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App_download_strategyMany customers, having launched its own smartphone application, ask us how to do to encourage people to download your App.
The process of developing an app can be tricky but once it is completed it should be ready for another phase of work and use energy and resources to focus on acquiring new users.
However, make sure that users will find your app is not simple, as in the early years of the birth of the App store for a large number of downloads was enough to propose an application with a name or special features, now with hundreds of thousands of applications on the market can be really complicated to get your app a really high number of downloads, and above all make it known to all those users who are willing to use it and download it. In this article I have collected from the network the first seven strategies that can easily be put in place to search for new users and convince them to download and use your new mobile application.

 

1. Optimize your description on the App Store
One of the main drivers of new users is the Apple App Store and / or Google Play Store, depending on which platform you have chosen for your application, is just what you put in the field “App Description”.Amazon_app_store_descriptionA description of the app should be well thought out , we have to produce a detailed text and seductive at the same time so that I can be able to convince users that it is worth to take a look and try your app.app_icon_store_qualityIt is also important to have well-designed icons and all images screenshots high resolution so that you see good in all the different smartphone models for which the app is designed. If you are planning to launch the app in other countries, you’ll also get all the professionally translated descriptions so that we can ensure that users do not run away via a foreign language because of a copy / paste badly translated by google translator. This simple rule is always to be taken into account because many users have the time and desire to take a look at the description and view the screenshot. It is therefore usual rule: a good first impression can prevent a user from switching to another before you decide to download your application.

2. Create a Website Promotion and Marketing Content
Developing a traditional website is a great way to market your app, app store for some securities it turns out that the Web is often the primary driver of new users. A website containing a well thought out blog section to inform users about new products and the characteristics of ‘application, where you can find questions and answers and a section that will show you how best to use the app. Do not forget to create a download link clearly visible, using the badge of the app store (see figure below), from the site for the installation of your application, these badges encourage users to want to download the app and play with it.

 

Badge per il download da App Store

Badge per App Store

The goal is always to encourage the user to install the application, the content marketing, the so-called Content Marketing should be focused to instruct users to press the button Download. Note: You must always make sure that your site is formatted to work correctly on screens of smartphones, or that it is a site called “responsive”. Many entrepreneurs make the mistake of having websites you read well on laptops and desktops, but are a disaster on a mobile device. So if you are thinking of marketing a mobile app you can not help but have a website “mobile-ready! “

 

 3. Promote Your Mobile App through your existing marketing channels
mailing_list It ‘s always very useful to send an e-mail to let us know your new application, it is also helpful to advise potential users as it can be installed. So if you have a database of email addresses of customers or users do not keep it in the drawer. What do you say messaging via SMS? The traditional mail? The road signs? Regardless of where you are in the world, many of your current and future customers have the smartphone and will be willing to test your application to see if it is something that they want to use regularly. Do not be afraid to let them know that your business is “mobile” and then you can interact with your brand in a unique way through your application.

4. Purchase Advertising “Install App” and other ads
Announcements to install the app, especially if purchased from major advertisers such as Facebook, Google etc. has become one of the best ways to get potential new users to your application. These allow advertisers to target users based on demographic information and can help to ensure that your marketing budget is spent only on a good target.
creativita_app_sviluppo_marketing_applicazioniAd example, if you have a business that sells primarily to female university students can purchase Facebook ads that target women between 18 and 22 attending colleges and universities specifications. If your application can be used by anyone in a particular country, it is possible to cover the population with ads to install the app in order to try to get the largest number of users that can install your application. Note that this rule generally applies: the number of users that can be acquired through targeted ads is limited only by your budget.

 5. Promo Codes and other freebies
The promotional campaigns that offer some type of discount or free download is another great way to gain new installations. That is almost always worth thinking about for a coupon code that offers a few free if you download the application, or to enter a coupon code. It’s always worth doing a couple of tests to find out which offers free lead most of the download and then focus on those. A side benefit of this method is that users are very likely to share a coupon code free with their friends. You may find that if you earn something more with the ‘word of mouth’ among users if this behavior is stimulated by your offer.

