The art of the app store: the business of apple development (paperback)
Auteur : MCCANN Tyson
It takes more than a great idea to succeed at iPhone and iPad app development.This indispensible guide provides an in-depth look into the perils and potential of the iPhone and iPad app landscape. The Art of the App Store presents tried and tested methods for competitive research, findingyour niche, understanding customer expectations, setting goals and milestones, and managing app development from concept to post-launch. You will find guidelines for developing and pricing your app using the most up-to-date trends, a plan for viral marketing using social networks, metric tracking, taking advantage of feedback, and much more.
The Art of the App Store:
Shows how the App Store has evolved and how to take advantage of the changes
Helps you identify potential costs and decide where to invest your time and money
Analyzes successful and unsuccessful apps, examines existing niches, andshows how to create successful hybrids
Compares the risks and rewards of free, freemium, and premium apps
Explains how to advertise and market your free and lite apps
Offers tried-and-true advice on marketing your apps through social networks
Demonstrates post-launch update strategies to maintain app awareness
Wrox books are crafted to make learning programming languages and technologies easier than you think, providing a structured, tutorial format that will guide you through all the techniques involved.
Chapter 1: A Brief History of Time in the App Store 1
Time in a Table 1
The Early App Store 5
Novel Uses of the Touch Screen 6
Simplicity Succeeds While Complexity Fails 8
The Modern App Store 9
The Slow March Toward Complex Apps 10
How Niches Have Changed from the Early App Store 10
Summary 11
Chapter 2: Setting Your Goals, Costs, and Expectations 13
Confronting the "Hero Inventor" Syndrome 13
Benefitting by Doing It Yourself 14
Outsourcing 15
Avoiding the Pitfalls of Going It Alone 20
Considering Your Fundamental Costs 23
Programming 24
Factoring in UI/UX for Game/App Design 25
Factoring in Art Design 26
Considering Your Optional Costs 26
Audio Costs 26
Special Effects Costs 27
Localization for Foreign Markets 27
Quality Assurance/Testing 28
Public Relations and Marketing 29
Advertising Costs 30
Managing Your Expectations 31
The App Store as a Crowded Zoo 31
Planning for Cost Overruns 32
Scheduling with an Iron Fist 32
Summary 32
Chapter 3: Researching the App Store Market 33
Examining the Numbers and Trends 33
Making Decisions Based on Research 36
Opportunity Size: Is There a Hole in the Market? 37
Choosing Your Niche 38
Perform Due Diligence Early 39
Summary Decisions 40
Analyzing Successful Apps 41
Exploring Popular Features 48
Exploring Visual Styles 49
Exploring Social Integration 50
Exploring the iPhone Hall of Fame 51
Avoiding Pesky Ego Traps 51
Game Concepts: Old versus New 53
Analyzing Unsuccessful Apps 55
Learning from Other People"s Mistakes 57
Learning from Other People"s Complaints 58
Mixing and Matching 59
Borrowing Style and Functionality from Mainstream
Applications/Games (the Picasso Way) 59
Pulling Out Successful Features for a Twist 60
Summary 60
Chapter 4: Knowing Your Customer 63
Understanding App Store Demographics 64
Casual and Traditional Gaming Pillars 65
iPhone Casual versus Traditional Casual 68
Meeting Your Customer's Expectations 68
Visual and Graphical Expectations 69
Gameplay and Feature Set Expectations 69
Competitive Feedback Research 91
Summary 91
Chapter 5: Plotting the Stages of Development 93
Leadership and Your Team 94
Assumptions about Your Role 95
Your Starting Lineup 95
A Controlling Idea to Kick Things Off 98
Concept through Release 100
Maximizing Your App through Agile Development 101
Planning - Envisioning Your Vision 104
Scheduling 107
Production and Stages of Development 115
Coordinating Marketing 119
Summary 121
Chapter 6: Guidelines and Expectations for Developing Your App 123
Potential Risk and Reward 124
Paid Apps Are Seen as WYSIWYG 124
What Incentives Can You Provide When Sales Dwindle? 124
Are You Planning on In-App Purchases? 124
Can You Go Free? 125
Like Winning the Lottery 125
Revenue Like a Rollercoaster 126
App Store Business Models 127
Free Apps 127
Paid App Revenue Models and Price Expectations 129
Creating for a Multitasking World 132
Understanding the Effects of Multitasking on the Brain 133
Seeing the Phone as the Ultimate Multitasking Tool 133
The Half-Second Window...
Date de parution : 11-2011
Ouvrage de 336 p.
Disponible chez l'éditeur (délai d'approvisionnement : 12 jours).
Prix indicatif 28,23 €
Ajouter au panier