Guide To The Parallel Universe
Guide To The Parallel Universe
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5 INTRODUCTION
5 Moving at the Speed of Mobile
17 MARKET RESEARCH
17 Who is my customer?
22 Information that can’t be found
23 Who is my competition?
23 Device and Technology Choices
24 How to Find Beta Testers
27 MERCHANDISING YOUR APP FOR DISCOVERABILITY
27 What’s in a Name?
29 Branding and Collateral
31 Promotion
31 Website
34 Advertising
34 Co-Marketing
35 Social Media Marketing
36 Viral Optimization
37 Events and Tradeshows
38 Partnering
38 Sponsorship
39 Networking
39 Guerrilla Marketing
40 Get Featured!
41 Public Relations
43 BUSINESS DEVELOPMENT
43 Meeting the Right Contacts
43 Network with a Purpose
44 The Art of Getting an Introduction
47 DISTRIBUTION
47 Appstores
48 Choosing Your Appstores
49 Multi-store vs. Single-Store Strategy
51 Which App Store?
52 Marketing Alongside Appstores
54 Marketing Within Appstores
56 Alternative Methods
57 Pre-loaded Apps
59 BUSINESS MODELS
59 The Many Purposes of Apps
60 Working With Telecom Carriers
63 REVENUE MODELS
63 Pay to Play
63 Freemium
65 Free to Play
65 In-app Payment
66 Subscriptions
68 Mobile Advertising
69 Blind Networks
69 Premium Ad Networks
69 Premium Blind Networks
70 Ad Exchange
71 Benefits of Mobile Advertising
73 Tips for Generating More Revenue From
Mobile Advertising
83 RAISING MONEY
84 What Do You Need Before You Approach
Your First Investor?
85 Who Do You Approach?
86 The Venture Capitalist
86 What Do Venture Capitalists Look For?
89 What Do VC’s Hate?
89 Alternative Investment Sources for the Smaller Raise
93 CHECKLIST
All this means more competition, but more innovation and more
opportunities too. There’s never a dull moment!
Introduction 5
6
START WITH A PLAN
You have a plan, right? Even with the good building blocks of
your chosen platform, great coders and a good idea, if you don’t
have a plan, you may end up with an app that only lasts 30
days on the market, or worse, doesn’t make it to market at all.
According to a survey by WIP (August 2011), only 63% of de-
velopers had a business plan, whereas 37% “just got down to
coding”. So, if you have a plan—you are already a step ahead of
a lot of your competitors.
1. Market research
2. Product development & lifecycle management
3. Revenue and business models
4. Promotion, marketing tactics, distribution and
merchandising
5. Measuring Customer Engagement 1. 5.
6. Raising Money 3.
2. 6.
This guide will review all of these parts. 4.
As you read, take note of how you can use
the strategies and tactics to push your app
to success. Remember—a good idea is just
the beginning!
Idea
Repeat:
Early & Often
Research /
Analysis
Maintain / Prototype /
Evaluate Review
Development /
Market
Debugging
Testing /
Deployment
Certification
Research /
Analysis
Maintain / Prototype /
Evaluate Review
Marketing
Development /
Deployment
Debugging
Testing /
Certification
Development cycle
Research /
Analysis
Maintain / Prototype /
Evaluate Review
Development /
Deployment
Debugging
Testing /
Certification
Marketing Cycle
Awareness / Buzz,
Social Media
Event attendance
Contests
Versioning
Write once, deploy and wait = #fastfail!
As you update your app or pivot for a new twist, ask yourself:
“is this a new version or just feature creep?” Don’t get caught up
in “just one more feature”. Rather it is important to understand
why you are sending out the next version. As well, it has been
shown that regular updates rather that one big version push,
keeps your customers much more interested in continuing to
use your apps.
13
When you launch a new version—you must consider all of these
three components to #win!
Version X.0
3. Revenue Model
User Experience
15
16 16
MARKET RESEARCH
Who is my customer?
“Voice of the customer” is an oft-used, but not fully understood,
phrase to express the valuable insights market research helps
you uncover about your customer base. Market research is not
simply asking customers what you should do; it is about under-
standing who your customers are, how they perceive the world,
why they have such perceptions, and how those perceptions im-
pact their response to—and engagement with—your products.
Consumer or Enterprise
Who is my Customer and/or end Demographics/Segmentation
user? (note: they may not be one —age, gender, education,
and the same!) profession, needs, subcultures,
income
Geography, City/Country
Where do I find them? And how
Which operator do they use?
do they find my app?
What type of device?
Initial ideation
Research goals: Clarifying your customer to understand the
business opportunity and identifying needs-based app op-
portunities. Where and how do customers live? What devices
or platforms do they currently use, and why? What motivates
their app usage, and in what context? What are their differenti-
ated expectations and mindset? What are whitespaces open for
innovation?
The simplest options here involve asking around—poll your
users, your potential users, your friends, and family about their
mobile app usage. You may even want to try posting a question
on Facebook or Twitter. But once you get some initial validation
you’re probably going to want to get some more sophisticated
data that that is more representative of the whole population.
For some general background and a “state of the market”, syn-
dicated research from market research firms can be very valuable
to provide detailed demographic and behavioural information.
