Happy May Day. How Ugly Are you?

It is the first of May and we call out to all prospective app store marketing evaluators of the world, “UNITE!  You have nothing to lose but your boredom!”

Free sign-ups to the Evaluator Program are still going strong and so is our iTunes Gift Card Contest in which prizes include:

  • One (1) $100 iTunes Gift Card
  • One (1) $50 iTunes Gift Card
  • One (1) $10 iTunes Gift Card

Sign up today and help spread the word!

http://analyticalpath.com/evaluator_signup/

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On a separate note, we have a question for you: How ugly are you?

Well we gave the new Ugly Meter from Dapper Gentlemen a spin to see how we fare.  In case you are unfamiliar with the app, it is a $0.99 app that was recently talked about on the Wall Street Journal (and Howard Stern) that tells you how ugly you are:

So we gave it a spin on our lovely poster model and this is what we found out:

We beg to differ.  She’s not ugly, though she could use a makeover.

The Analytical Path Team

Posted in Uncategorized // Comments Off

App Store Marketing Evaluators of the World – UNITE!

Each day many apps are released for iPhone, iPad and Android.  In fact, there are 600,000+ apps on the Apple iTunes market alone and a several hundred thousand on the Android Marketplace.

App developers continue to come up with many new app ideas some of which are incredibly successful.  Sometimes, however, those apps fall short when they hit the store.  In some cases the app may not be all that it’s cracked up to be, but at other times it may be something else – the app icon doesn’t look good, the screenshots are poor, or maybe the description doesn’t explain what the app is all about.

What these app developers sometimes need is some solid feedback before they go ahead and launch their app.  This is where you can come in and make your voice heard.

Sign up at Analytical Path and become an online Evaluator and join a group to check out and share your opinions on soon-to-be released app information pages, artwork, images and descriptions.  You too can be part of the creative process and share your opinions and insights with creators to let them know what you think works or doesn’t.

Learn more: http://analyticalpath.com/evaluator_signup/

 

Posted in Analytics, App Marketing, iOS, iPad, iPhone // Comments Off

OMG! Zynga and the $200MM Hockey Stick

This is somewhat old news by now but this just reaffirms the press we’ve seen lately about Zynga deploying part of its hefty cash to buy OMGPOP (really, Draw Something).

In this world of hit driven ephemera, Zynga (and other entertainment and game companies) need to keep their eyes wide open for any app that can brings in the users in massive hordes.

Interesting to see that the social media engagement and where in the world this game is taking off: http://analyticalpath.com/app/488627858/.  The world popularity map looks like a map showing the path of sunlight and darkness as the Earth revolves around the Sun.

Can this game be further improved upon in measurable ways to build up the brand, or will this game start trending downward by late spring and summer?

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Remember, whether you have 1 app or 100s’ of apps sign up for a free account to gain access to data analytics and metrics to better understand the performance of your apps, including our new Overview page that features:

  • Return on Sales
  • Unit Margin
  • Break-even Analysis
  • Price Elasticity
  • App Icon popularity tracking – New Feature
  • Social Media Trends – New Feature
  • Global Market Popularity Heat Maps – New Feature

Cheers,

The Analytical Path Team

Posted in Analytics, App Marketing, Data Analysis, Global app ranking, Graphs and Charts, OMGPOP, Zynga // Comments Off

Why Out Fit 7 is Brilliant – Blue Oceans vs. Red Oceans

The tide is raising all boats in the world of iOS and Android apps.  Record Apple iPhone and iPad sales numbers each quarter, for example, make for very exciting news to the development community – lots and lots more consumers to buy everything from games to utilities to books.  With an install base over 460MM units across all platforms since 2007, the opportunity is seemingly tremendous for a developer to plunge in with a killer app that will make millions of Dollars.

But the wonderful growth numbers we see in the overall growth and size of the device side of the markets masks a very harsh reality beneath the surface on the app side.  The reality is that most of the sales, most of the revenue, and most of the success on the app store will be generated by a small minority of apps – it is the Pareto Principle at work.  There are over half a million apps available but it is the top 10, 50, 100, and 300 that make the lion’s share of revenue.  The remainder – still well over half a million in that camp – fights for niches and scant revenue.

For many developers the hypercompetitive nature of the app market can prove to be a bloodbath, particularly in some areas of the app store that are more hit-driven or susceptible to changing consumer tastes.  This then explains why some developers resort to various methods – some in the gray area – to get that competitive edge.

For example, aside from the apps that are copycats of existing successful brands and whose developer’s intend to swindle customers out of money (read: Apple removes several iOS copycat games from one offending developer), some app developers are resorting to “appayola” to give their apps a boost up in the ranks (particularly the free app category in the hypercompetitive games category) in the hopes that true consumers will become aware of the app, install it and hopefully buy it or its in-app purchasables.

