Archive for the ‘Apple’ Category

App Icons are Itty Bitty Banner Ads

Wednesday, July 22nd, 2009

An old blog post I wrote last year about a decades old humor article on icon design is actually remarkably relevant to today’s App Store market.

Years ago, Apple published a developer magazine. I don’t even remember the name of it, but it covered various topics on programming on the Mac or Apple II, but it would also occasionally have humor articles. One in particular stuck with me.

The author said that when you are getting ready to start developing your application, the single most important thing to do is you need to develop a killer icon. The desktop icon could make or break your application and it really should be your first priority.

As humorous a suggestion as it was, I think what I found most amusing was that there was a slight bit of truth to it… or at least it didn’t come from that ridiculous a place in the mind of the developer.

As much as this was a big joke for Mac applications, I think it’s a pretty accurate view of the importance of App Store icons. I’ve often been asked my opinion why certain games seem to just take off in the App Store. Some seemingly simple games just seem to rocket to the top. What could it be?

While the type of game is certainly important, it seems pretty clear that a good icon and a good screenshot are the main impact you have on casual App Store shoppers.

The same question can be asked of what causes an app to skyrocket to the top 10 when featured by Apple? Apple is basically giving you an itty bitty banner ad in the most trafficked area of iTunes and your icon is what represents your app. It seems obvious this is going to make a difference in attracting potential customers.

These suspicions were corroborated by one small focus group study of iPhone usage published late last year. Comments by this small group of individuals indicated that icon design was pretty important in deciding what app to get:

icon

I think that many developers have already realized the importance of their icon but are they really looking at it as scientifically as they could?

I’d think that a really serious iPhone developer would spend time working on a variety of icon designs and try to figure out which has the highest click through rate when lumped on a page with other icons.

These sort of A/B testing trials are done all the time with regular banner ads. Click through rates can vary substantially between different banner designs. And the most clickable designs aren’t always immediately obvious. For example, color choices alone can make a big difference in banner ads click through rates. And when dealing with featured App Store positioning, I’d think that a small percentage increase in click through rates could make a substantial difference in sales.

I’m not sure where such an experiment could take place, but it does raise some interesting possibilities.

Followup on the State of iPhone Gaming: The $0.99 Economy

Friday, July 10th, 2009

A couple of months ago, I wrote about how the state of iPhone gaming was changing with an influx in bigger studios with smaller and smaller pricing margins.

Things have gotten even more competitive since with Gameloft and other studios drastically cutting their prices on older games down to $0.99. While this is good for consumers in the short term, the long term effects are potentially more troubling. There is a constant debate on TouchArcade as to these long term effects. One camp says that the App Store must sustain higher priced games in order to promote more quality titles. The other camp disputes this. I’m with the former camp, as is id Software’s John Carmack. In an interview, he said:

If [iPhone] games could have a reasonable shelf life at $9.99, you will start seeing multi-million dollar development budgets as the market continues to grow. But if it turns out the only way you end up being successful on the iPhone is games that cost a couple dollars, you’re never going to achieve that parity with the other handhelds.

One major effect of this $0.99 economy has been seen by EA’s announcement that they have created a micro-studio within the company to produce casual $0.99 iPhone titles. These titles are going to be in development just a short time (a month or so), presumably to recreate the success of some of the most popular games in the App Store, which also happen to be $0.99.

Let’s think about that for a second… EA is putting resources into low-risk casual $0.99 games. But imagine the flip side to this: What if EA had announced they were creating an division just to produce high quality iPhone original titles? Imagine big-budget original iPhone games with the resources of a major studio behind them.

Could it happen? If there was enough money in it, I’m sure it could happen… but it’s not going to happen at a $0.99 price point.

Now, I don’t blame consumers for buying $0.99 games, nor do I blame studios for following the money. But I do think the long term effects are going to result in a market of two types of games. 1) inexpensive casual titles and 2) inexpensive ports from other devices. Meanwhile, deep, high quality, iPhone original titles will become more and more scarce. Of course, the market will balance itself out over time, and opportunities will appear for developers to fill the gaps. I do expect downloadable content will result in more episodic apps with level packs and add-ons.

Indie developers are also going to be squeezed out further. There are only 100 spots in the top 100. Flight Control, Pocket God, Fieldrunners and Koi Pod pretty much have permanent spots. There are a few Chillingo titles that are on $0.99 sale that take up another 3 spots or so. A few major titles, a few novelty apps, and now EA’s $0.99 game of the month, and you’re down to fewer and fewer spots that you are really competing with.

Meanwhile, Apple is the only one with the power to really change the dynamics of the market through changes in the App Store rankings… but I’m not sure if they will. It’ll be interesting to see where things go from here.

Online vs Print, and the Evolution of Media

Sunday, April 5th, 2009

Here are a few random thoughts I’ve had recently about blogging, online media and traditional print media.

Online Ads vs Newspaper Ads

Here’s a promising chart for all online-media folk published by Alley Insider.

Newspaper ads dropping, online ads keep growing… and they it looks like they’ll intersect in a few years. It’s no surprise, but interesting to see in chart form. So, good news for those who depend on online ad revenue.

Blogs vs. Mainstream

Like many, I do vanity-searches on my own name from time to time. One article that I ran across late last year was written by a journalist by the name of Amy Eagleburger. She wrote an article about how the mainstream media has been slow to adopt online and blogs. Nothing particularly groundbreaking but an interesting comment about MacRumors:

One of the many complaints from journalists is that they don’t have time to blog and write stories. So why aren’t newspapers hiring more professional bloggers? MacRumors.com is a blog Dr. Arnold Kim started as a hobby. It was so successful that he gave up his medical career to blog full time. He’s not just a guy in his pajamas but someone with a knack for news gathering. Why did that blog not start at a newspaper? I’ll admit that when I wanted to read about the new iPhone, I went to Kim’s blog before other publications.

That’s the million dollar question. Why wasn’t MacRumors (or any major blog) started by a newspaper? Or another mainstream media source?

In some ways, it seems absurd. Indeed, if you had asked the same question 5 years ago, the answer would have been simple: there’s no money in a “blogs” like MacRumors. In 2009, however, the answer is entirely different. There’s an enormous amount of money in online media which is becoming increasingly dominated by blog-like publications. And as a result, money is now being invested in these markets.

But besides money, however, I think a site like MacRumors succeeded because it was started by someone who was a genuine enthusiast of the topic and not just going for a paycheck. Especially then, there was no incentive for a traditional journalist to stay up late at night to report on the latest news and rumors. Those stories, if deemed news-worthy, would be published the following day. That fact wasn’t lost on the audience either, and MacRumors generated a reputation of frequently being the first source for news and also the place to connect with others.

Of course, there’s a million other reasons why traditional media was slow to adapt. It’s just the nature of the beast. People stick with what they know. Blog-style news simply didn’t fit into their belief system. Meanwhile, those without traditional journalism training just made it up as they went along.

Apple Finally Releases a PDA

Thursday, September 6th, 2007

It may have been lost on some, but Apple’s release of the iPod Touch brings a close to one of the longest running rumors in Apple’s history… the return of Newton.

Oh, we knew it was coming when they released the iPhone… but the iPod Touch is essentially Apple’s return to the PDA market and effectively ends future Apple PDA rumors.

iPod Touch is based on Apple’s new Touch OS X platform which we first saw with the iPhone. It’s OS X at its core, driven by a multi-touch screen. I think its inevitable that an official SDK will be released. I am excited to see where Apple takes this new platform.

Of course, this will only add fuel to the fire of Apple Tablet rumors….