7 Reasons our app costs $99.99
blog.httpwatch.com
blog.httpwatch.com
Think of it this way: while asking your boss for a raise, you wouldn't mention the cost of rent or your other bills — even if those are prime motivators. You would instead focus on how you bring value to the company.
Several of the article's points focus on the value that this app brings to customers. The post would be stronger if all of the points had that tone.
Rationally your labor has a market value. How you negotiate your way into getting paid that (or a little over that) is up to you.
Like that photographer dude on HN a while ago who defined the cost of one photograph by the equipment cost, and the plane ticket required to go there?
With this kind of logic, you should bill your customers your years of education, from the time you started to read, and effectively charge them millions of dollars per product. This is so ridiculous I don't even know if there's a name for this kind of fallacy.
Sometimes the restrictions on supply are artificial, sometimes they are natural. Medicine are a good example of both effects. Being a doctor is hard, and requires a lot of education. But there are also limitations on how nurses and other medical practicioners can work (dental hygienists can't clean your teeth unless they are supervised by a dentist).
I think the fallacy here is that you extrapolate the things you mention to 'millions of dollars per product'. I don't think its ridiculous logic to attach a premium to your 'market value' based on how much (time, money) you invested in your education or side projects, and I also don't think it's ridiculous at all to account for equipment cost and travel expenses to determine the cost of (for instance) a photograph. In fact, I think it's perfectly normal, and I assume the similar logic was used in determining the price of about every product or service I buy. Usually costs like these are amortized over a large range of products ('photos', to stay with your example) and/or a large number of sales, so the numbers don't add up to 'millions of dollars per product'.
It is ridiculous, because your equipment is not disposable, and is going to serve for multiple pictures (possibly hundred of thousands before it dies out) and your trip was not just for that particular picture, but for other purposes as well (relaxing, tourism, etc...). It seems very far fetched to justify the price of a single photograph this way.
Also, if someone wanted me to fly somewhere to do a project for them, I am absolutely going to charge them for the plane tickets. Travel is difficult and costly, there's not only the cost of the ticket itself but the opportunity cost of all the things you could be doing instead of dealing with flying somewhere.
I'm not sure if you have read the post I am referring to, but that was not the case. The guy was not asked to go and fly somewhere to take a picture. He just said his picture was worth x thousands dollars because he took it with x,y equipment and travelled to that place to take it by himself.
I'm just saying that's not how pricing usually works. You don't charge for your costs, your charge at the price you can sell, and whether that's above your fixed costs is only a matter of whether your work is valuable or not. If I were a complete noob with expensive equipment, my market value would still be zero.
Of course the investment in certain skills needs to be paid.
It is easier to understand why software is "expensive" when one factors in all monthly costs involved in paying bills, office personal, developers, sales and marketing to produce the said software.
I think you get it wrong. You are not being paid for the years of studies you did. If you learn about petrol extraction in a country that has no oil and if you are not willing to move, your market value is exactly zero. The market defines your value, not your education. That's precisely what tons of students don't understand and get severely pissed off when they don't get the job and the salary they expected.
Not only you do, but in a lot of countries it is mandatory too.
People with university degrees earn X more than people without, by law. This for example happens with civil servants in lots of countries (different, published pay scales if you have a university degree). In some places it's also encoded in the minimum wage a profession commands.
(I worked at the salary department of a major ministry in my country, and I know of similar laws elsewhere too).
Great, you just defined one of the root causes of unemployment. Artificially fixed value. The same thing occurs when you artificially define minimum wages: home owners stop renting their properties because it does not make sense for them anymore.
If people and especially employees, can screw other people, they will. Laws against slave and child labor, and women inequality in pay, are also some ways in which we introduced protections against those abubses. For some people those protections were "artificially defined" too (e.g "why take the children out of the labour pool and artificially inflate the value of adult labor").
>The same thing occurs when you artificially define minimum wages: home owners stop renting their properties because it does not make sense for them anymore.
The correlation doesn't make much sense. As long as there are people willing to rent their properties, they'd rent them. If anything, with people getting some guaranteed minimum wage, instead of being paid less, there even be more people that can afford to rent.
Or is the idea here that people would not be employed because of the strict miminum wage? In actual life I haven't seen that. It's more like employees are paying people less just because they can, than paying them less because they cannot afford to pay them more. Minimum wage at least puts a cap to that.
Wrong word used up there, it was not "wages" I was refering to, it was "rent prices".
"It will be 300$, madam."
"That's way too much", the woman replied, "it took you only 10 minutes to do it !"
