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The App Store
for (fun and) profit
Jack Nutting www.nuthole.com
@jacknutting jacknutting@mac.com
DIY software business
Things you get to skip
• Web shop
• Payment handling
• Inventory
• Shipping
Things you still have to
do
• Software development
• Customer support
• Marketing
Marketing ?!?!
Loads of people who
are new to buying
software
iOS installed base
100 gazillion!
Lots of these people
have never bought
software before.
What prices are developers setting?
Which apps are people buying the most?
Cheaper apps attract
more haters
Reducing your price will
often decrease your
ratings
The sales channel
The App Store is a hit-
driven economy
(somewhat)
How will you make
money?
Economy of scale
“Lite”
In-app purchasing
Ad revenue
• iAd
• Greystripe
• Pontiflex
• Google
Build free apps that
help people use your
business
Nordnet
Before you write a
single line of code, be
smart.
Don’t reinvent the wheel
(or the spinning bottle)
If you’re going to be a
copycat, you have to
add something
A tale of two jumping games
PapiJump
Doodle Jump
People love stories.
Even stupid stories.
(Especially stupid stories?)
Pocket God
Don’t make apps that
suck.
Make your app as
simple as possible, but
not simpler.
Eliminate settings
wherever possible. If
you can make a choice
on behalf of your users,
do so.
Begin marketing while
coding.
• “marketing”
• Use your social network.
• Find enthusiasts and give them a sneak
peek.
• Issue a press release.
• Consider paid advertisements.
A “doodle game” from
before there were “doodle
games”
QuickTime™ and a
H.264 decompressor
are needed to see this picture.
• Started coding
September 2008
• Submitted to Apple
January 2009
• Approx 1 hour per
day
Pretty good start!
2009
$ released free “lite”
version
Started dropping off pretty quickly
2009
$
Everything
$
listed among
“best doodle games”
FAAD
A bit over $20K
Everything, both versions
DLs
listed among
“best doodle games”
FAAD
2.3 million people have downloaded
Questions?
Jack Nutting www.nuthole.com
@jacknutting jacknutting@mac.com

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The App Store for (fun and) profit

Editor's Notes

  1. I’ll be talking about ways that people can, hopefully, earn some money from the App Store.
  2. You get to skip a lot of boring stuff that used to plague software vendors.
  3. I’ll get back to this a little later
  4. iTunes purchase model makes it ridiculously easy to buy software. low price, one-time CC entry
  5. Those are pretty awful customers. They expect everything to be perfect, free, and available yesterday
  6. app developers seem happy to oblige on the “free” part of that
  7. iTunes. External app review sites. Social media
  8. In iTunes on desktop, a huge portion of the app store is “editorial” Big sections: New and Noteworthy, What’s Hot, Staff Favorites. Small sections on right: Top paid apps, Top free apps, Top Grossing
  9. small slice of a growing pie
  10. Offer a free version with reduced functionality. Don’t hint at missing features with things like greyed-out buttons!
  11. lets you come close to offering a “trial” version
  12. Apps that function as a beacon, pulling people into something that you’re already making money from.
  13. Spin the bottle story. Potential customer wanted spin-the-bottle game, even had mockups. recommended against, there were about a dozen. today...
  14. papi jump is free, one of the first games i put on my iphone.
  15. doodle jump came out later, costs $1, but delivers more. more engaging graphics and sounds, frequent updates, tie-ins with other games for cross-promotion
  16. Case in point: [...]
  17. Frequent updates. Pocket God is not really a game, it’s a diversion that includes a simple “storyline” that changes with each update, and an evolving set of mini-games.
  18. Henrik Kniberg already used this Einstein quote, which I’m paraphrasing here. Good thing (for consumer) about curated app store is that Apple tries to filter out some suckage. Make sure your app isn’t filtered out!
  19. The first and most successful iPhone app I’ve released.
  20. This represents half the revenue the game has generated so far.