<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Kieran&#039;s Mobile + Tech Observations &#187; iPhone</title>
	<atom:link href="http://kgutteridge.co.uk/blog/category/mobile/iphone/feed/" rel="self" type="application/rss+xml" />
	<link>http://kgutteridge.co.uk/blog</link>
	<description>hmm++</description>
	<lastBuildDate>Tue, 07 Sep 2010 22:24:20 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Why a WYSIWIG tool for Android might be useful</title>
		<link>http://kgutteridge.co.uk/blog/2010/09/07/why-a-wysiwig-tool-for-android-might-be-useful/</link>
		<comments>http://kgutteridge.co.uk/blog/2010/09/07/why-a-wysiwig-tool-for-android-might-be-useful/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 21:27:33 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[J2ME]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=310</guid>
		<description><![CDATA[Romain Nurik posted an excellent article today on why you need to hand edit layouts for Android rather than using a WYSIWIG tool
First off, there will be some obvious bias in this post. I have been very fortunate in my working career to work with some truly great product managers, designers and artists on mobile [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Romain Nurik posted an excellent article today on why you need to hand edit layouts for Android rather than using a WYSIWIG tool</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">First off, there will be some obvious bias in this post. I have been very fortunate in my working career to work with some truly great product managers, designers and artists on mobile applications and so for the benefit of the app consuming public none of my frankly brilliant crap UIs have ever seen the light of day. I do however still look forward to the day where by I can put a cheat mode into one of our own applications that resorts to developer place holder graphics! Some great examples of what games look like before an artist breathes on them can be found on this thread at Toucharcade</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">If you take the same view point as me, that to truly make a decent user experience for a given platform and especially on mobile you need to understand the technicalities and nuances of developing for that platform, then a great example of this would be the difference in the back metaphor on various devices. On Blackberry and Android you have a dedicated back button, iOS the use of UINavigationController is prevalent and for Java mobile devices the use of soft keys and context menus.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Knowing these interface cues is why there needs to be a close interaction between developer and designer. It makes sense if a fast utility application is required to make  sure standardised controls of the platform are used where possible  (ie ContextMenus on Android vs UIActionSheet on iOS vs Softkey driven menus on Java based devices) otherwise a lot of development time can be expended on making custom UI controls that may or may not be necessary, if all stakeholders are aware of what components are available on a given platform. For this reason alone it is worth at least having a WYSIWIG  editor so that designers who may be new to a platform (Java MIDP2 is younger than publishing to the web, and Android, iOS, WebOS are relatively new, let alone the even newer platforms mobile designers will have to contend with in the future ie Meego, Bada etc etc) have the ability to experiment with the UI widgets that are available for a platform and produce mockup guis that a developer can then bring to life!</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Where both Android and iOS have succeeded in my view is that they have made the information on what designers have to work with is far more readabily accesible. A simple Google search for icon design guidelines for three popular platforms will tell you a lot, bearing in mind with the current trend of app stores the icon is the first piece of information that you are likely to convey to your user therefore it pays to have the perfect dimensions. For examples try the following searches</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">&#8220;blackberry icon sizes&#8221;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">&#8220;iOS icon sizes&#8221;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">&#8220;Android icon sizes&#8221;</div>
