Sessions

At a glance | Details
  Thursday, 6 September Friday, 7 September
9:00am Main Room Opening Keynote Horace Dediu Main Room Where No Geek Has Gone Before Josh Clark
9:45am Food and Refreshments Area Morning Tea Food and Refreshments Area Morning Tea
10:15am Main Room Evolving Mobile Architectures Martin Fowler / Stewart Gleadow Main Room Design & Development at Flipboard Troy Brant
11:15am Main Room Case Study: ABC Art Maker Amy Nelson / Meena Tharmarajah Break-out Room Cocos 2D for Fun and Profit Jon Manning Main Room Case Study: Australia Post Mobile Chris Van Raay / Brendan Devers
12:00pm Food and Refreshments Area Lunch Food and Refreshments Area Lunch
1:00pm Break-out Room iOS Performance Tuning Bill Dudney Main Room Designing 5-star apps ☆☆☆☆☆ Ben Hamey Break-out Room OpenGL ES with iOS 5 Part 2: Rendering a masterpiece Chris Miles Main Room Start pixel-pushing for iOS Matt Kelsh
2:00pm Break-out Room OpenGL ES with iOS 5 Part 1: Learning to draw Chris Miles Main Room Designing Accessible iOS Apps Jake MacMullin Main Room Design Like a Machine Marc Edwards Break-out Room Creating Network Connected Applications Kevin O'Neill
2:45pm Food and Refreshments Area Afternoon Tea Food and Refreshments Area Afternoon Tea
3:15pm Main Room Shifting Opportunities and Advice from Top App Developers Bill Tai Break-out Room Blocks and Block based APIs Cameron Barrie Break-out Room Automated Testing With KIF Chaise Hocking Main Room Enterprise iOS development Steven Engel
4:15pm Main Room Navigating The App Review Process Russell Ivanovic Break-out Room Choosing a backend for your mobile app Cesare Rocchi Main Room Swipe Design Awards Josh Clark
5:30pm Bavarian Bier Cafe Evening Event  

Thursday, 6 September

Friday, 7 September

9:00am

Main Room

Opening Keynote

Horace Dediu will set the scene for Swipe 2012 with an opening keynote.

Horace
Dediu
Main Room

Where No Geek Has Gone Before

Everyday technology is hurtling into the realm of science fiction, even magic, with new devices that are as surprising and delightful as they are useful. Developers and designers are running hard to keep up with this warp-speed pace of tech innovation, and for now, mobile devices are at the forefront. But what's next? Trends are emerging at the hazy edges of the tech universe that hint at the future of computer interfaces, including computers without interfaces at all. Learn how to prepare for that future now.

Designer Josh Clark, author of "Tapworthy," takes you on an expedition of this final frontier. Learn how the iPhone and other sensor-rich devices have changed how we approach computing, and explore how we can better design for sensors. Learn how more and dumber machines will make us smarter, and how our current work lays the groundwork for a future of social devices. Along the way, you'll see how games lead the fleet, how robots can help us build our software, and why post-PC computing is about far more than phones and tablets. Finally, understand why Apple is ideally positioned to lead the way to this future, going boldly where no geek has gone before.

Josh
Clark

9:45am

Morning Tea in the Food and Refreshments Area

Food and Refreshments Area

Morning Tea in the Food and Refreshments Area

Morning Tea in the Food and Refreshments Area

10:15am

Main Room

Evolving Mobile Architectures

We all love shiny native apps, but it's becoming increasingly important to target multiple mobile platforms. Let's take a simple approach for pragmatic reuse on two fronts: shared logic in Javascript and shared presentation of the user interface using HTML and CSS.

I'm not talking about a bulky framework that will lock you into one approach. All you need is a few hundred lines of code that allows you to leverage web technologies where appropriate, and easily drop to the native level for the shiny features and slick user experience you know and love.

Martin
Fowler
Stewart
Gleadow
Main Room

Design & Development at Flipboard

Hear about how products are developed at Flipboard and how the roles of designer and developer often blur.

Troy
Brant

11:15am

Main Room

Case Study: ABC Art Maker

"My 4 year old loves it, my 40 year old wife loves it." An iTunes user's response to Play School Art Maker

Play School Art Maker for iPad was released internationally in November 2011. It quickly became and remains one of the ABC's most popular apps and consistently ranks in the top free Education apps in the App Store.

