An App Store Experiment
stuartkhall.com
stuartkhall.com
(Although this does tell us one very interesting thing - that a topical app on the App Store, with minimal marketing, can get huge downloads if it shifts from paid to free.)
The part of this story that really impresses me is actually the $440 revenue. That's not at all bad for an MVP, and demonstrates there's a market and that the app sells. Those are the kind of indicators I'd look for before pumping a lot more time into the app and attempting to turn it into a real business.
There's every chance - particularly given the subsequent good reviews - that this app could have been an $xxxx/mo success.
Any chance OP can push an update and upsell his happy customers to a paid version, I wonder?
I believe this whole project was an experiment in how successful your app can be when you try out strategies X,Y, and Z.
People shouldn't misinterpret this bump. It's largely because there are a billion robots monitoring prices, and you get a bunch of marketing from these robots when you shift from paid to free. And there are "journalists" who watch the bots and add to the clamor. And there are people who will never pay, but will take a free app.
I don't think going free translates to sales later, though it can be useful for reviews. It was also problematic for us because our app hit servers, and was not self-contained.
Another time, Amazon made another of our apps the free Android app of the day. This resulted in 120K downloads in a day, but only scant residual sales, most of which came from an Amazon accounting error.
And I know bloggers get a ton of email every day, and not everything is worth covering, but it would be nice to get at least a reply saying "no thanks" once in a while instead of just being ignored…
/rant
I'm thinking of that story a couple months back about the Bible app, how there were a few but they all sucked, and people had decided that downloading the bible onto their phones was something they wanted to do.
I wish we could have seen revenue numbers if he had put ads on the app the day after he shot up the popularity charts and was doing 10s of thousands of downloads a day.
I think what happened here is that one of the major sources of app discovery now are the "Apps Gone Free" apps. It was precisely because it used to be a paid app that suddenly was free that suddenly put it in front of so many people.
Now, if the app is truly worth recommending then it could become paid again and word of mouth will generate sales.
Again, this is all completely obvious but there's still some magical thinking when it comes to the app store that somehow normal rules of selling a product don't apply.
He says he wanted to experiment on how to make a successful app in the app store. He theorizes that "making a story" behind your product is most important.
He neither explains how he "made a story", nor does he attempt to explain why his app became successful. Doesn't he have any insight into why switching to 'free' had such a large impact?
My question is what does it take to build a real business in the app store? Companies have to pay employees, etc. Are 1% of the companies making most of the money? I think it's going to be hard to build a company 99 cents at a time.
That said it also suggests that revenue is increasingly moving down the long tail which may be a sign small app companies may become more viable.
[1] http://blog.flurry.com/bid/88014/The-Great-Distribution-of-W...
There are close to 1,000,000 apps - 9,999,000 support one person or less.
Actually, if you are bringing in $1000/day in the Ukraine, you might have quite a little startup indeed.
Forget the bubble -- what makes a company a "real" company is offering things like health insurance and PTO, which are not cheap. That's one or two folks max.
And as a person who runs what you think of as a "real" company, I still don't like the sentiment that people who are trying aren't real companies.
Tell that to EDD & the FTB ;)
A 1 or 2 person company can be a "real" company. I would love to co-found a 2 person company that did $30k/month, and I'd be proud of it.
But let's not pretend that trying is enough. Being a "real" company is hard. It takes a lot of planning and effort to be square with EDD/FTB/IRS/insurance, cut paychecks on time, pay your partners/vendors, keep PTO records & pay set aside the right way, and so forth. Doing those things is something to be proud of, and something a lot of startups that call themselves companies and give eachother CxO titles don't do.
I think companies who actually take the time, effort, and expense to run those things right -- and have the scale that makes doing those things make sense -- deserve to be called real companies. Just one man's opinion.
But it's just the sentiment I don't like. If young entrepreneurs give themselves trumped up titles and dream of grandiose things, that doesn't disgust me at all. Perhaps a wry smile, along with some encouragement.
Conventional wisdom is that the money is in development work and not selling apps by yourself on the store.
Now what I find most interesting is that the author doesn't seem to have a large portfolio of apps. The "More by this Developer" link only shows this app, while his website only points to Discovr (http://discovr.info/) which I can't imagine he's the only developer for. I'd be curious to learn more about his expertise.
For what it's worth, Jony Ive seems to be pushing us to all adopt the design approach of the OP. Wonder if 'deference to content' will become the new normal?
[1] http://blog.fieldforceapp.com/post/32922733018/weekend-proje...
Is there some general "formula" on how much ad revenue one can expect from a (relatively straight forward) free app per 1000 users? Meaning some help on at what point would it make sense to move from sales based monetization to an ad based monetization model.
More than likely the reason his free app did so well against the others is that the others likely had ads or nag screens or similar, while his was genuinely free.
Another thing to point out is that the author has about 4k Twitter followers, so he does have an existing network of people to expose this app to. It's not much, but its a (free) start.
No pointless nav bars, no curious looking buttons, no walls of text, simple, effective UI. I really like it. Hopefully it will help me drop a few kg's!
Perhaps, without the "useless" 2nd step, going free would've been equally flat.
Just a thought.
As an app developer, overall I feel these posts only encourage the current app store ecosystem of free or freemium.
Isn't that the standard approach App Store for making money off free apps?
[1] https://itunes.apple.com/en/app/nike-training-club/id3015214...
>It's a great way to kick off the day, and I'm 3kg down.
The OP says he is in Australia. How widely is the metric system used there (in comparison to the imperial one)?
Wikipedia has a surprisingly comprehensive article on Australia's metrication: https://en.wikipedia.org/wiki/Metrication_in_Australia