— App Promo (@AppPromo) December 18, 2014
@Apppromo is excited to announce the launch of its App Preview service specifically designed for the new iOS 8 App Store and GooglePlay. Enclosed is a sample that was created for @SecurifyApp. We have had great reviews and hoping to share this success with our clients new and old. Contact us today for a custom quote for your application.
PRLog – Dec. 9, 2014 – NEW YORK — More Americans fall victim to accident, theft and crime during the holidays than any other time of year. Securify mobile app for iOS and Android, brings emergency response into the 21st Century, enabling users to alert authorities within seconds while simultaneously sharing critical location and additional information (text, audio, images). Securify delivers a new level of safety and security for the entire family – whether at home or on the road. The app is particularly valuable for travel and any time users find themselves in an unfamiliar location.
“We cannot rely on yesterday’s technology while reporting today’s emergencies. Securify understands that every emergency has to be treated differently so all this information is necessary to provide a better and more effective service.” said Carlos Gotlib Micha, CEO of SecurifyApp.com
Securify allows you to accurately and precisely provide authorities with information (location- GPS, audio, images) about any type of emergency in seconds. The app displays real-time information about the progress of the emergency alert.
Time: Reporting less than 5 seconds means faster response times for your emergency.
No speaking: Silence is golden, especially in certain emergencies. With Securify help is only a tap away.
Real-time feedback: Stay calm and informed with the progress of your alert.
Agents: Feel you need an agent? If you want to speak with someone, they’re just another tap away.
Recording: Enable 1 minute silent recording so agents can better assess your situation. You can also send as many voice notes, as you need.
Pictures: A picture is worth 1000 words; share your images with an agent for more accurate help.
Ububble is the mobile development company behind the Securify Application. Privately owned, Ububble is an industry specialist in global safety and security, working the government of Mexico, while focusing on developing mobile apps that help consumers live safer worldwide.
For Media Contact and further information:
Nikke Slight, @Apppromo
What all marketing efforts boil down to is results. For applications, the most common metrics are usually either downloads or activity. In this final article in our 10-part App Marketing 101 series, we break down what you need to know to properly assess your marketing efforts for your app.
Although results are gathered at the end of any marketing campaign, it is imperative that analytics and monitoring be considered right at the start of any effort. Metrics are intrinsically tied to the goals and objectives of the campaign. It is during the planning phase of your marketing effort where you not only identify these goals but should also be detailing how you will measure each objective in order to determine if they are successful or not.
Once you understand what data you need to collect, you will need to pinpoint what methods or resources you will need to gather that information. Understanding the methodology you need will ultimately influence the decisions you make in implementing your marketing efforts – which is why it is important to do this all upfront.
When the campaign is underway, don’t wait until the end to start to look at the data. Monitor your results throughout your efforts to see what is working and what is not and make the necessary adjustments. Just be sure that you give your choices enough time to culminate before changing them up again.
At either the end of your campaign or at particular milestones in your ongoing marketing, you will want to put all the pieces of information together to gauge the full impact of your efforts. Identify and celebrate your successes but don’t be afraid of points of failure as these are valuable learnings to take into your next attempts.
What to Measure?
The short answer is to this question is everything possible, but here are some typical metrics you should be collecting and analyzing in your marketing efforts.
Analyzing App Downloads
When it comes to apps, the first metric that comes to mind is downloads.
When looking at your downloads, consider more than just the total number. Look at what your peak times are for downloading to help determine key time slots for future marketing for your users.
All app stores provide geographic information that should be taken advantage of. Breakout your downloads by country to determine your geographic heat spots. Doing this will help identify where the most interest is from your users, another insight to take into future marketing and product efforts.
If your product has both a paid version and a free trial or “lite” version, analyzing your downloads for both during the campaign will help you assess your pricing model. Are those that are downloading your lite version converting to paid? If not – look to either the process to upgrade or the price point.
Ultimately, while running any elements of your marketing campaign, you will want to look back at the impact of these efforts on your downloads. To gauge the full impact, compare significant amount of download data pre-campaign against the campaign period (and if possible also against post-campaign results). Additionally,
Before any marketing effort, be sure to baseline your downloads to allow you to quickly identify if your efforts are producing growth. Calculate both the total downloads prior to starting your marketing efforts as well as your average daily growth and use these numbers to compare against results during the campaign.
