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A lot of people stumble upon this website because they’re looking for information about developing applications for the iPhone. If this is your first time here, welcome!

I have been developing applications for the iPhone since it was released (using both the Jailbreak and official SDK.) My company is currently selling several applications in iTunes. I also have many years of experience with the underlying technologies on the device (Cocoa, the predecessor to Cocoa Touch.) I’d like to share some of my experiences and give you some pointers that will help get you started.

The first thing you need to know is that learning how to develop applications for a mobile device isn’t easy. But it’s worth the effort, ask any seasoned iPhone developer about seeing their work run on the device for the first time: it’s fricken’ amazing.

Get a Feel for the Device

Some of you may want to target the web with your application. If this is the case, you’ll want to start looking at a series of articles I wrote for A List Apart: Put Your Content in My Pocket (Part 1 and Part 2.)

Even if you’re going to be writing a native application, knowing how to develop web pages for Mobile Safari will be helpful. A product information website and other ancillary information about your app will work best when your new customers can view it on their device.

Working with the web is also a good way to start understanding how a mobile device is so much different than a desktop. Using HTML and CSS can be an excellent way to begin thinking about your application design and doing prototypes—we’ve used this technique in many of our own products.

After getting a feel for the web capabilities of the iPhone and iPod touch, you’ll want to look around the Apple Developer Connection (ADC) site for more in-depth technical documentation for developing web applications.

Which leads to our next topic…

Buy a Mac

There’s no two ways about it. If you’re going to develop iPhone applications, you’re going to do it on a Mac. The whole toolchain is Mac-only: you can’t do it in Visual Studio or Eclipse or anything else that runs on Windows.

Don’t think that this is some evil plan by Apple to make you use a Mac. It’s no more nefarious than Microsoft requiring Mac developers to purchase Visual Studio in order to develop Windows versions of our products.

Buying a Mac can be an expensive proposition: if you’re just getting started and on a shoestring budget, here’s some advice on doing it on the cheap:

  1. Buy a used machine. A lot of perfectly good hardware can be found on Ebay. New models of the Mac Book Pro were recently introduced, so many people are selling hardware after they upgrade. This older hardware is perfectly fine for doing iPhone development: the apps you’re going to develop are small and compact and don’t need a lot of processor power to build and test.
  2. Buy a Mac mini. Even though you’re buying new hardware, you’ll save money because you’re supplying your own display, keyboard and other peripherals. If you’re like me, you have plenty of this stuff lying around.

If you’re having a hard time justifying the hardware expenditure, remember that you can run Windows or any other x86 based OS on this machine.

The only thing to keep in mind as you’re buying hardware: make sure that the Mac has an Intel processor. The development tools won’t run on the older PowerPC processors.

The good news is that once you buy the Mac, all the development tools are free. Think about all the money you spent buying Visual Studio and MSDN and you’ll feel much better about spending a thousand bucks for the hardware :-)

So how do you get all these free development tools? Read on…

Join Up and Download

There are two things you’ll need to do before you can start writing applications: sign up for ADC and register to become an iPhone developer.

Neither of these things costs money. Everything is free until you want to put your code onto the device. At that point, you’ll need to pay $99 to get a certificate that allows you to sign the binary and put it on the device.

The first step is to create an Apple ID; it’s an email address that you’ll use to access the developer site. You may already have one for your iTunes account. These pages guide you through the sign-up process.

Once you have an application that you want to test on a device and distribute on the App Store, you need to apply to the iPhone Developer Program.

After you have the keys to the ADC kingdom, there is a wealth of additional information available…

Sit Back and Watch Some Movies

Before you start diving into coding, I highly recommend spending a few hours watching the “Getting Started Videos” in the iPhone Dev Center.

(Note: if the links on that page are grayed out, it’s because you’re not logged in yet. Sign in using the Apple ID that you obtained above.)

As I said earlier, I came into iPhone development with a fairly extensive background in the technologies used on the device: even so, I learned a lot from these videos. Make sure you take advantage of this valuable resource.

And make sure you do it before rushing off and hacking on code…

Start Playing

If you’re like me, you’ll want to start playing around with code as soon as possible. The best way to do this is with the excellent sample code that Apple provides on its developer site.

