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DECIDE
Launching Digital
Products
Pitfalls & Opportunities
@niallrochen.roche@ucl.ac.ukGet in touch
Niall Roche
DECIDE
• Distribution Channels
• Targeting Users
• Avoiding Potential Launch Issues
• Charging
• Tech Advice for scaling
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
DECIDE
DECIDE
DECIDE
The	
  Mobile	
  Ecosystem
• Network	
  Providers	
  /	
  Mobile	
  Operators
• Device	
  Manufacturers
• Opera1ng	
  System	
  Providers
• App	
  Store	
  providers
• Cloud	
  providers
• Designers	
  &	
  Developers
• Innovators
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
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?
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
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
DECIDE
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
DECIDE
Charging
• Online Payment Providers
• Stripe PayPal/Braintree Square Amazon
• App Stores
• http://www.slideshare.net/mobyaffiliates/guide-to-
mobile-app-stores
• Operator Billing and aggregators e.g. Bango
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
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
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
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
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
DECIDE
CARTOON CREDIT: "The Joy of
Tech™" by Nitrozac & Snaggy,
joyoftech.com. Copyright © 2008
Geek Culture. Archived at
GeekCulture.com.
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
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
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
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
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
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
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
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
choose an
assumption
to validate
add
feature(s)
and
analytics
carry out
split testing
can it be
measured?
evaluate
metrics
Yes
No??
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
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
DECIDE
Useful Links
• appannie.com
• https://s3.amazonaws.com/files.appannie.com/blog/
pdf/Going_Live_on_Google_Play_Checklist.pdf
• http://cdn.apptamin.com/ASO_Cheat_Sheet.pdf
• http://uk.businessinsider.com/the-future-of-the-mobile-
industry-2014-11?r=US#-21
• http://www.phunware.com/marketing/freemium-
paidmium-mium-latest-pricing-strategies-mobile-apps/
DECIDE
Launching Digital
Products
Pitfalls & Opportunities
@niallrochen.roche@ucl.ac.ukGet in touch
Niall Roche

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UCL M.Sc. Technology Entrepreneurship 2015 - Launching Digital Products

  • 1. DECIDE Launching Digital Products Pitfalls & Opportunities @niallrochen.roche@ucl.ac.ukGet in touch Niall Roche
  • 2. DECIDE • Distribution Channels • Targeting Users • Avoiding Potential Launch Issues • Charging • Tech Advice for scaling
  • 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
  • 13. DECIDE Charging • Online Payment Providers • Stripe PayPal/Braintree Square Amazon • App Stores • http://www.slideshare.net/mobyaffiliates/guide-to- mobile-app-stores • Operator Billing and aggregators e.g. Bango
  • 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
  • 20. DECIDE CARTOON CREDIT: "The Joy of Tech™" by Nitrozac & Snaggy, joyoftech.com. Copyright © 2008 Geek Culture. Archived at GeekCulture.com.
  • 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
  • 29. choose an assumption to validate add feature(s) and analytics carry out split testing can it be measured? evaluate metrics Yes No??
  • 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
  • 32. DECIDE Useful Links • appannie.com • https://s3.amazonaws.com/files.appannie.com/blog/ pdf/Going_Live_on_Google_Play_Checklist.pdf • http://cdn.apptamin.com/ASO_Cheat_Sheet.pdf • http://uk.businessinsider.com/the-future-of-the-mobile- industry-2014-11?r=US#-21 • http://www.phunware.com/marketing/freemium- paidmium-mium-latest-pricing-strategies-mobile-apps/
  • 33. DECIDE Launching Digital Products Pitfalls & Opportunities @niallrochen.roche@ucl.ac.ukGet in touch Niall Roche