Monday, March 28, 2011

iAndyMckee

By Marcio Agnelo
View More By This Developer

Open iTunes to buy and download apps.

Description

Andy McKee is considered one of the world’s finest acoustic guitar soloists. His dedicated online community has raised his YouTube video views in excess of 78 million plays and at one point he held the #1, #2 and #3 positions for Top-Rated Videos of All Time on YouTube. McKee’s online media success has impacted both album and ticket sales allowing him to tour internationally with over 200 live shows a year.

Hailing from Topeka Kansas, the self-taught McKee, first garnered international attention as one of the top finalists at the prestigious National Finger Style Guitar Championships in Windfield, Kansas. Since 2001, McKee has released five albums independently selling upwards of 50,000. Andy also had the honor of playing guitar on Josh Groban’s Grammy-nominated, multi-platinum Christmas album, NOEL.

McKee’s live shows are a true testament to his art of stringsmanship and engaging repartee. He manages to capture both the every day music fan and guitar aficionados with his expertise and down to earth wit and humor. Whether it be explaining how his harp guitar tunes or why his frets are backward, Andy maintains his love for both fan and guitar player.

McKee’s unique skill allows him to transform the guitar from a simple stringed instrument to a dynamic calliope of sound. Andy’s deft talents give his music life through altered tunings, syncopated rhythm guitar taps, and his textural use of polyphonic tones and drones. All of these are played on both standard sized acoustic guitars and a hand-built 12 string harp-guitar. His highly-developed two handed technique is reminiscent of some of Andy’s cherished guitar mentors and heroes: Preston Reed, Don Ross, Billy McLaughlin, and Michael Hedges. He honors the path blazed by these pioneers with his unique multi-layering approach as he alone plucks, strums, taps the strings and body to provide the illusion of a full band accompaniment.

Andy was awarded the Acoustic Guitar Magazine worldwide silver medal award for fingerstyle in December 2008.
Gear

Andy McKee uses these instruments and equipment:

Greenfield Guitars, fan fret G4 and G2

Lance McCollum Baritone Guitar

Ron Spillers Harp Guitars

D-Tar Solstice

K&K Sound Pickups

T.C. Electronics Reverb

Shubb Capos

D’Addario Strings

iPhone Screenshots

iPhone Screenshot 1
iPhone Screenshot 2
iPhone Screenshot 3
iPhone Screenshot 4
iPhone Screenshot 5

iPalmeiras for #iphone

http://itunes.apple.com/us/app/ipalmeiras/id427214570?mt=8&ls=1

iPhone Screenshot 1

Tuesday, March 15, 2011

How to Create Your First iPhone Application

What if you had a nickle for every time you heard: "I have the perfect idea for a great application!"? It’s the buzz on the street. The iPhone has created unprecedented excitement and innovation from people both inside and outside the software development community. Still for those outside the development world, the process is a bit of a mystery.

This how-to guide is supposed to walk you through the steps to make your idea for an iPhone app a reality. This post presents various ideas, techniques, tips, and resources that may come in handy if you are planning on creating your first iPhone application.

1. Have an idea – a Good Idea

How do you know if your idea is a good one? The first step is to even care if your idea is solid; and the second step is to answer the question does it have at least one of the indicators of success?

Zoom In in How to Create Your First iPhone ApplicationDoes your app solve a unique problem? Before the light bulb was invented, somebody had to shout out “Man, reading by candlelight sucks!” Figure out what sucks, and how your app can make the life of its user more comfortable.
Dog Tricks in How to Create Your First iPhone ApplicationDoes the app serve a specific niche? Though there aren’t any stats on the App Store search, the usage of applications is certainly growing with the explosion of App Store inventory. Find a niche with ardent fans (pet lovers, for example) and create an app that caters to a specific audience.
Do Not Press in How to Create Your First iPhone ApplicationDoes it make people laugh? This is a no-brainer. If you can come up with something funny, you are definitely on the right track and your idea may be the golden one. Heck, I hit a red “do not press” button for 5 minutes yesterday.
Wine Phd in How to Create Your First iPhone ApplicationAre you building a better wheel? Are there existing successful apps that lack significant feature enhancements? Don’t be satisfied with just a wine list, give sommeliers a way to talk to their fans!
Popper in How to Create Your First iPhone ApplicationWill the app be highly interactive? Let’s face it, most of us have the attention span of a flea. Successful games and utilities engage the user by requiring action!

