Archive for the ‘iPhone App Marketing’ Category

Free Facebook marketing – did I just strike gold? [Update: Answer = maybe not directly]

Saturday, March 19th, 2011

Be sure to read the updates at the bottom…This idea may violate the Facebook TOS but it has sparked some good discussion on alternative ways to do viral marketing.

loadingGrades
This post is about an idea I thought up just before heading to SXSW. I’ve told this to a number of people at SXSW and, judging from the response from some of my most respected friends, this may be very, very interesting (someone from the Gaurdian actually shared my idea before I got the chance to).

The idea is this:

1. Release Grades 2 as a free app (no paid version, no lite version – just one app).
2. Place some ads in the app.
3. Allow users to get rid of ads with an in app purchase (maybe $1 or $2).
4. This is the new part: users can also get rid of ads for, say, a month by simply sharing the app on Facebook (which they can easily do right within the app).

1-3 are fairly rare, especially for high quality apps, but I think #4 could really blow this thing up. Some folks don’t hate ads enough to pay to get rid of them but, come on, all I have to do is share this app (which, presumably, I really like any way) on Facebook and the ads will disappear for a generous amount of time? I think a lot of people will go for that.

Say Bob is an average Facebook user and has 130 friends. Bob shares Grades 2 with his friends and goes ad-free for a month. We just lost a month of ad-revenue from Bob but out of those 130 friends I think it’s pretty reasonable to assume at least two of them would download a free, recommended app. So now those 2 new users have the same three choices – use the app with ads, get rid of ads for a dollar, or temporarily get rid of ads by sharing. I either make money from those two users or, if they choose to share, the process continues. Obviously not everybody is going to share the app on Facebook so eventually at some point I’m going to make some money – and probably a lot more than I would have made from just Bob.

This kind of marketing could also be very lasting. I made tons of awesome connections at SXSW so I am pretty sure I’ll have a very big launch but being featured on the top blogs, or even by Apple for that matter, produces big spikes that don’t last too long unless you can manage to stay high on the charts. This Facebook marketing, however, not only has the potential to be viral at the beginning but this kind of marketing has the potential to be very consistent and ongoing and may very well be the key to keeping Grades 2 high on the charts.

Compare that to buying ads or trying to get posters on college campuses. Those things cost tons of money for minimal return. The only cost here is the missed potential revenue from the users who share the app. To me, that is a very small price to pay for the kind of virality this kind of feature might produce. It also has the side benefit of appeasing the folks who hate ads but may not be willing to pay to get rid of them. Win-win all around.

Here’s what I’m thinking it’s gonna look like:

These items all lie beneath the drawer. They are revealed when the user scrolls the drawer all the way up or when the user taps an "x" button located on top of the banner ad.

Speaking of Grades 2, I am aiming to finally submit it to Apple in the next few days so I’ll definitely keep you posted on how the Facebook marketing plays out.

What say you?

UPDATE: it is possible that implementing the following idea might violate the Facebook TOS. Will post another update when I get to the bottom of this (thanks Mogden)…

UDPATE 2: Hello cold water! If you look at Facebook’s page on application integration points, I think we can safely say that the following idea would violate their policy. Bummer. I’m sorry I didn’t look deeper into this before posting. I still think Facebook is a great way to spread your app virally – we just need to find ways to do it that wouldn’t be considered incentivizing.

UPDATE 3: Even though this may violate the Facebook TOS, I’m still glad I posted this because it has sparked some good discussion about ways to encourage viral sharing outside of Facebook.

1. swiftfoxsw mentioned in the comments that Twitter might be an alternative. It is not as ubiquitous as Facebook but definitely may be worth looking into.

2. Cody Fink of MacStories suggested possibly taking this idea into the real world: “Say a friend has Grades, and wants a month free of advertising. He can ask his buddy to download Grades, enter a four digit pin, and both users get Grades for free for one time between those two friends. To get more months for free, you have to ask more friends to download and try grades. I’m thinking like a classic referral code/name model.”

Very good ideas. You might even be able to use the Bump API to skip the whole referral code thing. You bump the phones together and both friends get it free for a month.

3. As a side note, some apps definitely do incentivize Facebook sharing and have gotten away with it. Most prominently, Doodle Jump (according to Ronan) “gives an achievement for posting your score to Facebook.” Also, in the comments Matt Rix says “Head Spin 3D basically does this. A user can get 8 hours of the paid game if they share their scores on Facebook or Twitter.”

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?

success
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

icon
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

anappstory
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)!

