Archive for the ‘iPhone App Marketing’ Category

Marketing update

Tuesday, March 9th, 2010

Make your Grade with Grades. Exclusive Preview and Giveaway.
Spring break is here and I’m working full-time to finish up Grades and get people talking about it.

Yesterday was awesome. Last night MacStories, no small Apple blog, ran a glowing preview of Grades, “a must have application for students.”

There’s a story behind that.

The story

About a week ago, when I posted my marketing plan, I started engaging some of the larger sites that cover iPhone apps. At this stage, “engage” equals follow on Twitter. I was planning to start reaching out to some of these influential writers, retweeting them, replying to them, etc. but before I could get started they started reaching out to me saying stuff like “hey, keep me posted about that Grades app, looks great.” Wow, that was unexpected. I bet a lot of it has to do with the easy-to-grasp idea behind Grades coupled with its visual appeal.

Back to the story. Viticci of MacStories gets me in touch with one of their main contributors, Cody Fink, who happens to be a college student living in my neck of the woods! Great. So we did lunch yesterday and we talked about all kinds of stuff—really had a blast. And yes, I gave him a preview of Grades. Its much easier to market something that actually is remarkable, worth talking about. I don’t want to sound presumptuous but I have been taking the time (a full year) to go the extra mile on this one, and at least Cody liked it. I’ll leave it at that—the market will ultimately determine if it really is remarkable.

So MacStories was obviously going to review the app, and I was going to provide a pre-release copy so that the review could coincide with the launch, but I think pre-launch buzz is also really important and this was an opportunity to build buzz with a wider audience. I talked to Cody about doing a preview. I was a bit cautious since I noticed that MacStories didn’t have too many iPhone app previews. His response surprised me. If the app is good, they love doing previews! The reason they don’t have too many is that developers rarely offer them. Shame on us. MacStories has a huge audience and we aren’t taking advantage of it to build that all-important buzz on launch day. These people want to help us! And we complain about not having enough money for marketing. Hogwash.

Anyhow, the post went up last night and the response has been great so far. Based on my suggestion, they’re trying something I haven’t seen before: a pre-release giveaway. It actually makes a lot of sense. Giveaways have the benefit of building buzz but post-launch giveaways also have a downside: people entering your giveaway are less likely to go out and buy the app. Pre-launch giveaways don’t have that problem. Just pure buzz.

So far so good. Your thoughts, feelings, and advice are all welcome. I’ll keep you posted the best I can.

Update: for those who missed it, I also recently put out a video sneak peek of the Grades opening screen (when you open the app for the first time). It gives you a good peek at the kind of details I’ve been obsessing over for the past year (embedded below):

The Plan

Sunday, February 21st, 2010

curtains
So I’m nearing the home-stretch with the development of Grades, slowly but surely inching toward the finish line. I pushed my internal release date from late 2009 to January to early February and now, well, mid-March is the plan—soon after Spring Break ends for most major universities. Grades would have been a good app if I had released it a month ago but it wouldn’t have been too remarkable and there are still a few details I am working on to add that extra bit of awesomeness.

For the sake of mutual learning, I’ll be very transparent about my launch plan. Here goes:

Background

This is important. Taking the steps that follow would not be nearly as profitable were it not for my previous marketing activity, here’s a summary:

  • Set up Tapity.com with a custom template and began posting observations and insights regarding iPhone development, design, and marketing.
  • Built my Twitter brand by posting quality links and thoughts relating to iPhone apps.
  • Used Twitter and Tapity.com to connect with thought leaders in the community.

I did other stuff too, like maintaining a Facebook page, designing a nice promo website with a mailing list, making a video for the App Star awards, gained a nice community of beta testers etc. etc. but I think the value of those efforts pale in comparison to the value I have gained from my social media efforts. Its not mainly the number of people who follow me or subscribe to my blog but the quality of people I’ve been able to talk to and connect with—people who I’ve always admired and who are influencers in the community. I feel gaining respect in the community may turn out to be the most profitable “marketing” I will ever do. Its hard, but I think its worth it.

