Survival Of The Relevant

To summarize Darwin’s Origin of Species, it is not the most intellectual of the species that survives, it is not the strongest that survives: the species that survives is the one that is best able to adapt and adjust to the changing environment in which it finds itself.

Today, brands find themselves in a rapidly changing environment. The proliferation of connected, smart devices has exposed many well-insulated business models to new threats. The consumers with whom brands have built relationships are changing every day, their expectations permanently changed by new, connected experiences that reshape the way they expect brands to behave.

Most of us acknowledge that “This is how we’ve always done it” is one of the most dangerous phrases...

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The Fuzz Weekly Wrap: November 17, 2014

90% of Mobile App Users Will Holiday Shop Via Mobile Holiday shopping season is right around the corner and after surveying 500 consumers 91% intended to purchase through an app, up 14% from last year. While there's a plethora of apps out there to shop with, 75% of people said they were loyal to apps and brands they already have. View Article

Five Things Tinder Can Teach You About Mobile Experience While you might have your own opinions about Tinder and the service it provides. While swiping isn't anything new, keeping an app or service simple is key to successful implementation. View Article

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The Fuzz Weekly Wrap: November 10, 2014

Designers Code Differently — Learning Xcode As a Designer The big question that has a lot of people talking is “should designers code?” The short answer is yes, but theres a limit in my opinion. Making use of Storyboards in xCode and some training a designer could layout screens taking that task away from the developer, leaving them to focus on the back end. Learning how to navigate xCode and working with constraints give the designer a better understanding of the limitations of the system and lets them talk to developers in the same language. The other side of this is should developers learn to design? and the answer should be the same, yes but with limits. I don’t, or...

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The Fuzz Weekly Wrap: November 3, 2014

Your Prototype Should Take Less Than 90 Days to Build What makes your app great? Simplicity, plain and simple. Setting your timeframe to roughly 90 days to prototype, gather feedback, and get to market allows you to focus on the core of the app. Great ideas for apps are often ruined by adding in every feature you can think of when your focus should be on keeping it clean and simple. View Article

CurrentC Is The Big Retailers’ Clunky Attempt To Kill Apple Pay And Credit Card Fees By now the name "CurrentC" shouldn't be anything new: it's the latest competitor to Apple Pay and well any other NFC payment system. Rather than using NFC, CurrentC makes use of...

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Getting Handsy With Phablets

I last wrote about the (possible) success of phablets. But what does that mean for us as app designers and developers?

The Atlantic says the 4.7" iPhone 6 “feels like the perfect phone in my hand,” and I personally agree. But Mashable thinks “mobile app experiences are getting more sophisticated, and phone design has progressed to a point where the trade-off in usability isn’t such a bad deal after all.” There are “huge advantages to having a huge phone” like the iPhone 6 Plus (5.5"): reading, emailing, watching videos, and taking photos. Given the US Department of Commerce’s report that 54% of mobile phone users aged 25 and older use their phones for taking videos and...

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