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The “What’s New in Visual Studio” Sessions – March 1st through 9th in Selected Canadian Cities [Updated]

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If you’re wondering what’s new in Visual Studio 2010, you’re going to want to catch these sessions taking place in March. You’ll get a grand tour of all the new capabilities as well as the new MSDN offerings that come with the new Visual Studio.

The “What’s New” sessions are taking place in these cities:

City Date Invitation Key
Edmonton Monday, March 1 8ACE98
Calgary Tuesday, March 2 9FA90A
St. John’s, Newfoundland Tuesday, March 2 C89B02
Mississauga Thursday, March 4 5A1CB4
Quebec City Tuesday, March 9 1C5C3C

 

Here’s the event schedule:

  • Registration & Breakfast
    8:30 a.m. – 9:00 a.m.
  • Event Opening Ceremonies
    9:00 a.m. – 9:10 a.m.
  • Live technical demonstration:
    What’s new with Visual Studio Team System 2010
    9:10 a.m. – 11:00 a.m.
  • Q&A
    11:00 a.m. – 11:20 a.m.
  • Event close / completion of evaluation form
    11:20 a.m. – 11:30 a.m.

If you’d like to attend one of these sessions, select the Invitation Key from the city whose session you want to attend and enter it on the Registration page.

This article also appears in Canadian Developer Connection.

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Counting Down to Seven: 7 Rules for Your Mobile Strategy

Counting Down to Seven (Mar 15th at MIX 10): A series about ideas for mobile apps

Welcome to another installment of Counting Down to Seven, a series of articles about mobile app development that I’m writing as we count down the days to MIX10, when we reveal more about the up-and-coming Windows Phone 7 Series.

Cover of 'Mobile Deisng and Development'In an earlier article, I wrote that Brian Fling’s book, Mobile Design and Development, led me to a couple of instances where the number 7 appeared in writing on mobile development. The first was Tomi Ahonen’s thesis that mobile is the 7th mass medium.

The number 7 also appears in Chapter 5 of Mobile Design and Development, titled Developing a Mobile Strategy. In it, Fling lists seven rules for developing your own mobile strategy, which I’ve summarized below.

1. Forget what you think you know.

The mobile industry is highly competitive, evolves quickly and produces a lot of press releases full of speculation and empty promises on a scale that dwarfs that of the early dot-com days.

“Do yourself a favor and forget everything you think you know about mobile technology,” writes Fling. Instead, he suggests that you:

  • Ask the hard questions about your business, your customers and your development capacity without considering the latest hype about a new tool or technology.
  • Focus on what’s right for your user instead of simply emulating what your competitors are doing.
  • Forget what you think you know about mobile – it’s most likely wrong.

2. Believe what you see, not what you read.

Fling writes: “In mobile, any argument can be made, and for a few thousand dollars you can buy a
report or white paper that supports your argument.”

His suggestions include:

  • Mobile industry reports have a short shelf life. Anything over a year or so old is probably useless. (And you should probably ignore anything pre-iPhone other than for a good laugh.)
  • Ask your users questions in person, in their context, rather than relying on focus groups.
  • Record what your users say. “Nothing makes your case like your users’ own words.”

3. Constraints never come first.

There are many constraints in mobile development: the size of the device, processor speed, battery life, networks, business issues and so on. You will have to account for them, but if you do so too early, you might end up killing some ideas before they even get prototyped, never mind implemented.

Fling writes:

If you are concerned about the constraints of the mobile medium, know that there will always be constraints in mobile. Get over it. It isn’t a deal breaker. Just make sure you aren’t the deal breaker. Focus on strategy first, what they user needs, and lay down the features; then, if the constraints become an issue, fall back to the user goals. There is always an alternative.

4. Focus on the user’s context, goals and needs.

Here’s how Fling defines the terms:

  • Needs are simple. The example he uses is the need to eat. He says that our of context, goals and needs, a user’s needs are the easiest to predict if you know some basic information about the him or her.
  • Goals arise from needs. In his example, the goal is to get food.
  • Context is the user’s current state. It could be something like “I am at this location and I’m in the mood for Thai food.”

Fling’s suggested strategy for focusing on context, goals and needs:

  • Define the users’ context first. Without that context, you don’t have a mobile strategy, it’s just a plan of action.
  • Uncover the users’ goals, then try to understand how the user’s context alters those goals.
  • Once you know the users’ goals, find out the actions they want to take.
  • Look for ways to filter what you present to your users by their context.

5. You can’t support everything.

That’s right! Just stick with supporting Windows Phone 7!

