TNI Podcast Series: How To Develop A Mobile App with Gregg Dieckhaus

TNI Podcast Series: How To Develop A Mobile App with Gregg Dieckhaus


>>Liz: Hi, and welcome to the TNI Podcast
Series where we interview web, social media and interactive professionals. Today we’ll
be interviewing Gregg Dieckhaus. He’s a mobile app developer at Unified Development. And
he specializes in Android app development. Let’s welcome Greg.
>>Gregg: Hi, thanks for having me.>>Liz: Thanks so much for joining us. So,
just to get started, can you tell us a little bit about the steps involved in creating a
mobile application, and how you developed the design, navigation, all that fun stuff?
>>Gregg: Sure. I think the first thing when you’re developing a mobile app, you have to
really design to the platform that you’re working on. A phone has limited space, and
that must be taken into account. The other thing when you’re designing a mobile app for
a phone, you can take advantage of features that a phone has that a computer doesn’t.
Right away, you can deal with the touch interface. A phone might have a GPS that you could take
advantage of. What I like to do is kind of develop a small mock-up of what each screen
is going to be and kind of develop toward that.
>>Liz: Great. So, I’m just going to jump right into the question that everyone has.
>>Gregg: OK.>>Liz: How do you determine pricing for a
mobile application, and how does that whole system work from idea to execution?
>>Gregg: Well, there are a lot of ways you can price applications, or go about it. There
are really three ways: you can give a free app; you can do a paid app, and you can do
an advertising supported app. And the other way is really that you can do kind of a light,
which is a free version that leads into the premium version.
>>Liz: Yeah, I’ve seen that; I actually use an app called Checklist, and it has a Checklist
Lite, and then you can pay for the full-blown Checklist app with more features and functionality.
>>Gregg: And so, I really think that if you’re developing an application for your customers,
that really need to be a free app; because that app is really driving business to your
main business. You don’t want to charge people for something that really you’re just trying
to get business themselves. If your goal is to be an application developer that’s trying
to make money off of this, then obviously you have to either get into the advertising
or the paid app. I kind of like the model of a free version with a paid version afterwards.
I can give you some examples. We’ve done applications where there has been
a free version and a paid version, and we’ve done advertising versions. And a free version,
I’ll just make up a number like 15,000 downloads, the paid version of that might have about
1%; some might have maybe 150. And that’s a paid version of a $0.99 version. I don’t
know if you went $10 or something. I have no idea what it would be.
>>Liz: If anyone would even want to download an app for that much money.
>>Gregg: Right. But an advertising version really is a combination of both; but my experience
is the advertising revenue really isn’t there unless you are Angry Birds, or something that
has millions and millions of people using it all the time, because the advertising revenue
click through, you’re just not generating enough money to make it worth your while.
>>Liz: And I’m sure that this varies for every different application that you develop, but
how long does it typically take from having the idea for the app to execution? Is there
like a good range that you can give us?>>Gregg: Some things can be done really fast.
If you just want sort of standard text on the screen with buttons to move and get display
information, in general that’s very fast. When you start getting into
interacting, activating the device or the GPS, things like that, then they start taking
longer.>>Liz: Sure. And what advice would you give
to someone who is looking with help to develop a mobile application?
>>Gregg: I think that the Internet is your friend.
>>Liz: A great resource for researching.>>Gregg: It really is a great resource. There
are user groups out on the Internet for really every platform. And when I started with Android,
which is really my specialty, we just went with the simple “Hello world”; basically just
how to get your phone to say hello world to it. And then from there it was, how do I get
a button to interact? How do I get a picture to get on the phone? How do I do this?
And so, you just kind of methodically step through those things, and you take your picture
in your mind or that you’ve drawn out, or mocked up for what you want your app to be
and just sort of work to that. I know in the Android the big thing is layout, and it’s
not necessarily easy to get what you’re put down visually on your piece of paper or mock-up
to happen on the phone. But that’s really I think the best way to
work toward it. Start with “Hello world” and then move from there. And it makes you learn
the API, because all these platforms have an API that’s specific to them. Take advantage
of stuff that somebody else has already written.>>Liz: So, if a customer comes to you and
asks you to build a mobile app for them, it would help you to have sort of a mock-up of
what they would like to do. But it also helps you if they’ve done some research on the front
end to see how a lot of apps are laid out, and how the navigation looks.
>>Gregg: Right. And there are standards for these things. So when we develop, we want
to try and develop toward that standard.>>Liz: You don’t want to try and reinvent
the wheel.>>Gregg: Don’t want to try and reinvent the
wheel. I know a lot of people have different philosophies, but my philosophy is to try
and keep it simple. If there’s too much on the screen, it gets overwhelming. Again, keep
thinking about your platform; if it’s a phone and you got a lot of buttons, and you got
a big thumb or finger you’re trying to hit that button with and you hit the wrong one.
I think it is a good idea for people to kind of look at maybe applications, not even anything
like what they’re doing, but kind of get an idea of what a standard application, how it
acts and behaves. Then, I think you want to try and emulate that.
>>Liz: OK, that’s great advice. And how many mobile platforms exist then? What are your
different options for developing on different mobile platforms? How many are actually used?
>>Gregg: Well, there’s the big one I guess, is the iPhone and Android. So, there’s iPhone,
Android. Windows Mobile has come out with a new one just recently. There’s going to
be your Blackberry, and I believe Palm just came out with one. I think there are more
and more all the time.>>Liz: So, there’s not only more mobile apps
coming out on the market, but there are more platforms to build those applications on that
are coming up every day as well.>>Gregg: Right. One of the difficult things
within Android, for example, is there’s many different versions of Android. So, you have
to decide what version of Android you’re going to build for. Are you going to build for an
Android II device, which really is most of them that have been sold in the past year?
Or, are you going to develop for the newest thing called “Honeycomb” which is their tablet
interface, and develop toward that? So, it really is difficult to decide where you’re
going to go because it’s so fractured right now.
>>Liz: It makes sense. And in your opinion, final question, what’s more difficult rocket
science or building a mobile app?>>Gregg: Well, I guess it depends on which
way you take it. Building a mobile app is easier than rocket science. But if you wanted
to build a mobile app that was going to run on multiple platforms, that’s probably more
difficult.>>Liz: You might want to become a rocket scientist,
instead.>>Gregg: You might want to become a rocket
scientist.>>Liz: So, that’s up in the air–to be determined.
>>Gregg: Right, because for each of these platforms, unfortunately, there’s no unified
development for them. You have to develop an [Phone app that’s its own set of development,
and Android app has its own development. So it’s almost like every platform you’re going
to support is a whole other double, triple the work.
>>Liz: Sure.>>Gregg: Typically, I think you’re probably
going to want to, at least, be in the iPhone and the Android world, because that’s what
really people, at least, in the U.S. are thinking as, “I have a phone and this is really where
it’s at”.>>Liz: Great. Well, thank you so much for
joining us today, Gregg. We really appreciate you sharing all of your knowledge about mobile
app development. We know it’s going to be a really big part of interactive communications
in the future. We appreciate you coming.>>Gregg: Thanks for having me.
>>Liz: Thank you. And you can find one of Gregg’s latest apps at the
www.vangoghgallery.com.

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