Minimal Viable Product (MVP) Development
A significant trend in app design is the rapid development of MVPs using AI tools. As shared by a user building an AI consumer app, they managed to create their MVP in just three days using tools like Cursor and Gemini, despite having no coding background [5]. This highlights the growing accessibility of app development through AI copilots, which can handle substantial portions of the work, making it easier for non-developers to bring their ideas to life.
User Experience and Accessibility
The importance of user experience (UX) and accessibility continues to be a focal point in app design. Issues such as apps crashing after updates, as seen with the Trainline app, underscore the need for reliable and accessible interfaces [3]. Ensuring that users can access essential features, like railcards, even when the main app fails, is crucial for maintaining trust and usability.
App Clutter and Simplification
There is a growing concern about the proliferation of apps and the resulting clutter. Users are expressing a desire for solutions that streamline or consolidate functionalities to reduce the number of apps needed for daily tasks [1:1]. This trend suggests a shift towards more integrated platforms that can offer multiple services within a single application, enhancing convenience and reducing digital clutter.
File Formats and Compatibility
In the realm of gaming and media apps, there is a focus on file formats and compatibility. For instance, the Xbox 360 community discusses the use of GOD format for games, which offers advantages like reduced file clutter and potentially faster load times [4:3]. This reflects a broader trend where app developers must consider the technical aspects of file management to improve performance and user satisfaction.
AI Integration and Automation
The integration of AI into app design is becoming increasingly prevalent. As demonstrated by the use of AI tools for MVP development, AI is not only aiding in the creation process but also enhancing the functionality and intelligence of apps [5]. This trend points to a future where apps are more intuitive and capable of automating complex tasks, thereby improving efficiency and user engagement.
These trends indicate a move towards more efficient, user-friendly, and technologically advanced app designs that cater to both developers' and users' evolving needs.
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What do you mean by that?
Here's mine! I started drawing consistently when I turned seven and am now seventeen! The earliest piece I have available currently is from 2020, and then one from just a few days ago.
Earliest drawing I still have is probably some of the first things I ever did (1-2) because my mother kept them. Ive honestly been drawing ever since (34 now) and i have all of them still. First digital was when I was 15 or 16 when I got a Wacom tablet (2005ish.. probably around your birth lol)
I was born 2008, actually.
Yes my point exactly lol.
Keep everything you can. If its digital make backups. Youll appreciate it when youre old like me.
hi,
i bought train tickets via the trainline app with my railcard which i purchased through the app 3 years prior. the app has updated overnight and now it won’t open. i am able to access my tickets through my email however there is no way to access my railcard outside the app - i have called support and they confirmed this. they said that they can cancel my ticket and i will have to pay more for one without a railcard as my ticket will not be valid if i cannot present my railcard in travel. i have said i am not willing to pay more as i have a valid railcard that i bought through them and would expect my ticket upgrade free of charge. i also said that if i am fined i will be asking for reimbursement as the app not working is not my fault and that they should give more ways for me to access my railcard other than the app. is there any legal action i can take against trainline if i am fined for being unable to present my railcard on my journey?
Legally, you need to be able to orifice your railcard on request.
Practically, you can log in on a different device or on a browser and take a screenshot, or add your railcard to apple wallet. It doesn’t have to be in the app.
With respect to Trainline, if you aren’t able to access the product that you paid for due to their technical fault, you could push for a refund of the remaining value, which if you bought your railcard nearly three years ago, is likely very little worth now.
As others say, if you board the train knowingly unable to produce a valid railcard for inspection then you are deliberately committing an offence and are unlikely to be able to recover the cost of fines or penalty charges.
If you want a a legal avenue to recovering your cost then this probably starts with you purchasing another railcard so you can travel (using another app or in person at the station) and then pursuing Trainline for the cost incurred. No guarantee of you getting anywhere as you would need to demonstrate that it’s their fault and not an issue with your own device.
Practically speaking you might be better off signing into the app on another device (old phone or iPad) and see if you can get the railcard working there.
If you bought your railcars 3 years ago, is it not up for renewal pretty soon anyway? Maybe best to write off the last couple of months of validity, and buy a new railcard at the station or online.
As you don't have a valid ticket until you gain access to your railcard you shouldn't be boarding the train in the first place.
Any fines would be for you to pay.
If you can log in to trainline on another device, you can access your railcard, take a screenshot and then save it to your phone so its always available.
I don't see anything on there that would require it to be a live screen within the app, it should have your photo, the expiry date and a QR code on it for inspectors to scan for validation. So bit like an airline boarding pass, a screenshot of it is just as good as the working app as the validation is done by the other side.
