/dev/world Registrations Close Soon

If you want to learn about iOS and OS X development, /dev/world has it covered. This year’s event promises a full program – three workshops, 18 stream sessions, and three great keynotes from Les Posen, Paul Fenwick and John Millard.

But you need to hurry – registrations close 9am Monday September 23rd, and you won’t want to miss one of the best technical conferences on Apple platform development in the region.



Peer-to-Peer Connectivity on iOS

Tim Raphael, University of Western Australia

The whole idea of having mobile devices is to keep people connected when ever, where ever they happen to be. Apple provides some fantastic frameworks for getting your app talking to other devices and other people. In this session, I’ll show you how you can add this exciting element to your app to allow people to communicate like never before.


Tim is a Masters student at UWA currently completing a Masters of Software Engineering. He has a great passion for iOS development and more specifically how mobile devices can aid communication.



Give it a REST: Reactive iOS UIs with Meteor’s DDP Protocol

Justin Marrington, University of Queensland

Meteor is a pretty fantastic modern JavaScript framework, but we can have a little slice of Meteor and make much more dynamic web-data driven UIs in our iOS apps by taking advantage of the Distributed Data Protocol that drives Meteor.

DDP is a reactive alternative to traditional REST-based web services that binds web data to your user interface elements via Pub/Sub messaging. This session introduces DDP as a REST-alternative, and walks through using ObjectiveDDP, the iOS implementation of the protocol, to build a simple app with a fully reactive UI.


Justin studied and worked as an RA in the University of Queensland’s small but fanatic Interaction Design program. He loves iOS and the open web, and is always looking for ways to finally being these two worlds closer together. Justin is currently building high tech law enforcement software, but most of his spare time is spent on his one true love: making iOS apps and complaining about bugs in the developer betas.



Getting out of treble with Instruments

Sebastian Beswick, Art Processors

Memory management is a crucial part of app development. Apple moved a large part of this burden from the developer to the compiler with the introduction of ARC (automatic reference counting), but a solid understanding of memory management is still a key tool in every developers belt. This talk looks at using Instruments to diagnose memory issues in apps, common gotchas to be avoided, and how ARC simplifies many of these problems.


Sebastian is an iOS developer at Art Processors. He graduated with honours in computing at the University of Tasmania in 2012, researching ways of using artificial intelligence techniques to vastly improve the availability of sound synthesisers for musicians. Sebastian spoke on computer audio, sound synthesis, and computer music at /dev/world/2012 and Create World 2012 after receiving AUC and Apple scholarships to attend WWDC 2012.

Art Processors are a Melbourne based startup that provide innovative mobile content delivery solutions for museums and tourist sites. Their groundbreaking location aware tour guide app “The O” has allowed over 900,000 visitors to the MONA museum in Hobart access to a plethora of historical and interpretive information about nearby works, while allowing artists and curators the freedom to display their works without constraint.



A Place for Art – Exploring Pathways through Museum Collections

Tim Wray, University of Wollongong

A Place for Art is an iPad app that allows users to explore and create pathways through the University of Wollongong’s Art Collection. As both an experimental interface and a companion piece to the print publication of the same name, the app demonstrates a rich and unique user experience with one goal in mind: to empower discovery, exploration and serendipity within collections of fine art.

This talk covers the context, rationale and philosophy of the app’s unique interaction design. By taking full advantage of the iPad’s gesture-based affordances, I describe some of the approaches and challenges we faced in its implementation. I also present an overview of the some of the other projects that showcase ideas of serendipity, discovery and play within cultural data using exploratory interaction design and data visualisation approaches.

This talk is aimed at those who seek inspiration in new ways of presenting data-driven or apps, discuss ideas on how we can craft amazing user experiences for presenting rich content, or perhaps see the beauty and amazing experiences that can be created from (re)-mixing data and presenting it in new ways.


Tim Wray is a PhD candidate at the University of Wollongong that looks at how computational methods and new interaction design approaches can be used to create beautiful, engaging experiences for museum collections.



User Experience Design for Hyoomans

Nic Wittison

Users are terrible at using apps. They make mistakes, press the wrong buttons and touch everything in the wrong order. The interesting challenge for developers is making sure users don’t notice how terrible they are by crafting resilient, intuitive and non-offensive app experiences.

This talk gives you a run down of why User Experience Design should matter to your project and why it’s important to think about it BEFORE you open Xcode.

It covers the basics of User Centred Design and User Testing as well as highlights some of the common usability traps people fall in to when developing apps. By the end of the talk you should have an understanding on how to approach the creation of new interfaces and how to iterate and design Hyooman proof apps.


