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Developer Interview: Building Apps for Wearables Isn’t about Tools

Softeq Development is involved in everything mobile: from business apps, digital imaging and utilities to mobile games, wearable technology, sensor-rich equipment and its remote management. They have built dozens of embedded solutions, web, and mobile applications for such clients as Nike, NVIDIA, Omron, AMD, Atlas Copco, EPSON, Disney Parks and Resorts. T. Our associate author, Alkis Polyrakis, discussed with Softeq’s CEO, Chris Howard.

What is the philosophy that you employ in order to assist companies take advantage of the full potential of the latest technology?

To me, our philosophy is to be ahead of the curve. It means we try to know and adopt new APIs, tools, and technologies before customers actually need it. We obtained and evaluated Google Glass, EPSON Moverio, Oculus Rift, LEAP motion controller and many more new tech novelties long before the first project came along. Once a customer approaches us with a project for those new technologies, Softeq is already the most competent tech provider the customer can possibly find on the market. Having close ties with many companies in Silicon Valley, we were one of the first tech firms in the world to access and implement, for example, Microsoft’s high speed video APIs on Windows Phone before they were available to the public.

Digital magazines
Digital magazines

What are the benefits of implementing a Proof of Concept in business projects?

A proof-of-concept (PoC) is a great first step on the way to a new product, device or technology that was never seen before because it’s a low-risk and low-investment approach. Often, it requires a 10-20 times smaller budget than actual new product development.

In our business, we have come across two different goals, or approaches if you like, to building PoC apps. One is when a customer is looking to prove the feasibility of his new business idea. At times, our clients need to demonstrate a working prototype of an upcoming product at a trade show, board meeting, or at an investor meeting. Prototypes later can become Minimum Viable Products (MVPs) and both can be stages of a full product development cycle if the idea gets approval.

Xamarin framework Business apps development
Atlassian Jira Project management
LabView – LabWindows – MathLAB Wearable devices
Flurry – Google Analytics – Localytics – Adjust – Parse Monetization
Unity Games development

Softeq’s Toolset

The second typical need is when a technically advanced company researches next-gen ideas, software or hardware they’re looking to jump into. Here, building a proof-of-concept in the first place is a way to test the feasibility of their vision for the application of new technology, a hardware component, or form factor. Just like that, our R&D teams have been working for Nike, Intel, and EPSON to help then visualize their new ideas and prove it is actually possible to do what they envision.

Do you have a specific development procedure when working on a PoC?

As a PoC is always something pretty innovative and non-standard, generally the development procedure is to identify the key features of what a client is trying to do in a bigger project, focus on only testing and proving out the specific new APIs or new hardware, and building a very simple framework in order to demonstrate that specific capability. After the PoC is approved by the management team, the investor, or the end-client, we proceed to flesh out the rest of the features and ship an actual product.

Which development and project management tools do you employ in order to facilitate your needs in cross platform development?

There are several cross-platform frameworks trending on the market now, and this is fair enough. The mobile market is no longer dominated by one platform, and most of our customers, both in the B2B and B2C segments, need to target wider audiences with various OS preferences. We use the C# based Xamarin framework for business apps, and Unity for games. Speaking of project management tools, we use Atlassian Jira by default or any other tool the client is more comfortable with.

Our readers would like to hear some examples that show how you managed to pump up a company’s marketing efforts with your apps.

Marketing apps for Blizzard and Branson Ultrasonics
Marketing apps for Blizzard and Branson Ultrasonics

Marketing apps vary, and we’ve delivered several dozen of them: from Blizzard’s BlizzCon event management app for helping improve the guest experience, to mobile CRM, promotional games, mobile magazines for corporate clients, and demo apps for tech events and industry-specific trade shows and all the way up to international tech summits and even Mobile World Congress where companies present their new or would-be products. We’ve built several kiosk apps for in-store demonstration of new gadgets to buyers. One of them was for NVIDIA’s SHIELD – the world’s first Android TV console. The kiosk mode allows demonstrating all functional features, including games, videos and music playback, while blocking access to system settings.