6. Submit your App to sites Reviews and Opinion
This activity takes a bit of time, but if you can spend some time in order to submit your app to the various app review sites and blogs that populate the Internet, this time will give you some satisfaction. The publishers of these sites will be encouraged to download your application and write a review of how it works and what users can expect from it. Note that if you decide to market your application in this way you will have to do a good test on the aesthetics of the app and make sure you have a high quality design and a very good user interface. Critics can be a very hard, if your application is not made and designed to rule, Art. Ricodate always that the quality of the user interface and the design does not depend at all on the cost that you paid to your chart or your marketing agency, geese quell matters is the actual hands-on experience of the designer. In the world of apps, the rules of the free market and do not count for anything other than the quality.

Here are links to some of the most popular review sites:

Mac World
TechCrunch
ZDNet
Cnte Download.com
Mashable

7. Leveraging the Power of Social Media
The last tip of this short article is to make the most of the power of social media to gain new users and other downloads. Posting on Facebook, communicate with your followers on Twitter, and if you have a brand it’s time to consider opening an account Instagram or Pinterest. Being active on social media is a great way to show that there is a personality or a team behind your applicati.

 

Conclusions

These 7 simple rules are fairly obvious and easy to intuition, but although everything seems so ‘clear to those who work with i3Factory, more and more often we see a waste of money and energy to those who still do not want to look ka real nature of this huge market app. I often talk with Graphics and Marketing Agencies that make spending budget to its customers with a presumption of fact as to make difficult, and painful, by the customer realize the fact that the “world has changed completely” with the ‘was the web, and that further big change came with the era of the “App Store”.
It happens so often to make several “gaffe” in meetings in which the computer appears to be driven by “Ptolemaic” and not enough to give some good advice to avoid many can throw a ton of money.

 

When you decide to design an app you must always follow the basic principles of industrial design.
Many people think of this commissioning an app, but when you are describing the application and then how their idea can be translated by the user experience and graphic interface (User Interface & User Experience), they are unprepared and very often they hide behind phrases like “I do not know this is a job for engineers, lets see this to the technicians …see ye.”

Needless to say,  when the  “technicians” get to work these people, who have no concept to delegate, will begin to demand substantive changes giving advice and information of any kind and almost always only after the app came to final stage of its development.
And the well-known concept that the “technical”, and engineers, first build the core of the application and then they adapt the design and  they do the opposite, in spite of themselves, only if the commitment are valid and convincing, especially when this is decided right from beginning of the design.
In accordance with the approach of “you do that then we see”, wanted by professionals distracted and ill prepared, the final aesthetic result can be poor which seem as every engineer knows that, before starting to write code, you need to have clear UI principles with a description of the functions related to the experience of the user.

Some sophists can criticize me for using the word “user”, which sometimes is not very appealing if you think that the end users are just people, or individuals users. This difference in meaning of words is very clear to me, but for ease of communication and especially for translation needs prefer to use the word “user” or “users” instead of ‘”individual”.

 

10 principles for a good design of an app and for a product

First of all, to quote Steve Jobs, I propose a definition of design that has convinced me more:
“Design is the fundamental soul of a man-made creation that ends up expressing itself in successive outer layers of the product or service.”

