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MacStories Interviews: Manton Reece

In our ongoing series of interviews with developers and creators in the Apple community, I recently had the chance to talk with Manton Reece, the founder of Riverfold Software and developer of Wii Transfer, Tweet Library, and Tweet Marker. When he’s not developing new features for his apps, Manton writes at manton.org. You can follow him on Twitter as @manton.

The interview below was conducted between January 18 and May 2, 2012.

MacStories: Hey Manton! Could you introduce yourself to the readers who haven’t heard about you or haven’t tried any of your apps before?

Manton Reece: Sure, my name is Manton Reece and I’m a Mac and iOS developer from Austin, Texas. I build e-textbook software for VitalSource and in 2006 I founded Riverfold Software with my first indie Mac app, Wii Transfer. My two main products are Clipstart, for managing videos on the Mac, and Tweet Library, an iOS app for archiving and collecting tweets. Most recently I launched Tweet Marker, a syncing web service for Twitter apps.

MCSTR: What are the circumstances that led you to start your own company? When, and how, did you decide you wanted to become an independent developer?

MR: It was almost an accident that I started Riverfold. I’ve always worked on side projects, though often it’s just to build something I need for myself, or a small tool released as freeware. But in 2006 the Nintendo Wii had just been released, and over a few weekends I built this app to make it easier to convert movies to a format that could play on the new console. At the last minute, I decided to charge for it, and I reused the domain name from a previous, unfinished web project of mine.

People bought the app, but the most surprising thing to me – and what really opened my eyes about the business of software development – is that sales were fairly consistent over those first few months. I could tell that the Mac had a very healthy software market for independent developers.

And there’s nothing like feedback from paying customers to get you excited about building and improving apps. I don’t think I would have been nearly as inspired to do anything after that if I hadn’t decided to make it a paid app at that initial release. Read more


Spotify for iPad: A UI Analysis with A Rdio Perspective

Spotify for iPad, released this morning, is a beautiful app. It’s solid, providing fast and reliable access to Spotify’s huge catalogue of songs and artists, and it presents content inside a great-looking package that, as I’ve already written, reminds me of Reeder’s sepia tones.

What follows is a brief examination of the app’s interface and functionalities. I have been using Rdio to completely fill my music listening needs for the past six months, but I was looking forward to trying Spotify for iPad to give it a fair shot. Read more


11.13 and The Dropbox SDK

Apparently, Apple has been rejecting some iOS apps with Dropbox integration lately (at least during the past week) for linking to the Dropbox website through the login/sign up process. The Next Web has a rundown of the “issue”.

Apps that integrate with Dropbox, in fact, can either authenticate through the installed Dropbox app, or, if not installed, open a web view to let users log in with the browser. The alleged problem with Apple is that the Dropbox mobile login page contains a link to go back to Dropbox’s main website/account creation page, and possibly purchase a subscription bypassing Apple’s App Store (and thus 70/30 revenue split).

Of course, this isn’t new. In its App Store Review Guidelines, Apple has been enforcing for years a policy that doesn’t allow developers to visibly link to external websites that contain links to subscriptions sold outside of iTunes

Apps that link to external mechanisms for purchases or subscriptions to be used in the app, such as a “buy” button that goes to a web site to purchase a digital book, will be rejected.

In the past, a number of developers and services that included buttons/links to external websites containing subscription options were forced to update their apps to remove such functionalities. The most notable example to date has probably been the official Kindle app, which removed a button that linked to Amazon’s Kindle Store (where books can be purchased with an Amazon login, and saved into Amazon’s cloud locker). The list goes on, and the core issue at hand seems to be just how visibly developers are linking to external websites featuring “external mechanisms for purchases or subscriptions”. There doesn’t seem to be a “visible” link to purchase additional Drive storage on Google.com, but you get the possible irony of this scenario. In the past few days, if these forum posters are to be believed, Apple decided to reject some apps that offered “an external link to Safari to create a Dropbox account”.

Before we march to Infinite Loop with our community pitchforks and torches, there are some necessary notes to be made about these rejections. First, the latest public version of the Dropbox iOS SDK is 1.2.1, available here, and I know at least two apps – Ultimate Password Manager and Drafts – that use it, and were approved today. Dropbox integration isn’t a central feature in these two apps, but they do have the Dropbox SDK built-in. On the forums – thus, not on the public developer page – the Dropbox team has already released a “beta” version of the 1.2.2 SDK, which removes the option to create an account on Dropbox.com. The beta SDK was seeded a few hours ago, and there’s the possibility Apple will reverse its decision on those rejections once they see the removal of the incriminated links. Right now, we don’t know.

Perhaps more interestingly, Dustin Curtis notes how some developers had also trouble linking to Rdio content inside their apps. It’s interesting, because Rdio came up with its own way to comply with Apple’s terms without losing money: they are offering subscriptions at a higher price through in-app purchase. But then again, the issue isn’t that Rdio does offer IAPs in its iOS app (the restriction on different prices was relaxed last year): it’s that the Rdio website still displays links to subscriptions users may potentially purchase through Safari (or any iOS web view).

