iPad Strip Designer...
by jegeblad
Yes, it is coming along slowly. Most of the stuff works now. Actually, most of the stuff worked after the first hour, but I rewrote and reorganized a substantial amount of the code the last couple of days. Here is a screenshot of the current version. You can clearly see that the speech balloon is drawn using OpenGL lines and triangles and not Quartz's antialiased polygons and curves. I would change this, if I had a feeling for the hardware and knew that the CPU was fast enough, but for now this will have to do.

As you can see I put the property bar at the bottom of the screen (like the iPhone version). I am not sure if "Done" will stay there; you can just tap an empty area of the screen to leave the properties menu. The extra screen space allowed me to add "Help" to the top right corner. "Share" (i.e. save/email/Tweet) isn't really a property so that goes to the top-right too. I am not 100% sure about "Template" though. On the left side I added "My cards", which for Strip Designer will be "My Strips", that changes the view to a "swipe" view of your strips. I also added "Undo" (I noticed Apple has done that too), but I am not sure if I'll get around to implementing Undo/Redo -- The button does nothing at this time.
I have a long list of things that are not quite there yet, but I think, that it is certainly possible to have Strip Designer ready for iPad launch if Apple permits it.
One week of Majic Rank
by jegeblad
Approximately a week ago I noticed that Strip Designer was picked for Staff Favorite on the US store -- It has already dwindled pretty far down the staff pick list. During that week I played a bit with price and advertising. I had Majic Rank running all time (except when I turned the computer off) to record the ranks, and I got it to generate graphs for me (BTW. why does it take 30 seconds to generate a graph like this?):
The graph only shows photography for US, UK, and Japan as well as the top 100 list for Japan which Strip Designer managed to squeeze into for a surprisingly short amount of time.
I've indicated where I changed the price and you can also see a small hump that I think may be caused by a $300 Admob experiment (in the US only) one day.
The graph illustrates a couple of things. Going on sale from $2.99 to $0.99 has significant impact! Trying to make another (but lesser) discount a couple of days later clearly doesn't work quite as well. You can rise into and fall from the top 100 quickly in a non-US store. Admob may actually work (just a little bit).
There is one important puzzle: If the app can make it into the top lists, why does it drop out again so easily? Are the screenshots not good enough? Is the icon terrible? What about the app description? Or is it simply that people do not really need this tool...? Incidently, Strip Designer shows up with a 4.3 star rating based on 10 votes (which is all it got since the last update) on the US store, and it started the week with 55 ratings and slightly more than a 4 star average, so clearly having good ratings is not enough. Maybe we should come up with a better name...
Fooling around with Admob
by jegeblad
I played with Admob a couple of times the last week. Admob displays advertisements on the iPhone (mostly in free apps).
You pay for the number of times someone clicks (taps?) on your ad. Advertisements for iPhone app on the iPhone are restricted to an icon + text, which is great because it keeps everything simple. You bid a price and the more you bid the more likely you ad is to be viewed. The whole system is a simplified version of Google's Adwords.
Anyway, I decided to play with $500 for Strip Designer -- Not exactly a stellar budget for an ad campaign. Campaigns require a budget of at least $50 per day and minimum bids in the US are $0.05 per click.
I started off with a world wide campaign. I set the budget to $125 day and I decided to let it last for 4 days. The $125 was spend in less than 2 hours, but I had set the bid to $0.10. That was way too high. I read somewhere, that Admob is supposed to divide the display of advertisements equally over the day, but I guess it can be a bit difficult to predict how often someone will tap on an advertisement and if the purpose of the bidding system is to show high-bidding ads more often, then doesn't that work against the "distribute over the course of a day"?
After two hours I got what I thought was a good amount of clicks and impressions. 2000 clicks and about 200000 impressions. That is a click through rate of 1%.
After that, I started to think about what I wanted to achieve. The myth on the iPhone app store is that the higher you get on the top-ranking lists the more money you make because you increase your visibility. So I thought it would be best to burn all the money in a short amount of time.
