Posts Tagged apps

Bonsai Album icon

Bonsai Album Icon

Over the weekend I completed the icon for my forthcoming app, Bonsai Album. I hope it proves to be suitably eye-catching in the crowded App Store!

Code-wise, I’m implementing the last few features, including the iPad interface and backup/restore over WiFi. The app should be feature-complete by late next week, with the Beta test to follow soon after. If you’re interested in participating in the Beta test, or would like to be notified when the app launches, you can sign-up for email announcements via the Bonsai Album website.

For more information about Bonsai Album, see my earlier blog post, or visit the Bonsai Album Facebook page.

PS – If you’re in the Chicago area and you’re either curious about Bonsai, or you’re a Bonsai aficionado, head over to the Chicago Botanic Garden this weekend for the 34th Annual Mid-America Bonsai Show. If you’d like to try your hand at Bonsai, there are still workshops available according to the Midwest Bonsai Society website. Places are limited, so sign-up fast!

Tags: , , ,

Artwork Tracker v1.3 update now available for iPhone, iPad and iPod touch

The Artwork Tracker v1.3 update is now available on the App Store for iPhone, iPad and iPod touch.

Artwork Tracker is a must-have mobile app for artists, art collectors, or art dealers. Keep track of artwork and submissions on the go, with access to all your data and full-screen artwork at your fingertips.

Artwork Tracker

This update contains the following changes:

  • Fixed potential image degradation when repeatedly backing up and restoring the database.
  • Fixed crash when deleting multiple artworks or clients.

If you’re enjoying the app, please take a moment to rate or review it on the App Store!

You can learn more about Artwork Tracker at my website or on the Artwork Tracker Facebook group.

Tags: , , , ,

Announcing Bonsai Album for iPhone, iPad, and iPod touch

Bonsai Album

Now that I’ve released some updates to both Artwork Tracker and Story Tracker, my thoughts turn to new projects on the iOS platform. While I’m pleased with how work on Story Tracker for Mac is progressing, there’s a bit of a learning curve there despite my experience writing apps for iOS devices. I’m still planning to release it later this year, but meanwhile I wondered if I should work on another iOS app in parallel. Enter: Bonsai Album.

If you follow me on Twitter you’ll know I have an eclectic set of interests aside from writing apps. One of these is Bonsai. My interest in Bonsai began with my first tree in 2007, although I’ve been curious ever since seeing these little trees in the Karate Kid movie back in the 80s. I’d attempted to get into the hobby in early 2005, but after an incident with a new tree, our cat, and the fridge (don’t ask) I became disheartened and didn’t get back into it until my wife surprised me with a Ficus bonsai for my birthday.

Here we are in 2011 and I’ve since been to a dozen Bonsai shows, have a collection of roughly thirty trees (including lots of experiments!), and I’ve taken part in a bunch of practical Bonsai workshops learning about the art. I’m also a member of the Chicago Botanic Gardens and Morton Arboretum, and regularly attend meetings of the Midwest Bonsai Society. You might say I could get a little obsessed about Bonsai at times 😉

So anyway, I wondered if there was an app on the App Store for tracking my Bonsai collection. It didn’t take long for me to find what I was looking for. There’s an app for that! While what I found was serviceable, it didn’t quite meet my needs. Well, you can imagine the cogs were turning in my head at this point. Bonsai is a rapidly growing hobby, as seen by the ever increasing crowds at the various local Bonsai shows and the number of blog posts and Bonsai stores online. There are doubtless many Bonsai enthusiasts worldwide with an iPhone or iPad who might be interested in organizing their tree collections. Even if the niche turns out to be much smaller than I suspect, I’d still be itching to write such an app for my own use. After hours of deliberation and planning, I’ve decided to proceed and I’m currently hard at work on the app.

I’m not going to go into detail at this point, but let’s just say that Bonsai Album will do for Bonsai and Penjing (the Chinese variant) fans what my other two apps have done for writers and artists. It’ll be a universal app, meaning it’ll work on your iPhone, iPad, or iPod touch. If you’re interested in learning more about Bonsai Album, visit the Bonsai Album Facebook page or sign up at BonsaiAlbum.com to be notified via email when the app launches. I’m excited about working on Bonsai Album, and I look forward to providing more information closer to launch!

