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Twenty dollars in an envelope

justinjackson.ca

51–60 of 92 posts

Re: Twenty dollars in an envelope

#51
post #47
post #40

Earlier quoted context omitted.

I used to sell a small iOS app. For me, my biggest fear was not delivering value for the $2.99 someone paid me. It's dumb when I think about it logically because it's only $2.99, but I wanted anyone who paid to also be happy with their purchase. I will say though that people giving you money directly for something you built is a rush.

Among apps, $2.99 is quite high. The average price per app in the store is roughly $1.40, and the average selling price is likely less than 50 cents (I'm unsure, because reporting is only available for average overall price, not average sale price. However, logic dictates that, given that free apps are purchased with many times greater frequency than paid apps, the average sale price would be significantly lower than…

Great obserations.

Let us talk out of our asses here, just for a moment. People like to call these "thought experiments":

There are two mindsets at play that I can see. Lets call them the "analytical" and the "immediate"...

[Aside: If I use my own terms like this, then I can write that book later and have my movement-terminology ready-to-go ] :)

The "analytical" mindset is willing to spend thought-cycles worrying about the fact that an app is expensive at $2.99, since the price is anchored against a million other The "immediate" mindset is completely free of the cares of price anchoring. This usually happens when you're playing with other people's money, or when you simply don't have a choice.

If you build for the "immediate" mindset, you win.

Of course, this is just a thought experiment and completely indefensible. However, I am willing to make a bet that contains elements that are correct.

Re: Twenty dollars in an envelope

#52
post #16
post #3

While the story is lovely, it's also quaint to think of the days when a young kid put his home address on the internet and bad things didn't happen. Also, this is another "right time right place" story - his code wasn't just good, it was one of the few solutions at the time. Had he tried to do it a few years after that, I doubt the results would have been the same.

> it's also quaint to think of the days when a young kid put his home address on the internet and bad things didn't happen. Why would bad things happen due to that? Are there roving gangs of thieves desperately searching the internet for the addresses of people to rob? I really doubt things have much in this regard, and one likely could do this just as easily (and with the same relative safety) as in the past. OTOH,…

Not to mention that most childhood sexual assaults are perpetrated by blood relatives.

Re: Twenty dollars in an envelope

#53
post #47
post #40

Earlier quoted context omitted.

I used to sell a small iOS app. For me, my biggest fear was not delivering value for the $2.99 someone paid me. It's dumb when I think about it logically because it's only $2.99, but I wanted anyone who paid to also be happy with their purchase. I will say though that people giving you money directly for something you built is a rush.

Among apps, $2.99 is quite high. The average price per app in the store is roughly $1.40, and the average selling price is likely less than 50 cents (I'm unsure, because reporting is only available for average overall price, not average sale price. However, logic dictates that, given that free apps are purchased with many times greater frequency than paid apps, the average sale price would be significantly lower than…

When I had a paid app in the app store price didn't seem matter too much.

I had a free version of the app with IAP and a paid version. Both initially cost $0.99 but after 6 months I raised the price to $1.99. Sales actually went up. I think if you have an app people like and you have good reviews, price isn't as important.

Graph for paid app https://www.dropbox.com/s/s7zvicfuan9ci5n/paid.png?m

Graph for IAP https://www.dropbox.com/s/3ddr15si5qp5bux/iap.png?m

Re: Twenty dollars in an envelope

#54
post #19
post #3

While the story is lovely, it's also quaint to think of the days when a young kid put his home address on the internet and bad things didn't happen. Also, this is another "right time right place" story - his code wasn't just good, it was one of the few solutions at the time. Had he tried to do it a few years after that, I doubt the results would have been the same.

>young kid put his home address on the internet and bad things didn't happen Almost all types of crime are down. Crimes towards a kid (if people even knew that) included. The news has made you afraid. There is nothing to worry about that they tell you to worry about.

"The only thing we have to fear except fear itself"

There are problems in the world: the vast majority are avoidable with some care and a bit of thought.

Re: Twenty dollars in an envelope

#56
post #47
post #40

Earlier quoted context omitted.

I used to sell a small iOS app. For me, my biggest fear was not delivering value for the $2.99 someone paid me. It's dumb when I think about it logically because it's only $2.99, but I wanted anyone who paid to also be happy with their purchase. I will say though that people giving you money directly for something you built is a rush.

Among apps, $2.99 is quite high. The average price per app in the store is roughly $1.40, and the average selling price is likely less than 50 cents (I'm unsure, because reporting is only available for average overall price, not average sale price. However, logic dictates that, given that free apps are purchased with many times greater frequency than paid apps, the average sale price would be significantly lower than…

This was a few years ago so things may have changed, but I played with pricing a lot. Eventually I found that sales were lower at .99 than $2.99. Above $2.99 they quickly fell off again. I assumed that a slightly higher price up to a point caused people to assign a higher perceived value.

As for a higher standard, I want to deliver value regardless of price. At the end of the day people are giving me something way more valuable than a couple dollars - their time.

Re: Twenty dollars in an envelope

#57

From 2004-2009, I basically built things I could have charged for, but didn't. I was afraid to take money from people. DHH (et al) to the rescue: http://www.youtube.com/watch?v=0CDXJ6bMkMY This is where the "Nice little Italian restaurant" SaaS meme was sourced from. He was hilariously spot-on. I caved and started building things I would charge for. I'm still just part-timing it, but my stuff is growing. And, frankly…

So many people feel the same way. What was the scariest part about taking money from people?

Probably dealing with angry customers.

Re: Twenty dollars in an envelope

#58
post #2

I'd be interested in hearing more shareware stories. Did anyone else here have success selling shareware in the 80's and 90's?

As an exercise in Windows programming I made a little alarm clock program called SuperAlarm that would use Winamp to play MP3s. I put in the readme that I liked Skittles and postcards; I got a number of postcards and one day I got a 1-pound bag of Skittles from someone in Canada. I still remember how great that felt even 15+ years later. Haha, I found a screenshot of the app: http://www.softpedia.com/progScreenshots/…

Ha ha. That's awesome: a bag of Skittles from Canada! (as a Canadian, I appreciate this).

Question: why did you decide not to put a price on it?

Re: Twenty dollars in an envelope

#60

In my final year of University I decided to write some basic shareware that was helpful in creating your own custom theme for the recently-new Windows 95. After completing the app I put it out there to the shareware community. I attached a note to the program asking for $20 if you liked it. I was very clear with the program though that there were no additional benefits to registering other than a clean karma. The pro…

Surprised that the big companies had a hard time cutting cheques (normally, that's a non-issue). Maybe because your software was too "fun"?

Do you remember how many people ended up paying you?

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