Monthly Archives: November 2013


Hussain Fakhruddin
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Hussain Fakhruddin

Hussain Fakhruddin is the founder/CEO of Teknowledge mobile apps company. He heads a large team of app developers, and has overseen the creation of nearly 600 applications. Apart from app development, his interests include reading, traveling and online blogging.
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choosing the right one 02

With the mobile industry on the rise, the demand for mobile app development and the need for custom mobile apps for small businesses is growing at a fast pace. Every small business in this competitive industry, niche, or community would definitely take a step forward and do himself a favor by having a custom mobile app.

Once you have searched for a mobile application development agency to build your product, you are sure to get innumerable options in this industry. But the questions at stake are, “What company do I go with and how do I know they can deliver? Have they built anything like this before? How do I know they’re not going to screw me over?”

Choosing the right partner to bring your vision to life can be a make-or-break decision for the success of your product. All you need to do is- never choose just a “good” agency; rather choose an agency that’s exactly the right fit for your product.

The few most important point in this respect would be:

step aside google


A simple search for “app development agency” in Google would turn up more than 71 million results!!! In order save yourself from getting lost while searching the best agency, you should try out the following two methods:

Tap your network

Your friends, past colleagues, college folks and even relatives can be of great help. You must leverage those relationships.

By getting referred from them, you are all set to start your search with agencies that are trusted by people you trust. Well, this is definitely a little more comforting than betting on Google results.

Your contacts might not know an agency, but if they’ve ever worked with talented developers or designers, they could point you in the right direction. And if they haven’t, they may know someone who has. Your network probably runs far deeper than you think it does.

Go to the source

Once you see a great app, try searching through the web and find out its developer. If the answer isn’t readily available after a quick search, the easiest way to find out is- simply send an email to the company. Just tell them you love their app and ask them who had built it. Most often, it would be an in-house team, but at times, it’ll be an agency too. Doing so can really be quite helpful. If the company had a great working relationship with the agency, they’ll be more than happy to refer new business to them.



When we buy a product or service, besides logic we often rely on our feelings too, so picking a mobile app developing agency shouldn’t be different.  Here are a few questions that we constantly hear from successful clients:



Does the company’s website look trust worthy?

The first thing you can do is to take a look at their website, if it inspires you trust or not. Try to grasp what’s the company’s culture and vision. This would give you a clear picture about the company’s work culture. Do they actually have a vision? or are they just a me-too mobile shop?




Are they experienced?

It’s always recommended to take a look at their past work, test-use other apps they’ve done to see if they meet your level of expectations in terms of UI and build quality. Did they build apps that are successful? Did they have apps that were featured by Apple, or awarded in certain contests? Are they willing to give you references from past customers? Also do checkout if they’ve done work in the same field you would like to enter.




Are they proactive and communicative?

See if they are doing a thorough evaluation of your request, if they are asking questions to get a clear picture of what needs to be built. See how well are you communicating with the developers, how quickly are they getting what needs to be done? Are they proactive, do they offer feedback and suggestions? Does your prospective app developer prefer to chat via phone, Skype, instant message or email — and how often? Are they helping you getting from few ideas in an email to a complete set of requirements?




Do they organize their work well?

Try to find out how well do they organize their work. What about bug tracking tools? How will you be able to test the app? Not having an organized work process, might be a sign that your app won’t be ready on time and at the quality you are expecting.

The following two questions are very important in this context:

Do they have a Quality Assurance department inside the company? How preoccupied are they with the quality of the app? What’s their Quality Assurance-Testing / Development ratio?

Do they provide services for server backend development too? If your app requires a backend, it’s wise to get things done with a company that can cover both the mobile and the server side, thus saving time in managing the relationship with just one service provider.




Is the company supportive enough?

Are they willing to assist or to do for you the publishing process to App Stores? What’s their post-launch approach, do they offer any maintenance as part of the contract?



2nd opinion


The above advice would get most of your work done. But if you really want to set yourself up with the best possible chance for success, then there’s one thing left for you to do: get a developer second opinion.

Even if you feel comfortable with the agency you’re talking to, you don’t have to trust everything they say. In fact, for your own protection, you shouldn’t.

