Re:Tinker – Create duration-based goals on your iPhone
by carlaldrich on Monday June 30, 2014 @01:07PM
(#7966161)
It would be cool to track some history / time spent on different things. As it stands it does not seem differentiated enough from the native timer (or a watch, for that matter).
Re:Tinker – Create duration-based goals on your iPhone
by shadesandcolour on Monday June 30, 2014 @01:58PM
(#7966494)
I hope that their next feature is the ability to queue up a bunch of goals for the day. Scheduling something for an hour from now is nice, but being able to say "I would like to do x,y and z today for this many minutes each" would be a nice thing to have. As it stands right now this is pretty similar to the built in clock app.
Re:Tinker – Create duration-based goals on your iPhone
by dpcx on Monday June 30, 2014 @01:43PM
(#7966407)
Using the term "unsuccessful" with Instragram and Vine is a bit misleading, IMHO. Instagram got a rather large (even if undeserved) purchase, and Vine is huge.
Re:Tinker – Create duration-based goals on your iPhone
by nicholassmith on Monday June 30, 2014 @01:29PM
(#7966294)
It's perfectly suited to the modern smartphone world, developers aren't obligated to launch on every platform at once. You could potentially end up spending three or four times as long covering all the bases and end up with a product no one cares about, rolling out on one platform and seeing what level of demand you have it's a sane and sensible approach.
Re:Tinker – Create duration-based goals on your iPhone
by Artemis2 on Monday June 30, 2014 @02:10PM
(#7966555)
The main problem here is that if you don't launch simultaneously on multiple platforms, your app will get duplicated and polluted with ads almost immediately, especially given the simplicity of this one. Look at 2048 for example.
Re:Tinker – Create duration-based goals on your iPhone
by supercoder on Monday June 30, 2014 @07:44PM
(#7968394)
Honestly it's a very exact reflection of todays modern smartphone world.
It takes a lot of time to develop an app correctly for each platform.
Most Android developers I speak to agree that Android is just not as easy and nice to develop for as iOS.
And also most developers see the best return on investment on iOS. You can certainly get the 'downloads' on Android, but it just doesn't translate into the same amount of revenue as users tend to expect more for free over there.
Makes sense to go to the other platforms once you feel you've exhausted the iOS market (though you'd have to be doing pretty well to claim that), or your produce relies on massive download growth (but not necessarily revenue)
It's not the developer being stupid, or trying to play fanboi etc when taking this path, it's just the reality of the app game.
It takes a lot of time to develop an app correctly for each platform.
Most Android developers I speak to agree that Android is just not as easy and nice to develop for as iOS.
And also most developers see the best return on investment on iOS. You can certainly get the 'downloads' on Android, but it just doesn't translate into the same amount of revenue as users tend to expect more for free over there.
Makes sense to go to the other platforms once you feel you've exhausted the iOS market (though you'd have to be doing pretty well to claim that), or your produce relies on massive download growth (but not necessarily revenue)
It's not the developer being stupid, or trying to play fanboi etc when taking this path, it's just the reality of the app game.