Sad I missed the talk.
Excellent thoughts Tracy, see my comments below (skewed towards the paid app
world, my thinking would be very different for free/ad-supported)...
One other thought is on timing. While developers have had access to a beta
SDK for a few months, the actual devices have been in our hands for less
than a month (excepting the flagship publishers who got an early access
device). There is functionality that simply doesn't work in the simulation
tools, or works differently than on the actual device. That combined with
the fact that the actual development tools were beta-level software until a
few weeks pre-launch means that time spent developing for iPad was less
productive and more frustrating. It might make for good marketing to be one
of the few early apps on iPad but if you're spending your time selling into
the much bigger existing device market it's a risk to re-focus on a
strategic, longer term market.
[...]
>
> - Rotation.. [...] I'm still not sure why Apple didn't make
> orientation independence
> a requirement instead of a strong recommendation.
There is always going to be some case, somewhere, where one orientation or
another is absolutely inappropriate. Certainly it gives developers an easy
punt if they don't feel like doubling the amount of work they need to do on
UI but I'm happy Apple chose to empower developers on this one at the
detriment of some users on some apps.
>
> - Universal Apps. I think apps can and probably should diverge a bit
> to take advantage of the specifics of different devices, so I'm not
> saying apps need to use common code streams or .XIBs, but
> as a User, I definitely want universal apps. I don't care if its hard
> on the developer; I don't want to manage two apps in iTunes and I
> don't want to pay twice. I definitely don't want 3 versions come
> June...
I'm in favor of universal apps as well, but it complicates the developer's
life significantly. Probably more than any non-devs can imagine. Apple
already spends a TON of time trying to educate devs on best practices and
how to achieve the basics of stable, usable apps. Adding the complexities
of Universal builds to that multiplies the problems for developers who don't
have the background. It's a balancing act.
In business terms I'm not thrilled that someone can purchase one copy of my
app and install it on multiple devices. (Though to be fair, installing an
app on multiple iPhones pretty much guarantees multiple users whereas
installing on an iPad and iPhone doesn't.) Depending on the app it could
cost me 50% or more of my initial R&D to bring it to the iPad. Upgrades are
free for life and you've already paid for my app; where's the incentive for
me to bring an iPad version to my existing customers?
>
> - Lack of iPad Apps... I'm actually amazed at the number of apps which
> haven't even come out with a quick iPad port. Its great for those of
> us who did get iPad apps out early, but I personally have already
> switched to competitor's versions (on both devices) for apps I had
> previously used on the iPhone because they have simple iPad ports.
500k to 1m iPads vs. 30-50m iTouch/iPhones. If I'm a publisher, interested
in volume, and assume the market isn't saturated, where do I spend
resources? It's not a cut and dry answer but if on the one hand I can focus
energy and money on selling an existing, proven product with sales history
and on the other I'm spending on R&D to go into a much smaller market I have
a pretty good handle on the tactical and strategic trade-offs.
~jonathan