"That's where you are wrong madam, it took me all my life."
Of course you should factor in your education et al into the price you charge for your product.
Fallacy? That's what every professional I know does. He factors in his qualifications (education etc), into the prices he charges.
That can in some cases be a winning strategy for negotiating a raise. If your living expenses are too high relative to your salary and you're worth more than your current pay, your boss might give you a raise out of fear you'll leave. That logic doesn't carry over to app pricing though.
This isn't as much an emotional appeal ("please sir, can I have some more? Look as the way I'll have to live if I can't.") but more of an illustration of why more is desired and therefore why you might be considering looking elsewhere (which if you word it right won't be taken as a threat by a reasonable boss and/or HR person, rather as an honest explanation of your needs and thought process).
An "emotional appeal" is also known as an appeal to empathy, and humans empathize for many reasons other than personal relationships. When you hear about starving children in some far away place, you empathize, not because you know the suffering children, but because we're hard wired to protect our young. Other times, we empathize because we can identify with another person's experience.
HttpWatch is a tool for developers, made by developers. Their hope with this message is that other developers will identify with their challenges. Every developer who sells their software in the app store has struggled with the pricing question. The addition of empirical evidence to support their pricing was a nice touch.
There's always a skeptical subset of people who will not respond to any appeal. In my experience, that group is overrepresented here on HN, so I'm not surprised at the responses, but my hunch is that this message will have some positive effect for HttpWatch.
I almost never give COLA raises, but I will raise based on performance and desire to remove money as a reason to look for another job. It's the easiest way to overcome inside recruiting and it doesn't take much thought, so I can spend my time with other retention techniques.
I think they make some very strong points (30% to Apple, no upgrade prices, etc) for their price, and I genuinely surprised that we don't see more $100+ apps in the Apple App Store.
[1]: http://www.opm.gov/policy-data-oversight/pay-leave/salaries-...
"Boss, you pay me $50 an hour, it would take me 8 hours to get the functionality this app provides (that we need) and that's not including future changes and improvements. So, what should we spend? $100 for this app or $400+ for an internal pet project that's likely to turn into a time and money sink?"
As a "boss" I do get employees who point out that their cost of commuting is significant. There is a distance vs location vs salary metric that people are constantly min-maxing to improve their net take home pay. If I hire a web developer that can work 5 minutes from home by bike, or an hour from home by car at my place, that it going to figure into the salary that they require to take the job.
I suspect people are used to buying app-store apps at those prices because it requires no commitment. You could spend 99c on an app, use it just once, and not really regret it because it was "just" 99c. However if it is more than $10 then you have to actually consider the app's relative value and people aren't used to that kind of value proposition on the app store.
"No commitment" on the buyer's side, that is. There's still a high expectation of long term support on the seller's side regardless of whether the app has a very low price. Remember how many people freaked out over the sale of Sparrow? IIRC, that app only cost a few bucks.
They're paying for the market validation that can be eaten up by a company in a less expensive market to produce a knock-off version (or, more likely, ten knockoff versions) for that USD9.99 and enjoy boatloads of sales.
This pattern sets an expectation that, because it can run on your phone, it should cost significantly less than desktop software, even if it is more useful than a desktop version.
I'm a big fan of leverage and my father taught me the ROI model of tool selection from an early age, for everything from shoes to calculators. Unless it's completely unaffordable, the cost of a tool is irrelevant outside the context of its ability to amplify your thought and your output.
[1] TIL Babbage's had already had a name change before the time period in question.
If the app was a sideloaded app only, the OP would be able avoid the questioning from the more frugal app store audience completely (and could conceivably cut his price by 30%).
The "even my company won't pay" comment was a bit shocking but also reminds me of Kalzumeus' experience with teachers and the already low price of bingo card creator.
Users would get a $99 developer license, download the binaries and a little installer script, and the script would install the app via XCode on the device. For one app alone it would not make sense for the user financially, but I could imagine that some power users or people wanting to use censored stuff already have the license. Any reason why this wouldn't work (I'm only superficially familiar with IOS development)?
What I meant was to let the users be the developers, and sign and deploy it themselves.
If you didn't care about selling it, you could just dump the source somewhere with a little installation script. I can imagine many IOS users who would like to use emulators or other banned apps would happily pay $99 and compile their own stuff.
You can officially (as a matter of policy and enforced by iOS) distribute apps in 3 ways:
1. Through the App Store
2. As an enterprise developer distributing apps to employees of the same company through an enterprise App Store to an enterprise enrolled iOS device
3. As a developer to a test device where the test device is 1 out of 100 registered devices in your Apple developer account
The only other alternative I'm aware of is to jailbreak the device and distribute via Cydia.