Basically, it’s akin to a multistage rocket:

STAGE 1: Build an app (a free app perhaps with in-app purchasable) and pay third party firm $5,000 in appayola for third party to get thousands of people to install the app in a given store to boost it up the ranks. STAGE 2: Increased appayola downloads then trigger rapid rank accession and app becomes visible in top 10, 50, 100 or 300 rank(s). STAGE 3: Real prospective users who see the app in the top ranks – which is where most apps are discovered and hence make most money – click install and hopefully purchase in-app items. STAGE 4: The virtuous cycle continues and, viola, a hit app is born.

However, such attempts to game the system are being slapped down by Apple as they want nothing but the best possible apps to make their way up to the top of the charts – genuinely and legitimately.  The logic goes that if an app is really, truly good then the invisible hand of the market will surface the app to the top of the heap.  To be sure, there is a great deal of logic and validity to that view, but it is also true that developers need to think strategically and come up with innovative marketing tactics to increase the probability of success in an incredibly competitive market.

In past posts we have touched upon topics such as Price and Promotion (two of the Marketing 4 P’s) but today’s post will focus on the brilliantly employed strategy by Out Fit 7 in the areas of Product and Placement (the other two of the Marketing 4 P’s).  What makes the strategy laudable is clearly borne by the 300MM downloads that they have seen with their products to date but also by the subtle tactics that they use to defend their gains.  To understand their strategy we need to begin with an understanding of what is called the “Blue Ocean Strategy.”

The strategy certainly had its origin since the time products were first brought to market (and has gone by many names, such as green field marketing) but as a strategy it was codified and described in detail in this book:

A summary of the strategy is reflected in the table below.  In essence, it says that you should create your own uncontested market that you and you alone can serve.  It is certainly easier said than done and requires innovation, creativity and a keen sense of understanding trends.  What is more, the market you create needs to have a high degree of profitable potential to justify the endeavor – large number of potential consumers, high levels of consumer willingness to pay, and high rates of consumption, etc.  But when it is done correctly the results can be tremendous, and this is how Out Fit 7 have become so successful.

In all likelihood when Out Fit 7 scanned the app market they saw the tremendous growth and publicity that the games category was receiving, but with that growth and publicity came the deluge of competition.  More and more games made their way into the category turning what was in 2007, 2008 and early 2009 a blue ocean into an increasingly competitive red ocean in 2010 and 2011.   Sure there would be winners in the games category but the probability of success diminished over time, particularly as the ocean saw the influx of larger competitors with deep pockets, well-known brands and strong marketing muscle – just look at the Top Paid and Top Grossing Ranks to see a who’s who of top game publishers.

At the same time another realization was made: games are clearly a form of entertainment, which means that on the iTunes App Store the Entertainment category could be shaped into an uncontested market space from a ‘Game-like’ perspective.  Coupled with this realization came the fact that as iOS became more mainstream and broadly adopted the user base would not only expand but also diversify to include different tastes and user habits.  Thus, the chances of users exploring different parts of the app store to find new innovative apps would surely increase.

And so the Blue Ocean Strategy for the Talking Tom series was born, a game-like product with innovative voice recognition technology and 3D visuals.  As of this writing, according to the Out Fit 7 Web site, there are 16 different apps in the Talking series, some of which are paid apps and some are free (with in-app purchasables).  In other words, they own the category for game-like Entertainment apps.

A subtle effect of how this Blue Ocean strategy was adopted may also be seen by how their Entertainment app icons (free and paid) stand out so much more than, say, a given game app in the free and paid sections in Games.  Here is the Games category (as of 2.16):

The icons are a veritable color explosion – large characters and bright and attractive colors screaming for attention and installs.  Now let’s look at the Entertainment category:

Though there have been a few new entrants into the category (akin to Talking Tom) many of the other steadfast players are the likes Netflix, HBO, xFinity, SketchBook Pro by AutoDesk, and other completely different apps with more subdued icons.  For instance, when you look at the top 3 Top Free Entertainment apps, you will see the powerful brands Netflix and ABC network’s app, but juxtapose it is the newly released Valentine’s Day themed Talking Tom app, “Tom’s Love Letters”.  If for no other reason, Out Fit 7’s app gets a great deal of credibility by being in the company of these two other very disparate apps and also separates them rather distinctively.

In other words, Out Fit 7 has cultivated a highly successful Blue Ocean Strategy that is serving them very well – to the tune of 300MM downloads and counting!

