iPhone app icon design
March 31, 2010
There is a good article in iphone app icon design which i have found very jelpful as i am designing this at the monent.
http://pixelresort.com/blog/iphone-app-icon-design-best-practises/
Colour Scheme
February 10, 2010
I am trying a new coour scheme now that all the main designs are completed.
Below is a screenshot of different colour schemes i am using for the hotlinks menu bar.
I just wanted to make a note of that my design will have to shortened due to the fact the code can become unstable after 30 pages, i am currently testing this with 50 pages to see if the code can handle this.
General Note
February 8, 2010
Things to know
“Note that every time you open the prototype by tapping the icon on the home screen, the pages first have to load before you can actually click through them. Also, the last page you see when leaving the prototype will be shown first, but disappears when the rest of the pages have been loaded. Because this prototype method does not support caching, you might have to keep these drawbacks in mind when sending the URL to your customers or using it with usability tests.
This method is tested for prototypes with up to 30 pages, but problems can occur if your prototype has many more pages. You might have to work a bit on the code or just split the app into two (just for testing purposes, of course)”.

Matthijs Collard
Acknowledgements
February 8, 2010
Below states what parts belong to who:
Prototyping for the Apple iPhone using Fireworks

Matthijs Collard
/*
* jQuery JavaScript Library v1.3.2
* http://jquery.com/
*
* Copyright (c) 2009 John Resig
* Dual licensed under the MIT and GPL licenses.
* http://docs.jquery.com/License
*
* Date: 2009-02-19 17:34:21 -0500 (Thu, 19 Feb 2009)
* Revision: 6246
*
* Sizzle CSS Selector Engine – v0.9.3
* Copyright 2009, The Dojo Foundation
* Released under the MIT, BSD, and GPL Licenses.
* More information: http://sizzlejs.com/
*/
http://blog.metaspark.com/2009/02/fireworks-toolkit-for-creating-iphone-ui-mockups/

http://www.teehanlax.com/blog/2009/06/18/iphone-gui-psd-30/
Nike fitness
November 28, 2009
I thought Nike Fitness would be a beneficial piece to review because of it’s success with the iPod Nano. I’ve been looking over the internet for the best review which agrees with my own trails with this gadget. This is taken from Cnet.com
http://reviews.cnet.com/mp3-player-accessories/nike-ipod-sport-kit/4505-6519_7-31894266.html
Reviewed By James Kim
When the Nike + iPod Sport Kit was announced almost two months ago, the general public was thrilled, skeptical, or constructively critical about the high-tech iPod fitness system, in which a Nike shoe “talks” to an iPod Nano wirelessly. We’ve seen digital pedometer/calorie counters before, but the Nike-Apple union had us wondering how far this concept could go. So this morning, when the kit became available, we ran down to the local Niketown store in a pair of New Balances and returned in a pair of new Nikes in addition to the requisite Sport Kit.
The Nike + iPod Sport Kit may not be for everybody (certainly not for Adidas-sportin’ Creative fans), but the way the system works is pretty cool even from the sidelines. It requires that you have an iPod Nano with the latest firmware (1.2), the $29 Sport Kit, which includes a tiny adapter that attaches to the Nano and a tiny medallion of a pedometer that fits inside the shoe, and special Nike + running shoes (actually, you don’t have to buy the shoes…more later). To get the most out of the experience, you’ll need to upgrade iTunes to version 6.0.5 or higher and you’ll need Web access to log and study your data on Nikeplus.com.

We picked up a pair of silver Nike + Moires for $110 (other styles are available now or will be soon). The store wasn’t swarming, but a few early adopters were champing at the bit when it opened. The shoes themselves are lightweight and attractive and come in a variety of styles. The Nike + branding tells you that there is a 1.25-inch elliptical hole buried beneath the insert in the left shoe. In addition to being an ideal place for your stash, the hole is where you stick the sport kit pedometer. This device tracks your steps and communicates wirelessly (using a proprietary version of 802.11) with the adapter on the Nano. The Nano itself records and displays–in near real time–statistics such as distance traveled, pace, calories burned, and time elapsed.
Obviously the system is set up so that Nike sells more shoes, though we wonder if consumers will buy an iPod Nano just for this feature. We’d prefer to see a system that was less proprietary, though you could pick up only the Sport Kit and use it without Nike shoes as long as you had a way to secure it (think: those skate shoes with hidden pockets, or a tiny fanny pack for your shoe). Which leads us to an important caveat: the pedometer does not have a replaceable battery, so it will die in time. The Nike salesperson told us it would last about 1,000 miles or one year for the typical customer, so that’s a new Sport Kit a year on average (Apple states 1,000 hours, not miles). You can and should, however, turn the pedometer off when it’s not in use; in fact, you’ll need to turn it off on an airplane “to comply with government regulations.” Outside of investing in a new pair of shoes (or not), the overall system is inexpensive for Nano owners–and well worth it for data-driven runners.