<p><a href="http://twitter.com/romannurik">Romain Nurik</a> posted an excellent <a href="http://designbycode.tumblr.com/post/1079612795/why-dont-wysiwyg-android">article</a> today on why you need to hand edit layouts for Android rather than using a WYSIWIG tool</p>
<p>First off, there will be some obvious bias in this post. I have been very fortunate in my working career to work with some truly great product managers, designers and artists on mobile applications and so for the benefit of the app consuming public none of my frankly brilliant crap UIs have ever seen the light of day. I do however still look forward to the day where by I can put a cheat mode into one of our own applications that resorts to developer place holder graphics! Some great examples of what games look like before an artist breathes on them can be found on this thread at <a href="http://forums.toucharcade.com/showthread.php?t=57088">Toucharcade</a></p>
<p>If you take the same view point as me, that to make a truly decent user experience for a given platform especially on mobile,  then you need to understand the technicalities and nuances of developing for that platform. A great example of this would be the difference in the back metaphor on various devices,  on Blackberry and Android you have a dedicated back button, iOS the use of UINavigationController and for Java mobile devices the use of soft keys and context menus.</p>
<p>Knowing these interface cues is why there needs to be a close interaction between developer and designer. It makes sense if a fast utility application is required to make  sure standardised controls of the platform are used where possible  (ie ContextMenus on Android vs UIActionSheet on iOS vs Softkey driven menus on Java based devices) otherwise a lot of development time can be expended on making custom UI controls that may or may not be necessary, if all stakeholders are aware of what components are available on a given platform. For this reason alone it is worth at least having a WYSIWIG  editor so that designers who may be new to a platform (Java MIDP2 is younger than publishing to the web, and Android, iOS, WebOS are relatively new, let alone the even newer platforms mobile designers will have to contend with in the future ie Meego, Bada etc etc) have the ability to experiment with the UI widgets that are available for a platform and produce mockup guis that a developer can then bring to life!</p>
<p>The other area where at least having a fast preview of changes to the UI code is where a WYSIWIG editor can really help, or at the very least a very fast way of previewing on a decent simulator, in fact it has to be said <a href="http://www.microemu.org/">MicroEmu</a> perhaps leads the way here when it comes to very rapidly changing screen sizes</p>
<p>Where both Android and iOS have succeeded in my view is that they have made the information on what designers have to work with is far more readabily accesible. A simple Google search for icon design guidelines for three popular platforms will tell you a lot, bearing in mind with the current trend of app stores the icon is the first piece of information that you are likely to convey to your user therefore it pays to have the perfect dimensions. For example try the following searches</p>
<p><a href="http://www.google.co.uk/search?sourceid=chrome&amp;ie=UTF-8&amp;q=blackberry+icon+sizes">&#8220;Blackberry icon sizes&#8221;</a></p>
<p><a href="http://www.google.co.uk/#hl=en&amp;source=hp&amp;q=ios+icon+sizes&amp;aq=f&amp;aqi=g1&amp;aql=&amp;oq=&amp;gs_rfai=&amp;pbx=1&amp;fp=e74830f3bfc9fb4a">&#8220;iOS icon sizes&#8221;</a></p>
<p><a href="http://www.google.co.uk/search?source=ig&amp;hl=en&amp;rlz=&amp;q=Android+icon+size&amp;aq=f&amp;aqi=g2g-m2&amp;aql=&amp;oq=&amp;gs_rfai=#hl=en&amp;q=Android+icon+sizes&amp;aq=f&amp;aqi=g1&amp;aql=&amp;oq=&amp;gs_rfai=&amp;pbx=1&amp;fp=e74830f3bfc9fb4a">&#8220;Android icon sizes&#8221;</a></p>
<p><a href="http://www.google.co.uk/search?source=ig&amp;hl=en&amp;rlz=&amp;q=Android+icon+size&amp;aq=f&amp;aqi=g2g-m2&amp;aql=&amp;oq=&amp;gs_rfai=#hl=en&amp;q=Nokia+icon+sizes&amp;aq=f&amp;aqi=&amp;aql=&amp;oq=&amp;gs_rfai=&amp;pbx=1&amp;fp=86c6c8d329e5e61e">&#8220;Nokia icon sizes&#8221;</a></p>