(Note: Again, that link is behind a login, so you’ll need an Apple ID before you can download the samples.)

Since you’re new to iPhone development, it’s likely that you’ll have some problems going beyond a simple build and run of the projects you download. (If you’re having problems running the sample projects, make sure that you have “Simulator” selected in the drop-down menu at the top of the project window.)

When you start to get confused by Xcode or the syntax of Objective-C, you’ll want to move onto the next step…

(Note: I said “when”, not “if”. Trust me on this.)

Crack a Book or Two or Three

You’re lucky that there are a lot of great books about iPhone development available now. It’s a luxury that those of us who worked on iPhone apps during the NDA are very jealous of :-)

If you’re just starting out, I’d highly recommend Beginning iPhone Development: Exploring the iPhone SDK by Dave Mark and Jeff LaMarche. The best thing about this book is the step-by-step approach it takes to working with Xcode, Objective-C and the iPhone APIs. They’ll lead you through the basics and you’ll be building your own apps in no time at all.

As you get more comfortable with the tools and AppKit/UIKit frameworks, I’d recommend you take a look at Erica Sadun’s iPhone Developer’s Cookbook: Building Applications with the iPhone SDK. This book presumes a bit more knowledge about the SDK, but is a very handy reference both to the official and unofficial APIs. (Go ahead and play with the undocumented features, but do not use them in an application that you want to put on the App Store.) You may want to read my in-depth review of this book.

Since you’re going to be working with Cocoa Touch on the iPhone, you’ll also want to start thinking like a Cocoa programmer. Every great iPhone and Mac developer has nothing but wonderful things to say about Cocoa Programming for Mac OS X by Aaron Hillegass. Don’t be misled by the “for Mac OS X”—you’re going to be working with classes and design patterns that are identical on both platforms. You’ll also have a Mac that you’re using for development, so building the samples and test code isn’t a problem.

If you have previous development experience with C, C++ or Java, you’ll want to read this mailing list post by Erik Buck that enumerates some of the difficulties that you’ll have coming up to speed with Objective-C and Cocoa. Make sure to take some time and read the replies to that post: many of the people commenting on that post are fellow developers whose work I hold in high regard.

And while we’re talking about Erik’s writing: there are a lot of experienced Cocoa developers waiting for this book. You won’t need it for awhile, but you will need it.

As you’ve probably figured out by now, this whole learning process is going to take awhile. I’d also be remiss if I didn’t mention that there is a pretty steep learning curve. I’ve built products in assembly code, BASIC, C/C++ on Unix, X11, Win32, Java and a whole bunch of other technologies. Objective-C and Cocoa weren’t the easiest to pick up, but they’re definitely the ones that I plan on sticking with. Try not to get discouraged: once you “get it” developing with this language and framework is a joyous experience.

Other Resources

I’ve been coding long enough to remember a time when we didn’t have the Internet as a source of information. Thank God those days are behind us: here are some online resources that I use often:

  • cocoabuilder.com There are two mailing lists where other Cocoa developers and Apple engineers hang out: Cocoa-dev and MacOSX-dev. The archives for both of these lists can be searched using CocoaBuilder: extremely handy when you come up against a problem that someone else has already solved.
  • cocoadev.com A wiki that is maintained by the Cocoa developer community. This is the first place I look when I need to learn some new part of the framework. As an example, check out this entry about the string class.
  • cocoadevcentral.com A beautiful site maintained by Scott Stevenson. So many great tutorials and links to other sites and blogs that focus on Cocoa development. Spend some time exploring those links and you’ll learn a lot about our developer community.

Apple recently launched another great resource: Developer Forums. It’s currently in beta, but is still an excellent place to ask fellow developers questions about iPhone SDK topics.

But wait, there’s more!

You’ll find a lot of iPhone content on this site. Here’s proof.

To save you some time, here are some quick links to some of the more popular essays on this site:

Memory management issues (part 1.)

Memory management issues (part 2.)

How to run a beta test.

Extracting information from crash reports.

Final release testing.

What to expect on release day.

Debugging with customer backups.

How to deal with expired certificates.