Of course, the same principles Jobs was inspired by Dieter Rams, former Braun’s designers, who enumerated his 10 principles for good design of a product:

 

Dieter Rams e i suoi prodotti di design

 

  • Dieter Rams Ten Principles of “Good Design”
    1. Good Design Is Innovative : The possibilities for innovation are not, by any means, exhausted. Technological development is always offering new opportunities for innovative design. But innovative design always develops in tandem with innovative technology, and can never be an end in itself.
    2. Good Design Makes a Product Useful : A product is bought to be used. It has to satisfy certain criteria, not only functional but also psychological and aesthetic. Good design emphasizes the usefulness of a product while disregarding anything that could possibly detract from it.
    3. Good Design Is Aesthetic : The aesthetic quality of a product is integral to its usefulness because products are used every day and have an effect on people and their well-being. Only well-executed objects can be beautiful.
    4. Good Design Makes A Product Understandable : It clarifies the product’s structure. Better still, it can make the product clearly express its function by making use of the user’s intuition. At best, it is self-explanatory.
    5. Good Design Is Unobtrusive : Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression.
    6. Good Design Is Honest : It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept
    7. Good Design Is Long-lasting : It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society.
    8. Good Design Is Thorough Down to the Last Detail : Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the consumer.
    9. Good Design Is Environmentally Friendly : Design makes an important contribution to the preservation of the environment. It conserves resources and minimises physical and visual pollution throughout the lifecycle of the product.
    10. Good Design Is as Little Design as Possible : Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials. Back to purity, back to simplicity.

 

Of course it is easy to see that these principles will be adapted to the design of industrial products, but also for the design of applications, especially if they will be used on products that were built precisely according to the principles of good industrial design, as are all products Apple.

Design better, work less

Dieter Rams, creator of the 10 principles, has always expressed his approach to design with the phrase: “Weniger, aber besser” or “Less, but better.”
Minimalism, as well as being very elegant, is certainly the best way to allow all users-users to understand instinctively the product and its functionality and it makes the product itself, or the App, friendly to use (user friendly) and “pure”.

Heuristic evaluation

At this point I can only describe even the so-called heuristic evaluation.
The Heuristic Evaluation is a method of inspection that is performed exclusively by the experts of usability and allows to evaluate whether a set of general design principles have been applied correctly in the UI.
The guidelines (“Ten Usability Heuristics“) upon which this sort of evaluation were developed in 1990 by Jakob Nielsen and Rolf Molich and are designed for desktop software, but in this case, these principles are still valid for designed for touchscreen applications, such as the iPhone OS App for iPhone and iPad app for Android and Windows Mobile.

 

With the heuristic evaluation is detected then the fidelity and adherence to the principles of usability of the product, you can find on  Wikipedia ( http://en.wikipedia.org/wiki/Usability )

This method, which as we said, is a type of inspection, provides the only involvement of usability experts and does not call into question the end-users: for this reason it is easy to perform, cheap and fast but does not take into account the possible evolution of the needs of public and therefore, in my humble opinion, is certainly very useful but if it owns it in the limit of being inflexible, and the lack of flexibility can usually castrate the creative evolution.

The heuristic evaluation test , therefore consists in a series of navigation of the product which are carried out separately by each “expert”. During the test use, the software product is evaluated for both static aspects of the interface, such as window layouts, labels, buttons etc.., And for the dynamic aspects of interaction and (logical processes and flows).
After finishing the investigation, experts will gather in brainstorming, check the results and compare them with the principles provided in the guideline to reach some common conclusions.

Conclusions

The heuristic evaluation method is certainly very useful and often necessary, but it can also be done instinctively , if the “expert” who heads the app is an old business guru.

I doubt that when you follow these methods, very hard, is that you can easily fall in the risk assessments of caging in a bureaucratic system – with its sculpted rules – which severely limits the creative people, as suggested by the same creator iPhone and iPad, “think Different”.

Think Different is in fact always been the key to the success of each product in each sector.

Obviously none of the great success stories, “Think Different” model-based , has never ignored the existence of principles that Nielsen is one of the cultural foundations of this industry.
We must never ignore the basics, but even being locked in a few principles, how big and important they are, if you want to try to be innovative and revolutionary.

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Through Apple’s App Store, Android Market or Amazon App Store,  your audience market will become the world’s online market, then the possibility of reaching readers around the world.

The costs of printing paper are more and more high and not allow the publisher of large print runs, and then plan to reach a geographically more wide.

