What makes an iPhone app a success and a failure?

In: Top iPhone Apps

12 Oct 2009

The answer obviously lies in your expectations and reason for building an iPhone app. Now, while we can’t really quantify expectation or make universal rules about them (since an average human being always expects more than reality actually permits), we can, though, provide you with some truth when it comes to reasons for an iPhone apps failure and success.

1. Quick download
Sorry about the instant gratification part, but most people don’t want to wait till the end of the day to see a screen, load. Faster processors, faster data processing, faster foods- people want everything done in flashest or flashes.
Who does it good: Google Mobile app is good example of a brand establishment app that is faster and better than the web service itself.
Who does it bad: On the other hand, Cisco’s global internet speed test- super slow in downloading and not that great.

2. How high is the “needed on the go” factor
Who has it: WebMD- No matter where you are, when you need information on basic first aid, symptoms, and CPR instructions, WebMD provides this quickly. Great example of an app that is required anytime and anywhere
Who doesn’t have it: On the other hand, Mastercard’s Priceless Picks app fails in this category

3. Functionality
Don’t try to fool your customers just because you think having an iPhone app with your company logo would be cool. If you decided to build an iPhone app, give people good functionality, and a good reason to like your app.

Who has it: Amazon app is great example of an App that is driving sales because of all the functionality it provides.
Who doesn’t: FedEX iPhone app does not offer enough features and is definitely not convenient. One consumer had commented, “The fedex app is also OBVIOUSLY not geared towards “regular” consumers. You can’t track a package based on a door tag number seems like that should be a fairly obvious addition.”

4. Innovative and creative ideas
Designing and launching iPhone apps is not just about simple throwing functionality on your face, but about providing it in an innovative and creative way. One change of color from orange to red, a slight change on how the screen opens, the graphics, the flow – all these factors define an app.
Who does it good: There’s also the CineVegas CineSlots iPhone App, a slot machine game for your iPhone or iPod touch that with each spin provides information on hundreds of films, honorees and wild stories that have happened at the world famous CineVegas Film Festival, now in it’s 12th year.
Who doesn’t: Audi A4 car challenge- the game is boring, marginally challenging and frankly, nobody is thrilled to play it. Not being able to stand up to customer expectations due to lack of creativity is one of the bad effects of not being creative enough.

5. Convenient to use apps; immaculate coding:
If one has to dig deep into layers of functionality to figure out how to delete an item then it’s not worth it. Also, it’s a pain to use an app that crashes and freezes every 2 minutes. Convenience and bug-less code is the key.

Who does it good: Amazon, again, for good performance.
Who does it really bad: AT&T- bad example of brand establishment. Their customer service is poor…and their app is poorer.

Sources: http://www.ismashphone.com/2009/07/corporate-branding-races-to-iphone-apps-winners-and-losers.html

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