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14 THINGS
YOU NEED TO KNOW (and do) BEFORE YOU ASK A
VENDOR TO BUILD YOUR COMPANY A MOBILE APP


       First and foremost... Do you have enough time?


 1
         Building software is an intricate process. To build a stable product you cannot cut corners by:

         •	   Hiring junior developers
         •	   Not paying for project management
         •	   Cutting out QA cycles
         •	   Adding more warm bodies to the project

         If you don’t have enough time to produce a great product don’t waste your money producing
         an unstable or inferior one. Change your plan.




Mobile development will be different than what you’ve been doing
                                             for the last 15 years.



                                                                                                   2
 Building native software for an operating system is different than building software for the
 web. Most companies have been building on web technologies for the last 15 years, and
 it’s been at least that long since developers had to build native software for an operating
 system like the iOS or Android phones. The discipline for each is very different. On top of all
 this, the lack of established libraries forces developers to re-code things that have been done
 on the web for years. Limited physical resources like CPU and RAM mean that code has
 to be extremely efficient, whereas on the web you practically have unlimited resources and
 scalability.




                                          Contact PointAbout at 202.391.0347, info@pointabout.com
                                          or visit www.pointabout.com for more information.
The initial project will be an investment of more than $25,000 if
    you plan on getting a stable, well designed application.



3
     Building a mobile application for just one platform (i.e. iPhone, Android, Windows Phone,
     Blackberry, or Nokia) cost tens of thousands of dollars. Writing that application so that it
     works on multiple operating systems basically requires development to start from scratch.

     Developers for the iPhone and iPad have to know Objective C, Android developers must know
     Java, and Windows Phone developers need to know Silverlight. Deep knowledge in these
     application development languages is in demand. Onshore, these developers can earn up to
     a six figure salary. These rates go above and beyond $150 per hour with company overhead
     costs included.

     To break this down, at $150 per hour a $25,000 project is essentially a little over one month’s
     worth of development effort. If a project breaks down like the below, then this is really only
     a little over 2 weeks of actual development (i.e. writing code). Given that these projects are
     about building products, you might ask how long it took Microsoft to create Microsoft Word.
     The answer is hundreds, if not thousands, of man-years. Mobile application builds are not
     nearly as complicated as building MS Word. They still go through similar processes however,
     and require great attention to detail.

                        Application Quote                   Hours
                  1     Systems Requirement Specification   16.7
                  2     Development                         100.0
                  3     Advertising & Analytics             16.7
                  4     Quality Assurance (Testing)         16.7
                  5     Project Management                  16.7
                        Total                               166.8

     Keep in mind that this is just version 1 if you are successful. You will need to be prepared to
     fund version 2, 3, 4 etc.

     You can reduce the cost by going offshore but it is essential that you first gain a thorough
     understanding of the issues with offshore development (OSD). Here is a link to familiarize
     yourself with OSD:

     •	 http://advice.cio.com/michael_kavis/offshore_blunders_who_is_to_blame

     The net is that before you offshore you should determine your probability of success if you
     have not managed an offshore project previously.



                                        Contact PointAbout at 202.391.0347, info@pointabout.com
                                        or visit www.pointabout.com for more information.
Pinch yourself. Are you suffering from too much app hype?


                                                                                                   4
The iPhone’s success is mesmerizing. It seems like every day you read about another developer
who parlayed a silly iPhone application into a cool million overnight. Phones running Android
OS were activated at a clip of 160,000 a day in June 2010. The first Windows Phone 7 is slated
to launch this fall.

You see your competitors developing applications left and right. Your bosses are peppering
you with emails asking, “Where’s our iPhone app?” and “How quickly can we develop an app
for the iPad?”.

The hype is making companies pull the trigger before sitting down to think about what they
want to accomplish with their apps. Are your goals:

•	   New customer revenue?
•	   New revenue from existing customers?
•	   Increased productivity?
•	   Customer satisfaction?
•	   Market research?
•	   Branding?