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Even though this product is for the iPod Nano it useful for me to use this idea somehow within my application GymFit .
Proposal
November 10, 2009
Proposal
Looking for motivation to stay fit can sometimes be difficult, especially if you do it on your own. Building a training regime can be time consuming for busy individuals or parents having to write down on a piece of paper every time what they intend to achieve from a workout which would be effective and motivating.
I propose a solution to this problem with the mobile application Gym Spotter. Designed specifically for the Apple iPhone/iPod Touch Gym Spotter ,this application would support the user through their workout by assisting them with training regimes, providing singular exercises, and a simple user experience.
As of this moment the Application Store run by Apple hosts many applications trying to achieve this but few have had little success mainly due to their lack of design or overly complicated systems. I propose to build my own application which improves on these problems, the biggest being and a big emphasis from Apple’s guidelines is that the user interface must concur with a certain layout and simplicity.
In general the project will achieve a guide on how to approach a gym session, providing all the necessary information which can be dynamically put together by the user in order for them to have a structure to their gym workout.
There are two ways in order to achieve this project. The first would be to use the developers kit (SDK) provided by Apple to create a real working application for the iPhone/iPod Touch. The second would be to use Adobe Creative Suite 4 (specifically Fireworks and Dreamweaver) to create a prototype which would be viewable and useable on the iPhone/iPod Touch as a series of WebPages. The difference between the two are the SDK would allow me to create a real running application, whereas the Adobe Creative Suite 4 would only allow me to create a prototype with capabilities that of an Apple Application without being an Application itself. The biggest benefit of using the SDK would be, being able to create an application through the proper means, using code and so fourth. However problems arise when having to learn this code and the program itself out-way the time I have to create a simple user experience. Adobe Creative Suite 4 on the other hand would allow more time for designing and creating a pleasurable user experience as the amount of coding this would entail would be significantly less. The prototype would include PHP and jQuery but this would be fairly minimal. During the design stage I will delve deeper into both methods and decide which is best . I have described the differences, however both methods provide the same outcomes as far as my objectives for the project go which are below.
To summarise, working out in the gym is time consuming enough without having to pain with having plan before what you plan to achieve. Gym Spotter will create effective, structured routines that will provide all the formation necessary to complete their workout. The importance of an effective user interface will make or break this application, which is why I have clearly stated the two options in software terms for creating my project.
Objectives
Create a simple user interface
Provide screenshots of all exercises
Use either the SDK or Adobe Creative Suite 4 to develop the application
Use PHP and jQuery to complete my application
For the user to be able to interact with the application to a certain extent
Designing an app
November 5, 2009
I found an article which delves into what makes a good application. This is very useful to me.
I was lucky enough to attend a free webinar two days ago hosted by
Seth Godin, discussing the concept of the meatball sundae. If you are unaware of the meaning of the “meatball sundae” then I suggest you check out Seth’s Squidoo lens on the subject. The overall concept of the meatball sundae is that you can’t just take an old product and apply it to a new medium and expect success. Midway through this webinar it became apparent that the iPhone app store was a perfect example of people creating meatball sundaes.
The Allure of New
The iPhone and the App Store both suffer from a common occurrence in technology, the allure of new. But new tech is not enough to drive a successful marketing initiative. Choosing to jump on the hype-wagon like this is a surefire way to waste time and money. If you have been following the articles about iPhone developers you are aware that in the beginning they were all making money based solely on the allure of new tech. However, as the store filled with applications and people tried to game the system that has drastically changed.
Pricing Battles Are Anything But Marketing
Currently the app store has become flooded with weak products and cheap gimmicks that are fighting a price war down to the lowest amount possible. This is being done to not only under price the competition, but to reach the top 100 downloads list and gain exposure. All good marketers know that price is never a good selling point; anyone can come along and be cheaper.
It is in this environment that marketing is really going to sell apps. It is the applications that can find an audience based on their value not their position in the top 100 that will ultimately end up being the most successful.
How will this be achieved? I believe it will be done through design thinking.
Design Thinking for the App Store
No one understands this better than Apple. It is exactly why they have been using the phrase “the iPhone – solving life’s problems one application at a time” in their commercials.
- What problem can this technology solve that it is uniquely suited for?
- How can the iPhone solve a problem in a way that no other offering can?
Too many applications on the app store exist solely to exist. These developers are trying to play the law of averages and hope that just being in the app store will equate sales. I have even read articles where developers have stated that they love the app store because it means they don’t have to market their apps. They believe the closed system helps them sell their software; however what they are really missing is the sales they could be getting if they did think about their programs like a designer or marketer.
Scarcity Versus Ubiquity
Application developers who can create a program that lands in either one of these camps will find that their programs are the most successful. As you will soon be able to see, the vast majority of the applications on the app store fall somewhere in the big meaty death zone in the middle of the curve.

