Ask HN: My free app has gone slighty viral – looking for ideas to monetize it
For almost a year and a half it had less than 1000 installs and then in Feb this year it started to rapidly gain installs. It is currently sitting at 241,000 installs (with 55,000 active users).
I figure I should take advantage of this and figure out some way to monetize the app.
Unfortunately the app is all about size and trust (as it sandboxes the FB web app) so most of the ideas I've come up with don't seem to be in the spirit of the app.
Some of the ideas I've had:
* Put in ads and add an in-app purchase to turn them off * Put in a "donation" in-app purchase * Add support for other social networks but only enable them after an in-app purchase
The app also has some pretty interesting demographics. Most users are from non-English speaking countries: Turkey 18.14%, Philippines 8.38%, Mexico 7.46%, Morocco 6.52%, India 5.27%, Indonesia 4.10%, Brazil 4.04%, Thailand 2.72%, United States 2.59%, Colombia 2.44%, Others 38.33%
The app is called "Social Lite" see here for more info https://play.google.com/store/apps/details?id=com.rabidgremlin.sociallite
My current go-forward plan is put a survey in place and poll the users on what they want and what they would pay for
142 comments
[ 3.1 ms ] story [ 212 ms ] threadThat said, I think adding support for other social networks may be a fair unlock. How about a "Social Lite+"? A separate paid app that supports more social networks?
So do I add the photo upload feature (most requested feature/bug) to the existing app or put it in the paid only app???
Good guy me says put it in the free app, evil me says make em pay...
My suggestion would be to have a premium version, but charge a minimal amount for it (especially considering your demographic). Your goal should be a high conversion rate of your existing user base at a very low price. I would suggest waiting to launch until you have a more expanded feature set though (image upload probably isn't enough, but if it supported multiple new features and multiple social networks, that should be an easy sell).
Give it for free to all your existing users. Going forward, any user who has the feature can also gift it (at zero cost) to new users. Otherwise paid purchase.
> Good guy me says put it in the free app, evil me says make em pay...
I'd say this is generously evil, or avariciously good ...
P.S. I'd suggest making the app produce use-once gift codes (say up to three at a time) that people could post.
Like some have said, you're not being evil by making all new FEATURES to only in the paid app. Alternatively, you could make this app as full-featured as possible, and make the new app for multiple platforms only. What do you think is the right thing to do, both for yourself (how much time and money do you have?) and your audience?
A way to promote the new app inside the old app:
- Add a button that says, "new features!" that you keep updated whenever you 1) release new bug fixes or features to either the regular or the beefed up version. This way, all users of the regular app will stay updated on whats going on in both the regular and the beefed up versions. Many of them will buy the beefed up version.
The trick would be getting access to offers targeted at these countries, but a major mobile ad network like MobPartner could easily give him some.
"...between July 2009 and October 2010, PageRage grew significantly, and was regularly garnering more than 1 million users per day, and generating more than $1 million in monthly revenues....by mid-July 2011, PageRage had grown to more than 4 million users per day"
In this case, however, there aren't 4M installs. We're talking about less than 300K installs. Facebook would probably not bother with such harsh tactics here.
[1] https://www.scribd.com/fullscreen/114953759?access_key=key-1...
[2] http://adexchanger.com/online-advertising/sambreel-locked-ou...
You're degrading the experience with less targeted and lower quality ads at the expense of Facebook's brand and perceived quality of service. The end user assumes the crappy experience is from Facebook itself.
How's this different from malware that injects/substitutes ads?
Banks hate poor people and we hate them back, so not many people have internationally valid credit cards where I live.
Other popular payment methods are mobile payment networks provided by the same companies that provide the cell phone service. It's a pre-paid phone service that lets you use your phone credit (that which originally only let you buy talk minutes and text messages) and transfer it to a different phone number. Lots of people accept it as actual currency, and you can even pay utilities with that.
all them got a smartphone, what makes you think they (the people) are not monetizable? Any reference/study about spend on apps per country?
You need an internationally valid credit card to purchase apps.
In my country, you can use those to pay utilities and even some taxes. But you can't buy anything from outside the country (or really, from anywhere that doesn't have cellphone coverage for that particular company), and you can't pay in foreign currencies.
