How to create a successful app: 6 important points for good results

Want to know how to create a successful app? Start with these tips! Especially because, when you know the programming languages ​​and know how to use the tools for development, certainly creating an application becomes a very easy task. But what about your application to have a good result, among millions of apps in stores, and receive more prominence? The answer to this question is: find the answer to a problem that affects users. That’s why we brought 6 important points for you to take into account when creating your application and obtain the results you are waiting for.

1. Do research before you start

Surveys are the starting point, and also an “answer”, to find out if your application will be a success or not. If you start your project without any research, you may notice in the end that it was not a necessity for your audience, that is, it will not be used or purchased.

You should do your research on the following points: idea, target audience, market and technologies.
Idea: it is important to do research to see if someone has already developed a project similar to yours, if so, can you improve it?

Target Audience

Research the users for whom your application is intended. Without users, your application will have no functionality at all.


Do you have an idea for an app but there are dozens like it already? So it’s worth thinking about ways to make it stand out, or it will be just one more.


Finally, try to understand how the tools that will help you in the development of the application work. See which ones offer the service you are looking for.

2. Design

To learn how to create a successful app , think about aesthetics. Design is the first contact with the user. And he is primarily responsible for the success or failure of an application.

It is important to create a design that makes the user comfortable using your application and at the same time shows the quality of your professionalism. Because of this it is necessary to look for programming and design professionals who have experience.

3. Marketing campaign

One thing is certain: without users, your application has no functionality. You can market your app before launching it, making it possible to build your brand and attract a good number of users right at launch. You can use social networks to make this disclosure. This is also a great way to get closer to the audience and create a relationship.

4. Invest in simplicity

Create a simple and easy to use application. Make the functions simple, as no user will read an application’s instructions. Remember that it is easier to create 10 apps with great functionality, than one that brings them all together.

5. Bet on gamification

Your application does not have to be a game to use gamification tools. Using the game mechanics in your application improves the user experience. Make the user always feel rewarded for his actions, so that he then uses your app more often.

6. Do lots of tests

Maintaining a routine to develop an application and deliver a great final product is essential. But before reaching this result, it is necessary to do many tests to correct possible errors before handing it over to users.


We know that it’s not just about creating an app and launching it, because it won’t generate income alone. You need to bet on the different, offer solutions to the questions that users are facing. It is necessary to offer a legal service to users, always improving the products to reach an increasing number of people.

Create an online store app: 4 advantages for your business!

The number of smartphone users is growing more and more. That’s why you should start thinking about linking and creating an online store app ! An application will facilitate access to your business, without customers having to make a big effort. When installing the application it is possible to register the data to connect with the store, browsing the goods directly from the cell phone. And that’s why we decided to create an article showing 4 advantages of creating an application for your online store. Follow, below!

1 # The application offers greater usability for customers

Even though websites are designed to work perfectly on smartphones, performance can sometimes be frustrating for customers. When the application is mobile, the functions gain greater performance, features and greater performance.

It is still possible to make the connection with geolocation, integrate your camera and perform other services. It guides users to benefit your brand. In this way, it is possible to offer your customers a greater experience, without any major problems and personalized to your style. It is worth mentioning that the connection speed in applications is 1.5 higher than in mobile sites. This can mean that the user makes purchases and accesses the store, even away from Wi-Fi, without facing crashes.

2 # The mobile market already offers huge opportunities in Brazil

The number of people with a smartphone only tends to grow in our country. Data show that 54% of Brazilian adults have a smartphone, and 60% of users say it is the main source of data. This amount is so great that Brazil is in fifth place in the ranking of countries that spend the most hours using cell phones in the world. And it is for this reason that companies that invest in applications obtain greater results compared to those that do not use this medium. If you follow the metrics of your online store, you will notice that the large number of accesses on your website is done by cell phone.

3 # Access to native cell phone functions

Applications can access the functions that are part of your phones, such as the microphone and camera. In other words, it is possible to create a multitude of interactions with the client through your application, things that would not be possible on a web page. There are, for example, paint stores that offer an in-app colour catalogue. With it you can select the colour you want and see how it would look in the environment you are trying to paint. All this with the help of your smartphone’s camera.

Introduction to GNU step

GNU step is a free, standard, object-oriented, cross-platform development environment meant to provide generalized visual interface design, a cohesive user interface, and look good as well. GNU step is based on and completely compatible with the Open Step specification developed by NeXT (now Apple Computer Inc.).

GNU step is not a window manager

GNU step is a whole load of things, but primarily a framework (libraries, tools, applications) for developing software. It is not a window manager. And the libraries are not used by WindowMaker at present, although Window Maker shares a similar look. At no stage will you ever ‘run’ GNU step – you will run applications and tools and will make use of its services. At some point, you may well find packages distributed as ‘GNUstep’ systems in the way that you get ‘GNU/Linux’ systems packaged today. Look at Simply GNUstep, the GNU step Live CD, and Project Backbone for examples.