And, of course, source code for you to use in your own projects:

[REDACTED]

Fancy UILabels

Or just have fun with:

Lights Off

And if you aren’t already completely bored with me crapping on about the iPhone, there are videos.

Conclusion

I hope this information has been helpful and gotten you started in the wonderful world of iPhone development. Don’t forget to subscribe to this site’s RSS feed since I have a lot more I’d like to write about :-)

Good luck!

Raising prices

Many of you are starting to realize that a ringtone price point does not sustain a business. I’m with you.

Lately, I’ve been thinking about ways to make higher prices more palatable to customers. Several discussions at Macworld kicked off these thoughts, and a recent tweet by Justin Williams made me realize that a lot of you could benefit from these ideas. Hopefully, this short essay will help us all make it through the App Store gold rush.

The first thing to do is think about a “Lite” or ad-supported version of your application. Let customers find out how great your work is by giving them a free copy.

Based on our dealings with Apple Developer Relations, there are two basic rules you need to follow when making a Lite version of your product:

  1. The product must be fully functional. The application must stand on its own and be useful.
  2. The user should not be inundated with “up-sell” reminders. Showing BUY NOW every 5 minutes is the quickest way I know to get rejected by the App Store.

The hard part, of course, is how to limit functionality. For many games, it’s pretty easy: you just limit the number of levels the user gets to play for free. A similar technique can be used for applications that track data by limiting the number of records that can be added.

But there are many applications that don’t fall into these neat categories. One such application is our own Frenzic. Due to the game’s open-ended nature, there’s not much we can do to set “levels.” Until there is some kind of demo mechanism on the App Store, we’re stuck with advertising, good reviews and word-of-mouth.

One interesting case is James Thomson’s PCalc application. I love this calculator, and found his analysis of what to keep and what to remove very interesting. You should note that this effort paid off: his sales doubled as a result of the Lite version.

Free applications that are supported by ads are also a viable alternative. We’ve seen a steady stream of sales with Twitterrific because customers that use the free version know exactly what they are going to get for their $10. The main consideration with this approach is thoughtful integration of the ads into the user’s activities. Annoying a user with ads is a good way to get deleted from the home screen.

Using this model, some people will never buy your application. And that’s OK, and maybe even better, because you’ll make your money back over the long term. I was not surprised when Shazam started showing ads. They spent a lot of time and money developing their application and back-end infrastructure. When millions of people are using your product and seeing ads every day, that revenue can be substantial and easily pay for development costs.

Another thing I’ve noticed is that iPhone applications that have a tie-in to a Mac desktop product can command a higher price. If you have group of users who already love what you do on the desktop, selling those users mobile functionality is easy. Take a look at Things and OmniFocus as examples: the desktop versions of these apps sell for $50 and $80, respectively.

The iPhone version of these products sell for $10 and $20. From a customer’s point-of-view, that’s not 10 times more expensive than the typical ringtone app. Instead, it’s a small price to pay for mobile access to their desktop data. Conceptually, the 20-25% fee is just another upgrade cost.

Finally, you should take a look at vertical markets. I love the prices for Medical applications in the App Store. There are a lot of apps with price tags over $10 (some are even over $100.) Again, the customer for these apps is not thinking so much about cost, but rather of the value provided.

When businesses start to see the capabilities that an iPhone applications gives a distributed workforce, vertical markets could become quite lucrative. You may only have hundreds or thousands of customers, but if you’re earning hundreds of dollars from each of them, that’s a viable business.

In closing, I’ll pass on a small reminder that an Apple employee gave me during Macworld: the App Store has only been live for a little over six months. Last month’s 25 year anniversary of the Mac should also remind us that this new market for our products is still in its infancy. Yes, it’s a wild ride at the moment, but if you think about your costs, customers and revenue streams, I think you’ll enjoy a very long journey.

Ringtone apps

Dear Steve,

As an iPhone developer who’s been in the App Store since its launch, I’m starting to see a trend that concerns me: developers are lowering prices to the lowest possible level in order to get favorable placement in iTunes. This proliferation of 99¢ “ringtone apps” is affecting our product development.

