Tim, I'm disappointed to notice that you appear to be considering our
conversation as a negative argument. That's unfortunate. I welcome
your comments and respect your opinion.

Yes, it's quite hard to sell an app for a dollar on the Android
Market. It looks like people are too busy with free apps.

A sign of the times I guess.

I may have to raise the price ;-)

Regards


On Apr 21, 12:10 pm, Tim Mensch <[email protected]> wrote:
> I'm not calling you wrong. Charge what you like; it's your product. I'm
> just saying that you'd get WAY more data if you gave it away for free,
> which would make it more valuable for everyone, and that the
> intellectual property you're talking about doesn't seem to have that
> much intrinsic value (who would steal it?).
>
> Android device rankings based on benchmarks is nice, but sounds like
> something that can be read on a review site, and they'd likely include
> OpenGL benchmarks. You can get a pretty spectrum analysis in the free
> Tricorder app, which does WAY more than just that. Also, from your app
> description, you're benchmarking floating point math in Java and 2d
> Canvas,  which is part of an Android device's performance, but possibly
> a minor part for some apps, like games. OpenGL performance differences
> can be huge, as I'm finding with my game, where on an older phone (the
> G1) I get glitches every time I play a new animation (like it's running
> out of VRAM and thrashing?), while on newer phones, even low-end phones
> like the Optimus V, it runs smooth as silk.
>
> It's hard to get users to pay for apps in general. The threshold for
> pulling out your wallet on Android is high, even among enlightened
> developers like us. There are what, 10's of thousands of apps? Even at a
> dollar each that would get quite expensive, so we have to be choosy, and
> as such paid apps need to be compelling.
>
> It's also not a sound marketing technique to argue with potential
> customers over whether they should want to buy your app. Just saying.
>
> Tim
>
> On 4/21/2011 6:29 AM, sm1 wrote:
>
>
>
> > The app provides valuable info to users:
> > - a comparison of one's device with others,
> > - a ranking of multiple Android devices,
> > - a spectrogram for acoustic analysis of live audio,
> > - updates with new data over time.
>
> > The app does not automatically send any data to the developer; the
> > user must select the email function for this to happen.
>
> > I doubt that many consider 'wrong' to expect km get paid a modest
> > amount for one's work or to protect one's intellectual property.
>
> > On Apr 20, 8:38 pm, Tim Mensch <[email protected]> wrote:
> >> On 4/20/2011 5:46 PM, sm1 wrote:> I don't want to make it free because I 
> >> need the little protection
> >>> available from the license verification with the Market.
> >>> What's a dollar?
> >> What protection do you need?
>
> >> As many people pointed out, it just feels wrong to ask for money for an
> >> app where you're benefiting from the information it's collecting. And I
> >> can't imagine what you'd need to protect.
>
> >> Tim

On Apr 21, 12:10 pm, Tim Mensch <[email protected]> wrote:
> I'm not calling you wrong. Charge what you like; it's your product. I'm
> just saying that you'd get WAY more data if you gave it away for free,
> which would make it more valuable for everyone, and that the
> intellectual property you're talking about doesn't seem to have that
> much intrinsic value (who would steal it?).
>
> Android device rankings based on benchmarks is nice, but sounds like
> something that can be read on a review site, and they'd likely include
> OpenGL benchmarks. You can get a pretty spectrum analysis in the free
> Tricorder app, which does WAY more than just that. Also, from your app
> description, you're benchmarking floating point math in Java and 2d
> Canvas,  which is part of an Android device's performance, but possibly
> a minor part for some apps, like games. OpenGL performance differences
> can be huge, as I'm finding with my game, where on an older phone (the
> G1) I get glitches every time I play a new animation (like it's running
> out of VRAM and thrashing?), while on newer phones, even low-end phones
> like the Optimus V, it runs smooth as silk.
>
> It's hard to get users to pay for apps in general. The threshold for
> pulling out your wallet on Android is high, even among enlightened
> developers like us. There are what, 10's of thousands of apps? Even at a
> dollar each that would get quite expensive, so we have to be choosy, and
> as such paid apps need to be compelling.
>
> It's also not a sound marketing technique to argue with potential
> customers over whether they should want to buy your app. Just saying.
>
> Tim
>
> On 4/21/2011 6:29 AM, sm1 wrote:
>
>
>
> > The app provides valuable info to users:
> > - a comparison of one's device with others,
> > - a ranking of multiple Android devices,
> > - a spectrogram for acoustic analysis of live audio,
> > - updates with new data over time.
>
> > The app does not automatically send any data to the developer; the
> > user must select the email function for this to happen.
>
> > I doubt that many consider 'wrong' to expect to get paid a modest
> > amount for one's work or to protect one's intellectual property.
>
> > On Apr 20, 8:38 pm, Tim Mensch <[email protected]> wrote:
> >> On 4/20/2011 5:46 PM, sm1 wrote:> I don't want to make it free because I 
> >> need the little protection
> >>> available from the license verification with the Market.
> >>> What's a dollar?
> >> What protection do you need?
>
> >> As many people pointed out, it just feels wrong to ask for money for an
> >> app where you're benefiting from the information it's collecting. And I
> >> can't imagine what you'd need to protect.
>
> >> Tim

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