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IPhone app design for entrepreneurs : find success on the app store without coding /

Make an app from start to finish on your own or with a dedicated team. This book is your all-in-one, go-to resource for designing, building, and marketing, a trending app that others flock to buy. Use detailed analysis to decide what designs you should choose and whether you should learn to code or...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Holstein, Megan (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: [Berkeley, CA] : Apress, [2019]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Intro; Table of Contents; About the Author; Introduction; Part I: Design; Chapter 1: Refining Your Idea; Make it Small in Scope; Cool Features ≠ a Good App; Compare with Your Competition; What You're Really Saying; Finding Your Competition; Execution is Everything; Make it Easy to Explain; Always Get Feedback; Ask Friends and Family for Feedback; Go to Local Events for Your Target Audience; Interpreting User Feedback; The Final Test; Chapter 2: Website; What Your Website Should Have; Building Your Website; LaunchRock (FREE); Squarespace (99/yr); WordPress (Prices Vary); Customer Support
  • Chapter 3: Idea ValidationPromote Your Website; Tell a Story; Give Readers a Call to Action; Keep It Personal; Interact with Signups; Start a Company Blog; Ask Subscribers Questions; Survey Subscribers; How to Create Your Own Survey; Ask Users Good Questions; The Questions You Should be Asking; What are You Trying to Get Done? (Gather Context); How Do You Currently Do This? (Analyze Workflow); What Could be Better About How You Do This? (Find Opportunities); Chapter 4: Business Models; The Long Tail; Pros; Cons; The Flagship; Pros; Cons; Model User; Chapter 5: Fair Pricing; Flat Pricing
  • High-to-Low PricingPros; Cons; Low-to-High Pricing; Pros; Cons; Freemium; In-App Advertisements; Picking a Pricing Model; Chapter 6: Planning Your App; App Outline; Gestures; Stick to Apple's Gesture Guidelines; Using Animation; Loading Screens; Real-World Metaphors; Screen Transitions; Chapter 7: User Experience Design; Wait, What Is a UX Designer?; Wireframing; Considering Price; In-App Purchases; Advertisements; Flat Fee; Fragmentation In Design; Full-Size iPad; iPad Mini; iPhone Plus Models; iPhone Smaller Models; iPhone 5/5S; iPhone 4 and Previous; Chapter 8: Case Study: Scribe
  • Chapter 9: Design PersonalityDrafts 4; Pocketbooth; Seek Critique and Feedback; Be Creative; Part II: Development; Chapter 10: Funding Sources; Kickstarter; Pros; Cons; How to Get Started; Family and Friends; Fools; Applits; Pros; Cons; How to Get Started; Investors (Venture Capitalists); Pros; Cons; How to Get Started; Find a Business Partner; Pros; Cons; How to Get Started; Chapter 11: Case Study: Applits; The Importance of Constant Feedback; Chapter 12: Development Methods; Do It Yourself; Pros; Cons; How to Get Started (Programming); How to Get Started (with Graphic Design)
  • App-Building ProgramPros; Cons; How to Get Started; Hiring Developers; Pros; Cons; How to Get Started; Chapter 13: Hiring Developers; Creating a Job Listing; Determining a Payment Method; Fixed-Price; Hourly Contract; Determining Where to List Your Job; Writing Your Listing; Things You Should Provide; Ask Questions; Vetting Applicants; Getting Started; Define Succes; Determine Milestones; Keep in Contact; Chapter 14: Code Add-Ons; App Templates; Pros; Cons; How To Get Started; App Store Analytics; Internal Analytics; Chapter 15: Beta-Testing; How to Beta-Test Right; Finding Beta-Testers