Additions to Open Step

In addition to the Open Step API, GNU step also implements many additional classes and methods, some from the Cocoa API for the sake of compatibility. GNU step is written in the object-oriented language Objective-C, a superset of C which adds object-orientation to C. Objective-C is very simple, yet very powerful. GNU step also includes bindings to other languages such as Java (JIGS) and Ruby (RIGS). For more information, see the following testimonial from a GNU step user.

Why should I learn Objective-C?

Objective-C gives you the full power of a true object-oriented language with exactly one syntax addition to C and a dozen additional keywords. Its power lies in its elegance and simplicity.

Why should I use GNU step?

GNU step provides an excellent, mature framework for writing good applications. There’s good anecdotal evidence that Open Step developers have written very complex commercial applications in weeks or months, rather than years (or often, never) in the case of other development environments. Using the visual interface modelling application, you can construct a decent user interface skeleton in a day or so with no coding.

Why not just use GNOME/KDE, X11, and C/C++?

GNU step works with GNOME, KDE, as well as many X11-based window managers. GNUstep runs on top of X11. You can still do programming in C (since Objective-C is a pure superset of C), and GCC will eventually support the mixing of C++ and Objective-C code in the SAME file. GNU step frees you to develop cross-platform applications without the work of developing an OS-independent framework from scratch. It gives you lots of functionality, including Font Panels, Unicode strings, and even Distributed Objects.


The GNU step libraries are covered under the GNU Lesser (Library) Public License. This generally means you can use these libraries in any program (even non-free programs) without affecting the license of your program or any other libraries GNUstep is linked with. If you distribute the GNU step libraries along with your program, you must make the improvements you have made to the GNU step libraries freely available. The stand-alone tools in GNUstep are under the standard GPL. With GNU step-Base, we strongly recommend the use of the focal libraries, which provides stack frame handling for NSInvocation and Connection. “Fecal is under GNU GPL. As a special exception, if used in GNUstep or in derivate works of GNUstep, the included parts of fall are under GNU LGPL” (Text in quotes provided by the author of fall).


The GNU step logo has been designed by Ayis Theseas Pyrros. It stands for the “yin-yang” of objects taking you “a couple of steps” further.

GNUstep development tools: a basic tutorial

This tutorial will introduce you to creating a GNU step application using Project and Gorm app. Please note that everything may not exactly work as shown because those two applications are still under development. However, the concepts taught here should not change.

Creating an App

Launch Project Center. app and select Project->New. In the “Create new project…” dialogue, select Gorm Application. Select the location of your application, give it a name (here we chose “Converter”) and press OK.

Editing the interface file

Select Interfaces in the main window browser, then select Convertor.gorm (or name_of_your_app.gorm) and double-click on it. That should launch and have it open the file.

Displaying the Inspector and Palettes windows

Then you’ll see the Palettes and Inspector windows. Rename the title of “My Window” to, for example, “Converter”. The Palettes Window contains many palettes. Each of the palettes contains components which can be drag-and-dropped to the interface window.

Instantiating the class

Now that we have defined the class’s outlets and actions, we need to instantiate it. Do select Classes->Instantiate. Doing this tells GNUstep to create an instance of this class when the application is launched (to be more precise, when the nib/gorm file is loaded.) You should now see a new object (Convertor Manager) in the Objects part of Germ’s main panel.

Connecting outlets and actions

We now need to connect the outlets of the instance of Convert Manager we have created to their corresponding components. As you may have guessed, the amount outlet is to be connected to the first text field, rate to the second and result to the third. Hence the Convert Manager instance will be able to access those fields by using its instance variables. You will not have any code to write to have those connections up and working. To connect the amount outlet to the first text field, you have to drag-and-drop while pressing the Control key from the Convertor Manager instance (the instance is in the Classes part of Gorm’s main panel) to the first text field. Little S and T icons will appear showing who is the Source and who is the Target (those icons always appear in the bottom-left corner, if they are not then you are probably not selecting the component you want to select).

After drag-and-dropping, you have to select which outlet of the Source you want to connect to the target, do this by clicking the correct outlet in the Outlets column of the Inspector and by pressing the connect button. Do this for all three outlets (at this time, selecting the source and target is a bit tricky, before connecting two objects, do unselect all objects in the “Converter” window, you can do this by clicking in the background of the window).

Connecting an action is a similar operation. Do a drag-and-drop with the control key pressed, from the Convert button to the instance of Convertor Manager. Then click target in the Outlets part of the inspector, all available actions of the target (here the Convertor Manager instance which has only one action) will appear in the Actions column. Click on the convert: action, and press the connect button. Now, every time the convert button is pressed it will call the convert: method of the instance of Convertor Manager.

Creating the class’s source and header files can automatically create the skeleton of the class you’ve designed : select the Convertor Manager class in the Classes panel of the main window, and do Classes->Create Class’s Files. Two successive Save Panels will pop up for the .m and the .h files. Choose filenames like ConvertorManager.m and ConvertorManager.h. Save those files into the Project directory. Once this is done, you can save the interface, close and go back to