FEE OR FREE?

May 4th, 2011

You hit on the perfect idea for a new mobile app. You determined your audience and your dev team is ready to go. But what’s the best way to monetize the app? Will it bring in more revenue as a paid app or as a free, ad-supported one?

To answer those questions you’ll need to understand where the current market is and where it’s going. You’ll also want to examine your marketing goals and customer base.  All of that sounds like a tall order, but we can break it down into a few key questions.

DISTIMO Market Research Results

Is your application written for iOS or Android?

[Note that we haven't forgotten about Blackberry or Windows. For the sake of brevity, we'll focus on the two primary mobile operating systems.]
It would be nice to have a one-size-fits-all answer that’s platform agnostic. Unfortunately, your strategy may depend heavily on whether you are developing for iOS or Android (or both, of course).

“Free is the way to go with Android. Nobody has been successful selling content on Android. We will offer a way to remove the ads by paying for the app, but we don’t expect that to be a huge revenue stream.” -Peter Vesterbacka, Maker of Angry Birds

If you’re creating applications for Android, there’s a clear precedent for giving them away. According to the market research gurus at Distimo, free apps make up about 57% of the Google Android market compared to only 25% for iPhones on the Apple App Store. But what’s the reason for this discrepancy? Primarily, there are two:

Worldwide Distribution

Apple has done a great job of allowing developers to sell apps easily in more than 90 countries. Google, on the other hand, has been slow to support countries other than the United States and a handful of others. As of publication of this article, developers from only 9 countries can distribute paid Android apps, and users in only 13 countries are able to download them. That’s a small percentage of the 46 total countries where the Android Market is available. Even when paid apps are available, users are forced to register for a Google Checkout account to pay for them.  While Google slowly improves availability of paid apps, users are becoming more and more accustomed to free apps.

Monetizing Models

The Android Market has been slow to provide monetizing models that are as effective as Apple. In its first few months, the Android market provided only free apps before finally setting up the infrastructure to allow for paid ones. Once users were accustomed to free apps, it was difficult to gain traction with paid apps.

Apple has also made it easier for developers to offer in-app purchases. According to Distimo, in the US, 34% of the revenue generated by the most successful iPhone applications in December was generated by free applications featuring in-app purchases. Google finally added in-app billing as of March 29, but again they’re late to the party.

 

App Store Top 5 Apps

Who are your customers?

Before choosing a revenue model, you’ll want to think about your current and potential customers. For example, is your app geared for a broad audience or a niche market?  If you are targeting a niche market with a specialized app, your customers may be more willing to pay a higher fee up front. You probably wouldn’t see an enormous revenue stream from ad income with a specialized app anyway. Keep in mind, you’ll need to put more up front time and effort into designing a specialized app for a niche market in order to satisfy those users and to justify a higher fee.

Do you already have several apps on the market with a strong customer base? If you are fortunate enough to answer yes to that question, you are in a better position to charge for new apps. However, if you’ve already set expectations by offering only free apps, it could be risky to change revenue streams cold turkey. In that case, a better option might be to offer a free app with the option to pay to remove ads.

What is your goal for the lifespan of the application?

The productive lifespan of a typical app can be short, but the top selling apps have frequent updates to refocus attention on the product and to incite more reviews.  You’ll want to consider the long-term costs if your app is successful, since users will expect free updates–especially from an app they initially paid for. Ad-supported apps will continue to generate revenue (albeit less over time) even without updates.

 


A few more considerations: The best (or worst) of both worlds

Once you’ve determined your development platform, audience, and lifespan of your app, here are a few more guidelines to help you make the fee vs. free decision:

  • Consider selling an ad-supported app with an in-app option to pay to remove ads. This approach can satisfy people who get frustrated by ads, while still meeting the expectations of users that expect free apps.
  • Successful paid apps often have a free entry version for consumers to try prior to paying for a full-featured product.
  • Be careful with providing paid content from a free app, as this can generate bad reviews from people who are expecting all free content. Even if more serious users pay and appreciate the value of your paid content, the bad reviews from others can seriously affect your sales.

