I sat down and wrote a little bit on my early experiences in Android
development, and publishing.  I thought someone here may be interested to
read it.

http://chriswstewart.com/2010/08/13/paid-vs-free-my-early-experience/

"I’ve just recently submitted my first applications to the Android Market
for distribution.  Interestingly enough, one app is free and the other costs
$2.99, and because of that I’ve been able to experience both points of view
as a publisher on a mobile app store.

Lets start with Social Updater.  It’s a simple concept that was more or less
the typical “developer scratching an itch” scenario.  I thought that other
people may find it to be useful as well, so I planned to release it into the
wild once it was somewhat battle-tested.

Taking a step backward, I want to talk about my philosophy on pricing and
how I landed at Social Updater being an ad-supported application.  I’ve
always considered it pointless to give away an application for the mobile
phone.  Whether it be the Apple App Store or the Android Market, it just
seems that anything worth pouring many hours of your time into is worth at
least $1.  The notable exception being the truly useless applications such
as fart apps, and similar.  While some may find value in that, I’m really
aiming at truly useful applications that serve a purpose (subjective, I
know).  So with that, my initial thought was to release Social Updater with
a price of $0.99.  It’s a utility that saves me a few seconds, numerous
times a day, and gives me a nice user experience.  I find it analogous to
things like a notepad, tip calculator, and so on.  They’re not mind blowing
experiences but rather utilities that serve a specific purpose and ones that
someone put real hours of work into.

I was set on $0.99 for Social Updater.  Yet, quite literally the hour I was
set to publish it to the Android Market, I changed my mind and opted for
AdMob advertising at the bottom of the app’s main screen in exchange for a
free download.  Whether I will be right or wrong, far too early to decide
that, I did it for a very specific reason.  The more I thought about it, the
more I thought that releasing it for free would yield a far better download
rate and that over time the sheer usage of those downloads would surpass the
fraction of downloads I will have gotten with the app having a $0.99 barrier
to entry.  Additionally, the goal of Social Updater wasn’t about making
money, truly.  The goal is to get it into as many hands as possible and if I
get something in return, fantastic.  Whether it got a single download or
not, I was going to use it daily, and so I set out to build it for myself
initially.  Having others benefit from it and enjoy using it is all a plus
in my eyes.

Moving back to today, Social Updater has utilized one set of tools for
analytics that I want to talk about.  I’m using Flurry for usage
analytics, AdMob for advertising, and the Market Publisher for download and
retention statistics.  I’ve found Flurry to be a phenomenal tool that I
simply couldn’t do without.  I get valuable information from it such as
geographic distribution, Android framework levels, carrier and handset
usage, automatic error reporting, certainly basic usage statistics, and
likely so many other things I haven’t even ventured into yet.  Putting on my
business hat, I look at Flurry and think of one hell of an acquisition if
I’m Google.

Speaking of Google acquisitions, AdMob has been a little more of a two-faced
experience for me.  I have one experience that really got under my skin when
trying to integrate AdMob into Social Updater.  I happened to set up my
AdMob account on my netbook, so I went through and created my app in their
system on that machine.  I then went to my desktop, where I do all of my
development, to download the SDK and get to work.  Well, go ahead and try to
find a download link for the Android SDK for AdMob on their website.  Search
around the basic site, or even log into your personal account and find a
link.  I’ll wait.  It’s nowhere to be found.  The only place I found that
link was when creating an actual application in your AdMob account.  The
download has your application key embedded in a text file I believe (or
something similar), and so perhaps that’s the reason, but I find
it unbelievable that the bridge between their customers and their bottom
line is so difficult to find on their website.  There should be a massive
button on the front page of AdMob.com for each of their SDKs (Android,
iPhone, Blackberry, etc).  It’s not good that it’s easier to find
information about the acquisition by Google than it is to find the SDK.

Now on the other hand, once you’ve integrated AdMob’s SDK into your
application, which I should note is rather easy to do in and of itself, the
reporting functionality for AdMob is quite good.  It can be slightly
confusing navigating their “Marketplace” which is what you’d use to either
display ads on your application, or create a campaign to display ads on
other people’s applications.  I do think there’s a reason why you’d want to
break those two things out into more clearer silos.  It’s like having Google
AdSense and AdWords nested into the same application, into the same tab on a
website.  There’s room for confusion.

The last tools that I used with Social Updater was the actual Android Market
interface for publishers.  It’s a very simple to use dashboard for your
Android applications.  You have the ability to add two screenshots, an
absurdly short description, and off you go.  Once you choose to publish the
app it will show up in the Android Market immediately.  The one big issue I
have with this process is how short the description is.  It’s only 325
characters, which is simply not enough to explain what these applications
do, provide insight on updates, and more.  That’s why this site exists
today, to provide an extra level of detail on my applications.

Overall my experience with developing, publishing, and tracking a free
application in the Android Market has been bliss.  There’s very little
friction along the way and if you can build something that people really
want to use in mass quantities, I think there’s potential there for you.
 It’s far too early to tell in the case of Social Updater, but the numbers
already look promising.

Fantasy Football is my paid application the Android Market that goes for
$2.99.  With this application, the only real difference from Social Updater
is that I’m not using AdMob and I have been using Google Checkout for my
sales portal.  With that, I’ll focus on Google Checkout here and how the
experience has been different.

Google Checkout has been a mixed bag for me.  I can say it’s not quite as
full featured as I’d like when it comes to easy reporting.  I think the
product would be served well to change up the dashboard some.  I’d like to
visit the orders screen and see an aggregate of daily purchases with total
revenue, instead of a list of the last 20 orders.  I think the issue boils
down to the fact that Google Checkout wasn’t built to support the Android
Market.  It’s been around for awhile and serves a lot of purposes for a lot
of different kinds of businesses.  It does OK for an Android developer but I
think it could be tailored to do a lot better.

On the positive side, I love the fact that Google Checkout pays you early
and often.  Contrast to the Apple App Store, which may have changed since
I’ve last looked, and you’ll find a hugely different situation.  With Apple,
you’ll wait until you reach a certain amount of money to be paid and even
when you hit that mark, it will be another month cycle before you’re
actually paid.  On top of that, it’s broken down by country so if you’ve
earned $98 in the US, and $97 in Brazil, you’ll have been paid nothing from
each country until each respective country’s revenue hits $100.  With Google
Checkout, I’m getting deposits daily for my Fantasy Football sales and I
think the first came in about two business days from when I published the
application.

Where Google Checkout really falls short is it’s availability across the
world.  It comes down to this, if Google Checkout isn’t available in a
specific country, nobody in that country can buy your app.  That’s a huge
issue and thankfully my Fantasy Football is highly targeted to an American
audience that it hasn’t affected me yet.  Hopefully Google is working
feverishly to expand Checkout into the vast majority of countries around the
world.

Like you may expect, I spend far more time looking at the statistics for
Fantasy Football’s sales than the download numbers for Social Updater.  What
may surprise you is how much time I spend looking at the analytics from
Flurry for Social Updater.  Once Fantasy Football gets into more hands, I’m
sure my time spent will level out. :)"

--
Chris Stewart
http://chriswstewart.com

Fantasy 
Football<http://chriswstewart.com/android-applications/fantasy-football/>-
Android app for fantasy football fanatics and MFL owners
Social Updater<http://chriswstewart.com/android-applications/social-updater/>-
An easy way to send your status blast to multiple social networks

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