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ToonsWare
Sep 10

By Yukari Iwatani Kane

Apple has quietly introduced a new category on its iPhone App Store, in yet another acknowledgment of a shortcoming in its otherwise successful store.

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AppleAn update to Apple’s iTunes shows the top-grossing iPhone apps.

The Cupertino, Calif., company had announced at an iPod event in San Francisco earlier Wednesday that it added a Genius feature to the App Store that would make app recommendations based on those that users already have. That was meant to solve a common complaint that it’shard to find good apps in the store, which some say is cluttered with over 65,000 apps divided in just 20 categories.

Another change, which was not formally announced, adds a “Top Grossing” category in addition to existing “Top Paid” and “Top Free” categories on the store. That change responds to developer complaints that expensive apps get buried in the “Top Paid” category because that ranking is based on the number of downloads, rather than total revenue generated from distribution of a piece of software.

That’s a problem because developers need to keep apps cheap to make sure that download levels are high enough to get on the top lists, which are the most popular way of reaching users. That also gives developers less incentive to invest a lot in terms of time and money on creating higher quality apps.

If developers suspected that the lists would look different, they were right. According to the “Top Grossing” category today, the No. 1 app wasSmule’s $2.99 I Am T-Pain auto-tuning app, followed by e2ndesign’s 99-cent AppBox Pro, a set of 18 convenient app tools such as a currency converter and tip calculator, and Electronic Arts’ $7.99 Madden NFL 10 football game.

In the plain “Top Paid” category, measured by download volume, the cheaper AppBox Pro was No. 1, followed by I Am T-Pain. EA’s Madden game–the most expensive app among the three–couldn’t be found anywhere in the top 50.

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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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May 19

Why We’ve Only Begun to Scratch the Surface

For nearly a decade, mobile advertising has proven to be the great white whale of digital marketing — forever on the horizon but perpetually out of reach.

But thanks to Apple’s iPhone and App Store, that’s all about to change. The numbers to date are staggering: 1 billion applications served, 35,000 applications available and more than 30 million devices in market. Apple’s meteoric success with the App Store (launched a mere nine months ago) is fueling a mobile-application market boom.

Consumers, once wary of using their phones for anything more than talking or texting, now seem to have an almost insatiable appetite for mobile applications. IPhone owners on average download more than 20 applications to their devices (upward of 40, according to some reports) and Google Android users are even more ravenous.

The market is sure to grow even larger as more companies leap in. Nokia, which has nearly 40% of the global smartphone market, announced that it would be entering the mobile-application fray with its Ovi Store (featuring 20,000 applications available for download) this week, joining competing offerings from BlackBerry, Google’s Android Market, Microsoft and Palm.

All of this is igniting the imaginations of brand marketers and ushering in a land grab for an increasingly valuable piece of real estate: the always-on device in our pockets.

Enter “app-vertising,” a new name for an emerging mix of branded mobile applications and in-application advertising that is finally poised to deliver on the promise of mobile marketing. Here are some marketers getting into the act.

Branded Apps

Uniqlo app

Uniqlo: Branded applications have seen the most growth since Apple launched the App Store, and Uniqlo’s Uniqlock app is easily one of the most imaginative. Produced by Projector, Uniqlock fuses the utility of a clock with videos of models, attired in Uniqlo clothing, performing a series of mostly quirky dances. Weighing in at a hefty 181 MB, the app certainly packs a punch.

Adidas app

Adidas: The Adidas Urban Art Guide was created specifically as a walking guide to Berlin’s impressive street art, which includes paintings, stencils, paste-ups and stickers from underground artists. The app taps Microsoft Virtual Earth to create routes, provides galleries and even allows users to upload their own artistic discoveries.

Chanel app

Chanel: Fashion brands have certainly embraced the video elements of the iPhone and iPod Touch, and Chanel’s mobile application is no exception. Featuring video from Chanel fashion shows, 70-plus looks and accessories, Chanel News video segments, and even a store locator, this app clearly knows its fashionista audience.

Audi app

Audi A4: More than half of the top mobile applications are games — and engagement for apps averages nine-plus minutes per session — so it makes perfect sense that the Audi created the A4 Driving Challenge game app. Taking advantage of the iPhone’s accelerometer (which allows the device to detect movement), the A4 game allows users to select courses, choose car specifications and more.

