Sticky App

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These ideas were initially developed by the Little Springs Design team for a WIPJam discussion on creating addictive applications.


Contents

[edit] What is a sticky app and why do we care?

Need to fill this in later: reference the dropoff in use for many, many types of apps (esp. well-studied recent iPhone apps) that have been downloaded.

You want it sticky because you want repeated sales both in updates, and in recommendations, etc.

[edit] Planning

  • Find a niche, fill it well.
  • Talk to people about their needs. They don't necessarily match yours.
  • Start with your idea for a product. Look at what problem it is trying to solve. Then look to other solutions that could solve it. Then, finally, pick the best idea. It might not be your original.
  • Think multi-platform (follow users to computer, television, physical, ...)
  • Think about shareable, and socially-contextual applications

[edit] Designing

  • Build a useful, usable, engaging product.
  • Bring users into the design process early and often. Test the concept/initial design. Create a prototype. Test it. Create an Alpha / test it... Beta test.
  • Build it to be beautiful or otherwise emotionally engaging.
  • Don't punish your users with poor quality design, including slow speed, battery use, control lags.
  • Think years, not weeks, of use.

[edit] Building

  • Ensure good quality, as measured by speed, bugs, efficiency, usability
  • Think multi-platform (many mobile platforms)
  • Select your platform based on how well the app store works, pricing models at the store (not too many)

[edit] Growing

  • Talk to your users! (app, push, txt, email, group)
  • Use your analytics to optimize your app, not just your advertising.
  • Create an upgrade process that allows users to keep their settings. Consider growing your application without replacement (e.g., add new levels to a games)
  • Word of mouth advertising not just for purchases, but for ongoing use.
  • Make it viral by making it easy to share, email, etc... Introduce it to early adopters or the "big sneezers" to use Malcom Gladwell's term.
  • Every re-use is a new sale. Not just upgrades and advertising, but improved brand and trust
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