I would not add advertisements as you will risk damaging the good relationship you currently have with your users. Try adding a donation button and just see whether it brings in enough money. Adding support for other social networks also seems like a good idea, but a lot more work.
I'm actually in the process of developing my first Android app for our community at https://fpvracing.tv. Any tips / tutorials you would recommend?
1) You work you way through all the Android dev YouTube vids from Google: https://www.youtube.com/user/androiddevelopers
2) Use the app compat and app design support libraries
3) Test on real devices with different versions of the Android OS
1) Bug Fix - if you can build momentum on growth your really onto something. Given the 80% inactive rate, have you looked at why people are uninstalling (I saw a bunch of no photo upload button on my quick look)? Improving scale if probably the best way to make money if you don't really need the cash now.
2) Insert reasonably unobtrusive ads and see how they go. Given the countries involved you'll be surprised that even with a large number of users you're not hitting big money. Possibly try a few different ad placements to see the user experience vs. clicks vs. payments.
2) Once you have ads and know how many clicks you are getting, look for local opportunities for the bigger country(ies). Things like sponsorship of affiliate/offer type deals. These should pay more but come with a real time cost.
3) Once you have a view how much a customer is worth, decide if you want to take the cash out or re-invest back into growing the app. Ideally if you can spend $X on recruitment and get back $X+Y you should chase growth. If not, enjoy riding the organic wave.
Regarding the poll, I'd not bother. What people say and do are often very different. I'd be more inclined to test ads and placement for real response. Monitor for feedback and possibly make a ad free version if people want.
I've heard donation buttons don't really work.
Adding additional social support sounds good but at a price? Not sure there. These markets are super cost conscious so I'd personally look to focus on growth first and secondly monetising the user at no cost to them.
Good luck
First step was to try ads. It went from highly rated to about 3 stars because everyone hated the ads (understandable). I tried putting them at the top, bottom, middle; nothing worked at all.
There were no in-app purchases for webOS (or really any platform at the time) so I did what everyone else started doing: when they launched being able to pay for apps I provided my app for $.99 with no ads. After 2 years of running I made $9.
Essentially I destroyed the user-base my app initially had by trying a couple of ways to monetize them that provided poor user experience. I'm not sure what the best solution is here but don't make my mistake and worsen your user experience to make money; it won't work.
FYI for anyone curious my app on webOS was a take on the tip calculator. I know I know "why would you try to charge for a TIP calculator!?" but I thought the spin I had was novel, you could rate different parts of your restaurant experience to get an exact amount to tip rather than dealing with percentages at all (it only showed you the percentage after it calculated the tip). I had done a ton of tip research at the time and thought the idea might be worth something (plus I was young and dumb). It even had bill splitting! But yeah in the end I really shouldn't have charged for it I mostly wanted to experiment to see if I could monetize it and I ended up completely destroying it. http://www.webosnation.com/dumb-waiter-free
I'd consider some sort of soccer score app that integrates with FB.
Once again you're not putting ads, you're just exercising your right to monetize something you built ;)
OR if there are premium features you can push out that are not ad-removal related you might stand a chance at converting 1% of your users (freemium model)
This is what I would do :)
Monetization via end users is not realistic. This is my hypothesis regarding your user profile: (1) low-income or no-income aka cost sensitive, (2) possibly bad mobile data infrastructure, (3) pay-as-you-go mobile data or limited wifi access.
Your app is valuable because it is a REPLACEMENT for the company's real app, because the real deal (as you put it nicely) is too large.
I would perhaps develop clones of your app for other social networks, and have a constellation of SocialLite apps for Twitter, Instagram, Pinterest, Tumblr, etc...
Why?
Because the value is in how lightweight you are but still be able to satisfy end user needs. Do not add ads, or in-app purchase bullshit. Your users don't want that. And customers are gods.
Why?
Because you are collecting DATA. Usage patterns and quantifiable habits. The companies would be interested in that. Even just Facebook might be interested in what stats you have now, and having data on their frienemies adds proportionally more value.