I did various experiments both on the same day as the first campaign, a couple of days later for US only, and again a couple of days after that. In total I got around 1000000 impressions and just under 8000 clicks (CTR 0.8%). I don't really see any reason to optimize the CTR since the money was quickly spend anyway, and I got the clicks I wanted. The total click price was slightly higher than the bid I gave. I would also note that impressions were better divided over the entire day during the second and third runs of the app which could indicate that Admob becomes better at predicting. I guess they need to predict your CTR.
I would say that it is naive to think that you'll get anywhere with a $500 budget. If you pay $0.05 per click (which is minimum) you get around 10000 clicks. Most of those people will not *buy* or download your app even if it is free. They'll quickly click away. Let's assume 2% actually buy it; That is 200 downloads. That will get you to top 25 of the photography section, but probably not top 10 or anywhere near the top 100 paid apps. And that'll only work if you get 200 downloads in a specific region. On top of that, there is probably a fair share of click fraud involved.
How much gain did I see? I saw a few additional downloads in some countries of Europa and Asia that I cannot attribute to anything else, but it was nowhere near an additional 100. Maybe 50. When I restricted the campaign to the US, the extra downloads got completely lost in the noise.
What I learned from this is that you either have to bet a lot more money or you should advertise for a free app, which is more likely to get downloaded. My feel is that typically, 4% of those that download a free app will also buy the full version. So if you can get e.g. 10% of your clickers to get the free app then you end up with 0.4% new buyers. For $500 that will give you 40 new buyers. That is in the same order of magnitude as I think I got.
That is something think about. If you want to get into the top 100 you need to get at least 1000-2000 new buyers so you might be looking at spending $10000-$25000. Of course you can potentially get a lot of that back again, if the app your are advertising for is Admob based.
Basically, I wouldn't recommend doing this unless you have a lot of cash for PR that you want to burn. Perhaps a complete strategy with advertisement(s) + discount offer + free app for a period of 3-7 days might work.
The proposal...
by jegeblad
I got this email yesterday.

Apparently, you can pay to get someone to review your apps. There is no end to the way people seek to make money on the iPhone.
It is true that I experimented with advertisement on admob a couple of days ago, but I wish the guy had taken his time and checked that we already have approximately 25 reviews (not 3), and that the reason he only saw 3 was because Apple only shows the reviews since last update on the iPhone.
What's the point of paying $40 for 20 reviews, when I got more than 20 reviews for free?
BTW. Reviews do not really help all that much. Ratings help occasionally. I must admit that I would be tempted to this, if it wasn't for the fact that there are promo codes that you can give away for free. I suggest doing that instead. You'll get more attention, the "winners" will think better of your product, their reviews (if any) will be non-biased, and some of the people you give them to actually provide you with useful (non-biased) feedback, that you can use to improve your product.
Thanks for undermining Apple's review system. I am sure both Apple, its users, competing developers, and even all the developers that pay money for your reviews are pleased.
Big in Japan
by jegeblad
I put Strip Designer on a sale to boost its position on the charts (primarily in the US). When I looked at Majic Rank (which is a desktop OS X app that ranks your apps in all app stores) this morning, I noticed that Strip Designer is now number 50 in the top 100 paid apps on the Japanese store. Great! Yesterday's number of sales in Japan was... 8... But, I can tell that these were bought at the old price not the discounted price, so today's sales are not included. It will be interesting to look at the numbers tomorrow.
I put Strip Designer on sale 12 hours ago, and it was wasn't picked as Staff Favorite in Japan (at least not this week maybe some prior week), so I am not sure how it got this big a boost from such a short discount period.
Maybe this gave some additional PR. Good to see that people like to install fonts.
... I hope that UTF encoding (forwards and backwards) works throughout the app though.
Update 1: Number 42 now.
Update 2: Was all the way up at number 24 for while. I raised the price this morning again, and it's position has already dropped to 32. The number of sales yesterday in Japan was about 250 -- So that is what it takes to get into the top 50 spot in Japan. Interesting! It will also be interesting to see how fast I drop out again, and how many sales I'll get today.
Update 3: Looks like another approximately 250 downloads in Japan can be attributed to the discount offer from friday, and therefore caused the rise to spot 24. So I guess spot 24 on the top Paid in Japan could give somewhere between 250 and 500 downloads per day. Unfortunately, Strip Designed has plummeted to number 82 since I raised the price.
03/11/10 05:26:53 pm, 