With our publishing system, the costs of printing are canceled; readers browse your publication on the iPad tablet (and iPhone) and the cost for new publications will be always null.

We note that the experience of reading a magazine on the iPad and far more satisfactory experience of reading the same publication on paper.

 

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  5. Wide audience: you pubblications will be ready Wold Wide;
Magazine using i3Factory editorial

 

 

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  • Mobility: Consult your  publications offline , once downloaded the publication will be avaiable for  read it without you need any tipe of online connections.
  • Fast Download: all operation works on wifi or 3G data connections, Give your audience a great experience; with an internet connection the pages are immediately available as you flip through the document.
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The starting price for our solution starts from 900 euros for small publishers, a solution that contains all the features necessary for most small-medium-sized publishers that starts from 1500 euros up to a maximum of € 5000 for medium and big publishers.

More Information on packages you can find on this editorial on this page:

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L'applicazione per Mac Osx Mockapp

A “mock up” is a non-working prototype of a product under development, is used to define the design and normally use it to pass to the customer before starting the product development phase.

MockApp, is a free Osx software downloadable from this web site where it is possibile to obtain a collection of files and images that will allow you to make a presentation in PowerPoint or Keynote presentation and export directly to PDF format.

Here are some videos on Youtube that shows its use:

MockApp Trailer

MockApp Demo – Part 1

MockApp Demo – Part 2

 

Apple ha annunciato che il Mac App Store per Mac OS X Snow Leopard farà il suo debutto sia con le applicazioni gratuite che a pagamento il 6 gennaio 2011.

In un comunicato stampa, Apple ha riferito che il Mac App Store farà scoprire, installare e aggiornare applicazioni Mac nel nodo più facile che mai. La destinazione di download del software sarà disponibile in 90 paesi al momento del lancio, e sarà caratterizzato da applicazioni a  pagamento e gratuite divise in categorie quali l’istruzione, Giochi, Grafica & Design, Lifestyle, produttività e utilità.

“L’App Store ha rivoluzionato leapplicazioni mobili”, ha detto amministratore delegato di Apple Steve Jobs, “Speriamo di fare lo stesso per le applicazioni PC con il Mac App Store, facendo trovare e acquistare applicazioni per PC in un modo facile e divertente. Non possiamo aspettare e siamo pronti a iniziare il 6 gennaio”.

Il Mac App Store permetterà agli utenti di cercare nuove applicazioni e quelle  degne di nota, scoprire ciò che è “in caldo”, i preferiti, le categorie di ricerca e leggere i giudizi e recensioni. Come su iPhone, iPod touch e iPad, gli utenti possono acquistare, scaricare e installare applicazioni in un solo clic e iniziare a utilizzarle immediatamente.

L’ acquistato applicazioni può essere eseguito su tutti i Mac e gli aggiornamenti sono forniti direttamente tramite l’App Store per Mac, rendendo più semplice mantenere le applicazioni aggiornate. Il Mac App Store sarà disponibile per Mac OS X Snow Leopard agli utenti  attraverso Aggiornamento Software gratuito.

Gli sviluppatori Mac potranno  fissare il prezzo per le loro applicazioni, tenere il 70% dei proventi delle vendite, non pagano nulla per distribuire le applicazioni gratis e non devono pagare l’hosting, il marketing o commissioni di carta di credito. Per saperne di più sullo sviluppo basta visitare il Mac App Store.

Domanda di tablet del primo quarter 2011Leggiamo il rapporto di ChangeWave Research e sfogliamo il sito InvestorPlace (http://www.investorplace.com/25527/explosion-in-corporate-tablet-demand) che ci relaziona sui risultati di un nuovo sondaggio condotto lo scorso mese in materia di utilizzo aziendale di dispositivi tablet, come iPad di Apple.

Con le offerte di nuovi tablet come l’ardesia HP 500 e il Dell Streak, la ricerca rileva che le imprese ancora preferiscono l’ iPad.