For more targeted questions, (or prior to spending lots of money
on development) a custom study that takes a deeper look into
customer motivations is invaluable. You may even wish to con-
sider ethnographic research where customers are interviewed
and observed using their mobile devices and apps within their
day-to-day lives.
Market Research 18
Initial app development
Research goals: Providing a clear sense of the competitive
landscape and your app’s potential. How do consumers under
stand and categorize apps within the current environment?
Which areas represent unmet needs, and which are saturated
with solutions? Does ad-supported, freemium, or paid content, or
some combination thereof make the most sense for your product,
and why?
Secondary research is usually your first step here. Dig deep
via Google searches, analyst reports, customer reviews and other
sources to get a grasp of what’s out there and customer sen-
timent. Then use quantitative (survey) and qualitative (focus
group) research to help you fill in the gaps and provide a richer
picture. Customers can be asked to provide, via interactive on-
line surveys, their awareness, perception, and categorization of
various mobile apps. They can describe their general needs, in-
cluding those that are not yet met. Focus group discussions can
then take these general findings into a dynamic conversation
with a trained moderator in which the underlying motivations
for these categorizations and perceptions can be explored with
users.
Market Research 19
Research Key To Understanding Your Audience: Target Your Audi-
ence on Mobile but Don’t Target the “Mobile Consumer”
QR or Barcodes
Total Sample 10%
Males 12%
Females 8%
13–17 6%
18–24 12%
25–34 16%
35–44 11%
45–54 7%
55–64 3%
Local News
Total Sample 3%
Males 3%
Females 3%
13–17 3%
18–24 3%
25–34 3%
35–44 3%
45–54 3%
55–64 3%
Market Research 20
Deployment
Research goals: Understanding consumer needs and how to
communicate the benefits and features of your product. What
will customers expect from your app, and how does your mes-
saging impact these expectations? How do they find out about
your apps and what are the key purchase, download, and usage
drivers? Are there any cross-platform opportunities that can be
leveraged?
This more complex customer behavior is often explored
through focus groups. Participants come together in a research
facility and discuss general expectations, as well as potentially
react to and provide feedback for a number of test descriptions
of your mobile app that might be used in marketing and com-
munication efforts. Through in-depth discussion with a trained
moderator, these groups can uncover customer expectations and
investigate how messaging impacts their ultimate perception of
your offerings—and how likely they are to download, use, and
promote.
Iterative improvement
Research goals: Reveals how customers actually use your app
(when, where, for how long, what do they use the app for are
doing the most?) so that you can better facilitate and ex-
ploit their behavior with targeted monetization and content
opportunities. Are users distracted by unforeseen usability or
technical considerations, and how can these be mitigated? How
might a consumer loyalty or cross-app promotional program be
implemented?
? ?
?
21
User testing, in which one-on-one sessions with actual and
prospective customers interact with your app in a guided ex-
perience with a trained moderator, allow you to see what users
actually do—as opposed to what you intended them to do.
By asking participants to use the app in real-time to achieve
particular tasks or seek out specific information, user-testing
research often uncovers a disconnect between the perspective
of the expert app developers and the more naïve app users.
Users don’t always communicate exactly what they see, so you
can even combine this with neuromarketing techniques such
as galvanic skin response and eye tracking to provide physical
correlates to communicated responses for an even more compre-
hensive understanding.
22
Who is my competition?
According to the latest WIP Survey, 60% of developers were
creating Consumer Apps; 20% were creating for a number of seg-
ments, only 4% were creating Enterprise Apps, and a negligible
number of developers were creating apps for brands. As you do
your market research, it is important to know who your competi-
tion is as well as who your customers are so that you can spot
the best opportunity for your business.
23
The point is that as a developer, in addition to looking at the
major platforms, you should also consider the less obvious
choices because they could be a strong business opportunity
for you.
Market Research 24
Screen them over the phone and schedule or reject. Realize that
25% of those scheduled will flake out and not show, so overbook
to reach your tester quantity goal. With this approach, you get
to see the users using the App, their reactions, where they get
stuck, can question them on their thoughts, and get feedback
on proposed fixes/changes.
Another low cost approach is through crowd-sourced testing.
With this method, you determine the same demographics and
criteria needed for the test. But a company has a panel of quali-
fied users who will take on your testing project. The benefit is
that you can do testing over time. This allows for a feedback
loop as you refine your App.
Market Research 25
Merchandising Your App For Discoverability 26
MERCHANDISING YOUR APP
FOR DISCOVERABILITY
So, you’ve developed a great app, now what?! Just because
you’ve developed an amazing product doesn’t mean that it’ll
be easy to find a large and enthusiastic user base overnight.
The next critical steps in the go-to-market process are all about
positioning your app for a successful relationship with its users.
That means ”merchandising“, which is the art of promoting and
branding your app for a successful launch and ultimately user
adoption and retention.
What’s in a Name?
How you brand your app is one of the most crucial contributors
to the success of how the Universe embraces your app. Why?
Because this is your chance to capture the attention of your au-
dience in one neo-second. Depending on who you are trying to
reach, this is how you instantly express the tone and personality
of your app. Here are some quick examples:
—— Business Cards
—— eStationary
—— Logo
—— Power Point template (to ensure consistency across your
company presentations)
—— Footer for your email
—— Template word document with your logo
—— Power Point introduction to your company and products
(particularly for investors/partners and/or if you’re a B2B
developer)
—— A one-sheet .pdf for each product (if you’re a B2B
developer)
—— Swag/give aways
—— Social media for promotion—a ppt for SlideShare, a hash
tag for Twitter or a YouTube Video
Website
One way to ensure discoverability is to invest not only in your
apps but also in your website. Here are our top 5 tips for market-
ing on your website:
Don’t assume that because someone lands on your site that they
already know what your product does.