So from there, lets take a look at my plan for the next few weeks:

1. Finish the previewable version

I’ve prioritized my development tasks so that I finish design/polish tasks first and the other less obvious tasks later (i.e. localization, obscure bug fixes, and feature requests that don’t have a huge impact on the bottom line). This will allow me to have a very polished pre-release copy to show influential friends, press, and review websites.

2. Blogging and guest blogging

With a full school/work schedule I haven’t had much time to blog recently. I do have some really interesting posts in the pipeline, some of which may garner some extra interest. For example, one of my upcoming posts contains some great insights from some correspondence I had with a developer you have probably heard of.

I have also been invited to guest blog for a website where my writing would be featured alongside articles by some of my favorite and most respected thinkers. If the first article goes over well it could really help build my personal brand, which always helps in getting press coverage and making connections. I also think I’ll learn a lot from the experience.

3. Press previews

Once the “preview-able” version is ready, I’ll connect with some of the fine folks who run prominent blogs and app review sites and invite them to take my app for a spin with the hope that they would either preview the app to generate pre-launch buzz or post a review of the app the day it launches (giving them at least a week to write the review before launching so that all the reviews can come out at once). I’ll prepare for this by coming up with a great video, description, and press package. I’ll also try to engage these individuals on Twitter as much as possible before sending them an email. Cold calling can be fruitful but warm doors are much better.

It is crucial, especially for the big sites, to find out the individuals who would be most likely to find your app interesting and pitch them specifically (hint: it probably won’t be the top dog). I’ll also offer some of the bigger blogs some promo codes in case they would like to hold contests.

List of sites I plan to pitch to (please, let me know if I’m missing any crucial ones):

Update: some more (thanks Chris, Marco, and Fares!)

4. Local blitz

I’ve got some great connections with local press, which I hope to take full advantage of come launch time. I also plan to get buzz going at my campus. I started a few weeks ago with an email to all students in the Computer Science and SIS departments announcing the Grades beta (which was quite fruitful). I’m going to see if I can get another email out to the broader student population and I’m also going to post posters all over campus come launch day.

5. Launch

When the app gets approved, I’ll send an email to all the people who have written reviews letting them know its publish time. I’ll also push the news to Tapity.com, Twitter, and the mailing list (right now 65 people have asked to be notified but I hope to grow that significantly before launch). The key is to get as much buzz as possible in a 1-4 day window—enough buzz to put you on the charts or get noticed by Apple, starting the snowball effect.

And thats it. I had planned to do a extravagant contest/Facebook deal but I no longer have the time to follow up on that; gotta know my limits. I’ll be sure to post progress reports as I go—would love to hear your thoughts in the comments.

Secrets to success, an interview with the Outside guys

Tuesday, January 26th, 2010

robocat logo
I am uber-pleased to present to you an interview with Michael and Willi, the guys behind Robocat and the craftsmen of the very popular app, Outside (app store link). I’m very honored that Michael and Willi took the time to provide me their insights on their success, their answers are worth every app developer’s attention.

Tapity: Congratulations on a successful launch and a great product. Like the Tapmates, who I interviewed last, you are a team composed on a designer + a developer. Again and again I’ve seen this kind of team push out great apps (i.e. Tapmates and Tapbots) and often succeed financially. Tell us a little about yourselves. Also, what do you think are the benefits and detriments of working as a team and do you have any tips for those of us considering this kind of partnership?

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Michael: I’m a 25 year-young designer and University Masters Reject. I’ve been freelancing internationally as an iconist and interface designer for 3 years now. I maintain pixelresort.com where I give out free icons and the occasional article. Screen shot 2010-01-26 at 12.02.04 PMI also have a handful of other web startups and generally just enjoy the freedom and caffeine intake a young independent designer is supposed to. I think the benefits of working as a designer/developer duo is an increase in performance in almost every aspect of planning, developing and launching a polished product. It’s all about complimenting each other’s skills. Designing and developing apps requires very different mindsets, which means that in almost every situation of development people engaging in these two activities will have some valuable insight that will help create a better product.

manga_biggerWilli: I’m the developer of the team. My background is in theoretical Computer Science at Copenhagen University. As a computer scientist I’m actually quite interested in the area of HCI. I have done some work in information visualization and usability testing. I’ve always been interested in icon and graphics design. When I stumbled upon Michael’s artworks, I simply fell in love with his style and attention to detail.

