[instaviz-users] App Store Searches and Marketing thoughts

Glen Low glen.low at pixelglow.com
Mon Jan 19 23:50:15 CST 2009


Andy

On 20/01/2009, at 12:46 PM, Andy Dent wrote:

>> From a marketing point of view, I think the number one thing is to  
>> have a lite or trial version. People need confidence in a user  
>> interface that comes from being able to use it, not watching a  
>> video. I've just bought an iPod Touch (recommend refurbs over eBay)  
>> to play with various games because I needed that hands-on  
>> experience before I even start serious design.
>
> I'd tackle both these issues ahead of any marketing (just read the  
> marketing thread in the Jan archives) especially the ability to play.

Yes I'm seriously thinking of a Lite version.

http://www.reddit.com/r/programming/comments/7pqeg/iphone_developer_quits_day_job_after_ishoot_hits/c071m2w

The problem is dropping too little functionality (cannibalizing the  
Full app sales) and too much (not showing off the potential of the  
App, running afoul of Apple's "all apps must be complete" requirement).

It seems that the apps where this strategy has worked are when the  
Full app is still within impulse buy considerations e.g. iShoot (2.99)  
being shot to #1 by virtue of conversions from iShoot Lite (free).

In your opinion, what would be the ideal level of function for  
Instaviz Lite?

1.	Single graph, no export.
2.	Single graph, no export, can only edit labels
3.	... or something else?

In lieu of a lite version, I'd much rather do trialware but I'm  
racking my brains to figure out how do this within Apple's little  
walled garden.






Cheers, Glen Low


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