What are the main challenges that you face when you attempt to build solutions for wearable devices?

We’ve been working on embedded devices for a very long time, over 15 years now, that’s why the era of wearables came very natural to us. The challenges anyone designing a wearable device inevitably faces are technical limitations of the form factor, such as short battery life, small amount of memory, insufficient performance, custom communication protocols (infrared, Bluetooth low energy) and more.

However, Softeq is uniquely positioned in this market and beyond, in the Internet-of-Things (IoT) space, because we do everything from hardware, low-level and firmware to web backends and mobile apps covering all our departments end-to-end. To extend that further we have a game department, and that even gets mixed in with wearables and the IoT.

Hardware Design and Embedded Development Lab deployed in Softeq's HQs in Houston, Texas
Hardware Design and Embedded Development Lab deployed in Softeq’s HQs in Houston, Texas

Can you tell us about some of your wearable device projects and the tools that you employ?

One of our current projects involves embedded touch panels, and we do both firmware for the panels and Qt-powered games for them. Another product we helped create – the BlinkFX Wink, which is a wireless control LED light wearable device – is being used for an upcoming game show at CBS.

There’s a wide range of tools and instruments, mainly in C, that we use for such projects. For instance, recently we started receiving multiple requests for projects involving drones. We suggest using such behavior modelling tools as LabView, LabWindows and MathLAB, but it’s not the tools that matter most. The most complex part is building math models and algorithms based on them.

Do you provide consulting services as to which model can maximize a game’s revenue?

The monetization system of a game is usually built by a tandem of experts – a game designer and a marketer. The game designer is responsible for building game mechanics in terms of monetization and balancing economics while the marketer drives user acquisition campaigns.
To ensure we deliver the maximum amount of effort on our end to ensure the game’s success, our game designers invest a lot of time in research, comparative analysis of top apps, exploring best practices and efficient mechanics to put them in our arsenal. From the game design perspective, we certainly consult developers at the early stages of building the monetization system: building the core loop, the in-game store, retention mechanics, economics balance, analytics, A/B testing system implementation, etc. For instance, we work with such analytical tools as Flurry, Google Analytics, Localytics, Adjust, Parse and the selection of tools depends largely on the game specifics and client’s preferences.

Thank you very much for taking the time to share your strategy with our readers.

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Developer Interview: Which tools is WillowTree using?

WillowTree (www.willowtreeapps.com) is a leading app development company that has produced over 300 titles since 2007, such as My Pregnancy Today that has seen more than 12 million downloads. Our collaborator, Alkis Polyrakis, discussed with their Systems Architect, Alex Shafran, who led the development of projects for GunBroker, Quintiles, the Red Cross and the NBA, about their strategies and tools of preference.

Please begin by giving us some information on a few of WillowTree’s most successful apps.

WillowTree has helped clients succeed in a variety of markets. Johnson & Johnson’s Baby Center apps have been a worldwide success, grossing over 10 million downloads and consistently ranking high in the App Stores. We recently released the new version of the official NCAA app, which is the main source of college sports scores and news. In the enterprise, we built an app for the AOL marketing team that auto-generates sales slideshows based on a quick questionnaire. This app saves each salesperson hours each day and allows them to prepare less and sell more.

BabyCenter Birth Class offers advanced video integration
BabyCenter Birth Class offers advanced video integration

WillowTree claims to tackle complex enterprise-grade mobile deployments by beginning with a simple question: “Where should what logic live?”. Can you explain what this quote means to our readers?

Even the simplest “mobile apps” require infrastructures to support them. Ordinarily, this “backend infrastructure” is software running on a collection of servers in a data center. By asking where should live, we are referring to the separation of concerns between the app on the phone and the backend servers. Consider Pandora, the popular music streaming app. When the Pandora app is downloaded from the App Store, the phone now has the code to run the app. However, the phone must get the music from somewhere — the entire music catalog is not stored on each user’s phone (that would be redundant…and impossible). This is where backend servers come into play. At a basic level, Pandora has a collection of severs that store the millions of songs in their catalog. When the apps need to play a song, they use the internet to download the song in real time from one of these servers.