Plenty of mobile start-ups fail to effectively explain either what
their product does or why anyone should use it.
Localization
Creating an app outside of your native language? Ask a native
speaker to review your website and app for grammar and cultural
appropriateness. No one expects someone’s second language to
be as good as their first, but customers expect that if they buy
a product in their native language that it will be easy to use. It
shouldn’t cost you much, and it’ll improve customer engagement.
Merchandising Your33
App For Discoverability 33
Advertising
Paid advertising is one of the more effective ways to get the
word out about your product. One of the best ways to advertise
is through other mobile apps because it’s easier to acquire mo-
bile users that are already engaged in a mobile experience on a
mobile platform that you support. See Mobile Advertising section
Co-Marketing
One of the least expensive ways of acquiring new users is to
work with other start-ups. Co-marketing with another company
is a great way of getting the word out to a new group of users
that may want to download your product.
When seeking a co-marketing partner, look for one that has
an established user base and a complimentary product to yours.
For example, if you develop a utility app that lets a user know
which apps are sucking battery life, you may want to partner
with a developer that makes an app has been optimized to con-
serve battery or another utility app that lets users know how
much data they’re using.
Co-marketing can been intense or light-weight, depending
on what works for both companies. Examples include:
Viral Optimization
Encourage users to share your app (from within the app experi-
ence) to their friends/family. Add some integrated options to
tweet or share the app on Facebook. This will provide a very
effective method of spreading the word about your app. Reward
users for sharing your app with others. Test which product strat-
egies work to increase virality and which don’t, and regularly
adjust your app to incorporate your findings.
36
Events and Tradeshows
Exhibiting independently at trade shows can be a huge time
and budget suck for start-ups. Between the cost of investing
in the construction of a booth, transporting that booth, travel
costs, and staffing, exhibiting at a large trade show can easily
cost $30,000.
Partnering
Large companies that can afford to exhibit at trade shows of-
ten offer pods to their developer partners—either on a free or
subsidized basis. They need you to showcase their technology!
Motorola Mobility, Google, Microsoft, HP, major wireless opera-
tors and others in the mobile industry frequently have part-
ners in their booths at large trade shows. The person at your
company that leads business development should actively look
for opportunities to leverage the booth space of your partners,
where possible.
Sponsorship
There are tons of opportunities to sponsor things at trade
shows, but like exhibiting, sponsorship is often expensive, and
the ROI is often not immediately clear. Sometimes, it’s just as
cost effective to sponsor an event (which typically gives you
free event tickets) as it is to get a ton of your team into a show
on full-priced tickets.
If you’re considering sponsorship, look for actionable oppor-
tunities to get your company and product name in front of your
target audience, and always try to get the organizers to throw
in a few extras for free. For example, if you sponsor the lanyard
at an event, make sure it’s got your URL or something about
your product written on it so that the people wearing it know
where to go to learn more. If you’re sponsoring a breakfast,
make sure you get all of the email addresses of the attendees
and email them after the show. Also try to get the organizers
of the event to give you some extra tickets to the show’s event
for VIPs (where relevant), so that your execs can network with
industry influencers.
Merchandising Your App For Discoverability 38
Networking
The most cost effective way to make the most of an event or
trade show is to spend time networking and planning meetings/
parties in advance. Leverage your online social networking pre
sence to let fans, colleagues know on Twitter, Facebook, and
LinkedIn that you’ll be at the show and direct folks back to a
meeting scheduler on your website or email address to arrange
meetings. Also find out which networking events, parties, etc.
will be going on at the show and get your name (and colleagues’
names) on the RSVP list so that you can split up and meet new
people at the show.
Based on the number of opportunities you identify in ad-
vance of the show, you can determine how many people from
your team should go to the event. Depending on the type and
size of your business, it can often make sense to send more than
one person to big shows like Mobile World Congress, SXSW, and
CES; while at smaller shows, one person may be effective.
Guerrilla Marketing
With a little creativity, you can maximize your trade show/event
presence through guerrilla marketing which tends to be low-
cost and unconventional ideas. If you’re considering launching
a guerrilla marketing campaign:
Make sure it is relevant to your product or service, ties in well
to your other marketing efforts, and has a clear call to action.
39
Consider the community, and the environment, and don’t do
anything that could harm either. A good example of guerrilla
marketing gone wrong occurred at 2011’s Game Developer Con-
ference in San Francisco, California, when a large video game
publisher, released hundreds of red balloons over San Francisco
—each attached to a promotional flier for its new game. Tons
of balloons wound up floating in the San Francisco bay, causing
outrage among residents and the California Department for Fish
and Game.
Many tradeshows/events prohibit guerrilla marketing from
taking place on site, so you may need to take your campaign to
the streets nearby during a lunch break or before/after the show
starts—away from the show floor.
Get Featured!