Art Maker is a fun digital sticker book that allows kids to freely create pictures, animations and story slideshows, and play puzzles. In the first week after launch kids had made over 80,000 animations – that figure has now reached over 3 million.

So in a market saturated with apps for kids how do you make an app that parents will download and kids will love?  The ABC Innovation team took an iterative approach to design and tested extensively with 2-5 year olds - all on a shoestring budget, and with a looming deadline. Amy Nelson (Creative Producer) and Meena Tharmarajah (UX designer) will take you through the steps in their process, including:

  • How to learn from your competitors and gauge best practice for creating apps
  • Techniques and processes for user-centric, iterative designs
  • Fast low-doc user testing (with 2-5 year olds)
Amy
Nelson
Meena
Tharmarajah
Main Room

Case Study: Australia Post Mobile

The Australia Post Mobile app was originally developed as a hybrid app and launched soon after the iPhone was first available in Australia. Deloitte worked with Australia Post on the recently released version 2. The new version features a significantly upgraded user interface and experience and introduces new functionality. In this case study you'll hear the story behind the original app: why it was a hybrid app, the timelines involved and the lessons learnt.

You'll hear how this led to the requirements for version 2 and the process that was used to prioritise and refine these to produce the app you see today. Specifically the case study will focus on:

  • The unique navigation system
  • Re-use across form factors
  • Setting expectations for web based components
  • Technical challenges

Finally, you'll hear about the other things involved in releasing an app: preparing the content for and planning the marketing for the app, analysing how your app is being used once you've launched it and the strategic impact of the app (and mobility) on the business

Chris
Van
Raay
Brendan
Devers
Break-out Room

Cocos 2D for Fun and Profit

When working out how to build a 2D game, you often have to figure out whether you want to use UIKit and views, or go all-out with OpenGL. While OpenGL is more powerful than UIKit, it's a lot fiddlier. Cocos2D is a graphics toolkit that abstracts much of OpenGL's fiddly bits and lets you get actual work done.

This session will teach participants what Cocos2D is, how to get set up and productive, and how to build a simple interactive game in record time. Along the way, participants will learn where to find additional helpful resources, and come away with a working knowledge of how to use Cocos2D.

Specifically, attendees will learn about:

  • How to create a project that uses Cocos2D
  • Displaying graphics and images with Cocos2D
  • Handling touches and creating interactivity

This session is designed for people who have a working knowledge of Objective-C and UIKit, and have an interest in (but not necessarily a mastery of) graphics.

Jon
Manning

12:00pm

Lunch in the Food and Refreshments Area

Lunch will be served in the Food and Refreshments Area

Lunch in the Food and Refreshments Area

Lunch will be served in the Food and Refreshments Area

1:00pm

Main Room

Designing 5-star apps ☆☆☆☆☆

Practical advice for making sure your user experience is great and making your customers do the marketing. Learn about common mistakes when designing apps and how to increase your chances of getting featured. Discover the best every-day approaches to balancing design and development with your team. This session will debunk what actually makes an app great and explain how can you do it too.

Ben
Hamey
Break-out Room

iOS Performance Tuning

Responsiveness is critical to the success of your iOS app. When someone starts an app they typically need the information right away. The less they have to wait the happier they will be. But, optimizing an app without data is a loosing proposition. To know where to optimize you need to know where the hot spots are.

In this session we will learn how to use Instruments to find and fix performance bottle necks. We'll look at three critical areas:

  • Startup time
  • Memory Usage
  • Scrolling & Graphics Performance

These three areas of performance analysis and improvement are critical to the success of any app. Come to this session and learn the to make your app fly!

Bill
Dudney
Main Room

Start pixel-pushing for iOS

Putting pixels to canvas for your first iOS project can be hard. You want to build the kick-arse interface you and your developer mates have always dreamed of, but where do you begin? The goal of this session is to share some great ideas about iOS Interface Design to help you get started with apps.

Attendees of this session will hear all about:

  • What your friendly neighbourhood developer expects from you.
  • Going from napkin scribble to pixel perfection.
  • Photoshop sucks, and there’s no alternative. Do the best you can.
  • Join the designer community. Ask questions. Share your work.

