iWork runs identically on everything from iPhones to Mac Pro's. So what, exactly, is an "iPad app"?

There’s no such thing as an iPad app

After the reviews of the iPad Air 2 and iPad mini 3 trickled out yesterday, the meme on Twitter seemed to be “Apple needs to create better iPad apps.” Nilay Patel of The Verge said it, @Lessian said it, and earlier @Monkbent said it.

While I agree with their intent—that iOS, now running on 64-bit processors, is fully capable of much more than apps do today—phrasing it in terms only of the iPad does a disservice to Apple, to UX designers, to developers, and to businesses.

I’m here to warn you today that there is no such thing as an iPad app. And if you think about it that way (thinking that iPhone and iPad—and even Mac OS X—apps are different things), then you haven’t fully grasped where Apple is moving to in the future.

It’s funny: in the past six months, the argument has completely inverted. Earlier this year, at a mobility conference, I gave a presentation called “You Can’t Ignore the Tablet”. Now, six months later, here I am warning people not to create iPad-only apps.

There are both technical and non-technical reasons why iPad-only apps don’t make sense. Here’s a list of 4 reasons why you don’t want to create an iPad-only app.

Continue reading

Standard
iWork runs identically on everything from iPhones to Mac Pro's. So what, exactly, is an "iPad app"?

The one thing no one is talking about for Apple’s iPad & Mac event this week

Software.

Sure, everyone wants new devices, and new devices are a key part of Apple’s ecology, but devices without software (apps) are meaningless. Take Windows Phone… please.

OK, so some people are talking about OS X Yosemite and iTunes 12 being unveiled tomorrow. Sure, that’s software, but we’ve heard all about Yosemite at WWDC in June, and iTunes will get a new coat of paint but otherwise won’t be significantly different.

I’m talking about major software changes. What am I talking about?

Continue reading

Standard

Why the iPhone 6’s will be Probably be This Screen Size

In my previous post (2 Reasons Why the iPhone 6 Won’t Need to be 1.5x Retina Resolution), I explained why Apple isn’t so constrained about the rumored iPhone 6 screen sizes. That blog post was long enough, so I thought I’d break out into a new post exactly what size(s) I’m expecting in the iPhone 6 4.7″ and 5.5″ phones (assuming the rumors are real).

I’m thinking Apple will make both phones at 1920×1080. Then they will be able to contain letter-boxed 1.5x-sized existing apps (fitting inside a 1704×960 rectangle). Each phone will have 1.5x-sized tap targets (66 points tall instead of 44 points tall) but will still have an extra 10% or so extra space vertically (1920 vs 1704) and horizontally (1080 vs 960), so there’s a little more room for app content.

The benefit to users: Continue reading

Standard
iOS 6 vs iOS 7

2 Reasons Why the iPhone 6 Won’t Need to be 1.5x Retina Resolution

When Apple moved to iPhone 4 and iPhone 5, there were tremendous constraints that Apple wisely overcame to determine exactly how it made its phones with higher resolution and then larger (taller). How?

With the iPhone 4, Apple exactly doubled the resolution, leading to a 2x “Retina” resolution. And with the iPhone 5, Apple kept the pixel density (pixels per inch) the same, but just extended the screen size vertically, to create a 16:9 screen ratio.

This resulted in a great user experience, as well as minimizing the efforts for developers and UI designers.

Now Apple is coming out with two much larger iPhone 6 models, reportedly 4.7” and 5.5”. Many pundits are saying these phones will need to be 1.x Retina resolution or the phones need to have the same pixels-per-inch as the iPhone 5S. But Apple isn’t constrained by the same circumstances as before. There are two things that have changed in the past 5 years that mean that Apple can make these new iPhone 6’s any resolution they want: Continue reading

Standard

Product Owners: It’s Time to Throw Off the Shackles of iOS 6!

One year ago, Apple introduced the most significant visual upgrade in iOS’s short but significant history: iOS 7 had a completely new look. Along with that look came subtle but significant changes in how to design and implement iOS apps.

Those subtle changes by themselves weren’t so hard to implement, but there was one albatross that hung over developers’ and designers’ heads: Continue reading

Standard