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Increasing Your Sales On the App Store

One might think that developing and deploying an iOS app is the hardest part. Some might argue that the ‘real’ work starts after the deployment, and rightly so. If the software owner’s team, being sure of the software product’s quality, waits for sales to soar in the blink of an eye, the results can be disappointing. A rapid take-off often leads to a rapid downfall and oblivion. It’s all about competition.

Your app competes for users’ attention in the top lists on the App Store. If your rivals have better rates, your app falls. The lower you fall, the fewer your app visits, and the more difficult it is to rise again. It would help if you remembered that almost all top apps regularly use advertising and PR. You don’t just have to be better than others; you have to be way, way better, excellent.

Your conversion rates generally depend on three factors: price, icon, and name. No matter how much money you invest and how cool your graphics and features are, these three parameters define everything.

Price

– On average, an iOS free app is downloaded 20-25 times more than an app priced at $0.99, which is downloaded 2 times more than an app priced at $1.99.

– If an app costs $2.99, it will be downloaded an average of 70-150 times less frequently than a free one.

Icon

– The right icon is a search that rarely ends. An appropriately chosen icon increases downloads over time. Choosing the right color is also a delicate issue, which does not depend on words such as ‘I like this color’ but is meticulously worked on by designers. A beautiful icon also catches attention on the home screen, which means your user will use it more often.

Name

– Ideally, it’s the name of your brand. It’s questionable to copycat names from famous apps, slightly altering them – the results are predictably negative. Inventing something unique and appealing is hard but worth it.

Anyone should be able to understand the app’s name from the first six letters. ‘Free’ and similar should stand behind. Otherwise, the app will get lost.

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After these three factors have worked, we receive the following task: convert a page visit into a download. Here, the dominant role is played by two or three screenshots, the first paragraph of the description, and the average rating. Less important are the rest of the description, the rest of the screenshots, and the reviews.

Several pieces of advice at this stage:

– Make about ten different icons. Test them on a group of people (at least 50). Choose 2 or 3 icons to work with on the test market.

The same goes for the name. If it is not a brand, consider localizing the name for the chosen countries/languages.

The most appealing screenshot must be the first, and so on. Do not choose on your own; test them on a group of people.

– The first paragraph is NOT an introduction. It’s the essence of your app and the main call to action.

– There must be lots of ratings. Five stars, of course.

-The same is true for reviews. They must be positive and real (or at least look real). This is essential in the beginning.

– If you ask to rate your app, approximately one attempt in a hundred will be rewarded with a rating. Only one person in 500 will write a review.

Virality

How many people install your app after a recommendation from an existing user? That’s the virality rate. If it’s more than 1, you’ll witness a natural growth of downloads. High virality brings success. The app has something that makes a user recommend it to friends. It’s the rate that doesn’t concern your marketing efforts that much; it’s all about the app itself.

However, virality does not mean quality. A good app cannot go viral as well. The app might not be so good if “because it’s cool” is the only voiced rer use.

The main ways of achieving virality are:

Inviting a friend to download an app brings some benefits to the user: a bonus of 50 coins in games, extra free storage, or whatever else.

– Inviting a friend arouses the user’s interest in the results.

– The app allows you to make invitations as easily as possible, so why not?

The app is considered ‘hip,’ like Instagram, and it’s great to be there and invite new people.

– All in all, it’s just a great and useful app that the user wants to recommend.

Monetization

– The app Store is a paradise with low prices. A dollar or two – and the user gets a great app with lots of effort and budget spent. For $10, an app must be truly out of this world.

If you get 10 cents from each free installation, it’s good. If you get 20, it’s great. If you get more than one dollar, it’s El Dorado. The average age conversion rate from a frappe ee to a paid app is about 4%.

– In-app purchases bring more money, but they are harder to manage.

– If your app is downloaded, but users don’t pay – it’s a victory anyway.

– Among 200 top-grossing apps, about half are free. In the top 10, free apps always prevail.

– The app must earn enough to cover the advertising and stay among the top apps.

– Don’t be afraid to experiment with the price.

– the free app must catch the user’s interest from the very first second -and efficiently retain it since the sale has yet to be completed

– Bring virality to your app from the earliest stage of designing it.

Do not fear experiencing your tactics, pricing, icon design, marketing methods, etc. Each update is a chance to improve your app, and you shouldn’t neglect it. Make sure you use the abovementioned tips altogether since each step you don’t take in the mobile business isn’t just a standstill but rather a step back, a chance that thousands of competitors will seize.

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