People like Chief Product Officer, or a very senior project manager who has worked with enough  successful teams know how to evaluate a proposal. You can seek advice from them. In case you don’t know any of these folks, you may search for them on LinkedIn. Ask them what they think about the proposal you’re considering. Most of them will be more than happy to consult with you, especially if it’s for a fee.



Ready Stady go


Once your research is done, the right questions are asked and the right steps are taken to evaluate the proposals you’ve received, you should have a very good idea of which agency will be the right fit to turn your vision into a product, and help that product win.

iOS 7 layout 20px shifting problem

Hussain Fakhruddin
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Hussain Fakhruddin

Hussain Fakhruddin is the founder/CEO of Teknowledge mobile apps company. He heads a large team of app developers, and has overseen the creation of nearly 600 applications. Apart from app development, his interests include reading, traveling and online blogging.
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If you have a strange problem like your iOS 7 with XCode 5 has shifted here or there and have been really annoyed? Don’t panic.

All you need to do is compile your code with iOS 6 SDK but on XCode 5. The bad thing is that you’ll not get iOS 7 only features (Which at the moment you may not need because you need to obviously support iOS 6), so here’s the trick:

Step 1: Import iOS 6 SDK into XCode 5


Step 2: Restart your XCode 5

Step3: After that please change your settings to Project > Build Settings > Architecture  > BaseSDK > iOS 6.1

Step 4:  Clean and Build

Use Xcode with iOS 6 SDK

Knowing the difference: Wireframes, Prototypes & Mock-ups

Hussain Fakhruddin
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Hussain Fakhruddin

Hussain Fakhruddin is the founder/CEO of Teknowledge mobile apps company. He heads a large team of app developers, and has overseen the creation of nearly 600 applications. Apart from app development, his interests include reading, traveling and online blogging.
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A design of high quality, a graphical representation of the app’s functionality, is something that distinguishes your software among competitors, and it’s something that will persuade them to use exactly your product. And if you are just at the beginning of your software project, the design stage will introduce to you such terms as wireframe, prototype, and mockup.

The terms “wireframe” and “prototype” and “mock-ups” are often used confused – possibly due to convenience or misunderstanding – but it’s important to know what sets these three terms apart and how you benefit from each because sometimes your project will only need a wireframe, sometimes it will require a prototype while at times you would just need a mock-up.

We can also mention sketch here, which is the easiest to distinguish, often handdrawn, reflecting the main ideas and giving an initial understanding of how the software is supposed to look.


A wireframe is a low fidelity representation of a design. Its the least detailed representation of the three. Basically it’s the foundation stone of your design. It should clearly show:

– the main groups of content that will be there on each screen
– the structure of information
– a description and basic visualisation of the user – interface interaction (as how the user will navigate the application)

Wireframes are not just meaningless sets of grey boxes, though they may look exactly like that. We must consider them as the backbone of our design and remember that wireframes should contain a representation of every important piece of the final product.

Wireframes should be created quickly and almost the whole time should be spent communicating with team members and…thinking. Visualisation should be aesthetic, but this is vastly simplified. Depending on the needs of a project, a wireframe may evolve from simple gray boxes identifying page real estate to including basic graphics or actual text so that designers and developers can gain a better feel for how everything fits together. Having a wireframe of your future product is good for visualizing objectives for developers. A wireframe helps avoid misunderstandings between you and them.

When to use wireframes?
Wireframes are typically used as the documentation of the project. Since they are static and fix interaction with an interface at a specific point in time, they should be accompanied by the written word. However they might be also used in a less formal way. Since they are quick and simple in form, they serve well as clear sketches for inner communication in the team. If developers ask how something should be done – the answer can be provided as a rapidly created wireframe.


A prototype is a product that is designed and built to test a new design. The prototype is used to correct mistakes and make [the design] more user friendly. It is a fully functional working model of a final product. It should allow the user to:

–  experience content and interactions with the interface
–  test the main interactions in a way similar to the final product

It takes much more time to create a dynamic, clickable prototype than a static wireframe for obvious reasons. A prototype shows not only the content, but the general usability of an application. This simulation of interactions looks close to the final design, and can be user-tested to make sure that the software has high usability – that’s one of their biggest practical advantages. A prototype might not look exactly like the final product, but should be vastly similar. Interactions should be modelled with care and have a significant resemblance to the final experience. Interdependence between the interface and backend mechanisms is often omitted to reduce costs and speed up development cycles.

