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The Art of the App Store
Introducti on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
Chapter 1 A Brief History of Time in the App Store . . . . . . . . . . . . . . . . . 1
Chapter 2 Setting Your Goals, Costs, and Expectations . . . . . . . . . . . . 13
Chapter 3 Researching the App Store Market . . . . . . . . . . . . . . . . . . . . . 33
Chapter 4 Knowing Your Customer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Chapter 5 Plotting the Stages of Development . . . . . . . . . . . . . . . . . . . . 93
Chapter 6 Guidelines and Expectations for Developing Your App . . 123
Chapter 7 Creating Free and Freemium Apps . . . . . . . . . . . . . . . . . . . . 145
Chapter 8 Creating Paid and Premium Apps . . . . . . . . . . . . . . . . . . . . . 177
Chapter 9 Adopting Apple’s Approach . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Chapter 10 Riding the Social Networking Wave . . . . . . . . . . . . . . . . . . . 211
Chapter 11 Feedback, Maintaining, and Scaling . . . . . . . . . . . . . . . . . . . 243
Appendix A Reading List of Recommended Books . . . . . . . . . . . . . . . . . 257
Appendix B Online Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275
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The Art of the App Store
The Business of Apple Development
Tyson McCann
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The Art of the App Store: The Business of Apple Development
Published by
John Wiley & Sons, Inc.
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Copyright © 2012 by John Wiley & Sons, Inc., Indianapolis, Indiana
Published by John Wiley & Sons, Inc., Indianapolis, Indiana
Published simultaneously in Canada
ISBN: 978-0-470-95278-8
ISBN: 978-1-118-22112-9 (ebk)
ISBN: 978-1-118-23534-8 (ebk)
ISBN: 978-1-118-26007-4 (ebk)
Manufactured in the United States of America
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To CG, J, and L.
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About the Author
Tyson McCa nn is a game designer, producer, user experience, and social media
consultant with experience at major game companies including Sega, 3DO, the
Tetris Company, Fisher-Price, and Funcom. His broad experience includes educational software, casual and social games, and hard-core video and computer
games on everything from mobile devices to current generation consoles and PC.
Along with design and production on a few iPhone titles, in 2010 he was part of
a team that released a top-grossing, multiple award-winning iPhone multiplayer
action game.
About the Technical Edit or
Josh Coldiron is a cross-media designer who has worked on several IOS games
across all apple mobile devices, including the “Hall of Fame” award-winning
“Archetype.” His experience ranges from producer and level design, to leading
quality assurance and localization. He has practiced successful use of social networking as a marketing tool for IOS apps, as well as for his own business. Before
IOS development, he was art director in the print field for various publications.
He currently works alongside Villain developing new IOS titles.
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Acquisiti ons Edit or
Mary James
Project Edit or
Kevin Shafer
Technical Edit or
Josh Coldiron
Senior Producti on Edit or
Debra Banninger
Copy Edit or
Kim Cofer
Edit orial Manager
Mary Beth Wakefield
Freelancer Edit orial Manager
Rosemarie Graham
Ass ociate Director of Marketi ng
David Mayhew
Marketi ng Manager
Ashley Zurcher
Busi ness Manager
Amy Knies
Producti on Manager
Tim Tate
Vice Presi dent and
Executiv e Group Publis her
Richard Swadley
Vice Presi dent and
Executiv e Publis her
Neil Edde
Ass ociat e Publisher
Jim Minatel
Project Coordinator, Cover
Katie Crocker
Composit or
James D. Kramer,
Happenstance Type-O-Rama
Proofreader
Nancy Carrasco
Indexer
Robert Swanson
Cover Desi gner
Ryan Sneed
Cover Ima ge
© Brian Santa Maria / iStockPhoto
Credits
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Acknowledgments
I am very grat eful to Kevin Shafer for his fantastic editorial assistance, competence and professionalism, as well as to Mary James, Mary Beth Wakefield, and
all those involved at Wiley for this opportunity. To Josh Coldiron for keeping the
references to past projects in check and being a logic gatekeeper. To Dane Baker
of Villain for his reaching out and asking me to tag along on his company’s initial
whirlwind journey. To MunkyFun for having the skills to develop a hit iOS app
as if they’d been doing it for years. To developers, colleagues, and those I’ve been
fortunate enough to work with for helping me continue to grow in software development, and as a professional. And infinite thanks especially to my family and my
wife, Melissa, for being so patient and supportive. I owe you unconditionally,
big time.