But, AFAIK Apple centrally checks the validity of the profile with each download and thus they are certainly able to detect if you use your enterprise profile to circumvent the appstore.
What I was thinking about was (simplified):
- The primary developer distributes a non-runnable version of the app. Say they just dump the source somewhere and declare it public domain.
- A user registers as a developer with Apple, downloads Xcode and the app's source, and then builds and signs it themself and places it on their iOS device.
The user pretends to be debugging the app he just compiled. No compiled or signed code is distributed, nothing is placed in the app store, etc.
Its like here in the UK, Marks and Spencer Food (a premium food supermarket) doesn't compete on price with ASDA, Tesco, Sainsbury's etc, because they'd lose, instead their ads are Dine in, for two, £10 [1], which is meant to make you compare it to a restaurant, because then it feels like a very good deal. Its all about context.
Search for Rory Sutherland on YouTube [2], absolute genius, he talks about this kind of thing as well as other absolutely brilliant ways to apply behavioral economics to advertising and business.
[1] http://www.voucherexpress.co.uk/volatile/ProductBannerImage/... [2] https://www.youtube.com/results?search_query=rory+sutherland
It "works", but I've never found those adverts convincing. People don't eat at a restaurant every day, and the food from a restaurant will be better than whatever M&S is offering.
It's best not to try and trick your customers into spending more money for an inferior product. It tends to backfire over the long term.
Assuming their (rather low compared to North America) rate of $40/hour for a developer, if this app saves you in aggregate more than 2.5 hours of work, you've already made your money back.
Permanent employees will probably cost less than that. Say £50k a year or approx. £250 a day...
Remember, also, the fully loaded cost of an employee is at least x2 their salary.
As it stands the article didn't even convince me that the app would be worth $0.99, not $99.99. Or maybe I'm just not the target audience.
They should have shown what makes this app worth its price.
Why would I need extra performance optimisation data on iOS that those wouldn't already show me, for zero cost?
Joel Spolsky has his article on market segmentation
http://www.joelonsoftware.com/articles/CamelsandRubberDuckie...
that provides a more thorough treatment of why increasing the price to "near absurd" levels is actually beneficial from a revenue standpoint. Unfortunately, Apple's app store as a channel makes it difficult (impossible?) to provide differentiated pricing (unless you do the classic free / paid with two apps).
Perhaps they need to focus more on operating within the constraints of the market rather than fighting against them. There are several business models that work, and it doesn't need to be advertising based. They could offer tiers of functionality that that are priced accordingly. They could make it a subscription service. They could make make the functionality modular and offer a la carte in-app upgrades. In addition to all of these, they could offer a lifetime "platinum" version at $99.
IMHO, Apple/Microsoft/Google should provide a "Enterprise" marketplace to things like this (if that doesn't already exists). Then people won't be comparing great tools against Angry Birds.
It's also amusing to look at the number of Chrome Extensions that do the same exact thing as this app that exist on the Extension Webstore. Granted, making a native iOS app can be arguably more expensive than a Chrome plugin, but it also shows where the market is pointing for this particular niche. Not many people I know of would willingly purchase this app to solve a mobile http connection issue they normally would solve with a free plugin for their desktop browser, especially when it's going to be a rarely used utility.
I think a tiered approach would be a fantastic way to ease consumers into the product. Not only would these developers get a much larger install base, but it would also help the entire app store economy grow more accustomed to more expensive apps, countering the "race to the bottom" effect the author cites as a reason they charge the amount they do.
The App Store has conditioned people to ASK for a low price, but that doesn't mean developers have to offer one. Any advice that says you should give people the price they ask for is bad -- the optimum price for any product is almost certainly higher than most people would pay. Even 99c apps shift far fewer units than freemium ones.
However I suspect HttpWatch would make even more money with a true freemium model where you pay for the volume of use.
I'd also bet that a $0.99 price attracts a lot of unreasonable customers, and those paying $99.99 would be an awful lot more reasonable.
This has been my experience with SaaS and consulting: higher prices mean noticeably more pleasant customers.
Where does the anger come from? What must this user expect out of the app store that asking for remuneration leads to flaming comments in the reviews?
The only things I can figure is that there must be some sort of default assumption of freeness. Does the user believe the apps to be coming from Apple/Google/ATT/Verizon/etc, and feels jilted that they are paying for their service and an "incomplete" device [1]? Or does the user believe the apps to be coming from other users, that apps are no more complex to develop than images are to share on Pinterest? Even that feels like a stretch.