Getting featured in app stores is one of the best ways to in-
crease app discoverability, but it’s not easy. All of the major ap-
plication stores have featured sections, and the spots are highly
coveted because they drive downloads. If you want to see your
app in these sections, it’s important to get the word out to the
decision makers. Attend developer events and meet the devel-
oper advocates/developer relations/ business development folks
at the various OEMs, Operators, and OS providers. When you’re
getting ready to launch your app, ask these people for feed-
back and incorporate their ideas, where relevant. Let them know
when you’re getting ready to launch and ask them to consider
your app for featured placement. There are no guarantees that
you’ll get featured by doing this, but if your app is great, and
the right people know about it, the better your chance of get-
ting featured.
40
Public Relations
Getting the press to write about you is a great way of raising
discoverability of your apps, but press attention is difficult to
garner without help. Consider hiring a well-respected PR consul-
tant. PR isn’t cheap, and you get what you pay for. A PR con-
sultant will usually be less expensive than a firm, but they may
be more resource constrained. Make sure to define expectations
and performance goals with your firm or consultant up front.
Get a realistic idea of the type of coverage they expect to get
for you and the time-line for success. Ask them for references
from comparable companies, and call their references to find out
about their experiences. When you hire a PR firm, make sure to
manage them effectively. Know up front who will be doing the
work for you, and have someone from your team manage that
person as closely as though they were in an in-house employee.
Lastly, keep in mind that even if you’ve got the best PR firm
in the world, if your product isn’t exciting, press won’t bite.
So, listen to the feedback from your PR firm. If the press isn’t
receptive, it’s likely consumers won’t be either, and it could be
time to pivot.
Business Development 43
Identify the group or company you need. Make a list of the
targets that you believe are necessary to advance your App’s
agenda towards market success. If your list is more than 15
targets, narrow it down to the most vital 15.
Identify the Who. Who are the decision makers or key influ-
encers? Find the people that matter, such as the ones issuing
press releases, getting quotes in articles, the subject of blogs
and stories, organizers of events or meetings, and known to
“make things happen”. If not, look up the title you need on
their company website and call them (and/or punch an e-mail
through if that fails).
Who do you know that knows them, the group or the com-
pany? LinkedIn is the greatest for this. Your network is also
great, because now you can ask for the exact help you need of
your friends, acquaintances and colleagues. A warm introduction
from a friend is ideal if you can get it.
Go to where your targets are. Make your luck! Industry and
developer conferences are rich with the targets you want, and
now you are hunting specific groups and people with a clear
purpose. The fact that you will meet some of your targets by
design or accident isn’t luck, if you weren’t there, it could never
have happened.
Business Development 44
Be brave and interesting. Start with a goal of meeting just
two people, and you’ll be amazed at how the introductions grow
from there. Get an introduction/conversation to start a relation-
ship and or propose something of interest to someone who you
just met at a conference. Whether meeting in person, on the
phone or in writing, find a way to connect as the most impor-
tant step in the business development process.
Manage your Pipeline. Lastly, as you make your way through
the list of 15, add a new one to the list for each one you start a
dialogue with. This is your pipeline.
Business Development 45
Distribution 46
DISTRIBUTION
Appstores
Appstores are a great way to reach potential customers and users
of your apps: they offer relatively easy reach to a huge range of
people, and handle the billing and delivery of your products. But
while they may provide a nice storefront, they don’t always do
a lot to help market your apps, and competition in the biggest
stores gets more and more difficult as the number of apps they
hold continues to increase. Let’s take a look at some of the top
appstores:
GetJar, Sam-
sung, Motorola,
Android Market Android > 50 million
Amazon and 50+
others
Symbian, Qt,
Nokia Store > 11 million GetJar
Widget, Java
Blackberry App
BlackBerry > 3 million Crackberry
World
Distribution 47
The huge number of downloads these stores drive make them
very attractive; the flipside is the sheer number of apps they
have, meaning the fight for user attention in them can be very
difficult. When choosing which appstores (or even which plat-
forms) to work on, consider this fight. For instance, a research-
4market study from Q2 2011 showed that the Nokia Ovi Store,
Windows Marketplace and BlackBerry App World deliver a higher
average number of downloads per app than the iTunes Appstore
and Android Market; conversely, the iTunes App Store delivers
far higher profits than other stores.
se
48
Major Platform Stores—These remain the most likely place
users will go looking for apps, so even if your outside marketing
may focus on other stores, it’s worth putting your apps in these.
Niche Market Stores— Does your app have a strong draw to
a particular market niche, based on geography, type of content,
or even device type? For instance, if you have an app for Android
tablets, there are stores that focus on them; local stores such
as Androidpit in Germany have strong user bases; if your app
appeals to bookworms, you might want to check out the Barnes
and Noble Nook store; and so on. These smaller stores often
attract more dedicated users—and offer up a smaller pool of
applications and have stronger marketing outreach.
Operator Stores—Many mobile operators now support their
own appstores, which can offer a few benefits. Many of them
support carrier billing, which has been shown to have a dramatic
increase on app sales. Others can offer marketing support, such
as featured placement, advertising on operator web sites and
other collateral, and more. However, working with these stores
and operators can often be a time-consuming and slow-moving
process, so it definitely is a risk-reward scenario. Another good
angle here is to look outside your home market: many operators
from smaller markets are now actively recruiting applications for
their stores, and are willing to help with converting them to local
languages and marketing them to their user base.
Distribution 49
Multi-store Single-store
Distribution 50
Which App Store?