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Contents
Introduction xv
Chapter 1: A Brief History of Tim e in the App Store 1
Time in a Table 1
The Early App Store 5
Novel Uses of the Touch Screen 6
Simplicity Succeeds While Complexity Fails 8
The Modern App Store 9
The Slow March Toward Complex Apps 10
How Niches Have Changed from the Early App Store 10
Summary 11
Chapter 2: Setti ng Your Goals, Costs , and Expectati ons 13
Confronting the “Hero Inventor” Syndrome 13
Benefitting by Doing It Yourself 14
Outsourcing 15
Avoiding the Pitfalls of Going It Alone 20
Considering Your Fundamental Costs 23
Programming 24
Factoring in UI/UX for Game/App Design 25
Factoring in Art Design 26
Considering Your Optional Costs 26
Audio Costs 26
Special Effects Costs 27
Localization for Foreign Markets 27
Quality Assurance/Testing 28
Public Relations and Marketing 29
Advertising Costs 30
Managing Your Expectations 31
The App Store as a Crowded Zoo 31
Planning for Cost Overruns 32
Scheduling with an Iron Fist 32
Summary 32
Chapter 3: Researching the App Store Market 33
Examining the Numbers and Trends 33
Making Decisions Based on Research 36
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x
CONTEN TS
Opportunity Size: Is There a Hole in the Market? 37
Choosing Your Niche 38
Perform Due Diligence Early 39
Summary Decisions 40
Analyzing Successful Apps 41
Exploring Popular Features 48
Exploring Visual Styles 49
Exploring Social Integration 50
Exploring the iPhone Hall of Fame 51
Avoiding Pesky Ego Traps 51
Game Concepts: Old versus New 53
Analyzing Unsuccessful Apps 55
Learning from Other People’s Mistakes 57
Learning from Other People’s Complaints 58
Mixing and Matching 59
Borrowing Style and Functionality from Mainstream
Applications/Games (the Picasso Way) 59
Pulling Out Successful Features for a Twist 60
Summary 60
Chapter 4: Knowing Your Cust omer 63
Understanding App Store Demographics 64
Casual and Traditional Gaming Pillars 65
iPhone Casual versus Traditional Casual 68
Meeting Your Customer’s Expectations 68
Visual and Graphical Expectations 69
Gameplay and Feature Set Expectations 69
Competitive Feedback Research 91
Summary 91
Chapter 5: Plotti ng the Sta ges of Development 93
Leadership and Your Team 94
Assumptions about Your Role 95
Your Starting Lineup 95
A Controlling Idea to Kick Things Off 98
Concept through Release 100
Maximizing Your App through Agile Development 101
Planning — Envisioning Your Vision 104
Scheduling 107
Production and Stages of Development 115
Coordinating Marketing 119
Summary 121
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xi
CONTEN TS
Chapter 6: Guidelines and
Expectati ons for Developing Your App 123
Potential Risk and Reward 124
Paid Apps Are Seen as WYSIWYG 124
What Incentives Can You Provide When Sales Dwindle? 124
Are You Planning on In-App Purchases? 124
Can You Go Free? 125
Like Winning the Lottery 125
Revenue Like a Rollercoaster 126
App Store Business Models 127
Free Apps 127
Paid App Revenue Models and Price Expectations 129
Creating for a Multitasking World 132
Understanding the Effects of Multitasking on the Brain 133
Seeing the Phone as the Ultimate Multitasking Tool 133
The Half-Second Window 133
Understanding Typical User Tendencies with Touch Screens 134
Building Initial Interactions That Meet the
“Half-Second Window” 134
Depicting the Physical World 136
Using Physical Metaphors to Delight Your Audience 136