As iOS apps become increasingly connected with third-party services and APIs, it’s going to be difficult for developers to keep track of websites and login pages that may or may not contain purchase mechanisms Apple doesn’t like. Sometimes, these mechanisms go unnoticed for months; other times, Apple decides to take action, such as in the (reportedly few) cases of Dropbox rejections this week.

Does this signal a change in Apple’s stance on Dropbox-enabled apps? We don’t know, though developers are naturally asking for clarifications and expressing their doubts. It may well be that Apple decided to simply start enforcing its old existing rule, and that they will be perfectly fine with the new SDK for newly-submitted apps. More importantly, while these few rejections are being talked about now, it’s important to note how, this week, other apps with the old Dropbox SDK have been approved.

Apple’s 11.13 rule isn’t new, and before we dabble in speculation about Apple wanting to “kill Dropbox”, I suggest we wait.


My Dropbox Writing Workflow

Ever since I wrote about my new year’s resolutions to work smarter using better tools, compared my favorite iOS text editors, and shared some of my workflow techniques on Macdrifter, I thought it would be appropriate to share a bit more about the activity that takes up 80% of my work time: writing.

As I wrote in my comparison of iOS text editors:

Two months ago, I noted how there seemed to be a distinction between text editors focused on long-form writing, and the ones stemming from a note-taking approach. I think this difference is blurring with time, but there are still several apps that are clearly focused on distraction-free, long-form writing, like iA Writer and Byword, whereas the ones I tried for this article belong to the note-taking/Markdown/Dropbox generation of text editors. I like iA Writer and Byword, but I’m saving that kind of apps for another article.

In my workflow, there is a distinction between apps “for writing” and tools for quick “note-taking”, but in order to minimize the effort required to keep everything in sync and tied together, I set out to make sure the differences of such tasks could coexist within a single ecosystem.

My writing ecosystem is powered by Dropbox. Read more


Promoting Software

In the pre-PC era, we built dedicated tools to fit different purposes. In the PC era, we learnt how to shift some tasks over to a single, centralized tool called the “personal computer”; we started exploring the concept of “ecosystem” through “digital hubs”, although we didn’t see the PC – whether “desktop” or “portable” – as a meaningful replacement for objects we depended upon in our daily lives. With mobile devices from the Post-PC era, we’re seeing tremedous growth in one particular aspect: that software can do (almost) anything. We’re in the process of learning how to use a single tool to fit multiple purposes at once.

This is especially true with the iPad. Following yesterday’s news of Cargo-Bot, an iPad game made on the iPad using Codea, I had yet another example of how software is changing the way we think of the distinction between tools for “work” and “entertainment” – and how it’s blurring the difference between computers for “production” and devices for “consumption”. John Gruber calls it “a glimpse of the future”. He’s right: here we have a device that is now capable of programming a game for its own platform, and it seems totally obvious in retrospect.

I never quite got the argument that devices like the iPhone and iPad were made for “consumption”. In the past five years, we have seen people making music on tablets, writing novels on them, and film-makers using iPhones as solid alternatives to their mobile capturing needs. The portability of the camera reinvented citizen journalism and revolutionized mobile photo sharing. I have seen doctors pulling out iPhones to do quick calculations and compare MRI images. I have been increasingly using my iPad as an “anything device”; on the other hand, I may have played no more than 4 games on my iMac since 2008.

It’s not just about “niches” or “bloggers” who want to find a way to do more on tablets than “normal people” would think is feasible. While the App Store has certainly seen a surge in popularity of text editors, Twitter clients, note-taking apps, and other kinds of apps writers and bloggers use on a daily basis, we shouldn’t forget about Final Draft, Procreate, Paper, the Business category, Apple’s Cards app, travel guides, books…just to name a few.

Software can do anything, but sometimes it is the combination of hardware and software that yields new, unexpected results that take advantage of the interplay of bits and guts. Apple based its mobile business on this. And third-party developers, too, understand that, in some areas, Post-PC hardware needs to be “extended” to address more specific needs. The Jawbone JAMBOX is a fantastic portable speaker that can augment your music listening or gaming sessions. The Nest thermostat is proving to be a hit among early adopters. Ten One Design is working on a Bluetooth-enabled pressure-sensitive stylus with an SDK for developers. Note how, even when extra hardware is needed, Post-PC devices leverage one thing to make these additions more natural, powerful, and connected: software.

It’s not just Apple. Other companies are making smartphones and tablets (and glasses), and some of them also recognize the importance of an ecosystem that fosters innovation and a stable business model for all the parties involved. It appears to me – and the numbers speak clearly for themselves – that only Apple, though, has so far acknowledged that a third-party software ecosystem needs to be nurtured, carefully encouraged, and educated about the latest technologies available to consumers and developers. And then again, Apple can do better.

The Times They Are a-Changin’. The multi-purpose, constantly evolving nature of software has changed us: most people don’t want to upgrade their devices every six months anymore, but they are always looking for new ways to unify the “things they have to do or want to do” into a single, intuitive, affordable experience capable of changing context and functionality with just a few taps.

In the Post-PC era, we are promoting software.


