Posts Tagged ‘Apple’

The App Store – Past, Present and Future of Apple’s Cash Cow

Saturday, August 1st, 2009

I’ll take a stab in the dark and say that if you’re reading this, you probably own an iPhone – or at least know someone who has one. So, you’ve probably used the App Store at least once. As this runaway success passes its first birthday, it’s interesting to take a step back and see how far the Store has come, and how far it still has to go.

History
The App Store opened with the iPhone OS 2.0 firmware and the launch of the iPhone 3G in 20 countries around the globe. It started with just 552 apps and 4000 developers registered. The average price for an app was around $5, capping at 12 and bottoming out at free (some apps being far higher), and people didn’t complain – taken in by the hype and the initial wow-factor of the App Store. I remember that Thursday night on July 10th, huddled up by the computer, anxiously refreshing MacTalk for the latest updates on the store opening. I remember the loophole of searching for an app, and gaining access to the App Store prematurely then splurging on anything that looked remotely good, feeling my wallet get emptier and emptier, ready for purchasing my JesusPhone the next day.

A year later, Apple has sold 1.5 billion apps, has 65,000 apps on the AppStore, and there are over 100,000 registered developers. Everything seems to be going well for a product in its first year of launch, but if Apple wants to succeed, there are a few factors that they have to change.

The 99c Trend
iPhone and iPod touch owners are attracted to the price tag of a buck. For an iPhone developer to succeed, they have to price their apps at a low price around $1.19, (AU price)  no matter how good the quality the app is, or how much money they have invested into the development of it. If the app is not the cheapest it can be without being free, people complain. Look at the Nintendo DS or the PSP. To buy games on those platforms are easily $50-$60, but no one dares to question the price. Some apps have gotten away with higher prices, but only those of exceptionally good quality.
For the first time in a long time today, I decided to pull out my DS and play games that I had neglected since buying an iPhone. It was only then did I realise how good the quality of an iPhone game is compared to the DS, and people just don’t realise this. If you look in the Top 100 Paid Applications, they are all dominated by $1.19/$0.99 apps. Close to the top is Hero of Sparta. At just $1.19, I think you have to turn around and say that this is just too cheap. The gameplay of Hero Of Sparta is equal to that of such other iPhone games as Assassin’s Creed, and other large, well known games that are 5 to 10 times the cost. Developers are having to lower prices to ridiculously small amounts just so they can be noticed and make even just a couple of dollars.

I feel that Apple need to be doing more to encourage the price of games to raise up to where they should be. Such a solution could be the addition of a “Premium App Store”. A developer would gain access to this store by submitting an app to the regular App Store, and having the Apple App Store review team deem them worthy enough to be let in, definitely NOT by their performance on other platforms, or how friendly some of their higher ranked staff are with Apple (looking at you, ngmoco).

The AppStore Review Process
This is one aspect of the App Store that every developer, including myself, hates. From day 1, Victor Wang and co. have been getting into everyone’s bad books due to the extremely long time it takes to review apps. When you are working on an app and you desperately want it into the App Store by a certain date or event, the last thing you need is for your app to be under review for over a month, and have it rejected because of a minor issue.

The solution to the long wait? Hire more people. Simple. Wouldn’t this solve our App Store approval process? Well, not really. I “know of an app” that was checked by Apple’s review team after 2 days, but not approved for over a month. So, here’s another solution for you, Apple. Be more transparent. Tell us developers exactly what happens in the review process, and explain why an app might be denied. There’s nothing worse than working on an app for months, only to have it rejected for a reason that doesn’t make sense. Also, give realistic estimates of how long the review process is going to take, and don’t let apps get approved in a matter of hours as they may have higher board members who are friends with Apple (again, looking at you, ngmoco, us devs know that you are getting special treatment from Apple. If you didn’t want us to find out, refrain from Tweeting your approval times).

App Reviews
I’m sure we’ve all seen them, the ratings of between 1 to 5 stars accompanied by a few lines of text that may or may not make sense. The one big issue? Developers have no way of contacting the people who wrote the review to explain the complaint that they have, which most of the time is just them not reading the support documents or not investigating the settings. Why should your app suffer if 1 person can’t work out where a certain setting is or how to do something? Then once you explain things to people (if you eventually get in touch with them), they still never change their app review anyway. Apple has made big improvements in this aspect of the App Store since its launch, but there are still improvements to be made.

So, Apple has come a long way with its App Store, but there are still a number of improvements that could be made to make sure that the store is it the top of the ever-growing list of mobile application stores, and to make sure that developers are driven away. What do you guys think?

The Wangy Apple Approval – The true story of iTweetReply’s approval

Friday, July 17th, 2009

Few know that iTweetReply [App Store] was ready and submitted to Apple’s App Store on the 9th of June – More then four weeks before it was released on the App Store. In this post I’m going to discuss what we saw from Apple while waiting for approval.

iTweetReply is a rather unique app in that it’s always talking to the iTweetReply server; we can see when it’s being used, and a few little details about user actions, connection times, unread tweets etc. A few days after first submission to the App Store, we saw a connection to the server from an unknown user – Presumably an Apple approval agent/tester. These hits (with an IP registered as belonging to Apple Inc) had blank twitter login details – showing the tester had opened the app, gotten to the login screen and gone no further. This gave us high hopes for a quick reviewal, amazed that Apple had looked at the app in just days – being our first submission to the App Store and having heard so many stories about apps taking “Months” to approve.

Our hopes were dashed when, on the 13th of June (Four days after submission) we received a generic, canned email from an Apple robot, stating that the app was taking an unexpected length of time to review. (picture below).

The unexpected time email

The unexpected time email

We assumed the delay was due to Apple’s push infrastructure being as of yet unable to cope with widespread use – This proved not to be the case only days later, as push-enabled apps created by other developers began to make their way into the Store.

Apple remained silent until quite some time later. On the 24th of June, an email arrived in our inbox stating that they had tried to contact us via phone, but been unsuccessful – providing a number for us to call them on for more information.

iTweetReply Review Email

Please call Apple email.

I called the number provided by Apple on the 28th of June at 2AM Australian Eastern Standard Time – and was given a short, simple, to the point answer when I asked why it had not yet been approved. They wanted me to remove the 1 Infinite Loop written on the envelope shown on the iTweetReply splash screen.

Yes, they rejected iTweetReply based on an address shown on an envelope for 2-3 seconds upon opening the app.

The final splash screen

Updated Splash Screen

Original Splash Screen

Original Splash Screen

We resubmitted the app with the modified splash screen you see on the right later that day.

A few days after this second submission, on the 30th of June, the server logged another connection from an Apple IP; This time the tester had opened the app, entered twitter login details and sent one tweet.

Then, on the 10th of July – two and a half weeks since second submission, and almost a month to the day since the first – an email appeared out of the blue in our inbox, blazing “Your App has been approved for sale in the App Store”.

This experience has revealed some unexpected, rather pedantic factors within the Apple approval system, and leaves many questions – starting with “If they had the app on a device within days, what took up the remaining two weeks?”

My personal guess is that once an app passes the initial technical test, it must be approved by multiple other levels from legal (to prevent illicit apps) to, well, God knows. If nothing else it has highlighted the need for a far more transparent approval process – Come on Apple, is it so hard to give us at least a quasi-detailed description of the approval process?

I hope this article proves useful to you in some way – Not all App Store approvals are nightmares, but some of the rules can be quite… interesting. (Really? an address?).