Unlike a lot of other developers, I’m not going to give you suggestions on what to do about this: you and your team are perfectly capable of dealing with it on your own terms. Rather, I’d like to give you some insight into how these ringtone apps are affecting my business.

Both of our products, Frenzic and Twitterrific, have been quite successful in the App Store. Frenzic is currently in What’s Hot and Twitterrific appears in both the Top Free and Top Paid Apps for 2008. We also won an ADA at this year’s WWDC. It hasn’t been easy, but we’ve learned what it takes to make a kick ass product for the iPhone.

The problem now is funding those products.

We have a lot of great ideas for iPhone applications. Unfortunately, we’re not working on the cooler (and more complex) ideas. Instead, we’re working on 99¢ titles that have a limited lifespan and broad appeal. Market conditions make ringtone apps most appealing.

Before commencing any new iPhone development, we look at the numbers and evaluate the risk of recouping our investment on a new project. Both developers and designers cost somewhere between $150-200 per hour. For a three man month project, let’s say that’s about $80K in development costs. To break even, we have to sell over 115K units. Not impossible with a good concept and few of weeks of prominent placement in iTunes.

But what happens when we start talking about bigger projects: something that takes 6 or even 9 man months? That’s either $150K or $225K in development costs with a break even at 215K or 322K units. Unless you have a white hot title, selling 10-15K units a day for a few weeks isn’t going to happen. There’s too much risk.

Raising your price to help cover these costs makes it hard to get to the top of the charts. (You’re competing against a lot of other titles in the lower price tier.) You also have to come to terms with the fact that you’re only going to be featured for a short time, so you have to make the bulk of your revenue during this period.

This is why we’re going for simple and cheap instead of complex and expensive. Not our preferred choice, but the one that’s fiscally responsible.

I’m also concerned that this “making it up in volume” approach won’t last too much longer. With 10,000 apps in the App Store, it’s already a fricken’ cat fight to get into one of the top 100 spots. What’s it going to be like when there are 20,000 apps? Or 100,000 apps? Volume is going to get split amongst a lot of players, hopefully the number of devices/customers will increase at the same rate.

We’re not afraid of competition. In fact, we welcome it as a way to improve our products and business. The thing we’re hoping for is a way to rise above the competition when we do our job well, not just when we have the lowest price.

I’ve been thinking about what’s causing this rush to the 99¢ price point. From what I can tell, it’s because people are buying our products sight unseen. I see customers complaining about how “expensive” a $4.99 app is and that it should cost less. (Do they do the same thing when they walk into Starbucks?) The only justification I can find for these attitudes is that you only have a screenshot to evaluate the quality of a product. A buck is easy to waste on an app that looks great in iTunes but works poorly once you install it.

Our products are a joy to use: as you well know, customers are willing to pay a premium for a quality products. This quality comes at a cost—which we’re willing to incur. The issue is then getting people to see that our $2.99 product really is worth three times the price of a 99¢ piece of crapware.

I also worry that this low price point for applications is going to limit innovation on the platform. Sure, apps like Ocarina and Koi Pond are very cool and very cheap. But when are we going to see the utility of the platform taken to another level, like when spreadsheets appeared on the Apple ][ and desktop publishing appeared on the Mac? (It could be argued that Safari has already accomplished this, but I still think there is a third party idea that will be just as transformative.)

It would be great if the killer app for the iPhone cost 99¢, but given the numbers above I can’t see it being very likely.

Thanks for your time and attention. I hope this information has been helpful.

Best regards,

Craig Hockenberry

Updated December 12th, 2008: David Barnard shares some numbers and experiences from selling his App Cubby products. Of particular interest are the difficulties in measuring the effectiveness of our marketing efforts. With no feedback other than raw sales, it’s hard to know if your advertising dollars are well spent.

Updated December 23rd, 2008: It looks like this is going to be the first thing new iPhone and iPod touch owners are going to see on Christmas morning. You and your team have worked so hard to make a device with such great potential: why is this happening?

Choices

A friend of mine recently commented that native Twitter applications are the new flashlights. It’s true, but it shouldn’t come as a surprise: consider the number of web apps that proliferated before the advent of the native SDK.