In-Application Advertising

Dockers app

Levis: The next wave of mobile advertising will certainly be in-application advertising, and the creative possibilities there are limitless as well. Levi’s Dockers’ “shakeable” ad, built on the Medialets platform, is a great example of how savvy creatives can take advantage of the iPhone’s accelerometer to add motion to advertising — in this case, making a khaki-clad model break dance — when the user shakes the device.

Burger King app

Burger King: For Valentine’s Day, Burger King crafted a clever in-app ad, “The Scent of Seduction,” that allowed users to burst heart-shaped bubbles by touching the screen. Greystripe, which ran the in-app ad, reported that 14% of users interacted with it and spent 16 seconds on average playing the game.

While “app-vertising” provides tantalizing opportunities, we are still in the early days here. Recently, Pinch Media analyzed 30 million iPhone app downloads and discovered that only 5% of users will open either a free or paid app 30 days after the initial download. It’s enough to make even the savviest developers or brand marketers question basic assumptions about mobile utility and entertainment.

Still, we are just scratching the surface of what mobile marketing will start to deliver. It’s not hard to imagine how we leap from the Uniqlock app or the shakeable Dockers ad to a whole new world where the GPS is integrated with content and offers; video actually reacts to user movements (think about the storytelling possibilities); and our own voices, channeled through the phone’s microphone, start to control interactions.

Best of all, in the future we’ll still have access to all the rich functionality of some of these mobile apps when the phone goes offline, too. This is due, in large part, to advances in pre-caching technology — a certain relief to anyone who’s struggled to find a 3G signal either on the road or in their own living room.

So will “app-vertising” finally take off? Analysts certainly think so. Sanford Bernstein’s Jeff Lindsay predicts that the worldwide mobile-advertising market will explode, mushrooming from $700 million in 2008 to $7.2 billion by 2012. And with Silicon Alley Insider estimating that in-app advertising fetches a hefty $20 to $30 CPM, there’s no turning back now.

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May 08

Last night, along with the iPhone OS 3 Beta 5 update, Apple told developers that new iPhone apps would be tested to work properly on the new  iPhone OS 3.0.  If they don’t work with the new software, they wouldn’t be accepted into the App Store.

What’s interesting is that Apple’s upcoming 3.0 version of the OS contains Parental Controls.  Parents can now choose between several age groups: 4+, 9+, 12+ and 17+.  There is also the option to turn application restrictions off entirely.

This means that Apple’s already beleaguered Apps approvers are going to have to sift through the already thousands of applications to rate them based on how mature they think they are.

It also means that Apple won’t have to come down so hard on Applications like the Nine Inch Nails app that recently got rejected because of song lyrics.  It can just classify it as a 17+ App.

The news also brings into question whether or not Apple will be allowing adult orientated content into the App Store.  While there is probably a huge market for this type of app, it wouldn’t necessarily be worth the hit to Apple’s wholesome brand.  Nonetheless, I do expect to see more violent games and books with a lot of potty mouth language to fill up the 17+ section.

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May 03

Last month, Apple said consumers had downloaded more than 1 billion iPhone applications from its online App Store, and that software developers had filled the store’s virtual aisles with more than 35,000 programs.

Clearly, iPhone users love to deck out their phones with new games, friend-finders, restaurant guides, and business applications, which can range in price from free to $899. Most sell for 99 cents to $3.99. But for Boston-based companies developing software for the iPhone - even some that have found early success - it’s not yet certain that the increasingly crowded aisles of the App Store offer the opportunity to build a sustainable business.

Local companies sell (and give away) applications to help users lose weight, navigate the world of wine, remotely access a far-off desktop computer, or flirt with someone. Some ventures are creating tools to make it easier to develop iPhone apps, or offering custom app development services.

Apple pockets one-third of all app revenue, as it does with the music, movies, and TV shows it sells. The dynamics of the marketplace could change this summer, however, when Apple enables software developers to generate reve nue from their apps in new ways.

  • Perhaps the best promoter of the local bunch is Jason Jacobs, who sells an app for runners that tracks things like distance and speed. Last month, he ran the Boston Marathon dressed as an iPhone - displaying his company’s RunKeeper software, of course, and posting Twitter messages and photos along the way. (He finished in 3:55.) The free version of RunKeeper is on Apple’s list of the top 10 apps in the health and fitness category, but the $9.99 version is only in the top 30. Jacobs has been working full time on the company for a year, sans salary, and the rest of his team includes six freelancers working for equity and a small development shop that he pays on a project basis.

