Archive for the ‘App Store’ Category

Back-to-school Blitz

Thursday, August 25th, 2011

The back-to-school season has propelled Grades 2 upwards in the charts. We are approaching 200,000 downloads. And we’ve recovered a position on the top ten Education list. The reason for this is two-fold.

For starters, Apple put us in a “back-to-school” app collection that is one of the app store’s rotating banners right now. They also inducted us into the “College Survival Guide” app store essentials collection (as the #1 app to boot). We’ve been eying that slot for some time. This will give us a semi-permanent presence in front of the eyeballs of students searching for college apps.

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Then we started seeing Grades all over blogs. Little ‘ole blogs like Mashable and The Huffington Post (the No.2 and No. 1 blogs in the world, respectively). But the real kicker is this: the HuffPo article wasn’t a “back-to-school apps” article, but simply a “back-to-school items” article. So now, at least according to HuffPo, Grades 2 has joined “backpack” and “TI-84 calculator” as a back-to-school essential. You won’t hear us protesting!

We also wound up on USA Today’s and ABC News’ websites as one of 8 tech tools for college students.

But, to bring this self-congratulation party to a conclusion, what market lessons does all of this teach? Before WWDC I broke my back trying to get the attention of the big boys. One Apple Design award later, the big boys pick up the story without my doing anything. Blogging, bragging, waving, prodding, pleading, screaming like a maniac—everything one might do to get in front of important faces is ineffectual when compared to crafting a remarkable product that markets itself.

So the take-home message is: Seth Godin was 140% right when he argued that, in order to stand out amidst today’s plethora of products, you have to market by designing something truly remarkable. Have a purple cow. Why? Because when you give birth to a purple cow, people will be intrigued and will market it for you.

100,000

Thursday, June 16th, 2011

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Throw your mind all the way back across the eons to 2010. In May of that year Jeremy and I began to brew up Grades 2. Nine months, forty days, and forty sleepless nights later, we launched Grades 2 with great ballyhoo and fanfare. SXSW had been good to us, giving us contacts with lots of great folks and eminent bloggists. We also had lots of great connections from the Grades 1 launch.

Hence, when Grades 2 first launched, lots of great people Tweeted up the story. We were featured on blogs such as MacStories, HackCollege, and AppAdvice. The synergy of these blog posts and tweets, combined with the newsletter we sent to our users, launched Grades 2 into the top 100 education apps. Our goal: to be featured by Apple on “New and Noteworthy.” Our thought: Apple helps those who help themselves—you need critical mass to get the nuclear explosion of being featured by Apple.

Our machinations worked. On the Thursday of our second week Apple featured us on “New and Noteworthy,” keeping Grades 2 up for two weeks. This made us the top app in Education for over a week and blasted us into the top 200 free apps overall. Our goal: 100,000.

Over the month of May, we accrued over 90,000 downloads. We wormed our way in front of several television cameras (the local Fox and NBC affiliates), as well as getting into the Charlotte Observer, a Japanese higher education magazine, and several student newspapers. But we still hadn’t reached that elusive 100,000.

Jeremy decided to go to San Francisco for WWDC (winning a student scholarship helped in that decision). It just so happened that, at the Apple Design Awards, Apple invited Jer onstage and gave him a glowing cube. We had won an ADA in the student category. Craziness.

Press coverage came in thick and fast. We found ourselves on the New York Times, Consumer ReportsZDNet, Mac Rumors, PC World, TUAW, and MacStories, to name a few. Jeremy also did an interview with MacWorld.

And as if that wasn’t enough, Apple put us on the front page of the App Store, along with the “Apps of the Week.” Downloads soared. And that’s how we reached 100,000 (107,270 as of today, to be exact).

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So we’ve come a long way. We’ve learned how to design a delightful app. We’ve also learned how to market said app. Our next project, which we will be blogging about over the coming months, is to learn how take full advantage of the freemium model. So far with Grades 2, ads and in-app purchases have brought in a measly $1000. We think we can do better. We also are turning our hobby into a legit business and have some pretty amazing opportunities pouring in. So stay tuned for the next part of the story.