I don't know. Have there been any studies on this? Any insights from experienced app publishers here? I think this is a really important question to answer, because otherwise I don't think we're ever going to properly monetize apps, if there is such a fundamental disconnect between developers and users on how the app ecosystem is viewed.
[1] default builds are pretty underwhelming.
And unfortunately, I think "sticking to your guns" on this subject just puts you in a sort of prisoner's dilemma with the other app developers.
"Tell me the ROI not that you need to make money, I don't care about you. Tell me why your application will make my life easier and why it's better than other cheaper alternative solutions"
Classical case of someone is taking user feedback personally.
I certainly value it more.
Their target market is developers don't forget.
That's because people have more chances to make a decision, and you can influence that decision with the free trial (try before you buy). Otherwise they are deciding based purely on a picture and description, and maybe some social proof (a blog article that brought them there, the reviews, etc.) With the above scheme, you get all that + the actual visceral experience of the trial, and a low monthly payment.
What do you y'all think? Have you tried this scheme?
Although a very different market, I'm still amused that online gaming portals like GOG and Steam consistently get me to buy games I would not otherwise buy by running sales more-or-less continuously. I wonder if HttpWatch could capture the lower end of the market in a similar fashion.
If the product is good, people will pay.
Such software are working tools that save hundreds or thousands of dollars.
It is like the old discussion about the price of Microsoft Windows, or an Apple Mac, or Adobes Photoshop - oh my good, i call them all in one sentence ;-)
Yes they are expensive, but from the viewpoint of productivity, you make money with them and much more than they cost you.
I hope more developer have the courage and sell their work at reasonable prices.
99$ it it was good i would recommend it. If it was buggy and bad i would do screaming rants and blog posts about it.
My initial thought on the subject when trying not to only think about final revenue.
> 5. There’s no Upgrade or Maintenance Pricing on the App Store
You can use in app purchases to add features feature upgrades to the app. Games do exactly that. The only challenge is that you have more maintenance in code and in iTunes connect.
This fear of paying for software is exactly why the Google/Facebook model of selling all your private data to advertisers is so popular.
Do Apple make that illegal too?
(For the curious AU $129.99 is about US $121 at the moment.)
Does the Australia app store include VAT (or equivalent) that can be claimed back by businesses?
Also it's not uncommon to soft-launch apps in Australia before the US and the rest of the world as a large scale public test. (The market is considered by some to be very similar to the US.) So it might makes sense to roll a different line just for Australia. Maybe. Just throwing the idea out there :)
It even includes a rating shortcut in the app itself.
I actually flagged this story when it first appeared because it seemed to be spam, and what I suspected was a fictional narrative to pitch it. e.g. a nice chart isn't necessarily backed by non-fictional numbers, but can as easily be manufactured numbers to fit the narrative.
I appreciate that I am being horribly cynical, but such is the nature of promotion today -- the story that gets you some attention often needs to be propped by a fiction about attention. I have no idea if that is the case here, but some of the signs are there.
Getting app reviews is very hard unless you have hundreds of thousands of downloads. This post suggests that only 10% of all apps have one or more reviews:
http://blog.appfigures.com/a-deep-dive-into-app-store-review...
The flimflam about updating the app just means that they don't wish to fire everyone now that they have a selling app, but instead will keep developing it with the hopes that it would sell even better.
Maybe the right reasons for stakeholders.
Not the right reasons for customers.
Paying $100 a year, let alone $100 once off, for something that improves productivity ought to be below the level of even caring to do the cost-benefit analysis.
If your employer won't let you spend $100 on a productivity tool, he's very foolish. (NB: Most employers are foolish. I've always got hemming and hawing about spending that money; can't we just do without?)
#7 is a great topic to explore in its own blog post. Unfortunately, its power is undermined by obviousness of certain other points.
#5 and #6, combined, would make a great FAQ item (which would also increase the awareness among customers), and perhaps a blog post, too.
#1-#4 are the worst—they seem applicable to just about any product, including the infamous I Am Rich app.
This post, listing every justification of app's pricing, makes me wonder if the developers themselves doubt their decision.
> A good programmer in the UK costs about $ 40 an hour. If an app sells for $ 10 that only pays for about ten minutes of a programmer’s time. Therefore, spending more than ten minutes interacting with a customer who bought a $ 10 app effectively results in a loss on that app sale.
So you define the price based on how much time you interact with a single customer? It just doesn't make any sense at all. And that kind of logic does not scale if you have thousands of paying customers, since your time with each of them drops to zero.