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Introducción a iOS Javier Sánchez Sierra  @jsanchezsierra javier.sanchez@slashmobility.com Genmob, 4 de Mayo de 2011 Slash Mobility
evolución tecnológica smartphones iPhone, Android, Windows Phone 7, RIM, Symbian Personal Digital  Assistant PDA’s Telefonía GSM Internet 1992 2007-2011 1997- 1995… 2004 2006 1996 1993 Facebook Twitter Google Intel Pentium 5
Apple reinvents the phone Teléfono, mp3, agenda, mail, calendario, cámara, multitouch… “We’ve always tried to be at the intersection of technology and liberal arts, to be able to get the best of both, to make extremely advanced products from a technology point of view, but also have them be intuitive, easy to use, fun to use, so that they really fit the users – the users don’t have to come to them, they come to the user.” - Steve Jobs MultiTouch systems  Bill Buxton (Microsoft Research)
iOS - evolución iPad iPad 2 Abr 2010 Mar 2011 iPhone  iPhone 3G iPhone 3GS iPhone 4 Jun 2011 ? Jun 2007 Jul 2008 Jun 2009 Jun 2010 iOS 3.1.3 iOS 4.2.1 iOS 4.3.2 iOS 4.3.2 iOS 4.3.2 iOS 4.3.2 Mar 2008 Jun 2007 Abr 2010 Jun 2010 Nov 2010 Mar 2011 Jun 2009 OS X iPhone OS iPhone OS 3.2 iOS 4 iOS 4.2.1 iOS 4.3 iPhone OS 3.0
iOS en cifras 100 millones iPhones vendidos 15 millones iPads 2010 100 millones eBooks downloads 2 billones de $ a desarrolladores iOS 	(70%-30%) 200 millones Apple ID’s (iTunes, iBooks, App Store) 350000 Apps en el App Store, 65% pago 35% free 10 billones de descargas!
descripción iOS Home Screen, barra estado, iconos, dock Carpetas Telefono Cliente mail Safari iPod Calendario, Camara, Mapas, Weather, notas, YouTube, Stocks, Imagenes, Mensajes, iTunes, App Store, calculadora, contactos Multitarea Game Center 320x480 (iPhone ) 640x960  (iPhone Retina Display) 1024x768 (iPad)
Entorno de desarrollo iOS Xcode 3 (3.2.6)  Xcode 4 (4.0.2) Interface Builder iOs Simulator Instruments Objective-C
iOS architecture Core OS Accelerate External Accessory  Security System  Core Services Address Book CFNetwork Core Data Core Foundation Core Location Core Media Core Telephony Event Kit Media Assets Library AV Foundation Core Audio Core Graphics Core MIDI Core Text Cocoa Touch Address Book UI Event Kit UI Game Kit iAd Map Kit Message UI UIKit Foundation Mobile Core Services Net Services Threading Quick Look Store Kit System Configuration Core Video Image I/O Media Player Open AL OpenGL ES Quartz Core Threading Networking ( BSD Sockets)  File-System Access Standard I/O Bonjour, DNS Memory allocation Locale information Math computations Multitasking MultiTouch Events Printing Support Motion Based events Accesibility Local Notification PDF Accelerometer Camera Proximity sensor Image Picker Battery State
clases en UIKit “Conocer los ingredientes para conseguir una buena experiencia de usuario”
UIKit Framework Navigation Controller
UIKit Framework TabBar Controller
UIKit Framework Split-View Controller
UIKit Framework ModalView Controller
UIKit Framework TableView Controller
UIKit Framework ScrollView Controller
UIKit Framework PickerView/DatePicker Controller
UIKit Framework Core Location Slash GEO-AR Slash Mobility
UIKit Framework UISegmentedControl UIWebView UISlider, UITextField UISwitch Web Frameworks Phonegap, Sencha Llega a nuevos clientes con versiones localizadas de tu App HTML5 + CSS3 + JavaScript