In termini di uso corrente, il 7% degli intervistati aziendali  dicono che la loro azienda fornisce agli impiegati dispositivi Tablet.

iPad di Apple (82%) resta di gran lunga il Tablet più popolare per fini commerciali. HP (Slate, 11%) e Dell (Streak, 7%) mostrano un interesse tra gli utenti aziendali – ma entrambi rimangono molto indietro la quota preponderante di Apple sul mercato.
L’uso del tablet in azienda dovrebbe aumentare a picco, si prevede un utiulizzo di tablet nel primo trimestre del 2011co una penetrazione del 14%, il doppio del numero attuale. Tali società prevedono di iniziare ad utilizzare tablet all’inizio del prossimo anno e hanno in programma di adottare per il 78% il dispositivo tablet iPad di Apple.

Prototipo interattivo creato con keynotopia

Interactive prototype created with keynotopia

Create interactive prototypes for iPhone, iPad, Android and Web applications in 30 minutes or less, using Apple Keynote & Keynotopia user interface templates.

Over 250 customizable user interface components, meticulously hand-crafted in Apple Keynote.
Click here to visit Keynotopia.

V

Video Keynotopya in 90 seconds:

Click here to visit Keynotopia.

From Keynotopia Website:
The 5-minute guide to prototyping with Keynote

Every day, we all get lots of good ideas. Most of us, unfortunately, don’t act on these ideas. We create high barriers to entry by imagining how much resources it requires, and how much we need to learn, in order to see it in action. If you know how to put together a prototype of your idea within one hour of getting it, your chances of moving forward are much higher than the ones who will sit down to do market research, write business plans, and hunt for investors. In fact, and this is based on personal experience, your chances of winning a client or receiving investment for your idea are much higher when you can express your ideas with a prototype that you can show along with your presentation. By using a simple, cheap and productive tool like Apple Keynote, you shrink the time required to create an interactive prototype to a matter of hours. And by using ready made prototyping assets, you even shrink that time to less than an hour. When prototyping becomes your second nature, you will no longer talk about your ideas; you’ll show them and test them.

This guide will help you prototype new ideas, or new features in an existing product, in an hour or less: you no longer need to wait for your design and development team to integrate a product feature in order to test it. Take screenshots of your existing product screens and place them in Keynote, then add some user interface components and show how the new feature will work. Bring in some users and see how they interact with the new feature,quickly iterate on it, then share your prototype with your team instead of writing long requirement documents.

The mindset

When creating interactive prototypes, the most important thing to remember is that it’s important to decide what to leave out, and what to include. Prototyping is like magic: you create the illusion of something that doesn’t exist, and that illusion happens in the minds of your audience. Everything else is a distraction. Your prototype is the illusion of your idea in action, and you must approach prototyping with the mindset of a magician or a hacker: it needs to demonstrate your ideas much better than words and pictures can, and it must not include any detail that won’t help that demonstration.

Step 1: Planning

To create your prototype, start by defining the different screens that your apps will show, and how the user will transition between them. I typically do this as a state diagram as shown below (Created on the iPad using Adobe Ideas). You can also create this in Keynote, or any other diagramming tool, but don’t waste too much time make a good looking flow diagram unless you will be using it in a presentation.

The diagram shown above is for a social media application that tracks multiple accounts, and allows me to post updates to multiple networks. As you can see, I represent application screens/states in ellipses and I annotate transitions/arrows with user actions that lead from one screen to another. You don’t need to get every detail of this diagram right, but spend 10-15 minutes going through the difference use cases – It will save you time adding them to the prototype later.

