Introduction xv | |
A Brief History of Time in the App Store | p. 1 |
Time in a Table | p. 1 |
The Early App Store | p. 5 |
Novel Uses of the Touch Screen | p. 6 |
Simplicity Succeeds While Complexity Fails | p. 8 |
The Modern App Store | p. 9 |
The Slow March Toward Complex Apps | p. 10 |
How Niches Have Changed from the Early App Store | p. 10 |
Summary | p. 11 |
Setting Your Goals, Costs, and Expectations | p. 13 |
Confronting the âÇ£Hero InventorâÇ Syndrome | p. 13 |
Benefitting by Doing It Yourself | p. 14 |
Outsourcing | p. 15 |
Avoiding the Pitfalls of Going It Alone | p. 20 |
Considering Your Fundamental Costs | p. 23 |
Programming | p. 24 |
Factoring in UI/UX for Game/App Design | p. 25 |
Factoring in Art Design | p. 26 |
Considering Your Optional Costs | p. 26 |
Audio Costs | p. 26 |
Special Effects Costs | p. 27 |
Localization for Foreign Markets | p. 27 |
Quality Assurance/Testing | p. 28 |
Public Relations and Marketing | p. 29 |
Advertising Costs | p. 30 |
Managing Your Expectations | p. 31 |
The App Store as a Crowded Zoo | p. 31 |
Planning for Cost Overruns | p. 32 |
Scheduling with an Iron Fist | p. 32 |
Summary | p. 32 |
Researching the App Store Market | p. 33 |
Examining the Numbers and Trends | p. 33 |
Making Decisions Based on Research | p. 36 |
Opportunity Size: Is There a Hole in the Market? | p. 37 |
Choosing Your Niche | p. 38 |
Perform Due Diligence Early | p. 39 |
Summary Decisions | p. 40 |
Analyzing Successful Apps | p. 41 |
Exploring Popular Features | p. 48 |
Exploring Visual Styles | p. 49 |
Exploring Social Integration | p. 50 |
Exploring the iPhone Hall of Fame | p. 51 |
Avoiding Pesky Ego Traps | p. 51 |
Game Concepts: Old versus New | p. 53 |
Analyzing Unsuccessful Apps | p. 55 |
Learning from Other People's Mistakes | p. 57 |
Learning from Other People's Complaints | p. 58 |
Mixing and Matching | p. 59 |
Borrowing Style and Functionality from Mainstream | |
Applications/Games (the Picasso Way) | p. 59 |
Pulling Out Successful Features for a Twist | p. 60 |
Summary | p. 60 |
Knowing Your Customer | p. 63 |
Understanding App Store Demographics | p. 64 |
Casual and Traditional Gaming Pillars | p. 65 |
iPhone Casual versus Traditional Casual | p. 68 |
Meeting Your CustomerâÇÖs Expectations | p. 68 |
Visual and Graphical Expectations | p. 69 |
Gameplay and Feature Set Expectations | p. 69 |
Competitive Feedback Research | p. 91 |
Summary | p. 91 |
Plotting the Stages of Development | p. 93 |
Leadership and Your Team | p. 94 |
Assumptions about Your Role | p. 95 |
Your Starting Lineup | p. 95 |
A Controlling Idea to Kick Things Off | p. 98 |
Concept through Release | p. 100 |
Maximizing Your App through Agile Development | p. 101 |
Planning — Envisioning Your Vision | p. 104 |
Scheduling | p. 107 |
Production and Stages of Development | p. 115 |
Coordinating Marketing | p. 119 |
Summary | p. 121 |
Guidelines and Expectations for Developing Your App | p. 123 |
Potential Risk and Reward | p. 124 |
Paid Apps Are Seen as WYSIWYG | p. 124 |
What Incentives Can You Provide When Sales Dwindle? | p. 124 |
Are You Planning on In-App Purchases? | p. 124 |
Can You Go Free? | p. 125 |
Like Winning the Lottery | p. 125 |
Revenue Like a Rollercoaster | p. 126 |
App Store Business Models | p. 127 |
Free Apps | p. 127 |
Paid App Revenue Models and Price Expectations | p. 129 |
Creating for a Multitasking World | p. 132 |
Understanding the Effects of Multitasking on the Brain | p. 133 |
Seeing the Phone as the Ultimate Multitasking Tool | p. 133 |
The Half-Second Window | p. 133 |
Understanding Typical User Tendencies with Touch Screens | p. 134 |
Building Initial Interactions That Meet the | |
âÇ£Half-Second WindowâÇ | p. 134 |
Depicting the Physical World | p. 136 |
Using Physical Metaphors to Delight Your Audience | p. 136 |
Designer/Branding Exercise: | |
Creating Metaphors for Your App | p. 139 |
Utilizing Physical Forces: Gravity, Weather, Objects | p. 143 |
The Importance of Sound in Physical Metaphors | p. 144 |
Summary | p. 144 |
Creating Free and Freemium Apps | p. 145 |
App Revenue Terminology | p. 146 |
Microtransaction | p. 146 |
Downloadable Content (DLC) | p. 146 |
Free App | p. 148 |
Freemium App | p. 148 |
In-App Purchase | p. 149 |
Free-to-Play App (F2P) | p. 149 |
Lite App | p. 149 |
Long Tail Strategy | p. 150 |