But seriously: unless you’ve somehow got access to a big pool of developers to cover them all, you’re going to have to narrow down the number of devices you support – possibly even down to one. I’ll do what I can to make sure that Windows Phone 7 is the platform people want, but you need to see what platform your users are using.

Fling’s tips:

  • Start with the devices that your customers are using.
  • The most popular device or the one that’s easiest to develop for may not be the best device for your project.
  • If you’re converting a web application into a mobile app, look at your server logs and see what mobile devices are accessing it. Target those devices.
  • Go mobile phone window shopping and see what devices the stores are targeting at different types of users.

6. Don’t convert, create.

My mother, a piano player, bought an “electronic sheet music” tablet. The idea was that instead of having to keep lots of books and folders of sheet music, she could get rid of the clutter and have a convenient, easily expandable music library. Unfortunately, the device uses a standard desktop interface – actually, a sub-standard Linux window manager, not even a decent one like Gnome or KDE – and it’s a royal pain to use. Mom went back to sheet music on actual sheets of paper and the device is now gathering dust.

On the other hand, the TiVo – also a Linux device – has a great user interface. It’s designed around the way you use a TV, not around what’s easier to implement. It’s not a port of desktop TV recording software (most of which is terrible to use), but a whole new thing, and it’s better for it.

With that in mind, here are Fling’s “Don’t covert, create” tips:

  • Understand your user’s’ context. Knowing how, when and under what conditions your users will use your mobile app will allow you to create a better user interface and experience.
  • Don’t forget that mobile isn’t just a shrunken-down desktop; it’s its own thing, with its own strengths. 

7. Keep it simple.

That’s simple, not stupid. People tend to use their mobile devices while they’re on the go or doing something else, so helping them get their task done is far more important that loading your mobile app with features. Mobile users have to deal with many constraints, so show restraint in the mobile products you build.

This article also appears in Canadian Developer Connection.

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Happy iBirthday, Steve Jobs!

Mosaic of Apple products arranged to form picture of Steve JobsImage created by Chasis Tsevis.

Steve Jobs, Apple iCEO and one of the leaders of the Esteemed Competition, turns 55 today. Happy iBirthday, Steve!

If you want a big honkin’ alternate version of this mosaic, check this out.

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Counting Down to Seven: Charlie Kindel and the Windows Phone 7 Team’s Focus

"Counting Down to Seven" badgeTime for another installment of Counting Down to Seven, a series of articles about mobile app development that I’m writing as we count down the days to MIX10, when we reveal more about the up-and-coming Windows Phone 7 Series.

If you’re following what’s happening with Windows Phone 7, you should follow Charlie Kindel – both his blog and Twitter account. Charlie is one of the people behind the new “Phone 7” experience; I don’t think he’s exaggerating in his Twitter bio when he says “The future of application development for Windows Phones is in my hands.”

In his latest blog entry – Focus, Focus, Focus – he writes that the reason that Windows Phone 7 seems atypical of Microsoft is the power of “no”. The Windows Phone team didn’t just decide what they were going to build, they also decided what they were not going to build, and work around the “5P” framework of:

  1. Purpose
  2. Principles
  3. Priorities
  4. Plan
  5. People

Here’s the Windows Phone developer experience team’s stated purpose:

Our purpose is to harness the energy, talent, and attention of developers and designers with a platform and ecosystem that delivers on the developer experience end to end; that, combined with the phone’s end-user experience, results in a winning virtuous cycle.

From that purpose, they derived some principles, among which are:

  • Every decision we make must be made mindful of the effect on end-users. Simply put, the end-user is king. 
  • We will do a few things and do them very, very well; we are better off not having a capability than doing it poorly. There are always future versions.
  • No API will be created or documented without a clear use case; “build it and they will come” APIs almost always do nothing but create bad legacy.
  • We will build on the shoulders of giants; where possible integrate instead of create.
  • We will strive to not show our organizational boundaries to developers.

What’s truly interesting is the list of Windows Phone 7’s targeted developer segments. This is an ordered list, with the highest-priority segment listed first:

  1. Consumer Developer – Pro Devs who build products that are sold directly or given out for free to general public end-users.
  2. Non-Pro Developer – Non-Pro Developers building products for academic/personal use.
  3. In-ROM Developer – Pro Devs who build products & technologies that are sold to mobile operators or device manufacturers.
  4. Enterprise Developer –Pro Devs who build apps & technologies that are sold to corporate clients and businesses.
  5. IT Developer – Pro Devs who build apps & technologies that are only for use by their own corporation.

I have often quipped that sometimes using Microsoft stuff “feels like eating from the dumpsters outside a cubicle farm”; that is, that their software targets enterprise and IT first and small-shop/indie coders like I was last. This list inverts the priorities I image the Windows Mobile team had, and my response to that is “good”.