    More than 325,000 people have downloaded the app, which lets runners and bikers do things like use the iPhone’s internal GPS system to map out routes and share their stats with friends via Facebook. Of people who get the free version, Jacobs says about 6 percent upgrade to the $9.99 product.

    “We’re all kind of fumbling in the dark, but I definitely think there’s a big business to be built here,” Jacobs says. “Though you can question whether it will be done by the pioneers or the fast followers who come along after the pioneers run out of money.”

  • Lose It, which helps dieters count calories, is another locally produced app - the most popular weight-loss application. It was developed initially by serial entrepreneur J.J. Allaire, who sold his last company to Microsoft, as a kind of side project. There hasn’t yet been a paid version of the app, though recently Charles Teague, a frequent Allaire collaborator, left the Cambridge venture capital firm General Catalyst to work full time on future versions of Lose It - and possibly, other apps. Neither is saying much about the company’s plans now.
  • Brad Rosen created an iPhone collection of wine reviews and info called Drync, which also allows users to build a list of their favorite vintages. It originally sold for $9.99, but lately has been discounted to $4.99. Rosen says he has sold about 20,000 copies. Charging customers a one-time download fee and constantly striving to be on Apple’s lists of the most popular apps in a given category “makes it very hard to be a sustainable business,” says Rosen, who created the app with six freelance collaborators who share in the profits.

    “It’s hard in the current model to see my way to $1 million in revenue,” he says, adding that the company is profitable. Rosen also says that his hope that Drync could make money by selling small ads hasn’t panned out: “There’s no real money in advertising.” 

  • Cambridge-based Viximo is developing its own iPhone apps, like Voodoo Doll Revenge, a $1.99 app that allows you to poke virtual pins into a photo of your enemy, and also offering tools to help others create apps. The biggest challenge, says vice president Ravi Mehta, is angling for a prominent position in the App Store. ”You have to try to talk to Apple and get them excited,” he says. “In many ways, it’s the luck of the draw.” 
  • Several small firms are starting up in Boston to help clients develop their own apps, including Rocket Farm Studios, Klick Mobile, and Apperian Corp. “Our business model is to help big brands get to the iPhone platform,” says Apperian founder Chuck Goldman, a former Apple executive. “You have apps like Lose It, but Weight Watchers has nothing in the App Store. Not having an iPhone app now is like not having a website.” 
  • Since last December, Woburn-based LogMeIn Inc. has been selling a $30 application called Ignition that allows users to remotely access files on a distant desktop or laptop machine. Ignition has benefited by being prominently featured in Apple’s iPhone advertising - at no cost to LogMeIn. 
  • The company is poised to benefit even more: This summer, Apple is expected to roll out a new operating system for the iPhone, and new business options for app developers. They’ll be allowed to charge subscription fees for continued access to apps, or give an app away but later charge for particular features or premium content directly from inside the app - without requiring the user to return to Apple’s online iTunes Store.

    “We think those new capabilities are going to be really interesting,” says Kevin Farrell, a vice president at LogMeIn. “We can create a purely free app, or a $1 app that has some add-on options that would cost extra. Those are options we’re definitely looking at.”

    The Holy Grail for anyone creating apps is to be able to write their software once, and have it run not just on the iPhone, but also on Google’s Android operating system, the BlackBerry, Nokias, and new phones that haven’t yet been released. That ability to “write once and run everywhere” is still a ways off.

    “You can make a few shekels selling a 99 cent iPhone app, if you really hit a vein,” says venture capitalist Woody Benson of Prism VentureWorks in Needham. “But it gets progressively more interesting if you can efficiently get your app onto the iPhone, Android, and the new phone that Microsoft may be working on - that’s a more compelling prospect.”

    Scott Kirsner can be reached at kirsner@pobox.com.  

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    Apr 17

    Elizabeth Woyke, 04.17.09, 6:00 PM ET

     

    As the iPhone App Store swells to more than 30,000 applications, mobile app analytics firm Flurry has some advice for iPhone developers: treat applications like songs.

    Like a song, a standout mobile app needs a good artist, a good producer, a strong distributor and plenty of promotion, says Flurry President and Chief Executive Simon Khalaf.