Finally, keep in mind that paid apps have the potential to generate much higher income than ad-supported apps, but only if very successful. In other words, they have higher potential returns, but a much lower success rate at those levels.

There may be other factors in your decision to go with fee or free apps; for example a desire to port your app to the iPad or Android tablet. But in general, your decision on fee or free apps will probably come down to a few considerations: Android vs iOS, US vs worldwide distribution, and your target customers.

Glenn Touger is a freelance technical and marketing writer and contributor to Dogfish Software. He has over 20 years experience in the software industry and can be reached at glenn@touger.net.

Can you create a quality app in your pajamas? A summary of the Voices That Matter iPhone Development Conference.

April 15th, 2011

For the second straight year, Dogfish Software attended the Voices That Matter-iPhone Development Conference in Seattle, WA. The conference provided practical help and guidance from writers and developers with real-world experience in using the technologies they presented. From Computer Vision to Game Center games and Test Driven Development to Defensive Programming techniques, the conference offered a little bit of everything for those interested in iPhone development.

The dynamic setting didn’t end there. Conference attendees ranged from those who work in the “one-man shop” and spend most days in their pajamas to those from the larger hipster-laden “app factories”. They also seemed to run the gamete from novices to experts.

Besides meeting other members of the Seattle iPhone development community, we had the opportunity to speak with knowledgeable writers in this field and to learned practical techniques to improve our own skills. The intimate size of the conference helped foster an environment of community and cooperation, allowing developers to share ideas and continue to make improvements to the platform. There is a great collaborative spirit among this passionate group.

On Friday, Dogfish Software CEO Dan Zimmerman, attended a full-day workshop on game programming using the Cocos2D library. Session speakers Rod Strougo and Ray Wenderlich recently wrote a book on using Cocos2D and were very knowledgeable on the subject. To fully understand the many aspects of this library would require more than a single-day session. However, with the information learned and practical exercises accomplished, we gained a clearer understanding of the concepts and how to put them to use.

Saturday started with an excellent keynote from the Big Nerd Ranch’s Aaron Hillegass. With his obligatory cowboy hat on head, Aaron provided an enthusiastic talk focusing on the “six big questions” anyone should ask before getting into iPhone development. From there it was on to Optimum iOS Project Management with Michael Simmons. The first half of his presentation covered many of the software project management basics then transitioned into a frank conversation about keeping things in check with persistence.

Other highlights included Kirby Turner of White Peak Software discussing his first experience with a “mega” corporation and their interest in branding his already established app. In addition to enjoying the humorous stories he shared, it was informative to hear about his experience and the lessons learned. And, Craig Hockenberry featured the open source UI kit, Chameleon, as the possible all-in-one framework to create apps for the iPhone, iPod and iPad.

The day ended with Contemplative Design and Explosive Development with Daniel Pasco of Black Pixel. Covering everything from Dieter Ram’s 10 Principles for Good Design to the burgeoning role of a Production Designer in today’s app design world, it was a fascinating presentation of creativity, theory, practice, process, and more.

Forty winks and two cups of coffee later, it was time for the last day of the conference. Apparently many slept in late or already had their fill, as attendance this day was much lighter. Those who decided not to attend missed some quality information. The keynote for this day was Jessica Kahn. Her presentation on designing family-friendly apps offered good advice on dealing with a younger target audience and the precautions needed to protect your brand. Matt Long then provided us with his beat box stylings on the topic of Core Animation. I could try to explain, but it was really one of those “needed to be there” moments.

Of course, no one will forget the practical application of the Mariachi band in Mike Lee’s presentation or Andy Inhatko’s enjoyable presentation on “Knowing your oppressor: The Users”. Each left Dan Zimmerman and Dogfish App Developer, Jeff Sorrentino to wonder, “How will they top it next year?”

