Karim Morsy of Algoriddim talks to Marc and Rene about djay 2, making music apps accessible, how skeuomorphism and flat design can co-exist, and visually mixing - and re-mixing - usability and information density.
Steve Streza has just gone indie and to celebrate, he's talking with Marc, Seth, and Rene about his past at Ambrosia, Ngmoco, and Pocket, his future developing and designing his own apps, like the just-released Ohai, and his thoughts on using app.net as its infrastructure.
Chris Clark, Brad Ellis, Louie Mantia, Neven Mrgan, Rene Ritchie discuss iOS 7 and the new design language Apple unveiled for it at WWDC 2013, including icons, fonts, physics, interactions, and more. (Part 2 of a 2 part special edition.)
Loren Brichter, Sebastiaan de With, Marc Edwards, Rene Ritchie, and Dave Wiskus discuss iOS 7 and the new design language Apple unveiled for it at WWDC 2013, including icons, fonts, physics, interactions, and more. (Part 1 of a 2 part special edition.)
Guy English of Debug, Marc Edwards and Seth Clifford of Iterate, and Rene Ritchie of iMore team up to talk WWDC 2013 with guests Mark Kawano, Don Melton, Dave Wiskus, Dan Morin, Brad Ellis, Brent Simmons, and more! Also: Hall of Fame awards!
Chris Harris of The Other Media joins Marc, Seth, and Rene to explain why he calls himself an app director, using Paper and Motion to design UX, and his work on Wonders of the Universe, Atlas, Glide, and more.
Jordan Beck, Jay Ohms, and Chad Urbanick of TwentyFive Squares join Marc, Seth, Rene and Andrew Martonik of Android Central to talk about their outstanding Android RSS reader, Press. Also, life after Google Reader, platform exclusivity, and more!
Brianna Wu and Amanda Warner of Giant Spacekat talk to Marc, Seth, and Rene about their upcoming video game, Revolution60, working with the Unreal engine, character and game design, and the frenzy over freemium.
Mark Kawano, former user experience evangelist at Apple, talks to Marc and Rene about working at Adobe on Photoshop, at Frog on client work, at Apple on Aperture and iPhoto, on presenting your ideas, how best to beta test, and about the proper time and place for everything from hamburgers and basements to flats and textures.