Ubiquity
Your application becomes the go to resource for a certain need. When someone thinks about your market, you are the biggest and most well respected application. This means that you are the most downloaded application for your problem, with the most reviews. In some cases it may even mean you were featured on an iPhone commercial.
Scarcity
For scarcity to work, you need to be the only application that solves the problem of your users. Because your application solves this problem in a way that no other does and that cannot be found elsewhere, people are willing to pay a premium for it.
Reaching either one of these sides of the curve is not easy. Being scarce requires timeliness and insight, while becoming ubiquitous requires creating something that goes viral and spreads quickly and deeply. It is design thinking that will breed this next generation of iPhone apps. Applications that will utilize the technology in ways unthinkable before, and without competing on price. As the platform matures there is really no other option.
(http://www.positivespaceblog.com/archives/iphone-application-marketing-what-every-developer-needs-to-know/)
iphone likeness
November 2, 2009
Notes on Notes
This article below discusses what makes an iphone app “iphonesque”.
As a case study, consider the iPhone’s built-in Notes app. This app is an excellent example of what it means to be iPhone-like.2
There are only two screens in Notes. First, a list of all Notes. A row in the list shows the note’s title and the date on which it was last modified. The list is always and only sorted chronologically, most recent first. There are only two things you can do at this screen: open an existing note by tapping it, or create a new note by tapping the “+” button that is always visible at the top of the list. There are no folders. There are no other sorting options.
When you create or edit a note, the toolbar at the top offers two buttons: “Notes”, which points back to the left and takes you to the list of notes, and “Done”, which ends the editing mode by putting the keyboard away and using the full screen to display the contents of the current note. There is no explicit “Save” button — changes are always saved automatically. There is no “Cancel” button when creating a new note; just hit “Done” or “Notes” before typing anything and no new note will be created.
There is no separate title field. The first line of text in the note is used as the title. Change the first line of the note, and you change the name of the note.
After opening an existing note, there is no “Edit” button — to switch to editing mode, simply tap the content area of the note itself and the keyboard will appear, with the insertion point at the position where you tapped in the note.
In an interview with Kyle Baxter in July, Brent Simmons said this regarding his design for the iPhone version of NetNewsWire: “Clarity is more valuable than density.” The iPhone’s Notes app is clear and sparse — or, perhaps better put, clear because it is sparse.
The only metadata displayed on the note screen is the modification date. The toolbar at the bottom of the note has just four buttons:
- A left arrow to move to the previous note.
- An envelope to send the note as an email message (without leaving the Notes app).
- A trash can to delete the note (with a two-button Delete Note/Cancel confirmation panel).
- A right arrow to move to the next note.