    On the iPhone, Apple ably fills the role of distributor. The developer is, of course, the artist. The other two roles–production and promotion–often get skipped as an app rushes to market. But Khalaf argues that expert guidance from firms like Flurry can make or break an app, much the way a seasoned A&R team guides the launch of a new musical act. The payoff is potentially huge. Khalaf says a developer with two best-selling apps can make as much as $10 million to $15 million over the life of the apps if they are well-marketed.

    There are plenty of start-ups focused on making iPhone apps pay. Flurry differs from others in a few key ways. A former developer itself, it is smaller than rivals like AdMob and Pinch Media. Unlike those two firms, Flurry does not connect developers with advertisers. Instead, it focuses on “deep analytics” for apps. Khalaf, who likens the firm to a Google Analytics or Omniture for mobile content, says, “We enable developers to build better apps by helping them understand how people are using them.”

    So far, about 5,000 developers, representing 3,000 apps and several mobile platforms (iPhone, Google Android, BlackBerry and JavaME) have signed on. Flurry’s main focus is the iPhone, as most of the applications it supports (about 72%) are iPhone-related. (See “Gaming Apple’s App Store.”)

    Like songs on iTunes, sales in the App Store are hit-driven. Rapid turnover–around 130 new apps a day–means the average iPhone app or game sells strongly for just three months, often peaking four to six weeks after launch.

    Flurry’s job is to push that abbreviated “sales curve” up and out with its software, which is free and embeds easily into existing applications. “People mistakenly think of the App Store as a marketing machine because it’s a virtual store,” says Khalaf. “But just like in a store, consumers get fatigued and lose interest.”

    Reaching out to consumers is one way to increase sales. Flurry helps by telling developers when to contact their users to yield the best results. The developer of a free game could program a message to pop up at a certain point that would encourage players to purchase one of its paid games. Flurry’s software assists by tracking when most users stop playing a particular game–on level 5 in a 10-level game, for instance. Developers can use that information to serve up an invitation at the appropriate moment. Flurry says some developers, including a videogame publisher with a casual puzzle game, have already adopted this tactic. Flurry estimates that a well-timed invitation could increase weekly revenue for a particular app by as much as 40%.

    Developers with only one app could use the same tactics to promote other people’s apps, for mutual benefit. In June, Flurry plans to add a feature to its service called AppCircle that would launch a menu of agreed-upon apps within the original app for this purpose.

    Established publishers like ngmoco, Digital Chocolate and Gameloft do these kinds of cross promotions already. But small and mid-sized developers traditionally haven’t had the resources to do this. Flurry also plans to provide its developers with additional data, such as which apps garner the most interest from users, even if they ultimately don’t purchase them.

    Flurry’s second rule for success: get as many users as possible to rate and review apps. Currently, iPhone users are prompted to do so (by the App Store) only if they are deleting an app from their handsets. Peter Farago, Flurry’s vice president of marketing, says developers should solicit feedback well before that point. Even a negative review, he says, is better than no review, reasoning, “You want to seem popular.” (Another Flurry observation: most apps in the App Store are rated, overall, three out of five stars, with paid apps garnering slightly higher ratings than free apps.) Similar to the games invitation, Flurry’s software will be able to help developers pinpoint the optimal time to ask users to write a review. The idea is to catch them in a good mood–after they finish a game level or complete a scheduled task, for instance.

    Under the same philosophy–that getting noticed is the most important step–Flurry also plans to support viral invitations by June. Farago says developers could design apps that give users points or other incentives for inviting people to download and try the same app. Or they could just build in prompts, with Flurry directing where to insert them. Such tactics are rare now, but in the new, multi-tasking version of the iPhone operating system (3.0), slated for official release this summer, e-mailing friends from within an application will be easier than ever.

    The iPhone’s 3.0 upgrade will also enable developers to sell subscriptions to their apps. Farago says Flurry will help developers decide whether to offer subscriptions by measuring the size and loyalty of their audiences.

    Flurry plans to support all these services with its analytics data, which measures everything from the number of times consumers use an app to how long they use it, and their location (by country). Several features go deeper, tracking how users navigate apps, logging each move they make in sequence while keeping the data anonymous.

    Khalaf says Flurry’s combination of data and recommended actions benefits developers (who stand to make more money), Apple (who will sell more applications) and Flurry itself (which plans to charge for data and research reports outside its basic analytics). But some of Flurry’s competitors say the firm’s service isn’t complete without some type of advertising partnership. Says Greg Yardley, co-founder of Pinch Media: “If I didn’t touch the ad world, I wouldn’t be doing my job as an analytics provider.”

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