“All of them” is the first answer that comes to mind. However,
the theory of “Being everywhere where a user might find your
App” is easier said than done. Considerations include:
51
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Number of Users
Number of
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Monetization Methods
Revenue Share
Store’s UI and
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Application Process
Time to Process
(weeks?)
Stringent Content
Review
Diligence in
App Testing
Total-Score 21 18 22 22 18 19
The higher the score the better (1 = low or difficult, 2 = ok, 3 = high or favorable).
Distribution 52
the charts. We’ve collected a lot of tips from developers about
how they had the most success in stores, and got a variety of
answers, but the common theme was that there was no silver
bullet, and you need to keep firing on all fronts.
Distribution 54
the charts, which gets you more downloads, and so on and so
on, until people get bored of your app.
Just like Google has a secret algorithm for search, every
single appstore out there has its own secret algorithm to deter-
mine your ranking. Lots of time has been spent trying to crack
these algorithms, and you’re welcome to try! Or you can make
use of the biggest finding from all of this work: the main factor
determining the rank across most app stores seems to be the
number of downloads in the previous 3 or so days (or similarly
short period of time).
This means one of the most common practices is to work
towards a big burst or spike in downloads over a few days, with
the aim of achieving extraordinary downloads for 3 days, then
waking up with a much-improved rank on the 4th.
Pre-loaded Apps
Apps that come preloaded on devices is still the Holy Grail for
getting discovered and gaining traction with your app. Unfor-
tunately it is very hard to do, so you shouldn’t put all of your
energy hoping for this one! But the best way to make this hap-
pen is to join the Developer Programs of the device or operators
and get to know the people, as they ultimately will make the
decision. You will need to make sure your app has good traction
in the market, or you are a proven team who knows how to make
that happen. In the end, they will make the decision based on
how well they think you will help sell their device or network
time.
Distribution 57
58 Business Models 58
BUSINESS MODELS
The Many Purposes of Apps
Not all apps are apps! What? It’s true, apps are built for many
purposes besides selling the application itself. Note too that
a business model is not a revenue model, rather the revenue
model you choose is a subset of your business model—see more
on revenue models next.
Business Models 59
Working With Telecom Carriers
For mobile software developers, working with carriers is like
dancing with an 800 pound gorilla. The carriers move slower,
can kill you with a single blow, can’t change direction very
quickly, and aren’t exactly light on their feet. But they can also
lift you to great heights if you choreograph the moves just right.
Many developers can tell you war stories, and may scare you off
working with the carriers; and to a large extent, the stories are
probably true. Fewer can tell you success stories, but they’re out
there, too. And the successes are quite grand. There are reasons
that developers are steadily drawn to the carriers over and over
again: scale, distribution, and money. If you are to conduct your
business rationally instead of emotionally, you’ll need to weigh
the pros and cons of engaging with Telecom Carriers.
Pros
—— Massive distribution: Instead of picking up new users of
one thousand a week, a carrier deal can bring in thousands
per day.
—— Being pre-installed means the kind of exposure you could
never buy.
—— Multi-national carriers can give you wide distribution.
—— Once you get your first big carrier, the rest become more
receptive.
—— Carriers collect/have a lot of money. They are the place
where the customer money gets collected.
—— Carriers have billing systems that you can leverage.
—— Carriers have access to more user info, data, statuses, etc.
than is available to the developer just using standard app
store/platform SDKs.
—— Certain software just works better in partnership with a
carrier, for example if you use network LBS, call history
data, the SS7 network, or the voice channel.
Business Models 60
Cons
—— Carrier deals and biz dev will take a long, long time. Figure
9–12 months for the successful ones. Unsuccessful ones
take either shorter or longer!
—— Carriers don’t want to talk to you if you have “just an
app”. They only want to talk to developers with “game
changing” software…but then they are scared/reluctant/
slow to deploy “game changing” software.
—— They just may not “get it”.
—— If you win over a carrier delegate who now loves your
software, that person still needs to “sell” your solution
internally.
—— Being installed in “Bloatware” may tarnish your ratings
and reputation.
—— The faster path to market is usually the app stores, or it
could be direct to consumer via your assets (if you are a
recognized brand, ex: Nike). Beware this is “fast” to
market, but leaves you undiscovered and obscure buried in
the app store.
If you have a custom carrier deal, you will be sharing some por-
tion of your revenues with the carrier.
In conclusion, make a cold-blooded, logical choice about
whether to pursue carrier channels to market or not. Be aware
of the risk involved in your decision, and be prepared to handle
the challenges. Do not simply make a knee-jerk decision on your
path to market, and don’t just take advice. Frankly, we know
that some people just plain dislike the carriers, but be sure not
to let that emotion dominate your business decision. Yes there
are two paths you can go by, but in the long run, there’s still
time to change the road you’re on.
61
62 62
REVENUE MODELS
Now its time to talk about the best part—how to make money!
Pay to Play
This one is very easy to understand—charge the end-user for
downloading and installing your app. Then pay Apple or Google
their 30% cut and keep 70% of the gross revenue. A 30% cut
sounds like a lot, but when you consider that there’s basically
no upfront charge and that Apple and Google handle fulfillment
onto the devices as well as billing, it’s a pretty sweet deal.
In practice, most of the leading developers have found that
paid applications underperform other types of monetization.
