3. DECIDE
Opportuni1es
• Developing
Consumer
Applica1ons
• Enterprise
Mobility
• Building
Mobile
Apps
for
exis1ng
companies
or
brands
• promo1onal,
social
or
func1onal
apps
• Extending
exis1ng
Services
to
mobile
• Gaming
and
Entertainment
• Payments
or
commerce
• Internet
of
Things
+
connected
home
6. DECIDE
The
Mobile
Ecosystem
• Network
Providers
/
Mobile
Operators
• Device
Manufacturers
• Opera1ng
System
Providers
• App
Store
providers
• Cloud
providers
• Designers
&
Developers
• Innovators
7. DECIDE
Revenue Channels
• Mobilise existing paid service
• Free apps to promote service or brand
• Charge per download (how much will user’s pay)
• Lite/pro - In-app purchases (freemium/paidmium)
• Play around with pricing (Appgratis, Appsfire, Free App A Day,
FreeMyApps)
• Subscription Charging
• Determine the value of your app or content
8. DECIDE
Targeting Users
• Think of what apps your target market use.
• Target devices in your target market
• ROI may not be there to support uncommon or old
devices
• users keep a device for 24-18 months
• pre/post paid user, do they have a data plan?
9. DECIDE
Payment Predictions
• through 2018, less than 0.1 percent of consumer
mobile apps will be considered a financial success
by their developers
• by 2017 94.5 % of downloads for free apps
• 90 % are downloaded less than 500 times per day
and make less than $1,250 a day.
• Source Gartner
10. DECIDE
"Freemium" Model
• Provide free app to upsell premium app
• Provide taster/teaser version
• Playable Demo of Game
• Reduced feature set
• Usually use advertising to make small revenue
• Trial versions on certain platforms e.g. Microsoft
12. DECIDE
In-App Advertising
• Low revenue for app developers
• 60/40% split for Apple and Microsoft
• Must be relevant to the user & the context
• Affiliate programs may be a better bet
• Users do not want interruption!
• Think of the UI design impacts of the advert
14. DECIDE
Marketing
• Don't expect to upload an app and sit back and make money
• Visibility of an app on app store is key
• Need to draw customer to your app/site
• External sources such as Social Media
• Consider advertising and affiliates!
• Try to get to be Featured App (give 3 weeks notice)
• Use Promo Codes for media or influencers e.g. Bloggers
15.
16. DECIDE
Marketing
• Angry Birds Strategy (see wired article on this)
• Start in small Markets and build user group and get
good ratings and build from there
• Build a group of happy users who will help to
promote the app virally
• start on Android to build a community fast then
move to iOS
17. DECIDE
Affiliate programs
• Refer users of your app to download other apps
• Make money if your referral leads to a purchase on
iTunes within 72 hours (5% revenue)
• mobyaffiliates.com Amazon phg
18. DECIDE
Prelaunch Strategies
• Soft launch in smaller App Stores (App Lab)
• TestFlight and Google Play Beta
• launchsky.com preapps.com
• Promote on discovery sites like Appolicious
• Coordinate marketing activities with launch
• Reviews - who blogs/writes about your type of apps -
send them a promo code
19. DECIDE
Prepare for Launch
• Get All paperwork and legals in place
• Create the necessary Certificates Profiles etc.
• Upload App Meta data and promotional content
• ASO and App Naming
• Promotional/Support Website + Social
• Logo and Screenshot
21. DECIDE
Problems with Approval
• not following Human Interface Guidelines
• using Private APIs (functions reserved for Apple)
• apps not working offline
• competition with built-in app or Apple service
• e.g. alternatives to in-app purchases
• using existing Apple icons for different purpose
22. DECIDE
Problems with Approval
• don’t just wrap a mobile website into an App
• Check the size of the App
• Validate the app before launch
• Be careful with background activity and data use
• testing using tools and on real devices on different OS
and hardware variants
• Leave time for Approval/Rejection/Reapply/Rejection
23. DECIDE
App approval times
• current average is 4-5 days (weekends too)
• http://appreviewtimes.com for latest times
• @appreviewtimes will post once a day with the
latest averages
• double that to be safe (ideally 2 weeks)
• can be more near a new iOS version release
24. DECIDE
Important Features
!
• Feedback mechanism online and in-app
• Manage permissions appropriately
• Let users suggest & inform
• Ratings API (use carefully don't annoy users)
• Analytics and Metrics
• Push Notifications
25. DECIDE
Partnering
• Be a featured app provider from a software
supplier, speak at their conferences, get featured
on their stores
• Partner with a mobile operator - get exposure to
their customers and an ability to charge them
• Partner with a OEM - possibilities to get pre-loaded
on a device
26. DECIDE
Keeping Users Engaged
• Keep user using your app or the will stop using it
• Competition with other apps on device is high
• Use Push Notifications - but not too much
• Find reasons for them to engage
• Update regularly to keep users engaged
• Competitions/Promotions/Social etc
27. DECIDE
Be adaptive to change
• MVPs are usually a rush and technically bad
implementations - should be good enough
• Need core functions to achieve learning
• Being agile and using CI from an early stage in
product development can improve ability to adapt to
new features and allow faster release cycles
• MVP will probably need rewriting to avoid technical
debt can keep layering bad code on bad architecture
28. DECIDE
Validating Assumptions
• What you think vs what users actually do
• A/B testing for each feature
• abtestmaster.com for list of libraries
• Measurement is key to validate
• Analytics tools
• segment.io flurry google UXCam mixpanel
• Measure, learn and improve
• Let the data help to drive your decisions
30. DECIDE
Scalability Concerns
• Tricky balance between building MVP and building a
scalable product
• Focus on using backend servers that auto-scale e.g.
cloud services or PAAS
• Build systems that are big enough for expected user
base but don’t over engineer for non-existent users
• Don’t ignore scalability over adding new features
e.g. Friendster
31. DECIDE
Estimating Costs
• Consider cost of implementation per platform
targeted, OS versions and per device class
• Cost to build + cost to support and improve
• App Store and other distribution costs over time
• Price and lifespan of hardware
• Apps will need constant updating to keep up with
OS and device changes