       If you know your business requirements, how are you planning on
       measuring success?



5
         If your goal is new customer revenue, how much revenue? Will the revenue come from
         subscriptions? From application sales in iTunes? From in-app purchasing of content? Or is
         the revenue from advertising?

         •	 If the revenue is from in-app-purchasing, how do you feel about Apple taking 30% off
            the top?

         •	 If the revenue is from advertising, are you going to use advertising networks such as Apple
            iAd or Millennial Media? What kind of ads do you want to run? Banner? Interstitial? Or
            are you going to sell branded sponsorships?

         •	 If the revenue will come from application sales, can you realistically expect to get a return
            of more than the $25,000 to $50,000 it costs to create an app? By Apple’s own metrics,
            each paid application returns, on average, less than $3,000 a year. Even with an astounding
            $1,000,000,000 paid out to developers over the course of 2 years, there are 187,000
            paid applications in the iTunes store. That averages out to $5,347 an app over 2 years, or
            $2,673 an app per year.
If the goal is revenue, does the application have to pay for itself directly or is it part of a
        broader strategy? If the application has to pay for itself, what is the timeframe?
        Here are 2 great links on revenue from sales vs. revenue from advertisements:

        •	 www.techcrunch.com/2009/03/22/should-an-iphone-app-developer-charge-or-run-ads-
           galaxy-impact-case-study/#idc-cover
        •	 blog.jwegener.com/2009/07/26/debunking-average-iphone-cpm-ad-rates/

        If the goal is branding, how are you planning on managing success? Will it be surveys in
        the application? Will it be feedback via iTunes if the application is an iPhone or iPad application?
        What are the metrics? How do you plan on measuring downloads?

        On that note, are you sure your application is going to be used once it is downloaded? Here
        is a great link to information on application use:

        •	 www.slideshare.net/pinchmedia/iphone-appstore-secrets-pinch-media?type=presentation



       Do you know the audience demographic you are targeting?


                                                                                                      6
You may think you need an iPhone application but does it match the demographic profile of
the audience you are trying to attract in order to meet your objectives? What other platforms
should you be considering?

Here are some interesting stats from Admob/Comscore on the iPhone/iPod Touch:

•	 blog.admob.com/2009/06/16/new-research-on-the-demographics-and-behavioral-
   characteristics-of-iphone-and-ipod-touch-users-from-admob-and-comscore/

iPod Touch users are younger than iPhone users.

•	 69% of iPod touch users are between 13 and 24 years of age, while this same segment
   represents just 26% of iPhone users.

•	 74% of iPhone users are over the age of 25, compared to 31% of iPod touch users.

iPhone users have higher income levels and are more likely to have kids; both devices
skew male.

•	 In line with the older demographic composition of iPhone users, they also have higher
   incomes. 78% of iPhone users have an annual income of at least $25,000, compared to
   only 66% of iPhone touch users.

•	 iPhone users are more likely to have children than iPod touch users, most probably due to
   the age difference in the two groups. 46% of iPhone users have children, compared to
   only 28% of iPod touch users.
•	 More than 70% of users on both the iPhone and iPod touch are male.

Media Consumption: Preference for the mobile web over other media

•	 5 in 10 consumers on both iPhone and iPod touch devices use the mobile web more
   frequently than they read printed newspapers.

•	 More than 40% of users of both devices reported using the Internet on their mobile device
   more often than using the Web from their computers or listening to the radio.




      How are you going to market your application? What is your
      marketing budget?



7
        If you are building an iPhone / iPad application and you are relying on downloads to achieve
        your goals, then the sub-goal is to ensure you are listed as a top 25 application in your
        category. Here is a great blog post on accomplishing this:

        •	 www.timcascio.wordpress.com/2009/06/18/50-ways-to-promote-your-new-iphone-app



   How do you plan on supporting the application once it is built?


                                                                                                8
Who is the point person for supporting the application and what is the process they will use
to support the application? For example, who is going to:

•	 Analyze all the great analytics that you are going to generate by the inclusion of Flurry,
   Omniture, or Google Analytics?