And stop using trainline, it's horrible, they charge you booking fees, cram ads everywhere, the app is simply bad, doesn't store crucial data like tickets offline so it's not functional without an Internet connection.
Unless you explicitly need the ability to have receipts accessible after the fact, it provides no benefit compared to rail operator applications.
GoD is Games on demand Any non indie/arcade game but basically the way it downloads on the marketplace
GOD is the preferred way to load games onto a 360, it's the way digital games and installed games are formatted on stock consoles. It's split in 4gb chunks as that is the file size limit on FAT32. Main advantage is the files are less cluttered and (possible) faster load times on mechanical drives, not that useful on an SSD.
The other option is an extracted XeX format, essentially the files off the DVD dumped to the HDD. You've been using this, it's has some advantages over GOD, like easily modding game files but has the big caveat of possible file system problems (games with files over 4gb) and slower load times on mechanical drives, though that is alleviated on an SSD.
I use GOD for Xbox 360 and extracted games for OG Xbox, as that was traditionally the way those games were ran from the HDD on a modded OG Xbox.
If you want to transfer games via pen drive, perhaps this is the only solution because of Fat32. If you go through FTP you don't need it.
It's just the preferred file format. https://consolemods.org/wiki/Xbox_360:ISO2GOD
Definitions here:
https://imgur.com/a/oGF4UlG
Gotcha! Can I take my already extracted games and convert them? I don't have tons of storage on my PC at the moment and don't feel like ripping my games again
Yes, just use the program "ISO2GOD." It is really easy to use you just add the iso in the program and press on convert
You can also just find the games in the right format for the 360 I've got all mine that way just simple download extract and transfer to a hard drive I can send you the urls just direct msg
I have been building an AI consumer app for around 2 weeks and just wanted to share some early lessons and what worked for us. it’s definitely a short time but I figured this might help anyone thinking of starting out
MVP&Tools
we built our MVP in about 3 days using Cursor. Honestly it wasn’t too hard, even though we have zero coding background. i think the lack of coding experience shouldn’t discourage you because nowadays AI copilots can handle decent amount of work especially for (at least) functioning MVP
Cursor and Gemini are free for students if you signup with a student email. you can definitely utilize these resources
For UI: Figma + Google Stitch*.* google stitch is such an underrated tool nowadays. they updated the tool and it produces amazing results right now, i recommend definitely checking out
to test the MVP with users: Expo Go (free but a bit buggy). If you have a budget, TestFlight is probably smoother since its Apple’s original app i guess.
we will probably be working with an experienced programmer for creating a secure database, maximising the efficiency of Chatgpt APIs (basically prompt engineering) or training our visual AI model, and building an advanced backend structure because we think AI has deficiencies in cybersecurity and complex tasks rn
What we learned the hard way
biggest mistake was not setting waitlist/landing page even before building. even if you are gonna build an MVP, you need to create a simple waitlist website that people signup with their emails so that you can track the impression for your app over time and analyze the effectiveness of your ads in specific times
you don’t have to pay services to create a landing page. we basically host our landing page on github (dont get discouraged guys. we didnt know anything about github but it took around 30 minutes to launch the landing page from start to finish). ask chatgpt about the backend and frontend of the landing page's code.
and finally you need to connect a google sheet file to your landing page to store email addresses. ask chatgpt about how to connect a google sheet to github as well. the whole process took 30 mins max as i said.
Distribution struggles
got banned from a ton of subreddits (never directly promote your link/app on subreddits, thats a terrible idea)
tried spamming comments and DMs to people in our target audience on reddit (also dont recommend this because conversion rates from cold outreach were super low and its not worth your time, as time is the your valuable resource in the early stages)
what’s working better at the moment: posting organic content consistently on TikTok/Insta/X, prepping creatives for paid ads (Meta/TikTok), and reaching out to influencers for collabs (trying to aim niche micro influencers in our target audience, who have less than 50k followers, and making sure we work with influencers whose views consistently exceed their follower count so we can reach audiences beyond their usual scope.)
Right now, our main goal is improving conversion and getting more structured feedback on the MVP.
If anyone with more experience here has marketing/distribution tips, would love to hear them!
And if you’re curious to try out the MVP, I can share it with you
key takeaway: staying disciplined. this is a common one but the setbacks (bugs, bans, low conversion) really test motivation but consistency is the biggest advantage
Thanks for the advice
you are welcome
I have heard the idea from Mark that shmups have "transparent design."