But
Before you write another line of code, please reach out and get some feelers to see if the companies indeed want data and what data they are looking for. Since you are in developing markets, and companies want to expand there, you are providing a unique and rare insight into those markets. Data driven insights are better than anything else.
P.S.:
I would not survey the users. Bad UX (specifically bad information timing) and whatever little data you ascertain will not be actionable anyway.
If you had to guess, how much would FB pay for this apps data?
Are there any hot startups in this data space?
I like your thinking but I wouldn't begin to know how to shop this idea around. I'm on the otherside of the planet from say SF so door knocking would be a little tricky.
Interestingly as mentioned in another comment, Facebook appear to have their own "Facebook Lite" app so perhaps they recognize they have a problem? https://play.google.com/store/apps/details?id=com.facebook.l...
1) Play dirty: serve high resolution media (pic an videos) to the users - this results in more data downloaded = costs more money to your users. Here is where you ask them to pay a fair monthly subscription that would cost them less than $x-internet-provider-money (you can make tailor made plans depending on the stats)
2) Make it faster for who pays! At the very top of the page you could add a speed indicator (something like a thin progress bar) to indicate the speed of the page. Then make one of the views (the profile page for example) super fast to tease your users! and the ask for upgrade to premium to get all teH things fast :)
No matter how you play it I would "re-brand" it and remove any reference to the FB UI - which I guess is (c) Mark Boy
Personally I hate ads or having my data sold to 3rd parties.
Paying for an improvement in the speed is fair instead, it is a way to thank the developer.
You priced your app at zero. It became a success. Monetizing your app now will probably make it less so. Rather monetize by building good will with your customers (brand) and applying lessons learned towards development of your app2. If it's good enough you can charge for it.
I wonder why are many advices in this topic don't consider the relationship between the OP and his users. That trust has a value, and OP should ever destroy it.
OP should think long term, he is a developer by trade, a quick buck now isn't a smart move imo.
Introducing ads might make the users leave though, so be careful. There's also a risk Facebook would have something to say about your monetizing on their product.
So my suggestion is to implement that feature ppl want, let them know about the awesome dude behind it, and that you care about their user experience. Then leverage the goodwill it creates to get free exposure and users to your other product(s), that are monetized. Basically you can use the app to build a loyal user base.
An example is the dude who made Flappy Bird. He also got lots of downloads and exposure for his other games just by having his name on it.
Tinfoil is a great app thats similar. Also free and open source - https://play.google.com/store/apps/details?id=com.danvelazco...
I actually came across Tinfoil after I released my app. It does the same thing buts its "marketing message" was different so I did not find it when I first went looking for this type of app :(
There is also "Tinfoil for Twitter"[1] with the same premise.
[1] https://play.google.com/store/apps/details?id=com.mill_e.twi...
I think I made about $5 before I realised after a couple of weeks, and then I took it down. The app hadn't been touched for a few years and wasn't the best quality, so I didn't feel happy for basically scamming people. I was considering doing the same for a donate version, but wanted to improve the app first - which I never got around to.
I think you could get some income by doing something similar, but it's very unlikely to replace your main income.
Additionally, if I see a "free" and "paid" version of something I think I need/want, I always get the paid version, because I don't want ads. I'd rather pay 99c~2,99c for no-ads then having those freaking annoying ads.
I want an ad-free home. No ads on my PC, TV or phone. Nowhere.
Google content policy is now very clear : Do not post any applications whose primary function is to: generate traffic to a website; or provide an overview of a website that you do notown and you do not handle (unless you have permission of the owner / administrator of the website).
I can see why Google specify this since a store filled with spammy apps wrapping popular sites would be bad for everyone. But this puts the kibosh on privacy-focused apps like Tinfoil for Facebook or the Twitter equivalent, and bloat-reducing apps like the OP's. I imagine that these have yet to be suspended simply because nobody at Google has noticed them.
If Turkey is very popular that tells me that your users might want to conceal the fact (from their government) that they use facebook at all.
This way you provide some kind of additional value and don't risk offending your user base. Granted it won't be as effective as ads but perhaps it's a good starting point to figure out what your users like and accept.
You're trying to monetize too early. Get real traction first. A million dollars isn't cool. You know what's cool? A billion dollars.