You'll also see some informal behind the screens examples of the design process of Pocket Weather Australia's interface and icon – and how important an icon is to marketing your app.

Matt
Kelsh
Break-out Room

OpenGL ES with iOS 5 Part 2: Rendering a masterpiece

This talk will dive deeper into OpenGL ES programming on iOS devices. You will learn performance best practices as recommended by Apple and Imagination Technologies (creator of the PowerVR GPUs). You will learn how to render more advanced effects using GLKit. We will explore the powerful OpenGL debugging and analysis tools within Xcode and Instruments. Finally, I will demonstrate that OpenGL is not just for games, by showing how our OpenGL skills can be used to enhance "everyday" iOS apps.

Chris
Miles

2:00pm

Main Room

Designing Accessible iOS Apps

iOS is one of the most accessible computing platforms. The operating system contains many features to ensure iOS devices are accessible to as many people as possible, but the story doesn't end there. As designers and developers of iOS apps we have a role to play too.

This session focusses on what is involved in designing an accessible user interface. Jake will describe the design process used to ensure that iview for the iPhone is accessible to as many people as possible and provide tips to help you ensure your next app is accessible too.

Jake
MacMullin
Break-out Room

OpenGL ES with iOS 5 Part 1: Learning to draw

The goal of this talk is to help demystify OpenGL ES for iOS developers. You will learn how to render primitives using GLKit and best practices for OpenGL ES programming on iOS devices. You will learn the basics of shader programming and how GLKit can do the hard work of writing shaders for you. Finally, we will use the knowledge learned to dissect the OpenGL ES project template provided by Apple with Xcode.

Chris
Miles
Main Room

Design Like a Machine

Every single second you spend on a repetitive task is time you could have spent improving your design. Get off the copy merged-new document-paste treadmill and start building beautiful little machines to do your work for you.

Topics covered:

  • Building with multiple resolution targets in mind.
  • Higher quality artwork, including dithering and 16bit colour depth.
  • Realtime device testing and faster iteration.
  • Exporting using Layer Cake.
  • Exporting using sprite sheets.
  • Automating the hell out of your design workflow.

I promise nothing less than divine happiness and world peace. And much faster design iteration and image exporting.

Marc
Edwards
Break-out Room

Creating Network Connected Applications

No app is an island. Many iOS and Mac apps interact with network services. This session examines some of the techniques, frustrations and mistakes made when you create applications that are highly dependent on network interactions.

You'll find out why the principles of REST matter and how they allow you evolve your application in a clean and predictable manner. It'll also cover internal multiplexing and how to make the most of the meagre connection resources you get though most carriers as well as a host of other bits and pieces.

If your app connects to a network service, don't miss this session.

Kevin
O'Neill

2:45pm

Afternoon Tea in the Food and Refreshments Area

Afternoon tea will be served in the Food and Refreshments Area

Afternoon Tea in the Food and Refreshments Area

Afternoon tea will be served in the Food and Refreshments Area

3:15pm

Main Room

Shifting Opportunities and Advice from Top App Developers

Bill Tai will provide a perspective on trends in early stage investing and the shift toward the 'app economy'. Included will be "top 5 pieces of advice" from developers that launched Scribd, Tango Video, Tweetdeck, Voxer and others.

Bill
Tai
Break-out Room

Blocks and Block based APIs

Blocks, closures, lambdas call them what you want, are a concept not new to programming. They are however, relatively new to ObjectiveC. As of the iOS4 SDK, blocks were introduced and most if not all of the newer APIs use blocks extensively. As an iOS developer, it is crucial you understand blocks in order to properly use these newer APIs.

In this session, we'll cover the history of blocks, how they're used in other languages, and why they've become such a popular and powerful tool in programming. We'll cover the basics of blocks in ObjectiveC and learn how to create them, use them with the iOS SDK, and how to use them to create simple and clean abstractions in your own APIs. Further we'll discuss some of the potential pitfalls of creating and using blocks in iOS; when blocks are, and are not appropriate. Finally we'll cover some of the gotchas with memory management, particularly with Automatic Reference Counting.