He argued that even if all the great shmup devs died tomorrow, we could still create new, quality shmups in the future just by playing their work. Shmups wear their design on their sleeve, so you can understand what makes a good one almost entirely through play alone. Which is probably why many (is it safe to say all?) of the best shmup devs are also big fans of the genre as well.
I've played shmups almost exclusively for a year now, and I sort of agree? I think there are some invisible things that are still confusing, like rank. But for the most part, I feel like I can gauge a shmup's quality by just playing. And I can also articulate what the problems I have with a shmup and what are the things I like wih only a little bit of work
For an example of the opposite, I have no fucking clue how an RPG works. Maybe because I don't play them much, but I have played Pokemon, Megaman Starforce, and Mario&Luigi, chewed on some Final Fantasy games, Xenoblade, and Octopath. Even with a few hundred combined hours, I'm not exactly sure how you balance, pace, and streamline games like those. Even if you handed me RPG Maker and taught me all the technical stuff, I don't think I could make something even close to fun
I think platformer level design, in a way, can be quite transparent. For example, just playing Mario Maker can help me understand what makes a good level. I understand how all the level's objects work, so it's easy to break things down.
But when it comes to making a unique platformer with its own movement system, physics will prove to be a pain in the ass. I have tried to make a good platformer, but I never could quite make it feel great and I have been playing Mario games for years. Actually, anything with complicated physics would be really hard to recreate and iterate on without focused study because it requires so much math. Creating a uniquely controlling vehicle in a racing game would be tough as well.
I was going to say that most arcade games have transparent design. But a counterexample is that a huge part of beatemup games is enemy AI, and I didn't really notice how nuanced that aspect is until BogHog made a video on it. Maybe I'm just less experienced in that genre and it is obvious, idk
I think what sets shmups apart is:
They are relatively easy to program. Shmups don't often have complex physics/AI/cameras. So analyzing how a shmup works can be done in very simple terms, rather than in complex physics equations or logic algorithms
The core gameplay is front and center at all times. Because they are more focused on progression, an RPG can get by with shallow gameplay so long as art/music/story/pacing are good. Putting aside euroshmups, the shmup genre is judged centered around gameplay at all times
The onus is on the developer to make the game fun, rather than on the player to make their own fun. Shmups can't hide behind the common AAA excuse of "the game is more fun if you avoid sidequests" or "it's more challenging if you avoid the overpowered build." The genre is autoscrolling, so boring parts are transparent and glaring
What do you guys think? Are shmups a transparent genre? What contributes to genre have transparent design? Any other genres that are also transparwnt?
I'm glad you brought up rank systems, because that's where my mind leapt immediately. I actually think arcade games in general often feel akin to carnival games, meaning they feel somehow rigged to betray the player's intuition and sucker them out of money, but rank systems strike me as a particularly glaring example of this, and the absolute antithesis to transparency. In a memorization-based game, enemy layouts and behavior will change without warning when certain uncommunicated criteria are met. Mark has said something to the effect of, "this is how arcade games protect themselves against good players," but to me it just feels like backing out of a deal. And especially unreasonable in a console game or port where there's no reason for the game to "protect" itself anyway.
I remember going to the renn faire as a kid, and there was this game called "Jacob's Ladder," where you had to get from one end of a rope ladder suspended horizontally between two trees, to the other end. It was a buck a try. The Renaissance carnies would twist the ladder a couple times before prompting you to mount it. You'd mount the ladder, they'd say "Okay, go," and let go of the ladder, which, because it had been twisted, would immediately untwist, throwing you off. They were making a buck a second! One time I watched this kid miraculously manage to stay clinging upside down to the ladder! "Holy crap," I thought, "he got 'em!" But then one of the carnies went, "Sorry, you can't do that," and disqualified him. I still have no idea what the expected path to victory was, but their contingency against the rare skilled player felt totally arbitrary, mean, and unfair. Arcade games frequently conjure memories of Jacob's Ladder for me.
I've been playing Layer Section on the Saturn fairly regularly since 2007, and am only now getting to a point where I'm good enough to keep the rank up midway through the game. This of course thwarts much of the muscle memory and strategy I've been slowly concocting since the freaking Bush administration, nullifying nearly half a lifetime of progress. I still don't know exactly how the rank system works, I just know it kicks in when I'm starting to feel like I've learned a thing or two, to remind me that I still don't know jack. I don't think I even knew there was a rank system until I'd been playing the game for a few years. I really really really don't like this feature of the genre.
It's a shame, too, because I think that one feature does a lot to undermine what otherwise is indeed a very transparent style of game. I love that shmups are so easy to approach, I just think there are some perennial symptoms of being a coin-operated genre that modern devs would do well to get rid of (and tbf some definitely have).
