Posts tagged developer
Developers are the new kingmakers, and nowhere will this resonate more than in the growing Internet of Things market. In fact, the easiest way to pick winners in this emerging field is to look for Internet of Things companies with the biggest developer populations.
The hitch, however, is that Internet of Things companies don’t always label themselves as such.
So while IBM, Cisco, Jasper or Sierra Wireless like to position themselves as leaders in the field, the reality is very different. Again, with developers in mind, the big winners so far appear to be Apple and Google, as a new VisionMobile report concludes.
And The Developers Shall Inherit The Earth
As I’ve written, to flourish the Internet of Things market needs millions of developers by 2020. Fortunately, the market is actively minting new developers each day, with the global Internet of Things developer population set to top 4.5 million by 2020:
A significant percentage of those developers live in the Asia-Pacific region, as I’ve noted before. But the reality is that many Internet of Things developers don’t yet self-identify as such. They’re just mobile developers, waiting to be transformed into Internet of Things developers.
And Apple and Google are in the pole position to do so.
Developers, Developers, Developers
As VisionMobile Q1 2015 Developer Economics survey data reveals, 53% of mobile developers are already actively working on Internet of Things projects. The top two markets within the field are smart homes (37% of relevant developers are working in this area) and wearables (35%).
But the real story isn’t how many developers are working on Internet of Things, but how many are getting paid to do so.
According to VisionMobile’s survey data, most developers working on these projects do so as a hobby (30%) or as a side project (just under 20%), even as they continue their day jobs building mobile apps. A further 12% are independents.
With roughly half the Internet of Things developer audience doing so on the side, the platforms that attract them will be those that require the least investment in learning new skills.
Which means an Internet of Things specialist like Sierra Wireless or PTC is at a disadvantage against a mobile generalist like Google or Apple.
To The Victor Goes The Spoils
After all, Apple (HomeKit, Apple Watch, etc.) and Google (Nest, Android Wear, etc.) already offer significant tools specific to the Internet of Things. But as important as these are, it’s even more important that they’re raising a generation of developers to prefer their mobile platforms, generally.
In an earlier report, VisionMobile concludes, “The only way to make a profit in the Internet of Things is to build a network of entrepreneurs who create unique value on top of commodity hardware, connectivity and cloud services.” Those entrepreneurs, in turn, are fueled by developers, and Google and Apple command fealty from millions of developers.
Over five million of them, combined.
As VisionMobile’s latest report argues:
Established technology companies like IBM, Cisco or GE, and incumbent IoT specialists like Jasper, PTC or Sierra understand the enterprise [Internet of Things] market very well. But they are not specialists in connecting developers with users.
The company with the most developers wins. Google and Apple have amassed the most Internet of Things developers, positioning them to dominate the market for years. It’s that simple.
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Guest author Sean Bowen is CEO and co-founder of Push Technology.
App marketplaces have exploded. Apps have taken over as the preferred destination of mobile users, who now spend 86% of their time on them, compared to just 14 percent on websites. The numbers suggest that dedicated mobile software offers the most optimal way of engaging users.
That is, as long as the app performs well.
Mobile applications have come a long way since 1998, when a mobile version of the classic video game, Snake, arrived. Preinstalled on Nokia 6110 phones, the app had users navigating a “snake” of monochromatic, blocky pixels on their screens. Now apps will need more than that to carve out a permanent place on home screens. They’ll have to contend with a long list of consumer expectations.
Here are six priorities app developers should focus on.
1. Win the Performance Race
In the world of mobile apps, speed sells. On-the-go users don’t want to wait for apps to load or updates to install, and they don’t care if an app’s sudden popularity creates a bandwidth bottleneck. They just want it to load quickly and work smoothly.
In worst-case scenarios, users simply delete poorly performing apps. In fact, according to a survey by Compuware, 59% say they would drag an app to the trash if it’s too slow. Others find ways around the app—for instance, some savvy Facebook and Twitter users find that the websites often outperform those apps on speed and performance.