Charlie makes a point of saying that the prioritization is temporal; over time, the priorities may change and they will serve some of the lower-priority segments, but all the while adhering to the purpose and principles listed above.

Then there’s the plan. The plan is to have Windows Phone 7 ready for the MIX conference, and it looks like that will happen. “Events,” Charlie writes, “are great forcing functions for engineering teams”.

Finally, the people. The Windows Phone 7 team is a diverse bunch coming from all across Microsoft – the Xbox people, developer division geeks as well as members from Windows Live, Exchange, Windows OS, Office and Developer and Platform Evangelism.

Go check out Charlie’s full blog entry, which describes the Windows Phone 7 team’s purpose, principles, priorities, plan and people in greater detail, and check in on him often. If you’re planning on building apps for Windows Phone 7, he’s one of the people to follow.

This article also appears in Canadian Developer Connection.

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var article = new List<InterestingDeveloperStuff>();

For your enjoyment and enlightenment, I present 4 articles featuring lists…

Soma’s Key Software Development Trends

S. Somasegar

S. “Soma” Somasegar, Senior Vice President of Microsoft’s Developer Division, writes about what he sees as emerging trends in the world of software development.  He says it’s not a comprehensive list of all trends in the world of building software, but trends where Microsoft is doing some serious investing of time, energy and Dark-Side-of-the-Force midichlorians. You’ll have to read the article for a more fully fleshed-out explanation of each trend, which I’ve listed below:

  • Cloud Computing: Or as I like to call it, “Servers as a Service”.
  • The Web as a Platform: Contrary to what you might have heard, The Empire’s pretty big on the web, on both the server side (from Azure to IIS to SharePoint to ASP.NET/ASP.NET MVC) to the client side (HTML, JavaScript/jQuery and Silverlight).
  • Parallel Computing: I can’t tell you the number of things I’ve ruined with threads. I eventually get them right, but wow, can they be a lot of work. .NET 4.0 introduces a number of parallel programming features that make taking advantage of the multicore power in even the cheapest of today’s machines much easier.
  • Proliferation of Devices: “Computer” no longer refers to just the machine on your desktop or in your lap and “user interface” is no longer limited to just “keyboard, mouse and monitor”.
  • Agile Development Process: The upcoming Visual Studio 2010 provides lots of support for agile processes. Hopefully, we’ll see third parties write plug-ins to support even more!
  • Distributed Development: I don’t just talk about geographically-spread work, I live it! I telecommute from the home office, HacklabTO or cafes, and my co-workers in Microsoft Canada’s Technical Evangelism Team pipe in from Mississauga, Ottawa and Calgary.

My first response to the list was “Hey, Soma, where’s mobile?”, but I choose to group it in with “Proliferation of Devices”.

Five Pervasive Myths About Older Software Developers

1960s computer programmers

I’m 42 years old. In most white-collar work, I would be seen as “entering my prime”. In the software world, many employers would advise me to “stop buying green bananas” (think about it for a moment if you don’t get the joke). Age discrimination is an unfortunate fact of life in our industry, which prizes youth and particularly its willingness to work long hours for little pay.

In his blog, Lessons of Failure, Dave Rodenbaugh debunks five myths about “older” software developers:

  • Myth: Older software developers are more expensive than younger ones, making younger developers more desirable.
    • Reality: Younger means cheaper, but a team of nothing but young’uns without much experience will cost you in the long run. Hiring experienced people is like getting insurance against some of the classic mistakes in project management and software development that you only truly learn in the School of Hard Knocks.
  • Myth: Older software developers are less flexible and less capable of learning new technologies because of their legacy knowledge.
    • Reality: It’s experience that makes software developers more capable of migrating to new technologies, frameworks and systems more quickly and in greater depth.
  • Myth: Older software developers are less able to perform the arduous tasks of software development (read:  work long, painful hours) because of family commitments and other attachments that younger workers don’t have.
    • Reality: They’ve learned the hard way that there’s a point of diminishing returns with long hours. I know I did.
  • Myth: Older software developers are less mentally agile than younger ones.
    • Reality: Yes, aging slows down the brain a little, but thinking faster isn’t always better. There’s also thinking wisely and using good judgment. To quote the old adage: “Good judgment comes from experience, experience from bad judgment.”
  • Myth: Older software developers are more jaded and cynical and therefore, less desirable in the workplace than younger ones.  Younger developers are more enthusiastic than older ones.
    • Reality: Passion is passion. If you have it for your job at 40, you probably really love that field. I know I do. [Joey’s note: Besides, have you met members of Generation Y? For a crowd so young, they’re an incredibly cynical and jaded bunch. I blame Gossip Girl.]

