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
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)
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
About me: Digital creative with 12 years industry experience. Agencies, publishers, clients. Started as Musician & 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.
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 & 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 & Apple AU feature Future Plans: Improved UX/ UI More sharing options / Celebrity wheels Spin offs - Bar Friendzie, Recipe Friendzie
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 & 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 & Apple AU feature Future Plans: Improved UX/ UI More sharing options / Celebrity wheels Spin offs - Bar Friendzie, Recipe Friendzie