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January 13, 2009

Netlog releases GPS-enabled iPhone app for its 33 million users

European Myspace competitor Netlog, which has over 33 million users, has released its native iPhone app. Users can get a feed of friends updates, see pictures, upload content and add pictures. Unusually, it is also GPS-enabled, something Facebook has so far steered clear of. It’s TechCrunch’s general view that if Facebook added true, location-based mobile social networking to its iPhone app, it would probably kill off a lot of the startups in that arena fairly swiftly. But it has yet to do so, leaving the way open for sites like Netlog.

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November 29, 2008

10,000 iPhone Apps

148Apps, which tracks and reviews iPhone Apps, says 10,000 applications have now been released on the iPhone App store (the site is named after the fact that you can add up to 148 applications to an iPhone or iPod touch).

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A tribute page shows a mini icon for every application. And it also gives some interesting data. About 24% of apps are free; 35% cost $.99. The average cost is $3.12, including free apps. About 34% are games or entertainment, and there are 49 weather related apps for the iPhone despite the fact that a weather app is built in.

If you’re an iPhone user, tell us the apps you can’t live without in the comments. The ones I use every day: Aqua Hoops, Recorder, SearchMe, iGolf, Google, Zombie (its cathartic), iThread (CrunchBase on the iPhone), and the social networks (Loopt, Facebook, MySpace).

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November 18, 2008

iPhone App Store: Business Case Analysis

Since its launch last June, the iPhone App Store has had phenomenal success. Steve Jobs himself, apparently surprised, carefully mentions a business of one billion dollars.

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If the scope of this success was not really foreseeable, Apple purposely managed every element that could lead to it.

Let's first briefly explain the iPhone App Store. Software developers are invited to develop applications that iPhone owners can download via iTunes. The developer sets the price for its application, which can even be free.

The business model is quite simple. Developers, after paying Apple a sign-up fee, receive 70% of the revenue generated by their applications. iPhone owners pay for each download (buy and download).

How does Apple protect this business? First, the developer signs a legal agreement. This is not just a confidentiality agreement: by signing it, he releases the Cupertino firm from any liability related to the service provided, he accepts cancellation at will and without motive, and finally gives away the right to develop and exploit competing applications. On top of the legal protection lays the technology: from the developer's kit to the iPhone, everything is proprietary! Finally, and more subtly, Apple controls the relevance of applications with the $99 sign-up fee. This prevents the emergence of sterile applications like the ones proliferating on Facebook. And if this not enough, there is always censorship.

Let's try to isolate the key success factors. Firstly, it did not come out of the blue. Apple reused the iPod + iTunes model and adapted it to the iPhone: instead of buying songs, the user buys applications. In addition, it backed it up with a VC firm which invested one hundred million dollars.

Moreover, Apple remarkably identified stakeholders' needs and created a network of shared interests. It leverages the iPhone owners' passion for their multipurpose handset, as well as the programmers longing to be widely distributed, paid and recognized.

These ties are then cleverly reinforced. This is where the firm's mastery of ergonomics plays a key role. The iPhone owner has many ways to access an application for which the purchase is just a click away. Its price, mostly between 0.99 and a few dollars, promotes spur-of-the-moment purchase. On the other hand, the developer focuses solely on the product development, for which a kit is available, as well as resources and a test bench, and its price: Apple takes care of the two other elements of the marketing mix, promotion and distribution. Ease of use builds up usage.

The other element is the smart business model. The purpose of free (as for the MP3s with the iPod) is well defined: develop turnout and usage, for both the store and the iPhone. This gives meaning, on the developers' side, to the brand policy. Attempts to work around this policy are sanctioned by a $299 sign-up fee for those refusing to be distributed in the App Store.

Obviously there are dark shadows such as the opaque selection and « exclusion » policies, the lack of consistency of applications' ergonomy or the recent security issues. These, however, do not seem to slow down the business success.

September 01, 2008

Is There A Recipe For Success In Mobile App Stores?

Now that Apple has enjoyed some success with its App Store, smartphone manufacturers are starting to realize that having such a service is a worthwhile endeavor. An App Store with the right ingredients for success not only makes people want to buy the smartphone more than others, but it offers a new revenue-sharing opportunity that could become extremely lucrative.

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Perhaps that’s why Microsoft’s new store for Windows Mobile 7, called Skymarket, leaked today. And it’s also why Google announced late last week that it was planning on launching the Android Market to compete with Apple’s store. Each and every company going after the mobile Web is trying to do what Apple has done with its own App Store.

If nothing else, the App Store has shown that there really is a recipe for success in this space. What is that recipe? At this point, success in the Mobile App Store market requires:

1. A popular device.

2. A single marketplace where users can find any application they want in one location.

3. A developer platform that’s both easy to use and powerful enough to create fantastic apps.

4. A dose of enterprise applications.

5. The ability to deploy the same applications on multiple devices.

6. The ability for users to download applications wirelessly to their device from a Wi-Fi or 3G connection.

Apple has most of these ingredients and is performing extremely well in the app market, but its competitors — RIM and Microsoft — seem lost. Both companies have applications that can be downloaded from countless places on the Web, the applications simply aren’t as usable as iPhone apps, and there’s no simple way to add applications to the phone without connecting it to your computer. (Update: To clarify and echo what some commenters have noted, BlackBerry owners can download apps over-the-air and do so on a daily basis.)