Why Matt Hidinger Loves ASP.NET MVC

Matt Hidinger I’m going to express a personal preference: I’d much rather build web apps with ASP.NET MVC than with Web forms. That’s the PHP-and-Smarty/Ruby on Rails developer in me talking. Matt Hidinger documents a “Web Forms vs. ASP.NET MVC” debate he had on IRC and lists these major points:

  • Fallacy: Web forms does everything I need it to.
    • Matt’s response: “getting something done, and getting something done in a testable, maintainable, long-term way, are entirely different”
  • Fallacy: MVC is just a bunch of <%= HtmlHelpers %>.
    • Matt’s response: “HtmlHelpers are 4% of the ASP.NET MVC platform. That’s like saying <asp:Textbox> is all of asp.net web forms” – he also points to an article titled Controls Do Not Make You More Productive.
  • Fallacy: Web forms is easier.
    • Matt’s response: “developers every day struggle with dynamic controls and databinding in even slightly-complex real-world scenarios. Mindlessly tweaking code and refreshing the page to see what ASP.NET will render.”

Matt also lists a series of facts, which I agree with:

  • Web forms is black magic
  • MVC enables robust Ajax support
  • MVC is closer to the metal
  • Data binding is confusing, full of indirection and runtime logic
  • MVC lends itself to good design
  • Web forms is miserable without JavaScript
  • MVC is testable
  • MVC allows multiple <form> tags

“I like coding. I hate shipping software.”

Microsoft "Ship-It" award for Sriram Krishnan, who shipped Visual Studio 2005 and .NET 2.0

Trey Stout says that shipping has all the worst elements of development, namely:

  • translating
  • documenting
  • testing
  • DLL hell
  • install scripts
  • customers
  • marketing

Ah, DLL hell, I remember you well. Once, a major customer’s office lost all reporting functionality from software I developed because they got a new printer, whose “install me first” CD added some DLLs which clobbered the ones from my app’s installation.

Trey also says that coding has all the best elements of development:

  • Talking with other developers
  • white boards
  • new tech
  • compilers
  • crazy features
  • jokes in comments
  • feelings of accomplishment.
  • satisfying diff emails

What’s the solution? In my case, it’s to go into developer evangelism. You get to code, and you don’t have to ship (don’t get me wrong – shipping has many rewards). Of course, if you want my job, you will have to pry it from my cold, dead fingers.

This article also appears in Canadian Developer Connection.

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Counting Down to Seven: The 7th Mass Medium and its 7 Unique Qualities

Counting Down to Seven (Mar 15th at MIX 10): A series about ideas for mobile apps

Welcome to another installment of Counting Down to Seven, a series of articles about mobile app development that I’m writing as we count down the days to MIX10, when we reveal more about the up-and-coming Windows Phone 7 Series.

You’re going to have to wait a couple more weeks before I can tell you the specifics of Windows Phone 7 development. In the meantime, I thought I’d write about mobile development in general. If you’re new to mobile development, this series will be a nice overview of the field; if you’ve built apps for mobile phones before, think of it as a refresher course, but you might learn something you didn’t know before.

Mobile Design and Development, by Brian Fling

Cover of "Mobile Design and Development" The O’Reilly book Mobile Design and Development is a worthwhile read for anyone who’s planning to build and sell mobile applications. It’s written by Brian Fling, the owner of the “mobiledesign” mailing list (which could use a little love and attention these days), advisor to big brands getting into the mobile space and someone who (according to his author bio) has “worked with a lot of well funded companies that have failed miserably”.

Mobile Design and Development is probably the best general book on mobile development available right now. You’re not going to learn any specific phone’s API from this book; instead, you’ll learn about the industry, its state as of the time the book was published (August 2009) and the sort of things you should be thinking about if you’re developing mobile apps for an audience. While the ever-changing nature of the mobile world means that some of the information in the book has a “sell-by” date, many of the ideas covered in the book will be applicable for much longer.

“The 7th Mass Medium”

By happy coincidence, the version number of our soon-to-be-unleashed mobile OS, 7, keeps popping up in discussions of mobile technology.

The number 7 makes an appearance in Mobile Design and Development’s third chapter, titled Why Mobile? In it, Fling refers to mobile technology as “The 7th Mass Medium”, an term he attributes to Tomi T. Ahonen, author of the book and blog Communities Dominate Brands.

You were probably wondering what the 6 previous mass media are. In chronological order, they’re:

  1. Print
  2. Sound recordings
  3. Cinema
  4. Radio
  5. Television
  6. Internet

The interesting thing about the 7th mass medium is that it encapsulates the previous 6. Although we’re only just beginning to do so, we read, listen, watch and surf on mobile devices.