Cameron
Barrie
Main Room

Enterprise iOS development

Hear practical examples about how to run and execute a successful enterprise iOS project that keeps both the end users and the business happy. From navigating the politics of custom enterprise software stakeholders to the details of various enterprise distribution options, Steven will draw on his experience at St George and Westpac to help you get a great outcome.

Steven
Engel
Break-out Room

Automated Testing With KIF

Automated UI testing is somewhat of a hot topic in the iOS space. Furthermore, the value of any automated testing can only be truly realised when it's incorporated into your product's Continuous Integration (CI) pipeline.

In this session I'll be covering KIF (Keep It Functional) - one of the latest automated testing frameworks available for iOS - and how it can be used with the Jenkins CI platform.

You'll learn why KIF is a good alternative compared with other iOS testing frameworks, and which types of applications KIF is most practical for use with.

I'll then demonstrate how to setup KIF with a new iOS project, write some test scenarios and steps, and integrate it with Jenkins.

Finally, you'll see how to run KIF test suites with Jenkins on both the iPhone simulator and on a physical device.

You'll leave this session with the understanding of how KIF and Jenkins can be combined to automate UI testing and ultimately, improve the quality of your apps.

Chaise
Hocking

4:15pm

Main Room

Navigating The App Review Process

The Apple App Review process is both legendary and infamous. It is also shrouded in intense secrecy. For both new and experienced developers it is a constant source of frustration and anxiety.

Luckily the crack team at Shifty Jelly have analysed and distilled this process down into its core elements, making it painless and simple. So come and hear Russell tell you about rejection, deception, chess, stone walls, shenanigans and most importantly: explain to you the hidden secrets of the App Review process that no one else has ever spoken about.

You'll laugh, you'll cry, you'll slap yourself for not finding out about this sooner.

Russell
Ivanovic
Break-out Room

Choosing a backend for your mobile app

Although usually not noticed by the final users, the backend is a very important piece in the context of a mobile application. It is the place where data are stored and organized.

A few years ago building a back-end meant renting some hardware or virtual machine, setting up the operative system, configuring the server, database, storage and writing the back-end logic. In case the app had success, you had also to take care of scaling. While this is still possible, nowadays great services that allow to quickly setup a back-end are growing and spreading.

In this talk I will provide an overview of the services which allow developers to integrate their mobile applications with back-end functionalities enabling features like back-up, synchronization and data exchange. The goal is to illustrate different services and frameworks ranging from mobile-specific, to managed, to generic ones, helping the developers to make an informed choice about the most suitable solution for their applications' needs.

Cesare
Rocchi
Main Room

Swipe Design Awards

The Swipe Design Awards are an opportunity to recognise some of the best apps being created in Australia at the moment.

The Swipe organisers will review apps created by conference attendees and in this final session we'll announce the winners of the inaugural Swipe Design Awards.

The winners will be presented with their awards by the panel who will discuss and debate what it is that makes these apps work so well.

Whilst we know about many of the apps created by conference attendees, we don't know about them all. If you'd like to make sure your app is in the running, please tell us about it well before the conference.

Josh
Clark

5:30pm

Evening Event in the Bavarian Bier Cafe

Join us at the Bavarian Bier Cafe (a short walk from the cinemas) for something to eat and drink thanks to ThoughtWorks.

Thursday, 6 September

9:00am

Opening Keynote

Horace
Dediu

Horace Dediu will set the scene for Swipe 2012 with an opening keynote.

9:45am

Morning Tea in the Food and Refreshments Area

Food and Refreshments Area

10:15am

Evolving Mobile Architectures

Martin
Fowler
Stewart
Gleadow

We all love shiny native apps, but it's becoming increasingly important to target multiple mobile platforms. Let's take a simple approach for pragmatic reuse on two fronts: shared logic in Javascript and shared presentation of the user interface using HTML and CSS.

I'm not talking about a bulky framework that will lock you into one approach. All you need is a few hundred lines of code that allows you to leverage web technologies where appropriate, and easily drop to the native level for the shiny features and slick user experience you know and love.

11:15am

Case Study: ABC Art Maker

Amy
Nelson
Meena
Tharmarajah

"My 4 year old loves it, my 40 year old wife loves it." An iTunes user's response to Play School Art Maker

Play School Art Maker for iPad was released internationally in November 2011. It quickly became and remains one of the ABC's most popular apps and consistently ranks in the top free Education apps in the App Store.