Why? Typically the consumer aversion to paid apps prevents
them from trying the app. A notable exception to this is Angry
Birds, which still sells its flagship game for 99 cents.
If you’re going to charge upfront for your app, 99 cents is
a great price point. Sometimes, depending on the purpose of
the app, developers may set a far higher price point to connote
value, and then discount the app periodically or give it away for
free to encourage adoption by citing a “temporary discount”.
Freemium
Freemium means that it is free to download and obtain the basic
usage of the App, but if a user wants to have an even better
experience, they can pay for more. The goal for the App Developer
is to get as many users as possible to the pay threshold as
quickly as possible, by enticing them to go further with the
experience.
Revenue Models 63
The keys to success with a Freemium model are:
Revenue Models 64
Early in the days of the Apple AppStore, when the only moneti-
zation option was the sale of an app, many developers distrib-
uted a “lite” version for free, and encouraged users to upgrade
to the paid version with premium capabilities. This represents
a proven model—one which has been around since the 1980’s,
when developers used to give away floppy disks for free in order
to promote.
Free to Play
F2P is the hottest new category of direct monetization today
—play the game, or use the application for free, but advance
more quickly through the game by buying virtual goods.
This monetization model can incorporate other forms of mon-
etization for these virtual goods—in-app payment, offers, or
in-app advertising. Some publishers allow players or users to
purchase virtual goods in exchange for watching advertising,
and then the publishers get paid directly by the advertisers.
In-app Payment
The addition of in-app payments by Apple and Google added an
important monetization tool to the hands of developers. Funda-
mentally, it made Freemium a lot easier to implement. Rather
than requiring a separate “lite” app, developers could charge
inside the application itself to unlock more features and capa-
bilities.
This is particularly relevant because it makes it a lot easier
for consumers to upgrade and purchase these capabilities. With-
out the need to return to an app store to purchase a more high-
ly-featured app, conversion rates go up dramatically (end-users
are impatient and don’t like waiting). With in-app purchases,
consumers can instantly buy new features, content, and capa-
bilities. Instant gratification!
Revenue Models 65
More interestingly, in-app payments allow for the delivery of
real-world services. If you deliver a real-world service, you can
take a credit card directly and avoid the 30% cut to Apple and
Google. A good example of this is Cherry—an iPhone app that
allows you to locate your car on a map, enter a credit card, and
get it washed on location within an hour. Uber is another great
example that allows consumers to enter their credit card and get
a point-to-point ride in a Town Car within minutes.
Subscriptions
The subscription model is quickly becoming one of the more
popular models for mobile applications, in the news/publishing
genre. Most of us are most familiar with subscriptions through
media like magazines and newspapers, and in the same way,
content based applications and service tools can really shine
through. Some of the most popular apps to use the subscription
model are Netflix, Basecamp, and Rdio (I should note that all
three examples are all successful web apps as well).
10
50
66
Here are a couple of tips if you’re thinking of going with a sub-
scription model:
Revenue Models 67
Mobile Advertising
Before you start—Mobile Advertising Cheatsheet:
Revenue Models 68
There are several business models to consider for mobile adver-
tising and over 200 companies:
Blind Networks
On one end of the spectrum is Blind Networks, which work on a
CPC basis (cost per click). These networks serve a high volume
of advertising largely from independent mobile app developers
and offer self-service tools to help advertisers track and opti-
mize campaigns. Blind networks include companies like AdMob,
InMobi, Madvertise, Adfonic, and BuzzCity.
Premium Ad Networks
On the other end of the spectrum are Premium Ad Networks
like Mobile Theory, YOC Group, Microsoft Mobile Advertising, Ad-
vertising.com, and others. These guys tend to focus mostly on
brand advertising CPM campaigns and therefore use a smaller
number of more premium publishers like big-ticket mobile sites,
mobile operators, and top-tier publishers. Premium networks
can also offer performance advertising (CPC), but the cost of
running these campaigns is typically much more expensive than
it would be on a blind ad network. Sometimes CPA (cost per ac-
tion/acquisition) is also available through Premium networks.
Revenue Models 69
Ad Exchange
An Ad Exchange enables cross-platform mobile application de-
velopers to maximise revenues with one embedded SDK that
serves ads from multiple ad providers. This category includes
companies like inneractive, Tapjoy, Mobclix, Smaato and Nex-
age. An Ad Exchange partners with global ad networks and local
premium agencies to provide developers a global coverage of lo-
cal-targeted ads. The exchange provides high fill rates, CTR and
eCPM. An exchange also offers developers and brands to directly
buy inventory from publishers to run their own campaigns on.
An App Monetization Exchange is the next generation of Ad
Exchanges offering multi-monetization streams on top of Display
and Rich Media ads, including Search, Hyper-Local and virtual
Currency, all integrated to a single robust SDK, which is offered
by companies like inneractive.
Revenue Models 70
up the growth momentum. Advertising in well-timed targeted
bursts is usually more effective than advertising a little bit each
day over a long period of time.
100
Revenue Models 71
Added Value: Suffice to popular belief, if implemented well,
mobile advertising can actually provide an added value to us-
ers. Due to the nature of the mobile phone and its “Always On”
capabilities, receiving relevant and targeted ads within a mobile
app can actually contribute to the overall user experience. The
problem is when ads appear that are completely irrelevant and
or are displayed in a way that interferes with the core function-
alities of the app.