-Josh

Smule Interview

Sunday, March 13th, 2011

I was on my way to a highly anticipated session at SXSW when I noticed a familiar face out of the corner of my eye. I winced, looked again, yep it’s Ge Wang – the cofounder of Smule, the company that built my absolute favorite app on the iPhone, Ocarina (which also happens to be one of the most successful apps on the app store, selling millions).

Needless to say I forgot all about my session and spent the next 40 or so minutes with Ge. Talk about fun! He is brilliant and I wanted to share some of our conversation with you so here you go – a shaky, flaky, but nonetheless worthwhile interview with Ge Wang. A thousand thanks to Ge for all his creative insights (he gave me a lot of cool ideas for Grades as well).

Part 1: How Smule started.

Part 2: Ocarina! How Smule took off.

The 3 Ingredients of Successful iPhone Apps

Saturday, March 5th, 2011

Judging by the response to my recent article for UX Magazine entitled, “10 Surefire ways to Screw Up Your iPhone app“, I figured a lot of folks may also be interested in ways to actually not fail or, in a word, succeed in the App Store. The title of this article is risky, especially coming from a punk 20 year old kid. Presumptuous at best, dubious link-bait at worst. While the link-bait part is true, I don’t presume to know the infallible recipe for success in the App Store. I did, however, start this blog almost two years ago with the express purpose of finding and sharing “how to build successful iPhone apps” so I think it appropriate that my first iDevBlogADay post summarize what I have learned so far. Fair enough? Let’s go.

Success, eh?

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What is success? Angry Birds was a success. Camera+, definitely. Yes, it is possible for an indie developer to make a million dollars on the app store — Redlaser is another good example (check out my interview with them) — but it just doesn’t happen that often so we shouldn’t realistically set our expectations that high.

To me, say I put in 300 hours to make an app; I’ll call it a success if I make over $23,000 in the first year.

Big point: that number is substantially less than what I could make doing client work for 300 hours so why is it still a success?

1. I personally don’t really need to make $100-$150/hr (the going contract rate) to live on.

2. Making your own app is a million times funner than making someone else’s. Greater risks. Greater rewards.

3. The non-monetary benefits of making your own app are much greater than making someone else’s because the success of the app is attributed directly to you and not some random company.

Example: Grades didn’t make a million dollars but I made enough to buy a decent used car. Hey, that’s cool but the non-monetary rewards were much greater: getting to write for UX Magazine, being interviewed in an O’Reilly book, getting featured in the Charlotte Observer and on the App Store, running into professors and students at my school who love the app, and multiplying what I can charge for client work.

In a word, street cred. It makes it easier to succeed next time around on a larger scale. What does success mean to you? Please comment.

3 ingredients for success

I’m not going to elaborate here but my formula goes something like this: great idea + exceptional design + make-your-own-splash marketing = success. Not necessarily smash success, but the kind of success we just talked about.

A few words on each.

1. Great Idea

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Without a good idea, nothing matters. You fail. A good idea is one that meets a specific and targeted need. It doesn’t have to be for everybody but it has to have either a large target audience or an audience that is willing to pay more for the functionality you provide. Do your research. Don’t enter a competitive market unless you can differentiate significantly on the design and quality of the app. Simple ideas are best. The value has to be apparent in one sentence.

2. Exceptional Design

p.s. The reason I'm using my own app as an example is that I'm too lazy to go out and find better images at the moment

p.s. I use my own app as an example due to laziness.


There are thousands of apps coming out every week. That’s okay. Most of them don’t go the extra mile (or thousand miles) on the design. If you do so, you can stand out. Don’t compromise on this. Be sure you’ve got the design talent. Sweat every detail. Do usability testing. Go beyond usable into the realm of fun, if appropriate. Give your app a personality — the colors, the metaphors, the error messages — it’s these things that make folks fans. And it’s gotta be pretty. Apple won’t feature an ugly app.