Tags: , , ,

Introducing Artwork Tracker

Artwork Tracker is now available on the App Store for iPhone, iPad, and iPod touch.

Artwork Tracker

I’ve been hard at work over the past 4 months working on my second iOS app, Artwork Tracker. I thought it would be a simple task to build upon the Story Tracker codebase. It ended up being a good deal more complex than anticipated.

In case you’re not familiar with it, Story Tracker is a submission tracking tool for writers. This app allows the writer to keep track of all their story, market and submission data while on the go. My goal with Artwork Tracker was to do the same thing for artists and art collectors, but this time with a more visual approach. Not only does Artwork Tracker keep track of art details, clients, and submission data, but it also stores full-screen artwork. The artwork is captured either via the device camera, or from the photo library. It’s stored internally in high resolution, scaled up or down when displayed depending upon the capabilities of your device. Artwork Tracker takes full advantage of Retina and iPad displays, but also works great on previous generations of hardware with iOS 3.1 or higher.

The Artwork Tracker database itself is portable between your various devices, so you can back it up to your computer over a local WiFi network from either an iPhone, iPad, or iPod, and restore it onto another Apple device. You can also import or export data without modifying the existing data on your device.

The main tab of the app displays thumbnail images for each work of art, either in table form or in a scrollable grid. This makes it easier to locate an item in your collection visually, or based on the title. The Artwork Tracker user interface has been customized extensively, ranging from the distinctive navigation and tab bars, down to minor details like the buttons and table section headings. Besides providing a fancier, more polished appearance, I hope these customizations improve the user experience and enable artists and collectors to showcase their artwork within the app.

I was hoping to release Artwork Tracker in time for Christmas, and today those hard-working folks at Apple obliged. I’m truly impressed with their turnaround time at one of the busiest times of the year. Let’s hope they get plenty of rest during their holiday break!

You can find more details on the main page of my website or on the Artwork Tracker Facebook group. If you’re not entirely convinced Artwork Tracker will work for you, there’s even a free Lite version you can try out. This version is limited to 5 artworks, 5 clients and 5 submissions, and only supports backup and export over WiFi. Otherwise it’s identical to the full version.

I hope both artists and collectors alike find Artwork Tracker useful, and I welcome any feature suggestions and comments you may have.

Tags: ,

Story Tracker v1.7 update now available for iPhone, iPad and iPod touch

The Story Tracker v1.7 update is now available on the App Store for iPhone, iPad and iPod touch.

Story Tracker

This update includes updated graphics for Retina displays and fixes a crash seen on the iPad when scrolling and rotating the device simultaneously on the submission screen. Note that this update requires iOS3.0 or higher!

You can learn more about Story Tracker at my website or on the Story Tracker Facebook group.

Tags: , , , ,

Story Tracker – A Year on the App Store

Six months ago I put up a post looking back at the performance of my app, Story Tracker, over its first six months on the App Store. Story Tracker is a submission tracking tool for writers, available in both paid and Lite versions. If you missed the post back then, you might like to take a look. It’s full of gory details, including a fair amount of depth about my promotion and marketing efforts.

The First Year

Rather than keep you in suspense for the remainder of this post, let’s cut to the chase, shall we? Here’s how Story Tracker did in its first full year on the App Store:

As you can see, there were some interesting things going on over the past six months, but we’ll take a closer look at those in a moment. During its first year, Story Tracker made $1562 with 331 sales. At the time of my previous post it was looking like sales would steadily decline to nothing, although I still held out hope that I could reverse the trend. Flash forward six months and we see that I did manage to pull a small rabbit out of my hat, with sales actually increasing to an overall average of $4 a day versus the $3 a day I was making before. Not a huge jump, but you can clearly see the upward trend on the revenue graph above.

Now, on to the Lite version. Here’s how that did in just under a year:

Story Tracker Lite sold a total of 3174 copies, which will probably roll over to 3200 to close out its first year. You can’t beat free! You’ll note the spike on this graph is even more pronounced. Unless you’ve been living in a cave over the past six months, you can probably guess what happened then!

