The Real Fix for App Store Reviews

Take a look at this picture.

Screen Shot 2013 05 14 at 3 37 13 PM

For movies, Apple gives us the same customer reviews we get for apps on the App Store. But before those, and much more prominently, we get the Rotten Tomatoes score and blurbs from several professional reviewers.

Do this for apps, and the problem would be solved entirely. No need for us devs to respond to customer reviews that are bogus. The pro reviewers are going to be fair and more prominent.

Meanwhile, the customers can still post their views and be heard. Just not as loudly as professional critics who make a living writing about apps.

So someone needs to create a Rotten Tomatoes for App Store reviews. Pull in reviews from Macworld, Macstories, iMore, the Loop, etc. Average them. Then Apple can show blurbs with links to detailed reviews, just like they do with Rotten Tomatoes for movies. 

Everybody wins.

Sometimes We Kick Tires. Sometimes We Buy a Car

Free Trials and Tire Kickers – Marco.org: “But PC-class pricing would fundamentally change iOS buying habits, and we may not like the results.

Browsing the App Store and getting new apps, often spending a few bucks along the way, is a form of casual entertainment for a lot of people. This role used to be filled by movies and music. Today, it’s filled by browsing the internet and playing with mobile apps. Usually, they’re games, but not always — modern mainstream culture, especially younger people, seem to be more interested in media and social apps than games.

This apps-as-entertainment market falls apart if app pricing rises above casual-disposable levels for most people. Few people balk at spending $1-3 for something that doesn’t end up being that great, but when someone’s $30 app is disappointing, that’s going to stick with them and inhibit future purchases.”

(Via marco.org.)

Marco is absolutely right when he says that free trials on iOS wouldn’t solve every developer’s problems, and could actually hurt certain categories of apps. 

The thing is though, for anyone making apps that aren’t games or “tire-kicker” experiences, the lack of free trials is absolutely crippling. I don’t want the average selling price on the App Store to be $50 for weather apps. I’m fine with casual apps that are priced according to their purpose. I just want my phone and my iPad to do a lot more than “apps-as-entertainment” allow them to do, too.

We’re not seeing a more sophisticated level of software on iOS not because the iPad is a weak computer. Not because touch interfaces are toys. But because the economics of the App Store make sustaining such an app near impossible. It’s simply not worth the investment.

That’s not just bad for developers. It’s terrible for Apple in the long run, too. And it’s terrible for customers.

Eliminating Usernames and Passwords

PayPal exec aims to “obliterate passwords from the face of the planet” | Ars Technica: “Phones could also authenticate a user with voice biometrics, eye scans, or facial recognition, he said. On PCs, there would be a browser plugin which could recognize the authentication methods that the system is capable of. A USB stick loaded with FIDO software could also work, allowing users to authenticate to computers they don’t own. Google is reportedly working on similar ways to eliminate the password.”

(Via ars technica.)

I’ve made it clear on at least one occasion how much I think user names and passwords are futile. This FIDO concept has me very excited, indeed. 

The Premise Dictates the Facts

About that Bloomberg report of ‘falling iPad mini demand’ – Apple 2.0 -Fortune Tech: “But Bloomberg’s Tim Culpan came away from Wednesday’s conference with a different story, one with an anti-Apple slant that got widely picked up… Focusing on the fact that after growing 162% year over year in Q1 Pegatron’s revenues from consumer electronics were expected to fall 25% to 30% in Q2, he set out to pin the blame on the iPad mini.”

(via Fortune.)

Ok. So we no longer need to suspect that there’s a concerted effort out there to spin news negatively toward Apple to support the ready-made premise that Apple is failing. Thanks to Phillip Elmer-DeWitt, we now have clear proof.

You’re supposed to let the facts dictate your conclusions, folks. Not the other way around.

A Step Towards the Visceral

I surprised myself last week by working up yet another new version of x2y. I thought it would be a few months before I had a chance to finish up the optimizations and polishing I wanted to do for 1.5. But another project required me to do some research into animation in UIKit, and thus I couldn’t resist bringing some of that fun into x2y as well.

A short while ago, Foster from Mysterious Trousers wrote a nice piece about the “visceral” elements of some apps. The little unnecessary but delightful things that speak to our gut when using software.

I believe when properly done, a visceral app actually causes your body to release endorphins.

(via mysterioustrousers.com.)

Reading his article, I couldn’t help but think of all the examples of this in the apps that I love most. And I immediately thought that perhaps this was something missing in x2y. Sure, the app looks good and functions perfectly, but could it do a better job of “surprise and delight”? Always.

I had actually thought of adding one particular animation early on in the development of x2y, but I thought it would be way too hard and complicated for someone relatively new to Objective-C to implement. When the swap values button is tapped, I thought it would be cool to have the values actually slide over to their new positions, rather than just immediately change in place. That movement from left to right, right to left, would not only look cool but also serve to make clearer to the user exactly what was happening. Much like the “Genie Effect” in OS X with minimized windows, the motion would actually convey meaning, not just be a cool whiz bang effect. Later, I thought when tapping the double and half buttons it would be cool if the numbers “flexed” a bit, growing slightly and then coming back down for doubling, and shrinking slightly and then growing back up for halving. Reinforcing to the user which values had changed.

x2y animations on the iPhone from Joe Cieplinski on Vimeo.

I thought for sure all of this would be a major undertaking, but UIKit makes this far simpler than you’d expect. And so after a lot of experimentation and fine-tuning to get everything just right, I had managed in a day or two to get all the animations going just the way I wanted. I even added a fun animation for when you add a new Common Aspect, which is particularly nice on the iPad.

x2y animations on the iPad from Joe Cieplinski on Vimeo.

Once I had these cool animations on my iPhone and iPad, I couldn’t wait to get them into the shipping app. I found myself just tapping on the swap button for fun, rather than because I wanted to actually swap the values. It was speaking to my gut, which was a good harbinger of how my customers might react. So I hunkered down and did all the optimizations I wanted to do. I managed to shrink the overall file size of the app back down to under 6MB, and I tightened up some of my code after analyzing it a bit.

The result: an earlier than expected maintenance release, with a few added extra surprises. Not bad for a few weeks’ work.

Hope you enjoy the more “visceral” x2y. I know I do.