Earlier quoted context omitted.
Looks like you are still working on learning distribution. I'm typing on a mac, but own an android. i still can't use or try your app :(
I thought failing on 1 platform would be more economical than failing on 2 :)
My app failed: lessons learned
101–110 of 177 posts
Re: My app failed: lessons learned
#102Earlier quoted context omitted.
Games generally take significant time to build sometimes years, but can be quite successful. You wider point is reasonable though as many people waste a lot of time building something that never gets traction.
Games are really easy to test viability for, though. The game has perfect information about itself, rarely connects in a complex way to anything outside the game, and it's easy to replicate the user's context just by sitting in a dark room on your own. The test is simple - is it fun? By contrast, most apps need to connect to people, software and things outside themselves - they're part of complex systems, and it's re…
Re: My app failed: lessons learned
#103Good lessons. But so many common mistakes To summarize: 1) Build something people really need, not a nice-to-have 2) Keeping customers is more important than just acquiring them 3) If you're not keeping your customers that means they don't want or need what you have 4) Changing people's behavior is really hard. Unless you have a significant amount of marketing budget, don't try to change people 5) "Distribution" is k…
Re: My app failed: lessons learned
#104Good lessons. But so many common mistakes To summarize: 1) Build something people really need, not a nice-to-have 2) Keeping customers is more important than just acquiring them 3) If you're not keeping your customers that means they don't want or need what you have 4) Changing people's behavior is really hard. Unless you have a significant amount of marketing budget, don't try to change people 5) "Distribution" is k…
Is it really realistic to build something people "need"? Humanity survived millions of years without a single piece of software; it's unlikely that anything you write is ever going to be a "need". People buy stuff they don't need all the time. Games and other entertainment are the very definition of "nice to have", and they're vast markets. Even business tools are usually not "needs" if all they do is improve an exis…
- Acceptance/Self-confidence - the need to be appreciated
- Curiosity, the need to gain knowledge
- Eating, the need for food - Family/Love, the need to take care of one’s offspring
- Honor, the need to be faithful to the customary values of an individual’s ethnic group, family or clan
- Idealism, the need for social justice
- Independence/Freedom, the need to be distinct and self-reliant
- Order, the need for prepared, established, and conventional environments
- Physical activity/Vitality, the need for work out of the body
- Power/Efficacy, the need for control of will
- Romance, the need for mating or sex
- Saving/Ownership, the need to accumulate something
- Social contact/Fun, the need for relationship with others
- Social status/Self-Importance, the need for social significance
- Tranquility/Safe, the need to be secure and protected
- Vengeance, the need to strike back against another person
Re: My app failed: lessons learned
#105Here's my take on selling: 1) Sell to people who can write the check, and have a budget to spend That's my entire advice. It seems obvious. If you're selling to an individual, choose a demographic with money to spend. And charge a price to fit into their budget. If you're selling to a team, don't. Sell to the person buying products/tools for the team, the one with signing authority. They make the ultimate decision. A…
This reminds me of the quote: "When a great team and product meets a lousy market, market usually wins. When a mediocre team and product meets a great market, market usually wins"
Re: My app failed: lessons learned
#106Re: My app failed: lessons learned
#107Re: My app failed: lessons learned
#108Earlier quoted context omitted.
Is it really realistic to build something people "need"? Humanity survived millions of years without a single piece of software; it's unlikely that anything you write is ever going to be a "need". People buy stuff they don't need all the time. Games and other entertainment are the very definition of "nice to have", and they're vast markets. Even business tools are usually not "needs" if all they do is improve an exis…
I would define "need" as per Reiss 16 Motives: - Acceptance/Self-confidence - the need to be appreciated - Curiosity, the need to gain knowledge - Eating, the need for food - Family/Love, the need to take care of one’s offspring - Honor, the need to be faithful to the customary values of an individual’s ethnic group, family or clan - Idealism, the need for social justice - Independence/Freedom, the need to be distinc…
I could make the best new social network, which addresses a need, but hardly anyone really needs another social network.
So how do I distinguish between a need or a nice to have within this context?
Re: My app failed: lessons learned
#109Earlier quoted context omitted.
I would define "need" as per Reiss 16 Motives: - Acceptance/Self-confidence - the need to be appreciated - Curiosity, the need to gain knowledge - Eating, the need for food - Family/Love, the need to take care of one’s offspring - Honor, the need to be faithful to the customary values of an individual’s ethnic group, family or clan - Idealism, the need for social justice - Independence/Freedom, the need to be distinc…
But that only defines human needs, and not whether a specific app is a need and/or whether it’s just a nice to have. I could make the best new social network, which addresses a need, but hardly anyone really needs another social network. So how do I distinguish between a need or a nice to have within this context?
Re: My app failed: lessons learned
#110Good lessons. But so many common mistakes To summarize: 1) Build something people really need, not a nice-to-have 2) Keeping customers is more important than just acquiring them 3) If you're not keeping your customers that means they don't want or need what you have 4) Changing people's behavior is really hard. Unless you have a significant amount of marketing budget, don't try to change people 5) "Distribution" is k…
9.Stop making products, start writing personal development/marketing books that contain things that seem obvious in your head but you've never really tried it yourself.
10. Make your fluff seem as authentic as you can