* Dan runs mobileorchard.com -- a site with articles, videos and
podcasts relating to iPhone development.
* What to focus on as an iPhone developer?
- Focusing on "getting rich" often leads to stressful projects that
don't succeed and make money for someone else.
- Focusing on being warm, clothed, and fed is more likely to help
you survive and be happier, although you're not going to get rich.
* Developer premium: Objective-C development is such a specialized skill
that few can do the work, which commands a premium rate currently, but
as more devs enter the market, this premium drops. The number of new
apps per month is dropping because the easy apps have already been
written (e.g., flashlight, etc), and more devs are working on more
sophisticated apps that require better talent.
* New apps are being built, but who is doing the development work?
- Employees are hired to build apps that are core to the business,
e.g., Pandora player.
- Consultants are contracted to build apps that support the
business, e.g., game for a soft drink.
* Contract work can command premium wages for experts, but is
problematic because you can only put so many hours in a day, and without
assets or passive income stream, you don't make money if you're sick or
on vacation.
* Selling infrastructure services to developers can take advantage of
this growing industry by selling what other developers need to build
their apps, which provides a passive income stream and scaling. Example
of such companies include:
- Urban Airship provides push notification and in-app purchase
systems: http://urbanairship.com/
- OpenFeint provides a gaming SDK: http://openfeint.com/
- Vimov creates fancy, interactive video trailers:
http://www.vimov.com/isimulate/
* Creating content provides passive income, e.g., news sites like
MobileOrchard.com, review sites, etc.
* Enterprise apps are a tempting market but haven't taken off because
large organizations have different IT requirements than consumers.
* Price and volume: You need a brand to help make more per game and move
volume. If you consider the AST Top 100 games, the branded ones cost an
average of ~$4, and unbranded ones is ~$2 ... not much. Building the
niche apps can charge more, e.g., app for chemotherapy sells for ~$30
and backed by famous doctor that's an expert in the field that speaks
and gets credibility with other doctors that have enough cash and vanity
to .
* Getting credibility and traction
- Partnering well -- e.g., the chemotherapy app's famous doctor --
can establish your brand and expose your app to people that trust them.
- Clever use of technology can help you get famous, e.g., clever but
silly app gets on CNN.
- Favor beauty and substance to strengthen your brand, build
word-of-mouth in users.
- Having app post useful updates to a user's social media stream ,
you're able to expose it to the ~150 or so people (Dunbar's number) that
care about that user, which is a much better deal than advertising your app.
- Get 20 fellow devs to submit positive comments to review sites,
and do this for their apps.
- People hate programs that whine at them to pay.
- People feel pity and disdain for the word "donate", you may want
to consider saying "support".
- Capture workflows, calculators, trackers and such.
- Sell a suite of shared apps that leverage each other's data to buy
together, rather than individual cheapy apps.
- Provide a ~15-60 second video to show off what app does and why
it's cool.
-igal