Remember, whether you have 1 app or 100s’ of apps sign up for a free account to gain access to data analytics and metrics to better understand the performance of your apps, including our new Overview page that features:

  • Return on Sales
  • Unit Margin
  • Break-even Analysis
  • Price Elasticity
  • App Icon popularity tracking – New Feature
  • Social Media Trends – New Feature
  • Global Market Popularity Heat Maps – New Feature

Best regards,

The Analytical Path Team

Posted in App Marketing, Icons, iOS, iPad, iPhone, Uncategorized // Comments Off

Apptributes #5 – The Power of the Icon

Imagine yourself walking down the aisle of a supermarket.  As you go aisle by aisle you are bombarded by hundreds if not thousands of SKUs (stock keeping units) of various products.  Some of them are positioned well above eye-level, some down by your ankles and others at a more noticeable eye-level or on end-caps.  Some are in the brightest color packaging imaginable (think cereal boxes and sodas) whereas others are more staid and conservative looking, perhaps catering to a more mature consumer.  Others take advantage of price promotions, others have tie-ins with other brands (e.g. complimentary products, celebrities/film/music/sports, etc.), and others ride the wave of a trend or phenomenon in order to move into a new and fast growing niche (think health and organic foods).  Still other let you know in no uncertain terms that they are “new and improved” or offer “30% more”.  But one thing is certain; the packaging of the products is an incredibly important determinant in closing the deal with the consumer to make the purchase.

As a manufacturer of products you need to take several issues into account when getting your SKU up on the shelf including, but certainly not limited to:

  • Prominence of key elements of the package’s insides
  • Product attributes (brand logo behind the product, ingredients of the product)
  • Labeling information
  • Color balance
  • Typography

The above also have very different applications when considering different countries and cultures too where, say, the color red in one country is considered auspicious and in another far less so.

What is more, one cannot design in a bubble.  You also need to consider your competitors’ packaging designs as your product will be placed side-by-side theirs in a sea of SKUs.  All in all, the package designer has a multitude of considerations to keep in mind that are also changing over time.

Now transpose this visualization on what is occurring on the various app stores.  Hundreds or thousands of new apps are released each day in many genres and across many international markets.  Though there are perhaps similar analogies to physical products, especially the impulse buy items at the cash register at a market, the app has some interesting differences that make it easier and at the same time difficult to market to consumers.

For the device user traversing the various virtual “aisles” (e.g. Books, Games, Lifestyle, Social Networking, Sports, Utilities, not to mention Featured Apps, What’s Hot Apps, etc.), the app icon is perhaps one of the most vital pieces of information that the developer has to convey the quality, attributes and features of the underlying product; other pieces of information include the price and ratings (if any).

In the above image, which shows the top 48 games apps for iPad, we can see a very similar array of treatments:

  • Bright primary colors – Bright, contrasting colors do catch the eye but when juxtapose many other apps with similar treatments, how does this affect the likelihood of engagement?
  • Large key game element (e.g. prominent character or item) – A great many of these top performing apps have a bevy of powerful brands, logos and imagery attached to them.  What do start-ups with unknown brands, characters and images do to convey quality of the same order as their larger, well-known competitors?
  • Little copy (except for usage of ‘HD’) – If an icon has copy in it does it perhaps convey too much?  Does it preclude the user from learning more about it as compared to an icon with imagery alone?
  • Action or motion scene as one would experience on the device – Games are more active in nature and thus an icon with some kind of action treatment makes sense to draw the eye.
  • Border treatments – To border or not to border, is that the question?  Some app developers and publishers take to encapsulating the imagery within the icon by way of a border (EA and Big Fish Games, for instance, do this) whereas other allow go sans border.  Does one approach lend itself better than another?

What is more, we see a few apps as taking advantage of holidays and seasonality, such as Capcom’s Smurfs’ Village.  In fact, we see a few apps change their icon every now and again to convey a sense of newness.  This may be a good strategy for apps that are in coveted top 10, 20, 30, 40 or 50 ranks and are trying to get that last bit of competitive advantage.

A few other apps attempt to put a great deal of information on the small real estate that is the icon including things such as “Free”, affiliations with networks and social platforms, publisher logos, and other embellishments.  The question is how much of what is placed on the icon increases the likelihood of a screen tap, leading to a read-through of the app, and finally leading to a tap of “Install”.

Here we now look at the top 48 business apps to see different approaches to icon treatment:

One thing is certainly noticeable about these two sets of app icons (games vs. business apps), business app icons are simpler rely more heavily on simplified iconography and have more subdued colors and hues.  At the same time, these icons convey an immediate sense of functionality: be able to read PDFs, be able to print from the iPad, be able to share data through the cloud.

Finally, we take a quick look at the top 48 apps on the Android Marketplace (all apps) versus iTunes to see developers/publishers approach the two platforms in marketing their wares:

What is telling about the two platforms is that though there are instances of overlap (same icon on both, though at different ranks), there are also some very distinct differences in the types of apps and how they approach the different demographics that underlie the platforms.

One thing is for certain, with ever more apps on all the platforms the icon treatment is a critical piece in discovery.

Remember, whether you have 1 app or 100 apps sign up for a free account to gain access to data analytics and metrics to better understand the performance of your apps, including our new Overview page that features:

  • Return on Sales
  • Unit Margin
  • Break-even Analysis
  • Price Elasticity
  • Icon Popularity - New Feature
  • Social Trends - New Feature
  • Global Market Popularity Heat MapsNew Feature

The Analytical Path Team

Posted in Android, Features and Functions, Global app ranking, Icons, iOS, iPad, iPhone // 1 Comment