Enter, the iPad!

In the closing paragraphs of my six months post I mentioned I had begun working on the iPad version of Story Tracker. Well, naturally I left it to the last minute and didn’t do any substantial work on the iPad update until just over a week before the iPad launch date in the US on April 3, 2010. After burning the midnight oil, I was able to complete the update in time and the Universal version 1.5 of Story Tracker hit the App Store with days to spare. For awhile there I didn’t think I’d make it in time due to a baffling rotation bug I wasn’t able to figure out until I’d had a decent night’s rest.

Since the graphs above look a little busy, let’s zoom in on the past six months, continuing on from where my earlier post left off:

Sales since the launch of the Wi-Fi iPad have been markedly higher than they were at the beginning of the year, and have only now just begun to taper off. The graph shows a decent sales spike around May 2nd, with further peaks on May 18th, July 17th and elsewhere. The May 2nd spike can be attributed directly to the launch of the iPad 3G on April 30th in the US. In comparison, the iPhone 4 launch on June 24th barely registers, although it has probably helped maintain sales volume since then.

If we take a closer look at the performance of the Lite version over the past six months, we can see the iPad launch had an even more substantial effect:

Downloads shot above the noise soon after the launch, peaking at 46 downloads on April 10th. A second peak followed on April 30th (iPad 3G launch day) with 53 downloads. During this time Story Tracker Lite was in the Free iPad Productivity app charts, reaching #24 on April 9th. Even after it dropped out of the charts, the average daily sales volume is still higher than it was before the iPad arrived on the scene.

App Updates

Over the past six months I’ve released two updates to Story Tracker. The first I’ve already mentioned above. The second and most recent update landed on June 27th, and it includes quite possibly the most requested feature since the app launched last August: the ability to export and import CSV files for use with desktop spreadsheet applications like Excel or Numbers. This is a handy addition to the database transfer over WiFi feature, finally allowing writers to unlock all the story, market and submission data they’ve accumulated on their devices. Since I started working on the update after the iPhone 4 and iOS4 announcements, this update also includes support for iOS4 multitasking and a high-res icon for the Retina display. All of the text and the built-in web browser appears much sharper on the iPhone 4, with no additional effort required on my part.

By popular demand I added a new Downloads section to my site, which includes downloadable Story Tracker market databases. These can be imported into the Story Tracker database on your device. This should save some typing. As of this post I have databases of professional science fiction and fantasy markets available.

The most recent update was approved the day after the iPhone 4 launch. While I didn’t notice any substantial sales spike, I do think it adds a lot of value to the app and helps maintain sales volume.

Pricing, Marketing & Promotion

I covered my various marketing efforts fairly extensively in my earlier post, so I won’t rehash them again here. However, I do have a few updates and observations from the past six months.

My marketing for Story Tracker hasn’t changed much. I’ve continued to post news about updates to my blog, Twitter, the Facebook fan page, and various online writing forums. I haven’t revisited my paid advertising experiment and don’t plan to. It simply isn’t cost effective for a low revenue niche app like mine. There is one highlight on the promotional front, though – the first Story Tracker review on an app review site! On July 21st, app advice published a short review in their round-up of useful apps for writers. I was pleased to see it, considering the general dearth of Story Tracker reviews outside the App Store.

Earlier in the year while investigating other marketing avenues, I came across Linkshare. Seasoned developers are probably nodding their heads at this point. Linkshare allows you to earn affiliate income as a percentage of sales made through iTunes. Whenever a link containing your affiliate code is clicked, 5% of the dollar amount of any purchases the user makes over a certain period (a few days, I think) on iTunes are credited to your account. This doesn’t just include apps, but also anything else available through iTunes, including iBooks, movies, and music. I’ve made less than $10 through affiliate links so far this year, but I’ve heard some app developers make a decent side income from Linkshare. If you’re a developer who hasn’t yet updated links to your app via Linkshare, you’re leaving money on the table!

