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 -- You received this message because you are subscribed to the Google Groups "Android Discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/android-discuss?hl=en.