Art Maker is a fun digital sticker book that allows kids to freely create pictures, animations and story slideshows, and play puzzles. In the first week after launch kids had made over 80,000 animations – that figure has now reached over 3 million.

So in a market saturated with apps for kids how do you make an app that parents will download and kids will love?  The ABC Innovation team took an iterative approach to design and tested extensively with 2-5 year olds - all on a shoestring budget, and with a looming deadline. Amy Nelson (Creative Producer) and Meena Tharmarajah (UX designer) will take you through the steps in their process, including:

  • How to learn from your competitors and gauge best practice for creating apps
  • Techniques and processes for user-centric, iterative designs
  • Fast low-doc user testing (with 2-5 year olds)

12:00pm

Lunch in the Food and Refreshments Area

Lunch will be served in the Food and Refreshments Area

1:00pm

iOS Performance Tuning

Bill
Dudney

Responsiveness is critical to the success of your iOS app. When someone starts an app they typically need the information right away. The less they have to wait the happier they will be. But, optimizing an app without data is a loosing proposition. To know where to optimize you need to know where the hot spots are.

In this session we will learn how to use Instruments to find and fix performance bottle necks. We'll look at three critical areas:

  • Startup time
  • Memory Usage
  • Scrolling & Graphics Performance

These three areas of performance analysis and improvement are critical to the success of any app. Come to this session and learn the to make your app fly!

1:00pm

Designing 5-star apps ☆☆☆☆☆

Ben
Hamey

Practical advice for making sure your user experience is great and making your customers do the marketing. Learn about common mistakes when designing apps and how to increase your chances of getting featured. Discover the best every-day approaches to balancing design and development with your team. This session will debunk what actually makes an app great and explain how can you do it too.

2:00pm

OpenGL ES with iOS 5 Part 1: Learning to draw

Chris
Miles

The goal of this talk is to help demystify OpenGL ES for iOS developers. You will learn how to render primitives using GLKit and best practices for OpenGL ES programming on iOS devices. You will learn the basics of shader programming and how GLKit can do the hard work of writing shaders for you. Finally, we will use the knowledge learned to dissect the OpenGL ES project template provided by Apple with Xcode.

2:00pm

Designing Accessible iOS Apps

Jake
MacMullin

iOS is one of the most accessible computing platforms. The operating system contains many features to ensure iOS devices are accessible to as many people as possible, but the story doesn't end there. As designers and developers of iOS apps we have a role to play too.

This session focusses on what is involved in designing an accessible user interface. Jake will describe the design process used to ensure that iview for the iPhone is accessible to as many people as possible and provide tips to help you ensure your next app is accessible too.

2:45pm

Afternoon Tea in the Food and Refreshments Area

Afternoon tea will be served in the Food and Refreshments Area

3:15pm

Shifting Opportunities and Advice from Top App Developers

Bill
Tai

Bill Tai will provide a perspective on trends in early stage investing and the shift toward the 'app economy'. Included will be "top 5 pieces of advice" from developers that launched Scribd, Tango Video, Tweetdeck, Voxer and others.

3:15pm

Blocks and Block based APIs

Cameron
Barrie

Blocks, closures, lambdas call them what you want, are a concept not new to programming. They are however, relatively new to ObjectiveC. As of the iOS4 SDK, blocks were introduced and most if not all of the newer APIs use blocks extensively. As an iOS developer, it is crucial you understand blocks in order to properly use these newer APIs.

In this session, we'll cover the history of blocks, how they're used in other languages, and why they've become such a popular and powerful tool in programming. We'll cover the basics of blocks in ObjectiveC and learn how to create them, use them with the iOS SDK, and how to use them to create simple and clean abstractions in your own APIs. Further we'll discuss some of the potential pitfalls of creating and using blocks in iOS; when blocks are, and are not appropriate. Finally we'll cover some of the gotchas with memory management, particularly with Automatic Reference Counting.

4:15pm

Navigating The App Review Process

Russell
Ivanovic

The Apple App Review process is both legendary and infamous. It is also shrouded in intense secrecy. For both new and experienced developers it is a constant source of frustration and anxiety.