Looking at activity to understand your true user
Although downloads are a good stat to focus on in terms of interest in your app, if your goal is to understand the use of your app you are going to want to include activity as a core metric in your monitoring.
There are two main places to gather information on usage of your app. The first in in the app store via the reviews and ratings attributed to your app. Keep an eye on these as you continue your marketing. Are you increasing the number of reviews and ratings? Have these improved with your marketing efforts? What are your users telling you during this time?
As ratings & reviews are being calculated along with downloads to help position applications in storefront charts and features, it is definitely something you will want to include as part of your marketing goals.
The second place collecting data on your user’s activity is within your app itself, well that’s if you planned ahead in your product development to include statistics to do so. Implementing an analytics package when developing your app will go a long way in helping you truly understand the success of your app.
Take a look at the activity within your app during your marketing. Do you see spikes in activity that correlate to your campaign elements? How do these compare to the increase you may be seeing in downloads? Are new users staying an using your app or downloading it and leaving it behind? What areas are they most interested in?
By analyzing user activity – you will get a better sense of the longer term impacts of your marketing efforts. These metrics give insight to your users rather than those that are simply interested in your product, perhaps because of compelling positioning in your marketing campaign (short-term impact of marketing).
Analyzing PR & Online Buzz
A core part of any marketing campaign is to get the word out. Whether this is through a formal press release over the wire or through a more personal outreach to bloggers and online publications you are going to want to understand how successful your PR efforts have been.
If you are using a PR distribution system to send out a press release, some of these metrics are easily available via the reports they provide. Look especially to both the number of online pickup achieved through their network and the types of sites that ran your release.
If you are reaching out to press and bloggers through an email system, look to your open rate to gauge interest and then search online using keywords from your release to understand who ran your story.
Without investing in tools or systems that are devised to do so, the best way to gauge online buzz is through good ol’ fashion search engines. Search for your app name or other keywords during your campaign and make note of the sites that mention your product.
A great way to track reader usage is through URL tracking sites like the use of bit.ly. By converting your download page link, for example, into a bit.ly URL you will gain a better understanding of the traffic pushed to download your app from referring sources.
Of course, you will ultimately want to look to your downloads and usage during this time to gauge impact of the posts achieved to see if they result in achieving your overall campaign goals. This won’t be a one-to-one correlation but you will be able to infer spikes of download or activity during peak periods of online buzz, especially if this is isolated from other marketing campaign elements.
Understanding data from Paid Media
Out of all of the marketing resources you utilize in your campaign, paid media will come with the most amount of readily available real-time data.
When running mobile, online or search ads – it is best to split-test. Run a couple of versions of your ad at the same time and then look to the analytics provided to decide what is working and what needs to be stopped or changed. Monitoring this continually through your campaign will not only improve the active campaign’s overall results, but it will also teach you what to continue in future marketing efforts.
Whether it is during the campaign or at the campaign end, you are going to want to look not to the impressions made during marketing (unless your goal is pure brand awareness) but rather the connections or clicks made during the campaign. This is where the click-through-rate is important or as it is usually denoted “CTR”.
You will want to understand what a good CTR is for a campaign in order to quickly make a decision if the campaign is worth putting money into. Although these are always specific to the network and ad trafficked, industry CTR averages are available for speculation online so take a look at these conversations to help put things in perspective. Ultimately, you will want to run a few test campaigns yourself on various networks to really understand what to expect in using paid media for marketing your app.
Measuring Social Media
Like online buzz, you will want to look to your social media efforts during marketing to understand how they helped deliver results.
Facebook makes this incredibly easy through the use of their Insight tool if you are a page administrator. This tool not only breaks out user activity, but can also provide data by post (impressions, activity) and demographic. Like Paid Media, you can use the data in Insights to see what type of posts are working for your community and which are not. Outside of Facebook’s Insight reports, use tracking services like bit.ly to understand who is entering your community to ultimately download your app.
For other social networks, like Twitter, you will need to lean on third party metric systems to really get a sense as to how your marketing efforts are doing within these communities. However, without investing too much money on these services, you will be able to look to your follower growth and perform searches to see what people are saying about your product. Again, the use of a tracking URL will also help to determine referral traffic to your download page. But unlike Facebook, most other social networks are not yet well set-up to provide you with additional data (like number of reads on your tweet etc.) so if this is of interest to you, you will have to look for alternative analytics solutions which do exist to integrate with.