•	 Review the application’s user comments?

•	 Review the application’s crash logs?

•	 Keep up with the platform’s next release and determine if your application is going to run
   on that release? (Keep in mind most of your users will automatically update the OS from
   Apple or Google and it is essential that your application work.)

•	 Oversee usability testing to ensure the application is maximized for success?




                                          Contact PointAbout at 202.391.0347, info@pointabout.com
                                          or visit www.pointabout.com for more information.
Who is the project manager that you are going to assign to this
      project?



9
        There are 2 sides to project management when building software with a 3rd-party vendor.
        The vendor has to have a project manager to drive the creation of a software requirements
        specification. PointAbout’s project managers:

        •	   Gather requirements
        •	   Produce wireframes
        •	   Ensure data availability
        •	   Define risks and mitigation plans
        •	   Produce a Gantt chart for delivery, schedule and accountability

        You as the customer must also have a project manager to ensure your team is providing for
        elements such as:

        •	 Input and approval of the design
        •	 Data access




Then come the technical questions…is the data available to create
                                                the application?



                                                                                                 10
•	 What are the API calls to get the data for each of the screens that support the features of
   the application?

•	 What 3rd-party data will you need to support the features of your application?

•	 Are there security issues related to the data needed in the application?




                                         Contact PointAbout at 202.391.0347, info@pointabout.com
                                         or visit www.pointabout.com for more information.
Ask these questions of your vendor before you hire them:


11
        •	 How many native applications have you built for this mobile platform? Please provide
           examples.

        •	 What is the background of your project manager and who else have they built applications
           for in my industry?

        •	 Can you provide customer references?

        •	 Can you give me examples of design work and, more importantly, UX work on this mobile
           platform from your designer?

        •	 What is the name of the tester that will be doing the QA for the application, and what
           testing methodology will he/she use?

        •	 What 3rd-party products will you be using?

        •	 How much work will be done offshore? If any at all…will the architecture be completed
           onshore? Will the project management be completed onshore?




                                                                  Get worried when…


                                                                                                12
•	 Your vendor has not produced a RACI chart that you have signed off on before building
   the systems requirements specification (SRS).

•	 Your vendor is not asking you to sign off on the SRS before moving forward with pixel
   perfect graphics from the designer.

•	 Your vendor is not asking you to sign off on the pixel perfect designs before moving
   forward with coding the application.

•	 You asked for a change to the application after the SRS and designs have been signed off
   on and your vendor is not asking you for a change order.

•	 You are not getting weekly updates on where the project is in regards to hours used versus
   total hours alotted, as well as risks and mitigation plans with the names of the people
   responsible.




                                        Contact PointAbout at 202.391.0347, info@pointabout.com
                                        or visit www.pointabout.com for more information.
When to do a ‘Time and Materials Not To Exceed’ contract and
     when to do a ‘Fixed Price’ contract.



13
      First, some definitions:

      A ‘Time and Materials’ (T&M) Contract obliges a consumer to pay a supplier a certain
      negotiated rate during the execution of a project. The ‘Time and Materials’ contract places
      the majority of the risk on the consumer, and generally has a lower price (at the outset) than
      its ‘Fixed Price’ contract counterpart.

      A ‘Fixed Price’ contract obliges the supplier to deliver a defined work-product to a consumer
      at a predetermined price. A ‘Fixed Price’ contract shifts most or all risks from the consumer
      to the supplier, and simultaneously shifts the management burden from the consumer to the
      supplier.

      Generally, a ‘Fixed Price’ contract will be more expensive than its ‘Time and Materials’ contract
      counterpart (for the same project), at least at the outset. The difference in initial price represents
      the value assigned to the risk by both the supplier and the customer.