The left/right buttons aren’t necessary functionally, but they are necessary in order to avoid annoyance. Without them, to scan through multiple notes, you’d need to do a “back to the list, tap the next note, back to the list, tap the next note” dance.
This is the entirety of the Notes app. I’ve looked at several note-editing apps available in the App Store, and most of them seem to have been designed without any recognition of just how clever and well-designed Apple’s Notes app is. Notes exposes its core functionality clearly and obviously, launches very quickly, requires very few taps to use, and uses just two simple levels of hierarchy (the flat list of notes, and the notes themselves). After more than 16 months using the Notes app, I’ve found that having the list sorted chronologically is exactly what I want nearly all the time.
That’s not to say Notes, as it stands today (which is to say, as it stood when the original iPhone debuted, since it hasn’t changed since then) cannot be improved.
- The biggest missing feature, clearly, is syncing. Email is currently the only way to export notes from Notes, and there is no way at all to import. There practically begs to be some way to transfer snippets of text from your computer to the Notes app on your iPhone, but there is none. This is a major feature, and, currently, the biggest opportunity for third-party note apps.
- A search feature would be nice. I imagine something along the lines of the search field Apple added to the Contacts list in iPhone OS 2.0, sitting at the top of the list of notes; type a search string and the list of notes would be filtered to display only those which match.
- Notes doesn’t rotate. It should, for the benefit for those who prefer typing on the horizontal keyboard.
And that’s pretty much it for my Notes wish list — a pretty short list.
(http://daringfireball.net/2008/11/iphone_likeness)
Prototyping for the Apple iPhone using Fireworks
October 30, 2009
The best way to evaluate any design is to see it on the device for which it is made—the sooner in the process, the better. For designing web pages, this is easy: use the “preview in browser” function in Fireworks or create a clickable prototype of the pages you have set up. But when you design for the Apple iPhone, it is a bit harder. This tutorial shows you how to use a few scripts to make your Fireworks prototype work for the Apple iPhone.
This method I describe in this article is most suitable for iPhone app design; it’s less useful for mobile web application design.
Requirements
In order to make the most of this article, you need the following software and files:
Fireworks CS4
Sample files:
- iprototype.zip (ZIP, 550K)
Web server executing PHP
Prerequisite knowledge
You should have at least a basic familiarity with Fireworks. This tutorial does not explain how to prototype with Fireworks, but how to get your prototypes on your iPhone. You must be able to put files on a web server.
The idea behind the method
Maybe you have already tried to open an HTML prototype on your iPhone that you created with Fireworks. It does not look nice. There are margins you don’t want, the zoom cannot be controlled, loading between pages takes too long. Of course, you could ask a developer to help you out, but there is an alternative: building your prototype in Fireworks!
The method I demonstrate in this tutorial combines Fireworks with some jQuery and PHP to give you a prototype you can not only view, but interact with, directly on your iPhone, just as if it’s a live app (see Figure 1).

