{ by david linsin }

April 26, 2010

Is your App Accessible?

I recently bought an iPhone 3GS and while nothing is really new, just a lot faster, there's a menu in the settings which is called "Accessibility". I haven't noticed it before, but after reading through Apress' "The Business of iPhone App Development", I got curious. There is one setting, which is very interesting, called "White on Black".



This setting is for folks with any form of color-deficient vision. It helps them to still recognize the difference between certain colors. According to "The Business of iPhone App Development" roughly 1 out of 12 males of European decent are affected by this problem.

After reading this, I had to check how Doublemill looks like with this setting switched on. I'm proud to say, that it looks kinda cool and everything works as expected! See for yourself:



If you want to make your App accessible to the broadest audience possible, check if it works in Apple's "White on Black" mode.

April 16, 2010

iPhone App Beta Testing

Last year I was working on a Nine Men's Morris mobile game called Doublemill. My job was to implement a REST-based server back-end on the Google App Engine. You might remember a couple of posts on that. My colleagues were responsible for coding the Android client. Since I'm an iPhone user and I'm not going to switch to Android anytime soon, I decided to port the game to the iPhone/iPod touch platform.

I'm closing in on the first release of the paid version of Doublemill. The only thing missing is a beta test. I'm past the technical problems, which I encountered when I released a beta version of Doublemill Lite a couple of weeks ago. This is more about how to find people, willing to thoroughly and extensively test your App.

Unfortunately, I can't use Amazon's Mechanical Turk - although I'm willing to pay a small amount for people to find bugs in my App. Amazon doesn't let me use it without a US credit card, so I had to look for an alternative. I came accross iBetaTest.com. I used it for Doublemill Lite and I'm also using it for the paid version. Although the site has little flaws (it's still in beta itself), the idea is great and it works pretty well. However, there is still a problem: the people who are using the site and who are supposed to test your App.

After I added the beta for Doublemill, I received a lot of requests, mostly from testers which are not testing any other Apps or look like they have just signed up. I gave a couple of them the benefit of the doubt and let them in, only to experience, that I wasted my valuable device IDs.

At the time this blog was published, I have only received feedback from 2 of my 7 testers. The other just haven't replied. I know, that at least one has downloaded and signed up for the multiplayer feature, but hasn't provided feedback on any aspect of the App. That's just plain disappointing. After Doublemill Lite, this is the second time I wasted device IDs, it won't happen to me anymore.

After all, there's always something to learn from your mistakes: be picky on beta testers and choose people you know they'll give you valuable, honest and thorough feedback! It takes quite some time to setup a beta test and organize all device IDs, so don't neglect Q&A in your project planning.

I'm fortunate enough to have a couple of people around me, which help out with testing and give me exactly the feedback I need - although it's not always what I want to hear.

April 01, 2010

One week in the App Store

Last year I was working on a Nine Men's Morris mobile game called Doublemill. My job was to implement a REST-based server back-end on the Google App Engine. You might remember a couple of posts on that. My colleagues were responsible for coding the Android client. Since I'm an iPhone user and I'm not going to switch to Android anytime soon, I decided to port the game to the iPhone/iPod touch platform.

One week ago Doublemill Lite hit the App Store and it has been received very well, according to the download numbers. I'm pretty stunned by the magnitude of more downloads we have compared to the Google Marketplace. It could be that we only have full fledged paid version for Android out there. However, you can refund your money with Google within 24 hours, if you don't like the game, so basically every App is also a Lite version.

I believe in the App Store as a channel of distribution, although only after one week we already see the negative sides of it: user ratings. Doubemill Lite started off pretty good with 3-4 stars the first couple of days, but then rapidly dropped down to 1-2 stars. First, I was pretty bumped about it, but then realized that you are only asked to rate the App when deleting it from your phone. Considering, that less than 3% of people who downloaded the App also rated it, I guess most of the others might still happily play with Doublemill Lite.

We received some feedback, mostly about the controls, which we've already addressed and improved. There should be an update in the next couple of weeks, but at the moment I'm kinda handicapped, because my MacBook Pro died on me and I have to wait for my new one to arrive next week. With the soon to be released update, we've also added iPad compatibility, so you can have a virtual Nine Men's Morris Board sitting on your table.

There's also been progress on the premium version of Doublemill, which will go Beta any-time soon. So if you are interested in testing it, drop me a line and I'll hook you up!

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