This means that selecting the right company for your mobile ad-
vertising efforts is a crucial step. You must ensure that your ads
can be targeted per location, per app category, and per content.
In addition, the ads you integrate must be included in the app
in a way that will not decrease the quality of the user experi-
ence, while maximizing clicks and increasing your revenue.
Look for companies that provide developers with an Ad
Placement Strategy, which ensure that your ads are placed and
integrated into your apps, so users can benefit from the extra
content you are providing them, and not the opposite.
Revenue Models 72
Tips for Generating More Revenue From Mobile Advertising
Games Rule Mobile Advertising Statistics indicate that in terms
of CTR, the following categories are the top ones for developers:
—— Entertainment
—— Tools
—— Sports
—— Arcade and Action
—— News and Info
—— Brain and Puzzles
6,8%
5,9% 5,6%
4,2%
3,6%
2,4%
s ic
fo
ts
ks
n
s
t
s
ls
IM
en
rd
le
t io
In
o
or
oo
Mu
zz
Ca
To
nm
d
Sp
Ac
eB
an
d
Pu
an
ai
al
d
rt
an
ws
an
ci
te
So
de
Ne
En
n
ai
ca
Br
Ar
—— U.S
—— UK
—— Italy
—— Spain
—— South Africa
—— Australia
4,3%
3,4% 3,1%
1,7%
0,9%
0,5%
S o r ic e s
l ia
a
y
n
al
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ai
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A m St a
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Revenue Models 74
When designing and marketing your app, the above countries
should be taken into account. That includes in-app translations
for the relevant languages and targeted marketing campaigns in
those specific countries.
Find the Sweet Spot Between Most Visible and Least An-
noying. It goes without saying that you want to place your ads
in the optimal locations to generate maximum clicks. But while
you don’t want your ads to be missed, you also don’t want to
damage the user experience by placing the ads in annoying and
spammy locations.
If you can find a home for ads to be displayed in an unob-
trusive way, users will understand your decision to include ad-
vertising. Not only that, but if they are targeted appropriately,
users will actually click on them and think of the ads as added
value.
PS—if you are developing a game application, short timed ads
between levels is a great sweet spot, it is non-intrusive and you
can even use the entire screen!
Revenue Models 75
Use Rich Media Ads to Excite Users. While static display ads
are still very effective, rich media ads—HTML 5, 3D, and even
video—can drastically multiply your CPM. Static display ads
generate a maximum of $3–4 eCPM, while it isn’t unheard of for
rich media ads to generate $20 eCPM.
Make the User Your Partner. Apple has made it very clear that
as a policy, incentivized downloads are a no-no. Still, the line
between encouraging a user to click and incentivizing them is
very fine. Given the fact that users get access to premium mo-
bile apps for free as a result of incorporated ads, it is in the
user’s best interest to keep clicking on the ads to keep the app
free. It is not uncommon for developers to remind users of this.
You can include a sentence above your ad reminding the user
that they are your partner in keeping the app free, and that they
can help by clicking on relevant ads they find interesting. As
long as you are honest about it, you will find that the responses
are usually positive.
As an added bonus, it also gives users a sense of community
in knowing that they are contributing to making the app better!
How to Get It
How to insert analytics into your app will depend on the ar-
chitecture of your app. Android and Web apps can use the free
service of Google Analytics and get 90% of the data needed to
make decisions. Installing Google Analytics is easy, free, and
should be done at the onset of the project.
Visit http://analytics.google.com for more information.
79
Here is an example of the script Google will guide you to insert:
<script type=”text/javascript”>
var _gaq = _gaq || [];
_gaq.push([‘_setAccount’, ‘UA-nnnnnnn-6’]);
_gaq.push([‘_trackPageview’]);
(function() {
var ga = document.createElement(‘script’);
ga.type = ‘text/javascript’;
ga.async = true;
ga.src = (‘https:’ ==
document.location.protocol ?
‘https://ssl’ : ‘http://www’) +
‘.google-analytics.com/ga.js’;
var s = document.getElementsByTagName
(‘script’)[0];
s.parentNode.insertBefore(ga, s);
})();
</script>
Analytic Toolkits
—— Flurry
—— TapJoy
—— MobClicks
—— Appclicks
—— Pinch Media
—— Google Analytics (Android and Web Apps)
A/B Testing
A/B testing is a great way to tune your marketing campaign.
Not sure if the button should be green or yellow? Briefly try it
both ways and see which one works better. This is called A/B
testing and can really lead to higher success rates in apps.
=
2x 2x
81
82 Raising Money 82
RAISING MONEY
Finding money is a lot like dating—it take numerous first dates
to find a true match. To be successful you need to know exactly
what you are looking for and what the investor is looking for in
an investment. Don’t waste your time going to a VC with what
should be a “friends and family” round or an angel investment.
Here are some guidelines that will save you time and hopefully
get your venture funded.
Raising Money 83
Raise enough money—Keep in mind that one of the cardinal
job requirements of a founding team is to not run out of cash. In
today’s uncertain economy, it’s important to reflect on that. Giv-
ing up equity is sometimes painful but being caught in no man’s
land when your funding runs out is worse. Startups sometimes
raise rounds that are too small to get to the next proof point in
their business and then have to raise additional money without
enough business or product traction to warrant the next step up
in valuation. Understand what metrics your business is going to
need to hit at the next funding milestone and make sure you
raise enough today for tomorrow.