With the greater feature set in the past few updates, I was able to increase the price of the app without adversely affecting sales. Sales had dropped off a cliff last November, forcing me to lower the price substantially and making me question whether it was still worthwhile continuing development on the app. I’m glad I persisted! After several pricing changes, I’ve come to the conclusion that $6.99 is a fair price for Story Tracker. As you’ll see in a moment, there are some caveats.

Dollars and Sense

While the numbers show Story Tracker has made over $1500 so far, I’ve actually only seen about half that. Overseas sales make up a non-trivial percentage of the total, and since none of the regions outside the US has sales exceeding $150 yet (the minimum to trigger payment for a region), I imagine it’ll be quite awhile before those funds arrive.

This has been an expensive year for app developers, at least as far as Apple product launches are concerned. Not only did they refresh their iPhone line with the iPhone 4, but they also unleashed the iPad on a mostly unsuspecting public. They also released iOS 4 which addressed many of the past criticisms of the platform. All of which means developers need to purchase more test devices to ensure their apps work well on the new platforms.

I’d already budgeted for a new iPhone, since my 2-year AT&T contract was due to expire this year and I’d again become eligible for a subsidized phone. What I hadn’t counted on was the iPad! Initially I’d planned to hold off on buying one until next year, but with finances looking up this year and my Twitter feed full of gushing praise for the device, I caved in over the iPad 3G launch weekend. And then I had to order one online and wait two weeks due to shortages. After that I’d learned my lesson and pre-ordered the iPhone 4 the day they went on sale.

With the above purchases and the addition of an iPod touch 3rd gen included (to test iOS4 before the iPhone 4 release), total expenses for development of Story Tracker come to around $4600 so far. While I did pretty much everything myself, I’m still a long way from break-even. Having said that, these costs can be amortized over multiple apps, and it should be possible to recoup them within another year or so. I didn’t track development time precisely, but I estimate the total at around 500 hours to develop the initial version and the subsequent six updates. Developing apps is certainly more time consuming than it may appear, but it sure beats sitting on the couch and watching Lost!

In my six month post I mentioned that while Story Tracker was not a financial success, it still succeeded from the standpoint of learning how to develop an iPhone app from scratch and launch it on the App Store. I think that’s still the case!

What’s Next?

I’ve put Story Tracker development on the back burner for now, while I work on my next app. It’s not a game as I’d originally intended, but instead another productivity app. This time my focus is on artists and art collectors. There are a few hints about this new app in my previous post Attention, Artists!, but if you’d like to learn more, you might want to subscribe to my app newsletter. The newsletter form can be found in my previous post, or on the Contact section of my site. Stay tuned!

Tags:

Attention, Artists!

In my previous post I briefly mentioned I’d begun work on a new iPhone / iPad app. It’ll be a Universal app, meaning it’ll work on any of your iDevices (iPad, iPhone, iPod touch) at no extra cost. I’ve since completed the design work and I’m presently knee-deep in code. This will be another productivity app, this time for artists and art collectors. At this time all I can say is that it’s not yet another painting app, or a gallery of fine art or photography. While I do enjoy such apps, I’ve decided to work on something different. I think this one will be quite unique 🙂

I’m hoping for a relatively short development cycle of a few months, although it’s possible the app won’t be ready for release until later this year. We’ll see how I go.

Rather than keep everyone in the dark about my new app until the day of release, I’ve decided to provide a proverbial ‘peek behind the curtain’ to whoever is interested. This will take the form of an email newsletter: the AndrewNicolle.com Apps Newsletter. Subscribers to the newsletter will be the first to see screenshots and other details about the new app, along with news about updates to my existing app, Story Tracker, and other new apps in development. Newsletter updates should be fairly infrequent, so there’s no need to worry about your Inbox being flooded with app news!

So if you’re a working artist, a collector of art, a Story Tracker user, or just plain curious, you can subscribe to my newsletter by filling out the following form. After clicking the Subscribe button you’ll receive an email requesting confirmation, to ensure you really did mean to subscribe.