<p>Having to dig for this sort of information is what in the future will infuriate both developers and designers as new devices, screen sizes and user interactions are released into the market</p>
<p>Therefore until Android becomes as set in stone as HTML/CSS I don&#8217;t believe many designers have the time to teach themselves another XML based layout manager and need to work closely with developers and hopefully have some sort of ability to experiment with UI metaphors without a developers assistance. This is something which a WYSIWYG tool whilst most likely constrained to a single resolution at least provides. Once this point is reached, much like a sane server admin will never let a developer loose on production infrastructure without supervision, a designer will not let the developers near the UI without their guiding light</p>
<p>However until that day I concur with Roman a hand coded UI will be superior this is still true even with WYSIWIG tools such as Interface builder on iOS</p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2010/09/07/why-a-wysiwig-tool-for-android-might-be-useful/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Icon sizes + filenames for iOS devices</title>
		<link>http://kgutteridge.co.uk/blog/2010/07/04/icon-sizes-filenames-for-ios-devices/</link>
		<comments>http://kgutteridge.co.uk/blog/2010/07/04/icon-sizes-filenames-for-ios-devices/#comments</comments>
		<pubDate>Sun, 04 Jul 2010 13:47:45 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=270</guid>
		<description><![CDATA[Hopefully someone else will find these useful. Distilled from the Apple guide

Icon.png &#8211; Home screen icon for iPhone 3 (57×57)
Icon@2x.png &#8211; Home screen icon for iPhone 4 (114×114)
Icon-72.png &#8211; Home screen icon for iPad (72×72)


Icon-Small.png - Settings/Spotlight icon for iPhone 3 (29×29)
Icon-Small@2x.png &#8211; Settings/Spotlight icon for iPhone 4 (58×58)
Icon-Small-50.png &#8211; Spotlight icon for iPad (50×50)


iTunesArtwork &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Hopefully someone else will find these useful. Distilled from the <a href="http://developer.apple.com/iphone/library/documentation/userexperience/conceptual/mobilehig/IconsImages/IconsImages.html">Apple guide</a></p>
<ul style="list-style-type: none; padding: 0px; margin: 0px;">
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 30px; list-style-type: disc; padding: 0px;">Icon.png &#8211; Home screen icon for iPhone 3 (57×57)</li>
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 30px; list-style-type: disc; padding: 0px;">Icon@2x.png &#8211; Home screen icon for iPhone 4 (114×114)</li>
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 30px; list-style-type: disc; padding: 0px;">Icon-72.png &#8211; Home screen icon for iPad (72×72)</li>
</ul>
<ul style="list-style-type: none; padding: 0px; margin: 0px;">
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 30px; list-style-type: disc; padding: 0px;">Icon-Small.png - Settings/Spotlight icon for iPhone 3 (29×29)</li>
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 30px; list-style-type: disc; padding: 0px;">Icon-Small@2x.png &#8211; Settings/Spotlight icon for iPhone 4 (58×58)</li>
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 30px; list-style-type: disc; padding: 0px;">Icon-Small-50.png &#8211; Spotlight icon for iPad (50×50)</li>
</ul>
<ul style="list-style-type: none; padding: 0px; margin: 0px;">
<li style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 30px; list-style-type: disc; padding: 0px;">iTunesArtwork &#8211; Icon for iTunes AdHoc distribution (512×512)</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2010/07/04/icon-sizes-filenames-for-ios-devices/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Android future proofing your apps</title>
		<link>http://kgutteridge.co.uk/blog/2010/06/21/android-and-future-proofing-your-app/</link>
		<comments>http://kgutteridge.co.uk/blog/2010/06/21/android-and-future-proofing-your-app/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 21:13:05 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=272</guid>
		<description><![CDATA[Great list of tips from Google developer advocate Reto, on future proofing your apps in the Android market
http://android-developers.blogspot.com/2010/06/future-proofing-your-app.html
The aapt tip for dumping out what features your app requires was certainly new to me!