Q&A Event with Ken Yarmosh

Monday, February 7th, 2011

Recently, Skookum, the place where Jer works, held a special event. Ken Yarmosh, author of App Savvy, came and answered questions on iPhone app development. Jer served as moderator. The story made it into the Charlotte Observer (you can find the article here).

The great people over at CLT Blog filmed the event. I have embedded the video below.

An App Story — Episode 6

Thursday, February 3rd, 2011

The Grades 2 beta is finally out. Woohooo! In this episode we talk about an event with Ken Yarmosh, a cool site called Forrst, and our beta testing set up, including how to use TestFlight to take a ton of pain out of the beta testing process.

The Power of Cool

Saturday, January 15th, 2011

woodstock-snoopy-joe-coolIn my last post, I talked about marketing lessons from Starbucks. The bottom line was that Starbucks tethers its brand to a pleasant and soothing experience. In this post I will begin getting into the nitty-gritty on how to utilize experience-based marketing in iPhone apps. All hail the power of cool.

One element of the Starbucks experience is the cool factor. Notice that they do not play Britney Spears music. Ponder the fact that they use highly stylish decor. And consider that they label their drinks with Italian names; Howard Schultz, emperor of Starbucks, claims this is to produce an atmosphere of “romance”; I think it is also to produce an atmosphere of “cool.”

Joe or Jane consumer may not want to be caught shopping at the dollar store. But they wouldn’t mind being caught in Starbucks. Indeed, Starbucks promises and delivers a considerable ego-stroking. This ego-stroking constitutes part of the experience that makes Starbucks so pleasant: if each time a customer goes to Starbucks, they get a gentle ego massage, this makes it more likely that they will come back and have pleasant associations with the brand.

Apple also utilizes the cool factor. Apple’s stylized iPod commercials gave the iPod an artzy aura; the commercials promised customers that buying an iPod would allow them to bask in that aura. This marketing appeals directly to the subconscious, initiating an emotional impulse to buy the product. This is more powerful than appeals to the mental faculties with talk of great features or low prices.

apple-ipod-advertisement-Hong-Kong-Steve-Webel

iPod ads in Hong Kong

Hence, our apps should exude the aura of cool and deliver an ego-stroking. Just as Starbucks patrons love to be seen at Starbucks, our customers should love to be seen using our apps. The more vigorous the ego-massage, the more likely customers will be to use the app frequently and want to use the app around other people.

For instance, Tapbots have become famous for taking utilitarian tasks and making them cool and delightful. Users love to be seen using Tapbots’ convertbot. The genius of this little app is that, although it deals with a banal task (converting units), it uses an interface that makes the user feel like they are commanding the Starship Enterprise.

Convertbot

Convertbot

Next time I will continue to discuss ways to apply experience-based marketing to iPhone apps.

—Josh

An App Story — Episode 4

Wednesday, January 12th, 2011

Here’s episode 4 of “An App Story.” This time we talk about how and why we are using the iAd model rather than the $1 model we used for Grades 1.0.

Mentioned in the video:

By the way, we have a YouTube Channel you can follow.

iPhone App Marketing Lessons from Starbucks

Friday, January 7th, 2011

Starbucks-Mug-Wallpaper-starbucks-271092_800_600

Starbucks makes lots of bucks. But they don’t spend a dime on traditional billboard/banner/TV advertising. Are there marketing principles we app developers can distill from Starbucks’ success? I think there are.

Starbucks’ marketing success stems primarily from one technique: they connect their brand with a pleasant and memorable experience. When you go to Starbucks, you receive a competently-crafted coffee that gives you a caffeine high and tingles your taste-buds; at the same time, the warmth and comfiness, the stylish but pleasant post-modern decor, the soothing and romantic notes of La Vie en Rose or L’Ora dell’Addio, the bubbly chatter of human beings around you produce an almost therapeutic ambiance. Thus, the next time you see a Starbucks logo all of those sensations (experiences) of warmness, fuzziness, caffeine high, pleasant taste, romantic music, etc. all converge upon you, compelling you to repeat the experience. This is the marriage of brand and experience.

Apple, like Starbucks, markets by engineering delightful experiences. 37signals have written about how Apple does this with their “designed by Apple in California” label. The Apple Store also exemplifies Apple’s obsession with experience: there’s an employee for almost every customer, ready to help and explain; and the employees, after helping you, can swipe your credit card information on the spot, allowing you to quickly purchase things without waiting in any line. Eliminating the scent of bureaucracy, Apple produces an intensely personal experience, treating the customer as if she were a princess.

In their book, The Experience Economy, B. Joseph Pine and Joseph H. Gilmore argue that the consumer of the future will increasingly expect and demand not merely goods or services, but experiences. They contend that the successful companies of the future will deliver goods and services in an experiential gift wrap. The advantage of an experience-based marketing strategy is that it allows you to manufacture a viral effect.