       Contract Type            Positives                             Negatives
       TIme and Materials NTE Flexible, shared risk, only what you    Can go higher than expected
                              need, client has maximum control.
       Fixed Price              Limited customer risk, known budget   Client has little control. Can create
                                requirement                           adversarial or “one time” relationship

      Here is a great dialogue on the gives and gets of each type:

      •	 c2.com/cgi/wiki?FixedPriceContract




                                                                                         AppMakr


                                                                                                          14
                             If you don’t have the business plan, time, energy or budget to
                             deal with all that you have just read you can simply use our
                             AppMakr (www.appmakr.com) product and build a simple mobile
                             application for your brand at a very low cost with possibly a great
                             return.




                                            Contact PointAbout at 202.391.0347, info@pointabout.com
                                            or visit www.pointabout.com for more information.

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14 Things You Need to Know (and DO) Before You Ask a Vendor to Build Your Mobile App

  • 1. 14 THINGS YOU NEED TO KNOW (and do) BEFORE YOU ASK A VENDOR TO BUILD YOUR COMPANY A MOBILE APP First and foremost... Do you have enough time? 1 Building software is an intricate process. To build a stable product you cannot cut corners by: • Hiring junior developers • Not paying for project management • Cutting out QA cycles • Adding more warm bodies to the project If you don’t have enough time to produce a great product don’t waste your money producing an unstable or inferior one. Change your plan. Mobile development will be different than what you’ve been doing for the last 15 years. 2 Building native software for an operating system is different than building software for the web. Most companies have been building on web technologies for the last 15 years, and it’s been at least that long since developers had to build native software for an operating system like the iOS or Android phones. The discipline for each is very different. On top of all this, the lack of established libraries forces developers to re-code things that have been done on the web for years. Limited physical resources like CPU and RAM mean that code has to be extremely efficient, whereas on the web you practically have unlimited resources and scalability. Contact PointAbout at 202.391.0347, info@pointabout.com or visit www.pointabout.com for more information.
  • 2. The initial project will be an investment of more than $25,000 if you plan on getting a stable, well designed application. 3 Building a mobile application for just one platform (i.e. iPhone, Android, Windows Phone, Blackberry, or Nokia) cost tens of thousands of dollars. Writing that application so that it works on multiple operating systems basically requires development to start from scratch. Developers for the iPhone and iPad have to know Objective C, Android developers must know Java, and Windows Phone developers need to know Silverlight. Deep knowledge in these application development languages is in demand. Onshore, these developers can earn up to a six figure salary. These rates go above and beyond $150 per hour with company overhead costs included. To break this down, at $150 per hour a $25,000 project is essentially a little over one month’s worth of development effort. If a project breaks down like the below, then this is really only a little over 2 weeks of actual development (i.e. writing code). Given that these projects are about building products, you might ask how long it took Microsoft to create Microsoft Word. The answer is hundreds, if not thousands, of man-years. Mobile application builds are not nearly as complicated as building MS Word. They still go through similar processes however, and require great attention to detail. Application Quote Hours 1 Systems Requirement Specification 16.7 2 Development 100.0 3 Advertising & Analytics 16.7 4 Quality Assurance (Testing) 16.7 5 Project Management 16.7 Total 166.8 Keep in mind that this is just version 1 if you are successful. You will need to be prepared to fund version 2, 3, 4 etc. You can reduce the cost by going offshore but it is essential that you first gain a thorough understanding of the issues with offshore development (OSD). Here is a link to familiarize yourself with OSD: • http://advice.cio.com/michael_kavis/offshore_blunders_who_is_to_blame The net is that before you offshore you should determine your probability of success if you have not managed an offshore project previously. Contact PointAbout at 202.391.0347, info@pointabout.com or visit www.pointabout.com for more information.