For anyone who is not aware or newer to Android, I always feel the need to highlight the Draw 9-patch technique as something [...]]]></description>
			<content:encoded><![CDATA[<p>Great list of tips from Google developer advocate Reto, on future proofing your apps in the Android market</p>
<p><a href="http://android-developers.blogspot.com/2010/06/future-proofing-your-app.html">http://android-developers.blogspot.com/2010/06/future-proofing-your-app.html</a></p>
<p>The aapt tip for dumping out what features your app requires was certainly new to me!</p>
<p>For anyone who is not aware or newer to Android, I always feel the need to highlight the <a href="http://developer.android.com/guide/developing/tools/draw9patch.html">Draw 9-patch technique</a> as something that  will help immensely when dealing with differing screensizes, and I am sure those that are using vanilla UIImage on iOS devices will come to envy in the future when supporting multiple screen sizes in an easy way that does not require code changes.</p>
<p>The following<a href="http://code.google.com/events/io/2010/sessions/casting-wide-net-android-devices.html"> session video from Google IO</a> on supporting multiple handsets almost goes into far too much detail and makes this problem space seem much harder than it actually is! However I and as am sure many, fully appreciate the highlighting of potential pitfalls that we may run into, rather than having to discover some of these hazards at some point through the development cycle of an application!</p>
<p>For those envious iPhone developers of NinePatch images you may wish to check out the following project <a href="http://blog.tortuga22.com/2010/05/31/announcing-tortuga-22-ninepatch/">http://blog.tortuga22.com/2010/05/31/announcing-tortuga-22-ninepatch/</a></p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2010/06/21/android-and-future-proofing-your-app/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rather than banning tools: ideas from Palm to raise the standard of iPhone apps.</title>
		<link>http://kgutteridge.co.uk/blog/2010/04/11/rather-than-banning-tools-ideas-from-palm-to-raise-the-standard-of-iphone-apps/</link>
		<comments>http://kgutteridge.co.uk/blog/2010/04/11/rather-than-banning-tools-ideas-from-palm-to-raise-the-standard-of-iphone-apps/#comments</comments>
		<pubDate>Sun, 11 Apr 2010 12:21:10 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=266</guid>
		<description><![CDATA[With many channels alight on what people think of the new developer agreement forcing developers to write in &#8220;Objective-C, C, C++,or JavaScript as executed by the iPhone OS WebKit engine&#8221; you can read John Grubers excellent pieces on what changed  and his thoughts on why.
Steve if you believe replied to emails sent stating
&#8220;We’ve been there before, [...]]]></description>
			<content:encoded><![CDATA[<p>With many channels alight on what people think of the new developer agreement forcing developers to write in &#8220;Objective-C, C, C++,or JavaScript as executed by the iPhone OS WebKit engine&#8221; you can read John Grubers excellent pieces on <a href="http://daringfireball.net/2010/04/iphone_agreement_bans_flash_compiler">what changed </a> and his thoughts on <a href="http://daringfireball.net/2010/04/why_apple_changed_section_331">why</a>.</p>
<p>Steve if you believe <a href="http://www.taoeffect.com/blog/2010/04/steve-jobs-response-on-section-3-3-1/ ">replied to emails sent stating</a></p>
<p>&#8220;We’ve been there before, and intermediate layers between the platform and the developer ultimately produces sub-standard apps and hinders the progress of the platform.&#8221;</p>
<p>Far greater than how something has been written is the problem of shovelware, whilst it allows the store to quote very large numbers of applications compared to the competitors of the app store, how many companies are submitting <a href=" http://justanotheriphoneblog.com/wordpress/iphone-app-store/app-store-hall-of-shame-brighthouse-labs">multiple applications</a> every day of debatable quality or at least that could be combined together. Some of the worst offending companies have been <a href="http://www.mobilecrunch.com/2009/08/03/apple-bans-app-stores-3rd-most-prolific-developer/">removed from the developer program</a></p>
