Designing Self Publishing
"Build your own dreams, or someone else will hire you to build theirs" Farrah Gray
So, you have drawings or pictures to tell,
what if ...
- Self - publishing
- No Revenue Share
- Less than $300 for publishing cost
- Advanced features
- Faster Preview and Publish
- Creating with Photoshop
As of an Adobe photoshop extension, Kwik simplfies the creation of interactive, animated contents as apps for iOS, Android, Mac&Windows computers. Kwik prdouces source codes for Corona SDK that builds application binaries.
Digital App Market
Devices and Platforms(Operating System)
|Apple||Phone, iPad, TV, Mac|
|Phones, Tablet, TV|
Complexity means much time and cost to develop app, challeng is big but reward is great
Before you start self-service app publishing
- Have a clear view of what is your app about?
- Will you work alone or in a team?
- How much money are you planning to spend in the development?
- Are you planning marketing initiatives with your app?
- Free or Paid? Trial or In-App Purchase?
- iPhone/iPad only? Android devcies? PC and Mac?
- Sketch the workflow of the entire project
- Plan a schedule and due dates for each task, set each commitment as outputs
Do a personal assessment?
- are you techie enough to learn and manage how to create your account and app settings at developer's site of apple, google and amazon?
- can you install SDKs like xCode, Android Studio?
Option A - submitting your content to other's app
|No technical skills required||Mostly available for story books|
|No upfront costs||Revenu share|
|No need of Mac for iOS publishing||No marketing control|
|No need of particular tools||No branding control|
|Faster to deliver||No code control|
Option Kwik - you creat your own app
|Your can design app||Requires spcialized tools|
|No revenue share except 30% collect from stores||Initial costs are high|
|Full control of your marketing||More complex to setup|
|Full control of your code|
|Full control of your brand|
- Everything is about story!
- Underestanding your acts and plot points
- Be carefull about "classic" stories: why another one?
- Example: Amelia and the Terror of the Night
Icon and naming app
- the most important assets
- you can register the name of your app months before release it.
- Everything is about ratings now. PR are OK, Reviews are nice, Ratings are MUST!
- Have a clear "persona" of your user?
- Age, gender, time of reading, devices etc
- "Persona" helps to sets art direction(mood) of illustrations and audio and difficulies of interactions and activities
- Your children apps can not have web links to external sites including yours.
- Your chiddren apps are better not to have in-app purchase or Ads
- Parental page
- How are kid's app developers communicating to parents
- Amazing illustrations but what are your weakness other than illustrating/drawing?
- Animatoins and intractive activites that enhance the experience?
- Professinal narration and sound effects?
Avoiding "design on the fly"
- Traditinaly linear
- Non-linear: what defines the sequence?
- Game oriented: collect pieces and move accordingly
- Example: This Moster(linear), Stolen(mixed), Stranded(non-linear), Monsters VS Robots(linear-game oriented)
- Thumbnail each scene
- board each scene
- Each PSD is a scene.
- Shows intro animation
- Read to Me / I Read options
- Shows witch playing
- Witch is thinking
- Allow users to switch languages
Marketing - marketing is not one time task
- It starts before planning the app
- It costs more than devloping an app
- More than one app is key for success.
- blog:Learnings from 2011
- blog:Now you have an app, so what?
- blog:Want to create a storybook? Do your homework first?
- blog:Are the basics of marketing being applied to the app business?
- Process of communicating the value of a product or service to customers.
- 4 "Ps" Product, Point of sale, Price and Promotion
- R&D costs
- Target audience
- SWOT analysis
- Create Twitter, Facebook, Instagram to be active there
- Join groups of artists(Linkedin and other places like SCBWI)
- Build a dedicated website(your blog may be hosted there)
- Share about your progress and processess
- Use Youtube to share milestones and tips
- Reserve some money for marketing activities
- Test the app with friends(TestFlight, DeployGate)
- http://willterry.blogspot.jp/2015/10/im-now-only-updating-my-youtube -channel.html
- Production costs
- Makreting costs
- Non-related costs like rent, salary, benefits etc
- From $.99 to $.7.99
- Be honest with yourself. What is your entire experience worth?
- Monitor the competition(price and reviews)
- Price is important but the most important thing is VALUE
- Can users enjoy your app many times or is it one time experience only?
Launch day(thoughout the following 2 weeks)
- Send a press-release(prMac) for search engine optimization ranking
- For multilingual, try large promotion in non-English speaking countries.
- Capture feedback and fix any issues found
Week3 after the release
- Send another PR about updated version
- Send promo codes to several reviewer sites
- Avoid the reviewer sites that charge your to review
- It is ok to pay for expediting a review
- Good reviews help but alone not much. Must promote the reviews.
- Advertise to your target audience websites
- Banners are usually cheap
Update your site with new content
Reviewer sites such as Digital, Teachers with Apps, Mom's with Apps
- A cool way to send promo codes http://redeemoco.com
Monitroring your poformance
- google analytic for promotion Ads etc
* * *
- Share findings on your group meetings
- Change prices from time to time
- Try App Friday and other special promos
- Think about developing a complementary app
- Updates "renew" your daily rnaking positions
Time to the next one
- one app is not enough in the digital content market
- More app more change of revenu.
- Cross promotuon between apps
- better presence at app stores
- more attention from media