To find out more about Voices That Matter conferences, visit http://www.voicesthatmatter.com

The Same Basic Rules Apply: How to Optimize Your Website for Mobile Devices

January 12th, 2011

Smartphone usage continues to grow significantly, resulting in more and more users turning to mobile browsers to access websites. With all of the mobile devices and platforms currently on the market, the thought of getting your website mobile-ready can seem overwhelming, especially if your site includes complex functionality or content like video or Flash.  But, by implementing a few simple changes, you can create a positive experience for your users regardless of how they are accessing your site.

CREATING A MOBILE STYLE SHEET

Although setting up a separate mobile site or domain are options for mobilizing your site, the effort of setting up and maintaining another site can be significant and unnecessary. The introduction of Cascading Style Sheets (CSS) prompted the separation of website content from page layout and appearance, allowing a website to be migrated across various platforms. Added options within CSS allow developers to specify page width in order to determine which style sheet to use. With this option, you can direct users to a version of your site that is optimized for the smaller screen size of mobile devices.

If your current code looks like this,

<link media=”all” rel=”stylesheet” href=”screen.css” />

you can add the following code to offer a customized view for those accessing your site via mobile web:

<link media=”only screen and (max-device-width:480px)” rel=”stylesheet” href=”mobile.css” />

PROVIDING A POSITIVE USER EXPERIENCE

Flickr's mobile UI covers all the bases

As part of the decision to create a mobile style sheet, you need to think about how to alter your website to optimize the mobile experience. It is important to realize that the keys to a positive web experience have not changed because the user’s screen is smaller; they simply need to be applied differently.

Appearance

Consider how the site will appear on a smaller screen and whether it will effectively convey your message. Image and font size will be significantly reduced. Making sure that images are still effective and fonts are still readable in this limited space are keys to your site’s effectiveness. If your site is using a multi-column view, you might also consider changing to a single column view in your mobile style sheet to improve its appearance. Select key content from the full version of your site to highlight your main message. Also, some mobile browsers will automatically scale your website to display the entire width on the screen, further reducing the content size. The following code will prevent most browsers from doing so:

<meta name=”viewport” content=”user-scalable=no, width=device-width” />
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Building Connections through Mobile Health

November 4th, 2010

It is easy to imagine the possibilities that mobile technology has to offer for the health care industry. Whether it’s developing a solution for a diabetes patient trying to manage his insulin level or a physician maintaining medical records for her entire patient list, the benefits of advances in mobile technology are only beginning to be realized.

Mobile Health Expo 2010, recently held in Las Vegas, highlighted some of the application and services already in place and opened our eyes to the wealth of possibilities yet to be implemented. The 3-day conference offered over 60 sessions within multiple tracks, including services, technology, data, procedures and policy, among others. Its broad prospective coupled with its intimate size created a perfect environment for sharing ideas with presenters and other attendees. And the enthusiasm for creating solutions was evident throughout. When a presenter was a no-show at one of the sessions we attended, attendees held an impromptu discussion about health care issues that continued into the hall after session time had run out.

The common theme throughout the conference was a focus on increasing patient engagement; not only by improving interaction with health care providers, but by promoting self-management of wellness and care.  According to Ringful Health CEO, Michael Yuan, “engaged patients are more loyal, more likely to come from follow-up visits, and less likely to no-show,” all of which result in more successful treatment, as well as cost savings for providers.

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Is this really the ‘Golden Age of Mobile’?

October 8th, 2010

Last week’s iPhone/iPad DevCon in San Diego offered a word to the wise… “Write software that matters and do it NOW!”

Aaron Hillegass, Founder of Big Nerd Ranch, called this the ‘golden age of mobile’ in his keynote speech at the 3-day conference geared toward those serious about mobile development. He challenged developers to take advantage of this opportunity and create something they would proud of 10 years from now, rather than cluttering an already saturated market with another throw-away app.