Luckily the crack team at Shifty Jelly have analysed and distilled this process down into its core elements, making it painless and simple. So come and hear Russell tell you about rejection, deception, chess, stone walls, shenanigans and most importantly: explain to you the hidden secrets of the App Review process that no one else has ever spoken about.

You'll laugh, you'll cry, you'll slap yourself for not finding out about this sooner.

4:15pm

Choosing a backend for your mobile app

Cesare
Rocchi

Although usually not noticed by the final users, the backend is a very important piece in the context of a mobile application. It is the place where data are stored and organized.

A few years ago building a back-end meant renting some hardware or virtual machine, setting up the operative system, configuring the server, database, storage and writing the back-end logic. In case the app had success, you had also to take care of scaling. While this is still possible, nowadays great services that allow to quickly setup a back-end are growing and spreading.

In this talk I will provide an overview of the services which allow developers to integrate their mobile applications with back-end functionalities enabling features like back-up, synchronization and data exchange. The goal is to illustrate different services and frameworks ranging from mobile-specific, to managed, to generic ones, helping the developers to make an informed choice about the most suitable solution for their applications' needs.

5:30pm

Evening Event in the Bavarian Bier Cafe

Join us at the Bavarian Bier Cafe (a short walk from the cinemas) for something to eat and drink thanks to ThoughtWorks.

Friday, 7 September

9:00am

Where No Geek Has Gone Before

Josh
Clark

Everyday technology is hurtling into the realm of science fiction, even magic, with new devices that are as surprising and delightful as they are useful. Developers and designers are running hard to keep up with this warp-speed pace of tech innovation, and for now, mobile devices are at the forefront. But what's next? Trends are emerging at the hazy edges of the tech universe that hint at the future of computer interfaces, including computers without interfaces at all. Learn how to prepare for that future now.

Designer Josh Clark, author of "Tapworthy," takes you on an expedition of this final frontier. Learn how the iPhone and other sensor-rich devices have changed how we approach computing, and explore how we can better design for sensors. Learn how more and dumber machines will make us smarter, and how our current work lays the groundwork for a future of social devices. Along the way, you'll see how games lead the fleet, how robots can help us build our software, and why post-PC computing is about far more than phones and tablets. Finally, understand why Apple is ideally positioned to lead the way to this future, going boldly where no geek has gone before.

9:45am

Morning Tea in the Food and Refreshments Area

Morning Tea in the Food and Refreshments Area

10:15am

Design & Development at Flipboard

Troy
Brant

Hear about how products are developed at Flipboard and how the roles of designer and developer often blur.

11:15am

Cocos 2D for Fun and Profit

Jon
Manning

When working out how to build a 2D game, you often have to figure out whether you want to use UIKit and views, or go all-out with OpenGL. While OpenGL is more powerful than UIKit, it's a lot fiddlier. Cocos2D is a graphics toolkit that abstracts much of OpenGL's fiddly bits and lets you get actual work done.

This session will teach participants what Cocos2D is, how to get set up and productive, and how to build a simple interactive game in record time. Along the way, participants will learn where to find additional helpful resources, and come away with a working knowledge of how to use Cocos2D.

Specifically, attendees will learn about:

  • How to create a project that uses Cocos2D
  • Displaying graphics and images with Cocos2D
  • Handling touches and creating interactivity

This session is designed for people who have a working knowledge of Objective-C and UIKit, and have an interest in (but not necessarily a mastery of) graphics.

11:15am

Case Study: Australia Post Mobile

Chris
Van
Raay
Brendan
Devers

The Australia Post Mobile app was originally developed as a hybrid app and launched soon after the iPhone was first available in Australia. Deloitte worked with Australia Post on the recently released version 2. The new version features a significantly upgraded user interface and experience and introduces new functionality. In this case study you'll hear the story behind the original app: why it was a hybrid app, the timelines involved and the lessons learnt.

