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detz

macrumors 65816
Original poster
Jun 29, 2007
1,051
0
Since I've had such positive feedback on my iOwn app I plan on offering a lite version soon and I'm trying to find the best way to go about it. I'm not fond of lite but I think it will get my app in more hands so that's what matters. I'm in favor of a fully functional app but you can only have X items in the lite version where the standard one is unlimited. This would allow everyone to use it to the fullest but if they want to use it for a larger scope they would have to purchase it. I think this is fair because it gives them a great free app to use to an extent with the option of upgrading if they find it useful. As a consumer this is what I would want anyway. Thoughts?
 

liptonlover

macrumors 6502a
Mar 13, 2008
989
0
Lets just call it a demo, because that's what it is. And the point of a demo is for the user to (ideally) try the demo, then rush out to buy the full version. This means of course that the demo is severely limited. Your users would love what you just said, because it's not very limiting. A lot of people may never have to buy the full version. There's other ways, though. You can set a time limit each time the app is open, you can set a certain amount of times the app can be opened,(since you can't kill your own app you'd just have to block access to the app features when the limit is up) you can allow only certain features which I don't like because they want to know all about the app, not just the handpicked things you think will impress them the most. Finally, you can just limit "amounts" of things like you said.

Really, I think time limits are the best for demo purposes. They use your app enjoying full functionality, finding out exactly what you can do with it. They get enough time to see if it will work for them. Then when the time limit is up, they'll get the feeling that they just lost something they liked, and they'll run out to buy the full version. Other limitations just don't have the same effect, IMO.

There's something I should point out though. When an app is deleted, all its data is deleted as well. So whatever variable tells you how long they've been using your app will be gone. All they have to do is redownload the app. Sure they'll lose their data, but it's still away around it. The only way to fix that legally is to send your data up to a site so it doesn't get lost.

Good luck! Nate
 

Night Spring

macrumors G5
Jul 17, 2008
14,885
8,056
Really, I think time limits are the best for demo purposes.

I thought Apple didn't allow apps to have time limits? Did that change?

In my experience, Lite apps with full functionality that limit the number of items you can put in is a great way to try an app. I've tried a number of apps like that, and bought the one app that I felt was useful, and am very happy with my purchase, and glad I was able to try the ones I didn't buy without having to pay for them. Limited functionality demos are annoying because you can't tell if the extra features are useful or work as advertised until you buy the full version.
 

LostLogik

macrumors 6502a
Jul 9, 2008
701
4
I think the best thing for your app would be to limit the number of items per container and the number of containers per location but otherwise keep everything the same. That way people can see the benefit of the program and, should they choose, buy the full version. Say 5 items per container, 5 containers per location, one location, or some other variation.

Just a thought, but not from a user's perspective (as I'm a HandBase user).
 

firewood

macrumors G3
Jul 29, 2003
8,141
1,384
Silicon Valley
Random suggestions:

Figure out the average number of items or features that the typical paying customer needs to use in your app, and support some amount less. Try to make the amount supported high enough that this typical user doesn't hit the limit during their very first use of the trial app, or they may delete the app and rate it down before deciding that the app is useful to them. A really annoying limit that the typical customer hits only after they've used the app just enough times to appreciate the app would be just right.

Make it so that some small percentage of users will actually find the trial app useful, as is, to make it acceptable to Apple (no time outs, etc.). So you lose a few percent of sales. Advertising usually has some costs. Be glad that you don't need a huge ad budget.

Realize that a large number of shoppers will only download free apps. Making the lite version useless to them won't add to your revenues. But making it slightly useful for them might provide free advertising, and boost your download stats as well.

The optimal point for what you allow in the lite version is probably on a revenue/feature curve. Use marketing feedback to fine tune this point closer to the peak (by adding updates to either only the full version, or the lite version).

.
 

detz

macrumors 65816
Original poster
Jun 29, 2007
1,051
0
I wouldn't use time limits if they were allowed(They are not), I know as a consumer that would upset me so I would not do that to my customers.

I also don't want to limit to say one location, x containers because that would limit what the user can do and I want them to get a feeling of how useful the app can be when you have the ability to add multiple locations etc.

After talking with a lot of people limiting the number of items seems to be the best approach it's just finding what that X limit should be is the hard part. I'm leaning towards 15...that gives the average use enough to fully test it and probably add a room or two of items while still putting a cap so to fully use the app you will need to upgrade.
 

thomasanderson

macrumors member
Aug 19, 2008
53
1
I wouldn't use time limits if they were allowed(They are not), I know as a consumer that would upset me so I would not do that to my customers.

I also don't want to limit to say one location, x containers because that would limit what the user can do and I want them to get a feeling of how useful the app can be when you have the ability to add multiple locations etc.

After talking with a lot of people limiting the number of items seems to be the best approach it's just finding what that X limit should be is the hard part. I'm leaning towards 15...that gives the average use enough to fully test it and probably add a room or two of items while still putting a cap so to fully use the app you will need to upgrade.
Good idea detz, but how come in your sig you have the app listed at 1.99, yet when I go to the itunes store its 4.99?
 

detz

macrumors 65816
Original poster
Jun 29, 2007
1,051
0
Good idea detz, but how come in your sig you have the app listed at 1.99, yet when I go to the itunes store its 4.99?

Thanks...the $1.99 was the launch price for the first few weeks...it's been changed with the newest release that includes online backup. Fixed, sorry if that confused anyone. :-/
 
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