<p>So ignoring the arguments on whether what Apple is doing with the new terms in the sdk agreement is right or wrong and what effect it has on native cross platform app development. I was thinking what else they could do for the submission process for their platform if the stated aim is simply to raise the standard of apps, regardless of how they are produced.</p>
<p>One of the reasons for me that the app store has been a success for developers, has been how much easier it is to make an application available to the paid market globally, unfortunately this has meant the friction barrier is so low, that it allows for shovelware to be a positive revenue generating tatic. Thankfully this is actually quite an easy one to stop by implementing a cost barrier like <a href="http://developer.palm.com/index.php?option=com_content&amp;view=article&amp;id=1840&amp;Itemid=34&amp;limitstart=1">Palm have on their app catalog</a>, quite simply if you wish to make an application available there is a $50 cost. This simple barrier to entry means if the developer doesn&#8217;t believe their application is going to return at least $50 they will be unlikely to submit it or burn through cash and be stopped that way.</p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2010/04/11/rather-than-banning-tools-ideas-from-palm-to-raise-the-standard-of-iphone-apps/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>iPhone Safari exploit uploads sms database</title>
		<link>http://kgutteridge.co.uk/blog/2010/03/25/iphone-safari-exploit-uploads-sms-database/</link>
		<comments>http://kgutteridge.co.uk/blog/2010/03/25/iphone-safari-exploit-uploads-sms-database/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 00:22:20 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=257</guid>
		<description><![CDATA[Some clever people at the PWN2OWN content in Vancouver have managed to prove an exploit involving Safari and the iPhone. Their proof shows how they could execute code from a malicious website to extract the contents of the sms database, you can read full details in
Zynamics press release
Theres a great set of videos explaining buffer [...]]]></description>
			<content:encoded><![CDATA[<p>Some clever people at the PWN2OWN content in Vancouver have managed to prove an exploit involving Safari and the iPhone. Their proof shows how they could execute code from a malicious website to extract the contents of the sms database, you can read full details in<br />
<a href="http://storage.zynamics.com/files/pwn2own.press.release.txt">Zynamics press release</a></p>
<p>Theres a great set of videos explaining buffer overflow attacks <a href="http://securitytube.net/Buffer-Overflow-Primer-Part-1-(Smashing-the-Stack)-video.aspx">starting here<br />
</a> with a hands on demo of return to libc hacks <a href="http://www.securitytube.net/Buffer-Overflow-Primer-Part-9-(Return-to-Libc-Demo)-video.aspx"> here</a></p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2010/03/25/iphone-safari-exploit-uploads-sms-database/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Know Color released for the iPhone</title>
		<link>http://kgutteridge.co.uk/blog/2010/01/17/know-color-released-for-iphone/</link>
		<comments>http://kgutteridge.co.uk/blog/2010/01/17/know-color-released-for-iphone/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 00:10:28 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=235</guid>
		<description><![CDATA[
Available on iTunes:
http://bit.ly/knowcolor
Amazing how after a few days away from the computer at Xmas can lead to inspiration for a small game, so after I had decided it had been too long since I had made a little fun game and as I wanted to play this myself! I got started, a few days later Know [...]]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/dztAKimT5pI&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/dztAKimT5pI&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Available on iTunes:</p>
<p><a href="http://bit.ly/knowcolor">http://bit.ly/knowcolor</a></p>