It’s definitely a benefit working as team in contrast to outsourcing the design part. We kept pushing each other to improve the quality of the app. There are several times where Michael and I had to redo a lot of work to improve the overall direction. This would have been costly had we outsourced any part of the development. This was our first collaboration, so we used this project as a steppingstone on how we best should work together in future projects.

Outside iPhoneTapity: Outside has sometimes been criticized for lacking a lot of the features the other top weather apps have (like weather radars). I realize, however, that it is easy to add features while it is hard to axe them. What was the design process of Outside and how did you determine and stick to the scope?

Michael: From the get-go we wanted to create something that wasn’t already on the shelves. We wanted to make the whole business of weather forecasting more fun and accessible. This meant that instead of looking through tables of weather data or advanced satellite images we wanted people to feel a sense of ‘exploring’ the weather. This entry point of simplicity stuck with the app all through development. In the end it also came down to what weather sources we could combine to get global accurate weather data. Many features like radar images simply weren’t available globally for free. We thought it was important to have a single app that would have the same feature set worldwide, instead of having say, US specific features. So the process of ‘feature elimination’ was also helped by what data was available.

Willi: The design process was pretty straightforward. We wanted the app to be ridiculously simple to use. We had the opportunity to start with a blank slate for a weather app. Instead of trying to fit as much weather information as possible on a tiny screen, we started with the bare minimum of features and then applied the 80-20 rule. We brainstormed what kind of features made sense for us as average knowledgeable users. We had to tighten the scope and we didn’t feel like making an app for amateur meteorologists. We ended up with a much better product because of it.

snow
Tapity: In almost every kind of coverage I’ve seen of Outside, there is one common denominator: people say it is fun. This is a subject that I have been delving into recently because I think it is important, especially in iPhone apps. While not every iPhone app needs to be fun, the “fun-factor” is certainly a way to differentiate your app from the crowd. I also believe that people tend to share experiences that turn mundane activities into fun ones. What were the costs and benefits of going beyond usable and what are some of the factors that can make an iPhone application delightful to use?

Michael: The hedonic qualities of interface design are something I spend a lot of time researching getting my university degree in pixel pushing. There really is no hard rules that define what fun is and how to inject it into your projects, which makes the whole thing wonderfully intangible. There are however, some guidelines that will help you gain a level of delight. They all have to do with the polish and interactivity of your app. Smooth animations, sound and whimsical analogies can help turn mundane tasks into stuff that feels fun. There’s a high level of obsessing over pixel perfect details and timing of animations going on to create something that people find enjoyable to use – I guess the cost of this is prolonged development times and sleeping disorders where the benefits are clearly a more enjoyable (and perhaps marketable) product.

Willi: We wanted to turn something as boring as checking the weather forecast into something fun and enjoyable. Regular people don’t really care that much about checking weather, they just want to know if they need an umbrella or can wear a t-shirt for the day. The “fun-factor” is definitely important for people to take notice of your app. We took a lot of time to polish the user experience, eg. I had to switch from a working animation system in Core Animation to OpenGL ES in mid-development, because the performance for the animations weren’t up to our standards. It was definitely worth it at the end though.

Screen shot 2010-01-26 at 12.14.13 PM
Tapity: Outside has been featured by a number of prominent blogs. What coverage do you feel helped the most and what was your role in getting that kind of coverage?

Michael: Actually I think our coverage has been our greatest triumph. We haven’t spend a single dime on marketing. A lot of labour has gone into making it easy and accessible to talk about Outside. We’ve got a press package for download over at outsideapp.com and I cooked up a nice video teaser in After Effects but generally we’ve employed an ideology of “if it’s a good and interesting product, people will talk about it”. This strategy has proven to work. This is really satisfying because it basically means that if you create a well thought out and polished product, that’s nicely presented, people will applaud it and spread it naturally. There’s something wonderfully honest and democratic about that.