Personally, I welcome this competition. Seeing the work of other developers whose work I respect and admire acts as an inspiration. Looking at how other developers tackle a problem domain often adds insight into solving similar issues with my own code. In other cases, it shows me how I don’t want to implement a feature (without the need to prototype.) In short, competition will make Twitterrific better.

(I’m particularly disappointed that Ed Voas has decided to go back to work at Apple. I’ve been an admirer of his work since the days of Aaron and the Appearance Manager. From what I’ve seen with Tweetsville and his blog entries about its development, it’s clear that his decision is a loss for everyone working on the iPhone platform.)

Of course, this competition is also good for users. The most obvious benefit is that applications will evolve and improve more quickly as developers learn from each other and try to outdo the other guy.

But there is a more subtle benefit. There will always be more than one way to solve a problem: a developer’s personal preferences will inevitably seep into the implementation. Having many choices for a Twitter client means that developers don’t need to create a “one size fits all” solution. In essence, users get to choose a developer whose preferences match their own.

(And please do all developers a favor: tweets like “twitterific sux, twhatever rocks” do absolutely nothing besides make our skin even thicker than it already is.)

Making Choices

One of the most fascinating things about these native Twitter applications is the variety of user interfaces. In spite of all these apps using exactly the same API at Twitter, there are many different user experiences. It’s all about developers making choices.

I’ve wanted to write about what led to the user experience in Twitterrific for quite awhile. It’s been only recently that where we’ve been and where we’re going have gelled to a point where I can express these thoughts in an essay. So while tryptophan was coursing through my veins, I started to look back on our past choices and think about where I see things going in the future.

John Gruber’s recent essay on iPhone-Likeness is a definitive manifesto for iPhone development. If you haven’t read it, go do it now. If you have read it, go read it again. And again: you can’t call yourself an iPhone developer until you’re read that fireball at least three times.

If you’re still to fricken’ lazy to read that link, here’s what I like to call Gruber’s First Law of iPhone Development:

Figure out the absolute least you need to do to implement the idea, do just that, and then polish the hell out of the experience.

In a word, strive for one thing in your iPhone application: simplicity. Both in terms of functionality and beauty.

From the very first day, we tried to do this. And it turns out that “doing as little as possible” was one of our greatest challenges. (I’m using the plural pronoun here because the interface design was a team effort.)

To achieve this goal, you have to find the “nut” of your application. The thing that defines what you’re working on. Even more targeted than John Geleynse’s “application definition statement.” Something that you think of each time you start up Xcode, or every time you answer a customer email, or when you’re planning features for a new release.

(As an aside, if you haven’t seen John’s talk at WWDC 2008 yet, do yourself a favor and download “Session 351 – iPhone Application User Interface Design.” I guarantee you’ll get something out of it, even if you’re an experienced iPhone developer.)

For Twitterrific, our core function is reading.

The core function is not managing your Twitter account. Nor is it being a general purpose tool to exercise every nook and cranny of the API. It’s primary function is not to acting as a surrogate for SMS messaging.

Twitterrific is all about reading what other people are doing, thinking, or experiencing. Even its secondary function, posting tweets, is related to reading. The posting interface functions as a way for you to give your followers something interesting to read.

Good Choices

Reading as a core function manifests itself in several aspects of the application:

  • The list of tweets is designed to be as compact as possilble. The stream of information is much easier to read when there is more of it visible. This meant keeping navigational elements to a minimum.
  • The detailed view, with larger text and less surrounding information, was designed to be read while in motion. Small fonts and compact presentation is problematic when your trying to read on a train or other moving vehicle. Navigational elements in this context are also larger and therefore easier to hit.
  • Simple navigation: it’s very easy for these elements to get in the way of reading. From the beginning, Twitterrific was designed to work with one hand using the thumb as the primary input. Pulling the device out of your pocket and checking your tweets should be quick and not require two hands.
  • Tweets often contain links to other items you want to read. The mini-browser allows these links to be opened and read as quickly as possible.
  • Making it easy to read things later. Links in tweets sometimes point to things that you’ll want to read or watch outside of the confines of a mobile device. To this end, we used Favorites as a way to pass information between the mobile and desktop platforms.
  • The main problem we found with pure web interfaces to Twitter was the inability to persist data. The cellular data network isn’t always available and reading tweets should not be impacted by network outages.
  • We go to great lengths to maintain a reading position between launches of the application. Since we’ve found that reading Twitter on a mobile device is done in “fits and starts”, keeping the reader’s location in a consistent state is very important. It’s not an easy feature to get right which could explain why Twitterrific is currently the only app that tries to do this (and our own implementation could even use improvement.)

