Posts Tagged ‘iphone development’

New iPhone App - Tastebud for Open Source Food

Tastebud OSFSo we’ve released another iPhone application called Tastebud for Open Source Food.  Like the vanilla version of Tastebud, the app allows you to select ingredients from your fridge/pantry, add them to your virtual basket, and recipes that you can make with the selected ingredients are shown in a list.  So what’s new with this version?

We’ve partnered with Open Source Food so you can now find all of their tasty recipes on your iPhone.  In addition, you can link directly from a recipe on your iPhone to see always-current reviews that are hosted on the OSF site.  Also, we’ve added a way to be more specific about your ingredient selection - you can “drill down” from a general category to a specific ingredient (say from “Fruits” –> “Citrus” –> “Limes”) or you can just add the entire category.  We’ve also redesigned the UI to make it easier to navigate and, well, a lot prettier.  Check it out.  It’s only 99 cents!

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The iPhone 5 - It’s here.

The wait is over

The wait is over

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An App Is Born
Is that thing on vibrate?

Is that thing on vibrate?

We’re in a celebratory mood over here at Agave Lab this morning. . .

Last night, after working a scant 10 days and (mostly sleepless) nights, we delivered a very cool iPhone application into the gaping maw of the iTunes App Store Approval Process. We were working with one of the most highly-regarded design firms in the world (they’ve won countless awards and are consistently on the list of “Top 50 Design Firms”). The end client was a major luxury, auto manufacture. Unfortunately, we can’t disclose the identity of either but, the grace-under-pressure that was required and the compressed time frame made this a learning, as well as marginally traumatic, experience - kind if like giving birth but with fewer fluids involved. Here’s what we learned:

-Pick your partners carefully. The design firm is based in NY and in Stockholm. They were our primary point of contact - and they were fantastic. There were plenty of tense moments but even as tensions rose, they had our back. They were more than willing to offer advice, forgo sleep (the project manager in NY stayed up late with us for every session - fantastic guy), and keep a great sense of humor.

-Don’t bog down on a single issue. This project made extensive use of the multi-tasking capabilities of the new iPhone 4.0 OS. The problem was that it wasn’t released until the project was nearly due. No one had any idea of how it was going to work and we wasted a few precious days in the process trying to map out how it might work. In the end, we just shelved it and, as most things do, the solution popped up in due time and was easily implemented. Key message: if you get stuck, step back, do something else, and come back to it later.

-Be proactive about stuff that doesn’t look right. As a developer, working for a client, there is a temptation to do just what you’re told and nothing else. Often times we’d see something in the wireframes or the art that just didn’t look right. By pointing out the things that seemed odd or that we didn’t understand, we avoided building in functionality that, while technically in the spec, would have to be changed later.

-Balance architecture and UI. This one is always a bitch. We focused for the first few days on getting the architecture right - we’re a bit maniacal about code hygiene. That made the rest of the project go more smoothly but, 5 days into it, the client lead at the design firm (not an engineer) began to freak a bit. For him the product IS the UI. On the other hand, it’s easy to pound out the UI components first and then back into the architecture.  But with this approach, the the same client lead is going to wonder what the hell you’ve been up to - “The app looked complete at day 3 and we’re now at day 7″!  The solution to this seems to be to develop slices of the application from UI to architecture so that you’ve got steady progress on both fronts. Easy to say, tough to do but we’re going to work on it for the next project.

-Hire people that you like. We have a killer team.  This project involved a lot of late nights, crappy food, and tension.  Our team was stress-tested and passed with flying colors.  I used to work for a Kleiner Perkins company and Ray Lane was on the board. I once asked him how he hired people and his response at first surprised me but throughout my career has become increasingly right on. He said, “The most important thing for me is that I like the person right away”. Simple, no? And it works. It’s really rare that someone works out that I generally didn’t get a good feel about in the first 30 seconds. I’ve been trying to work out why this is true. Maybe it’s this: I consider myself hard-working, smart, honest, etc. so I tend to like people who share those traits. There are a million subtle factors that, I suspect, get boiled down to an instant “vibe” - you either like someone, or you don’t - but that vibe signifies a lot more than a hunch. Pay attention to your hunches, they’re smarter than you are.

