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More About This Title The Art of the App Store: The Business of Apple Development
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Chapter 1: A Brief History of Time in the App Store 1
Time in a Table 1
The Early App Store 5
Novel Uses of the Touch Screen 6
Simplicity Succeeds While Complexity Fails 8
The Modern App Store 9
The Slow March Toward Complex Apps 10
How Niches Have Changed from the Early App Store 10
Summary 11
Chapter 2: Setting Your Goals, Costs, and Expectations 13
Confronting the “Hero Inventor” Syndrome 13
Benefitting by Doing It Yourself 14
Outsourcing 15
Avoiding the Pitfalls of Going It Alone 20
Considering Your Fundamental Costs 23
Programming 24
Factoring in UI/UX for Game/App Design 25
Factoring in Art Design 26
Considering Your Optional Costs 26
Audio Costs 26
Special Effects Costs 27
Localization for Foreign Markets 27
Quality Assurance/Testing 28
Public Relations and Marketing 29
Advertising Costs 30
Managing Your Expectations 31
The App Store as a Crowded Zoo 31
Planning for Cost Overruns 32
Scheduling with an Iron Fist 32
Summary 32
Chapter 3: Researching the App Store Market 33
Examining the Numbers and Trends 33
Making Decisions Based on Research 36
Opportunity Size: Is There a Hole in the Market? 37
Choosing Your Niche 38
Perform Due Diligence Early 39
Summary Decisions 40
Analyzing Successful Apps 41
Exploring Popular Features 48
Exploring Visual Styles 49
Exploring Social Integration 50
Exploring the iPhone Hall of Fame 51
Avoiding Pesky Ego Traps 51
Game Concepts: Old versus New 53
Analyzing Unsuccessful Apps 55
Learning from Other People's Mistakes 57
Learning from Other People's Complaints 58
Mixing and Matching 59
Borrowing Style and Functionality from Mainstream
Applications/Games (the Picasso Way) 59
Pulling Out Successful Features for a Twist 60
Summary 60
Chapter 4: Knowing Your Customer 63
Understanding App Store Demographics 64
Casual and Traditional Gaming Pillars 65
iPhone Casual versus Traditional Casual 68
Meeting Your Customer’s Expectations 68
Visual and Graphical Expectations 69
Gameplay and Feature Set Expectations 69
Competitive Feedback Research 91
Summary 91
Chapter 5: Plotting the Stages of Development 93
Leadership and Your Team 94
Assumptions about Your Role 95
Your Starting Lineup 95
A Controlling Idea to Kick Things Off 98
Concept through Release 100
Maximizing Your App through Agile Development 101
Planning — Envisioning Your Vision 104
Scheduling 107
Production and Stages of Development 115
Coordinating Marketing 119
Summary 121
Chapter 6: Guidelines and Expectations for Developing Your App 123
Potential Risk and Reward 124
Paid Apps Are Seen as WYSIWYG 124
What Incentives Can You Provide When Sales Dwindle? 124
Are You Planning on In-App Purchases? 124
Can You Go Free? 125
Like Winning the Lottery 125
Revenue Like a Rollercoaster 126
App Store Business Models 127
Free Apps 127
Paid App Revenue Models and Price Expectations 129
Creating for a Multitasking World 132
Understanding the Effects of Multitasking on the Brain 133
Seeing the Phone as the Ultimate Multitasking Tool 133
The Half-Second Window 133
Understanding Typical User Tendencies with Touch Screens 134
Building Initial Interactions That Meet the
“Half-Second Window” 134
Depicting the Physical World 136
Using Physical Metaphors to Delight Your Audience 136
Designer/Branding Exercise:
Creating Metaphors for Your App 139
Utilizing Physical Forces: Gravity, Weather, Objects 143
The Importance of Sound in Physical Metaphors 144
Summary 144
Chapter 7: Creating Free and Freemium Apps 145
App Revenue Terminology 146
Microtransaction 146
Downloadable Content (DLC) 146