Business Reasons behind Revenue Models | p. 150 |
Free App Considerations | p. 150 |
Freemium App Considerations | p. 151 |
Lite App Considerations | p. 153 |
Considering Risks and Rewards | p. 155 |
Free Apps | p. 155 |
'Freemium Apps | p. 156 |
Lite Apps | p. 156 |
Minimizing Risk for Any App | p. 157 |
How to Succeed with a Free App | p. 157 |
Free Apps | p. 157 |
Lite Apps | p. 160 |
Supporting Your App with Ads | p. 165 |
How to Succeed with a Freemium App | p. 168 |
Microtransactions and the Long Tail | p. 169 |
Viable Ways to Monetize | p. 170 |
Implementing a Virtual Currency System | p. 172 |
Succeeding with the Freemium Model | p. 176 |
Summary | p. 176 |
Creating Paid and Premium Apps | p. 177 |
Business Reasons behind Revenue Models | p. 178 |
Two Types of Paid Apps | p. 178 |
Entertainment versus Practicality or Education in | |
Price Point Determination | p. 179 |
Non-Premium Paid App Considerations | p. 180 |
Premium Paid App Considerations | p. 181 |
Considering Risks and Rewards | p. 183 |
Non-Premium Paid Apps | p. 183 |
Premium Paid Apps | p. 184 |
How to Succeed with Paid Apps | p. 184 |
The Paid App Mentality | p. 184 |
Integrating Your Lite Version | p. 187 |
Adding In-App Purchases | p. 192 |
Summary | p. 193 |
Adopting Apple's Approach | p. 195 |
Infusing an Insane Amount of Care | p. 196 |
Treating User Experience as King | p. 197 |
The Little Things MatterâÇ More Than You Think | p. 200 |
Value-Added Benefits (Go Farther Than You Think You Should) | p. 202 |
Customer as King | p. 203 |
Adapting Apps to iPad | p. 204 |
Case Study: Tapbots | p. 206 |
High-Contrast Branding | p. 206 |
Refined, Responsive, Simplistic Interface | p. 207 |
No Transitions | p. 208 |
Standard Conventions | p. 208 |
Summary | p. 209 |
Riding the Social Networking Wave | p. 211 |
Fostering the Ultimate Viral Marketing: Social Networks | p. 212 |
Integrating In-App Networks | p. 212 |
Building Achievements, Medals, Badges, and Other Rewards | p. 218 |
Taking Cues from Facebook | p. 219 |
Everything Is More Fun with Friends | p. 220 |
ItâÇÖs All about Metrics — Tweak Values Early and Often | p. 220 |
Ignoring Facebook Conventions | p. 222 |
Waiting Is Not Fun | p. 223 |
No Forced Friends, Please | p. 223 |
Rewarding Users for Promoting Your App | p. 224 |
Gifting with Virtual Objects, Free Stuff | p. 224 |
Providing Users with a Sense of Community | p. 227 |
Social Interaction as Features | p. 227 |
Features versus Extras | p. 228 |
Setting the Stage for Users to Compete | p. 228 |
Providing the Tools for Users to Connect | p. 232 |
Implementing Facebook Connect and Twitter | p. 232 |
Fostering Your In-App User Community | p. 234 |
Maximizing Viral Channels | p. 235 |
Summary | p. 240 |
Feedback, Maintaining, and Sc aling | p. 243 |
Evaluating Feedback | p. 244 |
Soft Launch Preparation | p. 244 |
Main Launch Feedback | p. 245 |
Taking the Good and the Bad | p. 246 |
Converting Data into Actionables | p. 247 |
Maintenance Isn't Just Fixing, It's Marketing | p. 250 |
Customer Support Is Key | p. 250 |
Timely Updates | p. 253 |
Scaling | p. 253 |
Releasing New Content | p. 253 |
Building for Other Platforms | p. 254 |
The Future of Your App | p. 254 |
Summary | p. 256 |
Reading List of Recommended Books | p. 257 |
App Development | p. 257 |
Business and Project Management | p. 257 |
iOS Programming | p. 258 |
Design and Art | p. 258 |
Marketing | p. 258 |
Creativity and Inspiration | p. 259 |
Online Resources | p. 261 |
Research and Metrics | p. 261 |
App Store Metrics and Rankings | p. 261 |
App Usage and Engagement Metrics | p. 262 |
Website Metrics and SEO | p. 262 |
Planning and Communicating | p. 263 |
Outsourcing | p. 263 |
Project Management | p. 263 |
E‑Mail, Video Conferencing, Chat, and Screen Sharing | p. 265 |
Developing | p. 265 |
iOS Development | p. 265 |
Social Game Solutions | p. 266 |
Brainstorming and Prototyping | p. 267 |
Documentation | p. 268 |
Cross-Platform Development | p. 268 |
Royalty-Free Audio | p. 269 |
Marketing | p. 269 |
App News and Review Sites | p. 269 |
Ad Networks and Affiliates | p. 270 |
Award Sites | p. 271 |
Press Release Submission | p. 271 |
E‑Mail Marketing | p. 272 |
Full-Featured Marketing Solutions | p. 272 |
Social Media | p. 272 |
Customer Support | p. 274 |
Index | p. 275 |
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