Imperfect Choices

Of course, we didn’t get everything right. At one point, my partner Talos Tsui suggested that we add the ability to follow and unfollow users from the iPhone UI. I argued that this felt too much like “account management” so we decided to not implement the feature. In retrospect, Talos was right: following is how you control what you read and needs to be a part of the application. We’re going to fix this in an upcoming release.

Other design choices were based on the current state of Twitter. At the time Twitterrific was being developed, Twitter was having some major scaling issues. Availability was sporadic and users were only allowed to access the Twitter API a total of 30 times per hour (regardless of which application they were using.)

This limitation played a factor in many of our design choices. Our concern was that users on the desktop would consume all the available API calls and then not be able to view tweets on their iPhone. We could have implemented a more readable view of the user’s archive (after you click on the @screen_name.) Instead, we display a web page—and don’t use any API requests. The latest round of native applications benefit from Twitter’s success in dealing with load. They don’t have to be so stingy with the API and they’re better off for it.

One of the best features of Tweetie is the ability to follow “in reply to” links. At the time we were developing our client, these links were notoriously inaccurate. I had made a suggestion to the Twitter developers on how to improve this, but it hadn’t been implemented yet so we decided to defer the feature. Now that the API supports setting reply IDs, Twitterrific (both iPhone and desktop) and other clients are making the links more reliable and threading features are much more attractive.

Future Choices

And that leads into what I see happening in future versions of Twitterrific for the iPhone. If you’ve been paying attention to this essay, you won’t be surprised to learn that these features will benefit the reader.

As I just mentioned, threading features that allow a reader to catch up on conversations are now possible. Tweetie has the right idea here, but we think the user interaction model is wrong. I’m all for competition, but I’m not going to tell how we plan to make it better. Loren Brichter and others will have to wait :-)

Search and trends are also recent additions to the Twitter API that weren’t available at the time we did our initial development. (Summize was available as a third-party API, but hadn’t been purchased by Twitter yet.) We often use these features to see what people are saying about our products: Frenzic, xScope, IconBuilder, Twitterrific. It makes sense to use search as another way to provide entertaining and informative content for us to read.

Another area where we see room for improvement is filtering tweets. There is literally a flood of information coming from the people we follow, so making it easy to extract things like replies, direct messages and favorites from the main timeline will be helpful for the reader.

Finally, we see a need to keep the “reading point” synchronized between the desktop and the mobile device. We currently find it cumbersome to switch between clients because they have no way to let each other know where the reader is in the timeline. We’ve requested that the developers at Twitter provide a way to exchange metadata between clients. iPhone applications usually work best when they are an adjunct to the desktop application. Treating the device as a satellite and providing it with metadata will improve the user experience for all Twitter clients.

Finally, I’d like to point out some things that we don’t plan on implementing.

I’ve been very impressed with Tweetsville’s implementation for direct messages. It’s a very creative solution to the problem, but I think it falls outside our core functionality: it turns Twitter into a conversation, not reading.

It could be argued that conversations are a type of reading. Unfortunately both users must follow each other for the exchange to be meaningful. And mobile use of Twitter tends to be asynchronous (unlike the desktop, it’s not “always on”.) These things, combined with the limitations of text entry on the iPhone, indicate that other media are better suited for two people having a chat.

Another thing we’re consciously avoiding: adding features just because “the other guy is doing it.” We think long and hard before adding anything to Twitterrific. Then we prototype a user interface and adjust it accordingly. Then we make the feature the best it can be.

And if you wonder why we go to all this trouble, just remember Gruber’s First Law of iPhone Development. It takes more time, but we’re in this for the long haul. There will certainly be a period of attrition for Twitter applications, much like there was for the web applications, and having the best user experience is the only way we’ll thrive.