Free App 148
Freemium App 148
In-App Purchase 149
Free-to-Play App (F2P) 149
Lite App 149
Long Tail Strategy 150
Business Reasons behind Revenue Models 150
Free App Considerations 150
Freemium App Considerations 151
Lite App Considerations 153
Considering Risks and Rewards 155
Free Apps 155
'Freemium Apps 156
Lite Apps 156
Minimizing Risk for Any App 157
How to Succeed with a Free App 157
Free Apps 157
Lite Apps 160
Supporting Your App with Ads 165
How to Succeed with a Freemium App 168
Microtransactions and the Long Tail 169
Viable Ways to Monetize 170
Implementing a Virtual Currency System 172
Succeeding with the Freemium Model 176
Summary 176
Chapter 8: Creating Paid and Premium Apps 177
Business Reasons behind Revenue Models 178
Two Types of Paid Apps 178
Entertainment versus Practicality or Education in
Price Point Determination 179
Non-Premium Paid App Considerations 180
Premium Paid App Considerations 181
Considering Risks and Rewards 183
Non-Premium Paid Apps 183
Premium Paid Apps 184
How to Succeed with Paid Apps 184
The Paid App Mentality 184
Integrating Your Lite Version 187
Adding In-App Purchases 192
Summary 193
Chapter 9: Adopting Apple's Approach 195
Infusing an Insane Amount of Care 196
Treating User Experience as King 197
The Little Things Matter… More Than You Think 200
Value-Added Benefits (Go Farther Than You Think You Should) 202
Customer as King 203
Adapting Apps to iPad 204
Case Study: Tapbots 206
High-Contrast Branding 206
Refined, Responsive, Simplistic Interface 207
No Transitions 208
Standard Conventions 208
Summary 209
Chapter 10: Riding the Social Networking Wave 211
Fostering the Ultimate Viral Marketing: Social Networks 212
Integrating In-App Networks 212
Building Achievements, Medals, Badges, and Other Rewards 218
Taking Cues from Facebook 219
Everything Is More Fun with Friends 220
It’s All about Metrics — Tweak Values Early and Often 220
Ignoring Facebook Conventions 222
Waiting Is Not Fun 223
No Forced Friends, Please 223
Rewarding Users for Promoting Your App 224
Gifting with Virtual Objects, Free Stuff 224
Providing Users with a Sense of Community 227
Social Interaction as Features 227
Features versus Extras 228
Setting the Stage for Users to Compete 228
Providing the Tools for Users to Connect 232
Implementing Facebook Connect and Twitter 232
Fostering Your In-App User Community 234
Maximizing Viral Channels 235
Summary 240
Chapter 11: Feedback, Maintaining, and Sc aling 243
Evaluating Feedback 244
Soft Launch Preparation 244
Main Launch Feedback 245
Taking the Good and the Bad 246
Converting Data into Actionables 247
Maintenance Isn't Just Fixing, It's Marketing 250
Customer Support Is Key 250
Timely Updates 253
Scaling 253
Releasing New Content 253
Building for Other Platforms 254
The Future of Your App 254
Summary 256
Appendix A: Reading List of Recommended Books 257
App Development 257
Business and Project Management 257
iOS Programming 258
Design and Art 258
Marketing 258
Creativity and Inspiration 259
Appendix B: Online Resources 261
Research and Metrics 261
App Store Metrics and Rankings 261
App Usage and Engagement Metrics 262
Website Metrics and SEO 262
Planning and Communicating 263
Outsourcing 263
Project Management 263
E‑Mail, Video Conferencing, Chat, and Screen Sharing 265
Developing 265
iOS Development 265
Social Game Solutions 266
Brainstorming and Prototyping 267
Documentation 268
Cross-Platform Development 268
Royalty-Free Audio 269
Marketing 269
App News and Review Sites 269
Ad Networks and Affiliates 270
Award Sites 271
Press Release Submission 271
E‑Mail Marketing 272
Full-Featured Marketing Solutions 272
Social Media 272
Customer Support 274
Index 275