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ToonsWare
Sep 28

According to a recent Compete Smartphone Intelligence survey, with insights into how consumers are using their iPhones and other “smart” devices, smartphone owners agree on their favorite types of applications; entertainment, games, music, social networking and weather are the most popular across platforms.

The survey data shows that smartphone owners prefer personal and social apps to business applications and are relatively open to targeted ads. iPhone owners, more so than other smartphone users, were more likely to spend money on apps., while 83% of all smartphone users preferred apps $5 or below. Key findings include:

•       73% of Blackberry owners have downloaded 5 or fewer applications; in contrast, 72% of iPhone owners have downloaded 10 or more applications

•       Facebook is hot among iPhone owners: 71% of iPhone users report accessing Facebook from their mobile device, 37% listed Facebook as one of their top three most utilized apps and 18% claim it’s their favorite app.

•       30% of all smartphone owners are either comfortable or very comfortable receiving targeted marketing on their device

•       Despite Twitter’s ever-increasing mobile popularity, 85% of smartphone owners still prefer to access the site from the computer, while 26% of iPhone users tweet from their device, only 15% of Palm owners and 10% of Blackberry devotees report accessing Twitter on the go

•       Of the smartphone owners who do access Twitter via their phones, 41% use the application to keep track of what their friends are doing, 32% use the service to keep up with current events and 19% tweet from their handset to build a fan base or promote their company

•       Nearly half of smartphone owners are receptive to location-based targeted ad offers at restaurants and offers to save and pursue at their leisure, and 45% would use mobile grocery coupons

Danielle Nohe, director of telecommunications and media for Compete, notes that“…  the iPhone has taken an early lead in getting owners to adopt app functionality and make popular applications a part of their daily lives… once users are hooked, they’re very unlikely to give up their device… “

Facebook is the most heavily trafficked social networking site among smartphone owners, says the report, and iPhone users are twice as likely to use the mobile Facebook app as their Palm counterparts. In fact, iPhone owners are the most active mobile social networkers, with the highest percentage of respondents reporting mobile use of Facebook, MySpace and Twitter and from their mobile devices.

Accounts Holders With Social Networking Websites and Accessed from Smartphone (% of Respondents)

Social Site

Smartphone Type Facebook MySpace Classmates.com Twitter Linkedin
IPhone

71%

22

4

26

5

Blackberry

44

19

3

10

4

Palm

33

17

5

15

1

Total

45

19

4

15

3

Source: Compete, September 2009

Despite Twitter’s ever-increasing mobile popularity, 85% of smartphone owners still prefer to access the site from the computer:

•       26% of iPhone users tweet from their device

•       15% of Palm owners access Twitter on their smartphone

•       10% of Blackberry owners report accessing Twitter on the go

Of the smartphone owners who do access Twitter via their phones:

•       41% use the application to keep track of what their friends are doing

•       32% use the service to keep up with current events

•       19% tweet from their handset to build a fan base or promote their company

Impulse and leisure purchases tend to be offers that make the best candidates for marketers trying to reach networked consumers rather than big, highly considered ones. Nearly half of smartphone owners are receptive to location-based offers at restaurants and offers to save and pursue at their leisure, and 45% would use mobile grocery coupons.

Offers Most Interested in Receiving on Wireless Device (Ranked First or Second out of Five; % of Respondents)
Offer Desired % of Respondents
Location based restaurant offers

46%

Offers to save or pursue later

46

Grocery coupons

45

Flight, hotel, rental car check-in with bar code

44

Special pricing for local movies

44

Location based promotion (close)

42

Discounts on travel sites

34

Offers synched to personal schedule

29

Source: Compete, September 2009

To learn more about Smartphone Intelligence please visit Compete here.

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Aug 03

…or “So You Think You’ve Got a Million Dollar App Idea”

(this piece also appeared on Silicon Alley Insider)

As a number obsessed techie and ex-management consultant, market sizing and research were a big part of my launch preparations for Exit Strategy NYC. Since launch, I’ve received many questions from people struggling to estimate the market for their iPhone app ideas.

I’ve put together this document as a guide for entrepreneurs considering developing an app. Below, I’ve compiled some up-to-date numbers about Apple devices. I’ve also laid out a framework for estimating what kind of sales can be expected from a paid app.

The Basic Facts

  • 45 million iPhone and iPod Touch devices [Apple Earnings Announcement]
  • 54% of iPhone and iPod Touch users are in the US as of June 2009 [Admob Mobile Metrics Report]
  • The iPhone comprises 68% of worldwide iPhone OS devices and the iPod Touch makes up the other 32% [Admob Mobile Metrics Report]
  • Only 75% of users actually download apps [Pinch Media]
    • The most frequently downloaded free apps reach approximately 30% of devices [comScore]
    • The most frequently downloaded paid apps reach approximately 3% of devices [My calculations - explained later]

Right off the bat, there’s a few back of the envelope calculations to make: 54% of the 45M devices are in the US which means ~ 25M devices. The US has about 300M people.  That means about 8% of the general American population has one of these devices.