<p>Amazing how after a few days away from the computer at Xmas can lead to inspiration for a small game, so after I had decided it had been too long since I had made a little fun game and as I wanted to play this myself! I got started, a few days later Know Color was born!</p>
<p>Subsequent posts will show the early stages of this game before there was any artwork and it looked very very different, and some notes on porting this game concept to other platforms.</p>
<p>The app store approval time was truly amazing, with this game being made available for sale 24 hours after submission, so thank you Apple!</p>
<p>For now though here is an app description and some visuals of the game:</p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Prove you&#8217;re smart and know color. Can you beat the Professor and your friends?</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">A game of speed and skill where you have to select the correct option matching the Professor&#8217;s instructions as quickly and accurately as you can. Post your high score to Facebook and Twitter and dare your friends to beat you! Who is the smartest of you all?</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">In 50 seconds score as high you can, you score one point for each correct answer but will lose 3 points if you answer incorrectly so be careful!</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Available on iTunes:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">http://bit.ly/knowcolor</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">View a video here:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">http://www.youtube.com/watch?v=dztAKimT5pI</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">You can find some images of the game here</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">http://img192.imageshack.us/i/img0422.png/</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">http://img97.imageshack.us/i/img0424.png/</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">http://img200.imageshack.us/i/img0425.png/</div>
<p>Prove you&#8217;re smart and know color. Can you beat the Professor and your friends?</p>
<p>A game of speed and skill where you have to select the correct option matching the Professor&#8217;s instructions as quickly and accurately as you can. Post your high score to Facebook and Twitter and dare your friends to beat you! Who is the smartest of you all?</p>
<p>In 50 seconds score as high you can, you score one point for each correct answer but will lose 3 points if you answer incorrectly so be careful!</p>
<p>View a video on <a href="http://www.youtube.com/watch?v=dztAKimT5pI">YouTube</a>:</p>
<p>You can find some images of the game here</p>
<p><a href="http://img192.imageshack.us/i/img0422.png/" target="_blank"><img src="http://img192.imageshack.us/img192/5659/img0422.th.png" border="0" alt="" /></a><a href="http://img97.imageshack.us/i/img0424.png/" target="_blank"><img src="http://img97.imageshack.us/img97/3930/img0424.th.png" border="0" alt="" /></a><a href="http://img200.imageshack.us/i/img0425.png/" target="_blank"><img src="http://img200.imageshack.us/img200/5165/img0425.th.png" border="0" alt="" /></a><a href="http://img97.imageshack.us/i/img0426.png/" target="_blank"><img src="http://img97.imageshack.us/img97/9297/img0426.th.png" border="0" alt="" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2010/01/17/know-color-released-for-iphone/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>iPhone 2d game engine Cocos2D</title>
		<link>http://kgutteridge.co.uk/blog/2009/11/16/iphone-2d-game-engine-cocos2d/</link>
		<comments>http://kgutteridge.co.uk/blog/2009/11/16/iphone-2d-game-engine-cocos2d/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 20:55:46 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[2dgame]]></category>
		<category><![CDATA[Cocos2d]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=188</guid>
		<description><![CDATA[Cocos2D is a tremendous opensource resource for the iPhone that is going from strength to strength
http://www.cocos2d-iphone.org/about
Features include

Scene management (workflow)
Transitions between scenes
Sprites and Sprite Sheets
Effects: Lens, Ripple, Waves, Liquid, Twirl, etc.
Actions (behaviors):

Trasformation Actions: Move, Rotate, Scale, Jump, etc.
