The Biggest Problem in App Discovery
blog.gaborcselle.com
blog.gaborcselle.com
The web side needs a 0th step: "What was that URL you sent me last week again? I forgot..."
From that experience I did notice that getting listed on a relatively big one like KillerStartups.com always resulted in an avalanche of automatic listings on smaller directories and blogs - as well as a lot of twitter activity.
From poring over google analytics, and talking to users, I concluded that while a lot of that chatter is automated garbage, it does often end up being read by real people who follow the links and sign up for the app.
All of this is to say that potential web users are scattered across too many discovery vectors to solve the problem by simply building The One True Directory.
What could be done, maybe, is build a sort of central repository to which developers could post their apps in a standardized fashion and then have those listings freely available. That repository could work a bit like Crunchbase, except with less focus on money & people and more on categorization & features. Ideally, app directories would then consume and relay that information to their audiences - editorialized or not.
Such an initiative would require massive participation by app developers, which, of course, is the real crux of the matter. In practical terms, there would be little difference between building a solution now or simply flocking massively to one of the already available directories. Which begs the question: why don't we?
Instant open apps would be nice, that's something that should be aimed for I think.
I don't understand why you need to enter your password to download a free app. At the very least, you should be given an option to turn off the password protection.
If Apple didn't do this, their users would forget their passwords and stop buying apps.
I think a long time ago (a year?) the in app purchase options didn't require passwords, so password-to-install was the only line of defense. It may be a holdover from that.
This blew up IIRC with the Smurfs kids game, one of the first really popular freemium games. A parent would download the game, hand the device to the kid, and the kid would be free to make as many in-app purchases (or other games?) as he/she wanted. Someone got a bill in the thousands and complained.
Apple changed it so password entry for paid content must be re-entered for each purchase. Free apps and updates still required password to download, but honored the 15 minute window. With iOS 6, updates do not require the password at all. Combined with the strict limitations for auto-renewal payments (subscriptions only allowed for music, magazines and video content), it's pretty hard now to spend money by mistake.
And I would wager the minimum possible startup time is actually smaller for a web page than an app. Apps usually take at least a second or two to open for me, and Google has their page load time down below a second, right?
Either way, your choice of platform is not going to be the thing that prevents you from building a fast app. It's going to be your failure to use the architecture well.
> I know web sites that are super snappy and apps that
> are dog slow.
Yes, but would dog slow app implemented as web app be any faster? Or even more slow?- app reviews (incl. facebook integration now) that make it a lot easier to know whether the app is working/useful/great.
- highlights in the app store app itself. sure this is limited to what Apple chooses to show but there's no perfect equivalent on the web (maybe HN or TC?).
My question follows: What's the rate of returning users that create more than one piece of content when using a hand-holding on-boarding strategy compared to using a very minimal on-boarding strategy? That might be the next step in Gabor's chart.