1. Go for the biggest potential audience you can find.
Screen savers can be purchased by anyone so, 100% of your chosen computing platform is your potential market. Screen savers are not technically challenging so there is lots of competition. Alternatively, the market for a midi controller for a specific keyboard is limited people who have that keyboard on the computing platform you have chosen. That market might if you are lucky be 0.01% of all people on your platform. But then there will be little competition in that market space. Assume you sell to 1 person out of a thousand who tries your software
something that the majority of the computer users could use:
(total computer owners for your platform) * 100% /1000 = a substantial number
versus something with a very limited audience:
(total computer owners for your platform) * 0.01%/1000 = a number small enough to count on your fingers
2. Focus on gaining users, not on limiting usage.
An hour spent promoting your software to magazine editors and user groups is more profitable than an hour spent on encrypting your software from pirates. You want people to use your software whether they pay or not. You want feedback. You want your app used by many many people and you want them to help you figure out what combination of features is compelling for them and their friends.
If you give away your first release, make sure you gather the emails of all your users. You want to query them, get their feedback, and eventually market your 2.0 release to them. Make sure your first release free software expires periodically so that they have to download the latest version and you get to keep track of them. You are trading free software for market data and market share. When your market is big enough, stop releasing free versions and release a professional looking version that costs money. Let the free versions die off and make it easy for free users to grab the latest version that costs money.
3. For your try-before-you-buy software, think addiction.
You want your software to be compelling enough for people to spend their valuable time getting to know it, how it works, all the cool things it does. You also want them to get hooked on it. You want them to get to the spot where they cannot imagine removing it from their desktop. I do not believe that time limits are a good thing. If I have a limited number of days to try out some software, I know that I should not get too attached to it because odds are I will not end up buying it. If it has functionality forever, then it's worth exploring and using. So how do you give it away forever and make money on it? Remember, the drug dealer's motto, the first one's free. Let people get some value from it on an ongoing basis but if they want to go over a threshold, that is when they need to pay.
For example, a free server product that works great and is completely free for 20 users. You want to add the 21st user, that will cost you. But then, you already have 20 users who utilize the server and convincing management to pay for it is no longer an issue.
How about another example, a midi controller for a specific keyboard. Maybe your software manages 20 midi sequences and the total play time for all sequences together is 10 minutes. A musician can do a great deal in 10 minutes with 20 sequences but if they want 21 sequences or more than a total of 10 minutes, they need to pay. But then if they need to exceed those limits, they already know they need the software.
4. Have other people want to promote your product
Adobe products have plugins. Everyone that sells a plugin is also selling a customer on the advantage of using the Adobe product it runs under. Same with the flying toaster screen saver from years ago and many other products, Konfabulator, Watson, Hypercard. If your product can be extended and enhanced by others and they too can earn money by promoting your product, your product will get very wide adoption if others have financial incentives to promote it. To do this you have to make it extremely easy for novice programmers to build a plugin. Writing a plugin has to be easier than writing an application. Give lots of examples and provide lots of support and promote the folks who build plugins.
5. Summary
The really successful products combine all these attributes plus, they are something innovative such that there is no effective competition. Yes there is a good living to be earned from try-before-you-buy software. The major focus has to be outward; what product idea is going to have a huge potential audience, be easy to promote through existing channels of information, can have a feature set that will cause people to find value and get addicted, and will help others with less marketing savvy make money from their coding efforts. The best product does not win, the best marketed product wins.
Just my opinion, Kee Nethery
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