User experience Importante mantener la experiencia del usuario Gestos familiares, intuitivo, fácil Efectos dinámicos, tiempo de respuesta, feedback, cinematic, sound iOS Human Interface Guidelines UIKit /OpenGL
recursos disponibles iOS development center ,[object Object]
Videos Stanford Winter 2010
stackOverflow.com
nscodernight.com
Cursos Formación
Blogs, 85% cocoa - Jose A Lobato - podcast,[object Object]
iAd  /  In-App purchases Anuncios dentro de la App. (60%-40%)  adMob In-App Purchases. Bonus game levels, extra health, subscriptions, auto-renew subscriptions… openFeint, scoreloop, agon (multiplataforma)
Diseño I 40% diseño 20% desarrollo 40% bugs, test Market research Design matters for Apps iPad and iPhone User Interface design (WWDC 2010)
Diseño II Panorama4D Design matters for Apps iPad and iPhone User Interface design (WWDC 2010)
mi experiencia iOS Caso de exito Entorno  multidisciplinar Stanford Mobile Phone Orchestra (MoPhO) at CCRMA, Ge Wang   Sonic               Ocarina              Leaf                Zephyr             Magic	          I am                 Magic  Ligheer                                     Trombone                                    Fiddle                T-Pain                Piano
iOS Developer Program 1.Desarrolla             2.Prueba                 3.Distribuye iOS Developer University Program  iOS Developer Standard Program  (99$) iOS Developer Enterprise Program (299$) in-house apps
App store Apple store review guidelines iOS Human Interface guidelines iOS Provisioning Portal Certificados, dispositivos, App IDs Development profiles, distribution profiles

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Introducción a iOS

  • 1. Introducción a iOS Javier Sánchez Sierra @jsanchezsierra javier.sanchez@slashmobility.com Genmob, 4 de Mayo de 2011 Slash Mobility
  • 2. evolución tecnológica smartphones iPhone, Android, Windows Phone 7, RIM, Symbian Personal Digital Assistant PDA’s Telefonía GSM Internet 1992 2007-2011 1997- 1995… 2004 2006 1996 1993 Facebook Twitter Google Intel Pentium 5
  • 3. Apple reinvents the phone Teléfono, mp3, agenda, mail, calendario, cámara, multitouch… “We’ve always tried to be at the intersection of technology and liberal arts, to be able to get the best of both, to make extremely advanced products from a technology point of view, but also have them be intuitive, easy to use, fun to use, so that they really fit the users – the users don’t have to come to them, they come to the user.” - Steve Jobs MultiTouch systems Bill Buxton (Microsoft Research)
  • 4. iOS - evolución iPad iPad 2 Abr 2010 Mar 2011 iPhone iPhone 3G iPhone 3GS iPhone 4 Jun 2011 ? Jun 2007 Jul 2008 Jun 2009 Jun 2010 iOS 3.1.3 iOS 4.2.1 iOS 4.3.2 iOS 4.3.2 iOS 4.3.2 iOS 4.3.2 Mar 2008 Jun 2007 Abr 2010 Jun 2010 Nov 2010 Mar 2011 Jun 2009 OS X iPhone OS iPhone OS 3.2 iOS 4 iOS 4.2.1 iOS 4.3 iPhone OS 3.0
  • 5. iOS en cifras 100 millones iPhones vendidos 15 millones iPads 2010 100 millones eBooks downloads 2 billones de $ a desarrolladores iOS (70%-30%) 200 millones Apple ID’s (iTunes, iBooks, App Store) 350000 Apps en el App Store, 65% pago 35% free 10 billones de descargas!
