iPad Pro Has an App Store Problem
theverge.com
theverge.com
I have some six Mac apps in MAS and I consider that number too high -- some of them will have to go. On the other hand any other Asian based developer has 70+ apps, all at $0.99 and not worth the cost of the web page they are on. Apple loves to brag about number of apps in any of the stores but in order to do so they let any crappy app in as long as it does not break terribly. That drives normal customers away, then sales drive normal developers away.
I don't see any solution, it is downwards spiral, unless Apple enforces 'quality police' to leave low quality apps away from App Store. And that won't happen.
They are not apps by any definition. They are two lines of code each, doing simplest possible job at $0.99 cost. They don't add anything to the App Store apart from making all the other apps less visible. It is not competition by any definition. Their only real effect is that potential customer can safely assume all the other apps in the App Store are same unusable crap.
I would never confuse competition with noise. This 95% of apps are pure noise, making App Store less usable, driving customers then developers away. Their only value from Apple point of view is 'keynote value' that 'we have zillion apps in the app store'.
And "driving customers away" is hogwash. Customers actually see the high quality apps featured by Apple before anything, so even if seeing a poorly designed app actually drove customers away that wouldn't even be an issue. It's also not borne out by the data, app store sales and downloads have only grown over the years.
Waiting to get featured by Apple is not really what most of the developers can count on, making high quality apps or not.
I spent months developing each of my apps so I assume they are not 'at the same level' as crappy two liners. But they are as discoverable as those apps...
I'm okay with spending, but I had a lot of difficulty finding or searching in a way I felt was fruitful. And with apps I plan to use often, notwithstanding quality, I unfortunately don't want some app that smells like it might die as soon as the developer changes their mind in a fiercely competitive app store.
Beside that even on iOS and especially Android (due to the bad inbuilt privacy control in <=5.1) many remove native apps like Facebook/Dropbox/Twitter/etc and rely on their web apps. Those run just as good and don't record the GPS, voice, upload photos and SMS, etc.
My curiosity comes from practicality: I'd love to try out the more expensive apps on iOS but I don't want to pay out up front and then be disappointed and have no trivial way to say "nah, wasn't worth it." Even Target lets me show up with a thing and some manifestation of having paid for it then takes the thing back with minimal fuss.
The difference for the developer is you have to maintain only one version with optional features, and not two different app-versions (demo/lite/trial + full version (maybe even with optional features))
For example, a fitness app named "Sweat with Kayla"[1] (apparently a renowned female personal trainer) is currently featured prominently at the top of the front page of the Australian App Store.
The app description states:
Sweat with Kayla is free to download. All consumers are welcome to a free 7-day trial period. Should you choose to continue use of the Sweat with Kayla app, we offer a single auto-renewing subscription option:
Just $4.61/week ($19.99/month)
Is that trial period contrary to the App Store Review Guidelines?[2] Clause 2.9 says: "Apps that are "demo", "trial", or "test" versions will be rejected." Strictly speaking, "Sweat with Kayla" might be a "full" version, because you get the whole thing (at least for seven days).
On the other hand, clause 11.9 says: "Apps containing content or services that expire after a limited time will be rejected, except for specific approved content (e.g. films, television programs, music, books)." Perhaps Apple takes a broad approach to this clause and Kayla's workouts and food plans were seen to be sufficiently close to the named examples of "specific approved content" to pass muster. It would be surprising if Apple had decided to feature the app without reading its description.
Interestingly, the most favourable feedback left by those who have posted reviews for "Sweat with Kayla" appears to be gratitude for the trial period, which saved reviewers from paying anything before deleting it.
[1] https://itunes.apple.com/au/app/sweat-with-kayla/id104923458...
[2] https://developer.apple.com/app-store/review/guidelines/
> Content subscriptions using IAP must last a minimum of 7 days and be available to the user from all of their iOS devices
If you happen to know of any sources for that policy or any examples, I'd be interested in seeing them.
It's possible to offer a free trial as part of an auto-renewable subscription,[1] but that scenario is different to the app ceasing to function X days after you've downloaded it.
[1] https://developer.apple.com/library/ios/documentation/Langua...
"… Jobs’ statement was completely driven by Apple’s desperate state and the fact that Apple’s potential users cared more about Photoshop and Office than they did the Mac. For Jobs especially, it must have been humiliating … that Boston keynote was at the root of Jobs’ opposition to any 3rd-party apps on the iPhone, much less app store policies that enable sustainable businesses. Never again would Apple be held hostage to an app that was bigger than Apple."
Anyone who has invested in buying iOS apps knows the challenge of app discovery. The time to find an app costs much more than the purchase price of the app. But even worse is the short lifespan of well-maintained apps, as developers are unable to build sustainable businesses. We are left with apps from very small dev teams or from large dev teams that monetize elsewhere.