Please Note: I won’t give away or sell your email address to anyone. Your email address will be used only for my app newsletter. You can unsubscribe from the newsletter at any time. To unsubscribe from the mailing list, click here. Both the newsletter sign-up form and the unsubscribe link can also be found on the Contact page on my site.

I’m excited about working on this new app and providing a productivity tool that I genuinely believe will be useful for artists and art collectors alike. I look forward to keeping you updated as development progresses!

Tags: , , , ,

Working on a new app

Tonight I started some preliminary design work for app #2, which will be another productivity app. What little game development I’ve done so far this year is now on hold. I’ve been so busy lately with work and vacations that I haven’t had much of a chance to do any iPhone work, other than Story Tracker.

Later this month marks the 1-year anniversary of Story Tracker! Thereabouts I’m planning to revisit my earlier post on the app’s first six months with a post on its first full year in the App Store. Interesting graphs and numbers, as before 🙂

Tags:

Story Tracker v1.6 update now available for iPhone, iPad and iPod Touch

The Story Tracker v1.6 update is now available on the App Store for iPhone, iPad and iPod Touch.

Story Tracker

This update includes the much requested CSV export/import feature, allowing you to export/import your Story Tracker database (via WiFi) to and from desktop spreadsheet applications like Excel and Numbers. The app itself includes the template file you’ll need to format your database appropriately. With the arrival of the iPhone 4 last week, I’ve added iOS4 multitasking support and a high-res icon for the Retina display. All of the text and the built-in web browser appears much sharper with the iPhone 4. I’ve also improved the iPad interface and fixed some annoying bugs.

In case you missed my earlier entries, Story Tracker is a submission tracking tool for writers, available for iPhone, iPad and iPod Touch. I’d been looking for such an app ever since I bought my iPhone, but alas, no one had written one, so I decided to fill the void myself 🙂 This is basically a carry-everywhere database for all the story submission data you may have scattered across miscellaneous spreadsheets, Word docs, or buried in notebooks.

You can find more details at my website or on the Story Tracker Facebook group.

Tags: , , , , , ,

Story Tracker – Six Months on the App Store

We’ve all seen the articles touting the big bucks to be made from iPhone apps, especially in the early days of the App Store. For the vast bulk of developers the reality is a good deal more modest. Few developers earn enough to live on, and for many, iPhone app development is more of a hobby than a sustainable business. Since the App Store’s inception there have been some huge success stories and many more a tale of woe. It’s been especially eye-opening to read blog posts from independent developers going into the gory details of life on the App Store and learning what worked for them and what didn’t. Since my iPhone app, Story Tracker, recently celebrated it’s first six months on the App Store, I thought it’d be a good time to share some of my experiences and give some perspective as to how well a niche application such as mine is likely to do.

Background

I signed up for the iPhone developer program in December 2008 and began learning Objective-C, Cocoa Touch, and the iPhone SDK. Since I’m a software engineer in my day job with over 10 years professional experience, the learning curve wasn’t incredibly steep, but it still took a few months to improve my understanding enough to contemplate writing an app for release on the App Store. For my first app I wanted to create something fairly simple that shouldn’t take more than a few months to complete. With my fiction writing background, a story submission tracking app was an obvious unfilled niche. This app would allow a writer to keep track of all their story, novel or article submissions right on their iPhone or iPod Touch. Most publications disallow simultaneous submissions, so it’s in a writer’s best interests to ensure they know what stories they sent where and when. The app does a whole lot more, but that’s the basic gist of it. My primary goal was to learn how to develop an iPhone app from scratch, and hopefully make some money in the process.

First Week on the App Store

I began developing Story Tracker in early February 2009. Six months and 300+ hours of late night and weekend design, development, and testing later, I finally completed the app and submitted it to the App Store. Story Tracker was approved by Apple and became available on the evening of August 14th. So much for a quick and easy development cycle! Here’s how Story Tracker did in its first week on the App Store:

It was a modest beginning, but not entirely unexpected given the size of the niche. The app sold 18 copies in its first week, bringing in $100 revenue at the US launch price of $9.99. I’d estimated the total number of potential paid users at around 1000, so the app would be on target at the end of year one if the trend continued.

