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community innovation, development, investment & marketing
Rundown
• What is AppVillage?
• What have we done so far?
• Key learnings
• Next steps
The AppVillage provides the
intelligence, process, funding and skills
to create and publish a network of successful apps.
Apps = Content
Modern day Film Studio or Record company
what we do
• Source ideas/apps
• Source designers and developers
• Source investment
• Source applovers
• Quality processes
• Business management
• Marketing through village, social
networks, advertising and PR
• Take the business beyond the app
revenue model
• 10% innovation
• 40% App Creation
• 10% Investment for marketing
• 40% AppVillage
revenue model
Why this model?
• Incentivise collaborators
• Access untapped potential
• Viral spread through social networks of collaborators
AppVillage First Steps
• Test market interest
• Build core infrastructure
• Source investment to
grow
• Put model into action
• Develop first apps
Traction to date
• 350+ Ideas
• 35 External villagers
• Internal team
• Investor interest
• 70k+ Applovers
• 3 Apps + 2 in development
talking bear hugs
Why?
Talking animals
Challenge
Realising big vision on small budget
Traction
10k & continous downloads, great feedback
Food Friendzie
Why?
Based on Yelp!
Suite of products
Challenge
Working with remote developers & designers
Getting IAP Strategy right
Traction
Features by Apple Australia & Yelp!
Zombie balt
Why?
Zombie Trend
Game platform
Challenge
Compete in humongous market
Traction
40k & continous downloads, user
feedback
1,200 FB fans
Top 50 arcade/action game in multiple
countries
Top 25 game in Italy
Fame Face
Why?
Celebrity Quiz trend
Getty Image library
Challenge
Speed to market
Key learnings
Key learnings—Community
• Ideas are abundant, investors keen, good developers rare
➡ track record is important to build trust
• People love collaboration & being involved, give feedback
• Running virtual teams requires solid processes
Key learnings—IOS App Store
• ASO is mysterious and largely
ineffective (app name is paramount)
• Tweaking & A/B testing is difficult
• Working on b2b is one thing—working
for consumers a different game
Key learnings—Marketing
• There's no silver bullet for indie developers
• Advertising works & generates organic downloads
• It's a number's game: CPA < LCV
• Retention, engagement & virality to maximise revenue
Key learnings—The AppVillage
• Built solid processes to work with remote teams
• Understand key ingredients of a good app
• Know the market a lot better (app reports)
Number 1 learning
• Making & managing apps is
more complex
than you think
PRODUCTION
Cost & quality of
development
3 Pillars of pain
FUNDING MANAGEMEN
T
Marketing,
Reporting,
Communicatio
ns
NEXT STEPS
• Develop industry tools
• Launch Fame Face
• Launch Android versions
• Find CTO
What makes a good app?
• Unique & simple idea (differentiator from competitors)
• Do one thing really, really well (or at least better)
• Quality design & production
• Engagement, virality, social interaction
• Solve a “real” problem or be a good time waster
• Have a decent marketing budget
Community innovation, development, investment & marketing
Questions or app ideas anyone?

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Appvillage Mobile Monday Sydney

  • 1. community innovation, development, investment & marketing
  • 2. Rundown • What is AppVillage? • What have we done so far? • Key learnings • Next steps
  • 3. The AppVillage provides the intelligence, process, funding and skills to create and publish a network of successful apps.
  • 4. Apps = Content Modern day Film Studio or Record company
  • 5. what we do • Source ideas/apps • Source designers and developers • Source investment • Source applovers • Quality processes • Business management • Marketing through village, social networks, advertising and PR • Take the business beyond the app
  • 7. • 10% innovation • 40% App Creation • 10% Investment for marketing • 40% AppVillage revenue model
  • 8. Why this model? • Incentivise collaborators • Access untapped potential • Viral spread through social networks of collaborators
  • 9. AppVillage First Steps • Test market interest • Build core infrastructure • Source investment to grow • Put model into action • Develop first apps
  • 10. Traction to date • 350+ Ideas • 35 External villagers • Internal team • Investor interest • 70k+ Applovers • 3 Apps + 2 in development
  • 11. talking bear hugs Why? Talking animals Challenge Realising big vision on small budget Traction 10k & continous downloads, great feedback
  • 12. Food Friendzie Why? Based on Yelp! Suite of products Challenge Working with remote developers & designers Getting IAP Strategy right Traction Features by Apple Australia & Yelp!
  • 13. Zombie balt Why? Zombie Trend Game platform Challenge Compete in humongous market Traction 40k & continous downloads, user feedback 1,200 FB fans Top 50 arcade/action game in multiple countries Top 25 game in Italy
  • 14. Fame Face Why? Celebrity Quiz trend Getty Image library Challenge Speed to market
  • 16. Key learnings—Community • Ideas are abundant, investors keen, good developers rare ➡ track record is important to build trust • People love collaboration & being involved, give feedback • Running virtual teams requires solid processes
  • 17. Key learnings—IOS App Store • ASO is mysterious and largely ineffective (app name is paramount) • Tweaking & A/B testing is difficult • Working on b2b is one thing—working for consumers a different game
  • 18. Key learnings—Marketing • There's no silver bullet for indie developers • Advertising works & generates organic downloads • It's a number's game: CPA < LCV • Retention, engagement & virality to maximise revenue
  • 19. Key learnings—The AppVillage • Built solid processes to work with remote teams • Understand key ingredients of a good app • Know the market a lot better (app reports)
  • 20. Number 1 learning • Making & managing apps is more complex than you think
  • 21. PRODUCTION Cost & quality of development 3 Pillars of pain FUNDING MANAGEMEN T Marketing, Reporting, Communicatio ns
  • 22. NEXT STEPS • Develop industry tools • Launch Fame Face • Launch Android versions • Find CTO
  • 23. What makes a good app? • Unique & simple idea (differentiator from competitors) • Do one thing really, really well (or at least better) • Quality design & production • Engagement, virality, social interaction • Solve a “real” problem or be a good time waster • Have a decent marketing budget
  • 24. Community innovation, development, investment & marketing Questions or app ideas anyone?

Notas do Editor

  1. About me: Digital creative with 12 years industry experience. Agencies, publishers, clients. Started as Musician &amp; sound engineer, Video producer in the 90s, CD-Roms, internet. Lived to see the dot.com boom and crash and resurrection with web 2.0 Last 2 years immersed in apps and mobile strategy.
  2. Why: Enthusiastic innovator, early adopter Seemed simple enough Based on Yelp database (promotion opps) Challenges: Agreeing on good UX (the further we got the more complicated it became) Working with remote designer &amp; developer in spare time - keeping to timeline Pushing developers in areas they’re not familiar Traction: X downloads Revenue: not optimal IAP options Promotion by Yelp &amp; Apple AU feature Future Plans: Improved UX/ UI More sharing options / Celebrity wheels Spin offs - Bar Friendzie, Recipe Friendzie
  3. Why: Game Platform availabe Market analysis - Sci-Fi Challenges: Agreeing on good UX (the further we got the more complicated it became) Working with remote designer &amp; developer in spare time - keeping to timeline Pushing developers in areas they’re not familiar Traction: X downloads Revenue: not optimal IAP options Promotion by Yelp &amp; Apple AU feature Future Plans: Improved UX/ UI More sharing options / Celebrity wheels Spin offs - Bar Friendzie, Recipe Friendzie