And this conference did its part in providing developers with the tools they need to get started. Similar in format and quality to the iPhone conference we attended in Seattle back in April, this conference included a full range of workshops beginning day 1 with “100-level” introduction classes and advancing through to 200 to 800-level courses on the remaining days. Most of the presentations are currently available at http://iphonedevcon.com/presentations.html.

Having a foundation in iPhone development, I focused my time at the conference on the advanced level courses. We are always looking for ways to make our current mobile projects more robust and reliable, and hoping to spark new ideas about how we can use the mobile platform to help our clients create software for the long-term.

Among the highlights, Jeff Haynie, Owner of Appcelerator (http://www.appcelerator.com/), gave a solid presentation.  Their Titanium framework lets you write the app once and seamlessly translates the code to both iPhone and Android – no need to write and maintain the same app twice in two different languages.  It currently does not work for high-performance apps (i.e. 3D games), but looks to be a solid base for simpler applications.  Their “common” language is similar to javascript/jQuery, not the cleanest but fairly easy to learn.  They currently have over 6000 mobile apps, and are also planning to make the framework support Blackberry, though they are not currently offering a release date.
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iTunes 10: Apple breaks its own rules with a “stoplight” window interface

September 7th, 2010

The new iTunes version 10 offers many improvements over its predecessors (in particular, performance is faster especially on load.)  Perplexingly, Apple decided to change the user interface of the main window in the latest release.  Since Apple’s OS X debuted in March 2001, application windows have followed the “horizontal three button” convention on the upper left: red button to close, yellow to minimize, and green to toggle between original window size and full-screen.  In contrast, iTunes 10 changes the buttons to a “stacked” layout resembling a stoplight:

Since the 1980′s Apple has been respected or reviled (depending on your perspective) for promoting and enforcing its Human Interface Guidelines.  Consistency is a key tenet of user experience; deviating from an established norm is frowned upon unless the change is revolutionary (and effective!) enough to justify it.  I assume that a user experience developer at Apple submitted this change for approval by the “powers that be.”  My perspective is that the “stoplight” is no better than the traditional layout and makes for a strange-looking, inconsistent experience.

Fortunately, I found a way to return the application to a “normal” window interface on Mac OS X Hints which only requires a bit of typing: Read the rest of this entry »

That’s cool, but can it make a decent phone call?

September 2nd, 2010

With all of the smartphones currently available and the need for each new model to stand out in the crowd, manufacturers and providers are focused on offering the fastest, most feature-rich device on the market. And customers seem to be paying attention. Excited about having an ever-growing list of features and apps at their fingertips, many are willing to overlook any shortcomings and hand over hundreds of dollars to upgrade their phones.

When I recently decided to replace my 6-year-old flip phone with a new smartphone, I too found myself caught up in the feature craze. I wanted a keyboard, a reasonable size screen and a decent camera for when I forgot to bring a point-and-shoot along. Most of all, I wanted to start playing with some of the cool apps I had seen. But, should I go with 3G or 4G? Should I jump on the iPhone bandwagon? Or get in on the Android market?

Suddenly it was like I was buying my first car all over again, except with a slightly smaller sticker price. It needed to feel comfortable, run smoothly, and not be obsolete before it left the store, but it was tough to read past all of the fluff to figure out which one was right for me.

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Game On! Is ‘free’ the answer to generating more revenue from your games?

August 11th, 2010

The 2010 Casual Connect Game Conference in Seattle brought together everyone from the seasoned gamer to those hoping to learn how to enter this fast-paced market.

Beyond the excitement for games themselves, a great deal of attention was focused on understanding how to increase revenue from games. For the most part, there are two schools of thought: paid games where a player buys the game upfront and has full use of the game; and, free games where a player gets the base game for free and then buys upgrades or items through the course of game play.

The prevailing thought throughout Casual Connect was that free games were the wave of the future. While paid games may generate more revenue upfront than free games, their revenue stream does not generally go far beyond the initial purchase. The lifetime value of a free game player turns out to be greater and the games tend to provide a more consistent revenue stream.