Action: Does your app fall in to one of these categories? If yes, it’s just about time to prepare the necessary tools.

2. Tools Checklist

Below is a list of items you’ll need (*starred items are required, the rest are nice-to-have’s):

  • join the Apple iPhone Developer Program ($99) *
  • get iPhone or iPod Touch *
  • get an Intel-based Mac computer with Mac OS X 10.5.5,
  • prepare a Non-Disclosure Agreement (here’s a sample) *
  • download and install the latest version of the iPhone SDK if you don’t already have it.
  • a spiral bound notebook*

Action: Load up on your required supplies.

3. What Are You Really Good At?

What skills do you bring to the table? Are you a designer whose brain objects to Objective C? A developer who can’t design their way out of a paper sack? Or maybe you are neither, but an individual with an idea you’d like to take to the market? Designing a successful iPhone application is a lot like starting a small business. You play the role of Researcher, Project Manager, Accountant, Information Architect, Designer, Developer, Marketer and Advertiser – all rolled into one.

Remember what all good entrepreneurs know – it takes a team to make a product successful. Don’t get me wrong, you certainly can do it all. But you can also waste a lot of time, energy and sanity in the process. Don’t go crazy, reference the checklist below and ask yourself: What roles are the best fit for you to lead? Then find other talented people to fill in the gaps. The infusion of additional ideas can only enrich the product!

Skills Checklist

  • Ability to Discern what works/doesn’t work in existing iPhone Apps
  • Market research
  • Outlining App Functionality (Sitemap Creation)
  • Sketching
  • GUI Design
  • Programming (Objective C, Cocoa) (we assume here that we are creating a native application)
  • App Promotion and Marketing

Remember to have contractors sign your non-disclosure agreement. Having a contract in place tells your contractor "I’m a professional that takes my business and this project seriously. Now don’t go runnin’ off with this idea."

Action: Select skills that are a good fit for you to lead. For those roles where you cannot lead, hire professionals.

4. Do Your Homework: Market Research

Market research is a fancy way of saying "Look at what other people are doing and don’t make the same mistakes." Learn from the good, bad and ugly in the App Store. Coming up with creative solutions in the app concept development and design starts with analyzing other (maybe similar) applications. Even if you encounter a lot of poorly designed apps, your mind will reference these examples of what not to do.

Good Ugly in How to Create Your First iPhone Application

Action: Answer these questions:

  • What problem does your app solve?
  • What products have you seen that perform a similar task?
  • How do successful apps present information to users?
  • How can you build on what works and make it unique?
  • What value does your app bring to your audience?

5. Know the iPhone/iPod Touch UI

If you want to create an iPhone app, you need to understand the capabilities of the iPhone and its interface. Can you shoot a .45 caliber bullet out of your iPhone? No. Can you shoot videos? Yes!

The good news is that you don’t have to memorize the encyclopedic Apple User Interface Guidelines to get a feel for what works and what doesn’t in iPhone Apps. Download and play with as many apps as you can, and think about what functionality you want to include in your product.

Take note of:

  • How do well-designed apps navigate from screen to screen?
  • How do they organize information?
  • How MUCH information do they present to the user?
  • How do they take advantage of the iPhone’s unique characteristics: the accelerometer, swiping features, pinch, expand and rotate functions?

Action: Download the Top 10 apps in every category and play with all of them. Review the Apple Guidelines for UI design and list at least 5 features you’d like to incorporate into your app.

6. Determine "Who will use your app?"

We assume here that you’ve already determined that your app will bring value and that you will have a raging audience for your app. Well, fine, they are raging fans, but who are they really? What actions will they take to achieve their goals within the app?

If it’s a game, maybe they want to beat their high score. Or perhaps they are a first time player – how will their experience differ from someone who is getting a nice case of brain-rot playing your game all day?