While Apple wins out in most of those categories, Microsoft and RIM can still stand up in a few where Apple isn’t quite so strong. For example, Apple’s applications appeal mainly to the consumer, but RIM offers the enterprise solutions that have been left out of Apple’s store so far. But in the end, it’s Apple that reigns supreme in the app store market and will continue to force the others to modify their offerings and catch up.

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August 01, 2008

SDK

A software development kit (SDK or "devkit") is typically a set of development tools that allows a software engineer to create applications for a certain software package, software framework, hardware platform, computer system, video game console, operating system, or similar platform.

It may be something as simple as an application programming interface in the form of some files to interface to a particular programming language or include sophisticated hardware to communicate with a certain embedded system. Common tools include debugging aids and other utilities often presented in an IDE. SDKs also frequently include sample code and supporting technical notes or other supporting documentation to help clarify points from the primary reference material.

A software engineer typically receives the SDK from the target system developer. Often the SDK can be downloaded directly via the Internet. Many SDKs are provided for free to encourage developers to use the system or language. Sometimes this is used as a marketing tool. For example, Foo Products might provide the Widget SDK for free to encourage people to use it. In turn, more people will be encouraged to buy more of their widgets since they can program them for free.

SDKs may have attached licenses that make them unsuitable for building software intended to be developed under an incompatible license. For example, a proprietary SDK will likely be incompatible with free software development, while a GPL licensed SDK will likely be incompatible with proprietary software development. LGPL SDKs are typically safe for proprietary development.

An SDK for an operating system add-on (for instance, QuickTime for Mac OS) may include the add-on software itself, to be used for development purposes, if not necessarily for redistribution. An interesting situation arises here between platforms where it is possible to develop applications that can at least start up on a system configuration without the add-on installed, and use a Gestalt-style run-time environment query to determine if the add-on is present, and ones where the application will simply fail to start. In other words, it is possible to build a single binary that will run on configurations with and without the add-on present, albeit operating with reduced functionality in the latter situation.

Providers of SDKs for specific systems or subsystems may sometimes substitute a more specific term instead of software. For instance, both Microsoft and Apple provide driver development kits (DDK) for developing device drivers.

Examples

The following are common software development kits:


* The Net Beans SDK from SUN Microsystems
* The Eclipse SDK from the Eclipse Foundation IBM
* The Flex SDK from Adobe
* The iPhone SDK from Apple
* The Java SDK from Sun Microsystems
* The Android SDK from Google
* The Microsoft Platform SDK from Microsoft
* The Qt SDK from Qt Software
* The Source SDK from Valve

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July 10, 2008

iPhone App Store Has Launched

Apple’s iPhone App Store is now live. To access it, download iTunes 7.7. Once iTunes has upgraded, you can access the App Store.

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You can “get apps” on iTunes now, but you’ll need the iPhone 2.0 software to actually use them on the iPhone, which isn’t yet available.

There are 27 pages of applications currently available. At first glance, there are very few non-English applications. Another interesting trend - a lot of books are listed as applications, most for $0.99.

According to Pinch Media, the App Store had 552 applications at launch. 135 of these apps are free, while the remaining 417 range in price from $0.99 to $69.99, with the vast majority ranging between $0.99 and $9.99.

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January 14, 2008

Apple Sells One Million 3G iPhones First Weekend. Ten Million iPhone Apps Downloaded.

Despite a few hiccups and stores running out of inventory, Apple was able to sell one million 3G iPhones worldwide across 21 countries its first three days on sale. During that same time, owners of both the new and old iPhone were able to download 10 million apps from the newly launched App Store on iTunes, despite major problems with the iPhone 2.0 software update disabling many people’s phones temporarily on Friday.

That brings the total number of iPhones sold since the launch of the first generation phone to more than 7 million. Apple’s goal of reaching 10 million iPhones sold by the end of the year seems well within reach. In contrast, it took the first iPhone 74 days to reach one million sales, but it wasn’t sold in 21 countries. Apple watchers will be looking for clues about what portion of sales are in the U.S., versus in international markets.

The startup community will be more interested in the download numbers. The 10-million download figure includes both paid and free apps. Apple did not offer a breakdown, but it stands to reason that the free apps made up the vast majority of downloads.

But even if 10 percent were paid downloads, though, and assuming an average price of 4.99, that would be a $5 million weekend. Not a bad start. And it could have been more than that. Seven of the top ten paid apps, including Super Monkey Ball, Cro-Mag Rally, Tetris, and Band, are $9.99. (Coming in at No. 12 is another $9.99 game, Electronic Arts’ official Scrabble, which is also coming to Facebook).

Some of the apps seem to have been rushed out too early, with reports of some of them crashing. So the launch wasn’t perfect. But the demand for the new iPhone and all the apps made for it indicated by these early numbers support the notion that people desperately want the Web and better computing experiences on their phones. Of course, we knew that already.

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