Iphone Presentation Wash U042110

629 views

Published on

Published in: Technology
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
629
On SlideShare
0
From Embeds
0
Number of Embeds
29
Actions
Shares
0
Downloads
4
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Iphone Presentation Wash U042110

  1. 1. WASHINGTON UNIVERSITY APRIL 20, 2010 Robin Rath [email_address] @robinrath
  2. 2. ABOUT <ul><li>Designer, Project Manager, Entrepreneurial Thrill Seeker </li></ul><ul><li>Mobile Application Publishing Experience </li></ul><ul><li>Partner at The Loud Few www.theloudfew.com and @theloudfew </li></ul>
  3. 3. IPHONE EXPERIENCE <ul><li>Vivid Sky </li></ul><ul><li>Radial 50 </li></ul>
  4. 4. RADIAL 50 OVERVIEW <ul><li>Started in January 2009 on Android </li></ul><ul><li>Launched in July 2009 on the iPhone </li></ul><ul><li>Team included Designer/Project Manger Developer and Interactive Marketer </li></ul><ul><li>Lite Version, Paid $1.99 </li></ul><ul><li>10k Lite and 5k Paid sold in first 2 months </li></ul><ul><li>Peak 778 Full sales single day (thanks Apple!) </li></ul><ul><li>Top App rank of 241, top Game rank of 141 </li></ul><ul><li>Has maintained 4-star rating </li></ul><ul><li>DEMO </li></ul>
  5. 5. TODAY’S DISCUSSION <ul><li>Project Management of your (first?) application </li></ul><ul><li>Brief overview of marketing strategies </li></ul><ul><li>Top takeaways </li></ul><ul><li>iPhone Developer PSA </li></ul><ul><li>Q&A </li></ul>
  6. 6. <ul><li>Managing your own app…. </li></ul>
  7. 7. PROJECT MANAGEMENT <ul><li>Idea </li></ul><ul><li>Design </li></ul><ul><li>Requirements & Gameplan </li></ul><ul><li>Finding a [WHATYOUARENT] </li></ul><ul><li>Prototyping </li></ul><ul><li>Firm Up & Build It </li></ul><ul><li>User Testing & Tweaking </li></ul><ul><li>QA </li></ul><ul><li>Data Population </li></ul><ul><li>Submission </li></ul><ul><li>Launch </li></ul>
  8. 8. IDEA <ul><li>Unique, sticky, engaging, simple </li></ul><ul><li>Strong branding </li></ul><ul><li>Tells a story (sell the idea) </li></ul><ul><li>Free/paid combo work </li></ul><ul><li>It gotta be sharable </li></ul><ul><li>Interest the media and Apple </li></ul><ul><li>Plays on the trends </li></ul><ul><ul><li>Location, Location, Location </li></ul></ul><ul><li>Web Interface </li></ul><ul><li>Community Built-In </li></ul>
  9. 9. DESIGN <ul><li>Design it </li></ul><ul><li>Get feedback on it, see if people are interested </li></ul>
  10. 10. REQUIREMENTS & GAMEPLAN <ul><li>Wireframe the experience </li></ul><ul><li>Document the requirements </li></ul><ul><li>Set some timelines </li></ul><ul><li>Build a marketing plan </li></ul>
  11. 11. FINDING A [WHATYOUARENT] <ul><li>Designer </li></ul><ul><li>Developer </li></ul><ul><li>Marketing </li></ul><ul><li>Business </li></ul>
  12. 12. PROTOTYPING <ul><li>Build the most basic version you can as quickly as you can </li></ul><ul><li>Get feedback </li></ul><ul><li>Don’t be afraid to change the idea or scrap it completely </li></ul><ul><li>Get more feedback </li></ul>
  13. 13. FIRM UP & BUILD IT <ul><li>Finalize your requirements for the release </li></ul><ul><li>Revise your timeline </li></ul><ul><li>Start building and cut features before sacrificing timeline </li></ul><ul><li>‘ If you are not embarrassed by the first version of your product, you’ve launched too late .’ - Reid Hoffmann </li></ul>
  14. 14. USER TESTING & TWEAKING <ul><li>Go in with the right mindset </li></ul><ul><li>Focus on usability </li></ul><ul><li>Don’t build in every suggestion, only ones that meet our core requirements </li></ul><ul><li>Document suggestions and ideas for future releases </li></ul>
  15. 15. QA <ul><li>Document user flows and test them (test cases) </li></ul><ul><li>Prioritize </li></ul><ul><li>Get someone else to help </li></ul><ul><li>Use bug tracking software </li></ul><ul><li>Remove incomplete features that risk the timeline </li></ul>
  16. 16. DATA POPULATION <ul><li>Add data to the experience/community so its not uninviting </li></ul><ul><li>Help first time users become acquainted with the application </li></ul>
  17. 17. SUBMISSION <ul><li>Be aware of typical wait times </li></ul><ul><li>Have activities planned for this period </li></ul>
  18. 18. LAUNCH <ul><li>Your biggest marketing opportunity - build hype </li></ul><ul><li>Hit up friends and family for reviews </li></ul><ul><li>Be prepared to make updates </li></ul><ul><li>Set a timeline for your next major release </li></ul>
  19. 19. <ul><li>A quick look at marketing…. </li></ul>
  20. 20. MARKETING PLAN <ul><li>Pre-Launch Website & Hype </li></ul><ul><li>Blog/Twitter/Facebook/YouTube/Etc </li></ul><ul><li>Blogger/Media Outreach, Help from Apple </li></ul><ul><li>Website & Directory Submissions </li></ul><ul><li>Friend and Family Reviews </li></ul><ul><li>Paid Advertising </li></ul><ul><li>Use of Coupon Codes </li></ul><ul><li>Social Media sharing within Application </li></ul><ul><li>Embedded Community Tools </li></ul><ul><li>Updates </li></ul>
  21. 21. <ul><li>My two cents…. </li></ul>
  22. 22. KEY TAKEAWAYS <ul><li>Don’t plan to make a profit </li></ul><ul><li>Be confident in your idea and prepared to sell it </li></ul><ul><li>Set a timeline and stick to it </li></ul><ul><li>Get feedback throughout every step of the process, even when there is no time </li></ul><ul><li>If you are not a good designer/marketer, get some help </li></ul><ul><li>Have a marketing plan, build hype before launch </li></ul><ul><li>Don’t spend too much $$$ on it </li></ul><ul><li>Use the experience as a segue to more opportunities </li></ul><ul><li>This class - you get out of it what you put into it </li></ul>
  23. 23. <ul><li>iPhone Developer PSA…. </li></ul>
  24. 24. IPHONE DEVELOPER PSA <ul><li>50 Million iPhone Users </li></ul><ul><li>80/20 Rule </li></ul>
  25. 25. <ul><li>… Thank You!….Q & A? </li></ul>Robin Rath [email_address] @robinrath Photos courtesy of ffffound.com

×