If it’s a utility app, and your audience wants to find a coffee shop quickly, what actions will they take within the app to find that coffee shop? Where are they when they’re looking for coffee? Usually in the car! Do present an interface that requires multiple taps, reading and referencing a lot? Probably not! This is how thinking about how real-life intersects design.

Action: Line item out the different types of people who will use your app. You can even name them if you want to make the scenarios you draw out as real as possible.

7. Sketch Out Your Idea

And by "sketch" I mean literally sketch. Line out a 9-rectangle grid on an 8.5 x 11 sheet of paper and get to sketching!

Ask yourself:

  • What information does each screen need to present?
  • How can we take the user from point A to point B to point C?
  • How should elements on the screen be proportioned or sized in relation to each other (i.e. is this thing even tap-able?)

Sketch in How to Create Your First iPhone Application
Image credit: Cultured Code

Thumbnailing your ideas on paper can push your creativity far beyond where your imagination might stagnate working in an sketching application! You can also buy the iPhone Stencil Kit to quickly sketch out iPhone UI prototypes on paper.

Action: Create at least one thumbnail page of your application per screen. Experiment with various navigational schemes, the text you put on buttons, and how screens connect. If you want to transfer your sketches into digital format, iPlotz is a good tool to check out.

8. Time for Design

Iphone Gui in How to Create Your First iPhone Application

If you are a designer, download the iPhone GUI Photoshop template or our iPhone PSD Vector Kit. Both are collections of iPhone GUI elements that will save you a lot of time in getting started. If you’ve solidified your layout during sketching, drawing up the screens will be less of a layout exercise and more about the actual design of the app.

If you are not a designer, hire one! It’s like hiring an electrician to do electrical work. You can go to Home Depot and buy tools to try it yourself, but who wants to risk getting zapped? If you’ve followed steps 1–3, you’ll have everything you need for a designer to get started.

When looking for a designer, try to find someone who has experience designing for mobile devices. They may have some good feedback and suggested improvements for your sketches. A few places to look for designers: Coroflot, Crowdspring, eLance. When posting your job offer, be very specific about your requirements, and also be ready to review a lot of portfolios.

Action: If you are a designer, get started in Photoshop. If you are not a designer, start interviewing designers for your job.

9. Programming

Xcode in How to Create Your First iPhone Application

Even though this how-to is sequential, it’s a good idea to get a developer on board at the same time when you line up design resources. Talking with a developer sooner than later will help you scope out a project that is technically feasible and within your budget.

If you are a Objective C/Cocoa developer crack, open Xcode and get started! A few forums to join if you haven’t already:

If you are not a developer, you know what to do – find one! Specify the type of app you want to produce – whether it is a game, utility or anything else. Each type usually requires a different coding skill set. A few places to look for developers: Odesk, iPhoneFreelancer, eLance and any of the forums listed above.

10. Submit your application to Apple Store

OK, so how do you submit your application to Apple Store now? The process of compiling your application and publishing the binary for iTunes Connect can be difficult for anyone unfamiliar with XCode. If you are working with a developer, ask them to help you:

  • Create your Certificates
  • Define your App ID’s
  • Create your Distribution Provisioning Profile
  • Compile the application
  • Upload to iTunes Connect

Action: If you are a developer, map out a development timeline and get started. If you are not a developer, start interviewing devs for your job.

11. Promote Your App

If a tree falls in the middle of the woods and nobody was around to hear it does it make a sound? Apps can sit in the store unnoticed very easily. Don’t let this happen to you. Be ready with a plan to market your app. In fact, be ready with many plans to market your app. Be ready to experiment, some ideas will work, others won’t.

Strategies for maintaining/boosting app sales:

  • Incorporating social media. If your users make the high score on his or her favorite game, it is a good idea to make it easy for the user to post it to Facebook or Twitter. Think about how your app can incorporate social media and build that functionality into your app. At a minimum, set up a fan page for your app on Facebook and Twitter and use them as platforms to communicate with your users and get feedback on your app.
  • Pre-launch promotion. Start building buzz about your app before it has launched. E-mail people who write about things that relate to your app and see if they will talk up the upcoming release of your app.
  • Plan for multiple releases. Don’t pack your app with every single feature you want to offer in the very first release. Make your dream list for the app and make sure that the app is designed to incorporate all of the features at some time in the future. Then periodically drop new versions of the app to boost app store sales.