In the most basic sense, a low-fidelity prototype is often referred to as a “clickable” or “functional” wireframe. This is when one navigates between linked wireframe pages to understand how they are connected.

When to use a prototype?
Prototypes are used to their full potential in user testing. Such a simulation of the final interactions forms great material to check the usability of the interface, before the development actually begins.

But prototyping is rather an expensive and time-consuming form of design communication. It’s rather best creating prototypes that can be reused in development.


A mockup is very close to the real visualization of an application, with static representation of its functionality, it allows users to fully see and assess the design. Very often a mockup is a visual design draft, or even the actual visual design. A well created mockup:

–  represents the structure of information, visualizes the content and demonstrates the basic functionalities in a static way
–  encourages people to actually review the visual side of the project

Mockups are often confused with wireframes, due to the names of some software companies. Mock-ups are based on the wireframe that the client approved. They represent the way a real app looks and feels like, with all the colors, graphics, typography – that’s why they are easy to perceive and evaluate.

When to use a mock-up?
Mockups are particularly useful if you want to get early buy-in from a stakeholder. They are a good feedback-gatherer and, if placed in the context of the whole design story, can form a great chapter of documentation.

UI and UX Principles: What to keep in mind while developing UI and UX?

Hussain Fakhruddin
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Hussain Fakhruddin

Hussain Fakhruddin is the founder/CEO of Teknowledge mobile apps company. He heads a large team of app developers, and has overseen the creation of nearly 600 applications. Apart from app development, his interests include reading, traveling and online blogging.
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Interfaces exist to enable interaction between humans and our world. They can help clarify, illuminate, enable, show relationships, bring us together, pull us apart, manage our expectations, and give us access to services. Breathtaking and useful designs happen because the UI has been worked on tirelessly. It takes a real UI Master to understand how to make a terrific user experience. The best interfaces can inspire, evoke, mystify, and intensify our relationship with the world.

Here are 12 extremely useful principles to help you understand how to design your UI and Ux’s:

1. Know your user
Your user’s goals are your goals, so learn them. Restate them, repeat them. Then, learn about your user’s skills and experience, and what they need. Find out what interfaces they like and sit down and watch how they use them. Do not get carried away trying to keep up with the competition by mimicking trendy design styles or adding new features. By focusing on your user first, you will be able to create an interface that lets them achieve their goals.

2. Composition: The Look and Feel of an Application
The composition or layout of a UI not only influences its appeal, it also has a tremendous impact on the usability of the application in which the UI is used. Composition includes such factors as positioning of controls, consistency of elements, affordances, use of white space, and simplicity of design.


Positioning of Controls
In most interface designs, not all elements are of equal importance. Careful design is necessary to ensure that the more important elements are readily apparent to the user. Important or frequently accessed elements should be given a position of prominence while less important elements should be placed to less prominent locations. Buttons, such as OK or Next, should be placed in the lower right portion of the screen as the user normally won’t access these until they have finished working with the form. Grouping of elements and controls is also important. Information should be grouped logically according to function or relationship.

Consistency of Interface Elements
A consistent look and feel creates harmony in an application – everything seems to fit together. A lack of consistency in an interface can be confusing, and can make an application seem chaotic, disorganized, and cheap, possibly even causing the user to doubt the reliability of an application. Language, layout, and design are just a few interface elements that need consistency.

For visual consistency, you should establish a design strategy and style conventions before moving on to development. Design elements such as the types of controls, standards for size and grouping of controls, and font choices should be established in advance.

Also, try to use controls appropriately; while a text box control can be set to read-only and used to display text, a label control is usually more appropriate for that purpose. Remain consistent in the setting of properties for your controls – if you use a white back color for editable text in one place, don’t use grey in another unless there’s a good reason. Pick a style and stick with it throughout your application, even if it means redesigning some features.

Affordances: Form Follows Function
Affordances are visual clues to the function of an object. A user interface also makes use of affordances. For instances, the three-dimensional effects used on command buttons make them look like they are meant to be pushed. If you were to design a command button with a flat border, you would lose this affordance and it wouldn’t be clear to the user that it is a command button.

