Like many devs, I somehow ended up managing a small team.
I’ve had bad bosses before, so I found myself wondering things like:
- How do I run a 1:1?
- What do I do when someone has issues?
- How do I avoid the mistakes I’ve seen made by other managers?
But the answers tend to be hard to find. So about a year ago, our team at Bunch set out to make it easier.
Our goal was to combine micro-learning (bite-sized, actionable advice), personalisation (using goal-setting and a content recommender),
a leadership competency model (my co-founder is an org. Psychologist), and a bit of gamification to make it more fun (RPG style “leadership personas”).
We’re hoping this will make leadership skills (aka people skills for managers) more accessible. We have launched it for free on iOS, and working on an Android version.
Would love to hear thoughts from HN on our approach and this direction! Also would love to hear ideas for improving UX and the content recommendations. Soaking up as much feedback as possible.
PS: We built it with SwiftUI, if you have questions about how it went, feel free to ask!
What is the minimum deployment target of the app? From my experience building a production SwiftUI app for iOS13 isn't feasible. Maybe with iOS14 it got better...
we are targeting iOS13 as minimum. For us it works right now, when we were running a no-code MVP before building the app, we saw that our target audience seems to be quite tech-y and tends to have the latest devices. So we knew our early adopters wouldn't too much issues, and that once the app becomes a bit more "mass market", then iOS 13 adoption would be a lot better (something we might achieve maybe next year)
The learning curve was quite easy (when we started building it, no one in the dev team had experience with iOS before).
Architecture wise, it fits _really well_ with functional reactive programming (RxSwift or Combine + MVVM). And a lot of things like animations are very straightforward to do.
The downside is whenever you want to do something quite standard in UIKit that doesn't exist yet in SiwftUI. The "carousel" that we have at the start of the app is a UIPageViewController in UIKit, but we had to re-implement it ourselves in SwiftUI.
Also there are weird bugs and crashes. A lot. I think in the end, the productivity gain from SiwftUI evens out to the same productivity as UIKit due to the time spend on those bugs/limitations.
We also planned to build widgets very soon, and having the same code base (they are SwiftUI only) is definitely going to be a plus.
Any reason you decided on two separate code-bases (iOS & Android) with a small team versus building one in React Native or another hybrid framework. I'd think that the latter would be a better choice but wanted to see what went in to your decision making.
yeah good question, we actually debated quite a bit on this. In the end, we want to build the best UX possible (we realized it's one of the value prop of our product), and we felt that going native would be better mid & long term because at some point, you hit a threshold with those react native/hybrid and it makes more time to polish things out.
Also right when we started (in Feb), we had to implement Apple Sign-in, and the UX around it for React native or Hybrid framework was absolutely terrible.
In the end, I still think it was a good choice: while we compromise and make people wait a bit more for Android, it gave our (small) team a lot more focus. We learn and make mistakes on one platform, iterate faster on it, and once we feel comfortable with what we've done on iOS, we'll roll it out to Android (which we plan to do in Jan/Feb next year).
Cool, thanks for the detailed response. As a dev I'm always curious about the decision making for startups that are choosing between hybrid and native. Seems like the best decision for that is unique to each project.
Glad it helps! If we didn’t put so much focus on UX (i.e: if we were building a “boring” typical B2B education tool), we would most likely have gone with React Native (we also have a lot of expertise with React in the team).
But we talked with people, and realized that they use our app at the same time that they go on IG, Snapchat or TikTok. What that means for us is that our UX needs to be just as good or even better than those big players if we want to compete on “screen time”.
That’s already quite hard to do with a 2 people tech-team, so adding on top of that limitations from cross-platform frameworks would have been shooting ourselves in the foot.
Comments
Like many devs, I somehow ended up managing a small team.
I’ve had bad bosses before, so I found myself wondering things like:
- How do I run a 1:1?
- What do I do when someone has issues?
- How do I avoid the mistakes I’ve seen made by other managers?
But the answers tend to be hard to find. So about a year ago, our team at Bunch set out to make it easier.
Our goal was to combine micro-learning (bite-sized, actionable advice), personalisation (using goal-setting and a content recommender), a leadership competency model (my co-founder is an org. Psychologist), and a bit of gamification to make it more fun (RPG style “leadership personas”).
We’re hoping this will make leadership skills (aka people skills for managers) more accessible. We have launched it for free on iOS, and working on an Android version.
Would love to hear thoughts from HN on our approach and this direction! Also would love to hear ideas for improving UX and the content recommendations. Soaking up as much feedback as possible.
PS: We built it with SwiftUI, if you have questions about how it went, feel free to ask!
What is the minimum deployment target of the app? From my experience building a production SwiftUI app for iOS13 isn't feasible. Maybe with iOS14 it got better...
we are targeting iOS13 as minimum. For us it works right now, when we were running a no-code MVP before building the app, we saw that our target audience seems to be quite tech-y and tends to have the latest devices. So we knew our early adopters wouldn't too much issues, and that once the app becomes a bit more "mass market", then iOS 13 adoption would be a lot better (something we might achieve maybe next year)
What was the biggest benefit of using Swift?
The learning curve was quite easy (when we started building it, no one in the dev team had experience with iOS before). Architecture wise, it fits _really well_ with functional reactive programming (RxSwift or Combine + MVVM). And a lot of things like animations are very straightforward to do.
The downside is whenever you want to do something quite standard in UIKit that doesn't exist yet in SiwftUI. The "carousel" that we have at the start of the app is a UIPageViewController in UIKit, but we had to re-implement it ourselves in SwiftUI.
Also there are weird bugs and crashes. A lot. I think in the end, the productivity gain from SiwftUI evens out to the same productivity as UIKit due to the time spend on those bugs/limitations.
We also planned to build widgets very soon, and having the same code base (they are SwiftUI only) is definitely going to be a plus.
Any reason you decided on two separate code-bases (iOS & Android) with a small team versus building one in React Native or another hybrid framework. I'd think that the latter would be a better choice but wanted to see what went in to your decision making.
yeah good question, we actually debated quite a bit on this. In the end, we want to build the best UX possible (we realized it's one of the value prop of our product), and we felt that going native would be better mid & long term because at some point, you hit a threshold with those react native/hybrid and it makes more time to polish things out.
Also right when we started (in Feb), we had to implement Apple Sign-in, and the UX around it for React native or Hybrid framework was absolutely terrible.
In the end, I still think it was a good choice: while we compromise and make people wait a bit more for Android, it gave our (small) team a lot more focus. We learn and make mistakes on one platform, iterate faster on it, and once we feel comfortable with what we've done on iOS, we'll roll it out to Android (which we plan to do in Jan/Feb next year).
Cool, thanks for the detailed response. As a dev I'm always curious about the decision making for startups that are choosing between hybrid and native. Seems like the best decision for that is unique to each project.
Glad it helps! If we didn’t put so much focus on UX (i.e: if we were building a “boring” typical B2B education tool), we would most likely have gone with React Native (we also have a lot of expertise with React in the team). But we talked with people, and realized that they use our app at the same time that they go on IG, Snapchat or TikTok. What that means for us is that our UX needs to be just as good or even better than those big players if we want to compete on “screen time”.
That’s already quite hard to do with a 2 people tech-team, so adding on top of that limitations from cross-platform frameworks would have been shooting ourselves in the foot.
Nice - do you have a waiting list for your android version? Would love to check it out when it's ready.
Sure! We have it on our website, https://bunch.ai or you can even drop your email directly here: https://bunch-ai.typeform.com/to/tXPvy5rA