2. End Wild Goose Chases
When it comes to app design, less is more. Often times, apps that have been praised for their design are laid out logically and simply, and they perform how users expect them to. When users click on a menu, they have a reasonable idea of where they will end up, without having to guess where to find what they’re looking for.
It’s critically important that developers get the design right. According to an EPiServer poll, as many as 47% of users will delete an app if it’s too difficult to use. That’s exactly what many iPhone users did back in 2012, when the iOS 6 software came equipped with a “disaster” called Apple Maps. The app was so difficult to use and inaccurate that it even spawned the Tumblr page, “The Amazing iOS 6 Maps,” which collected screenshots of Apple Maps glitches. Many iPhone users turned to Google Maps and then stayed there.
3. Keep The Same Experience, No Matter The Device
Some users spring for in-app purchases in a tablet app—like a new game character or extra features—only to find that the upgrade doesn’t carry over to the same app on their phones. Or they start listening to a podcast on an iPhone, only to waste time on the iPad version to find where they left off.
A user should be able to easily jump back and forth between different versions of the same apps on different devices, without feeling like they are starting from scratch. Unfortunately, these types of performance problems are only going to become more prevalent and frustrating for users as more people switch between multiple devices. In fact, Cisco estimates that there will be 1.4 mobile devices per person by 2018.
Switching devices should be easy—like changing lanes on a highway. You may be in a different lane, but you’re still on the same journey. App users crave that same type of experience, and it’s up to app developers to ensure that the user journey stays consistent across devices.
4. Banish Count Appula
According to AVG’s CTO Yuval Ben-Itzhak, “Apps are what make a phone, but they’re also what break it.” There’s some truth to that. Apps create millions of different experiences for users, but that potential can be wasted if they’re “vampire apps.”
Vampire apps eat up battery life, rack up data charges and dramatically impact overall device and app performance. Users can take steps to mitigate those effects. They can reduce data usage and battery drain by turning off location services or by using Wi-Fi instead of mobile network services whenever possible. New apps like Normal, which crowdsources information about how apps deplete battery life, also help. But ultimately, it shouldn’t be up to the consumer to make up for these failings.
App developers need to find ways to minimize data usage and streamline processing to improve performance and battery life.
5. Remember Murphy’s Law
If an app’s function doesn’t perform as expected, users will be sure to zoom in on it. Some will complain about it to friends. Others will give the app a one-star review or even delete it altogether.
Let’s say you have a car rental app. It displays all available vehicles’ make, model and year in a beautiful map of your surroundings. That’s all very helpful—but what if, because of unreliable network connectivity, the app can’t actually book it? Or a glitch stopped the confirmation email from coming through, leaving you unsure if the request was received. Sounds like a fairly minor failure, but it leaves users with no confidence in the app.
6. Play Nicely with Other Apps
The apps with the richest performing experiences don’t stubbornly trap users in one environment. Instead, they interact with each other, so users won’t have to duplicate their actions or zigzag between stock apps—even if they do roughly the same thing.
For instance, Instagram users are probably happy that they can have all of their pictures automatically saved to the “Photos” application on their iPhone. They can apply Instagram filters before posting it on the network, or share the original, unedited versions with friends who don’t use Instagram.
Strong app performance isn’t just about how an app functions in a vacuum—app developers have to think about how their app fits into the larger ecosystem, as this is how users will derive true value.
If you could send a new iPhone 6 owner back in time to 1998 to play Snake, he or she wouldn’t describe the game as fast, easy to use, responsive, interactive or compatible with other apps. But as technology has evolved, so, too, have user expectations.
For developers to live up to them, they need to understand that optimal app performance hinges on how well data is managed on the back end. If app makers need to think about how they can apply intelligent data distribution to make apps more lightweight, they can ensure that the data traveling across the network isn’t redundant or out-of-date.
The backend is invisible to users, so they may not know whether apps are designed using intelligent data distribution. But they will notice when apps don’t perform as expected.
Image courtesy of Shutterstock
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Third-party developers can now integrated their apps into Google Now Cards.