Regardless of social network, you will want to look to follower or fan growth and sustenance as a metric to indicate interest in your brand and use of any download links
Having attracted 30k new users in just two months, fandom across U.S. campuses is growing, and Sobrr is rewarding the enthusiasm with All Hallows parties at UC Berkeley, University of Florida, University of Miami, University of Illinois, Lehigh University and UCLA (full schedule below). In addition, dozens of schools continue to register for Sobrr’s Campus Race Program, which continues through December.
CEO Bruce Yang developed Sobrr after a bachelor party weekend in Vegas, and the initial media buzz attracted a predominantly male following. But now, an increasing number of women are embracing Sobrr’s combination of fun, spontaneity and privacy. Yang says: “Women are telling us they have become “tired of creeps on the dating apps.” Our 24-hour friendship feature enables users to connect with people around them — and then to curate those relationships, distinguishing between fleeting acquaintances and those with true friend potential.”
Rave reviews for the app include: “Genius.” “Tinder + Facebook = Sobrr! What could possibly go wrong?” and, “I love this app! Finally, privacy when we post!!! Great job guys!!! And I found my soulmate!” (iOS app reviewers).
Originally available for iOS, growth is now set to accelerate significantly with last week’s release of Sobrr for Android. In support of the new growth, Sobrr recently secured a $1.1 million round of funding from IDG Ventures.
Sobrr Fall Campus Tour Dates, 2014
October 23rd: UCLA (Alpha Epsilon Pi)
October 27th: Bucknell University (Order of Omega)
October 29th: UC Berkeley (Order of Omega)
October 29th: University of Florida, Gainesville (Pi Lambda Phi)
October 30th: University of Miami, Coral Gables (Sigma Alpha Mu)
October 31st: Ole Miss, Oxford MS (Phi Kappa Tau)
October 31st: University of Illinois, Urbana (Sigma Phi Delta)
November 1st: UC Berkeley (TDX)
November 1st: USC &UCLA (AGO + ADX)
November 6th: Lehigh University (Alpha Omicron Pi + AXO)
November 6th: UC Berkeley (Tri Delta)
Available for iOS and Android, Sobrr is the first app to introduce the concept of 24-hour friendship. In real life, people socialize, but only become friends with whom they like. Sobrr returns this control back to the user. Everything on Sobrr expires in 24 hours, including photos, messages, and, even, friends (unless you really, really like them).
Founded in 2014, Sobrr Inc. is a team of Silicon Valley veterans and UC Berkeley students and alumni lead by Co-Founders Bruce Yang, formerly of LinkedIn and Fitbit, and former Microsoft employee Vivian Xu.Sobrr was recently awarded “Most Innovative App” by the Silicon Valley Technology Innovation and Entrepreneurs Forum.
Starting today, you can invite up to 1000 testers to beta test your iOS apps, simply by sending an email invitation through iTunes Connect. Once your testers accept your invitation, they can install your beta app on their iOS devices, get push notifications for updated builds, and provide feedback, all within the TestFlight app.
Final Cut Pro X offers even more power for creating app previews, including advanced tools for audio and video editing. Download a complete set of titles designed to showcase your apps, or create your own custom motion graphics. To learn more, read the Final Cut Pro X Guide for Creating App Previews.
I knew it was a gamble right from the start. Forfeiting your relatively safe, more traditional corporate career for the sake of a dream, in this case, building an independent gaming software company. Every day I kept reading about the financial success stories behind Candy Crushand Clash of Clans, and it kept whetting my appetite to get into the industry itself.
Knowing the uphill challenge I faced in this precarious industry, I still made the decision to develop a mobile game while pursuing my executive MBA from Pepperdine University. I was able to raise $30,000 from friends and family (including exhausting my savings) to start JABB Interactive, LLC. My goal was to build my first freemium mobile app, BasketWars.
In such a competitive space as mobile gaming, you obviously must differentiate yourself. I wanted to combine different aspects of gameplay with different genres and mash it up into one game. I enjoyed Basketball, having played it competitively at college. Most game players enjoy blowing things up. Why not turn basketballs into actual characters and integrate them into a warfare scenario? To my knowledge, there were few if any mobile games that offered the marriage of such two compelling topics in mobile gameplay.
I reached out to a Los Angeles-based app development company who were excited by my concept and agreed to help me build it. I selected World War II as the game’s backdrop because it lent itself to terrific design opportunities and fun characters.
It didn’t take long for me to hit my first major bump in the road. I underestimated the amount of time it would require to finish the game. It took two years to complete BasketWars. Now I had to wrestle over how BasketWars should be made available. Freemium? Paid?
Having no experience with previous game app monetization, I rationalized that making the game free was just too risky a business proposition. I also came across a number of free game case studies that illustrated huge acquisition of users but generated no profit because users did not find value in purchasing in–app content. I settled on a free, “lite-version” of the game, in addition to offering a paid version for $1.99.
I needed still more funds to bring BasketWars to market. Turning to Kickstarter, I was able to raise an additional $10K. While I began allocating more funds for promotion and marketing, the best advice I ever received was from speaking to Gary Yentin, CEO & Founder of App-promo.
After reviewing BasketWars and my plans for U.S. launch, Gary bluntly told me I did not have sufficient budget to acquire new customers in the U.S. that would enable me to get sufficient downloads and drive chart popularity. Instead, he recommended launching into the Canadian marketplace first and for the following reasons:
Gary’s company was also based in Canada and had relationships with many of the top game reviewers.
We launched in Canada in May of 2014. My team partnered with a mobile app analytics company called Appsee. Appsee allowed us to watch recorded video gameplay using heat sense technology. What did we learn?
BasketWars was not ready for prime time
It was a sobering experience. While the numbers were less than stellar, we also received constructive feedback from our Canadian pool of users. In particular, we learned:
The user feedback proved invaluable. We were forced to go back to the drawing board and implement a complete UI overhaul, including a core change in gameplay.
We originally designed BasketWars for players to make one shot per level, which would get progressively harder with each new level attained. Players got frustrated right off the bat because of their inability to make a shot on the first level. We learned that gamers must be pumped up with enthusiasm right from the start and that meant making it much easier to score on the first few levels before making gameplay more challenging. We accomplished this by changing the shooting mechanism from an “Angry Birds” style pullback, to a point, drag, and release.
We also changed gameplay from making one shot to pass a level to making as many shots as players can in a limited time frame. In our testing groups, these two changes alone brought with it a tremendous improvement in the level of player satisfaction. Gamers who previously experienced the older version of gameplay remarked that they now felt much better about the gameplay and wanted to continue playing.
In reviewing the Appsee videos, we saw those players who couldn’t read English get extremely frustrated. Simple tasks could not be completed that were explained in English. We realized that any tutorial provided at the start of the game needed to transcend any language barrier. We accomplished this through animation and pointers.
In our Canadian soft launch, we made both a free and paid version of BasketWars. The paid version received only one download. In our free version, of the more than 3,000 beta testers, we documented only one in-app purchase. In studying monetization strategies from some of the more successful games, we knew that the most important factor in driving in-app or paid downloads was the “fun factor” and that users “got it” as soon as they started playing the game. We made the strategic decision to stick with a freemium model only and in our minds, believe it will give us the best chance to succeed in an increasing fickle gaming market.
Braving the treacherous waters of mobile gaming app development proved a steep learning curve. I myself never waivered in my belief that BasketWars is as fun a game today as the day it was conceived. The JABB Interactive team learned a tremendous amount from BasketWars Canadian debut.
Since soft launching in Canada, we’ve continued to test BasketWars with small groups of beta testers here in the U.S., including friends and family. We are launching in the U.S with no marketing dollars and no paid promotion.
Our strategy includes using current lists of interested users while organically promoting BasketWarsvia social media channels to drive sufficient downloads to evaluate how well users are participating and enjoying the game. In effect, we are treating our U.S. launch as a second soft launch to further test the new UI/gameplay based on what we learned in our Canada soft launch.
Because we are an indie game development company, we are unable to spend vast sums of money on customer acquisition. Our strategy is to drive downloads through social media outreach, gaming blogger outreach, strategic partnerships and small promotional campaigns.
We feel BasketWars currently boasts a superlative design and incorporates two years’ worth of learning the ins and outs of studying what constitutes a fun and enjoyable mobile game. Earning my MBA has proven its value, helping me develop JABB Interactive’s marketing and overall business strategies and preparing me for the launch of BasketWars in October. We feel confident that BasketWars will receive a warm reception by game fans in the U.S.