A New Side Project

I'm starting a new side project. It's been fun writing here, but I think it's time to try something a little different.

Earlier this week I quietly launched minimalpath.net. It's a microblogging site that was designed to be minimal from the outset. No ads, no categories, no comments, no images, no mailing lists, no pop-ups, no junk. Just shorter, more regular content.

Here's a excerpt from the first post on minimalpath.net, it explains a little more about why I'm doing it:

For some time now I've wanted to write shorter, more frequent posts without worrying about the exact content or subject of what I'm posting. Late last year I heard about microblogging and thought it sounded pretty good. 
Twitter and Tumblr fit into the microblogging category. However, the character limit is too short, and more importantly, the content is not entirely owned by the user. Twitter could delete your account at any time, and there'd be nothing you could do about it. 
While Minimal Path may not strictly fit the standard framework of microblogging, it will adhere to some of the same principles. e.g. shorter content, and more frequent posts. Sometimes I'll post longer more in-depth posts, and I'm okay with that. The real key is the freedom to post what I like while owning the content and being fully in control. Read more…

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Minimalpath.net — A microblog about work, life, and the miscellaneous details in-between.

Dear Apple, Killing Animals for Leather Is Not Okay.

Dear Apple, Killing Animals for Leather Is Not Okay.

As far as I can tell, Steve Jobs generally didn't eat animals. Every article I can find on it suggests that at different times in his life, he was either vegan, vegetarian (possibly pescatarian?), or fruitarian. A lot of articles suggest he did it for health reasons. I like to think Steve choose his diet for the health benefits as well as ethical reasons.

iOS Game Revenue & Launch Details

iOS Game Revenue & Launch Details

I started building Almost Impossible! for iOS on the 22nd of September. I didn't know what I was building, I was just tinkering about as I often do. After a few evenings it became apparent that I'd actually built a pretty fun prototype of a game. I started thinking perhaps this was something I could finish up and ship if I put my mind to it.

The Problem with App Store Reviews

The Problem with App Store Reviews

The lack of customer and developer interaction on the App Store is a bit of joke. It's been seven years since the App Store launched and developers still have no way to respond to customer reviews. Just the other day I was trying to think of other online stores that only allow one way communication. I could't think of a single one.

Iterate and Release Often

Iterate and Release Often

You’ve spent the last six months or more working on a major overhaul of your app. You’ve refreshed the UI. Improved the app icon. You’ve even added a bunch of new features and removed the crusty old stuff that no one ever uses. You release it expecting universal praise. Instead, you're met with a barrage of angry tweets and a bunch of 1 star reviews from your once happy users.

Choosing the Right Pricing Model for Your App

Choosing the Right Pricing Model for Your App

Choosing the right pricing model for an app is simple… pick anything other than freemium. Make your app paid and work out where the sweet spot is, keep increasing the price until you've pushed it too far then bring it back a little. If you've got an online component or are delivering new content regularly then make it subscription based. Pretty simple, right?