Composable actions: Sequence, Spawn, Repeat, Reverse
Ease Actions: Exp, Sin, Cubic, etc.
Misc actions: CallFunc, OrbitCamera


Basic menus and buttons
Integrated physics engine [...]]]></description>
			<content:encoded><![CDATA[<p>Cocos2D is a tremendous opensource resource for the iPhone that is going from strength to strength</p>
<p><a href="http://www.cocos2d-iphone.org/about">http://www.cocos2d-iphone.org/about</a></p>
<p>Features include</p>
<ul>
<li>Scene management (workflow)</li>
<li>Transitions between scenes</li>
<li>Sprites and Sprite Sheets</li>
<li>Effects: Lens, Ripple, Waves, Liquid, Twirl, etc.</li>
<li>Actions (behaviors):
<ul>
<li>Trasformation Actions: Move, Rotate, Scale, Jump, etc.</li>
<li>Composable actions: Sequence, Spawn, Repeat, Reverse</li>
<li>Ease Actions: Exp, Sin, Cubic, etc.</li>
<li>Misc actions: CallFunc, OrbitCamera</li>
</ul>
</li>
<li>Basic menus and buttons</li>
<li>Integrated physics engine (both <a href="http://www.box2d.org/"><em><strong>Box2d</strong></em></a> and <em><strong><a rel="nofollow" href="http://code.google.com/p/chipmunk-physics/">Chipmunk</a></strong></em>)</li>
<li>Particle system</li>
<li>Text rendering support (variable and fixed width fonts)</li>
<li>Texture Atlas support</li>
<li>Tile Map support</li>
<li>Parallax scrolling support</li>
<li>Sound support</li>
<li>Streak Motion support</li>
<li>High Score server <em><strong><a rel="nofollow" href="http://www.cocoslive.net/">(Cocos Live)</a></strong></em></li>
<li>Touch/Accelerometer support</li>
<li>Portrait and Landscape mode</li>
<li>Integrated Pause/Resume</li>
<li>Fast Textures:Supports PVRTC textures, 16-bit textures and 32-bit textures</li>
<li>Language: objective-c</li>
<li>Open Source: Compatible with open and closed source projects</li>
<li>OpenGL ES 1.1 based</li>
</ul>
<p>Once you have checked out the latest version from here like so</p>
<p><tt id="checkoutcmd">svn checkout <strong><em>http</em></strong>://cocos2d-iphone.googlecode.com/svn/trunk/ cocos2d-iphone-read-only</tt></p>
<p>navigate to the directory cocos2d-iphone and run the following</p>
<pre>. ./install_template.sh</pre>
<p>This will install the cocos2d template into xcode for you, which makes setting up and using this framework even easier!<br />
Great demos are available from within the project itself to learn from as well as the wiki documentation which can be found here</p>
<ul>
<li><a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:hello_world">Hello World</a></li>
<li><a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:hello_actions">Hello Actions</a></li>
<li><a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:hello_events">Hello Events</a></li>
</ul>
<p>Some full open source examples are available from the following links</p>
<ul>
<li><a href="http://github.com/haqu/tweejump">Tweejump</a></li>
<li><a href="http://wiki.github.com/lhunath/Gorillas">Gorillas</a></li>
<li><a href="http://code.google.com/p/thrown/">Thrown</a></li>
<li><a href=" http://code.google.com/p/grabbed/">Grabbed</a></li>
</ul>
<p>The greatest part for me personally is the heavy lifting that chipmunk can do for you regarding collisions and physics for your game, the best tutorial I have found for using it is available here</p>
<p><a href="http://www.alexandre-gomes.com/articles/chipmunk/">http://www.alexandre-gomes.com/articles/chipmunk/</a></p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2009/11/16/iphone-2d-game-engine-cocos2d/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Adding community features to iPhone apps</title>
		<link>http://kgutteridge.co.uk/blog/2009/11/12/adding-community-features-to-iphone-apps/</link>
		<comments>http://kgutteridge.co.uk/blog/2009/11/12/adding-community-features-to-iphone-apps/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 23:24:07 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Community]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=183</guid>
		<description><![CDATA[With particular note for free applications that need to increase their &#8220;stickyness&#8221; to achieve reasonable revenues via in application advertisements such as those provided by Admob, adding community features such as a high score boards and messaging between users.