Starbucks’ engineers a pleasant experience; and gets them both customer loyalty and the viral effect. Each Starbucks customer becomes a Starbucks marketer and the effect snowballs as more people are sucked in.

Thus, as iPhone developers and marketers, it is imperative that we not merely focus on “features” or even social media marketing. Rather, we must pay much attention to engineering an overwhelmingly delightful experience in and around our apps (In his article, “The iPhone is not Easy to Use,” Fred Beecher argues that the future of UX design is “delightfulness”).

The experience of using the app must be delightful. In addition, our customer support, blogs, and other points of contact with customers must be similarly delightful. In my next post I will apply, in detail, the principal of experience-based marketing to iPhone apps.

—Josh

[VIDEO] An App Story – Episode 1

Tuesday, December 14th, 2010

I’ve decided to use some of my newly found time to not only build Grades 2 but to do it out in the open! My brother, Josh, and I are starting a weekly video highlighting progress, the problems we face, insights into our design and marketing strategies, and who knows what else. It’s a story and I don’t know the ending but we think it’s gonna be a really fun ride and we’re super pumped about it.

This first episode provides some background and covers some marketing related stuff. The Belk College of Business issue I mentioned in the video is actually coming out in January (not this week, as I thought). However, I was just notified that UNC Charlotte Niner News will be posting a story this week.

The name

I’m stupid and just discovered that the name “AppStory” is already being used by an established brand so we’re still considering what to call this thing. I’m not sure if “An App Story” would be different enough so we would love to hear your ideas.

Come along for the ride…

Subscribe to our channel on YouTube (iTunes coming soon) and please keep the conversation going in the comments! What kind of stuff would you like to hear about? This is gonna be fun!

Get App Savvy – the definitive guide to launching successful iOS apps!

Tuesday, October 19th, 2010

appsavvy
Back to the Mac. Back to the Mac. Back to the – halt! Okay, we’re all really excited about tomorrow. It’s going to be insanely great. But I would like to interrupt this message to talk about something happening TODAY – the launch of a project I am proud to have been involved in for the past six months. Today I am excited to announce the launch of App Savvy: Turning Ideas into iPad and iPhone apps Customers Really Want, an O’Reilly book by Ken Yarmosh – we think you are going to love it!

If you read this blog, you need to stop reading and go out and get a copy. App Savvy is the definitive guide to launching successful iPhone apps, from generating and validating ideas to marketing strategy. It is chocked full of step by step, practical advice and anecdotes from Ken’s experience. Even more, it includes close to 30 interviews with some of the most successful folks in the business. Jeff Smith of Smule (Ocarina, I am T-Pain…), the Tapbots (WeightBot, ConvertBot…), Phill Ryu of taptaptap (Classics, Convert…), Sophia Teutschler (Articles), Mike Rundle (Digital Post) to name a few (and by some fluke I ended up in there too). While nothing can guarantee success, following the battle tested principles and tips laid out in App Savvy will definitely put you ahead of the curve and steer you in the right direction.

To me, the best part is Ken’s advice on marketing. I think I have read almost everything ever written about about iPhone app marketing and this is by far the most thorough and insightful. Ken includes marketing checkups throughout the book because one of his key insights is that marketing is a crescendo – it’s not something you just slap on at the end. It all rings true with my experience in marketing Grades and a lot of it I haven’t seen published elsewhere. There is some theory but it is mostly really practical stuff. Awesome.

Gems

There are tons of gems in the book but I challenge you to dig out one in particular – it’s a technique that I discovered while launching Grades and have eluded to a few times here on Tapity. The technique proved so effective that I have been hesitant to share it publicly. It’s buried in my interview in the marketing chapter – see if you can dig it out!

Salt?

Feel free to take this post with as many grains of salt as you want – I was obviously heavily involved in the book. Eye-to-eye, though, this book is really good. I am not getting any kind of kickback or share in the profit but I did get payed by O’Reilly to be a technical reviewer (an ironic title since there is nothing technical about the book). I mainly read through the book a number of times and gave advice on everything from high level directional topics to low level details and examples. I also am referenced a number of times and interviewed in the chapter on Marketing.

Get it! Love it! Share it!

For $20 on Amazon, App Savvy is a steal. Buy it. Tweet it (or retweet this post). Blog about it. Review it on Amazon.

Learn more on getappsavvy.com.

p.s. I did NOT steal the title from MacStories’ rave review entitled App Savvy – the Ultimate Guide to Launch Successful iOS Apps. We just happen to feel the same way about the book. Great job, Ken!