Developing a Mobile App: Factors That You Can’t (and Shouldn’t) Miss out on


Last Updated on April 8, 2016

Even if somebody whispers today that they have devised a perfect map for mobile application development, it would create a buzz like nothing else. Why? Because businesses are sick of seeing their mobile strategies fail time and again. And they have been taking useless mobile app tips down their throats for long. So, knowing where you’re coming from, I’ll discuss three factors that you just can’t afford to miss out before starting with the development of your mobile app.

Native or web? Choose wisely whatever you may

Choosing among native and web technologies ain’t easy. Native apps, dedicated to one platform and written in a particular programming language like Java, are faster and more polished than web apps. Facebook’s iOS app recently switched from HTML5 to native. Result: It improved its popularity among Apple users. Native apps, however, cost more – but this is not a matter of concern if you’re seeking to give a flawless native experience to your users. Web apps, on the other hand, help you expand your reach as they run on every platform. And, as we all know, the future of web is not embedded in one platform but many, many of them. Gmail, Dropbox and Evernote are some of the popular web apps that are designed to embrace the unpredictability of tomorrow.

Free or paid? Devise a plan that gets you maximum downloads – and, of course, maximum ROI

Here comes a point where you need to choose a strategy that’ll quite possibly decide the future of your mobile app. But before coming to that let’s talk about two top-grossing games ever: Angry Birds and Temple Run. The former was launched as a free app and has today nearly 1 billion downloads across all platforms – that’s huge, right? It gained enormous popularity while being free and kept on improving itself as it went northwards. Then came all those Angry bird toys that we can’t today resist, all those special editions that hardly some of us wouldn’t have enjoyed yet, and all those HD and premium versions buying which is a pleasure for one and all. As you can notice, keeping itself free at first worked for Angry Birds and today it’s monetizing in every manner possible under the sun. Temple Run, however, didn’t start off as a free app in Apple’s App Store. We all remember its price, don’t we – 99 cents. The game managed to gain popularity even then. But it eventually moved to a freemium model, expecting revenue from the purchase of in-game coins. Now, let’s come to what you can do best to make your app succeed. Personal opinion: Make a killer app and invest heavily in its marketing. Release it free initially to increase the chances of getting more downloads – trust me, this would be another investment. And once your app users start enjoying, you are through – monetize in any manner you want, but remember not to affect your app’s user experience.

Hire an expert team or train your own? Never let your idea, and efforts, go in vain – anyway

“Apps have the obvious downside of requiring more  development resources, especially to be truly optimized for each device. If a  company doesn’t have enough resources to do this right, it’s better to have a  nice mobile site than a lame app. ” – Jakob Nielsen The usability expert, Jakob Nielsen gives a very pragmatic advice here. But I say: Why not hire an expert team or train your existing resources for whatever it takes to build an awesome app? Yes, you can do it and you very well can do it right. Just don’t think of giving your users a high-end app. Strive to give them an experience of their lives instead. Shout out below for any query.

Check out our previous articles!

We hope you enjoyed this article! Please don’t forget to subscribe to our RSS-feed or follow  FE on TwitterGoogle+, and Facebook! If you enjoyed the following article we humbly ask you to comment, and help us spread the word!

Tags: app Development downloads factors hire Mobile native roi Web

Click here for Source

Yorum Yaz

Your email address will not be published.