Use of white space
The use of white space in your user interface can help to emphasize elements and improve usability. White space doesn’t necessarily have to be white – it refers to the use of blank space between and around controls a form. Too many controls on a form can lead to a cluttered interface, making it difficult to find an individual field or control. Consistent spacing between controls and alignment of vertical and horizontal elements can make your design more usable as well.

Simplicity & Clarity
Perhaps the most important principle of interface design is that of simplicity & clarity. When it comes to applications, if the interface looks difficult, it probably is. A little forethought can help you to create an interface that looks (and is) simple to use. Also, from an aesthetic standpoint, a clean, simple design is always preferable.

To be effective using an interface you’ve designed, people must be able to recognize what it is, care about why they would use it, understand what the interface is helping them interact with, predict what will happen when they use it, and then successfully interact with it. Clarity inspires confidence and leads to further use.

3. Choosing a color
Color is an important visual element of most user interfaces. Beyond pure aesthetics, color has associated meanings and elicits emotional responses. To prevent confusion in meaning, color must be used consistently. To obtain the desired emotional responses, color must be used appropriately.

Effective use of color can make your program’s user interface (UI) more effective. Color can help users understand certain meanings at a glance. Color can also make your product appear more aesthetically pleasing and refined. Color can evoke strong emotions, and if you’re designing for international audiences, certain colors may have cultural significance. It’s usually best to stay conservative, using softer, more neutral colors.

Of course, your choice of colors may also be influenced by the intended audience and the tone or mood you are trying to convey. Bright reds, greens, and yellows may be appropriate for a children’s application, but would hardly evoke an impression of fiscal responsibility in a banking application. Small amounts of bright color can be used effectively to emphasize or draw attention to an important area. It’s best to stick to a standard 16-color palette if possible.

4. Use of Images and Icons
Icons and images are used more frequently than ever before to aid people in quickly finding and gathering information. Using icons and images forces you to organize and verbalize your information in a more structured, compact, and visual way. Icons and images are evolving and becoming the dominant way of conveying information.

It is also important to consider the cultural significance of images. Many programs use a picture of a rural-style mailbox with a flag to represent mail functions. This is primarily an American icon (although it is now found in rural areas elsewhere, including Australia); users in other countries or cultures probably won’t recognize it as a mailbox.

In designing your own icons and images, try to keep them simple. Complex pictures with a lot of colors don’t degrade well when displayed as a 16-by- 16 pixel toolbar icon, or when displayed at high screen resolutions

5. Fonts Selection
Fonts are also an important part of your user interface, because they often communicate important information to the user. You need to select fonts that will be easily readable at different resolutions and on different types of displays. It’s best to stick with simple sans serif or serif fonts where possible. Script and other decorative fonts generally look better in print than on screen, and can be difficult to read at smaller point sizes.

It should also be kept in mind that if the user’s system doesn’t include a specified font, the system will make a substitution, resulting in a completely different appearance than what you intended. If you’re designing for an international audience, you’ll need to investigate what fonts are available in the intended languages. Also, you’ll need to consider text expansion when designing for other languages – text strings can take up to 50% more space in some language. Again, design consistency is important in choosing fonts.

6. Conserve attention at all costs
Attention is precious. Don’t litter the side of your applications with distractible material. If someone is reading let them finish reading before showing that advertisement (if you must). Honor attention and not only will your readers be happier, your results will be better. We must conserve attention at all costs.

7. One primary action per screen
Every screen we design should support a single action of real value to the person using it. This makes it easier to learn, easier to use, and easier to add to or build on when necessary. Screens that support two or more primary actions become confusing quickly.

8. Provide a natural next step
Very few interactions are meant to be the last, so thoughtfully design a next step for each interaction a person has with your interface. Anticipate what the next interaction should be and design to support it well.

9. Provide feedback
Your interface should at all times speak to your user, when his/her actions are both right and wrong or misunderstood. Always inform your users of actions, changes in state and errors, or exceptions that occur. Visual cues or simple messaging can show the user whether his or her actions have led to the expected result.

10. Handling the error
No matter how clear your design is, people will make mistakes. Your UI should allow for and tolerate user error. Design ways for users to undo actions, and be forgiving with varied inputs. Also, if the user does cause an error, use your messaging as a teachable situation by showing what action was wrong, and ensure that she/he knows how to prevent the error from occurring again.