Step 2: Putting together the application screens

If you have a Keynotopia prototyping pack, you will notice it comes with two different files: a .kth, which is a theme file that you can place into <UserName> -> Library -> Application Support -> iWork -> Keynote –> Themes, and a .key file that you can directly open by double clicking. The theme file is ideal for those who want to keep all their assets and application screen in one file. It’s ideal if you’re using Keynote on a laptop, or if you want to move around with a single file that you can later modify on the fly using anyone’s machine (since all the assets you need are embedded in the master slides you use in that file) – The tradeoff is that your file is much bigger, and you need to switch between master/main slides more frequently. The second approach, which is the one I use frequently, is to open the .Key file and place it on a secondary monitor. Then you can quickly switch between your library slides on one monitor and your application slides on the second monitor.

Just like an artist paints distant objects first, then closer ones, start by creating the static components that will be shared among different states of your diagram. This is particularly useful because you will be moving them into master slides later on, and share them across these screens. For the diagram shown above, that would be the “Main Application”, as shown:

Since this is a prototype for an iPad app, I used the iPad Prototyping pack. I grabbed a panel from the panels slide and I pasted it twice roughly to occupy one third and two thirds of the screen. Since these panels are grouped objects, they rescale together nicely. I then grabbed a bunch of list item controls for the list on the left. Double clicking on each list item allows you to edit the text within. Then grabbed a button and search box for the second panel’s toolbar. The images shown in the screenshot are drag and drop from Google image search (don’t worry too much about copyrights, etc.. when you’re creating a prototype – as long as you get different images for the final product). The speech bubble shown is a standard shape in Keynote.

After putting together the main screen, you can move it to a master slide so that you can reuse it in different screens without having to duplicate it or edit it everywhere every time you make a change. To move your screen into a master slide, reveal master slides by dragging the little handler above slide thumbnails, select a blank slide and press CMD+D to duplicate it or CMD+SHIFT+N to create a new master slide. Then paste your components onto that master slide, and give it a name.

You can then go back to your regular presentation thumbnails, create a new slide (CMD+SHIFT+N) and select your new master for that slide.

Next, grab more components from the prototyping pack and start creating other states of the application. For our example, grab the pop-up dialog and place it below your post button. You will notice that most prototyping components are grouped together to make it easier to copy/paste them easily. To resize the pop-up dialog without resizing its content, double click the group over the object you’d like to select – this will allow you to select objects within a specific group without having to ungroup the parent object. You can also have nested groups, but that’s an advance technique that will be covered later on.

The screenshots below show the “show profile pop-up” and “post updates” screens:

Step 3: Adding interactivity

Once all are created, it’s time to define how the user would transition between them. To accomplish this, you go through your state diagram and, for each transition, select the component that users would click to navigate into the next state. With that component selected, select the hyperlink tab in the inspector, and select the target slide.

For instance, the profile image would link to slide 5, containing the profile pop-up dialog. I highly recommend using slide numbers, instead of next/previous slides, since Keynote will preserve these links in the former case even when you move slides around. I also recommend inserting new slides always at the end of your list, and link it appropriately, so that you don’t mess with the order of existing slides after adding the hyperlinks.

Rinse and repeat for every state and transition. Make sure you test the interactivity every once in a while to make sure the app behaves as you’d expect it to.

Before testing your presentation, you want to make sure that clicking anywhere on the slide doesn’t cause it to advance to the next one. To do this, select “Hyperlinks only” in the presentation settings in the inspector.

Click here to visit Keynotopia.

Step 5: Export and test

The most common format I use to test my presentation is PDF. From the file menu, choose export and then select PDF. The reason I like PDF is that I can email it to someone to test it and provide me feedback, or I can send it to my iPhone or iPad and tap through it (hyperlinks are preserved in PDF format). I use GoodReader on the iPhone and iPad to render the PDF.

If you’re feeling adventurous, you can add some slide transitions or magic moves to create interface animations. But remember not to get too distracted by these features. The goal is to show your idea quickly and be able to interact with it, not to make it do fancy stuff (you can always add the fancy stuff later, once you’re done with the basics).