Pandora is the most obvious example of “where logic should live” — clearly the entire music catalog should not be on each phone. But we encounter different flavors of this problem everyday, from “Should the phones store the user’s password” (the answer is no, NEVER), to something as basic as “Should we use the phone’s clock or the server’s clock in our realtime bidding app?”. While the answers might come easy to us, talking through these details can help our clients understand the benefit of adding an additional component to the system.

The Barclays Center app helped the stadium become one of the most technologically advanced arenas in the world
The Barclays Center app helped the stadium become one of the most technologically advanced arenas in the world

The sheer number of mobile apps that you have developed for major clients is impressive. In addition to quality project management, this is a clear indication that you are using the right development tools. What are those, and how do they make your job easier?

Development tools are only part of the story. They are critical to keeping projects on track, but they must be used as a supplement, not a replacement, to in-person communication. Our entire development team is colocated in Charlottesville, Virginia, which gives us massive efficiencies. When possible, we like to share those efficiencies with our clients. We regularly send entire project teams to client sites, and their development teams visit us just as frequently. There is no replacement for in-person collaboration.

Of course, we also make regular use of phone checkins and online tools. We use Teamwork for project management and communication. It is so simple and powerful that many of our enterprise clients have also adopted it internally. Project/sprint planning is done in Jira, which helps us gauge project burndown and overall progress.

Our continuous integration system (CI) is the most automated tool in our process. When a developer commits code, the CI downloads the newest code, builds it, runs the auto-mated tests, and releases it to our QA team (and the client, if appropriate). This entire process can take under a minute, but the same tasks could take a developer half an hour.

Is prototyping part of your development process? If so, which tools do you prefer for your apps?

Absolutely. We try to get usable software into our client’s hands as quickly and as often as possible. Prototyping is often the fastest way to do this, via static prototypes or even stubbed code. Before development even begins, our UX team uses InVision to turn visual mockups into clickable prototypes. These prototypes run on the phone just like real apps, which allows us to get critical feedback very early in the process. We highly recommend using InVision when possible.

The official University of Virginia app for Android
The official University of Virginia app for Android

Clients often want their apps to support in-app purchases and ads. Do you prefer to build a business model around the project before the development even begins? What is your monetization platform of choice?

There are a several monetization models available on mobile, from: free, ad-supported, in-app purchases, and paid download. The first goal of any application is to get the user to download the app, and we have found that a price-tag of even $0.99 can be a deter-rent for apps in saturated markets or lower-income demographics. In these situations, our clients should consider alternate monetization policies. If the basic functionality can be provided at a low cost, then it might be a good idea to consider a “freemium” model, where the app is free to download but premium features must be purchased (e.g. Evernote). Ad-based models (Facebook, Flixter) can also work, and companies are getting very creative with “native” ads that look like real content. The freemium-ad hybrid model is also popular, which is where a user can pay to remove the ads. However, the paid-download model, like the Dark Sky realtime weather app, can succeed if the app provides functionality that is otherwise unavailable.

Compare the development tools that were at hand when WillowTree started out 8 years ago to the current ones.

When WillowTree first started out 8 years ago, mobile was a very small (but rapidly-growing) industry. The tools we used were either provided by Apple/Google (the xCode IDE) or ported from other tools (Eclipse for Android). There was no third-party ecosystem of tools to modify for our needs.

Now, we use Android Studio, which is an extension of IntelliJ specifically for Android development. xCode for iOS is more robust (and hardly crashes), and both tools are a core part of our Continuous Integration (CI) workflow, which took years to fine-tune. It allows us to automatically (and safely) ship tested code to clients and to the App Stores. Our build distribution tools, TestFlight and HockeyApp, now allow us to see which versions of the app the client has installed/tested. These automated workflows take the burden off developers and allow them to focus on writing quality code.