Augmented Reality Store on iOS: Leveraging the ARKit

So, of course, half our team was up checking out the latest specs and implications of the new iPhone 8 and iPhone X. Our QA team is already looking at navigation bar breaks the iPhone X simulator. But we’ve also been testing out other announcements this year from Apple beyond just the iPhone, such as the new ARKit. The iPhone X is a whole new ballgame for UX design, but the even bigger news for developers who want to get into mobile AR is their revolutionary ARKit, which democratizes augmented reality for development.
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A spreadsheet-based API for building MVPs.

What do you do if you have a site you want to update once in a while? It’s not a blog, so you don’t want WordPress. It’s also not worth building a customized backend. In developer-speak, we would think about a remote data hosting to store the data for semi-dynamic websites or applications.

So we made a free open source tool APITable for that, which converts tables to JSON API.
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Manage your AppStore Preview Images in one place – make your life easier with ShotBot

You’ve been working hard preparing for your launch to AppStore. The final step is getting it submitted to iTunesConnect.

GIFCAM-iTunesConnet

You have to fill in the app details, upload the app icon, localized descriptions and preview imagesupload them one-by-one going through your list of localizations for each supported device in English; one-by-one for each device in French; one-by-one for each device in German, etc, etc.
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OK, 13 languages.

You have to upload screenshots one-by-one for each device, for each locale. Oh that’s O(n²)

Let’s say you have built an awesome app for iPhone & iPad and now it’s ready for launch.

Question, how many preview images exactly do you have to add?

The answer is simple. For each locale, there are 3.5-inch, 4-inch, 4.7-inch, 5.5-inch and iPad screenshots (and don’t forget the upcoming iPad Pro). There are 5 images in each set, that gives you 5 x 5 = 25 pcs for each locale.

Needless to say, you will have to organize 25 x 13 = 325 preview images to iTunesConnect. Sounds scary right?

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Spentable (Expense Tracker): How we built our first app for watchOS 2

Spentable: How we built our first app for watchOS 2

In WWDC2015, Apple announced iOS 9 for iPhone and watchOS 2 for iWatch. It has been a huge revamp for watchOS. Not until now, a watch app finally runs natively on the watch.

That means the code is now executing on your watch instead of the phone. By reducing multiple times of data transfer between devices, this is going to make the app loads a lot quicker and responds in a shorter period of waiting time.

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