Step 6: Share and iterate

Now that your prototype is done, it’s time to show it to people and see how they would use it and interact with it. Don’t be afraid that someone will copy your ideas, chances are they had many ideas before that they never acted on – may be they didn’t have a Keynotopia Prototyping Pack ;)

Your first prototype should never be the final one you’re going to implement. In fact, to get meaningful user feedback, you may need to test multiple prototypes and compare results. Users can provide you feedback on which prototype is better, much easier than they can tell you what’s good/bad with just one prototype.

The beauty of using this prototyping technique is that once you reach a prototype that you need to implement, you won’t need to write long requirements and specification documents. Just attach comments to different screens, and share it with your developers. Instead of reading long descriptions, they will be able to interact with it and read your comments and slide notes (Your comments and slide notes will not show in slideshow mode, so your application screens will not be obstructed by them).

Comments

Keyboard shortcuts

As you create more prototypes with keynote, it’s essential that you start customizing and using keyboard shortcuts – it will save you a lot of time. To customize keyboard shortcuts in Keynote, go to System Preferences –> Keyboard then click the Keyboard Shortcuts tab. Select Application Shortcuts, from the left panel, then click the + button at the bottom left of the right panel to add a new shortcut. Select Keynote as the application, then type the menu item name you’d like to create a shortcut for *exactly* as it appears in Keynote (In the example below, I am assigning a shortcut for Align->Left menu item, so I typed “Left” – it’s case sensitive.

Keyboard Shortcuts
Here are the keyboard shortcuts I use:

Menu Item Shortcut Purpose
Group CMD+G Group objects together to easily select and edit them as a unit.
Ungroup CMD+SHIFT+G Ungroup grouped objects – Pressing it multiple times will ungroup nested groups
Send Backward CMD+[ Place selected objects/groups behind others. The order of objects on the slide is defined by the order they were created.
Send to Back CMD+SHIFT+[ Place selected objects/groups behind everything else.
Bring Forward CMD+] Does the opposite of Send Backward
Bring to Front CMD+SHIFT+] I’ll give you three guesses
Lock CMD+L locking enables you to pin selected objects to the slide so that you can select and edit other objects without accidentally selecting or editing the locked ones.
Unlock CMD+SHIFT+L Unlock selected objects or groups. You will notice that locked objects, when selected, will have “x” markers around their edges, instead of the square marker that enables you to resize them.
Zoom In CMD+SHIFT+> This is the standard zoom in shortcut for all iWork apps. CMD++ is already reserved for increasing text size, which I use more frequently.
Zoom Out CMD+SHIFT+< Same
Fit in Window CMD+1 This shortcut is particularly useful if you’re working on a prototype with dimensions larger than the screen. For instance, I prototype iPad apps in portrait mode, and the 1024px height won’t fit on my 800px laptop screen.
Actual Size CMD+0 This will zoom into the actual size of the slides

