level in the game.
On Star Struck, both Mike and I decided to create something that reminded the player of space exploration, like you’d hear sitting in a planetarium. The “computerish” tones that come in at the start and end of the track were originally an ode from one of my favorite films ever, The Hitchhiker’s Guide to the Galaxy, although Mike masterfully made them his own in Star Struck. The album version of Star Struck that appears on the soundtrack is a specially composed version of the game’s track and is my favorite piece in all of Ramp Champ. You’ll be able to catch more of Mike’s work in the Iconfactory’s next software title, coming to the iPhone in the second quarter of 2010.
Collaborating with Noe, David and Mike on the music for Ramp Champ was, without a doubt, one of the most rewarding things I’ve done during my time at the Iconfactory. The talent these guys posses to take one’s creations and run with them musically is nothing short of astounding. Their work made our efforts that much better and for that, we are all grateful. With Atomicon’s help, we’re proud to finally be able to bring you the complete original soundtrack. I really encourage you to check it out and hopefully you’ll enjoy listening to it as much as we had bringing it to you.