jkhowland
I took his advice haha. I have 300 fully packaged signs to pick up this week. Excited to fix the supply chain issues and start shipping end of the week.
Selling 150 Early Release Wired in Signs
I don't want it to be true, because I want to believe in the best of people.
Unfortunately I think you may be right. It seems like the people that succeed in marketing are the people that agree with this. We all want to be Don Draper, but we probably just need to be (lil) green patch.
Feel free to ask questions about our prototyping process. We're excited to share.
How We Build Prototypes Fast
My hope is that you'd actually have an entire work space with a sign on each desk.
We're in prototype phase and we have done some overseas testing. We're also going through the process of building it for HomeKit.
We're writing a blog series on building a hardware company
Building for iOS gives you the ability to reach millions of people that care about design, and experience. I feel like a mobile gives you the opportunity to reach people in a more personal and intimate way than a web app.
The fact is, there are as many reasons for choosing a platform (web, iOS, or Android) as there are developers. I'm actually very interested in hearing other developers reasons.
Learning iOS vs. Learning Web Development: My Choice
I wish I had numbers on the effect of those V2 and V3 and even V4 releases.
The funny thing about the Unread story is that if he keeps on releasing new paid versions (like Tweetie 2 or Tweetbot 2) and then charges for them, he'll just have that much larger of a base to launch on, and will make more money.
I believe it's not just about the caliber of apps, it's about the caliber of business that releases the apps. They need to consider marketing, pricing, launch strategies, and app store optimization. They need to maintain a relationship with their customers, and constantly ask what the customer wants. There is a lot more to a mobile company than the app, and I think the best companies (and their apps) are the ones that will survive.
Also, a senior iOS developer can make anywhere from $90-150k in even a low paying market like Utah. I don't even know what the market is in places like New York and California.
Needless to say, what you get for your $4500 is a lot more than just indie game revenue. It's a life changing experience to learn to write iOS apps.
Very cool to see what you were able to build in only 12 weeks.
Why did you choose this, instead of learning yourself. Didn't you still have to do all the work to learn even with the program?
No, actually technical debt IS a tool
Looks awesome. Excited to watch this grow.
The Creative Process
This post is a more comprehensive overview of what we're trying to do.
We talked to 3 types of customers. The non-technical were largely disinterested. We're still too early for that. Agencies were all over this for their clients though. Great feedback from them.
We're at Startup Weekend in Ogden and a few of the people here are being very generous.