iPhone Life magazine

iPhone App Development - a primer

I'm writing an article for our printed publication, detailing my experience developing an app for the iPhone and iPod Touch.

While Apple prides themselves in simplicity, developing an app was rather tricky.  However, the results have been rewarding.

My app, 100sounds (www.100sounds.com) was submitted just before Thanksgiving and approved for sale by Apple on December 12th.  In the two weeks since it has been available, it has risen to become the 13th most popular paid Entertainment app and the #1 overall multipurpose soundboard app!   Needless to say, this has exceeded my expectations!

But that's not to say there haven't been some setbacks.  Apple's online documentation, if it were correct would be very hard to follow.  The fact that many parts are incorrect make matters worse.  Often the documents reflected the previous version of Apple's software Development Kit (SDK) and the differences were significant.  But eventually, thanks to Google searches, the app was ready for submission to Apple.  The three weeks for review seems to be par for the course.

I benefitted greatly from beating the Christmas rush.  Sales were steadily growing right up until December 24th, but on Christmas Day we tripled our previous daily sales, and while sales have tapered a bit, they're still double pre-Christmas sales. 

But releasing an app is just the beginning.  There is promotion to be done, if an app is to become and remain successful.

I have an 'email' button in the app and I've responded to dozens or perhaps hundreds of emails, usually within a few minutes. Reviewers on iTunes have noted my responsiveness.   After all, with an iPhone on my hip, there's no excuse not to be responsive.

I've also been responding to other forums with advice from my experience.  And I created a solid website, www.NoTieSoftware.com, which includes an animated demo of the app.  Considering I don't offer a "lite" application, the Flash demo is the next best thing.  I'm also experimenting with web-based advertising, including Google AdWords, and iPhone Life print advertising is on my to do list!

I have also created a YouTube channel where I will show videos of customers using 100sounds!  In fact, I am running a contest to reward users with t-shirts for their video submissions!

Finally, I've started a newsletter, using Constant Contact.  I've used this to send out press releases, announcing the record statistics, and sending a newsletter with product updates to those users who have contacted me.  When we ship our next set of apps, having a loyal installed base will help with future sales.

Look for a more detailed article in the print version of iPhone Life Magazine!  If you are developing apps, or would like to, let us know and feel free to ask questions!

Congrats on the new app

Congrats on the success of 100sounds. I've been meaning to check it out, but just haven't had the time.. :(

Have you written previously any other mobile-based apps or was this the first? Did Apple provide feedback on the app, or ask you to make any changes to it? Do they test or vett apps in the store (I'm guessing yes)? Can you provide any information/feedback on how it would compare to getting a similar app published for other mobile operating systems? Just curious...

100sounds - #13 in Entertainment!

Thanks, Nate,

This was a collaboration with a colleague. In addition to acquiring and choosing the sounds, I came up with the concept and User Interface.  Apple's SDK includes a nice UI Builder so you can drag and drop elements.

As for Apple, I merely submitted the app and three weeks later received an automated email that it was Ready for Sale.  It sounds like I might have been one of the lucky ones.  Others have had to go back and make changes.  But it's a simple, straightforward app, and we deliberately stayed away from copyright-protected sounds.  The folks who wrote the Lightsabre app had it taken down by Lucasfilms.

I haven't really written a mobile app, though I've done a fair amount of web development.  My last somewhat mobile app was in 1992, when I wrote an app for the HP95LX, and even then it ran on a Sun UNIX box not the mobile unit.  It took the HP95LX calendar and converted it to work on a Sun Microsystems computer.  I worked for Sun at the time, and Scott McNealy, our CEO, used my app with his HP95LX!

Ironically, I wrote about that app in Thaddeus Computing's HP Palmtop Paper, which begat PocketPC Magazine, which begat Smartphone Magazine, which begat iPhone Life Magazine!  Here's a link... the formatting is kind of tricky!

http://www.palmtoppaper.com/PTPHTML/2/ptp20031.htm

and the lx2cm app is mentioned here:

http://www.palmtoppaper.com/PTPHTML/2/ptp20041.htm

cool

thanks for the feedback. I've been trying to get feedback from iPhone developers especially former/current WinMo coders and their thoughts on the iTunes submission process, and developing for Apple in general.

Good idea!

Sounds like a good idea.  I'd be interested in a comparison.  But for now, I'm developing strictly for the iPhone.  My app, 100sounds, is now #9 in Paid Entertainment!  Unbelievable!

 

alcheMo

 Todd, do you - or anyone with a strong knowlede of both Java and the iPhone SDK plan to review innaworks' alcheMo-for-iPhone (and, possibly, alcheMo-for-Windows-Mobile) in the paper version of the mag? I'd certainly be interested in the opionions of someone that does know both languages / environments to see whether alcheMo is indeed as good as stated.

 

Unfortunately, there's no trial version I could test so I can't do the testing myself (albeit, I'd be more than interested in doing so).

I am doing the same. However, I think further down the road.

I am also documenting the creation of an advanced 3D FPS dungeon crawler app already FAR along. Check it out at my blog at RyanMitchellGames.WordPress.com or check the video out

http://www.youtube.com/watch?v=LPLHRfMOP3w

I am detailing the thought processes behind it, my designs, and my failures. I really want the community to give suggestions during development and other app creators might avoid some of my follies. A really fun process. ( More fun then when I was deep inside the bowls of the console game industry ;) )

Thought you might want to know. ;) Pass it along the more the merrier!
-Ryan

Nice job, Ryan!

Keep us posted and let us know when it's approved!