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DeTelegraaf for iPad

DeTelegraaf for iPad

Finalmente l’iPad e’ sbarcato anche in Italia, e l’App Store si e’ subito popolato delle applicazioni delle maggiori testate giornalistiche italiane, oltre che di qualche rivista.
Provate a scaricarne qualcuna, scegliendo tra Repubblica, Il Corriere della Sera, La Gazzetta dello Sport, Il Foglio, L’Unione Sarda, Mac Magazine (ma ve ne sono altre, che non abbiamo scaricato e provato dato che ci son bastati gli snapshot per capire dove saremmo andati a parare): sono tutte esattamente uguali (con La Repubblica che si distingue leggermente dal gruppo).
Non c’e’ nulla di male a che le applicazioni siano uguali, se non fosse che esse sono ben lontane da quel che dovrebbe essere un’app per iPad.
Escludiamo per ora dal gruppo l’app di Repubblica, che merita una trattazione a parte (e una stelletta in piu’ nel rating Apple, cosi’ permettendo di elevarsi dal mediocre 2 stelle alla sufficienza). Le altre si mostrano al pubblico come dei visualizzatori di PDF o meglio di PNG. Optiamo per la seconda scelta, dato che sono app abbastanza veloci (unico vantaggio) ma che di fatto si comportano come dei visualizzatori di un’unica grande immagine sulla quale sono impressionate tutte le pagine del giornale. Quindi la meravigliosa esperienza sensoriale che avrete leggendo questi giornali online sara’ semplicemente lo scroll e lo zoom lungo questo enorme foglio elettronico.
Un po’ poco, soprattutto se si confrontano queste app con quella del New York Times Editor’s Choice, quest’ultima si’ che rende giustizia all’iPad.
Si distingue leggermente La Repubblica +, forse un po’ piu’ lenta nel caricamento, ma che almeno permette di aprire l’articolo nella sua interezza (ahime’ senza immagini, ahime’ senza i link nel caso di rimando alla prima pagina, ahime’ con la disposizione a due colonne e scroll verticale, quando invece la lettura sarebbe facilitata se impostata a libro, si vedano nuovamente NYT o l’app iBooks) e con qualche contenuto multimediale (una bella galleria fotografica, un video).
A nostro avviso queste app cosi’ fatte avranno vita difficile quando i contenuti diventeranno a pagamento, cosa necessaria affinche’ il business dell’editoria sull’iPad diventi profittevole per gli editori. Attualmente forse il business l’hanno fatto i produttori di questa app (trattasi di una start-up italo-californiana) ma di certo non hanno un reso un gran servizio ne’ all’iPad ne’ alle testate nostrane. Questi ultimi da biasimare certamente, poiche’ presi dalla fretta di uscire per primi e del tutto incapaci di capire le potenzialita’ dell’iPad.
Il nostro auspicio e’ che queste applicazioni vengano aggiornate (oserei dire: rivoluzionate) il piu’ presto possibile e ben vengano le fotocopie, ma che non si presentino ancora sullo schermo dell’iPad le fotocopie delle pagine del giornale.

Il Foglio su iPad

Il Foglio su iPad

Grafico a barre
Grafico a barre

Secondo un report pubblicato da Gartner ( consultabile sul sito Gartner) , i cellulari venduti nel corso del 2009 sono stati 1.2 miliardi, con una leggera flessione rispetto a quello dell’intero 2008 (-0.9%).
I dati dell’ ultimo trimestre del 2009 (340 milioni di dispositivi venduti) invece segnano una crescita dell’ 8.3% rispetto allo stesso periodo dell’anno precedente.

I dati sui produttori di cellulari ci mostrano che a guidare il mercato rimane Nokia, con il 36.4% sul totale dei dispositivi venduti, seguita da Samsung al 19.5%

I dati sulle vendite di apparati non si distaccano dai numeri che prendono in considerazione i Sistemi Operativi , e infatti a guidare il mercato dei sistemi troviamo ancora Symbian (Divenuto Open Source) che e’ istallato sui telefoni Nokia. Al secondo posto abbiamo Blackberry (RIM) al 19.9% e al terzo iPhone OS con il 14,4%

E’ necessario notare che i dati sul sistema operativo prendono in considerazione il solo mercato dei telefoni cellulari, e non tiene conto del fatto che il sistema oprativo di Apple viene istallato anche sul’ipod touch.

Logo Google Android

Logo Google Android

Secondo un recente studio Gartner Inc il Sistema Operativo mobile Google Android (ad oggi utilizzato su circa 2% dei dispositivi in circolazione) arrivera’ al 14% entro il 2012, sorpassando quindi i concorrenti iPhone, Windows Mobile e Blackberry e quindi nel 2012 sara’ secondo solo a Symbian (recentemente open source) che dovrebbe mantenere la leadership grazie alla sua diffusione sui cellulari Nokia.

Symbian che oggi ha una penetrzione su circa il 50% dei dispositivi, scendera’ intorno al 40%, sempre secondo Gartner.

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