All posts filed under: iOS

Going deep with Accessibility in Soundproof

Development / iOS

When we first released Soundproof we had to make the difficult decision to delay polishing our VoiceOver experience for accessibility users. We had done some work on this already, but due to the nature of our custom UI elements such as the time scrubber and Count-In screen, the work was too much to complete first time around. In hindsight, I really would like to have done this for the first release. It seems to be […]

Logging in Swift without overhead in production

Development / iOS

I recently wanted to start covering start writing all my new app code in Swift, but hit a big problem: I use CocoaLumberjack everywhere and its not ready for Swift yet. They are working on this right now for a 2.0 release. I checked around github and it seems some good work is being done on this. However the missing piece was very important: because Swift lacks conditional defines and a macro preprocessor, all arguments […]

The Making of Soundproof, part 3: Unlocking features with In-App Purchases

Development / iOS / User Experience

During the process of making Soundproof, we had to consider what the business model would be. I wrote [some early thoughts about pricing](http://transition.io/is-unlock-everything-a-mistake/) and talked about some [issues with implementing upgrade pricing with In-App Purchases](http://transition.io/my-first-public-ios-app-is-now-available/) previously. Here, we’ll take a brief look at the experience of implementing In-App Purchases and the user experience.