Raising Money 84
An Executive Summary: This is a word document 1–2 pages
long that can be sent if a meeting cannot be obtained. It will
have the same elements as your power point but can stand on
its own without the verbal overlay. The key is to remember this
is not meant to close the investor but to show them it is worth
an hour of their time to see you in person and hear what you
have to say.
The Financial Plan: The Financial Plan is a key component
for your investors. It is not as much of a test of your accounting
skills as it is of your overall plan. When you think about it, ev-
erything ends up in this document, such as: staffing plans, de-
velopment costs, marketing plans, and sales goals. The assump-
tions made in this plan are crucial to its success. It’s here that
great presentations can fall apart. For example, we have seen a
company present a $100 CPM with a 100% Fill Rate for their ad-
vertising inventory which is basic, un-segmented and scattered
across the world—perhaps a $1–$2 eCPM might have been more
realistic. Lay out all your assumptions and find the real ranges
in the market. Use this information to explain why you are high
or low in that range. Remember, this is not just about account-
ing. Your financial plan demonstrates how you think about your
business and whether or not your goals are realistic.
85
The Venture Capitalist:
Let’s start with the VCs. Mainstream VCs usually look for at least
10X their series A, or first round capital investment. This means
that if they invest $3M in a series A, they want to make sure
they have a clear path after dilution and set backs of at least
getting back $30M. Perhaps the most import item in consider-
ing whether a VC is right for your business is what VCs call
“average check size”. This is the average size that VCs write.
Most mainstream VCs will probably say $2–4M. While VCs always
have exceptions, the best strategy would be to look for that fit
rather than bet on the exception. For instance, if you are look-
ing for $200,000, you best odds are trying for an angel investor
or with friends and family—this does not mean your business
is inferior, it just means it is more capital efficient and has a
different structure.
Now, let’s say you are in the ball park and your first round of
capital is about $3M. What do VC’s like to invest in and what do
they not like to invest in?
86
Three areas of caution when it comes to selling “Picks and
Shovels”:
Raising Money 87
3. Disruptive Business: Perhaps the most popular model for
VCs and the hardest to describe is the Disruptive Business
Model based on a Mobile Phone Application. Examples here
are ideas that will change our daily lives forever and it just
happens that these ideas are best executed on the mobile
phone. Ideas would include:
These are big bold ideas that will change the way we live
and, if the founders and investors have it right, they will
make a fortune. A word of advice, if you have one of these
ideas then it is important to supplement your management
team with a “gray hair” from the industry that you are about
to change. You need an insider to collaborate with to ensure
the incumbents can’t follow you too quickly and also that
there is not something in the regulations that an outsider
wouldn’t know about.
88
What Do VC’s Hate?
Most Venture Capitalist hate the “Hits Business”. A “Hits Busi-
ness” means that they need to judge if in fact your App will be
a hit like Angry Birds. Unless they are one of a handful in the
country who will back a hits business, they will tell you they
don’t like to and, in fact, cannot predict a Hit. They will go on
to tell you that not only can they not predict Hits, but neither
can the experts—Hollywood—anybody remember Waterworld?
Ironically, the one way to get a Hits business funded by a VC
is to bring them a Hit Business. If you can show massive viral
uptake and an enormous amount of eyeballs, they will fund you
to build in better ad targeting or In App purchase depending on
your model and back it with cost effective marketing.
Raising Money 89
Uncle John: Remember your Mother’s rich brother in New
York—well it’s time to call him. For Uncle John and for friends
you will find it easier to put together a note, royalty stream, or
both than pitching equity. With equity investments, the inves-
tor has to wait until the big exit, which for a small application
may never come. Also Uncle John might not want to be looking
over your shoulder all the time. Instead, promise Uncle John 5%
of revenues for his investment.
Angel Groups. In my experience, Angel groups fall into two
categories; the ones who like to lead with seed investments,
big ideas that they hope will get VC funding down the road or
the ones who like investing in capital efficient businesses (like
yours) that only need $100,000 to make or break it. You obvi-
ously want the latter. These groups are usually smaller and more
regional than their bigger counter parts. Once again, keep your
mind open to solve issues they may have as to lack of an exit or
payback time. There are plenty of ways to structure an invest-
ment which may solve their concerns when it comes to Mobile
Application Businesses.
Raising Money 91
19
92 Checklist 92
CHECKLIST
A Quick Marketing List for Product Deployment
Checklist 93
94 About The Contributors 94
ABOUT THE CONTRIBUTORS
Caroline Lewko, Thibaut Rouffineau, Carlo
Longino, Sam Chan / WIP
The WIPsters are based in Vancouver, London, and Austin and
use their knowledge, charm and good looks to connect mobile
developers to the people, information and resources to increase
innovation and market success. We also build mobile developer
communities for many of the leading developer programs. Find
us at our events such as WIPJams, Muthers!, DroidconUK; and
check out our on-line resources including the Developer Market-
place, AppStore and API Catalogs and Global Mobile Community
Calendar.
www.wipconnector.com / @CarolineWIP / @ThibautR /
@Caaarlo / @anothersamchan / @wipjam
www.enough.de www.wipconnector.com
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