11. Help and Documentation
No matter how great your user interface, there will be times that a user needs assistance. The user assistance model for your application includes such things as online Help and printed documentation. Online Help is an important part of any application – it’s usually the first place a user will look when they have a question. Even a simple application should provide Help.

12. User Assistance Tools
The user assistance model for your application should also include:

Tool tips
Tool tips are a great way to display information to the user as they navigate the user interface. A Tool Tip is a small label that is displayed when the mouse pointer is held over a control for a set length of time, usually containing a description of the control’s function. Normally used in conjunction with toolbars, Tool Tips also work well in most any part of the interface.

What’s This Help
“What’s this” Help provides a link to a pop-up Help topic when the user selects What’s This Help and clicks the What’s This cursor on a control. What’s This Help can he initiated from a toolbar button, a menu item, or a button on the title bar of a dialog box.


Status Displays
A status display can also be used to provide user assistance in much the same way as a Tool Tip. Status displays are a good way to provide instructions or messages that may not fit easily into a Tool Tip.

Book of Rhymes – One Of The Coolest iPad & iPhone Apps For Kids!

Hussain Fakhruddin
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Hussain Fakhruddin

Hussain Fakhruddin is the founder/CEO of Teknowledge mobile apps company. He heads a large team of app developers, and has overseen the creation of nearly 600 applications. Apart from app development, his interests include reading, traveling and online blogging.
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We had developed a unique app for kids so that they can enjoy their classical rhymes all in a new and interactive way-  that too with originally remixed music and fun activities.



To replace the traditional books and apps with a highly interactive and fun app for kids to enjoy their rhymes while they learn it too.

After a vivid research and a lot many discussion with our R&D and Content team, we jotted down some of the most famous rhymes that were very popular among the children. After the research was done, our work began. We started preparing a list of all the necessary features and functionality that would be added in the app. We decided upon giving the following activities:
-Learn to Draw
-Find Me
-Card Designer
-Color Me
-Spot the difference
-Put it together.


The effective use of color and graphics in children’s media is one of the most important aspects of design to ensure that you deliver optimal content and a memorable user experience to young users.

While most of our content and interactive elements in application employed graphic components and vibrant color combinations, the way in which the application combine these elements lead to a great user experience.

We preferred bold, primary colors and high contrasts in the graphic layouts of our iphone apps that would evoke exploration and discovery. We decided upon very colorful background illustrations, to create an immersive and exploratory experience for children.

We knew it was important to differentiate elements that are interactive and make it clear to children when they can tap, click, or interact with something. While it is vital to establish a visual hierarchy in expressing interactivity and, at the same time, convey a playful look and feel, our designers were cautious when using extra bold or extra thin letterforms, as well as drop shadows, italics, underlining, caps, and color. We tried using many fonts but finally we decided upon using the font “Clovis Cheury.” The font is not only simple but easy to read too.

photo 2  photo 4



It was important to maintain a visual hierarchy and emphasize elements that are interactive. To emphasize the theme of the app in the user interface, we introduced such elements, objects and textures that would make the app attractive, user friendly and highly interactive. We achieved this by making clickable or tappable elements bigger, adding subtle drop shadows or contour lines and using a broader color palette than the one we’ve used in the background graphics.

With wooden planks hung on the tree, colorful birds, little television and little characters on pumpkin parachutes, so styled accordingly that these engross the child keep him sticked to the screen for hours.

photo 1




The buttons and keys have an increased tappable area making it easier for the kids to navigate the app.

Narrations and bright colors guides the child to easily understand the tappable areas.

The visual hierarchy is clear. The navigation buttons, which directs them to the individual acitivity pages like, Quiz, Leran to Draw, Piano, etc designed as wood planks, does not confuse the child with the background elements.

 learn_to_draw                                      color_me




Every app needs a beautiful, memorable app icon that attracts people in the App Store and stands out on their Home screen.

The application icon was the most important icon for us to design. This is the place for the product identity, as well as a clear indication to the user of what the application does. The application icon is what the user opens to run your application.For the app icon, we knew we had to create something which is easily recognizable and brings out the very meaning of the app. So instead of cramming lots of different images into our icon we found a single element that captured the essence of our app and express that element in a simple, unique shape.

Hence, after sketching and trying a number of icon, we decided on an icon that represented both rhymes and music.




