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Hey John! Thanks for doing this. I recently attended your talk at MIT and I was impressed by your candor and entertaining presence.
Much of your focus in recent years seems to be at the intersection of leadership and design, and before that, engineering and design. I have two questions, one for each of these aforementioned intersections.
1) How can designers, particularly in small/medium sized startups, encourage leadership to put a heavier focus on design? Especially when that design team comprises only one or two people.
2) What are some problems you see when it comes to designers and engineers working together and what are your thoughts on the increasing number of people trying to blur the lines between designer and engineer (one person doing some combination of work in both fields)?
Thanks, Jake! I was going to add more features before release but then my buddy convinced me to just get it out and then push updates incrementally. Otherwise I'd probably never have shipped haha
Hi Drew! I heard something similar from an iPhone 6 user, so I'll have to think of something, possibly moving the controls row next to the shoot button for larger devices.
Currently there's no way to switch cameras in Luff, but it's something I'd like to add soon. There may be implications for level of control with the different cameras, so I didn't want to just throw in a flip button and possibly result in crashes. Thanks for reminding me, though!
Do you mind clarifying a bit what you mean by Focus and WB locks?
Thanks for the feedback!
Good advice! I'll definitely add some others and try to make them pop a bit more.
Thanks for the kind words, Nic! If you do end up enjoying Luff, please consider leaving an App Store review. No pressure. Cheers :)
Thanks for your reply.
Manual for iPhone is a really great app. They beat me to launching, that's for sure! But I find their controls for exposure and ISO a bit difficult to use when compared to sliders with fine-scrubbing.
Manual also uses exposure and ISO stops which lock you at certain exposure values. These stops exist in the first place due to SLR and DSLR hardware constraints.
With iPhone and touch-sensitive displays, there's really no reason to still have exposure stops. Luff's sliders let you achieve any exposure duration.
Last I checked, Manual also doesn't let you shoot faster than 1/2000 of a second. I've found that to even be too slow when shooting on a really bright day.
Manual is still, admittedly, more feature-complete than Luff, but I hope to catch up to them soon :D
There are a lot of awesome resources out there. There's not one "be all end all" of learning iOS development.
Learning Swift/Objective-C is only a part of learning iOS and OS X development. The Cocoa and Cocoa Touch APIs are the other part.
The most important thing, I'd say, is to be open to diving right and and learning to be scrappy and resourceful! If you do this right, you want have to spend a lot of money on courses.
Personally, I've been spending about the last year getting really into iOS development. I was doing web and server stuff before. I'm not sure what your past experience is like, but here are some really valuable resources that helped me out:
http://www.objc.io/ - Awesome long-form articles on iOS development. Despite the name, a recent issue of theirs was focused solely on Swift. Really good stuff coming from those folks!
https://designcode.io/ - Meng To wrote this really awesome book and also curates a bunch of additional resources that are super helpful for the iOS Designer/Developer combo types
https://iosdevweekly.com/ - A weekly email newsletter with curated picks of resources, articles, tutorials, etc. for the modern iOS developer
http://sam.roon.io/ios-resources - Sam Soffes put together this great list of resources/tips for getting started with iOS development
http://nshipster.com/ - Matt Thompson has some really insightful posts about certain (and many overlooked) Cocoa and Cocoa Touch APIs. Some of his posts are excellent resources to keep referencing
http://stackoverflow.com/ - Maybe this one is obvious, but SO is /the/ place to go for programming questions. Most of the time, you can Google your issue or compiler error and see a dozen SO posts with different solutions. Use it, it's awesome. (And be sure to upvote, comment, and check correct answers!)
All in all I'd suggest diving right in and trying to figure stuff out as you go.
I've answered this question a number of times to friends lately and I've been thinking about putting together a list of common patterns and things that every iOS dev will encounter at some point. They'd include a bit of high level explanation of architecture as well as some small bits of sample code, but they would primarily be explaining architecture and trying to get the dev to figure out the code on their own. Would something like this be valuable?
I believe they took a decent approach by releasing a not-very-feature-full app to start with. They wanted to bring a better reading experience to mobile users, and that begins with a native app.
Disappointingly, updates have been few, nominal, and far between. Personally, I like the reading experience in Medium's iOS app. I think it does a decent job of pulling together your following list, reading list, suggested articles, etc. to determine the next article when you swipe left or right.
That said, there's very little sense of place in the Medium app. As a result of their "magic" article guessing, there's no real order within the page controller. This makes it tough to understand where you are at any given time. A bit more context and/or insight into how the page controller is determined would (I think) go a long way.
Please don't take this the wrong way, OP, as I'm merely curious myself (currently building something using page controllers): was the swiping left/right to go to the next/previous article not clear from the start?
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