  • 3. Pinch yourself. Are you suffering from too much app hype? 4 The iPhone’s success is mesmerizing. It seems like every day you read about another developer who parlayed a silly iPhone application into a cool million overnight. Phones running Android OS were activated at a clip of 160,000 a day in June 2010. The first Windows Phone 7 is slated to launch this fall. You see your competitors developing applications left and right. Your bosses are peppering you with emails asking, “Where’s our iPhone app?” and “How quickly can we develop an app for the iPad?”. The hype is making companies pull the trigger before sitting down to think about what they want to accomplish with their apps. Are your goals: • New customer revenue? • New revenue from existing customers? • Increased productivity? • Customer satisfaction? • Market research? • Branding? If you know your business requirements, how are you planning on measuring success? 5 If your goal is new customer revenue, how much revenue? Will the revenue come from subscriptions? From application sales in iTunes? From in-app purchasing of content? Or is the revenue from advertising? • If the revenue is from in-app-purchasing, how do you feel about Apple taking 30% off the top? • If the revenue is from advertising, are you going to use advertising networks such as Apple iAd or Millennial Media? What kind of ads do you want to run? Banner? Interstitial? Or are you going to sell branded sponsorships? • If the revenue will come from application sales, can you realistically expect to get a return of more than the $25,000 to $50,000 it costs to create an app? By Apple’s own metrics, each paid application returns, on average, less than $3,000 a year. Even with an astounding $1,000,000,000 paid out to developers over the course of 2 years, there are 187,000 paid applications in the iTunes store. That averages out to $5,347 an app over 2 years, or $2,673 an app per year.
  • 4. If the goal is revenue, does the application have to pay for itself directly or is it part of a broader strategy? If the application has to pay for itself, what is the timeframe? Here are 2 great links on revenue from sales vs. revenue from advertisements: • www.techcrunch.com/2009/03/22/should-an-iphone-app-developer-charge-or-run-ads- galaxy-impact-case-study/#idc-cover • blog.jwegener.com/2009/07/26/debunking-average-iphone-cpm-ad-rates/ If the goal is branding, how are you planning on managing success? Will it be surveys in the application? Will it be feedback via iTunes if the application is an iPhone or iPad application? What are the metrics? How do you plan on measuring downloads? On that note, are you sure your application is going to be used once it is downloaded? Here is a great link to information on application use: • www.slideshare.net/pinchmedia/iphone-appstore-secrets-pinch-media?type=presentation Do you know the audience demographic you are targeting? 6 You may think you need an iPhone application but does it match the demographic profile of the audience you are trying to attract in order to meet your objectives? What other platforms should you be considering? Here are some interesting stats from Admob/Comscore on the iPhone/iPod Touch: • blog.admob.com/2009/06/16/new-research-on-the-demographics-and-behavioral- characteristics-of-iphone-and-ipod-touch-users-from-admob-and-comscore/ iPod Touch users are younger than iPhone users. • 69% of iPod touch users are between 13 and 24 years of age, while this same segment represents just 26% of iPhone users. • 74% of iPhone users are over the age of 25, compared to 31% of iPod touch users. iPhone users have higher income levels and are more likely to have kids; both devices skew male. • In line with the older demographic composition of iPhone users, they also have higher incomes. 78% of iPhone users have an annual income of at least $25,000, compared to only 66% of iPhone touch users. • iPhone users are more likely to have children than iPod touch users, most probably due to the age difference in the two groups. 46% of iPhone users have children, compared to only 28% of iPod touch users.
  • 5. • More than 70% of users on both the iPhone and iPod touch are male. Media Consumption: Preference for the mobile web over other media • 5 in 10 consumers on both iPhone and iPod touch devices use the mobile web more frequently than they read printed newspapers. • More than 40% of users of both devices reported using the Internet on their mobile device more often than using the Web from their computers or listening to the radio. How are you going to market your application? What is your marketing budget? 7 If you are building an iPhone / iPad application and you are relying on downloads to achieve your goals, then the sub-goal is to ensure you are listed as a top 25 application in your category. Here is a great blog post on accomplishing this: • www.timcascio.wordpress.com/2009/06/18/50-ways-to-promote-your-new-iphone-app How do you plan on supporting the application once it is built? 8 Who is the point person for supporting the application and what is the process they will use to support the application? For example, who is going to: • Analyze all the great analytics that you are going to generate by the inclusion of Flurry, Omniture, or Google Analytics? • Review the application’s user comments? • Review the application’s crash logs? • Keep up with the platform’s next release and determine if your application is going to run on that release? (Keep in mind most of your users will automatically update the OS from Apple or Google and it is essential that your application work.) • Oversee usability testing to ensure the application is maximized for success? Contact PointAbout at 202.391.0347, info@pointabout.com or visit www.pointabout.com for more information.