Interview: Nate Weiner Talks Pocket Launch, Read It Later Evolution

I recently had the chance to talk with Nate Weiner, the creator of Read It Later, to discuss today’s launch of Pocket (here’s my review), the state of “read later” apps and reading on the web, and the direction Pocket is taking in enabling users to save their favorite content. Nate Weiner had the idea for Read It Later in 2007, when he found out he was constantly emailing links to himself for articles he wanted to read later. After five years, Read It Later is reborn today as Pocket.

MacStories: Looking back at my Purchased history on the App Store, I see the original Read It Later is the third app I installed on my iPhone. How has Read It Later changed in the past three years, leading to Pocket, launching today?

Nate Weiner: Was it really? That is awesome.

A lot has changed since then. When I launched the first iPhone app for Read It Later, I was just a solo developer working out of my bedroom in Minnesota. Today, I’m sitting in Read It Later’s office in downtown San Francisco alongside 7 other incredibly talented people.

What hasn’t changed is our focus. Read It Later was a simple tool that focused on doing just one thing: saving things for later. Pocket is about taking all of the core parts of what people did with Read It Later and making them better, easier, and quite honestly, just a lot more fun to use. Read more


MacStories Reading List: April 8 - April 15

The MacStories Reading List is back, and it features the best articles about the most important news of the past weeks. From the Instagram acquisition to renewed interest in bigger iPhones with different screens, the Apple blogging machine picked up steam after the release of the new iPad and is now looking forward to WWDC ‘12, which Apple is rumored to be announcing soon.

Until then, put on your favorite reading glasses, and follow us after the break for this week’s best Apple-related writing. Read more


iCloud’s First Six Months: The Developers Weigh In

On October 12th, 2011, iCloud launched to millions of iOS users impatiently waiting to start getting their devices to sync with Apple’s new platform, which CEO Tim Cook went on to call the company’s next big insight for the next decade. Six months and 85 million customers later, iCloud has proven to be a substantial improvement to sync a user’s email, contacts, address book, and other data accessed by Apple apps. With third-party developers, however, adoption of iCloud sync and storage features has turned out to be a bit tricker, and possibly less intuitive than Apple’s own implementation due to the early nature of the platform. Read more


The (Big) Numbers Of The App Store Platform

Today’s news that Paper, a sketching app for iPad, has been downloaded over 1.5 million times in two weeks made me think about the size of the App Store platform and ecosystem of devices. Launched in 2008, the App Store now extends across the iPhone, iPad, and Mac, and distributes over half a million apps to customers (588964 apps per AppShopper). Last month, Apple reached the impressive milestone of 25 billion apps downloaded from the App Store – an important number that tops a history of exponential growth and adoption.

Below, I have compiled a list of noteworthy milestones reached by App Store developers in order to put Paper’s numbers in better perspective. For more App Store-related numbers, check out Wikipedia’s milestones table and our Mac App Store: Year One overview.

On January 24th, 2012, Apple announced the company paid over $4 billion to developers since the App Store’s launch in 2008. Over 315 million iOS devices have been sold to date; with these numbers, an average of 79 apps has been downloaded for every iOS device.

App Downloads: A History of Numbers

2009

July: Dictionary.com reaches 2.3 million iPhone app downloads.

2010

March: Doodle Jump for iPhone sells 3 million copies since launch.

June: Skype announces 5 million iPhone app downloads in four days.

June: Angry Birds for iPhone has been downloaded over 5 million times since its launch on December 2009.

September: Gameloft announces 20 million paid app downloads of its iOS games since the App Store’s launch.

2011

January: Pixelmator grosses $1 million in under 20 days.

January: Autodesk announces Sketchbook Pro for the Mac App Store has sold twice as many copies as the regular app in a year.

February: Fruit Ninja for iPhone hits 6 million paid downloads in 10 months.

May: Talking Tom 2 hits 1 million downloads in a single day.

June: Game publisher Chillingo announces 140 million downloads for its iOS apps since the App Store’s launch in 2008.

June: Gameloft announces 200 million iOS app downloads in 3 years.

October: Autodesk announces 3 million downloads of AutoCAD WS for iOS and Android.

October: Discovr announces 1 million downloads.

December: Flipboard for iPhone gets 1 million downloads in its first week.

2012

January: World of Goo downloaded over 1 million times by App Store and Mac App Store customers in 13 months.

February: Scribblenaut Remix sells 1 million copies since its launch in October 2011.

March: Camera+ sells 7 million copies in 1.5 years on the App Store (previously: 6 million copies in January 2012; 3 million copies in June 2011)

March: Angry Birds Space reports 10 million downloads in 10 days (the app is available on multiple platforms and devices, including iPhone, iPad, and Mac).

March: iPhoto for iOS downloaded by over 1 million unique users in under 10 days.

April: Draw Something hits 50 million downloads in under 2 months.

April: Paper for iPad is downloaded 1.5 million times in two weeks.

April: MLB.com At Bat 12 reports 3 million downloads. The app was released at the end of February 2012 on multiple platforms (including Android) and its developers also reported over 800,000 live streams per day.