Designer/Branding Exercise:
Creating Metaphors for Your App 139
Utilizing Physical Forces: Gravity, Weather, Objects 143
The Importance of Sound in Physical Metaphors 144
Summary 144
Chapter 7: Creati ng Free and Freemi um Apps 145
App Revenue Terminology 146
Microtransaction 146
Downloadable Content (DLC) 146
Free App 148
Freemium App 148
In-App Purchase 149
Free-to-Play App (F2P) 149
Lite App 149
Long Tail Strategy 150
Business Reasons behind Revenue Models 150
Free App Considerations 150
Freemium App Considerations 151
Lite App Considerations 153
Considering Risks and Rewards 155
Free Apps 155
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xii
CONTEN TS
Freemium Apps 156
Lite Apps 156
Minimizing Risk for Any App 157
How to Succeed with a Free App 157
Free Apps 157
Lite Apps 160
Supporting Your App with Ads 165
How to Succeed with a Freemium App 168
Microtransactions and the Long Tail 169
Viable Ways to Monetize 170
Implementing a Virtual Currency System 172
Succeeding with the Freemium Model 176
Summary 176
Chapter 8: Creati ng Paid and Premi um Apps 177
Business Reasons behind Revenue Models 178
Two Types of Paid Apps 178
Entertainment versus Practicality or Education in
Price Point Determination 179
Non-Premium Paid App Considerations 180
Premium Paid App Considerations 181
Considering Risks and Rewards 183
Non-Premium Paid Apps 183
Premium Paid Apps 184
How to Succeed with Paid Apps 184
The Paid App Mentality 184
Integrating Your Lite Version 187
Adding In-App Purchases 192
Summary 193
Chapter 9: Adopti ng Apple’s Approach 195
Infusing an Insane Amount of Care 196
Treating User Experience as King 197
The Little Things Matter… More Than You Think 200
Value-Added Benefits (Go Farther Than You Think You Should) 202
Customer as King 203
Adapting Apps to iPad 204
Case Study: Tapbots 206
High-Contrast Branding 206
Refined, Responsive, Simplistic Interface 207
No Transitions 208
Standard Conventions 208
Summary 209
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xiii
CONTEN TS
Chapter 10: Riding the Social Networking Wave 211
Fostering the Ultimate Viral Marketing: Social Networks 212
Integrating In-App Networks 212
Building Achievements, Medals, Badges, and Other Rewards 218
Taking Cues from Facebook 219
Everything Is More Fun with Friends 220
It’s All about Metrics — Tweak Values Early and Often 220
Ignoring Facebook Conventions 222
Waiting Is Not Fun 223
No Forced Friends, Please 223
Rewarding Users for Promoting Your App 224
Gifting with Virtual Objects, Free Stuff 224
Providing Users with a Sense of Community 227
Social Interaction as Features 227
Features versus Extras 228
Setting the Stage for Users to Compete 228
Providing the Tools for Users to Connect 232
Implementing Facebook Connect and Twitter 232
Fostering Your In-App User Community 234
Maximizing Viral Channels 235
Summary 240
Chapter 11: Feedback, Mai ntai ning, and Scaling 243
Evaluating Feedback 244
Soft Launch Preparation 244
Main Launch Feedback 245
Taking the Good and the Bad 246
Converting Data into Actionables 247
Maintenance Isn’t Just Fixing, It’s Marketing 250
Customer Support Is Key 250
Timely Updates 253
Scaling 253
Releasing New Content 253
Building for Other Platforms 254
The Future of Your App 254
Summary 256
Appendix A: Reading List of Recomm ended Books 257
App Development 257
Business and Project Management 257
iOS Programming 258
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