Action: Make a list of 20 promotional strategies that target the audience for your app. Take action on them yourself or hire someone who can!

11. Stay Focused and Don’t Give Up!

It’s easy when you are working on your first app to get all AppHappy, dreaming up a zillion new app-ideas. Dream, but don’t get sidetracked by new ideas. Your first app needs to make a big splash and getting involved in too many projects at once can dilute your passion for making your first application a success.

Action: Get out there and go kick some app!


by Smash Magazine

Friday, January 21, 2011

← Wireframes and user testing: a changing love affair From a mere wireframe to a final website design → Wireframe interactive iPad apps – new iPad Li

The widget library for iPad is finally out! Wireframe & prototype apps and websites for Apple´s new flagship… And the library is free for all the Justinmind users out there! Just download it.
We hope you’ll enjoy wireframing with our widgets. We try to include all the necessary elements and to make widgets as faithful as the original iPad design! We hope you’ll like it, feel free to contact us if you want to add your own iPad widgets, so all the community can enjoy your work.

iPad  widget library for Justinmind

iPad widget library for Justinmind

See the library component list: Component List

Example of a iPad prototype: See prototype

Download the iPad widget library and try it yourself: Download Library

This library and many more are available at our extras section. Take a look!

Criando prototipos de interface wireframe no iPad

O iPad é uma dádiva. Usei o durante pouco tempo, mas me senti muito mais a vontade navegando na internet através dele do que num computador. Boa parte de eu ter gostado envolvem o tamanho da tela e da tela sensível ao toque. Como a maioria das pessoas ainda não compreende para que serve o iPad existem os mais variados tipos de programas disponível para ele.

Para alguns o iPad serve para substituir o bloco de notas ou caderno de anotações. Se este é o caso, nada mais natural do que criar ferramentas especializadas como é o caso de um programa para prototipo de interface. O iMockups para iPad teve sua última versão lançada na semana passada e na versão para iPad se torna um programa que todo desenvolvedor de projetos para web, iPhone ou iPad precisa ter para realizar seus projetos.

Se você não acredita em mim, veja o vídeo abaixo e bebe com a facilidade com a qual você pode criar o wireframe para uma página.

Para acompanhar as novidades do iMouckups, veja o blog endloop sempre que quiser.

Contaúdo original: bernabauer

Monday, January 10, 2011

Build iPhone apps with Flash

It would seem that Adobe has squeezed Flash onto the iPhone. It is not in its usual guise as a browser plugin, but rather as a method to build full-fledged apps downloadable from the iPhone App Store. This should come as good news to folks familiar with the popular content creation software. In one fell swoop Adobe has lowered the barrier of entry to developing for the iPhone.

Wednesday, December 15, 2010

Computer Arts Projects issue 144

Build an app with the latest issue, on sale now in the UK

We originally started planning this issue back in April, shortly before that infamous tweak to the iOS4 SDK that sent ripples through the internet and divided public opinion. Flash had been banished from Apple’s walled garden, and it was back to square one for all of us.

Luckily for us, and you, that ban has since been lifted – allowing talented and ambitious Flash developers to use existing ActionScript skills to blast open a whole new market without the need to grapple with Xcode or Objective-C.

Almost a third of this special issue is given over to an epic extended project, courtesy of the very talented Matt Booth and Stewart Hamilton-Arrandale. Over 28 pages, they walk through the birth of an all-new Computer Arts app for iPhone and iPad, called Visualator. From concept, through UI design and branding into how to build, compile and submit to the App Store, it’s all here. And to conclude this five-part project, we have five copies of Flash CS5 Professional up for grabs.

Once you’ve created your app, the rest of the mag is packed with everything from deciding your price point to how to rise through the ranks of the App Store.

But if all this is making your head hurt, fear not: we have a generous splash of pure inspiration next month with an issue dedicated to Japanese design. ‘Til then...