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So do we really need the App Store?

So, we’ve been playing around with a few of the javascript libraries floating around out there and have found some very cool ways of making a website look like a native iPhone app.  We can now replicate most (if not all) of the transitions (swipes, fades, etc.), the button controls, and the general look and feel.  We can even reach out through browser and call the native phone doo dads like the geolocator and velocimeter.  In fact, if you add the site to your home screen, it would be hard to tell which are native iPhone apps, and which are iPhone-enabled websites.

The advantages of the app store are: 1) as a distribution/marketing channel, however as the number of applications in the app store slowly reaches the number of atoms in the universe, it’s becoming less compelling. 2) you can keep some data resident, meaning you can use an app without being connected.  Especially important with the wifi-only versions of the iPad.  As we approach an always-connected” state, this is also going to become less and less important. 3) you can charge for apps (and apple, imperfectly at best, gets some of the money back to you, again imperfectly)

The advantages of the website approach are: 1) you don’t have to deal with the app store’s approval process, sign up costs, and other headaches.  2) no download.  Folks can just visit your site and have an iPhone/iPad-feeling experience without the interim step of visiting the store, and downloading.

We’re doing a lot of “pants and suspenders” projects where we develop both an iPhone enabled website AND a native application and we’re especially interested in how these two elements can work together.

Anyway, point your iPhone’s safari browser at the following sites and see what we mean.   As always, comments welcomed.

www.cartcult.com

www.cartcult.com

www.agavelab.com

www.agavelab.com

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How to Motivate People: Skip the Bonus and Give Them a Real Project

So my wife tracked this article down via FastCompany.  Fascinating, and fun to watch.

Bottom line, the more you pay people, the worse they do.  Seems counter intuitive, no?

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Avoiding the iTunes App Store
Visit Me With Your iPhone

Visit Me With Your iPhone

So check this out - we found a way to make a regular website think that it’s a native iPhone or iPad application. This seems like a small deal but it’s actually HUGE.

Point your iPhone’s web browser at www.agavelab.com and see what you get.  It looks like, acts like, seems exactly like an application that you’d download from the iTunes store.  Ah, but you didn’t need a developer account, you weren’t at the mercy of Apple’s approval process (and lengthy delay), and you can make changes to it whenever you want - no need to recompile and re-release a new version of your product.

This gets especially interesting when you have a native iPhone app that wants to call out to a website - the transition is nearly seamless.  We’re currently working on a very cool project that bridges the gap between a native app and a website - for now it’s secret but we’re within a few weeks of release.  We’ll let you know when it comes out.

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Tastebud application takes over the world - drops price to nearly free.
Dollar bill, y'all.

Dollar bill, y'all.

So we’re about as happy as we can be!  We released our new iPhone app into the abyss that is the App Store with very low expectations.  There are tons of recipe apps already there and we didn’t know if our twist on the idea would interest anyone (you can pick ingredients and then Tastebud recommends recipes).  We’ve been pleasantly surprised (shocked is maybe a better word) to see it really take off.

We’re so excited we’ve decided to DROP THE PRICE to almost free ($.99).  So any of you that were on the fence - go, now, buy (here), cook, and enjoy.  If you’ve already bought - PLEASE GIVE US A REVIEW in the app store.  It really helps.

Here is what the world is saying about Tastebud:

AppCast, where we were App of the Week.

AppScout, where we got a great review.

eCom technology solutions - Got a nice review here (the site’s tag line is “Website Management Solutions and High Risk Credit Card Processing”   Not sure how our recipe app ties in but, I’m not complaining.

AppStore HQ featured us.

So did MacWorld.

So, I’m not sure how to interpret this but it seems like we’re getting good coverage.  Again, I want to thank everyone who has been forwarding, Digging, retweeting, etc.  It’s really helped a lot.  If you’re in the mood, please visit the sites above and comment, Digg, retweet, etc.  Agave Lab loves you for it.

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iSteam? iFart? Big money in Iphone development.

 

iphoneFrom the NYTimes today.  This validates our idea that small is the new big.  I wonder what it says about our culture that an electronic farting app is one of the hottest sellers.

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