Disney Preschool Time Online AIR App
Disney Launched an AIR Application for Preschool Time Online and it is really, really good.
Disney Launched an AIR Application for Preschool Time Online and it is really, really good.
Reading a few blog posts and their subsequent comments the other night I was reminded what I despised about art school. One of the most troublesome things about critiques in college was niceness.
Many comments on someone’s slideshare post was “that’s awesome,” “thanks for this great information,” “your design work is so nice.” etc. (of course I’m paraphrasing here). So much feedback we hear and see on the work we do is praise. The amount of “I <3 U’s” is obnoxious. This is especially prevalent in the design world.
This past week (6/19 – 6/24) I was on a much needed vacation in Las Vegas. Since the Las Vegas Flash User Group had rescheduled their June meet-up to be within the time I was visiting, I decided to tag along with still recently appointed Adobe Platform Evangelist, Renaun Erickson, who was giving a presentation.
I decided to make a response to a recent set of “demos” of HTML5 but for The Flash Platform.
You can check it out here.
Yesterday TweetDeck updated to v0.34.1 with several nice, new features included. Among my favorite new features are: Scheduled Tweets, Translate This Tweet, and Recording Video from Webcam.
Yet, even with a bunch of new buttons to push (some old ones have been moved around, and to my dismay) there doesn’t seem to be much improved in the most important part of TweetDeck: The Tweet itself. (more…)
While having sushi tonight, I had an amazing conversation with a Non-Geek. We talked about everything from the iPad to Google’s Tablet to User Experiences on desktop and devices and more. She probably has a lot better insight from a non-geek point of view on much of this than I do.
You can hear the recorded conversation here: 20100429.mp3
I started recording in the middle of our conversation so the first part may not make too much sense. She was in the middle of explaining her thoughts on the difference between Google’s approach vs. Apple’s.
Note: She has only played with an iPad once (yesterday) and wanted one, and I had only showed her information on the Google Tablet earlier in the conversation.
Sound quality isn’t the best. We were in a restaurant and recorded on my BlackBerry Storm.
“There is one thing for certain: I do what I want to do.
If I was truly interested in creating iPhone/iPad applications (under my own name and on my own time) then I would go learn Objective-C or whatever.
But I’m not, so I won’t.
I want to work with the Flash Platform and all the cool things I can do with it.
Why? Because I have fun with it. Flash is an enjoyable challenge with twists and turns and excitement around every corner, like the best action/drama/comedy/romance movies all playing back to back.
Right now, I am just waiting for the devices and platforms that will accept Flash and be much more fun for me to play with.”
(This is an excerpt from a much longer post I decided not to publish.)
**Beware: The following blog post is basically just rambling thoughts.**
Like a lot of people I’ve been pretty excited about Flash Player 10.1 on hand held and touch devices. The fact that I could use the same websites and play the same games on a mobile device that I can on my laptop sounds just plain awesome.
But there’s a dark reality that most people haven’t quite thought about (well maybe they have but I haven’t found it to read yet), and something I just keep forgetting.
Garth Braithwaite (@GarthDB) reminded me of this fact during a conversation on twitter. He said, “Flash 10.1 is not going to be develop once/deploy everywhere like people expect.” We were speaking in terms of video on mobile devices and how well it may or may not perform.
This statement sort of kicked me in the side of the head and got my brain running about possible issues of interactive sites that may run on mobile devices in the future. (more…)
With the Adobe MAX keynote now over a week old, and after reading countless blog posts, articles, and hours of discussions on the subject, I feel like I should share some of my thoughts on Flash’s future capabilities to publish native apps for the beloved iPhone.
As soon as someone breathes the words “Flash” and “iPhone” in the same breath people get hysterical. (Actually, as soon as it was announced I watched multiple people whip out their iPhones and immediately check their favorite Flash site to see if it would show, only to be extremely disappointed/angry that it didn’t, like somehow FP would magically be on their phones.)
First, it absolutely can not be understated that it is not Flash Player on the iPhone but rather native iPhone apps created in the Flash authoring environment.