Addendum December 4th, 2008

Fraser Speirs has some very interesting thoughts on contexts for mobile computing.

Our application clearly falls into the “Type 1” and “Type 2” categories: and that’s a conscious choice we’ve made. You should make the same choice. It’s OK to go for a different context than we did, remember what I said earlier about applications taking on the personality of their developer?

Fraser also wonders why there aren’t a lot of “Type 3” applications in the store right now. I think there are a couple of reasons for this:

  • Everyone is still working on their first version. Catering to power users who need more extensive capabilities comes as applications mature. iPhone applications haven’t had enough time to evolve.
  • The rush to a $0.99 price point doesn’t provide enough of a budget to fund additional feature development. Without a healthy revenue flow to pay back costs that have been incurred, it’s hard to justify new features (and additional costs.)

In my opinion, both of these reasons will dissolve over time. In the meantime, consider if/how your application fits into “Type 3”. Plan ahead.

Release day

Unless your Internet tubes are broken, you’re probably aware that we released Frenzic for the iPhone today. It’s been a long time coming, but we’re all very proud of what we’ve accomplished—and very grateful for the great feedback we’ve been getting. As always it’s been a great pleasure working with Wolfgang Ante on this game.

But let’s go beyond all of this self congratulation and look at some of the details about how to coordinate your App Store release.

The first trick is setting your release date. As we all know, there can be some long wait times in the iTunes Connect queue. Indications are that the approvals are getting quicker, but it’s still an indeterminate value. And not knowing when your application is going to appear in iTunes means that it’s hard to coordinate press releases, website updates and other things that are dependent on having an product for sale.

The way to handle this is surprisingly simple: when you add or update your application in iTunes Connect, set the release date far into the future. Then, once you’ve been approved, you can update the release date to coordinate with PR. We knew that Frenzic would show up in the App Store on November 19th. But we didn’t know exactly when.

So what does it mean to “show up” in the App Store? iTunes is a worldwide enterprise so the date and time on your wall clock doesn’t mean much. There are timezones that will see November 19th before you do. Since Frenzic stores scores with unique ids and timestamps on its website, we collected some data that provides insight on how applications are deployed on iTunes.

The first scores started coming in just before midnight GMT on the 19th. The bulk of the traffic was coming from throughout Europe, although there were also some scores from Australia. As far as the listing in iTunes is concerned, we first saw it appear in the UK store. It then appeared in Sweden and Austria: this was not an exhaustive search, merely one of convenience (we have employees in these countries.)

The most important thing, of course, is getting the iTunes link for the product. This link is used throughout the site on buy links. We needed this information before doing a website deployment.

Happily, the link that showed up in the UK is also the same one that’s used in the US (we assumed it would be, but were reluctant to a deploy until we were sure.) You can get the link by control-clicking on the product icon in iTunes and selecting “Copy iTunes Store URL”. The resulting URL looks something like this:

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=296581959&mt=

Unfortuately, the only way to know this URL is by having it show up in iTunes. It would be nice to have this information ahead of time, and if you agree please submit a duplicate for ID# 6386452.

Updated November 19th, 2008: Thanks to Derek Del Conte there is a way to get the application ID. Just click on App Details in the “Manage Your Applications” list. The “Apple ID” can be used to create the link.

Another option for the purposes of deployment is to use a URL with the product name:

http://www.itunes.com/app/Frenzic

This format generates a redirect to the iTunes product URL. Unfortunately, it has been buggy in the past, so use it sparingly.

Finally, I’ll leave you with some eye candy. Wolfgang has posted some screenshots of Frenzic throughout its development:

  • The first prototype that we ever played on OS X. This is what got everyone at the Iconfactory hooked.
  • The game screen. The first pass at this used the same color scheme and contrast as the desktop version. That was a bad idea: put this screenshot in Photos and take it outside and you’ll see why.
  • The scores list. There is an art to making table views look nice. Both Wolfgang and I are lucky to work with some very talented designers :-)

So give Frenzic a try and if you like it as much as we do, tell your friends. Thanks!