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ToxicJew.
12-10-2011, 05:37 AM
Step One. Have an 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?

Does your app solve a unique problem?

Does the app serve a specific niche?

Does it make people laugh?

Are you building a better wheel?

Will the app be highly interactive?

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

Step Two. Gather Materials.

Everything you will need. (Starred items are the ones that are necessary.)


Join the Apple iPhone Developer Program (http://developer.apple.com/iphone/index.action) ($99) *
Get iPhone or iPod Touch. *
Get an Intel-based Mac computer with Mac OS X 10.5.5 or later.
Prepare a Non-Disclosure Agreement. (Sample.) (http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CHsQFjAB&url=http%3A%2F%2Fwww.ohi.ca.gov%2Fcalohi%2FPortals %2F0%2FFiles%2FDoc%2FPM_2005-69%2C_Exhibit_2%2C_Sample_Nondisclosure_Agreement. doc&ei=hoHjTvytOoHLtgeT3-SuBQ&usg=AFQjCNES_w2ba7zaRVoTUO8dMPIbfU54Jw&sig2=LLjok7XML7v5MWsOI-iLYg) *
Download and install the latest version of the iPhone SDK if you don’t already have it.
A spiral bound notebook. *


Step Three. What are you 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."

Step Four. Market Research.

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.

http://coding.smashingmagazine.com/wp-content/uploads/images/first-iphone-application/good_ugly.png

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?

Remember, you want to stand out. You don't want to create the a bland, rushed app, like the countless ones that already flood the market.

Step Five. Know The iDevice 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! That's basically it.


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?


Spend some time downloading the Top 10 apps in every category and playing with all of them. Review the Apple Guidelines for UI design (http://developer.apple.com/iphone/library/documentation/UserExperience/Conceptual/MobileHIG/PartII/PartII.html) and list at least 5 features you’d like to incorporate into your app.

Step Six. 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 real-life intersects design.

Step Seven. 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?)


http://culturedcode.com/things/blog/wp-content/uploads/2008/06/thingstouch-interfacestilllife.jpg
Image Credit to 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 (http://www.designcommission.com/shop/iphone-stencil-kit/) to quickly sketch out iPhone UI prototypes on paper.

Step Eight. Design.
http://coding.smashingmagazine.com/wp-content/uploads/images/first-iphone-application/iphone_gui.jpg

If you are a designer, download the iPhone GUI Photoshop template (http://www.teehanlax.com/blog/?p=1628) or the iPhone PSD Vector Kit. (http://www.smashingmagazine.com/2008/11/26/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 (http://www.coroflot.com/), Crowdspring (http://www.crowdspring.com/), eLance. (http://www.elance.com/) When posting your job offer, be very specific about your requirements, and also be ready to review a lot of portfolios.

Step Nine. Programming.
http://coding.smashingmagazine.com/wp-content/uploads/images/first-iphone-application/xcode.jpg

Even though this tutorial 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!

If you are not a developer, 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, (http://www.odesk.com/) iPhoneFreelancer, (http://www.iphonefreelancer.net/) and eLance. (http://www.elance.com/)

Alternatively, you can look at my Objective C tutorial here. (http://www.codeleakers.com/showthread.php?31753-TUT-Objective-C)

Step Ten. Submit Your Application To The Apple Store.

Okay, 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


Step Eleven. Promoting Your App.

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.

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.

Step Twelve. 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.

Source: http://coding.smashingmagazine.com/2009/08/11/how-to-create-your-first-iphone-application/

A Jesus
12-10-2011, 05:40 AM
Sweettt, Nice tutorial +1 Rep

ToxicJew.
12-10-2011, 05:42 AM
There is no way you have read this, or even looked at it. It's been up for about a minute.

But, eh, thanks for the support?

A Jesus
12-10-2011, 05:43 AM
***Skim Read, thats what I do ;) lol

Sub
12-10-2011, 05:56 AM
I have yet to see a tutorial that is more unique than this.
Keep it up guy. y

ToxicJew.
12-10-2011, 06:04 AM
Thanks, Sub!

Trying to pump out unique, thought out stuff, as opposed to bland, one sentence threads.

Bot
12-10-2011, 08:00 AM
http://coding.smashingmagazine.com/2009/08/11/how-to-create-your-first-iphone-application/ :glare:.

Sub
12-10-2011, 09:38 AM
I thought you wrote this yourself.

no

A Jesus
12-10-2011, 09:40 AM
I know same... it is a good tut though, but give credit to the guy who actually typed this up

Feckless.
12-10-2011, 10:28 AM
Damn jews...

Josh
12-10-2011, 11:10 AM
Regardless it's a helpful tut. But money doesn't grow on trees .

ellijah
12-10-2011, 11:19 AM
Making an app is expensive and time consuming but it can definitely pay off if it becomes popullar. Most paid apps are atleast 99 cents.

CheeseToast
12-10-2011, 12:04 PM
Just saying but.. most apps aren't very successful, if you want to make apps then go ahead but don't expect to get that much money. Nice job to the original creator.

Grey
12-10-2011, 12:10 PM
cool tut...not like i'm ever gonna do any of this but it gives ideas

ToxicJew.
12-10-2011, 04:42 PM
I took the ideas, i added a few ideas of my own; that's the way everything is. I post threads on Cydia tweaks a lot, yet i didn't make those tweaks. Same thing.