http://corporate.scoreloop.com/
Provides location aware global high score boards
Ability to post to notifications to Facebook
Issue player challenges
Cross promotion of [...]]]></description>
			<content:encoded><![CDATA[<p>With particular note for free applications that need to increase their &#8220;stickyness&#8221; to achieve reasonable revenues via in application advertisements such as those provided by <a href="http://admob.com">Admob</a>, adding community features such as a high score boards and messaging between users.</p>
<p><a href="http://corporate.scoreloop.com/">http://corporate.scoreloop.com/</a></p>
<p>Provides location aware global high score boards</p>
<p>Ability to post to notifications to Facebook</p>
<p>Issue player challenges</p>
<p>Cross promotion of other games in the score loop system</p>
<p>Example game Wild Solitaire <a href="http://linktoapp.com/wild+solitaire"> http://linktoapp.com/wild+solitaire</a></p>
<p><a href="http://www.openfeint.com/developers">http://www.openfeint.com/</a></p>
<p>Compare games with friends</p>
<p>Location based scoreboards</p>
<p>game profiles</p>
<p>Achievements</p>
<p>Example game: <a href="http://linktoapp.com/alex+the+fox">http://linktoapp.com/alex+the+fox</a></p>
<p><a href="http://plusplus.com/developers">http://plusplus.com/</a></p>
<p>Plus Plus is NGMocos private version of the above tools, they do intend to make it open in the future however</p>
<p>Example game: <a href="http://linktoapp.com/eliminate">http://linktoapp.com/eliminate</a></p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2009/11/12/adding-community-features-to-iphone-apps/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Making the iPhone simulator behave in landscape for the 1st view</title>
		<link>http://kgutteridge.co.uk/blog/2009/11/05/making-the-iphone-simulator-behave-in-landscape-for-the-1st-view/</link>
		<comments>http://kgutteridge.co.uk/blog/2009/11/05/making-the-iphone-simulator-behave-in-landscape-for-the-1st-view/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 22:46:16 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=223</guid>
		<description><![CDATA[Discovered some fairly interesting behaviour of the iPhone simulator that had me stumped for a little while
When you want to have an application that starts up in Landscape without a status bar
the following code snippit  placed into your applicationDidFinishLaunching method of the app delegate will allow you to test in the emulator!
//For your normal [...]]]></description>
			<content:encoded><![CDATA[<p>Discovered some fairly interesting behaviour of the iPhone simulator that had me stumped for a little while</p>
<p>When you want to have an application that starts up in Landscape without a status bar<br />
the following code snippit  placed into your applicationDidFinishLaunching method of the app delegate will allow you to test in the emulator!</p>
<p>//For your normal application execution on the iPhone, this can also be done in the info.plist<br />
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight];</p>
<p>//How to make the simulator behave itself preprocess for just the simulator<br />
#if (TARGET_IPHONE_SIMULATOR)<br />
	UIScreen *screen = [UIScreen mainScreen];<br />
	tabBarController.view.bounds = CGRectMake(0, 0, screen.bounds.size.height, screen.bounds.size.width);<br />
	tabBarController.view.transform = CGAffineTransformConcat(tabBarController.view.transform, CGAffineTransformMakeRotation((M_PI * 90 / 180.0)));<br />
	tabBarController.view.center = window.center;<br />
#endif </p>
<p>tabBarController in this case is the first view controller given to the window</p>
<p>Hope this helps someone else!</p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2009/11/05/making-the-iphone-simulator-behave-in-landscape-for-the-1st-view/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Appviz cross country sale and review analysis for iPhone</title>
		<link>http://kgutteridge.co.uk/blog/2009/11/02/appviz-cross-country-sale-and-review-analysis-for-iphone/</link>
		<comments>http://kgutteridge.co.uk/blog/2009/11/02/appviz-cross-country-sale-and-review-analysis-for-iphone/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 23:00:32 +0000</pubDate>
		<dc:creator>Kieran</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Stats]]></category>

		<guid isPermaLink="false">http://kgutteridge.co.uk/blog/?p=172</guid>
		<description><![CDATA[One of the pains of getting the feedback from reviews on iTunes is that you would have to login into each country individually AppViz for $30 solves this problem, it also collates or your sales information (daily, weekly, monthly) into one place, far faster than you could possibly achieve using the iTunes connect interface
pretty indispensable [...]]]></description>
			<content:encoded><![CDATA[<p>One of the pains of getting the feedback from reviews on iTunes is that you would have to login into each country individually AppViz for $30 solves this problem, it also collates or your sales information (daily, weekly, monthly) into one place, far faster than you could possibly achieve using the iTunes connect interface</p>
<p>pretty indispensable in my opinion</p>
<p><a href="http://www.ideaswarm.com/products/appviz/">http://www.ideaswarm.com/products/appviz/</a></p>
]]></content:encoded>
			<wfw:commentRss>http://kgutteridge.co.uk/blog/2009/11/02/appviz-cross-country-sale-and-review-analysis-for-iphone/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
