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Good idea but poor execution?
A common Facebook app problem: You have a good app idea You’re convinced users will love it You design it, build it and launch it …  and nobody uses it So was it a good idea? 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
Some reasons an app may fail It wasn’t a good idea after all There’s a better version out there No viral loop or marketing You haven’t reached the right users You didn’t implement it very well 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
Some reasons an app may fail It wasn’t a good idea after all There’s a better version out there No viral loop or marketing You haven’t reached the right users You didn’t implement it very well 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
The importance of post-launch tuning 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
Write developer monetisation tools Headliners (banner ads) for Social Cash Develop applications: Soccer Stars (20k MAU, 3k daily) Six Degrees of Separation (RIP) Four in a Row (155k MAU, 10-15k daily) And various other partial successes and complete failures 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
Salvaging a crappy app from failure 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
“ Four in a Row” Sold by Hasbro as Connect Four® But they didn’t invent it Which means I can build it A game with proven popularity Existing competition on Facebook not good Fairly easy to build 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
Core app features Start games against friends Play games at different speeds either real-time or asynchronous Make “open” challenges that anyone can accept 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
11/12/09 Confidential. Copyright (c) 2009 by SocialCash.  Homepage Games in progress Challenges sent and received Leaderboard Lets you start a new game
11/12/09 Confidential. Copyright (c) 2009 by SocialCash.  Game page When it’s your turn, drop a counter into a column
Early traffic results Sent 96 clicks At a cost of around $40 Had 75 app installs Only 24 games played Only 1 in 3 users even started a game 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
Why wasn’t it working? It wasn’t a good idea after all? -  possibly There’s a better version out there?  – nope, the competition isn’t up to much No viral loop or marketing? –  I’m buying clicks from Facebook Haven’t reached the right users? –  unlikely, targeting people who like board games I didn’t implement it very well???  –  surely not…? 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
Another look at the homepage Why aren’t users starting games? 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
11/12/09 Confidential. Copyright (c) 2009 by SocialCash.  Homepage, as possibly seen by a new user What do I do here? How long is a good time per move? What does it even mean? What’s this showing me? Oh, nothing yet. What’s this? It looks scary. What will I get myself into?
11/12/09 Confidential. Copyright (c) 2009 by SocialCash.  Homepage, as possibly seen by a new user What do I do here? How long is a good time per move? What does it even mean? What’s this showing me? Oh, nothing yet. What’s this? It looks scary. What will I get myself into?
How to fix it Get users playing games more quickly Just drop them in a game Take away the decision-making process Just drop them in a game Remove the social barriers for new users to make and accept challenges Just drop them in a game 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
11/12/09 Confidential. Copyright (c) 2009 by SocialCash.  Game page Geared towards getting users into a game asap
11/12/09 Confidential. Copyright (c) 2009 by SocialCash.  Game page I play a game now? I reckon so A quick game? In case I missed the other button Play a friend Type their name and send Play against an online friend Like an invite, but in a low-key way and more immediate
Much more wondrous statistics 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.  Version 1 Version 2 Date New users Paid clicks # Games 15/09/2009 75 96 24 16/09/2009 187 135 281 17/09/2009 292 145 463 18/09/2009 252 176 815 19/09/2009 273 173 1117  … .  … .   … .   … . 15/10/2009 3999 0 24805 16/10/2009 4270 0 27276 17/10/2009 5714 0 33921
If the idea is good then the implementation may be wrong Measure as much as you can so you know the weak points Version 1 is only half way there 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
[email_address] twitter.com/karlbunyan apps.facebook.com/playfourinarow 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.

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Dont Give Up Crappy App

  • 1. Good idea but poor execution?
  • 2. A common Facebook app problem: You have a good app idea You’re convinced users will love it You design it, build it and launch it … and nobody uses it So was it a good idea? 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 3. Some reasons an app may fail It wasn’t a good idea after all There’s a better version out there No viral loop or marketing You haven’t reached the right users You didn’t implement it very well 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 4. Some reasons an app may fail It wasn’t a good idea after all There’s a better version out there No viral loop or marketing You haven’t reached the right users You didn’t implement it very well 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 5. The importance of post-launch tuning 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 6. Write developer monetisation tools Headliners (banner ads) for Social Cash Develop applications: Soccer Stars (20k MAU, 3k daily) Six Degrees of Separation (RIP) Four in a Row (155k MAU, 10-15k daily) And various other partial successes and complete failures 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 7. Salvaging a crappy app from failure 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 8. “ Four in a Row” Sold by Hasbro as Connect Four® But they didn’t invent it Which means I can build it A game with proven popularity Existing competition on Facebook not good Fairly easy to build 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 9. Core app features Start games against friends Play games at different speeds either real-time or asynchronous Make “open” challenges that anyone can accept 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 10. 11/12/09 Confidential. Copyright (c) 2009 by SocialCash. Homepage Games in progress Challenges sent and received Leaderboard Lets you start a new game
  • 11. 11/12/09 Confidential. Copyright (c) 2009 by SocialCash. Game page When it’s your turn, drop a counter into a column
  • 12. Early traffic results Sent 96 clicks At a cost of around $40 Had 75 app installs Only 24 games played Only 1 in 3 users even started a game 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 13. Why wasn’t it working? It wasn’t a good idea after all? - possibly There’s a better version out there? – nope, the competition isn’t up to much No viral loop or marketing? – I’m buying clicks from Facebook Haven’t reached the right users? – unlikely, targeting people who like board games I didn’t implement it very well??? – surely not…? 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 14. Another look at the homepage Why aren’t users starting games? 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 15. 11/12/09 Confidential. Copyright (c) 2009 by SocialCash. Homepage, as possibly seen by a new user What do I do here? How long is a good time per move? What does it even mean? What’s this showing me? Oh, nothing yet. What’s this? It looks scary. What will I get myself into?
  • 16. 11/12/09 Confidential. Copyright (c) 2009 by SocialCash. Homepage, as possibly seen by a new user What do I do here? How long is a good time per move? What does it even mean? What’s this showing me? Oh, nothing yet. What’s this? It looks scary. What will I get myself into?
  • 17. How to fix it Get users playing games more quickly Just drop them in a game Take away the decision-making process Just drop them in a game Remove the social barriers for new users to make and accept challenges Just drop them in a game 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 18. 11/12/09 Confidential. Copyright (c) 2009 by SocialCash. Game page Geared towards getting users into a game asap
  • 19. 11/12/09 Confidential. Copyright (c) 2009 by SocialCash. Game page I play a game now? I reckon so A quick game? In case I missed the other button Play a friend Type their name and send Play against an online friend Like an invite, but in a low-key way and more immediate
  • 20. Much more wondrous statistics 11/12/09 Confidential. Copyright (c) 2009 by SocialCash. Version 1 Version 2 Date New users Paid clicks # Games 15/09/2009 75 96 24 16/09/2009 187 135 281 17/09/2009 292 145 463 18/09/2009 252 176 815 19/09/2009 273 173 1117  … .  … .   … .   … . 15/10/2009 3999 0 24805 16/10/2009 4270 0 27276 17/10/2009 5714 0 33921
  • 21. If the idea is good then the implementation may be wrong Measure as much as you can so you know the weak points Version 1 is only half way there 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.
  • 22. [email_address] twitter.com/karlbunyan apps.facebook.com/playfourinarow 11/12/09 Confidential. Copyright (c) 2009 by SocialCash.