Figure 1. Concept behind getting your Fireworks prototype to work on the iPhone
Before you learn how to set up your Fireworks prototype, it is important to understand the principles of this concept, what you can achieve, and why you want this.
Using this technique to build your iPhone prototype in Fireworks gives you a number of advantages that can help you, your stakeholders, and potential users of your app to get the best possible preview of how it’s going to work. Using Fireworks, your prototype gains the following benefits:
- Click through the screens the way you normally do with a Fireworks mockup
- Make use of the full screen (no Safari buttons)
- Export directly from Fireworks without the need to change CSS or HTML afterwards
- Open the app from the iPhone home screen
- Disable the zoom
- Send links to every iPhone without even being an official iPhone developer
On the other hand, you don’t want to have to learn highly technical programming skills or put your users through unnecessary hoops just to view your prototype. Here are some of pain points of prototyping that this method avoids:
- Learning Objective-C or depending on someone who does know the language
- Taking many actions before you can actually see the screens on the device
- Waiting for a new screen to load every time you click a button
Demoing the method
The best way to get the idea is to see a little demo. I’ve posted the sample prototype on my own web server for you to access. To see the demo:
- Make sure your iPhone is on a fast network (Wi-Fi or 3G).
- Open this link in Safari on your iPhone: http://www.unitid.nl/iprototype/demo (I usually e-mail links to myself and then open them on the iPhone.)
- Follow the instructions (adding the page to your home screen).
This demo is made with Fireworks, with the help of PHP and jQuery. jQuery is a JavaScript library; PHP is a scripting language for building dynamic websites. My colleagues at UNITiD and I tried using several different other prototyping tools as well, but none of them were nearly as easy to use.
Note: Learn more about PHP in the article, Setting up a PHP development environment for Dreamweaver. Find out more about jQuery in the article, JavaScript for web designers.
How does it work?
How would you create a prototype like this? Here’s a quick overview of the steps involved; I explain more in detail later on:
- Download the ZIP file for this article, which contains some folders with PHP and jQuery files.
- Create the screens with Fireworks as you would normally. Start with a 320 × 480 canvas and call the first page index (no capitals, please!).
- Use hotspots instead of slices for creating links to the different pages.
- Export the mockup to HTML and images as you would normally to test the prototype in a browser.
- Once you’re satisfied that it works in your local browser, export the file in Dreamweaver Library (.lbi) format to the Library folder.
- Upload your complete set of prototype files to a server that can execute PHP.
- Get your iPhone and visit the index page for your prototype: http://www.yourwebsite.com/path_to_iprototype/iprototype
But how does it really work?
Behind the scenes, jQuery and PHP work together to provide a seamless prototyping experience. Here’s how (if you are not interested, skip to the section, Create the Fireworks PNG):
- When you open the prototype’s URL on the iPhone, jQuery will check the height of the screen so it’ll know if you are on an iPhone and if you already have added the link to your home screen.
- If you’ve not done so already (screen height is under 480 pixels), it alerts you to add the link to your home screen.
- If you enter the site from the home screen, the height of your window is 480 pixels, so jQuery gets the content of the mockup using PHP.
- All .lbi files are loaded and changed a bit by PHP to provide correct paths to images, remove unnecessary tags, and change the links so that jQuery can work with them. Also,
<div>tags are wrapped around the images and the div’sidattribute is set to the name of the file. - jQuery hides all divs found in the generated HTML but makes the screen (page) named “index” visible. (That’s why you need this page in your PNG file; otherwise, your prototype will start blank.)
- Clicking an image map (which you created as a hotspot) on this image shows the div to which the URL links.
Take a look at the source code of the files for more details. The code contains some useful documentation. (I figured that most of you are designers who are not so much interested in code most of the time, like myself.)
Setting up your prototype
To set up your prototype, you have to download the iprototype.zip file provided with this article, create a Fireworks PNG file, and export your pages to library items. I won’t go into detail about how to use the program, but will point out a few important things to make prototyping for the iPhone work.
If you are new to Fireworks, you can find many tutorials on the Fireworks Developer Center about how to use pages and hotspots. For example, Rapid interactive prototyping with HTML, CSS, and JavaScript using Fireworks and Dreamweaver CS4 comes to mind.
Download the files
Download the ZIP file and extract its contents to your hard drive. These files have to be uploaded to a server, so make sure you can find them in your FTP client or put them directly on the server. Here’s what you need to know about the files in the iprototype folder (see Figure 2):
- index.html: The file the browser opens. The file contains some metatags, CSS, JavaScript, and a call to the PHP file.
- The includes folder: A folder with some files needed for the prototype to work:
- Additional.css: This file inserts some additional CSS to the HTML file if you open the prototype in a regular browser (like Firefox or Internet Explorer)
- functions.php: A file to read and modify the exported files from Fireworks
- icon.png: The icon that is put on the iPhone home screen (or design your own!)
- The img folder: Two image files that are called by the additional.css for use in a regular browser
- js > jquery.js: The JavaScript library
- The Library folder: This is where you export your files from Fireworks. (You can use these files to test, but you should delete them before exporting your own prototype.)
- source > proto.png: Just to get you started, here is the source file of the prototype.

