Guy and Rene talk to Paul Haddad of Tapbots about coding on NeXT, deploying Tweetbot and Netbot on multiple platforms, for multiple services, pricing for scarcity, in-app purchases, push notifications, iCloud sync, and his beef with AppKit. This is Debug.
Here's the audio, again, in case you missed it. And now, for the first time, here's the full transcript! (Yes, we're doing transcripts now!)
Guy and Rene talk to Paul Haddad of Tapbots about coding on NeXT, deploying Tweetbot and Netbot on multiple platforms, for multiple services, pricing for scarcity, in-app purchases, push notifications, iCloud sync, and his beef with AppKit. This is Debug.
Recently the Tweetbot for Mac public alpha download was pulled from the Tapbots website, leading to questions and concerns about its status and its future, given Twitter new, 3rd party client-hostile API changes.
Tapbots co-creator and developer Paul Haddad was kind enough to sit down at WWDC 2012 to talk about the keynote, and about their hugely popular Twitter client, Tweetbot.
Mark Jardine and Paul Haddad of Tapbots are the breakout designers and engineers behind Weightbot (iTunes link), one of the most original user experiences released on the iPhone App Store to date. Continuing the iPhone blog's behind-the-scenes look at iPhone application development, Mark and Paul were kind enough to take time and discuss their ideas on interface and interactivity, and how what more we might expect from Apple's next generation mobile platform.
TiPb: How was approaching the iPhone interface for this App different than how you would have approached an interface for another platform?
Mark: It was really different coming from a web design background. 320x460 isn't a lot of space to work with and then you have to factor in the huge difference in input devices. A person's finger is a lot less accurate than a mouse cursor. At the same time, I wasn't designing a website so I was freed from a lot of rules and conventions I've been following over the past 8 years. So my initial approach was pretty simple. If Weightbot was an actual physical device, how could I make it usable and fun at the same time?
Paul: The thing I found challenging about dealing with the iPhone interface is that users want a silky smooth and yet the iPhone and iPod touch are both very slow compared to any modern Mac. I spent a lot of time juggling things around in order to get a consistent 60 fps for all the various animations within Weightbot. Coming from our current Multi Gigahertz, Multi Gigabyte and Multi Core world where for the most part you don't have to worry about performance to a platform like the iPhone where every cycle and byte counts is a big change.