But I think it is something else - the whole mobile market is stagnating. The beast is already too big for a company to manage it, there are little to no money and with walled gardens innovation is hard.
The only breakout apps in the recent years have been various kinds of messengers or cloud services. For whatever reason nobody wants to write code that does stuff on the devices.
Few business models can afford a 30% tax. If you monetize externally to the device, this tax can be avoided.
In addition, on-device computation generates less data for tracking, surveillance analytics and "machine learning".
If Apple cared about privacy and app innovation, they would unbundle the 30% app tax into optional developer services+fees that totaled 30%. This would support a wider range of business models.
What do you think the "tax" is when you sell something wholesale to a distributor that then sells it to a retailer?
"the" distributor (mandatory 1 of 1 set of terms) = tax
1) tech bloggers love to predict any platform's impending doom by any means possible, and app stores are great for that because you can draw all kinds of conclusions without worrying about real practical problems.
2) if you like the device and the core of how it works UX-wise, you'll find a way to make it do what you want it to do even if $perfect_solution isn't available (yet).
There might be things wrong about the iPad Pro, but it's a damn cool device and I'm sure people will get productive with it.
Also, Apple's sort of told professionals to fuck off for a few years now while it focused on consumers. So I find it hard to trust them to do right by the needs of niche pro users.
Time will tell though, so we shall see!
Also rebuying the full 2.0 version of an App because the App store doesn't have an upgrade process.
Seems like these are features that are Apple has gone slightly too far without. Ill be shocked if they dont announce these features finally at WWDC this year.
In the worst foreseeable case, desktops/laptops become so rare that they costs tens of thousands of dollars. Children interested in programming will then have a massive barrier to entry.
Really another form of making Stallman's 'Right to Read' a reality; instead of licensing debuggers, you make all mainstream OS's a non-Von Neumann architecture.
http://www.gnu.org/philosophy/right-to-read.en.html
http://www.codersnotes.com/notes/the-death-of-the-von-neuman...
So you are at someone else's mercy how much and what to tinker with.
On top of that, each app lives in its own context and can hardly be "pipelined" with other apps to achieve something creative. It's the death of creative computing.
Even as a web developer, it boggles the mind to understand why browser context menus have "View Source" on by default, rather than a developer mode switch. This sort of stuff hits me hard. Like dead pause/break keys on laptops, wireless switches on the chassis. Nobody is actually paying attention to what they're building.
Sounds like a good plan !
Plus jailbreaking iOS devices really is hard and exposes you to risks such as bricking your device or mallware. You can also lose your warranty, because Apple says so.
Seeing the price of a Raspberry Pi is 25 dollars, what would make the price of a RPi skyrocket to thousands of dollars?
http://www.businessinsider.com/apple-q4-earnings-2015-10?IR=...
It's dangerous to bet against apple these days but combined with a small ecosystem of professional authoring apps (compared with MacOS or Windows), I am not very bullish on the pro.
As a software developer it's easy to mistake "producing" and "productive" for "coding", but that's only one niche.
(MS Surface seems to be popular with comic artists, and even though they have a PowerShell at their disposal, I suppose they are using their Surface much like an Apple user can use his iPad.)
My experience with spreadsheet softwares on ipad is terrible compared with a desktop experience. And for word/powerpoint we are back to my point on editing something without a mouse and keyboard. There are some case in powerpoint where a stylet would be quite powerful (for drawing shapes) but in most use cases it is hard to beat the keyboard + mouse in term of precision, speed and small amount of effort required.
I can understand how it can be used by artists for sketching but I would think it's more of a niche market.
I also bought an iPad Pro and Pencil. It beats my Wacom Cintiq. Especially because I prefer iOS painting software — Procreate in particular — to Photoshop. Procreate can handle large layered canvases at a smooth 60fps, on far less powerful hardware than Photoshop. It offers most of the same features for painting in a nicer package. It's far cheaper, and they have supported the app for years. I have been a graphics tablet user for over a decade and the iPad Pro + Pencil is the best digital drawing experience I've had.
I also kind of like coding on a software keyboard. Probably not for a big project, but it's what I go to when I want to build interactive prototypes.
"Working Copy" is a neat Git client I have been using on iPad. I use it to read my code base for large projects and to manage my commits and pull requests.
I hear a lot of musicians like the iPad for music production, but I haven't done much outside of GarageBand.
I have no plans to stop using my laptop computer. But the iPad is a great screen for making things, even if you might have to take those things to a laptop later on to "finish" them.
How is this an issue? Why not just put an in-app purchase enabling the full features?
What dev want is a way to have a full featured app that expires after a certain amount of time, not a limited version that enables all features over a paywall.
> Apps containing content or services that expire after a limited time will be rejected, except for specific approved content (e.g. films, television programs, music, books)