  • 6. descripción iOS Home Screen, barra estado, iconos, dock Carpetas Telefono Cliente mail Safari iPod Calendario, Camara, Mapas, Weather, notas, YouTube, Stocks, Imagenes, Mensajes, iTunes, App Store, calculadora, contactos Multitarea Game Center 320x480 (iPhone ) 640x960 (iPhone Retina Display) 1024x768 (iPad)
  • 7. Entorno de desarrollo iOS Xcode 3 (3.2.6) Xcode 4 (4.0.2) Interface Builder iOs Simulator Instruments Objective-C
  • 8. iOS architecture Core OS Accelerate External Accessory Security System Core Services Address Book CFNetwork Core Data Core Foundation Core Location Core Media Core Telephony Event Kit Media Assets Library AV Foundation Core Audio Core Graphics Core MIDI Core Text Cocoa Touch Address Book UI Event Kit UI Game Kit iAd Map Kit Message UI UIKit Foundation Mobile Core Services Net Services Threading Quick Look Store Kit System Configuration Core Video Image I/O Media Player Open AL OpenGL ES Quartz Core Threading Networking ( BSD Sockets) File-System Access Standard I/O Bonjour, DNS Memory allocation Locale information Math computations Multitasking MultiTouch Events Printing Support Motion Based events Accesibility Local Notification PDF Accelerometer Camera Proximity sensor Image Picker Battery State
  • 9. clases en UIKit “Conocer los ingredientes para conseguir una buena experiencia de usuario”
  • 17. UIKit Framework Core Location Slash GEO-AR Slash Mobility
  • 18. UIKit Framework UISegmentedControl UIWebView UISlider, UITextField UISwitch Web Frameworks Phonegap, Sencha Llega a nuevos clientes con versiones localizadas de tu App HTML5 + CSS3 + JavaScript
  • 19. User experience Importante mantener la experiencia del usuario Gestos familiares, intuitivo, fácil Efectos dinámicos, tiempo de respuesta, feedback, cinematic, sound iOS Human Interface Guidelines UIKit /OpenGL
  • 20.
  • 25.
  • 26. iAd / In-App purchases Anuncios dentro de la App. (60%-40%) adMob In-App Purchases. Bonus game levels, extra health, subscriptions, auto-renew subscriptions… openFeint, scoreloop, agon (multiplataforma)
  • 27. Diseño I 40% diseño 20% desarrollo 40% bugs, test Market research Design matters for Apps iPad and iPhone User Interface design (WWDC 2010)
  • 28. Diseño II Panorama4D Design matters for Apps iPad and iPhone User Interface design (WWDC 2010)
  • 29. mi experiencia iOS Caso de exito Entorno multidisciplinar Stanford Mobile Phone Orchestra (MoPhO) at CCRMA, Ge Wang Sonic Ocarina Leaf Zephyr Magic I am Magic Ligheer Trombone Fiddle T-Pain Piano
  • 30. iOS Developer Program 1.Desarrolla 2.Prueba 3.Distribuye iOS Developer University Program iOS Developer Standard Program (99$) iOS Developer Enterprise Program (299$) in-house apps
  • 31. App store Apple store review guidelines iOS Human Interface guidelines iOS Provisioning Portal Certificados, dispositivos, App IDs Development profiles, distribution profiles
  • 32. iTunes Connect Controla tus Apps Control de usuarios Contratos, impuestos, bancos Controla tus In App Purchases Ventas y estadísticas Pagos e informes financieros
  • 33.
  • 41. Precio prepare for upload waiting for upload waiting for review waiting for export compliance upload received rejected developer rejected invalid binary missing screenshot Application Loader
  • 42. Conclusiones Empieza ya con iOS. Busca recursos y proyecto Experiencia de usuario, ver Apps Dedica tiempo a la formación El Diseño importa, market research Nscoder, blogs, foros, crear cantera, share & enjoy! El exito de tu cliente es tu éxito, contágiale tu entusiasmo Technology + liberal arts, multidisciplinar, reinvénta!
