iamdanw / tags / iphone

Tagged with “iphone” (5) activity chart

  1. The Box - Episode 1: Neven Mrgan

    Neven is a designer at Panic, but also has an interest in retro games. He has proven this last year with Pie Guy, a browser based PacMan clone that works flawlessly on iOS devices. Last week a game he build together with Matt Comi from Big Bucket Software was released and took the internet by a storm. The Incident became an instant classic.

    http://thebox.maxvoltar.com/

    —Huffduffed by iamdanw 2 years ago

  2. Episode 10: Punch the Monkey

    Dan is joined by John Gruber of Daring Fireball and Craig Hockenberry the creator of Twitterrific at Icon Factory. We talk about the Tweetie acquisition by Twitter, the iPhone OS 4, iAds, Game Center, and more.

    Jim Coudal of Coudal Partners drops in by phone to talk about the new and emerging advertising marketplace and ecosystem Apple is creating.

    —Huffduffed by iamdanw 3 years ago

  3. The UX of Mobile panel with Barbara Ballard, Tom Limongello, Scott Jenson and Kyle Outlaw

    The term ‘user experience’ used to be an afterthought in mobile application design. The iPhone changed all that and has set a new benchmark for user experience on mobile devices. This panel will serve as a primer for anyone interested in learning how to apply UX principles to the creation of applications for iPhone, Android, and mobile websites

    From http://audio.sxsw.com/2010/podcasts/ More info http://my.sxsw.com/events/event/694

    —Huffduffed by iamdanw 3 years ago

  4. Ge Wang: New Expressive Social Mediums on the iPhone

    Due to their mobility, intimacy, and sheer strength in numbers, mobile phones have become much more than simply "miniature computers," increasingly serving as personal and "natural" extensions of ourselves. Therein lies immense potential to reshape the way we think and do, and especially in how we engage one another socially.

    This presentation explores the iPhone as a unique platform for creating new expressive, social mediums. As case studies, we demonstrate and examine how Smule’s "social sonic artifacts" (e.g., Sonic Lighter, and Ocarina) were able to take full advantage of the iPhone’s intersection of technologies (multitouch, powerful mobile CPU and GPU, full audio pipeline, GPS/location, persistent data connection via 3G/Edge) to provide a unique experience that is at once expressive on a personal level, and social on a global scale.

    —Huffduffed by iamdanw 3 years ago

  5. Experience Strategies | Jesse James Garrett

    Recorded 2007-02-12: Understanding the psychology behind how users relate to a product is the key to its lasting success. Users tend to anthropomorphize, or ascribe human personality traits to products they use. Products with long-term success have developers who recognize the identity and personality of the product they want to convey. They create integrity with the product and how their users will interact with it.

    —Huffduffed by iamdanw 3 years ago