Developing 2.0 - an app post-mortem

You're only as good as your last app. And the last one we've developed here at Cutehacks is for Android and iOS. We developed the Android version and helped finalize the  iOS version. Here is a small write-up of some of our experiences developing and launching 2.0. Overall it was a great success, but as you'll see - we learned a few things along the way.

A short intro to

If you don't already know here is a small introduction: lets you create your own personal travel guides which you can download to your phone and use while offline. This saves a lot of money as roaming fees are still ridiculously high around the globe. Here are some screenshots:


The app is available for  Android and iOS, and if you want to know more check out this short video explaining the service.

What went wrong

We spent about five and a half months developing for Android. We were two full time developers. We learned a lot along the way and I've selected three areas where we met problems.

Wrong#1 - Ignoring the Android look was developed for Android and iOS in parallel. At the start of the project we were asked by the designers what kind of modifications were needed to adapt the design, which was iOS focused, to Android. We estimated that no big changes were needed and promised we could make the iOS inspired design work on Android as well. We delivered on the promise, and launched a great looking app that handled the different resolutions of Android and followed the design close to pixel-perfection.

What we, or I guess I should say I, didn't expect, was the negative reviews this provoked from some of the users downloading and rating the app on Google Play. I honestly didn't know there were Android fanboys out there that cared. Some excerpts:

  • "...a converted iOS app on Android is an insult..."
  • “’s just an iOS app...”
  • “...iOS look on Android is not cool..."

Clear and honest feedback right there. And looking at things as they are now with Ice Cream Sandwich in use, updated fonts and proper design guidelines, I'd say they have a point. In my defense, the guidelines were not published when we started the project.

However, we've seen the errors of our ways and have have released several updates of the Android app that fixes most of these issues. Here are a few screenshots that shows some of the design changes:

Wrong#2 - Memory and performance

Another area that took us by surprise was the memory handling on Android. In short: the maximum heap size allowed for each app is limited and device dependent. If you try to allocate memory above this limit, your app is killed - just like that.  This is clearly not the way to do it, and I was surprised to find this behavior on a modern mobile OS like Android. We ended up having to rewrite some of our caching algorithms for  images, databases, and offline maps in order to run on inferior Android devices. If you're wondering how to do memory profiling on Android I recommend you watch this video - several times.

We also experienced performance issues with the default Android database. Every app can easily create a database where it adds, edits and retrieves data in a sensible manner. It turns out that inserts are really slow. If you want any sort of adequate performance you need to pay special attention to how you manipulate the database. For example, when inserting multiple rows in the same table make sure you do bulk inserts and not one row at a time.

Wrong#3 - Facebook SDKs

I'm not a big Facebook fan. In truth, up till we developed I didn't even have an account. Yeah, I know. One of the things we discovered during the implementations of some of the more advanced features of and its Facebook integration was: the Facebook APIs suck. For the Android app we use both the official Facebook SDK for Android, as well as some of the REST APIs. We found them poorly documented, unstable, broken, non-compliant and confusing. Especially the REST APIs. Odd! The only tip I can give you are to keep an eye out for changes mentioned on the developer pages and search for tips and tricks on Stack Overflow.

What went right

Right#1 - Crash logger ACRA

A few days before we were ready to launch in Google Play, after we were done with most of the testing and debugging, I came across a post where someone mentioned this crash logger tool called ACRA. And just as an afterthought, we added it to the build. This turned out to be a great idea.

ACRA works in a very simple way. When the application crashes the user is given the chance to report back what just happened. If the user sends a report, a lot of debug data ends up in a Google spreadsheet of our choosing. ACRA is easy to integrate and has helped us expose a lot of bugs in our code. I highly recommend ACRA.

Right#2 - Trello, Git and GitHub

We use a lot of tools, but I'd like to focus on three of the ones we used when developing

Trello is a low-impact collaboration tool. It's free, simple and online. You create a board for your project, you add some lists to the board, and in each list you add some cards. We used two boards when developing - one for the Android client and one for iOS. We're using Trello for all our projects now. We love it.

Git is a version control system. If you're still using something like Perforce, Subversion or CVS, you need to get out more. Here are two reasons for using Git:

  • branches cost nothing
  • it works offline

Now, if you like being sysadmin it's fairly easy to setup and maintain your own server where you can host your repositories. But if you just want something that works, go with GitHub. We've now upgraded to their business plan and I have to say that makes administrating different repositories, teams and access control very easy. Thumbs up!

Right#3 - Small teams, small companies

Developing 2.0 for iOS and Android involved teams in different companies:

Somehow, this all went great. I think the combination of small teams in small companies really melded well together. Weekly meetings, IRC and Skype, shared source code, Basecamp, Trello and a mishmash of other tools helped collaboration.


Overall the development and launch of 2.0 was a great success. The user feedback has been great and we're proud of what we developed. The app has a 4 star rating on Google Play and 4+ on iTunes. Although the initial launch was in mid-June 2012 - we're still working full-time on the Android and iOS versions, continuously fixing bugs and adding new features.