Most days, being a developer on the App Store is a little like this:
Much has been made over the years about how the App Store could be improved for both developers and customers. Areas like interactive reviews, trial periods, an App Store VP and paid upgrades are all important. One of the key areas many agree is the biggest problem Apple has yet to correctly address is discovery. For small developers like myself, a potential customer’s ability to find your app on the App Store is critical. If customers can’t easily discover and download your software, your app (and indeed your business) has little chance of survival.
The App Store now has over 1.2 million apps available to consumers and with such a wide range of products, it’s more important than ever people are able to quickly find and what they are looking for. Developers have known for years that searching for something in particular doesn’t always yield the results you’d expect, but often it’s downright ridiculous.
Take Twitterrific, the 3rd party Twitter client that my company, The Iconfactory, created back in 2007 and released on the App Store in 2008. Twitterrific was there at the launch of the App Store and the latest iteration, version 5, is available even today, seven years later. Despite many 3rd party Twitter apps going the way of the dodo, Twitterrific, Tweetbot and a few other hearty Twitter clients have survived and sometimes even thrived. This despite Apple’s search results, which bear little resemblance to what a typical user might expect when searching for a simple, straightforward term like “Twitter” on the App Store.
The following list was generated by a manual App Store (iPhone) search on Nov 15th, 2014 for the term “Twitter”. To make the list easier to parse, I’ve called out all apps that allow a user to directly read AND post to Twitter in bold. Everything else is either a game, a utility, or some other social network enhancement. The official app from Twitter is naturally the first result, but the next actual Twitter client (Hootsuite) doesn’t appear on the list until #20 and the next one after that comes in at #62. Even the mega-popular Tweetbot isn’t returned in the results until position #81 and even then, the older v2 of Tweetbot (for iOS 6) comes first. Where’s Twitterrific? Although it contains the word “Twitter” in the app’s name, Twitterrific isn’t seen in the list until you scroll all the way down to #100.
5. Pick Jointer
6. Happy Park
7. Crop Pic
8. Wayze Social GPS
10. InstaCollage Pro
11. Symbol Keyboard
12. Find Unfollowers
13. Cool Fonts
15. Big Emoji
16. Get Followers
17. Framatic Mess
18. Alarm Clock HD
21. Emoticon Art
22. Textizer Fonts
23. 4 For Follow
25. Just Unfollow
26. Unfollow for Twitter
30. New Cool Text
33. Tweetcaster for Twitter
35. Camera Awesome
36. InstaEffect Effects
37. Emoticons and Emoji
38. TwitBoost Pro
40. Insta Scrapbook
44. Facetouch HD Light
45. Paper Toss Friends
47. Frame UR Life
48. HayWire Text Free
49. Nimble Quest
50. InstaCollage Pro
51. TweetBoost Pro
52. Right Behind
54. Follow Tool for Twitter
55. Color Cap
56. Emoji for iOS 8
58. Emoji Emoticons
60. Emoji 2 Emoticons
61. Fonts-Cool Font Maker
62. Echofon Pro
63. LiPix Pro
64. Alarm Clock HD
65. Smilebox Moments
66. Everypost for Social Media
67. Google Apps Browser Plus
69. VPN Express
70. ÜberSocial for Twitter
71. You Doodle
72. TweetBot 2 (iOS 6)
73. Stocks Live
74. Stocks Live Essentials
77. Oz Quake
78. Buffer for Social Media
79. Yahoo! News Digest
80. Wefollow for Twitter
81. TweetBot 3
82. Photo Notes HD
83. Emoji Art and Text
84. Find Unfollowers Pro
85. Followers for Twitter
86. Follower Boost for Twitter
87. Color Effects FX HD
88. Double Ball
89. TwitGrow for Twitter
90. Twittelator Pro (iOS 6)
91. Emoji Art
92. TwitBoost Pro for Twitter
93. Jedi Lightsaber
94. Get Followers for Instagram
95. Aqua Emoji Keyboard
97. Emoji for Messaging
98. Facely HD for Facebook
100. Twitterriffic 5
102. FollowBoost for Twitter
103. Hyperlapse for Instagram
106. Text Pics Free
108. Followers + for Twitter
109. Emoji Keypad
110. Follower Plus
112. Wow Followers for Twitter
113. Table Top Racing
114. TwitBird Free for Twitter
115. Singing Texts
116. Dice World 6 Free
117. Cool Frames and Picture Effects
118. Bamboo Wallet
119. JustFollow for Instagram
120. Twitter Check
121. TurboBoost for Vine
122. PhillyD Official
123. Hybrid Fonts
125. Color Zen
126. Keyboard Pro
127. Symbol Keyboard
128. Tweetlogix for Twitter
148. Echofon for Twitter
167. TweetList (iOS 6)
Every app in bold on this list should precede every other app (save the official client) in the results. This is especially true of apps that are not optimized for iOS 8, yet some apps built for iOS 6 (not iOS 7, 6!) come first. Why? Why games appear on this list at all is a mystery, they are by far the least relevant and don’t even get me started on #18 “Alarm Clock HD” and #93 “Jedi Lightsaber” (really?). Twitter’s own Vine app doesn’t appear here until #34 and some would argue it should be result #2, and rightfully so. It’s obvious that Apple’s search algorithm needs adjusting so it’s weighted not towards downloads or popularity, but relevance.
Finding apps for a small niche category like Twitter clients is relatively easy. Imagine how hard it must be to find a particular game in the vast wilderness that is the App Store if you don’t know exactly what you’re looking for. Until Apple decides to take definitive steps to improve search results, either via human curation, or by lowering dependencies on popularity, easy discovery in the store will continue to be a major problem. Unfortunately for small developers who need paying customers to survive, time is quickly running out.
PS – One thing I learned while compiling this post is that there are a lot of apps that purport to help you boost your follower count on Twitter. Like tons. That and emoji apps. Who doesn’t like emoji though?
