<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Tue, 14 Feb 2012 05:23:40 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>Blog</title><link>http://www.dljeffery.com/blog/</link><description></description><lastBuildDate>Sun, 07 Feb 2010 18:09:26 +0000</lastBuildDate><copyright></copyright><language>en-US</language><generator>Squarespace Site Server v5.11.81 (http://www.squarespace.com/)</generator><item><title>Helping Haiti</title><category>Recall It!</category><category>iPhone</category><dc:creator>David Jeffery</dc:creator><pubDate>Wed, 27 Jan 2010 23:54:09 +0000</pubDate><link>http://www.dljeffery.com/blog/2010/1/27/helping-haiti.html</link><guid isPermaLink="false">483994:5494621:6447747</guid><description><![CDATA[<p>On Sunday I added <a href="http://www.dljeffery.com/recallit-for-iphone/">Recall It!</a> to the list of apps up on <a class="offsite-link-inline" href="http://www.apprelief.com/" target="_blank">AppRelief</a>. &nbsp;January 25 through January 31, 50% of proceeds from <a href="http://www.dljeffery.com/recallit-for-iphone/">Recall It!</a> will be donated to the Red Cross for the Haitian earthquake relief fund. &nbsp;So far sales are slow... hopefully this will pick up, though!</p>
<p>If you're an iPhone or iPod touch user, I hope you'll take a moment to browse through the apps on <a class="offsite-link-inline" href="http://www.apprelief.com" target="_blank">AppRelief</a> and help support the cause!</p>]]></description><wfw:commentRss>http://www.dljeffery.com/blog/rss-comments-entry-6447747.xml</wfw:commentRss></item><item><title>Real Artists Ship</title><category>App Store</category><category>Recall It!</category><category>iPhone</category><dc:creator>David Jeffery</dc:creator><pubDate>Tue, 05 Jan 2010 22:06:25 +0000</pubDate><link>http://www.dljeffery.com/blog/2010/1/5/real-artists-ship.html</link><guid isPermaLink="false">483994:5494621:6232639</guid><description><![CDATA[<p>Last week my first iPhone app (<a title="Buy Recall It! on the App Store" href="http://www.dljeffery.com/recallit-for-iphone/">Recall It!</a>, a notetaking app) went live on the App Store. &nbsp;That was a lot quicker than I expected... submitted it on December 22, just before iTunes Connect shut down for the holidays, and when it came back up on December 28, my app's status was "Ready for sale". &nbsp;I expected much worse after reading so many stories about lengthy approval wait times, not to mention fuzzy rejection responses!</p>
<p>Honestly, I wanted to do so much more in the app before calling it good. &nbsp;But my brother was encouraging me to pare it down and just get it out there (thanks, Bob!). &nbsp;He knew, as I did, that I had fallen into the trap of wanting perfection and a ton of cool features before I was willing to let the world see it. &nbsp;So I knew I needed to listen to him, because as Steve Jobs famously said, "Real artists ship!". &nbsp;Plus I'd been telling him for months that the app should be done in "three weeks" or "next month". &nbsp;And I mean months. &nbsp;I worked on the app, off and on, for a good part of 2009. &nbsp;The last five or six weeks of the ordeal I really got tired of procrastinating and started spending a minimum of 10 hours a day, 7 days a week on it. &nbsp;Because I wanted to just get it done and see what the response was. &nbsp;Looking back, I know that if I'd done that from the beginning, it would have taken two and a half months, tops. &nbsp;Now, I don't know if I could have maintained 70+ hours a week for two and a half months straight... but if I could, that's all it would have taken, and probably not even that. &nbsp;A lot of that was spent learning... learning about the nuances of Cocoa Touch (although I'd dabbled in Cocoa a bit over the last nine years, in my spare time), struggling with Core Data (well... at least after I scrapped my first iPhone OS 2.0 version and started over with 3.0), and various other "new" things.</p>
<p>Even working 70+ hours a week on it toward the end, though, it became apparent that I wouldn't be able to call it done in 2009 unless I started making some tough decisions. &nbsp;So I finally did. &nbsp;I started putting features off; some of them were even features that were halfway done. &nbsp;The really cool thing about doing that is that it enabled me to get the more basic features 100% done, and for the last few weeks of development, I was able to actually start using the app on a daily basis as my only method of tracking tasks and bugs that popped up. &nbsp;And that's really why I'd started working on the app in the first place; because I really wanted this particular app on my iPhone, and I wasn't finding it out there on the App Store. &nbsp;A huge benefit of actively using the app during its development is that I was able to find out what worked well... and what didn't. &nbsp;On the Simulator, it was totally different. &nbsp;Buttons were much bigger, the mouse pointer was much smaller than a fingertip, and everything was lightning quick. &nbsp;Once I started actually using the app on a real iPhone and for real day to day notetaking, I immediately realized I needed to rework several things. &nbsp;I shudder to think what the resulting app would have been like if I'd just waited until I was done and then gave it some cursory testing... I mean, even periodic test runs on a real device would have been relatively meaningless. &nbsp;Actually using it for real work, though, for probably a couple solid hours a day; now that was a real test!</p>
<p>Those features I ditched to get a good, usable app out in the wild instead of just constrained to the Simulator on my MacBook? &nbsp;Those will still get done; some for v1.1, some for v1.2 or later. &nbsp;Well, most of them, anyway. &nbsp;Some of them I ended up realizing weren't even worthwhile, even in an ideal world. &nbsp;They just didn't provide enough benefit to justify cluttering up the UI on a real-world sized iPhone screen.</p>
<p>I've got to admit, I'm really jazzed about having actually shipped my first iPhone app! &nbsp;And hopefully it will start making some real money (sales have been happening over the past week, but slowly... obviously I need to figure out the whole marketing thing). &nbsp;But my real takeaway from the whole experience is, well, finally coming to truly accept the whole mindset that Real Artists Ship. &nbsp;And that's definitely something that will be stuck firmly in my mind as I'm working on my current iPhone app project -- yet another half-finished app I started six or more months ago.</p>]]></description><wfw:commentRss>http://www.dljeffery.com/blog/rss-comments-entry-6232639.xml</wfw:commentRss></item></channel></rss>