There are several discussions/aggravations out there about this whole concept. One being performance. I’ve read and heard several sources say something along the lines of “the applications in the app store now are slow/chuggy and don’t perform very well.” This is to be expected since the apps in the app store to date were built off of early alpha builds of the compiler. Let’s face it, anything in alpha never performs perfectly. Even after projects and products launch there will always be much room for improvement. We should not expect something that is in the early stages of its life to be able to live up to the quality we hope it would. After much refinement, eventually the product will perform well. Please, we all must keep that in mind at this point.
Another gripe I have heard/read is in regards to the Flash compiler versus using Objective-C or any other iPhone application development environment. This is a discussion as to which is best to build applications from. I see Flash -> iPhone as an inclusion to the list of possible environments to build apps out of. It’s great, really. Flash is now (or will be soon) another tool to build fun, rich, engaging applications for a large market. But is definitely not the ONLY environment.
Flash should not be considered a competitor by any means. Objective-C may still be an exceptional development environment for the iPhone, but Flash may have its upsides as well. We just have another tool at our disposal. The key to your future application’s success (or maybe even your pocket book’s) will be in figuring out which tool will be the best for the job. This should go without saying but really needs to be stress, after all, there are many different tools to create many different things.
Along the same lines, Flash developers are ecstatic that they will be able to build iPhone applications from the comfort of their Flash authoring environment. That is great and all, but really, where’s is the harm in learning a new language that sounds like it wouldn’t take that long to learn. (I personally don’t know Objective-C, but if I had the time and resources, I would totally be willing to learn. But it is not the direction I hope to move towards.) Frankly, you – as a Flash dev – would have another language under your belt, and would be that much more valuable because of it.
Flash -> iPhone is big, but I really don’t think it is as big as so many people are making it out to be. Don’t get me wrong, I love the fact that we will be able to publish for the iPhone straight out of Flash. But what IS big is the fact that we – as the Flash community – have yet another place to deploy our content.
Which brings me right into what I consider even more important, and most under-spoken, announcement from the MAX keynote: Flash Player 10.1.
OMFG. Here is where I get the most excited. As a designer, there are two things I am most interested in when it comes to Flash. 1. Creating great content, and 2. Getting that great content on as many tiny squares of light I possibly can. With FP 10.1, I feel like this is at it’s most possible. Everything from hand-held devices and phones, to TVs and set top boxes, to gaming consoles and blue-ray players (hopefully), to anything else, will be able to display whatever my designer brain and dream of (you know, to a point).
This is awesome. I have been waiting for this for years (and still have to continue to). Quite possibly one of the first things I imagined creating with Flash when I first stepped into it was something, anything, on the TV. Soon, this will be a reality. And I can not freakin wait anymore. Just imagine, building in the same environment to deploy over multiple devices. Astounding.
(I will go on in another post at a later time.)
Yet, with as great all this iPhone and 10.1 talk is, there is still something to be said. We, as the Flash community, have a responsibility to ensure our projects perform as best as possible no matter where they may be deployed. Optimize, Optimize, Optimize. From graphics to code, we all must optimize. Performance will increase, and our work will be appreciated that much more because of it. And, let’s face it, we want people to like our stuff.
I truly believe every Flash designer should learn at least some development skills. Whether you are looking to further your career or just need to be able to speak well with your developers, it is imperative to learn some programming. That is not to say designers should be able to program complex/rich experiences but we should all know some of the basics.
Getting to know the development of your projects will help you as a designer be able to create much more interesting and engaging applications, websites, RIAs, games or whatever else you may be working on. Knowing the limitations and abilities of the development process will aid you in being able to push those limits. This also extends to some of the routines of designing. Animations, for example, look and run much smoother as programmatic animations rather than timeline based. If you are able to learn and utilize even just Flash’s Tween Class, you will be able to push your animations to the next level as well as give your developer a much more clear idea on how those animations should look and work.
On occasion your developer may not be at hand to help you with some of the programming. If you, as a designer, are able to accomplish some simple tasks of development you will be able to help get the project finished faster or created better. This comes especially handy at the final phases of the project time line. A lot of times, clients will have small changes to your projects well after its completion, and expect these changes ASAP. If your developer is not at hand to aid in the changes needed it may fall on your shoulders. So, knowing how to make these changes and deliver to your client will help to please (and hopefully keep) your clients.
Designers, take some time to learn some basic development skills. We will all appreciate you that much more, and everyone will benefit.