The 7 Unique Qualities of the 7th Mass Medium

Man on mobile phone: "Yeah, I'm posing for a stock photo right now..." Mobile Design and Development cites an old blog entry of Ahonen’s, in which he lists 5 unique qualities of mobile as a medium. Ahonen wrote a later article, bumping that number up to 7. They’re things worth keeping in mind when you’re designing mobile apps. Depending on your point of view, some of the qualities may be good things or bad things, but no matter what you think of them, you have to account for them. They are:

1. The mobile phone is the first personal mass medium.

We share books and magazines, listen to the radio and dance to DJ en masse, watch TV shows and movies with others, and many households have a computer used by more than one person. But for most people, their mobile phone is theirs and theirs alone.

Ahonen points to a 2006 survey by the advertising agencies BBDO and Proximity in which that 63% of the people surveyed wouldn’t lend their mobile phone to anyone else.

2. The mobile phone is a permanently carried medium.

According to a Morgan Stanley survey from 2007, 91% of the respondents said that they kept the phone within a meter of them day and night, even when in the bathroom or asleep. Many people use it as the 21st century equivalent of the pocket watch, and when I travel, I’ve found it to be a very reliable alarm clock. It’s the computing, communications and media device you have with you all the time.

According to BBDO/Proximity 2006 study cited in the previous point:

  • People in China were choose between retrieving a forgotten wallet or phone at home; 69% chose the phone.
  • Women in Japan have daytime and evening phones, in the same way they have daytime and evening handbags.

3. The mobile phone is the only always-on mass medium.

There may be times when we turn off the ringer and vibrate functions, but the only time most people turn off their mobile phones is when they’re on a plane (and if you fly often, you know that many people turn on their phones moments after the plane’s wheels touch the ground). The closest any other medium comes to always-on is the internet that subset of people who keep a computer with broadband powered up all the time, followed by falling asleep with the TV or radio on.

According to BBDO/Proximity 2006 study cited in the previous point, 81% of youth between the ages of 15 and 20 sleep with their mobile phones turned on.

Woman on mobile phone: "That's odd...I'm posing for a stock photo too!" 4. The mobile phone is the only mass medium with a built-in payment mechanism.

Between the “app store” model for delivering applications and the fact that they’re tied to a networking provider that also acts as a billing agency, mobile phones are the first mass medium with a built-in toll booth. Even people too young to have credit cards can be billed; they can pay for purchases made via their phone through their phone bill with cash.

5. The mobile phone is the only mass medium available at the point of creative inspiration.

This is a direct by-product of mobile phones being always-on and always with us. Even those of us who carry our laptops everywhere have them tucked away in a carry case or bag, and I’m the rare person who always has a camera handy. While popular with the “lifehacker” crowd, not everyone carries a Moleskine notebook for jotting down ideas. But many people carry a mobile phone in an easy-to-reach place. It lets us create content in the form of writing, photos, and audio and video recordings in near real time. This is the basis of citizen journalism (whose effects were recently felt here in Toronto during the recent “cold war” between passengers of our rapid transit system and its employees).

6. The mobile phone is the only mass medium with accurate audience measurement.

“The internet gave us a false promise,” Ahonen writes, but audience measurement wasn’t what its creators had in mind. However, the mobile phone, it’s possible to know what every subscriber does since each is uniquely tied to a specific ID.

According to Ahonen:

  • TV audience measurement can catch 1% of audience data
  • Internet audience measurement can catch 10% of audience data
  • Mobile phone audience measurement can catch 90% of audience data

7. The mobile phone is the only mass medium that captures the social context of media consumption.

By “social context of media consumption”, Ahonen means that with mobile phones, we can measure not just what people use, but with whom. It’s the next generation version of Amazon’s “recommendations” system and a direct result of mobile’s always-on, always-with-us, and audience measurement qualities.

This article also appears in Canadian Developer Connection.

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Cloud Cover, Episode 1

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Don’t have Silverlight? Get it here or download the video in MP4, WMA, WMV and Zune formats.

Cloud Cover is a new show on Microsoft’s Channel 9 that covers the Windows Azure platform. In this first episode, hosts Ryan Dunn and Steve Marx show you:

  • Azure’s Service Management API and how to use PowerShell cmdlets to manage your cloud services, and
  • How to get started quickly with Windows Azure.

They also talk about updates to SQL Azure, Windows Azure drives, new Windows Azure storage management tools and Azure Reader architecture.

This article also appears in Canadian Developer Connection.