The Lite Version

Enter Story Tracker Lite – my secret weapon (or not!). I figured a fairly high launch price would almost require a free ‘Lite’ version for users to test-drive. If a potential user balked at the price, they might change their mind after giving the free version a spin. The free version is identical to the paid version, aside from being limited to five stories, five markets and five submissions. More recent versions contain other differences. I developed the Lite version simultaneously with the paid version, using the exact same codebase and a separate build target to create it. This was in the days before Apple allowed In-App Purchase (IAP) in free apps, so the Lite and paid versions had to be separate apps by necessity. I submitted Story Tracker Lite a week after submitting the paid version, and it debuted on the App Store on August 20th.

How did the Lite version do in its first week? Not too shabby!

Story Tracker Lite had 209 downloads, peaking at 79 downloads on August 21st. This was over ten times as many as the paid version! Free certainly overcomes any barrier to entry, with the unfortunate side-effect that anyone and everyone will download your app. Some people will wonder what your app is and give the description only a passing glance before downloading. If it’s not for them, they won’t hesitate to rate it at one star upon deletion. The rate-on-delete feature on the iPhone and iPod Touch is ill-advised in my opinion, even if the original intent was to garner additional ratings. What it mostly does is lowers your app’s average star rating by one or more stars. This affects free apps the worst, with higher sale prices attracting more serious customers and generally higher star ratings if your app is good.

Second Week on the App Store

I expected the Lite version would give the paid app more of a ‘slow burn,’ leading to more sales in the long run rather than an immediate sales boost. The idea being that a writer might initially be satisfied with the free version, but would sooner or later come up against the app’s database limitations, leading them to consider purchasing the paid version. So what happened to the paid version in its second week?

Here we see a steep 50% drop-off with total sales of 9 copies, corresponding to $46 in revenue. My original estimate of the total market size was apparently an order of magnitude off! I should note here that such a sales drop seems fairly typical from what I’ve heard from other developers, so that’s why it’s important for your app to enter the App Store with a bang. For most apps your sales over the first day or two will be the highest single-day sales over the lifetime of the app. That certainly holds true with Story Tracker so far.

Six Months Later

As you can see from the graph, over the next 6 months sales of Story Tracker gradually declined, settling down to an average of a handful per week with periodic small spikes due to price-drops or updated versions:

Total revenue as of February 20th was $605, corresponding to 137 sales worldwide. Note that this total includes a dozen or so promotional (free) copies of the app issued to Beta-testers, or as part of giveaways or app review requests. Of the total reported revenue, thus far I’ve only received about half. Payments are made per geographic region, and only after sales for the region exceed the minimum amount ($150). It’s quite possible that I’ll never see any of this revenue for non-US sales.

The Lite version has had 1,099 total downloads so far, with noticeable spikes upon release of updated versions of the app:

Promotion and Marketing

The bare minimum you need to promote an app is a support website. Apple requires this information when submitting your app. You need some way to provide more information about your app than the limited description in iTunes, and a website is ideal for this. Search engines like Google can index your site and provide another way for people to discover your app. The Story Tracker web page provides more detail about the app, along with a larger screenshot and links to purchase the app on the App Store. I’ve recently redesigned my website to hopefully make it more appealing. For apps like games, gameplay videos are essential.

Next to the quality of an app, good promotion and marketing are arguably the best drivers of success on the App Store. For Story Tracker my marketing budget was miniscule, so I had to rely heavily on low-cost marketing efforts. In hindsight I wish I’d perhaps relied solely on word of mouth and other free means of promotion rather than paid ad placement. Then again, I did learn some interesting things along the way, so maybe those few paid ads were worthwhile after all.

I’ll start with the paid ads. For Story Tracker I had 3 mini Ad campaigns, each testing the waters before possibly increasing my investment. Doubtless a seasoned marketer with a large ad budget could do better, but the numbers below are probably typical for what a small independent developer could expect.