> I actually think arcade games in general often feel akin to carnival games, meaning they feel somehow rigged to betray the player's intuition and sucker them out of money, but rank systems strike me as a particularly glaring example of this, and the absolute antithesis to transparency
Yeah actually the more I'm thinking about it, the more I think maybe it's not a matter of transparency. Maybe it's just that shmup 1CC's and high scores are so difficult that they force their players to learn everything about them, to the point where opaque concepts like rank and bullet-sealing become transparent. I want to say shmups are very direct and open about what you have to do, but I can't argue that when these concepts are so essential and I had to look up guides to even understand them.
Also, that was a really entertaining story lol I fucking hated those games. I actually I like the easier crane machine games nowadays but the borderline impossible ones I played as a kid suckedddd. Not a carnie game but same concept
I have to say...yeah, I'm not sure if I would quite tough it out if this was back in the arcade days. The amount of money I would have to spend with these games, and there wouldn't even be a training mode. But I find that home releases and emulations of shmups actually make them much more accessible because now you can practice as much as you want at no cost. They've weirdly aged better post-arcade because of this, IMO
Personally, I like rank systems with the little experience I've had. I like when games have resources to manage, and managing rank is cool because it now adds an extra layer of risk to everything you do
Probably heard this before, but have you tried Blue Revolver? It is one of the only games I've seen to just display the rank straight up, and I actually found myself manipulating the rank to make certain parts easier, which felt like cheating but overall it's just an interesting part of the meta. I can't speak for Layer Section but it sounds frustrating and Blue Revolver does it really well
Graze Counter does too.
This used to be reffered to as "intuitive" gameplay. Maybe transparent is the new word used for it now.
I think it's something a developer should always strive for but adding complexity to a game while keeping it as intuitive as possible takes a lot of skill and knowledge from a game designer.
Otherwise you can throw a lot of complexity into a game and end up with a mess of obscure systems like "+5% critical rate on the 3rd attack during night time while standing on grass" that is actually easy to do and can make your game seem "deep" and unfortunately we're seeing a lot of in modern games.
Hmm, I wanted to say that "intuitive" doesn't fit well with what the sensation I'm describing, for me at least. To me, I've always associated intuitiveness with the invisible feeling of something being right while playing and I'm now associating transparency with knowing what's right while playing.
Then again...as I write, I realize that shmups have a lot of invisible and intuitive elements that I didn't notice until someone pointed them out to me. A good example is bullet-sealing, which I never really noticed until Mark mentioned it in a review. I thought "oh cool that's just a quality of life game-feel thing that I would never notice on my own." Then I played DOJ and basically had to learn bullet-sealing to beat Stage 4. And now, I don't know how I could ever NOT notice bullet-sealing everywhere. It was simply an intuitive, invisible thing that BECAME "transparent" because these games are so fucking challenging.
I just realized as I wrote this that maybe this "transparency" simply exists because shmups are so fucking difficult to beat. I would probably notice the nuances of Mario's movement or Celeste's coyote jumps if the games were more difficult and forced the player to utilize these aspects. But they don't. On the other hand, shmups force the player to replay and learn the levels countless times, so the low points and high points become incredibly obvious as time goes on
So yeah maybe shmups are intuitively designed but the difficulty makes this intuitive design more transparent
As a game developer myself I do understand where he's going at with it. I think an important aspect with it is also the low barrier of entry. It requires extremely little setup or effort to start making a shmup. Of course, making one that is great requires good craftmanship, but there aren't really much in the sense of hidden complexity or systems needed to be able to pull it off. Shmups are so incredibly pure.
An online PvP game would be the polar opposite for me, it's simply not doable for many devs, and it requires some pretty extensive knowledge beforehand on how the machine is constructed. A lot of old school RPGs can and have been made by solo and fans of the genre, I would say for those games it could be similar to shmups in how extremely close the fan community can be to the dev side, and a truly good cult classic RPG might not need any of the fancy AAA stuff. But the difference is of course RPGs also having ton of great AAA entries.
Another example of transparent games would be score attack puzzle games or logic puzzle games I think, they are also pretty pure, and don't really require anything to design one. I mean, you can make great logic puzzles with pen and paper.
I would like to add one more thing: I think a great way to think about it is this: all the required skill needed to make a great shmup, can be obtained from simply playing them and interacting with the games (given you are able to do some fairly basic game dev). And this is not true for all genres.