Once a player is exposed to the game and plays on a regular basis, it’s easy to imagine how to generate revenue from free games:

Offer premium features and/or game items and boosters

  • Improve players scoring ability with boosters or special items
  • Provide items and boosters that persist and/or expire after a certain time/action
  • Increase player stickiness, by allowing them to add flair to create a customized online persona
  • Encourage engagement by allowing certain items to be player-generated

Use the larger player base associated with free games to increase its revenue stream

  • More attractive to advertisers
  • Provides an opportunity to cross-sell additional games

Only 2 to 3 percent of the players generate revenue directly, having more players using the game makes it more attractive to advertisers. By layering a more lucrative advertising stream on top of the in-game revenue, the game generates some value from the 97% of players who are not directly buying items or upgrades within the game.
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Two Thumbs Up For The UIE Web App Masters Tour

July 26th, 2010

The UIE Web App Masters Tour made a stop in Seattle last week and I had the good fortune to attend. I’ve been following Jared Spool of UIE since about 2003 when he came to PhotoWorks, an e-commerce site I was working for at the time. He was helping us figure out where the pain points were in our check out process. I observed Jared for a week as he conducted user testing with our customers. It was fascinating to see firsthand how people interacted with our site. With this information, we could make changes that could directly affect user satisfaction and revenue. I was hooked. Fast-forward to today and the web is a very different place. With web 2.0, we’ve moved from the passive viewing of static content to an interactive collaboration of a community of users. So a 2-day event that focused solely on web-based applications sounded like fun to me. I was not disappointed.

The “masters” were leading creatives from Twitter, Meebo, Two Rivers, Marriott International and Yahoo. For 2 days, we talked about human psychology, company cultures, organizing ginormous amounts of information, forms, social communities and the over-arching user testing.

Here are a few of the highlights:

It’s not about the application. It’s about the experience.
When designing web-based applications, there are business goals, user needs and technology capabilities to consider. They may not all play well together, but, in the end, your user can’t feel that conflict and your web app needs to delight or you’ve lost that user.
Netflix is not a movie rental site, it’s about the movies.

Take the pain away from your users and put it onto yourself.
You can’t escape web forms. They’re how we sign-up for products and services, buy stuff, sign-in… By taking the time to make these static forms interactive, you can impact the number of users that complete the form. Thanks to technology such as Ajax, we now have more tools in the toolbox.

  • Real-time feedback to validate inputs, improve quality, and eliminate the need for additional inputs
  • Input masks to take the burden of formatting off the user with fewer error messages
  • Web services like Facebook Connect to by-pass registration and set-up. That means the user doesn’t have to input the same information over and over again

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Goooooool! The World Cup scores in today’s digital world.

July 7th, 2010

As much as you may think the vuvuzela has made the most noise at this year’s World Cup, technology seems to have also made its mark on the “world’s biggest sporting event”. The FIFA World Cup is using technology to promote this sporting event like no other, to become one of the most watched events in history.

From high-definition cable to mobile phones to mobile television, it’s never been easier to catch all of the action. In the U.S., ESPN and ABC are showing all of the games with only a commercial break during halftime. EPSN 3 is streaming the action online. According to some sources, the end of the World Cup game between the U.S. and Algeria attracted the second highest amount of web viewers ever. As the game intensified, people started to log on and watch. At its peak, traffic climbed to over 11.2 million visitors per minute. In North America alone, there were over 8 million visitors per minute. This amount of traffic is nearly as high as when Barack Obama won the 2008 presidential election. FIFA.com had over 60 million viewers and generated over 2 billion page views three weeks into the four week tournament. This is a huge increase over 2006 when FIFA.com attracted 48 million unique users during the World Cup.

The television and online viewing options seem so 2006, however, since the 2010 version offers viewing options like we’ve never seen before. Whether watching the action on your smartphone or new mobile television, the game is wherever you are.
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