  • 43. Introducción a iOS Muchas gracias ! Javier Sánchez Sierra @jsanchezsierra javier.sanchez@slashmobility.com Slash Mobility

Hinweis der Redaktion

  1. Hace 3 años no existian los smartphones!! Ahora estamos en un congreso de smartphones.Que recordamos de las pda? Pensariamos hace 10 años que iban a tener una vida tan corta?PC+portatil, muy similar. Redes sociales+moviles, 2011, se alimentan una de otra.
  2. Tacto, intuitivo, facil, divertido, gesto, diseño. Os imaginais esperando ¼ de segundo al hacer un swipe?Apuntando alto!! Reinventar! Meclar disciplinas. En nuestro trabajo separamos el desarrollo del diseño.Alias Wavefront, interfaces con gestos 3D. Existian,como el telefono o la PDA.iOS/hardware
  3. Cuantos desarrolladores? Emprendedores? Estudiantes? Diseñadores, web? Marketing comunicacion?- que llama la atención de iOS, dinero fácil?developer desde casa, canales abiertos?Termino iOS, no tiene ni un año. iPod Touch no está puesto, sale en septiembreJunio 2011? WWDC 2011. iOS 5, iPhone 5. Curiosidades de WWDC, alguien va a ir? 500 desarrolladores SF.8 horas vendida las entradas!Tuve occasion de ir 2010, mi primer año como desarrollador, iPad nuevo, zona VIP… energia, contagia, 5000 personas, Labs, como estamos aqui ahora. Trabajo muy vocacional. Hay que contagiarse!! Hoy podeis seguir algun modelo iphone/windows/android, casos de exito, seguro que os animanEs curioso que solo sacan un modelo annual !!!
  4. Home button, solo 1 !!
  5. http://developer.apple.com/library/ios/#documentation/Miscellaneous/Conceptual/iPhoneOSTechOverview/MediaLayer/MediaLayer.html#//apple_ref/doc/uid/TP40007898-CH9-SW4
  6. Podemos combinar TabBar con NavigationControl
  7. Source data, Delegate
  8. Que pasaria si hay un scrollview dentro de un uitableView, los dos son scroll. Habria que ver la posicion, para bloquear el scroll del tableview.
  9. precisión,potencia, tiempo
  10. Os imaginais si no hubiese homogeneidad que cada App tuviese diferentes controles, sliders, botones, no homogeneidad.La experiencia de usuariio se crea al reinventar el iphone
  11. Nscoderbarcelona, madrid, valencia, sevilla, malaga, gijon, zaragoza, almeria, murciaCursos formacion, 1,3 5 dias. Avanzado? Recopilacion de recursos, no tenemos tiempo de asimilarBuscar un proyecto/Excusa e ir a por el, es la mejor manera de aprenderUniversidad, deberia ofrecer cursos dentro del plan de estudios, libre eleccion, CREAR CANTERA!! Hay pastel para todosConoces universidad que ofrezca cursos durante el semestre regular, 10-15 semanas.?Stanford masa critica, contagia, apuntad alto!
  12. 3 productos lanzados en 2010, que ayudan a promocionar app de desarrolladoresiAD, monetizar, admob, jun 2010In-app sept 2010Gamecenter sept 2010, la parte social de jugar
  13. Mi experiencia, entorno multidisciplinar, altamente motivado, vocacional, contagia el hacer cosas.Crear cantera!Juntar equipos de diferentes disciplinas, tecnology+liberal arts. Bio+ingenieria. Musico+ingenieria+arquitectura, historiador, filosofo, de aqui salen ideas.
  14. Tecnico-funcional / contenido / diseño
  15. Tecnico-funcional / contenido / diseñoDescripcion /crash /
  16. Utiliza el proyecto de tu cliente para probar esa idea, sugerirle una funcionalidad. Su proyecto es una excusa perfecta para probar. Los dos ganais o los dos perdeis, estais juntos, su exito es tuyoBlogs, NSCoder, foros, Desarrollador abierto a otras plataformas, android-windows Phone7, blackberry, limitados en tiempo.Contagia tu ilusion!!Volvemos al principio! Liberal arts, multidisciplinar