PPS – One of the ways developers let Apple know that something is broken is by filing Radar reports for a given bug or improvement. Lots of developers have filed radars for the App Store’s irrelevant search results including Radar #18265234 from Simon Booth. In his report, Simon describes just how badly a search related to his music app Smilophone returns results. If you’re an Apple dev, dupe his radar, hopefully it will do some good.
While preparing for the onslaught of technical support that accompanies new releases of our most popular app – Twitterrific, I was curious about just how many updates we’ve actually released over the years. I looked back through the app’s version history as well as a fun timeline of Iconfactory software releases I created a few years ago to find this week’s 5.8 update is the app’s 50th since its launch in the summer of 2008.
If you had told me back then that we would still be coding and improving the little blue bird that could almost seven years later, I probably would never have believed you. Back then Twitterrific 1.0 was a fun, but unproven app for the then newly released iPhone from Apple. It was released along with the launch of the brand new App Store where users could browse hundreds (yes hundreds) of apps for their shiny new phones. At that time there was no official Twitter mobile client, I’m not even sure there were ANY other Twitter apps in the store at launch*.
Fast forward to 2014 and 50 updates later and we arrive at v5.8 for iOS 8. Given the rocky history 3rd party developers and Twitter have gone through the last few years, I’m honestly surprised we’re still here today. Over the years Twitter has focused more and more on controlling their own user experience and branding. This meant imposing design and interaction guidelines on 3rd party devs like the Iconfactory as well as capping the number of total users who can actually own Twitterrific. Thankfully, since Twitterrific was there at the very beginning, our token pool (at least on iOS) is quite large and we can afford to continue developing the app as long as it makes money. The same can’t be said for so many other smaller 3rd party Twitter developers who have either given up or sold their apps to other larger developers. One of the reasons why the Mac version of Twitterrific still hasn’t been updated is due to the limited number of user tokens available to us on the Mac platform, a policy I sincerely hope Twitter re-examines one day.
When I think of all the hard work, hand-wringing and ultimately, satisfied customers, Twitterrific has gone through over the years it really boggles my mind. Knowing that so many people use and love something you’ve created day after day is a wonderful feeling. You keep downloading and sending us positive feedback, and that motivates us to refine and improve the app. Twitterrific would never have flown as far and wide as it has if it wasn’t for all of our loyal customers, and for that we are truly thankful. If you’ve not tried Twitterrific in a while, I invite you to check it out. Everything old is new once again!
* There was at least one other 3rd party Twitter app in the store at launch – Twinkle.
Ever since Apple announced iOS 7 at WWDC, developers have been coming to grips with what the new operating system will mean for them. There’s little doubt iOS 7 represents a huge opportunity for developers to get their updated products in front of massive numbers of new users almost overnight. But there’s another opportunity here for developers, one that’s been largely ignored up until now – paid upgrades. To be more precise, all new, iOS 7 paid versions of existing applications.
I’m sure many users are expecting developers of popular applications to simply update interface elements, compile some code and easily drop a brand spanking new version of their app onto the App Store for free. There’s little doubt that the majority of iOS 7 updates to existing apps will be free (which will please Apple), but I suspect there will be a surprising number of developers who will use the launch of the new operating system to completely re-boot their app, and why not? The visual and interactive paradigms iOS 7 mark a natural breaking off point and a perfect opportunity to re-coup costs. Some existing paid apps might even adopt an iOS 7 only strategy which means they’ll have no choice but to charge again.
As any developer knows, software doesn’t magically grow on trees. Significant reworks of existing apps can represent hundreds of hours of development time and depending on the complexity of the apps in question, require much more than simply updating graphics. Taking full advantage of new APIs, designing new interactions and more can represent a healthy investment, time is money after all. At what point in the update process does a developer decide she needs to charge for it? How many users will be alienated by charging again? Will these users be offset by the *huge* influx of new people Apple brings to the table with the launch of the new OS?
Perhaps a better way to answer the question might be, how willing would you be to re-purchase your favorite apps if they are optimized for iOS 7? Look at your device’s home screen and go down the list of apps you use most and ask yourself if you could live without it once you upgrade. I think that most users (at least those that matter to developers) would answer that they would gladly pay again if it means having the latest and greatest version of their favorite apps, at least I would hope so.
With the full-priced launch of Logic Pro X, it’s now pretty clear Apple won’t be implementing a paid upgrade mechanism in the App Store. Developers are forced into either giving free upgrades for life, nickel-and-diming users with in-app purchases or occasionally launching new, paid versions of their apps. At the Iconfactory, we typically offer new paid version of our apps (xScope, Twitterrific) about every 18 months with many free upgrades in between. Though there are always users who will complain about having to pay for all-new versions, the vast majority know that in order for an app to survive and flourish, they occasionally have to do their part and support its development. Hopefully the upcoming wave of apps updated for iOS 7, both free and paid, will help people fall in love with their apps all over again.
UPDATE: Just when you thought there was hope, a new report out indicates that the average price of apps in the App Store is now at an all-time low of just $0.19. Consumers continue to expect world-class software experiences in exchange for basically nothing. The author says that the freemium model may be a “wiser business move” in the long run but I disagree. It is much harder to recoup the cost of development if you have to postpone revenue much beyond launch of your product, especially if you cannot even guarantee success. If the trend continues, I don’t see how developers can make a living on the App Store.
There are basically two kinds of people who leave software reviews in the App Store. The first are users who genuinely want to add their voice to the chorus of users who have downloaded the software. They want to let other potential users know what they’ve learned in the hopes of helping them make an informed buying decision. They may encounter problems with the app, but overall they try to be open minded, fair and leave generally helpful reviews. If an app is good they generally say so. If a piece of software is poorly designed or implemented and deserves a low rating these users will go out of their way to describe why, which is great.
The second type of people who leave reviews do so for a simple reason – spite. They feel slighted by their purchase and want to do their very best to try and punish the developer in their small way by assigning a single star. They often accompany such reviews with unhelpful prose like “This app sucks, fix it!” or “Worst app I ever bought!” and so on and so on. These kinds of reviews are less than helpful to the developer of course, especially since Apple doesn’t currently provide a way for an app’s developer to easily get in contact with a review’s author.
As a developer, I’d love to be able to get in touch with both of these kinds of users to find out what I could be doing better with my software. Sometimes it’s possible to google someone’s App Store user name and track down a contact link, but more often it’s not. That’s why I recently decided I was going to start leaving my Twitter username in all my reviews I wrote on the App Store. Leaving a tangible point of contact for a developer gives them a way to reach out to you if you have specific issues with an app. Contacting them directly with your concerns is always best of course, but if you do leave a review, consider leaving your Twitter / contact info in the body of the review.
If you’re the type of user that wants to help improve an app, who wants to support the development of quality software through meaningful dialog, then owning your review would seem to be a no-brainer. And to all the one-star trolls who call the App Store home, I leave this sage piece of advice from my mom – If you can’t say something helpful, shut your damn pie hole!*
* I’m paraphrasing here
There’s been increasing talk about how unscrupulous developers have gamed the App Store in recent weeks. Typically, shady devs will submit apps to the store that have similar names and app icons to top ten titles and in the confusion (and perhaps the additional hype from all the attention) users download these “scam” apps and push them ever higher. For honest developers who play by the rules, it’s a serious problem, and one that Apple needs to do a better job addressing.
There’s another way to get your app into the App Store’s Top Ten list however. With enough money, and a faulty ethical compass, you too can be sitting pretty atop the mountain of App Store competition. This morning the Iconfactory’s webmaster account received the following email from an address in China. The person (or persons) purported the ability to get your app to the top, fast. We were just one address of perhaps 100 or more in the “To” field including lockerz.com, skout.com, tumblr.com, okcupid and many more. Why they didn’t bcc the list is beyond me, but at any rate for a mere $10,000 USD, using thousands of “legally” registered iTunes accounts, they will download your app and help boost it into the top ten. How long it stays there just depends on how much you’re willing to pay.
We have large quantity of USA ,UK,CA itunes accounts, registered legally, we can promote your free app in the US, UK, CA store.Don’t waste time in promoting,leave it to us! We are professional team for you and we are the most powerful team for app promotion in China.
10,000 downloads in one store, need 1000USD
If you want the ranking, here is the price list for weekday only,please check:
US top10 24 hours 10000USD
US top10 48 hours is 15000USD
US top10 3 days is 20000USD
Each additional day the need to increase $ 5,000, up to 5 days,only for weekday
UK top10 24hours 3000USD
UK top10 48hours 5500USD
UK top10 3days is 8000USD
Each additional day the need to increase $ 2,500, up to 5 days,only for weekday
CA top10 24hours 2500USD
CA top10 48hours 4500USD
CA top10 3days 6500USD
————–ipad app only for separate app———————
US top10 24 hours 4000USD
US top10 48 hours is 6000USD
US top10 3 days is 8000USD
Each additional day the need to increase $ 2,000, up to 5 days,only for weekday
UK top10 24hours 1200USD
UK top10 48hours 2200USD
UK top10 3days is 3200USD
Each additional day the need to increase $ 1,000, up to 5 days,only for weekday
CA top10 24hours 1000USD
CA top10 48hours 1800USD
CA top10 3days 2600USD
Weekend day, subject to 20%
The problem of scam apps seems like a relatively easy one to solve compared to this sort of App Store gaming. Apple should simply do a better job identifying and rejecting offending scam apps at the review level. But with enough legitimate iTunes accounts there’s no real way for Apple to identify “fake” downloads from real downloads and keep bogus apps from rising to the top. Perhaps if it happens often enough Apple can develop algorithms to help identify offending accounts and close them, but I’m skeptical.
It seems clear that a re-work of the entire top ten system is in order, and not just because of the recent rash of scamming. Some apps like Angry Birds can stay atop the Top Ten list for months on end making it harder for other awesome, smaller apps to see the light of day. Perhaps Apple’s recent purchase of Chomp will help solve the problem of discoverability, but until then unfortunately there will always be shady individuals willing to prey on people’s greed and desire to succeed.
UPDATE: Matt Ryan over on LockerGnome reports a possible explanation for how these app “promoters” can secure thousands of iTunes accounts to artificially inflate apps – they steal them. Both Ryan’s PayPal and iTunes accounts were hijacked and then used to download copies of an app called iMobster. It should come as no surprise that when the promoter says he uses thousands of “legally registered” iTunes accounts, he means it except they’re not his. So not only do devs fork over tens of thousands of dollars, they’re most likely doing so to criminals who hijack legitimate iTunes accounts and milk them dry until they are caught and shut off. Alarming to say the least.
Blame the ailing economy if you like, but in recent years businesses have become more and more willing to experiment in order to get a leg up on the competition. Seeking to capitalize on the increasingly tech-savvy public, the acclaimed burger chain Five Guys, has introduced a new iPhone and Android application that aims to make your dining experience quick and effortless.
Five Guys joins the ranks of restaurant chains like Chipolte Mexican Grill and Outback Steakhouse that let customers not only browse their menus but also place a to-go order right from their smart phones. I take food out from local Greensboro eateries a lot and I usually try to call ahead so I can get in and out as quickly as possible. The breakdown in efficency usually occurs at the time of payment and so I end up waiting in line to fork over my debit card while I hope and pray my food is even ready.
When ordering with Five Guys’ or Chipolte’s apps, you specify what time you want to pick up your food, pay for it via secure ordering and even save your favorite selections for future reference. I tried the Five Guys app today and it was a dream. I entered the store, went directly to the pickup counter and simply gave my name. The order was ready to go and I was enjoying my lunch all within minutes of walking in the door.
I can envision a time in the not-too-distant future when customers won’t even need to pull out a wallet when eating at their favorite restaurant. The advent of smart phone payment apps like Square and iOS 5′s geo-fencing technology have already started to revolutionize the way people shop, and soon dining experiences like the one I had today at Five Guys will be the rule, not the exception. Now if we could only design an app to get us through TSA lines as quick and “painlessly”.
A great deal has been written about the App Store, both good and bad, and much of it comes from developers I know and respect. It almost seems pointless to add my own thoughts to those who are more widely known and respected than I am, but given how my feelings have evolved regarding the App Store recently I think it’s worth a shot. If what I have to say gives a potential iPhone developer reason pause and re-examine their entry into the space then it will have been worth it.
The App Store is broken. I know from the outside glancing in, it may not look that way but it is. It also doesn’t seem like it’s broken from Apple’s point of view since the store and its tens of thousands of software titles have helped place the iPhone firmly at the head of the smart phone industry. But speaking as a small developer who’s been releasing Mac software for over a decade, the App Store is broken. The ironic part is that if you had asked me this a few months ago I would have denied it with my dying breath.
Since it first launched in July of 2008, the App Store has been evolving and changing to suit the needs of both Apple and consumers. Unfortunately for developers many of these changes have hurt more than they have helped. The utter race to the bottom of the pricing structure by thousands of developers has created tremendous pressure to set applications at either free or near free price points. I know this first hand because when Twitterrific for the iPhone first debuted we set it’s price at $9.95 which, by today’s App Store standards, is almost unheard of. It wasn’t long before lagging sales and increased pressure from competition forced the Iconfactory to lower the application’s price to $3.99, still “expensive” by App Store standards. Not only was the price lowered, but the feature set was more than doubled and yet many users still complain it costs too much. While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.
This leads me to the next point of failure for the App Store – visibility. Everyone has heard about the so-called “gold rush” certain developers have experienced. Flight Control’s 1.5 mil sales record. Trism’s incredible $250,000 short-term bonanza. But for every one of these lottery wins in the store, there are hundreds, if not thousands of developers who see little if any return on their investments of time and money. What’s worse, the success or failure of a particular piece of software in the App Store depends as much on Apple deciding to feature your creation as the creation itself. One can shift the tables in one’s favor with a sizable advertising budget, but many of us like the Iconfactory don’t have such generous resources at our disposal.
When the Iconfactory & DS Media Labs released our latest iPhone game, Ramp Champ, we knew that we had to try and maximize exposure of the application at launch. We poured hundreds of hours into the game’s development and pulled out all the stops to not only make it beautiful and fun, but also something Apple would be proud to feature in the App Store. We designed an attractive website for the game, showed it to as many high-profile bloggers as we could prior to launch and made sure in-app purchases were compelling and affordable. When the moment came, Ramp Champ shot up the charts quickly but just as quick, it hit a brick wall. Within days the app that had peaked at #56 on the top paid chart fell off the top 100 despite receiving praise from users and reviewers alike. The lack of store front exposure combined with a sporadic 3G crashing bug conspired to keep Ramp Champ down for the count.
A new version that corrected crashing was completed quickly, but once again the App Store reared it’s broken head as the review process kept the fix out of user’s hands for almost two weeks. By this time it was too late and momentum had been lost. Despite a “What’s Hot” feature by Apple in the App Store, Ramp Champ’s sales have not lived up to expectations for either the Iconfactory or DS Media Labs. What’s worse, many of the future plans for the game (network play, online score boards, frequent add-on pack releases) are all in jeopardy because of the simple fact that Ramp Champ hasn’t returned on its investment.
In order for a developer to continue to produce, they must make money. It’s a pretty simple concept and one that tends to get lost in the excitement to write for the iPhone. It’s difficult for me to justify spending 20-50 hours designing and creating new 99¢ levels for Ramp Champ when I could be spending that time on paid client work instead. I would much rather be coming up with the sequel to Space Swarm than drawing my 200th version of a magnifying glass icon. But I’d also like to have some assurances from Apple about reducing the length of the App Store approval process, having the ability to respond to factually incorrect iTunes reviews, not be limited to 100 beta testers, or that large, prominent developers won’t always get preferential treatment. In short, I’d like to know things will be fixed and I don’t mean merely posting a page of marketing text in iTunes Connect.
It is a truism that everyone who creates content is a control freak. From fine artists that decide what gallery their work will hang in, to architects who scratch tooth and claw with stubborn clients about what materials will be used in construction. Software developers are no different. We all want as much control over our creations as we can possibly have and the App Store in it’s current state has removed a significant level of control from our hands. I’m not ready to throw my lot down with those who have renounced the platform just yet, but unless some significant changes come very soon, myself and others like me will have no choice but to focus our development efforts elsewhere.
UPDATE: Several developers have contacted me and told me privately that they think it isn’t so much the App Store that’s kept Ramp Champ from being a success as it is the game itself. Given the fact that Freeverse’s newly released and shallower ‘Skee Ball’ currently sits at #6 in Top Paid apps in the store, part of me wants to agree. I could second-guess myself about what didn’t go right with Ramp Champ but in my heart of hearts I know RC is better than 90% of the games that get to the top of the list. I have to keep telling myself that what doesn’t kill us will make us stronger in the end. Hopefully.
UPDATE II: Seems I’m not the only one cooling to the idea of developing for the iPhone. Macworld’s Dan Moren reporting from the C4 independent developers conference says many of the developers are frustrated at their lack of control in the App Store. I’m glad to know I’m not the only one.
UPDATE III: Marco Arment has written an excellent piece that addresses my post. I agree with much of the analysis there and tend to think that their may indeed be “two App Stores” so to speak. As a result of suggestions from both Marco and the commenters here, Ramp Champ’s vague app store description has been re-written and new screen shots posted to show more content. Thanks to everyone who suggested these changes, I think they will definitely help sales.
This week marks the release of the Iconfactory’s third piece of software for the iPhone platform, and only our second game – Ramp Champ. Ramp Champ is a fun twist on some of the carnival games you’ll remember from your childhood. The game was designed with love by the gang at the Iconfactory and implemented with skill by the talented folks at DS Media Labs. It’s been in the making for the better half of a year and the time has finally come to release it into the wild.
I’d be lying if I told you I didn’t have a huge case of stomach butterflies right about now. We’ve invested a ton of time and money in Ramp Champ and its relative success or failure will be determined within the next 2 weeks. I always get nervous before software releases, but more so when it’s something completely new. Unlike some other large developers, we don’t have a huge well of funds to dip into to develop our apps which makes writing for the iPhone something akin to playing the lottery. We always do our best to design and implement applications that we think people will use and love, but until you actually get real feedback from users, you just don’t know.
When it comes to the App Store, it seems that the success of a particular application has as much to do with luck as it does with blood sweat and tears. I’ve seen apps I never thought even merited being in the store rise to the top despite poor quality or being based on a questionable premise. Meanwhile, defying all developer logic, some of the very best applications never rise above the top 25. Some are sandbagged by the perception of being “too expensive”, others get obscured by the meteoric rise of novelty “ringtoners” who inevitably take the App Store’s coveted top slots.
Talk to a bunch of iPhone developers and they’ll most likely tell you that everything being equal, success in the App Store is a crap shoot. You can push the odds in your favor by producing a high-quality piece of software, as well as offering it for next to nothing, but in the end fate feels like the final arbiter. I’m very proud of all of the guys, both at the Iconfactory and at DS Media Labs for putting together one heck of a fun game. Hopefully you will enjoy playing it just as much as we enjoyed creating it. No one would deny that producing applications for Apple’s iPhone isn’t risky, but as I’ve told myself again and again lately, without risk there can be no reward.
Now if you’ll excuse me, I’ve got to go chug a bottle of Pepto-Bismol.
UPDATE: Well, we’re over the release hurdle at this point and I’m feeling a lot better. Overall the reaction to Ramp Champ seems to be very positive, although we’re dealing with some memory issue that are causing crashes, particular for 1st Gen device users. The good news is we think we’ve ID’d the problem and should have a fix submitted to the App Store soon.
Thanks to everyone who’s posted or tweeted positive feedback about the game, it’s done my heart (and my stomach) a lot of good these past 2 days. If you’re interested in knowing what went into producing Ramp Champ, head on over to Louie’s blog for some insights. More to come!
I’ve recently discovered creating a successful iPhone application is a lot like baking a pizza. Take the best ingredients, like skillfully crafted code, bold and flavorful interface design and combine with a dash of love and you may end up with a delicious dinner. Unfortunately for App Store developers, once you’ve rolled the dough, spooned the sauce and added the toppings, the delivery process itself can often be frustrating.
Apple’s process of getting apps reviewed and posted to the App Store leaves much to be desired. Once submitted, we developers must sit back, cross our fingers and hope everything is in order so that the “pizza” makes it to your device in a timely fashion. One of the criticisms of the App Store in recent months is that it can take more than 2 weeks to have an app make it’s way through the review process, sometimes only to end in rejection. When this happens, the problem must be corrected, the app resubmitted and the developer goes to “the back of the line” and starts all over again.
Since most developers would rather have too much feedback rather than too little, one way to ease the pain of the review process would be to add more feedback. Developers love feedback, whether it comes in the form of bug reports, reviews, emails or simple sales figures. In the world of home pizza delivery, when it comes to awesome feedback, no one beats Domino’s.
When a customer orders a pizza from Domino’s online, they receive instant feedback on the status of their order via Domino’s über-cool pizza tracker. The tracker tells you where in the cycle of delivery your pie is, what time it started the last phase and who’s currently working on it. It may sound corny, but this is exactly the kind of feedback developers need when submitting software to the Apple App Store. Imagine a meter that outlines each part of the approval process with time and date annotations for each step. The App Tracker would be of enormous assistance to developers, ensuring proper completion of each part of the submission process. A developer could track their “pizza” as it made its way to the store and get a better sense of when to expect final delivery. It could also help Apple internally so they know what phase a particular application was last in if a problem arises.
Such a system would allow companies to better plan their product’s marketing efforts and direct their resources more efficiently. Not to mention reduce the level of stress associated with being left in the dark regarding your application’s approval. Apple recently implemented a small counter for developers to let them know what the average approval time for their applications are in iTunes Connect. This was a great first start, but I suspect that with a bit of love, and a few lessons from the folks at Domino’s, getting through the app store approval process could be as easy as pie.
The recent release of Twitterrific 2 for the iPhone has reminded me that software development is replete with truisms. The primary thing I have to constantly remind myself is that, no matter what you do, or how hard you work, you simply cannot please everyone. Anyone who works in a creative field knows that there will always be those who are unsatisfied with the result.
For iPhone developers, these people usually fall into the “if it just had feature X, I would use it” category, but every so often you get someone who just poo-poos your efforts. It’s easy for devs to fall into the trap of trying to keep everyone happy, but years of experience have taught me that this is a losing battle. Development quickly builds into a sort of “features arms race” that usually ends with bloated software and burnt out programmers. No, the answer is to design first and foremost for yourself. If you can produce a piece of software that you are happy with, then chances are the majority of your users will be too. The trick is trust your gut enough to tell the difference between constructive feedback and the nay-sayers so you can move beyond them when it’s appropriate.
The other truism I’ve found is that there’s always room for improvement. The new posting user interface for Twitterrific 2 demonstrates this point perfectly. All through beta testing, the posting UI was the same as it was in version 1. If you wanted to change your update from one type of tweet to another, you had to toggle the tweet type using a single icon on the post bar. Although this method had served well since our initial launch, neither us nor the beta users were satisfied. Their feedback, combined with Louie’s desire to improve the posting experience challenged us to do it better. The result was a re-designed UI that fulfilled user’s desires for posting clarity while giving the Iconfactory a big new feature to tout. The amount of work required to pull off the revised posting interface so close to the end of the beta was intense, but ultimately worth it.
Lastly, if there is one axiom that Twitter has proven beyond a shadow of a doubt it’s simply that if you give an inch, the Twitterverse takes a mile. Lately I’ve been seeing more than a few requests for Twitterrific to support Twitlonger, a service that allows you to “expand” on the 140 character limit that is at the very heart of Twitter. The argument goes that allowing long updates to be read directly in-app is preferable to having to post multiple tweets. This may indeed be true, but I hesitate to support any service that, for lack of a better term, subverts Twitter. Brevity is the soul of wit, and in Twitter’s case, its lifeblood.
In my opinion, any update that can’t be held within Twitter’s 140 character limit should be taken offline to email, Facebook or Friendfeed. What’s the harm in supporting a great service like Twitlonger you ask? Seemingly none, except that Twitlonger is a very slippery slope. Imagine typing a tweet of any length right in Twitterrific. When the message length exceeds 140 characters, the app automatically creates web page entry where your followers can read your magnum opus. Sounds great, except its no longer Twitter, it’s called a blog. Given how easily such a feature would be abused (as is evidenced by the Twitterverse’s aggressive adoption of RT), I don’t see Twitlonger support in Ollie’s future.
As developers, all we can do is our best. Sometimes our best is good enough and sometimes it doesn’t cut the mustard. I’ve been very pleased with the positive reaction that Twitterrific 2 has been receiving from the Twitter community. There are updates coming that address some of the most requested issues from the initial 2.0 launch, but I have no illusions that even these updates will satisfy everyone. Not to mention all those people out there who are patiently waiting for an update to the Mac version of Twitterrific. To them, I offer one last proverb – Good things come to those who wait.
One of the toughest parts about owning your own creative business is having to keep secrets. During my time at the Iconfactory, we’ve had to wear many projects close to our sleeves for months, sometimes even years until the day comes when we finally can talk about them. This philosophy doesn’t just extend to our paying clients however, it also covers our internal projects.
Over the years, I’ve learned the hard way what happens when you let competitors know what your up to. If you’re lucky they merely get a jump on your idea, but sometimes, for one reason or another, they manage to beat you to market. This is one reason why I subscribe to the Montgomery Scott school of thought when it comes to product announcements. Named after the famous engineer from my beloved Star Trek, the theory is simply this: Under sell and over deliver.
By setting realistic expectations in the minds of your customers, they are pleasantly surprised when you manage to exceed them. This is how Scotty got his reputation for being a “miracle worker” on Star Trek. It’s also why we don’t typically like to give sneak peeks or announce dates for freeware and software releases at the Iconfactory unless we’re very close to releasing something. By doing this we keep competitors guessing and limit dangerous over-hyping.
Taken to its logical conclusion, the best way to keep expectations in check is not to create them in the first place. Unfortunately, this approach fuels rumors and leads some to conclude total inaction. My response to these people can be summed up in a recent tweet from my friend and colleague, Craig Hockenberry who said “When I appear to be doing nothing is when I am doing the most.”
We always have something new coming down the assembly line at the factory. I’d love nothing more than to run shouting to Twitter what we’re up to on any given day, but that would only lead to user heartache. We also firmly believe that if you’re going to do something, it’s worth doing right. So remember – just because you don’t have access to engineering, it doesn’t mean we’re not busy installing the latest dilithium crystals.
John Gruber over at Daring Fireball links to an intriguing piece by Paul Kafasis on the state of the App Store. The post compares Walmart’s strategy to sell disposable, cheap goods to those of App Store “ringtone” developers which are forcing down prices. My friend and business partner, Craig Hockenberry wrote about this very topic a few weeks ago in a piece that put him in the crosshairs of quite a few people.
After Craig’s piece was published, and indeed after reading the post by Kafasis, some are under the impression that more expensive “AAA” apps are doing just fine thank you very much. The theory goes that one only has to look at the App Store top 10 list to understand it’s not price that gets you into the top 10, but quality. This, plus marketing on the part of the developer are all that’s needed to boost your software into the top 10 of the App Store. Reading through the comment thread at Inside iPhone it all seems so simple. All a developer has to do is market their app and the rest will take care of itself! Why didn’t I think of that?
The part I love the most is that the people making the “just market your app!” comment have no real idea how much effective marketing costs. Oh sure, you can go far on viral and word-of-mouth marketing, but it all pales in comparison to even a small banner graphic in the App Store. The Iconfactory could spend tens of thousands of dollars buying up targeted advertising space to promote Frenzic, but it still wouldn’t be 1/10 as effective as the front page graphics that Dropship, Marley and Texas Hold’em are enjoying (for free) as I write this. Not only that, but I have no way to track metrics for advertising pointing at Frenzic in the App Store. I can’t gauge how effective a $75 blog ad versus a $2,600 DF sponsorship is because Apple doesn’t currently give me stats of people clicking through to my software. Anyone who says “Just market it!” doesn’t have a solid grasp on how the App Store works.
Another example is Rolando. People are holding this app up as the ultimate example of a quality, non ringtone app that is enjoying success in the store. It is true that Rolando is a fantastic game worthy of the top spot it once held. It is also true that Apple promoted Rolando from DAY ONE in the App Store with major graphics both in iTunes and on Apple.com. All that exposure helped to get Rolando into the top of the store when it launched. But its $9.99 price point is like an anchor. As I write this, Rolando sits at #30 in the top 100, and #10 in games. Let me repeat that. #10. In games.