The post Google Now Cards Integrated With Third-Party Developer Apps appeared first on Search Engine Land.
Please visit Search Engine Land for the full article.
Google gave Android Wear, its smartwatch platform, a boost Wednesday, with new watch faces, a new Watch Face developer tool and a new Android Wear companion app.
Dozens of new watch faces are available in a new Google Play section, offering a selection that includes functional, attractive and fun styles, including a Minion from “Despicable Me.” The new options were designed to show what developers can do with the Watch Face API, which lets them make and distribute their own designs. (See our API explainer.)
The tools include things like OpenGL, which gives them smoother graphics, and background services to put weather, appointments and other features on the face.
Users can download watch faces from Google Play, as they would any watch app, or they can use Google’s newly built Android Wear companion app. The latter, Google says, was developed for easier app discovery, downloads and swapping of watch faces. Some of these changes are available now, while others will roll out over the coming week, says the company.
For more information, Android Wear developers can check out Google resources like Designing Watch Faces, watch Creating Watch Faces training video, or see a WatchFace Sample online (also available in the samples manager for Android Studio).
If you’re an app maker who has already built watch faces for Android Wear by using workarounds, Google still urges you to build using the official API. The company wants a consistent experience for end users, and it emphasizes that it’s the gateway for a featured spot in the Google Play’s Watch Faces catalog.
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Apple has released its WatchKit software development kit (SDK) ahead of next year’s Apple Watch debut. Now other developers can join early partners ESPN, American Airlines and Instagram by creating their own apps for Apple’s littlest screen.
Spring-boarding off Apple’s iOS mobile platform, the SDK lets app makers code and test their Apple Watch apps. Given the timing of the kit’s release, however, it seems likely the new wearable won’t land right after the turn of the New Year. Early spring seems far more likely at this point—a leaked video transcript certainly suggests as much.
The development path carved out by the SDK presents three options for app creators:
- Make a standard Watch App, with its own interface and features. (Though fully customizable interfaces don’t appear to be possible, at least not yet.)
- Add snippets of info to the device’s Glances feature, to let users roll through card-like bits of swipeable data. Think news, weather, stocks, sports scores or other small, easily digestible information. ESPN has already been working on a Watch app that funnels scores and news to Glances. American Airlines will send gate changes or flight status updates to the wrist.
- Create pop-up alerts that let users take action—like replying to a text on the wrist or silencing an incoming call with a message. Instagram has been working on an Apple Watch app that lets users like and respond to images directly through notifications, as well as view photo feeds or follow other Instagram users.
What they can’t do, however, is build a standalone Watch app, at least not yet. It’s on the road map for later on in 2015, but for now, any third-party wearable software will have to link to a companion mobile app running on an iPhone or iPad.
According to the SDK, the sizes and display resolutions of the two versions should pose no real challenge, as they merely funnel in data from the host phone or tablet. But that doesn’t mean developers can ignore the differential. The 1.65-inch tall display on the men’s version has a 312 x 390 pixel resolution; the women’s 1.5-inch screen offers 272 x 340 pixels.
For more information on the inner workings of the SDK, here are some reactions from developers who have dug into WatchKit so far.
- The system font is named San Francisco. That rings a bell. There are two versions: San Francisco Text, for sizes 19pt and smaller, and San Francisco Display, for sizes 20pt and up. Display is set tighter; Text has bigger punctuation marks and larger apertures on glyphs like “a” and “e”.
- From the Watch HIG: “Avoid using color to show interactivity. Apply color as appropriate for your branding but do not use color solely to indicate interactivity for buttons and other controls.” Can we get this HIG guideline on iOS next year? UPDATE: Neven Mrgan thinks Apple means “use color not just for interactivity”, not that you shouldn’t use color alone to indicate interactivity.
- A lot of WatchKit is about offloading processing to the iPhone — the Watch is effectively a remote display for an extension running on your iPhone. This should be good for Watch battery life, but limiting when you’re not carrying your iPhone. This is not going to be a “leave your iPhone at home” device; more like “leave your iPhone in your purse or pocket.”