I advertised on Google AdWords from August 23rd to August 29th, 2009, with a total outlay of $35 (including $25 in AdWords credit from a coupon I had). My ads received 375,070 impressions and 67 clicks, giving a click-through rate of 0.02% and average cost-per-click of 45 cents. The ad positioning could’ve been better, since there was heavy competition for the keywords I used. For the entire months of September and October I had a skyscraper ad (i.e. narrow ad on the side) on a reasonably well-known genre fiction site, at a total cost of $75. Unfortunately no data on impressions and clicks was available at the conclusion of the campaign, although I did see a small amount of additional traffic on my website. I also ran a brief ad campaign on Facebook from August 22nd through the 23rd, with an outlay of $13.39. I might’ve run it longer if the results were better. That ad had a total of 52,920 impressions and 16 clicks, with a click-through rate of 0.03% and average CPC of 84 cents. I was disappointed with these results given what should’ve been a highly-targeted ad. For each of these ads, there was no discernible impact on app sales. Given this experience with paid ads, I decided to focus solely on no-cost marketing and promotion. It seems like paid ads probably aren’t a wise investment for small independent iPhone app developers. Your mileage may vary!

While paid online ads may not help too much, in-app ads might. I participated in a generous experiment run by Mundue.net over Christmas where the developer was offering slots in the ad banner of the free version of his iPhone game, reMovem. I’d like to thank Matt Martel for his generosity and willingness to help fellow app developers! Total clicks were 1261, and over Christmas I saw a 2x bump in sales! Since my daily sales usually hover around zero, that’s not saying much, but it was still nice to see some activity. I think it also helped that I put the app on sale for 50% off a few days before the iTunes Connect shutdown. Other than your initial app launch, Christmas through New Years is the one time of year you’ll likely get your highest sales. Unless you’re lucky enough to get featured on the App Store, that is! Story Tracker also appears among the in-app ads in another app, but since that app was only recently released, I don’t have any data yet.

While waiting for Story Tracker to be approved, I made a list of app review sites that might be interested in reviewing it. The list was short, since the review sites seem more interested in games than anything else. Two sites used the promo codes I provided, but I never heard anything from them again. Over the last six months I’ve submitted to other review sites and even had some request promo codes so they could review the app. Unfortunately there seems to be a noticeable trend of sites requesting payment for what they call ‘expedited reviews.’ With the huge volume of apps coming out every day, I understand the review sites can’t possibly review every app released on the App Store, and they need some means of prioritizing their reviews. But really, these expedited reviews are nothing more than paid ads, and seem more about making a buck than providing an honest review. Even worse are the sites that fail to disclose paid reviews to their readers. The least they could do is be up-front about it and mention in their review that the developer paid for it. I’ve heard good things about the sites mentioned on Got Oats?, so you should keep those in mind when marketing your app. As of this post, the only reviews Story Tracker has had are from the blogs and App Store comments of satisfied users.

There are lots of no-cost options for getting the word out about your app. Application updates used to be one of these ways, where your app would appear in the iTunes new release list for your app category. When you’d receive the approval email, you could change the release date of your app to that day (US time) and your app would usually appear near the top of the list, hopefully gaining much-needed visibility for a brief time. For categories with a lot of apps (like games), this approach was less successful. I found that appearances in the new release list usually led to a small bump in sales, more noticeably with the Lite version. A few months ago this was changed so that only new apps appear on the new release lists, presumably to prevent them being crowded-out by updated apps. Even without the benefit of the new release list, updates are still a good way to promote your app when combined with some of the other approaches described below.

Periodic price-drops are a good way to attract attention, since there are so many app search engines and even apps themselves whose sole purpose is to highlight sale-priced apps. Depending on your app, you may find that the extra sales can lead to an increase in revenue despite a lower price. After Story Tracker had been on the App Store for a few weeks and sales declined, I dropped the price by varying amounts and observed the results. The sweet spot seemed to be around $4.99, but revenue generally remained flat regardless of price. It seems Story Tracker is one of those apps where people appreciate how handy it is and are willing to pay for it. That said, you’ll notice sales appeared to fall off a cliff in November. I decided to drop the price to $4.99 for an extended duration, and sales partially recovered as a result. I’ve since increased the price after the most recent update hit the App Store, with little impact on sales.