So what is in the App Store top 10 right now? iFart Mobile is number one which is still riding high on a wave of PR thanks to being originally barred. Crash Bandicoot, which is featured in national Apple television spots is #2. Tetris, perhaps the most well-known video game in history, is #3. Three more ringtone apps come in as 4, 5 & 6 including the months old iBeer. Touchgrind, which also enjoyed prominent Apple billing, is #7. Bejeweled 2 is number 8, PocketGuitar ($.99) is #9 and SimCity rounds out the top 10. All of these apps either enjoyed uncommon press exposure, have a nationally known brand or are priced at $.99. Quality definitely plays a role in getting to the top, but price and “Apple love” play a larger part.
Does this all mean that developers like myself will abandon making quality iPhone applications like Twitterrific and Frenzic? Of course not. I just wish that people who think they know how the App Store works would admit that they really don’t. The App Store is still in flux and much is unknown. What I do know however is that there are key factors to getting to the top of the store, chief among them being price and exposure from Apple. No amount of 3rd party marketing, done on a small developer’s budget is going to change that simple fact. What’s worse (or better, depending on your point of view) is once you are in the top 10, even if you’re app is a “limited utility” ringtone app, because you’re in front of millions of eyeballs both on the device and in iTunes, you’re bound to stay there.
I don’t know exactly how to fix the App Store, but everyone I’ve spoken with agrees that it needs fixing. If not fixing, at least a change in how it favors certain apps while hindering others. The more we talk about this stuff, the better it will be for both developers and customers alike.
Back on December 1st, I put on my artist’s hat and wrote a post about the importance of icon design and how it shouldn’t be taken for granted or seen as an afterthought. The post garnered a fair amount of exposure and I received a great deal of positive feedback from designers and developers alike on the importance of icon branding and standing out in the App Store.
Near the end of the piece, I offered up this unassuming little opinion which has caused me a fair amount of stress these last few days:
“Lately, developers have taken to plastering “SALE” or “60% OFF!” within their icons. They’ve become lazy and let the iPhone software mar their design with glossy highlights which obscure efforts to brand their software. Fight the urge to cheapen your brand and instead give your icons the love and attention they deserve. You’ll still sell boat loads of copies and your users just might end up thanking you at the same time.”
What is the source of my distress? Over the course of the past week, the Iconfactory and ARTIS Software jointly agreed to put our game Frenzic on sale for the Christmas holiday. From the moment we launched the product, we had always planned on temporarily lowering the price for the holiday rush. When I wrote the original post I was unaware of the importance the app’s icon plays in marketing an online sale. I’m guessing you can probably see where this is heading. As the app went on sale today, it reluctantly sported a new badge. The same type of badge that I railed against in my original post.
If you care as much about icons and design as I do, then you’re probably asking yourself how I could allow something like this to happen. At first I couldn’t figure it out myself, and then it became very simple. I took off my “designer hat” and put on my other one… the one that says “business owner”.
The business owner in me doesn’t wrestle with many of the lofty ideals that my inner designer aspires to. Being a partner in a successful company sometimes means doing what’s best for the health and growth of the business, especially in today’s unsure economy. It’s easy to criticize someone’s design decisions when you’re on the outside looking in. You think you’ve got everything figured out, but then your app starts to sink off the App Store and suddenly nothing’s as simple as you thought.
Although I initially resisted calls to slap a “For sale” badge on our icon, I came to realize that it was one of the most important ways to get people who had previously dismissed Frenzic due to its $4.99 price tag to take another look. The change may not affect sales at all, but on the other hand, it may help to get Frenzic in front of more people’s eyes than ever before. If that means that I have to eat a hefty helping of crow in order for us to maximize our exposure in the App Store, then I say pass the ketchup.
I can’t tell you how many times in the course of my career as an icon artist that a client considered their icons to be an after thought. After spending hundreds of man hours and pouring thousands of dollars into software development, some clients just refuse to devote the attention needed to the glyphs that act as both button and branding. At the Iconfactory, we try and educate clients about the importance of icons and how they strengthen a company’s brand as well as communicate a product’s core concepts quickly and easily. It may sound like marketing fluff, but years of experience have taught me it’s the truth.
So when it comes to designing our icons for our own software products, we almost always end up obsessing over them. The redesign of the application icon for xScope went through nearly 20 different revisions before we settled on a final version. This time around, the drama was caused by the new icon for Frenzic for the iPhone.
Standing Out From The Crowd
When it came time to design the icon for Mobile Frenzic, we knew we wanted to use a 2D translation of the OS X version from the desktop. However, unlike Mac desktop icons which have a canvas size of 512×512 pixels, iPhone and iPod touch app icons are limited to 57×57 and look best when designed straight on. At first we decided to translate Frenzic.com’s fav icon which was a pie of green and orange wedges on a glossy black base. Early beta versions of Mobile Frenzic used this icon, but there was a problem. It just wasn’t eye catching.
Our artist, David Lanham, went back and added a neon-like inner glow that gave the impression of the icon being lit from within, like it was a piece of plexiglass. The results were effective and with the addition of a high-tech circuit board motif, I knew we had a winner. The icon both stood out on the iPhone’s home screen and did a wonderful job of branding “Frenzic” on the device. Despite these successes, there were those among us that thought it stood out a little too much.
As artists, we often get butterflies the first time we show a client our designs. In this case, the “client” was Frenzic creator and lead programmer, Wolfgang Ante. We’ve had a close working relationship with Wolfgang for years and even though he almost always loves everything we do “out of the box”, he was hesitant about the icon’s treatment. Both he, and our own lead programmer, Craig Hockenberry played devil’s advocate and thought that the glowing, high-tech icon might be too dissimilar to be effective. The design didn’t seem to follow conventional wisdom for iPhone app icons and we debated the pros and cons of the design.
In Expertise We Trust
The great thing about working at the Iconfactory is that we play to each other’s strengths. While I may have ideas about how a particular software feature might work, I trust in the skill and expertise of Craig and Wolfgang to pull off the actual programming. I often put my faith in their hands when it comes to coding, and likewise, they do the same for us when it comes to design. This is more than I can say for many of our clients who think they know best when it comes to icon design. Despite a client’s lack of experience of how icons communicate, where they are seen, or the technical details needed to pull them off, I often get lectured on how they should be rendered or what form they should take.