We completed the project in just a span of 6 weeks which was quite challenging to us.

With continuous and tedious efforts of our iPhone app developers and back-end team, we managed to realease the app and meet our deadline. Through rigorous checks and testing, we made sure that no bugs were left out.



The app was ready in just six weeks. We released it in App Store and were amazed by the results and over-whelming responses. It was quite popular among people within a few days.

We had also worked on version 1.0.3 and updated it with minor enhancements based on our user feedback.

In Teks, we love to come up with new and innovative ideas everyday and give the users the best.
Why don’t you get in touch with us and see what we can do for your company?


Hussain Fakhruddin
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Hussain Fakhruddin

Hussain Fakhruddin is the founder/CEO of Teknowledge mobile apps company. He heads a large team of app developers, and has overseen the creation of nearly 600 applications. Apart from app development, his interests include reading, traveling and online blogging.
Hussain Fakhruddin
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03     www

“Some people walk in the rain, others just get wet.”
– Roger Miller’s quote came to be so very true for us recently when Teks enjoyed its annual offsite amidst torrential rainfall!

Yes! It was indeed a Rainy Day Picnic!!! Early that morning, black clouds gathered in the sky. Thunder rolled and a heavy downpour had set in. The rain did not seem to stop even for a while. But this could not dampen our spirits. We set out for the offsite with our umbrellas and rain coats on. We boarded the hired mini bus and started towards our offsite destination.

11  08

This year, the venue was Country Roads Resort. The resort was not too far and was located at Panchla – a picturesque countryside near Bauria. Spread over 45 acres of magnificent greens, the resort was a real treat to our eyes. And the torrential rain added an icing to it. A soft, pleasant breeze was blowing. All the trees and plants that had been just washed appeared very beautiful and pleasant. The beauty of the garden in the resort refreshed our minds and souls.A soft pleasant smell pervaded every place and the clouds had nearby cleared by then. Our hearts leapt up with joy to behold this beauty. We ran into the garden and started screaming and yelling. We felt as if we were back to those childhood days. We all had a cool photo session. Everyone posed at their best.




It was time for the outdoor games & activities. Quickly, we had our breakfast and gathered near the pool. There was a “Medley Relay & Treasure Hunt” race. The teams had to balance a lemon on a spoon, hop in a three-legged race, thread a needle and finally search for the clues to get the jackpot. All of us kept searching for clues all over the resort. It was such a fun! Finally, the “Spark Plugs” team bagged the jackpot!

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Next, we had a volleyball match. As the field was wet and muddy, we decided to play volleyball in the pool itself.

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Then we had our lunch. There was a plethora of delicious food. When the waiter poured the hot gulab jamuns in a bowl, a crowd literally gathered and gorging on the sweets!

After the lunch we had free time to enjoy the splendors of the park. Some played sports, while others lounged around in the shade.

15     37

Soon, it was time for the indoor activities and performances. We all were eagerly waiting for this. While a group enacted a hilarious comedy drama on “Modern Ramayana,” another group performed a Zombie dance! It was such great fun that everyone burst out laughing. There were solo performances too. Every  member of the Teks family either danced, sang, enacted a famous character or indulged in mimicry.

Screen Shot 2013-10-31 at 5.34.13 PM  Screen Shot 2013-10-31 at 5.46.07 PM

In the evening, we had hot pakoras with tea or coffee. What a perfect hi-tea in such a wonderful weather.We sat on the lawn beside the fountain and enjoyed our tea with the murmuring of the flowing water. Time to time, tiny jokes and a funny trivia game increased our enjoyment.

17  13

Hardly did we know, that a blast was waiting for us! All of us were asked to enter a room for a thanksgiving speech by our CEO. The room was all dark and nothing was visible. Suddenly, with a bang, loud music broke the silence accompanied by colorful laser lights and beams. It was then we realized, we were actually dragged into the disco! The hip setting, happening music added a zing to our spirits. Everyone let their hair down and enjoyed the good times, and how!

Screen Shot 2013-11-07 at 3.50.57 PM   Screen Shot 2013-11-07 at 3.55.56 PM

Time went by and we had no cares. Finally, it was time to return back home. What an offsite it was! It was one of the most memorable day in everybody’s life. Apart from being an exciting and fun filled day, it would hold some of the greatest memories of being together………………………