Ultimately, it looks like the Apple Watch will start off as little more than a pipeline for the apps running on iPhones—which, frankly, doesn’t really distinguish it that much from other smartwatches that have already hit the scene. We’ll see how many different directions developers can take this. And when the company will really let them loose.
Photo courtesy of Apple
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Pornographic content is forbidden in the Apple App Store, but Apple seems to be OK with sending porn to developers who submit their apps for review, according to one who received an inappropriate pic.
“It turns out Apple thought the best way to tell us our app could be used to surf porn was to surf for porn using our app,” Carl Smith, a Florida developer for nGen Works, wrote in a blog post on Medium (NSFW link).
The email, which Smith shared with ReadWrite, appears to be from the Apple app review team and includes an attached photo of a man’s genitalia, but no warning of the enclosed content. This is the kind of thing that can create a hostile work environment for nGen employees whose jobs necessitate reading emails from Apple.
Smith suggested a number of alternatives he thought Apple could have used to indicate a concern about explicit content. The team could have sent nGen Works a search term to try, or even warn in advance what the emailed photo was of. Instead, Smith said the developers who opened the email had no warning that it would be graphic.
“What I want from Apple is for them to address the issue and put a policy in place that prevents an App store reviewer from sending pornographic images as an example of a issue,” he said. “They could have easily masked out the bad part of the photo or told us a phrase to search. At the very least warn someone before they open the attachments that they aren’t safe for work.”
“Specifically, we noticed your app contains objectionable content at time of review. Please see the attached screenshot/s for more information,” the Apple review team email reads, before offering a downloadable file that turned out to be the genitalia photo in question.
Smith said solution is hypocritical of the company. Of course nGen’s app, which allows users to enlarge, save, and search for Instagram photos, would be capable of browsing any photo that exists on Instagram already.
“This is a double standard,” Smith told ReadWrite. “If I type bad words into Safari I am going to see bad things. So I think Apple needs to address that.”
Smith said he doubted Apple’s “upper echelons” would approve of this action, and encouraged readers to spread the word.
We’ve contacted Apple for a comment on this allegation.
Photo via Shutterstock
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Twitter is making its play for developers.
At its first-ever Flight developer conference, Twitter CEO Dick Costolo announced a new developer toolkit aimed at helping developers build and make money off applications on the Twitter platform. Called Twitter Fabric, the bundle of services includes Twitter’s Crashlytics application crash detecting service, and MoPub, the ad exchange network.
With the new tools, Twitter officially throws its hat in the ring to compete with Facebook and Google for developers’ time and attention. Its tools are designed to work with Apple’s Xcode and “all major Android IDEs,” meaning that developers can presumably use the Twitter tools within the development environments they’re already used to.
Costolo also lobbed some direct criticism at competitors during his keynote address. “The mobile SDK landscape has been inhabited by parties that optimize for self-interest first, and your interest second,” Costolo said.
He was presumably poking at Facebook, which offers developers the backend-as-a-service Parse, Facebook Login, and the new Facebook Audience Network that displays Facebook ads across different applications.
Google, meanwhile, also just acquired Firebase, a backend service for building realtime apps as part of its cloud services.
Twitter also debuted a new Twitter login feature that will let people log into applications and services with their Twitter credentials instead of creating new username/password IDs for each one. That service essentially matches similar login services from Facebook and Google.
Lead image by Selena Larson for ReadWrite
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For the last few months, any Android app maker who wanted to check out the latest version of Google’s mobile operating system had the Android L Developer Preview to play with. Now, “L” has taken on a few more letters to become “Lollipop,” and on Friday, the full release of its software developer kit became available for download.
According to Google, Lollipop (also known as Android 5.0) will be heading to Nexus 4, 5, 7 (2012, 2013) and 10 in early November, right around the time when the latest Nexus 6, 9 and Nexus Player will hit the market. That’s just a couple of weeks away.
In other words, if you’re an Android developer, don’t wait to roll up those sleeves and dive in. There’s not much time left, if you want to get your apps ready for the launch.
Images courtesy of Google
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