You'll hear how this led to the requirements for version 2 and the process that was used to prioritise and refine these to produce the app you see today. Specifically the case study will focus on:

  • The unique navigation system
  • Re-use across form factors
  • Setting expectations for web based components
  • Technical challenges

Finally, you'll hear about the other things involved in releasing an app: preparing the content for and planning the marketing for the app, analysing how your app is being used once you've launched it and the strategic impact of the app (and mobility) on the business

12:00pm

Lunch in the Food and Refreshments Area

Lunch will be served in the Food and Refreshments Area

1:00pm

OpenGL ES with iOS 5 Part 2: Rendering a masterpiece

Chris
Miles

This talk will dive deeper into OpenGL ES programming on iOS devices. You will learn performance best practices as recommended by Apple and Imagination Technologies (creator of the PowerVR GPUs). You will learn how to render more advanced effects using GLKit. We will explore the powerful OpenGL debugging and analysis tools within Xcode and Instruments. Finally, I will demonstrate that OpenGL is not just for games, by showing how our OpenGL skills can be used to enhance "everyday" iOS apps.

1:00pm

Start pixel-pushing for iOS

Matt
Kelsh

Putting pixels to canvas for your first iOS project can be hard. You want to build the kick-arse interface you and your developer mates have always dreamed of, but where do you begin? The goal of this session is to share some great ideas about iOS Interface Design to help you get started with apps.

Attendees of this session will hear all about:

  • What your friendly neighbourhood developer expects from you.
  • Going from napkin scribble to pixel perfection.
  • Photoshop sucks, and there’s no alternative. Do the best you can.
  • Join the designer community. Ask questions. Share your work.

You'll also see some informal behind the screens examples of the design process of Pocket Weather Australia's interface and icon – and how important an icon is to marketing your app.

2:00pm

Design Like a Machine

Marc
Edwards

Every single second you spend on a repetitive task is time you could have spent improving your design. Get off the copy merged-new document-paste treadmill and start building beautiful little machines to do your work for you.

Topics covered:

  • Building with multiple resolution targets in mind.
  • Higher quality artwork, including dithering and 16bit colour depth.
  • Realtime device testing and faster iteration.
  • Exporting using Layer Cake.
  • Exporting using sprite sheets.
  • Automating the hell out of your design workflow.

I promise nothing less than divine happiness and world peace. And much faster design iteration and image exporting.

2:00pm

Creating Network Connected Applications

Kevin
O'Neill

No app is an island. Many iOS and Mac apps interact with network services. This session examines some of the techniques, frustrations and mistakes made when you create applications that are highly dependent on network interactions.

You'll find out why the principles of REST matter and how they allow you evolve your application in a clean and predictable manner. It'll also cover internal multiplexing and how to make the most of the meagre connection resources you get though most carriers as well as a host of other bits and pieces.

If your app connects to a network service, don't miss this session.

2:45pm

Afternoon Tea in the Food and Refreshments Area

Afternoon tea will be served in the Food and Refreshments Area

3:15pm

Automated Testing With KIF

Chaise
Hocking

Automated UI testing is somewhat of a hot topic in the iOS space. Furthermore, the value of any automated testing can only be truly realised when it's incorporated into your product's Continuous Integration (CI) pipeline.

In this session I'll be covering KIF (Keep It Functional) - one of the latest automated testing frameworks available for iOS - and how it can be used with the Jenkins CI platform.

You'll learn why KIF is a good alternative compared with other iOS testing frameworks, and which types of applications KIF is most practical for use with.

I'll then demonstrate how to setup KIF with a new iOS project, write some test scenarios and steps, and integrate it with Jenkins.

Finally, you'll see how to run KIF test suites with Jenkins on both the iPhone simulator and on a physical device.

You'll leave this session with the understanding of how KIF and Jenkins can be combined to automate UI testing and ultimately, improve the quality of your apps.

3:15pm

Enterprise iOS development

Steven
Engel

Hear practical examples about how to run and execute a successful enterprise iOS project that keeps both the end users and the business happy. From navigating the politics of custom enterprise software stakeholders to the details of various enterprise distribution options, Steven will draw on his experience at St George and Westpac to help you get a great outcome.

4:15pm

Swipe Design Awards

Josh
Clark

The Swipe Design Awards are an opportunity to recognise some of the best apps being created in Australia at the moment.

The Swipe organisers will review apps created by conference attendees and in this final session we'll announce the winners of the inaugural Swipe Design Awards.

The winners will be presented with their awards by the panel who will discuss and debate what it is that makes these apps work so well.

Whilst we know about many of the apps created by conference attendees, we don't know about them all. If you'd like to make sure your app is in the running, please tell us about it well before the conference.