Posts in Apps (100)
For iOS app developers and designers, one of the most significant changes is to the screen sizes of the new iPhones, which differ significantly from what came before.
The first iPhones, up to the 3GS, had a 320×480 screen. When the iPhone 4 was launched, it came with a Retina display, doubling the number of physical pixels in the horizontal and vertical directions, while keeping the screen and UI elements the same size. Developers rushed to add @2x assets to their apps for the 320×480@2x screen.
The iPhone 5 was the first iPhone which changed the aspect ratio, and increased the usable screen area to 320×568@2x. Since only the height changed, it was relatively easy for developers to add additional height to certain elements, and fit the new screen.
Now we have two new screen sizes to contend with. The iPhone 6 is an effective 375×667@2x, both wider and taller than the iPhone 5 family.
The iPhone 6 Plus's screen is a weird beast. Assets will need to be provided @3x for a 414×736@3x screen, meaning for example a full screen image would be 1242× 2208. However the physical iPhone 6 Plus's display panel is only 1080× 1920, therefore software downsampling will be used to scale down the assets to the physical display panel.
Note the aspect ratio of the two new screen sizes is identical to the iPhone 5/5C/5S. iOS8 will take advantage of this, running apps which have not yet been updated to be optimized for iPhone 6 in a special scaled mode, avoiding the black "letterbox" we saw with the iPhone 4 to 5 transition.
Here's a handy reference to summarize the new screen sizes side-by-side:
What does this mean for developers and designers:
- 1. If you don't update your apps immediately, you can benefit from the auto-scaling to get a reasonable temporary solution for the two new devices
- 2. When you update your app to properly support the new resolution, you'll need to deal with more available width and height
- 3. Designs will need to be more flexible, using features like the new Adaptive Layout introduced by Apple. Instead of being at fixed pixel positions and sizes, buttons and UI elements will have to stretch and scale to fit various screen sizes - not unlike designing an Android app!
- 4. Icons and UI elements will need to be provided in @1x, @2x and @3x versions
- 5. It's unclear how some elements will render on the iPhone 6 Plus, for example 1px hairline lines may become antialiased due to the software downsampling.
- 6. Additionally, Apple showed off the iPhone 6 Plus running in landscape mode, which used a two-pane UI similar to the iPad. The iPhone 6 Plus even has a landscape version of the home screen, so we can expect more pressure to get your apps working in landscape mode.
Han visto este espectacular comercial de Carozzi?
¡Sí, ese teclado es real! y ReignDesign, tu empresa favorita en la creación de aplicaciones móviles, desarrolló las versiones móviles de TweetFeet.
!Es tiempo de terminar con el sedentarismo! Párate y twitea con tus pies.
La entretenida idea de escribir un tweet con los pies viene de la agencia BBDO. El teclado gigante usado en el comercial, como la interacción y back-end del proyecto fue realizado por MZZO. Juntos creamos esta nueva forma de Twittear.
Una vez que descargues TweetFeet, comienza a moverte y deja que tus pies escriban. Rotando tu teléfono te permitirá ver varias letras y símbolos. Una vez encontrada la letra correcta, haz una patada en el aire. Luego de escribir tu mensaje, hace un ¨shake¨ con tu teléfono y postea en Twitter o Facebook.
¿Buen entrenamiento, no? Tweetfeet es entretenido de usar, pero probablemente no reemplace una hora en el gimnasio a no ser que que tengas mucho que Twitear. La aplicación está disponible en Google Play y en la App Store.
Have you seen this amazing commercial from Carozzi, the Chilean pasta company?
Yes, that’s a real keyboard! And ReignDesign, your favorite app company, developed the mobile versions of Tweetfeet.
It’s time to stop being sedentary! Get up and Tweet with your feet!
The novel idea of typing with your feet came from the ad agency, BBDO. The keyboard used in the commercial as well as the backend work was developed by MZZO. Together we have created a keyboard that’s designed for writing, posting, and tweeting with your feet.
Once you’ve downloaded Tweetfeet, start walking and let your feet do the typing. Turning your phone will allow you to see various letters and symbols. Once you find the correct letter, kick your leg into the air. After you have type-kicked your message, shake your phone to post to Twitter or Facebook.
We're please to announce Speeding Ticket, ReignDesign's newest iPhone app. It's designed for companies that use Uservoice HelpDesk to respond to customer support emails.
Small businesses which offer products and web-based services online, often get hundreds of support requests via email and their website. Uservoice simplifies the process of replying to these support requests.
ReignDesign wanted to make a faster way to deal with tickets. So, we created Speeding Ticket. Our iPhone app allows you to quickly work through a backlog of tickets using swipe gestures to quickly close tickets, reassign them, or send a canned reply. This saves businesses time and money, and allows employees to focus on the tickets which require more detailed attention and a personal response.
Speeding Ticket is fully customizable. You can select gestures, like swiping up or down, to assign tickets or swipe left or right to delete a ticket.
We're excited to see what you'll be able to do with Speeding Ticket. You can download the app today from the App Store.
Got suggestions on how to make Speeding Ticket better? Get in touch!
Apple have recently added a new question into the iTunes Connect flow when submitting a new app, or an update to an existing app.
"Does your app contain, display or access third-party content?"
If you answer "No", you can continue with the submission, if you answer "Yes" you are asked a further question, "Do you have all necessary rights to that content or are you otherwise permitted to use it under the laws of each App Store territory in which your app is available (for example, fair use).
If you answer "Yes", you can continue, if you answer "No" you are shown a warning, and a link to the trademarks section of the App Store Guidelines.
This doesn't appear to be any new policy on Apple's part, but we can guess that Apple is planning to enforce the guidelines more strictly in future, in particular guideline 8.5:
This seems most likely to affect apps which use the brand names or logos of other companies, for example apps which show fashion products, sports teams, TV network logos, etc. Be prepared to submit written documentation that you have the right to show such content, even in the past Apple has not rigorously required this.