Last Wednesday, I went to a one-day session in Chicago titled iPhone Tech Talks. I am currently taking the Cocoa Academy course, and thought that this would be a nice way to get some additional information. The conference had probably about 400 people or so. I was a bit worried because I have neither an iPhone nor a Mac, so I thought that I might have been out-teched. :) However, it seemed like most people did not bring their laptops, and some of the people that I talked to had as much or less experience developing for Apple platforms.
I took like fourteen pages of notes, so I will probably break it up into a few posts. This one, which gives an overview, one about usability (I was writing the entire hour and a quarter session) and one about performance and using different libraries.
What's in it for you?
Hmm… Well, maybe you are doing or planning on doing some kind of iPhone development. That would be nice.
But I was talking with someone who has the G1, and the features are pretty much the same aside from native multi-touch, so most of the design principles and considerations will be present there. Indeed, any mobile device has at least some of the constraints that you need to think about when creating an iPhone app: usability, market reach, battery life, screen real estate, interrupts, performance, and more.
I would say that this was my first foray into mobile development, so it was definitely an eye-opener. If you have developed for a mobile platform before, then some of these comments will be old hat, but there still might be some gems in there.