Tuesday, December 16, 2008

Ideas on maximizing your customer base

I've been following the iPhone market for a while. Here are some insights I thought I'd share. Some of the data may not reflect the absolute latest but the rules still apply. While creating your application concept consider maximizing your customer base by following these guidelines ...

The iPod Touch market is not to be ignored and it will only grow as the prices come down. Have you heard the $99 Wal-Mart rumor? Overtime it will become a commodity game platform. Just look to Apple's new iPod Touch campaign at games.yahoo for a glimpse of where the iPod Touch market is headed.

http://www.macrumors.com/2008/12/12/ipod-touch-gaming-ad-shakes-things-up/

One quarter of your base is using an iPod Touch. Don't build an application that requires a microphone, camera, active network connection or GPS. An even larger percentage doesn't have GPS since the 1st generation iPhone didn't include it.

The 1st generation iPod Touch didn't include an internal speaker, but generally you'll have to assume you've got one.

Ensure your application is smaller than 10MB. You'll loose potential customers on cellular connections in impulse buy mode.

Compress your audio, your application will be faster to download and install as well. Google for "iPhone IMA4". If size remains an issue, consider breaking your application up into separate modules or sequels. Your sales volume will increase and you'll be able to charge more for the extra features that would have otherwise been given to customers for free within that single and first sale.

The 2.1 firmware introduced the App Store, so all of your customers are guaranteed to be running it. There has been little incentive for them to migrate from 2.1 to 2.2. The odds are that you aren't using any esoteric features introduced in 2.2, so don't alienate and loose potential customers that haven't upgraded. If you're using the 2.2 SDK you should use the 2.1 build target.

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