Willi: I believe that our unique approach have helped a lot, in terms of getting coverage on many different blogs. The timing of the launch also helped, as people are generally more interested in the weather when it’s bad.

uv notification
Tapity: You launched the app at $3 and it has been doing very well. The additional subscription model has been a bit controversial (I think to the shame of humanity in general because I think it is perfectly fair). What are your thoughts on pricing and what have been the costs and benefits of going with a subscription model for push notifications?

Michael: There has certainly been a lot of banter and youthful misguided anger at our pricing model and specifically our subscription model. Apparently there’s a very noisy segment that will have you think that you are the son of satan if you release an app that costs more than $0.99. Inherently I think the app store economy is a tough place for a polished app. It’s simply hard to compete with all the bollocks that’s been created by opportunists and if you want to price your 6-months-in-the-making app at $2.99 you’ve got some nerve. As for our subscription model, it’s really quite simple – we wanted to create this awesome notification engine with a server monitoring your custom notifications. We don’t own weather data ourselves and we don’t have our own server, let’s face it – we’re just two guys trying to start a company from a small apartment.

Looking into the future, it became obvious that as our user base grew the server costs would go up. Something would need to cover the cost years into the future – the initial app sales wouldn’t be able to cover it, as logic would dictate it would eventually be very unprofitable. So the subscription model was really our only option if we wanted to pioneer something like this in a weather app. We’ve made sure that the notifications part is completely optional, so that you can always use the rest of the app if you choose not to subscribe.

Willi: As we are only a small team and funded the development ourselves, we have to price Outside according to how much effort and time we put into developing and maintaining the app. We definitely got many people talking about our subscription model. With this model we’re giving the user the freedom to choose whether they want this kind of service or not. This also means that the user can choose to use the service selectively, for example only in the winter quarter. Some people have expressed that they wanted a higher initial price and have notification included in price, but I think that would probably scare more users away. At the current rate of new apps appearing in the App Store, many users just buy apps out of curiosity. The subscription model is also a good way to keep the users using your app, and let those loyal users support your development efforts. Also, Outside 1.0.1 just got approved and here we’ve included a 300 day subscription option for the low price of $1.99 – hopefully a lot of people will find that a compelling option.

Tapity: Any other lessons learned from the launch, especially related to marketing?

Michael: I can’t stress how important it is to just have a great product. It will go a long way in marketing itself by word of mouth (which basically means twitter these days). We learned that having a functional and appealing website, even before the app launches, is an attraction in itself. Also give people the material they need to write about your app, supply them with a press package or a nice video demonstration. The internet is a really chatty place, and if people like what they see- they’ll tell their mates.

Willi: I think the three most important things are: a great product, a great website and an easy way for people to start talking about it (twitter, mailing list with exclusive stuff). Instead of waiting until the app arrives in the App Store, start promoting it a few weeks before, to build up that initial interest.

Tapity: Is there anything else you would like to share regarding your experience designing, building, or marketing Outside?

Michael: It’s been a tremendous experience so far, but Outside is really only in its infancy. We have an exciting Roadmap ahead of us. Also as a company, Robocat just crawled out of the cradle and pawed its first cat tree. We are determined to make this our livelihood and we hope a lot of people will follow and support us as we work our way to becoming a successful development company.

Thanks guys for the great insights, be sure to follow them on Twitter at @flarup and @williwu. These guys are worth watching. As an example, they recently released a neat video documenting the Outside pre-launch excitement. Cool stuff.

Link: Henry Balanon + Panel Discussion On Marketing

Wednesday, December 16th, 2009

I don’t know how I missed this earlier but Mobile Orchard recently posted an excellent podcast containing a 360iDev session on marketing, directed by Henry Balanon of Bickbot. Its over an hour but definitely worth a listen.

Interview with developer of Cookmate, an AppStar winner

Tuesday, December 15th, 2009

Screen shot 2009-12-15 at 10.59.55 AM
If you can’t beat ‘em, interview ‘em. So the AppStar winners were announced a few days ago. Though Grades wasn’t among them, the next best thing is to learn from the winners. So I got the privilege to talk to the Tapmates, Robin Razka and Petr Reichl. They just launched their first app, Cookmate, which took first place in the Entertainment category in the AppStar Awards.