So, in their wisdom, Wolfgang and Craig set their hesitations aside and let the designers do their job. The result was a unique and compelling application icon that was simple to understand, easy to spot and visually unique from all other iPhone application icons. Maybe its even helped sell a few extra copies at the same time.
All too often icons are treated as second-class citizens, especially in the App Store. Lately, developers have taken to plastering “SALE” or “60% OFF!” within their icons. They’ve become lazy and let the iPhone software mar their design with glossy highlights which obscure efforts to brand their software. They use dull colors or pile on heaps of detail that just adds unwanted noise to an already cluttered array of choices. After the flashy ad pitches have faded, the icon still has to live on the user’s device and is often the first line of interaction with the product. Fight the urge to cheapen your brand and instead give your icons the love and attention they deserve. You’ll still sell boat loads of copies and your users just might end up thanking you at the same time.
The launch of Apple’s App Store was one of those moments that developers live for. After weeks of coding, designing, testing, tweaking and debating, Twitterrific for the iPhone and iPod touch was released to overwhelmingly positive reviews. All of us at the Iconfactory, especially the big guy in Laguna, are all gratified that users seem genuinely happy with Twitterrific for the iPhone. Apple’s handheld hardware is a wonderful new development platform that’s bound to get better with time, and we were pleased to be present at launch.
However, throughout this whirlwind day, I kept receiving emails about another of our software products and why it wasn’t included in the App Store kick-off. That application of course, was Frenzic. More than a year ago, I posted on my blog asking users to write Apple in support of bringing a native version of our addictive Mac-based game to the iPhone. You showed your support for our efforts to bring the best possible version of Frenzic to the iPhone, and now thanks in-part to users like yourself, that native version is becoming a reality.
I’m here to tell you that Frenzic is definitely coming to Apple’s handheld party. Some of Craig’s coding buddies got an early sneak peek of Frenzic at WWDC, and it’s only gotten better since then. The mobile version of Frenzic is confirming my suspicions that this is how the game was always meant to be played. Placing pieces is fast, responsive and fun as all get out. There is a tactile sense of immediacy when playing Frenzic on the iPhone or touch that simply isn’t present in the desktop version. We still have tons of work to do, but trust me when I tell you it’ll be worth the wait.
In a way, I’m glad Frenzic wasn’t ready for today’s App Store launch. There are already tons of great games available for the iPhone. Pangea’s Enigmo and SEGA’s Super Monkey Ball both come to mind. Frenzic’s day will come, and when it does, all of us at ARTIS Software and the Iconfactory hope you’ll give it a try. The Mac desktop version’s slogan has always been “Addiction never felt so right.” Thanks to the App Store and iPhone, I think players everywhere are about to get addicted all over again. For now, hang tight and hone those reflexes. You’re gonna need it!
To say things have been a little hectic at work lately would be an understatement. For the past several months, we’ve all been working hard to get you-know-what for the iPhone in ship shape. With the impending launch of the App Store, all of us have had our hands full and then some. In the midst of this massive effort, this 4th of July weekend, David and I travel to New York City to give a talk at the ICON5 Illustration Conference at the invitation of our friend and fellow artist, Von Glitschka. I can’t remember the last time I flew on a holiday and I can only imagine the travel nightmares that await us. My iPhone will be good and charged and packed with plenty of episodes of Futurama and Deep Space Nine.
Then there’s the little matter of day-to-day work at the factory. We’ve been snowed under at the office for months with a huge project that has kept us all busy every minute of every day. Having constant work is great, but it also makes it difficult to focus on internal projects like [REDACTED] and certain freeware releases that were only supposed to go on for a month, but due to forces outside our control, inevitably stretched into the future. If we could just get the R&D lab to perfect that cloning machine they’ve been teasing us with, everything would be peachy. However, as of this writing, there’s no word yet. Those bastards.
Somehow in the middle of all this madness, the gang at the Iconfactory managed to pull off an elegant punking of our dear friend and co-worker, Craig Hockenberry. See, back at WWDC Mr. Hockenberry came away with an ADA for his incredible work on Twitterrific for the iPhone and being the gracious man he is, he let Corey bring it back to North Carolina so the rest of us could get a fleeting glimpse of the “cube” before its return to Laguna Beach. Well, we thought it would be fun to create our own DIY ADA and mail that back to him just for kicks. We documented the creation process which you can find on the Iconfactory’s Flickr page. Needless to say the prank succeeded in putting a big smile on Craig’s face while relieving some stress around the office.
The good part of all this mayhem is that it keeps life interesting. There’s always a new challenge on the horizon, be it software, freeware or paying projects. Believe it or not, client work can sometimes provide a respite every now and then from the pressures we end up imposing on ourselves. Personally, if I can just get through July, I think I’l be just fine. Serenity now! Serenity now!
It seems after flying high and far, sometimes to shady destinations, the little blue bird has finally gone legit. I don’t think any of us at the factory realized just how popular Twitter, and in turn Twitterrific would become in this past year. We’ve been making various software applications for a decade now, and in all that time, none of us would have expected such an unassuming little app to become our most well recognized piece of code. Twitterrific’s success speaks volumes about the fine work of the folks over at Twitter, and the hunger for today’s users to stay in touch with friends, relatives and co-workers via new media like social networks.
We’re very pleased the Mac community took to Twitterrific so well and helped make it the success it is today. We’re looking forward to bringing the application to a whole new generation of users for the iPhone and iPod Touch, and would like to extend our thanks to Apple for giving the blue bird such a fine new home. We feel both excited and privileged to be a part of the new App Store and are committed to bringing our users the best software we can offer. We look forward to these first steps on what is sure to be, a fun journey for both users and developers alike.