I have to give Mark credits, I might not fully agree on all his takes, but despite him not being a professional game dev, he's got some really great insight into game design. He reminds me of Mark Brown (Game Developers Toolkit channel, who similarly is able to articulate and point out sides of game design few have done such deep dives into before).
in which game you dont find qualities (or absence of) by playing ? as a philosophy phd thats what we call a non problem dont bother with those lol
I wonder why devs use their names for settings like this instead of the app name so it’s easily recognized and there’s less confusion. It just seems like bad UX.
Did you try a web search to see if anything popped up? Does Happyverse ring a bell? That came up for me in a websearch.
But also: why doesn’t Apple tell us the path to the app? Seems pretty easy to distribute and hide malicious software with a common name like that
I don't like the new Settings app, but this specific section is the cherry on the take. Very non informative.
If the dev doesn’t add an associated bundle id item to the plist, macOS will use the devs name that is registered to the apple developer account. Some might not know about it.
I would use find in terminal to look for that last name, could also use some tool to look for that name inside a file.
You can use KnockKnock by Objective-See to find more information about any background app, login item etc.
It's totally free and a superb app.
Cool! Thank you!
TIL, ty!
Because it's malware
solved: https://github.com/jzelenkov?tab=repositories
it was a Gemini mac overlay (buggy, don't install)
Should be rewritten in Swift
It does lots of things like real-time malware detection and resource monitoring. I guess that's why
Open the app back up…click on the casino tab at the bottom, and then the rewards tab next. It should show how many spins and what game is available for those spins. It did for me after opting into the Willy Wonka promo.
Thanks man it worked
No problem…if you ever think about using a different Sportsbook lemme know…I got a couple of referral links left. We both would get $100 bonus after a $20 sports wager. Could use towards bet, casino, or the fan shop. Not gonna say the name of the Sportsbook since this is a FanDuel community. Good luck with those spins!
I started using Stremio about six months ago, and have seen a bunch of update posts from the team since then. I was just wondering if my stremio apps have been updating themselves or if I'm rocking out of date versions now. If thats the case do I have to uninstall the apps and redownload them in the app stores on my Sony android TV and firestick app store? Should I be doing this every time an update releases?
I also have cloned the stremio app twice on my smart TV to give dedicated profiles to other family members, I assume ill have to make fresh cloned copies of the app each time I want to use the update? Is there any better way of going about this? it seems like a lot of hassel to maintain several versions of the app this way, but I also dont want my app littered with what everyone else in the house is watching.
Thanks for your help
It should update automatically, but these constant updates are probably beta versions. If you want to be a beta tester you need to subscribe to it on the Google Play Store.
You can just install the latest beta APK too
No sideloaded apps will auto update. Only apps installed from the playstore will do that. Amazon decided they don't want Stremio in their appstore. This means you have to manually update. It doesn't matter whether Amazon's version of Android TV will allow updates to Stremio or whether you'll have to uninstall then install the new version, the result will be the same.
So with a fire stick do we redownload stremio?
I wanna know this too
Yes. Download it from the Stremio website on the Firestick browser or using the download browser app. The latest Android TV version is a beta version but it fixes a few issues.
Is anyone could teach me about stremio setup in android.
Just use the search feature ...
I was wondering the same for the Mac app
To lock away all my demons and bad thoughts! Only to let them loose to play on full moons and st. Patrick’s Day. 😝
It would be a library. And I'd use it as a library.
What are the latest trends in app design
Key Trends in App Design
Dark Mode: Many apps are adopting dark mode to reduce eye strain and save battery life on OLED screens. It also provides a sleek, modern aesthetic.
Minimalism: Clean, simple designs with ample white space are trending. This approach enhances usability and focuses user attention on key features.
Microinteractions: Subtle animations and feedback (like button presses or loading indicators) improve user engagement and provide a more interactive experience.
Voice User Interface (VUI): With the rise of voice assistants, integrating voice commands into apps is becoming more common, allowing for hands-free navigation.
Augmented Reality (AR): AR features are increasingly being incorporated into apps, especially in retail and gaming, to enhance user experience by blending digital content with the real world.
Personalization: Tailoring the user experience through AI and machine learning to provide personalized content and recommendations is gaining traction.
Sustainability: Eco-friendly design practices and themes are becoming more popular, reflecting a growing awareness of environmental issues.
Gesture-Based Navigation: Swiping and tapping gestures are replacing traditional buttons, making navigation more intuitive and fluid.
Recommendation: When designing or updating an app, consider incorporating these trends to enhance user experience and stay competitive. Prioritize usability and accessibility to ensure your app appeals to a broad audience.
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