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