444624139_9v4qA-M-1:13:2009I feel Tapmates is an ideal team: a designer + a programmer. Who are you guys, how did you get together, and what have been the benefits and challenges of working as a small team in contrast to, say, a one-man show?

avatar-robinRobin: At the beginning, I’d like to say we do no marketing at all. I believe that the best PR is product itself, so we are trying to answer any question and that’s what people like. I’ve met Petr at one of the Czech portals, we understand each other perfectly and working with him just leads to success. Personally I don’t believe that one man can do all things at the best.

avatar-petrPeter: I create iPhone apps for about two years – it’s fascinating platform. When I met Robin, I was literally amazed by his work. Thus when he mentioned, that he wants to go iPhone – I knew that our cooperation can deliver interesting apps. Hopefully it’s true Advantage, I see in our cooperation, is different look at the problem. Things – you would never realize in “one-man show”.

I think fun, usable design is a key ingredient in the iPhone app formula. You obviously spent a great deal of time designing not only the app but the promotion website, the icon, etc. What is the toughest part of designing iPhone apps and why do you think good design is important?

Robin: Totally agreed. By myself, I see the most important properly is very good idea, well designed features and functions. This must work perfectly. Then fit it into nice look and feel and you app is ready for world-wide success.

When designing UI for Cookmate, it was all about cooperation among Peter and me, together with essential feedback from our testers. I had to learn basics of ObjC to quickly fix details and save Petr’s time. I am detailist. Maybe I surprise you, but first mockups were done in just an afternoon. Web was done next day. Idea was clear, inspiration enough. I was suprised how smooth it went.

Petr: I am convinced that good looking and useful UI is the key ingredience to make people love it. It’s not just iPhone specifically, but it plays here main role. Robin is UI perfectionist and that was very important during Cookmate development. We’ve been constantly changing and playing with various details, however I can say I am happy that we’ve invested this amounts of time into it.

What was the toughest part of developing Cookmate?

Robin: The hardest was to figure out, what we really want. At the beginning it was only thought “Let’s make an app, which tells you what to cook regarding to what’s in your storage.”. Then we took it and continue working with the thought. At the end of the of development, we finally knew how it’s gonna work.

Petr: The hardest was to keep the simplicity of whole app. We had many ideas and more the app does, more complicated it is. I see this the most important thing in the future. Keep it simple and useful together.

What are the ways you have generated pre-launch buzz for Cookmate. What has worked, what hasn’t?

Robin: There are two options how to generate prelaunch buz – You are lucky enough or already famous and then you just tweet, you are launching new iPhone app and everybody starts writing about it. We were just lucky, we’ve won App Star Awards 2009 and that kicked off our promotion. We couldn’t have better start. Also I think – Cookmate is exactly that type of application, which can does best PR by itself. I would skip e-mails to journalists, spamming discussions etc.

Petr: I am idealistically convinced, when the app is good – it finds it’s own way. Still you must be lucky – which we had in App Star Awards 2009. Hopefully this win helps to spread the word about the app and people find out, it’s the app they were looking for.

Congratulations on winning the App Star Awards with your first app, Cookmate! What is it about Cookmate that you think makes it stand out among so many other great iPhone apps? Any tips on crafting a winning promo video?

Robin: Thank you! I liked your video as well! Cookmate has great programmer and we have good ideas, we can achieve and reflect them in app. You can expect nice tweaks in next version. The video was done in Final Cut. Recipe was: simple concept, ready story and great tools – SimFinger by Loren Brichter is magical thing.

Screen shot 2009-12-15 at 11.33.04 AMHas being an App Star Winner generated significant buzz for Cookmate and in turn how much do you think that buzz has translated into actual sales on the app store?

Robin: We were lucky, that Apple accepted our app the same day the winners were announced.

Petr: I think it had big impact. It’s very hard to identify good app in App Store nowadays. I can’t predict what’s coming, but I was really happy, that we are TOP #1 in Czech App Store – although it’s small market, but it’s nice reward.

Tell us about the launch. Any lessons learned?

Robin: We’ve found out that Twitter is now better channel for communication with users than Facebook, where we have only few people, mostly our friends. The most interesting markets are US, Australia, UK, Canada and then Germany, France and Italy. The rest is not so important as few downloads make your app top.