Figure 2. Files in the ZIP
Create the Fireworks PNG
A great way to start is getting the iPhone UI elements from Metaspark. (Thanks for this, guys!) Open Fireworks and create a new file, setting the canvas to 320 × 480 pixels and naming the first page index. This is important; otherwise, you’ll get a blank screen when opening the first page on your iPhone. You can also start with the source PNG file of my demo, which can be found in the source folder in the ZIP file. Make the page higher than 480 pixels if you want it to scroll.
Insert pages and hotspots
Fireworks makes use of pages. Every page can have its own graphics, buttons, and settings. To be able to click through the screens, you need to create more than one page and link these pages together using hotspots.
The easiest way to create a hotspot is to right-click the element you want to be a button and select Insert Hotspot. In the Properties panel, enter the page name to which you want the button to link (see Figure 3). You can enter this manually or use the pop-up menu. If you create a link to a page that does not exist, you will see a black (or whatever background color you have set) screen and you’ll have to reload the prototype. Make sure all links are correct. You can export the prototype as HTML and Images to check everything in your favorite browser.

Figure 3. Creating the hotspots
Note: To learn best practices for structuring your Fireworks document, organize objects, and reuse common elements, read Using pages, states, and layers in Fireworks CS4.
If you’d like to be able to show the prototype in a regular browser, you have to add a page called homescreen to the PNG file. On this page, place a screenshot of your iPhone home screen with your app’s icon on it. Make a hotspot on the icon and link it to the index (index.htm) page. (This page will not be shown when opening the prototype on the iPhone.)
Exporting, uploading, and viewing your prototype
When your prototype is completed and there are no dead links, you have to export all pages as Dreamweaver library items in the Library folder. Upload all files to a server that can execute PHP, and then open the link on your iPhone.
Export to .lbi
Choose File > Export in Fireworks. Find the Library folder and export the file as Dreamweaver library items. (Dreamweaver library items are small pieces of HTML code that you normally insert into web pages and that update automatically.) When exporting, don’t bother entering a filename, as the files will be named after your pages. Select Slices: None, select the Put Images in Subfolder (images) option, deselect the Current Frame Only option, and click Export (see Figure 4).

Figure 4. Settings for exporting the file as Dreamweaver library items
Upload and view the prototype on your iPhone
All files in the iprototype folder should be uploaded to a server that can execute PHP. I normally use the FTP client in Dreamweaver to do this. Take your iPhone and navigate to the address, ending with /iprototype. Follow the instructions on the screen (Figure 5). You can change this text if you like. It can be found in the index.html file. If you open the URL in a regular browser, be sure to have a page called “homescreen” included in your pages.

Figure 5. Message when opening the page in Safari
Things to know
Note that every time you open the prototype by tapping the icon on the home screen, the pages first have to load before you can actually click through them. Also, the last page you see when leaving the prototype will be shown first, but disappears when the rest of the pages have been loaded. Because this prototype method does not support caching, you might have to keep these drawbacks in mind when sending the URL to your customers or using it with usability tests.
This method is tested for prototypes with up to 30 pages, but problems can occur if your prototype has many more pages. You might have to work a bit on the code or just split the app into two (just for testing purposes, of course).
Where to go from here
If you already know Fireworks and are in the business of developing or designing iPhone apps, you will like this way of getting your designs on the iPhone: fast, pixel-perfect, and interactive! You do not need additional software, cables or any knowledge of programming languages. Of course, this method has its restrictions as well, but it is great for showing others your design and do some tests with it.
We will keep working on the script and include more functionality. We notice many designers are struggling with rapid prototyping for handheld devices, not only for the iPhone. Visit our UNITiD site (most of it’s in Dutch, but some is in English) for updates on the topic or to contact me if you need any help with your design or prototypes.
Matthijs Collard is an interaction designer for UNITiD, a Dutch interaction design agency based in Amsterdam. Matthijs has a passion for working fast and efficiently. He is always looking for the best way to get his ideas out of his head and into something tangible without losing precious time. Matthijs and his colleagues design for a wide range of interactive products, ranging from touch-screen car entertainment systems to government intranets, from Web 2.0 startups to mobile location-based services. Since 2004, he has been a Fireworks evangelist, convincing fellow interaction and graphic designers to use Fireworks for everything that is pixel-based and consists of multiple pages.(http://www.adobe.com/devnet/fireworks/articles/prototype_iphone_app.html)
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Summary of plan so far
October 28, 2009
- iphone application
- using a suitable program – sdk package or Fireworks/dreamweaver
Ideas
- Gym Buddy – This application will help the user complete a gym workout showing the user specific exercises for a certain body part.
- Running app – This application would incorprate the googlemaps app allowing the user to find their location and track how far they have run.
Below i have discussed the pro’s and con’s of using the apple SDK package and fireworks package.
Fireworks
Pro’s
- Easier to design and build
- Spend more time designing
- Able to view in a demonstration video which is interactive
- Do not have to spend time learning more xcode
- Can port design over to SDK package
Con’s
- Have to get the package Fireworks/Dreamweaver
- Output quality will not be as good as using the Apple SDK package
Apple SDK
Pro’s
- Quality will be to Apple standard
- Able to test on iphone
- Viewable on a computer mock-up of the iphone
- Possibility of submitting application to Apple’s application store
Con’s
- Time consuming process of learning code, before designing
- Have to familiarize myself with the SDK package.
- Have to buy SDK package for £99