3. Make-your-own-splash marketing

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You don’t necessarily have to do all the work yourself. If you make your own splash (and you’ve got a great idea and exceptional design), Apple will notice and may very well make you a bigger splash. That’s the goal. But Apple won’t notice you unless you make some waves yourself. The launch is crazy crucial. Apple’s ranking algorithm is based on the past three or four days of downloads. That means that you want all your big boosts concentrated into that first four day period so that you can push your app up the charts before losing momentum. That means that you’ve gotta have a big launch, which means you’ve gotta have a big build-up. As an indie developer you can use Twitter, blog, and attend conferences like SXSW or 360iDev to build connections with other developers and press. These will be crucial for a big launch. Build a fan base with a pre-launch sneak peek website and a massive beta test. Marketing is not something you can push to the end — by then it’s too late. Check out the marketing chapter in App Savvy for some great tips (disclosure: I was a technical reviewer and was interviewed in the same chapter). Given the first two variables, marketing will be easy. If the idea is a dud or the design is lame, no amount of marketing is going to help much.

Doing these three things is REALLY hard. Most apps don’t make it. It’s not impossible though and it’s worth the effort. Also, I wouldn’t say this necessarily applies to games, depending on what you include in the word, “design”. I’ll talk more in detail about these ingredients later. In the mean time, please feel free to disagree and discuss in the comments — maybe we’ll learn something more.

SXSW

So pretty much all the people I’ve ever wanted to meet are going to be in Austin Texas starting Thursday so I’ma go over there with my video camera and pick their brains. I’ve already arranged an interview with one pretty cool Guy after his keynote and I’m lining up some more. All in the spirit of sharing what I learn about building successful iPhone apps and getting you to subscribe to my blog. Right now.

Coming to Austin? @ me on Twitter and maybe we can meet up (and if you’ve got some cool iOS story or advice to share, you might just end up on this blog)!

Thermo

Thursday, February 3rd, 2011

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Once in a while I am so inspired by a new app that I post it to the blog. Now is such a time, with Robocat’s latest app Thermo – an app that is so beautiful it will make you want to check the temperature outside. It’s an app they’ve been blogging about for a while and now it’s finally on the app store!

Three notes:

Does one thing and does it well

It is very targeted: it’s just for those of us who want to know the temperature outside. A novel thought: compete by providing less features, not more.

Attention to detail

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Take a look at the icon (above). As Mike Rundle noted, “A close-up shot of the Thermo app icon really looks like a spherical glass bulb with a scenery reflection. Amazing.” Michael Flarup, you are insanely talented. A message to developers: it’s difficult to find really awesome designers like Michael but you have really got to do your best to find one because design is everything in iPhone apps.

Also, check out the page to select a new location (right). It would have been perfectly usable without the faded Google map but they decided to go beyond usable and delight their users.

That is not to mention the main interface. Just awesome (pic from Giz):
500x_thermometerrrrr

We are mainly talking about visual attention to detail but you can also impress users by including little touches in the user experience that save them work, make things simpler than expected, prove you have thought about them, etc.

I have no doubt that next week we’ll see Thermo in Apple’s coveted “New and Noteworthy” section. This is what you do if you really want to be featured by Apple.

Free + ads -> Paid model

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I was really intrigued that Thermo is a free app. I haven’t seen too many really beautiful apps try doing the free+ model (who wants to ruin an awesome interface with ads) but I think Thermo did it in a very clever way. When the ad pops up, just above it there is an “x” that users can tap to get rid of ads buy paying a buck. The app functions great even with ads but the ad covers up the bottom of that beautiful thermometer, giving frequent users just enough motivation to pay that measly buck. They may end up making more money from folks removing the ads then the ads themselves.

In case you haven’t been watching “An App Story”, this is the same model we will be using for Grades 2 so I’m quite interested to see how it pans out for them. By the way, you can check out an interview I did with the Robocats guys a while back over here.

Link: Apple is rejecting its own advice

Tuesday, December 1st, 2009

Apple’s static analysis seems to be rejecting apps that use Apple’s own backward compatibility techniques. Here’s hoping Apple will fix this soon.