Nic has an Honours Degree from UTAS in Human Computer Interaction and has been developing iOS apps for the last three and a half years. He has several qualifications including but not limited to: emails, sending emails, receiving emails, deleting emails, the web, using mice, clicking, double clicking, the computer screen of course, keyboard and the bit that goes on the floor.



Beyond Build and Run

Helen McManus, University of Southern Queensland

On a daily basis we all hit cmd-R to compile and run our latest creation. For such a frequently performed action, we rarely give any thought as to what is going on behind the scenes and how we can influence it to our advantage; especially when attempting to debug problems.

The purpose of this talk is to provide an introduction to features present in the preprocessor and Xcode itself that allow us to manipulate how the compiler is called and the options passed to it. This in turn can be used to affect the output provided by our programmes once running.

See how preprocessor macros, Xcode’s schemas and other techniques can be used to provide you with a richer environment in which to work.


Helen has been programming since before she could even spell ‘polymorphism’. She was first introduced to Objective-C while studying through an AUC workshop.

Since those giddy days of university, she has moved to the Netherlands and now works as (but not limited to) an iOS programmer!



Let’s Make A Game Right This Second

Jonathon Manning, University of Tasmania

Ok. Here’s the thing. You and I? We’re going to make an entire game in an hour. Let’s do it.

iOS makes it CRAZY EASY to make awesome stuff, and we’re going to talk about some of the especially cool technologies and features that are especially useful in cranking out Truly Sweet Video Games. We’re talking OpenGL, AVFoundation, and more.

Along the way, you’re going to hear about how to rapidly prototype a concept, get it running and playable, and how to craft a game that you can build upon and make even more fun.

This is going to be so rad, you guys.


Jon is the co-founder of Secret Lab, which makes iPhone and iPad games. He’s also the author of iPhone and iPad Game Development for Dummies (Wiley), Learning Cocoa with Objective-C (O’Reilly), and the upcoming iOS Game Development Cookbook (O’Reilly).



Designing for iOS 7

Paris Buttfield-Addison, University of Tasmania

This session will take a whirlwind tour of the new visual design of iOS 7, discussing how, why, and where developers and designers should update their apps (and build new apps). The session will cover everything you need to get started designing and building for iOS 7 from a design and user experience perspective.

Attendees will:

  • come away with an understanding of what’s changed, and why it changed
  • explore the design language and iconography of iOS 7
  • learn and re-learn he components of iOS (7)
  • learn how to bring their iOS 6 (and earlier) apps to iOS 7 from a design perspective

This session will be entirely programming-free.


Paris is co-founder of Secret Lab Pty. Ltd., leading production and design efforts in the mobile game and app development space. A frequent speaker at conferences, workshops and training sessions, Paris enjoys discussing engineering, product development, design and other facets of the mobile and game development worlds.

Recent conferences include Apple Australia’s /dev/world/2012 in Melbourne (and 2008, 2009, 2010, 2011), a keynote at CreateWorld Brisbane 2010 (and a speaker in 2009, 2011, and 2012), IxDA’s Interaction 11 in Boulder (March 2011), XMediaLab Location-Based Services in Malmo, Sweden (January 2011), tutorials and sessions at OSCON 2011, OSCON 2012, OSCON 2013, and presentations at linux.conf.au, and many others.

Paris is the co-author of the books ‘iPhone and iPad Game Development For Dummies’ and ‘Unity Mobile Game Development For Dummies’. The books cover game development on mobile platforms such as the iPhone, iPod Touch, iPad and Android devices in languages/frameworks such as Objective-C, CocoaTouch, Open GL ES, Unity, C# and JavaScript. They also cover game design techniques, principles and patterns. Recently, Paris released ‘Learning Cocoa with Objective-C Third Edition’ for O’Reilly, covering iPhone and Mac development. Paris is currently working on the ‘iOS Game Development Cookbook’ with O’Reilly.

Paris is a highly experienced software developer, product and project manager. Key experiences include Objective-C/Cocoa on the Macintosh and iPhone/iPod Touch and iPad platforms, Java on Blackberry and Google Android and C# on Windows Mobile. Open GL ES and Unity are also favourites.

Paris recently spent 2 years leading Meebo Inc.’s mobile strategy; Meebo was one of the world’s fastest growing consumer internet companies and was acquired by Google in 2012. Paris is currently working on his next book, also with O’Reilly, whilst working towards the completion of his PhD in Human-Computer Interaction, focusing on the iPad (at the University of Tasmania)..