April 2, 2010
I realize I’m not the typical iPhone and iPad consumer; I’m perfectly happy to pay a nominal amount for a piece of software. Being a developer, I guess that’s kind of the Golden Rule. But it’s something I’ve felt for a long time: Pay the band a decent price for the music you enjoy and they can make more; pay a developer a decent price and they can afford the time to keep improving it. (That said, I’m perfectly happy to accept promo codes for your apps, even though I don’t have an app of my own right now to return in kind.)
I attended WWDC08 (the First iPhone WWDC) with the intent of avoiding iPhone topics because I have desktop ideas. I still have those desktop ideas, but since then the iPhone work has been more available, and I’ve become more intrigued by the possibilities. I worked as a (small) part of a team on an iPad app that’s on the store today–if you aren’t averse to paying money for an app, there’s a good chance I may have a bit of code on your iPad. (The app is intentionally not in the list of apps that follow.) I am currently working on another contract for an updated iPhone version and and iPad adaptation. It’s been fascinating to watch what Apple has done with the software, as well as how others are interpreting the platform without having hardware to test. For me, apps aren’t just about whether they’re functional; they’re a way to see what the popular interface designs are, as well as how developers took things in a different direction.
I just bought a bunch of applications for my iPad, and I haven’t even touched the device yet. I held off a whole day after the iPad App Store opened–yesterday I only downloaded free apps (in case they started charging for them later) and added items to my Want List while browsing through the list. Then I realized I’m going to want to dive right into syncing and running them when I rip apart the packaging tomorrow. Then I thought it might be worthwhile to make note of why I bought them before even trying them out.