Petr: We were betting on Facebook and Twitter at launch. Unfortunately I have to say that Facebook didn’t go so well, we can’t use it’s potencial. We have to figure out this – I still think that Facebook is ideal for iPhone apps promo.

What are your plans for Cookmate going forward? How are you planning to generate sustained sales and exposure?

Robin: We already are working on update for almost a week, which will introduce new features and new recipe packs.

Petr: The update will also include feedback and new ideas from users and we’d like to satisfy them. I believe that app like Cookmate has big potencial and it’s important to aim taste of majority as you can’t satisfy everyone.

Big thanks to Robin and Petr for taking the time to answer my questions. If you have any questions for them, feel free to respond in the comments.

Link: App store app pages finally get a facelift

Saturday, December 12th, 2009

The new app pages really emphasize screenshots. Big win for good looking apps and yet another reason to invest not only in usable design but in a fun and attractive face.

GradesApp.com live

Saturday, December 5th, 2009

Grades for iPhone and iPod Touch-1
You only have one chance to launch your app so it better be big. For this you need to build pre-launch buzz and a following who will buy the app on day one. That is the purpose of gradesapp.com.

I tried to make it very simple so that anybody who is slightly interested in the app will not hesitate to do what I want: give me their email. The results have been quite good so far.

Now the trick will be to drive lots of traffic to this page. I have some ideas.

One quick note: I designed this for the most part but I hired Matthew Miller, a very talented web developer still in highschool, to implement it. He also ended up helping designing some of the details that I was too lazy to do myself. It has been a great experience for both of us and he is currently working on implementing the second stage of the website. I’ll get to that later.

Speaking of marketing, if you like Grades I would sure appreciate your comments on my AppStar Awards entry (its a finalist).

App Star Awards entry submitted…

Sunday, November 29th, 2009


I’ve polished my entry since my last post about it. I decided it was worth the extra work to polish the message and increase my chances to win or get noticed. Winning this contest, or at least getting noticed by the “uber jury”, could very well play a large role in getting my app the exposure needs to succeed.

For those interested, I used Atebit’s awesome/free SIMFinger for the iPhone simulator magic, Garageband to compile the soundtrack, ScreenFlow to capture and edit the screencast, PhotoBooth and Photoshop to capture and edit the pics, and iMovie to add the final layer of polish. It was a lot of work. Hopefully it will be worth it.

Finally! Developer shares experiences with the free+ model

Tuesday, November 24th, 2009

iTunes
I’ve been dying to hear experiences from developers trying the free+ model (free with in-app purchasing for revenue). To my delight, Riptide games just posted data and analysis of their experiences, two weeks in.

A few notes:

  • The results: “In actual #’s we have had 66,346 downloads of the app from Nov 5-Nov 22nd and 1,267 sales of the first (and currently only) level pack.”
  • The in-app purchase conversion rate seems to hover around 2%. Hopefully we can get a few more data points to confirm or adjust this, get in touch if you are willing to share.
  • So far no backlash from users saying “I thought this was free.” Free apps generally have lower ratings than paid apps (because easy come, easy go and when you go you rate). So far not too bad, though. The game currently has a three star average rating.
  • Riptide games will be putting out a “premium” version of their game for a few bucks, including all the level packs. I think a lot of free+ developers will end up doing the same. So instead of “lite” and paid versions we will have “free+” and “premium” versions.

VIDEO: Voices released, app developers get out your notepads!

Friday, November 20th, 2009

MacHeist TweetBlast!
Developers: pay attention. TapTapTap in conjunction with Taptivate have created an app we all need to study. The following video is not a promotion but an analysis of a few of the things TapTapTap has done to make this a app another smash hit. You’ll have to forgive the um, every other word, um, um syndrome, I need to work on that.

To summarize, Voices has a “wow” idea, a “wow” skin, and a “wow” user experience and they make it easy to share that experience to let their users market the app for them.

Buy the app and check out the MacHeist Tweetblast. Classics, Convert, now Voices: TapTapTap have mastered the craft of making and marketing hit-based iPhone apps. Learn from them.