How To Use These Numbers

Combine this data with your own numbers about how large of a market your product is addressing. For Exit Strategy NYC, our addressable market consists of all subway riding New Yorkers. In 2008, there were about 5M weekday riders and about 3M Saturday riders [MTA's ridership numbers]. The Saturday number is the more relevant one as it better captures subway usage by NYC residents rather than regional commuters. Neither number counts unique riders though, and given that there are 8M residents of NYC our addressable market size is probably somewhere in between these numbers. Let’s say 6M subway riders.

New Yorkers probably skew more techie than average, so let’s assume 10% (rather than 8%) have an Apple device. Also, Exit Strategy NYC works on both iPhone and iPod Touch devices. If your app requires phone/gps/camera/internet to work well, exclude iPod Touch users from your calculations.

How many Apple device toting subway riding New Yorkers are there?  Well 6M subway riders with 10% penetration = 600,000 potential users.

“But How Many People Will Actually Buy My App!?”

Entrepreneurs are optimists by nature, and it’s tempting to think that 100% of people will buy your product. After all, your product is awesome, right? But reality is a quite different story. In fact, only about 3% of users have purchased the most popular paid apps. To determine that number, I used sales figures from one of the all time best selling paid apps, Firemint’s Flight Control game. According to Firemint’s Alexandra Peters, sales to date have been 1.4 million. As a percentage of the 45M Apple devices, this is ~ 3%.

You should expect a similar upper bound of 3% to apply to whatever market vertical you’re addressing. Of course it’s possible that your app meets some crucial compelling need and therefore achieves a higher penetration rate in your vertical. But don’t count on it — it’s equally possible that your app gets lost in the noise and can’t get traction. Flight control has held a constant spot on the top paid app list for months now. Few others have this advantage.

Realistic Unit Sales Calculations

Returning to the Exit Strategy NYC figures, we knew that if we had an effective marketing and press strategy, we could probably achieve something close to this 3% penetration figure — perhaps higher as many New Yorkers are very passionate about the subway (see? there’s that ever-present entrepreneurial optimism!). 3% of the 600,000 subway riding devices would mean 18,000 unit sales. Does this translate to $18,000 total sales? Our maximum penetration figure was based on a 99c app, but what effect would Exit Strategy NYC’s $1.99 or $2.99 price point have on total sales figures?

Factoring in price into market sizing is difficult. Based on our own informal market surveying, we estimated that the most profitable price point would be $2.99 or $1.99. Around 75% of people willing to pay 99c would also pay $1.99 or $2.99. So 75% of 18,000 units at those prices works out to an ballpark range of around $27k – $40k. Like all software, the app’s unit costs are zero, it’s important to focus on maximizing dollar sales rather than unit sales.

A Growing Platform

One thing to remember is that the user base for apps is growing by leaps and bounds. In their latest quarter, Apple sold 5 million iPhones and 3 million iPod Touches. This means that the potential market for an app grew by more than 20% in only 3 months!

Non-Apple Platforms

One last thing to note: The iPhone certainly dominates headlines, but it’s not the only game in town. In fact, Blackberry outsells the iPhone every day. And in a town dominated by Wall Street, it seems like everyone and their mother owns a Blackberry. Realizing this, we carefully designed Exit Strategy NYC to be easily portable across different mobile platforms. Our app is available for iPhone, iPod Touch, Blackberry Bold, Curve, and Storm, Android Phones, and even as an e-book on Amazon Kindle.  Combined, the Exit Strategy App reaches a significant portion of New Yorkers.

But are device sales a good indicator of a platform’s expected app sales?

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Jul 10
NYT iPhone App

NYT iPhone App

In its ongoing quest to save itself from financial peril, it was reported Thursday that The New York Times is considering charging a monthly fee of $5 for online access to the paper. It sent out a survey to subscribers asking if they’d be willing to pay $2.50 a month, or a 50% discount for existing customers, to access NYTimes.com.

The newspaper previously experimented with charging for online content several years ago via its Times Select service, which put its columnists behind a pay wall and brought in about $10 million a year before being abandoned in 2007. Its Times Reader software offers an offline electronic version of the paper and is free to print subscribers but otherwise costs $14.95 a month.

What about The Times iPhone app? Free. That’s not surprising given that most iPhone apps are distributed free, and ad-supported like the Times‘ app, or simply as a promotional vehicle. But the App Store provides another digital platform for the newspaper to test new payment models if that’s the direction it’s headed.

USA Today Publisher David Hunke last month told the AP that he regrets the newspaper didn’t start by charging for it’s iPhone app. Like The Times and all other newspapers, USA Today is struggling with how to make up for rapidly declining print revenue. Hunke didn’t specify how many downloads the USA Today app has had, but added, “I’m not sure we realized what we had,” he said. “I think that’s a value readers will be willing to pay for.”

Interestingly, the App Store offers both USA Today and New York Times branded crossword puzzle apps, at $4.99 and $5.99 respectively. USA Today also offers a separate puzzle game for 99 cents. It wouldn’t be surprising to see The Times use that as a starting point to sell other types of specialized content, like an app version of Times Select or other material not offered in the free edition.

Unlike the Web, the App Store and other mobile storefronts aren’t places where people are expecting everything to be free. So getting consumers to start paying for apps might not be as hard as convincing them to pay $5 a month for the Times online.

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