So-called ‘Freemium’ apps are all the rage these days, providing an app with basic functionality and allowing the user to upgrade via In-App Purchase (IAP). At the time Story Tracker launched, Lite versions were more popular since IAP had only just become a possibility, and only in paid apps. Story Tracker Lite promotes the paid version via a purchase button on the info screen and periodic pop-up alerts after a certain number of app launches. Ultimately though, the app itself has to be good enough for the user to want to purchase the full version or upgrades.

Social networking sites are a good way to get the word out about your app and provide a higher level of customer service than a plain old email address or website. Story Tracker has had a Facebook page from launch, where I post news and provide a platform for discussion by fans of the app. I also use Twitter extensively to announce Story Tracker updates, network with other writers and app developers, and keep up with news. I’ve seen some of my Twitter posts lead to an uptick in app sales, based on my analysis of bit.ly link traffic and subsequent blog posts by writers. Linkshare can also be useful to track conversions to actual sales, but I’ve only recently begun experimenting with that, so I don’t have much data to share yet.

Posts on message boards relevant to users of your apps can be helpful, but be sure to adhere to individual site guidelines. I’ve made several posts on various online writing forums announcing Story Tracker updates and responding to user requests and comments. I’ve gotten a decent amount of traffic to my website from a few of the larger sites where writers with iPhones or iPods are likely to congregate. If you’re promoting a game, places like Touch Arcade should know about your game even before it hits the App Store.

For less visible apps, getting people to rate your app can be a bit of a struggle. To try to address this, I added a pop-up alert that appears at app startup to invite the user to rate it on the App Store. This alert only appears once after each update install, and only after the user has had some time to really try-out the app (say, 1- 2 weeks). This approach seems to work and has led to Story Tracker getting a few more reviews and ratings on the App Store than it might’ve had otherwise.

One final tip: use your imagination when promoting your app! Unconventional approaches may gain attention. In December I baked a Story Tracker cake for inclusion on the App Cakes Great App BakeOff developer showcase. While it may not have directly led to new sales, it was a fun exercise and the bake off was mentioned by articles in some of the online iPhone news sites.

Was it Worth It?

From a purely financial standpoint Story Tracker was not successful. At this point it’s still a fairly expensive hobby! Even with doing practically everything myself, including design, coding, and graphics (including the icon), I still have not recouped the roughly $2800 in expenses involved in development of the app. These expenses include the purchase of an iPhone and a Mac Mini (the cheapest possible development machine), along with other hardware, software, and service fees. Thankfully the bulk of these expenses are sunk costs to be amortized over multiple apps. I also haven’t included the cost of my time to develop the app: well over 400 hours for the initial version and the subsequent four updates. If you’re a contractor or planning to hire someone to develop an app for you, you can see how the costs soon add up even for an app apparently as simple as Story Tracker. Hint: it’s almost never as simple under the hood as it looks!

Given my original goal was to learn how to develop an iPhone app from scratch and launch it on the App Store, from that perspective I’d say Story Tracker was a success. The skills and experience I gained along the way are invaluable, especially in this harsh economic climate. It’s also gratifying hearing from writers who find the app useful to keep track of their story submissions.

The Future

With the launch of the iPad coming up soon, I’m hoping to release an app update with built-in iPad support. While I’ve confirmed that Story Tracker works fine in the iPad simulator as-is, I’d still like to take advantage of all that extra screen real-estate with an updated version. If any Story Tracker users out there have their eye on an iPad and are planning to pre-order a device, let me know and I’ll keep you in mind when it comes time to Beta-test the update.

There seems to be a fair bit of interest in a Mac desktop version of Story Tracker, so I’ve begun investigating the possibility. Given my limited spare time and my current focus on apps for mobile devices, this will be more of a long-term project.

Other than Story Tracker, I’m currently working on my first iPhone game! All I can say at this stage is that it’ll be a 2D side-scroller with an off-the-wall concept. It’s still in the early prototyping stage, so many of the details are subject to change. I’m aiming to complete it by year-end, but since it’s my first game, it could take much longer. We shall see!

Tags: