I thought the sheet scrolling was a little disorienting (too fast), but then I saw you have a 2nd way of scrolling (note by note), much better. Great app!
This is quite possibly the first thing I've ever seen that makes me want an iPhone. I hope you release something like it for real computers eventually.
I agree that this app would be awesome if it ran on real computers. It would be amazing if the app could track the user's progress/ability using MIDI and be able to show errors / redo problematic parts as well. More of an emphasis on learning and improving than just playing. I have been wanting something like this for a long time...
This looks extremely impressive and elegant. I'm excited to buy the iPad version -- it's a perfect fit.
What format is the purchased music? The engraving is impressive, so my first guess is that it's some part PDF and some part MIDI information + metadata to match MIDI to PDF contents?
I'm really excited about the iPad app. Imagine sitting down at a piano, putting a iPad where you would normally put sheet music, and playing away with your app auto-scrolling so the musician never has to deal with a page turn. Anyone who has ever played piano knows how amazing it would be to have that eliminated. What a great learning device that would be!
This app really does look like it is a match for the iPad.
I would consider doing this:
A) Make the iphone app free or 1$, get as many users as possible
B) Approach whoever owns rights to sheet music, music lessons, etc
C) Allow them to sell premium content through your app and you take 50% of the profits
Except that the app scrolls the music along one staff. You'd still just get one staff, and it would be gigantic. An iPad version that could show a whole page would be much more useful.
I disagree wholeheartedly. Make money now. Don't leave it on the table. Sell 50,000 (or 100k! or 200k!) copies at $3 or $5, and then approach sheet music copyright holders.
Copy the business model that Tapulous uses for Tap Tap Revenge: I should be able to download a Ben Folds-branded copy of Etude, and then a separate Beethoven app, and then a separate Liszt app. Each one should cost five bucks. And then user should be able to buy EVEN MORE CONTENT via in-app purchases.
Showing content owners that you've already made a million dollars (or whatever) is much more compelling than vague hand-waving about market share and potential of an installed user base.
I get really frustrated with this notion that newly released software should be free, or that monetization potential is always increased by giving something away. Who knows what might happen tomorrow?
Perhaps an app significantly better than Etude will soon be released. Maybe Dan Grover will get bored of working on Etude. It's possible that sheet music copyright holders could even be dumber than music labels, and they'll be unwilling to cut a deal.
There's money to be made, and the best way to make it in the short term is to sell the app.
That's one of the first thing I though of when I heard about the ipad. I had figured an app for the iphone that used its mic to follow a piano piece along and "turn" the pages would have been cool but for the tiny screen. Then ipad came along.
How hard would it be to use the mic input to estimate progress through a piece and turn the pages? Of course just using timing to scroll at the right speed would be ok, but having it listen would be much cooler.
Some really basic audio recognition should enable the software to figure out the current position on the sheet, hence making it useful for experienced players as well.
The audio recognition bit is indeed basic - all you need to figure out is the note and possibly the length of the note.
The following part hard is a bit harder, but not impossible - compare what you have recognized with what you was expecting. If it's not what you expected, look around the last known position and see if you can find the pattern you recognized (while taking repeat signs etc. into consideration).
Nah, not useless -- come on. The speed variations aren't going to be that huge, and the variations will matter even less on an iPad. I can imagine a number of technical solutions to this issue that don't involve any signal processing. It's a valid point insofar as it would need to be addressed for advanced players, but let's not be so quick to dismiss this guy: the app is absolutely beautiful and he's clearly skilled and thoughtful.
He's not dismissing it, he's giving feedback. This is exactly the kind of thing I'd want to hear if I were launching - how I can make my product better and appeal to more people.
I wasn't dismissing it. For 90% of people who would consider this app, it's great! I really just posted this because someone previously said that this could replace sheet music.
The highlighting of the keys is also an amazing feature. I've posted YouTube videos of me playing the piano with the camera angled unintentionally over my shoulder.. and actually used the video to see what keys I was playing and copied what I was doing.
There should definitely be a "no sheetmusic" mode in this app for people who previously copied people's finger position on youtube... for people who have no desire to learn how to read sheet music.
I don't think that's the deal breaker for experienced players. That'd be pretty to solve with a bluetooth foot-pedal. Here are a few of the things that come to mind that pro-level folks would have hang-ups on:
• Typesetting: I don't know what score format they're using, but this can be a big one. There's a big difference between a professionally engraved score and just having the right notes there.
• Annotations: From the conductor, self, whoever.
• Overview: Professionals scan a score looking for key parts. This seems virtually impossible in iPhone format, but would be workable on the iPad.
• Size: Even the iPad is small compared to a performance sheet music page.
I suspect the three big market segments are hobbyists, children and church musicians. There are relatively few professional performers.
Just like tex the quality has potential to the very good, but when you stray from the defaults it suddenly takes a lot of tweaking to produce a nice-looking score.
Sheet music is truly one killer app for the iPad. I had never thought of it before seeing this app, but even if it's something as simple as scanned .PDFs of your sheet music, imagine not having to carry around backpacks full of books.
I have a lot of jazz fake books that are literally monstrous to carry around.
The iPad's the right size (ever balanced a laptop on its side on a piano's music desk?), and a touchscreen would certainly be convenient for turning pages and annotating scores.
Personally, I'd rather see that app on the Kindle DX, or a device with a similar screen. My eyes suffer enough already from all their computer time.
(If the app were on an Android device such as the Nook, I'd turn the pages with voice commands.)
Is there any way to create or upload your own songs? It looks like a very polished app, but I'd like to be able to create my own songs, or even cooler, edit songs to see what they might sound like if played differently.
Excellent job with the app. I will probably be downloading it soon.
Actually, the average price of a paid app in the Android Market is lower than that of one in the App Store. Also, there is a higher number of free apps in the Android Market.
A lot of people rate iPhone apps when deleting them, so I think a low price can really hurt your ratings.
If an app is too cheap a lot of people, who aren't that interested will download it. After, however, they realize they never use it, they will delete it, and while they're at it, they might give it 2 or 3 stars. I think selling your iPhone app at a higher price could be beneficial, as mostly passionate people will buy your app, who will probably give it a 5 star.
I have not released an iPhone app (yet), but this is how I think of app prices; tell me if you have other experiences.
Some patterns emerge from just taking a cross-section of the reviews to see how app customers behave at certain price levels. Here's my biased, inexperienced first blush at it:
1) Free users will destroy you in ratings, unless you are a universally known brand that is basically repackaging a pint-sized version of their popular website/application. I've seen people at the "Free" level say "I LOVE THIS APP BUT IT HAS THIS ONE SMALL PROBLEM SO I HATE IT AND GIVE IT ONE STAR YOU CAN'T PAY ME TO USE IT LULZY!" Freeloaders love free, but they will incessantly take advantage of it and are generally ungrateful, which shows in their ratings.
2) At .99 cents, you get casual and one-off users who know the value of their hard-earned dollar and will expect a relatively unreasonable amount of value because of loss-leader devs that price their complex apps that way to move up the charts. The 99-centers will conflate purchasing an item with an expectation of constant content refreshes or perfection in updates, or they will penalize. It's a false economy to try to appease these customers. Better to just cross fingers and hope to make it up in volume (or in-app purchases).
3) At 1.99-2.99, things start to get interesting. Your reviewers begin to appreciate the decisions you've made in the apps design or execution, give you actual usable (albeit terse and/or a bit angry) feedback, and ratings are a little higher overall.
4) At 3.99+, you are either a AAA game dev porting your blockbusters down to the iphone/ipod touch, or you're an indie that has built a following by selling volume pricing at first and then raising it up once you've cemented your position on the charts. Your reviewers are spectacularly verbose in their heaping of praise on you, and offer almost QA-level bug reports that you can use for your updates.
I think the sweet spot for someone starting in the app store is $1.99-2.99 US, plus a "lite" version with in-app purchaseable upgrade to the full version. Perceived value with a teaser freebie. If your app is at all useful/fun, then it'll gain an audience. I think alot of people just saw the "goldmine" app store articles and thought they could make an app that was just like iFart or iShoot "but cooler" and failed miserably.
I mostly agree with this. I have two versions of my card game in the store, one free, and one paid. I don't think it's possible to have a free app that has a rating greater than about 3 stars, unless you are a huge company with millions of downloads.
But based on what I've seen and read, I think my paid card game is atypical, price-wise. I've seen very little difference in the number of sales, whether the price is $0.99 or $3.99.
Yup. I'll go over what its like for the app that I work on, but, what muhfuhkuh said is very accurate as well.
I work on an app thats in the app store for $1.99. We see some bad reviews (people requesting features we already have, complaining about something thats out of our control (lack of backgrounding's a big one), etc). But, for the most part, the reviews are pretty good; our 4 and 5 star reviews combined amount to around double the 1, 2 and 3 star reviews.
In contrast to some of our competitors applications; one is $1.99 now, but was anywhere from $.99 to $3.99. It was on sale for a bit at $.99 and has some pretty bad reviews - lots of impulse buys and people not knowing how to use the application. It has more 1 and 2 star reviews then 3, 4 and 5 stars combined.
Another of our competitors applications is $4.99. It doesn't have nearly as many reviews, but the ones it does are "higher" quality. Maybe two or three reviews < 3 stars. But, only 20-25 reviews in total.
I hope you raise the price as well, the reason being that this is a niche application. For the people it provides utility to, 4.99 or 7.99 even might well be worth it and for people that it does not provide utility to, it's not worth buying even at .99 and probably not even worth the trouble of downloading for free.
There's been some research into using a glove with haptic feedback to help you learn about which fingers should press which keys. (https://wiki.cc.gatech.edu/designcomp/index.php/Mobile_Music...) Would be awesome to see this used as a peripheral for Etude.
Dangrover: Do you plan to make this app work on both the iPhone and the iPad (in real-iPad-mode) in the future, or will the iPad app be a separate buy down the road?
I'm pretty sure I saw in-app sheet music purchases in the video.
If so, the $2.99 purchase price is irrelevant. In fact, if it has in-app purchases, it should probably be $0.99, and only because I believe the app store TOS say you can't charge if the app is free to begin with.
Luckily, I have a precise answer to this because I have this weird habit of tracking every minute of my time on my own projects. Here's the breakdown on Etude in hh:mm
Actual iPhone app: 210:11
Song converter: 72:52
Store (UI + server side): 82:23
Building site and designing marketing materials: 44:52
I did most of the work, but I did contract some of the graphics I had trouble with to a designer, and I've taken someone awesome on board to work with music companies and other "strategic" stuff for the future.
Hm this adds up to roughly 11 work weeks of straight-through work. Do you have some kind of real-time estimate and break down about which parts you developed first or in conjunction with what other features?
My mind usually races a million miles an hour when starting new projects and I end up doing a little bit of everything.
Personally I track time using Excel. I have a table of start time, end time and a category and desc.
I set up a macro to create a new row, another to create a new task after the previous. It takes me about 5 seconds to "start working" and about 30 seconds to "end" and type in a desc.
It's great later when you need to have precise timing to see if you hit your estimates. I got into the habit when I was developing custom firmware on contract at Technman.
I see it as a huge motivator. I don't track time when I am not working - so it highlights for me the holes in my productivity when I slip.
Awesome! Just purchased this without even thinking about it. Would love to see this app grow, supporting other instruments like saxophone, guitar, trumpet, etc.
116 comments
[ 3.9 ms ] story [ 192 ms ] threadWhat format is the purchased music? The engraving is impressive, so my first guess is that it's some part PDF and some part MIDI information + metadata to match MIDI to PDF contents?
I'm going to do a detailed technical overview on dangrover.com when I get a chance
I suppose one obvious next question is: did you do the engraving yourself? What tools did you use? And: when can I purchase Rachmaninoff's Etudes? :-)
Kudos and I eagerly await the iPad version!
I would consider doing this:
A) Make the iphone app free or 1$, get as many users as possible B) Approach whoever owns rights to sheet music, music lessons, etc C) Allow them to sell premium content through your app and you take 50% of the profits
Copy the business model that Tapulous uses for Tap Tap Revenge: I should be able to download a Ben Folds-branded copy of Etude, and then a separate Beethoven app, and then a separate Liszt app. Each one should cost five bucks. And then user should be able to buy EVEN MORE CONTENT via in-app purchases.
Showing content owners that you've already made a million dollars (or whatever) is much more compelling than vague hand-waving about market share and potential of an installed user base.
I get really frustrated with this notion that newly released software should be free, or that monetization potential is always increased by giving something away. Who knows what might happen tomorrow?
Perhaps an app significantly better than Etude will soon be released. Maybe Dan Grover will get bored of working on Etude. It's possible that sheet music copyright holders could even be dumber than music labels, and they'll be unwilling to cut a deal.
There's money to be made, and the best way to make it in the short term is to sell the app.
How hard would it be to use the mic input to estimate progress through a piece and turn the pages? Of course just using timing to scroll at the right speed would be ok, but having it listen would be much cooler.
It's a fun app for the common folk, but useless to experienced players.
The following part hard is a bit harder, but not impossible - compare what you have recognized with what you was expecting. If it's not what you expected, look around the last known position and see if you can find the pattern you recognized (while taking repeat signs etc. into consideration).
The highlighting of the keys is also an amazing feature. I've posted YouTube videos of me playing the piano with the camera angled unintentionally over my shoulder.. and actually used the video to see what keys I was playing and copied what I was doing.
There should definitely be a "no sheetmusic" mode in this app for people who previously copied people's finger position on youtube... for people who have no desire to learn how to read sheet music.
Good luck.
• Typesetting: I don't know what score format they're using, but this can be a big one. There's a big difference between a professionally engraved score and just having the right notes there.
• Annotations: From the conductor, self, whoever.
• Overview: Professionals scan a score looking for key parts. This seems virtually impossible in iPhone format, but would be workable on the iPad.
• Size: Even the iPad is small compared to a performance sheet music page.
I suspect the three big market segments are hobbyists, children and church musicians. There are relatively few professional performers.
I have a lot of jazz fake books that are literally monstrous to carry around.
Personally, I'd rather see that app on the Kindle DX, or a device with a similar screen. My eyes suffer enough already from all their computer time.
(If the app were on an Android device such as the Nook, I'd turn the pages with voice commands.)
http://www.google.com/search?q=electronic+sheet+music+reader
My keyboardist/drummer friend has one such device.
Excellent job with the app. I will probably be downloading it soon.
Source: http://androidandme.com/2010/02/news/android-market-has-the-...
Well done! The iPad version could be a game changer...
I have not released an iPhone app (yet), but this is how I think of app prices; tell me if you have other experiences.
1) Free users will destroy you in ratings, unless you are a universally known brand that is basically repackaging a pint-sized version of their popular website/application. I've seen people at the "Free" level say "I LOVE THIS APP BUT IT HAS THIS ONE SMALL PROBLEM SO I HATE IT AND GIVE IT ONE STAR YOU CAN'T PAY ME TO USE IT LULZY!" Freeloaders love free, but they will incessantly take advantage of it and are generally ungrateful, which shows in their ratings.
2) At .99 cents, you get casual and one-off users who know the value of their hard-earned dollar and will expect a relatively unreasonable amount of value because of loss-leader devs that price their complex apps that way to move up the charts. The 99-centers will conflate purchasing an item with an expectation of constant content refreshes or perfection in updates, or they will penalize. It's a false economy to try to appease these customers. Better to just cross fingers and hope to make it up in volume (or in-app purchases).
3) At 1.99-2.99, things start to get interesting. Your reviewers begin to appreciate the decisions you've made in the apps design or execution, give you actual usable (albeit terse and/or a bit angry) feedback, and ratings are a little higher overall.
4) At 3.99+, you are either a AAA game dev porting your blockbusters down to the iphone/ipod touch, or you're an indie that has built a following by selling volume pricing at first and then raising it up once you've cemented your position on the charts. Your reviewers are spectacularly verbose in their heaping of praise on you, and offer almost QA-level bug reports that you can use for your updates.
I think the sweet spot for someone starting in the app store is $1.99-2.99 US, plus a "lite" version with in-app purchaseable upgrade to the full version. Perceived value with a teaser freebie. If your app is at all useful/fun, then it'll gain an audience. I think alot of people just saw the "goldmine" app store articles and thought they could make an app that was just like iFart or iShoot "but cooler" and failed miserably.
But based on what I've seen and read, I think my paid card game is atypical, price-wise. I've seen very little difference in the number of sales, whether the price is $0.99 or $3.99.
Yup. I'll go over what its like for the app that I work on, but, what muhfuhkuh said is very accurate as well.
I work on an app thats in the app store for $1.99. We see some bad reviews (people requesting features we already have, complaining about something thats out of our control (lack of backgrounding's a big one), etc). But, for the most part, the reviews are pretty good; our 4 and 5 star reviews combined amount to around double the 1, 2 and 3 star reviews.
In contrast to some of our competitors applications; one is $1.99 now, but was anywhere from $.99 to $3.99. It was on sale for a bit at $.99 and has some pretty bad reviews - lots of impulse buys and people not knowing how to use the application. It has more 1 and 2 star reviews then 3, 4 and 5 stars combined.
Another of our competitors applications is $4.99. It doesn't have nearly as many reviews, but the ones it does are "higher" quality. Maybe two or three reviews < 3 stars. But, only 20-25 reviews in total.
[if we can wish for ponies, I'd love for a guitar version of this too :P]
http://blog.atebits.com/2009/03/not-your-average-iphone-scre...
If so, the $2.99 purchase price is irrelevant. In fact, if it has in-app purchases, it should probably be $0.99, and only because I believe the app store TOS say you can't charge if the app is free to begin with.
Actual iPhone app: 210:11
Song converter: 72:52
Store (UI + server side): 82:23
Building site and designing marketing materials: 44:52
I did most of the work, but I did contract some of the graphics I had trouble with to a designer, and I've taken someone awesome on board to work with music companies and other "strategic" stuff for the future.
My mind usually races a million miles an hour when starting new projects and I end up doing a little bit of everything.
(not) Properly tracking my time is my biggest weakness.
Personally I track time using Excel. I have a table of start time, end time and a category and desc.
I set up a macro to create a new row, another to create a new task after the previous. It takes me about 5 seconds to "start working" and about 30 seconds to "end" and type in a desc.
It's great later when you need to have precise timing to see if you hit your estimates. I got into the habit when I was developing custom firmware on contract at Technman.
I see it as a huge motivator. I don't track time when I am not working - so it highlights for me the holes in my productivity when I slip.
I also wrote some Ruby scripts for parsing exports from it and making cool graphs
http://www.officetime.net/download.html