  • 6. Who is the project manager that you are going to assign to this project? 9 There are 2 sides to project management when building software with a 3rd-party vendor. The vendor has to have a project manager to drive the creation of a software requirements specification. PointAbout’s project managers: • Gather requirements • Produce wireframes • Ensure data availability • Define risks and mitigation plans • Produce a Gantt chart for delivery, schedule and accountability You as the customer must also have a project manager to ensure your team is providing for elements such as: • Input and approval of the design • Data access Then come the technical questions…is the data available to create the application? 10 • What are the API calls to get the data for each of the screens that support the features of the application? • What 3rd-party data will you need to support the features of your application? • Are there security issues related to the data needed in the application? Contact PointAbout at 202.391.0347, info@pointabout.com or visit www.pointabout.com for more information.
  • 7. Ask these questions of your vendor before you hire them: 11 • How many native applications have you built for this mobile platform? Please provide examples. • What is the background of your project manager and who else have they built applications for in my industry? • Can you provide customer references? • Can you give me examples of design work and, more importantly, UX work on this mobile platform from your designer? • What is the name of the tester that will be doing the QA for the application, and what testing methodology will he/she use? • What 3rd-party products will you be using? • How much work will be done offshore? If any at all…will the architecture be completed onshore? Will the project management be completed onshore? Get worried when… 12 • Your vendor has not produced a RACI chart that you have signed off on before building the systems requirements specification (SRS). • Your vendor is not asking you to sign off on the SRS before moving forward with pixel perfect graphics from the designer. • Your vendor is not asking you to sign off on the pixel perfect designs before moving forward with coding the application. • You asked for a change to the application after the SRS and designs have been signed off on and your vendor is not asking you for a change order. • You are not getting weekly updates on where the project is in regards to hours used versus total hours alotted, as well as risks and mitigation plans with the names of the people responsible. Contact PointAbout at 202.391.0347, info@pointabout.com or visit www.pointabout.com for more information.
  • 8. When to do a ‘Time and Materials Not To Exceed’ contract and when to do a ‘Fixed Price’ contract. 13 First, some definitions: A ‘Time and Materials’ (T&M) Contract obliges a consumer to pay a supplier a certain negotiated rate during the execution of a project. The ‘Time and Materials’ contract places the majority of the risk on the consumer, and generally has a lower price (at the outset) than its ‘Fixed Price’ contract counterpart. A ‘Fixed Price’ contract obliges the supplier to deliver a defined work-product to a consumer at a predetermined price. A ‘Fixed Price’ contract shifts most or all risks from the consumer to the supplier, and simultaneously shifts the management burden from the consumer to the supplier. Generally, a ‘Fixed Price’ contract will be more expensive than its ‘Time and Materials’ contract counterpart (for the same project), at least at the outset. The difference in initial price represents the value assigned to the risk by both the supplier and the customer. Contract Type Positives Negatives TIme and Materials NTE Flexible, shared risk, only what you Can go higher than expected need, client has maximum control. Fixed Price Limited customer risk, known budget Client has little control. Can create requirement adversarial or “one time” relationship Here is a great dialogue on the gives and gets of each type: • c2.com/cgi/wiki?FixedPriceContract AppMakr 14 If you don’t have the business plan, time, energy or budget to deal with all that you have just read you can simply use our AppMakr (www.appmakr.com) product and build a simple mobile application for your brand at a very low cost with possibly a great return. Contact PointAbout at 202.391.0347, info@pointabout.com or visit www.pointabout.com for more information.