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MenuHow do I run a closed beta test for my mobile application? Development will be finished in 3 weeks.
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You should try to engage people using social networks, it is easier to spread than email. The conversion rate on emails are low but is still a valid tool for that. Send and email with a simple and objective message that will make people want to try.
The best way to have feedback from users is to watch them use the app. You should put them on the hands of everybody that you can and without any instrucions and just watch, don´t even say that the app is yours. Try to do it a lot.
If you want feedback from others, you can include the feedback form inside the app and suggest users to answer occasionally.
I would also strongly recommend to use a tool as Flurry Analytics. Is the best way to get data from how is the use of the application.
Pay attention to those data and be open to change your app a lot, you may need more features or cut some off to make it easier to use.
If you need more help please contact me.
You need early adopters of your app - your friends or followers via social media. Otherwise I'd try to contact some testing company to provide some beta testing.
You're going about this wrong and a lot of the advice here is also wrong, by worrying about the consumer experience first. Stop what you're doing and get out and talk to restaurants.
Make sure that restaurants are willing to offer rewards, and get signed commitments from at least 10 restaurants that they will do so, based on the metrics that they define matters.
Next, use the restaurants' existing social media outlets to get their own fans signed-up into private beta as an "exclusive privilege" to their fans.
If you can't get restaurants to do those two things at this point, you have a high likelihood of failure should you pursue development of an app without this important piece of customer development complete.
Happy to talk to you in a quick call to provide more details about what I'm describing above.
When the waiter asks if they want dessert, he should also drop a card with URL/qr code to the app.
Depending on your flow, it will point to your landing page or directly to testflight (where they register to download the beta, you get their email also from here).
They key is to have real early adopters.
With this system, you:
- make it easy to discover the app
- give them a chatting/funny topic (will remember experience)
- have "true" adopters since they are at that restaurant
...might also suggest to snap a picture with a restaurant mascot for the picture they share related to their dining experience.
Signup 5-10 restaurants as your test group, give them freebies to come on board. Thereafter end users. Period!
Related Questions
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Whats are some ways to beta test an iOS app?
Apple will allow a developer to register 100 UDID devices per 12 month cycle to test via TestFlight or HockeyApp. Having started with TestFlight, I would really encourage you NOT to use it, and go directly to HockeyApp. HockeyApp is a much better product. There is also enterprise distribution which allows you far more UDID's but whether you qualify for enterprise distribution is difficult to say. As part of your testing, I'd encourage to explicitly ask your testers to only register one device. One of the things we experienced was some testers registering 3 devices but only used one, essentially wasting those UDID's where we could have given to other testers. Who you invite to be a tester should be selective as well. I think you should have no more than 10 non-user users. These people should be people who have either built successful mobile apps or who are just such huge consumers of similar mobile apps to what you're building, that they can give you great product feedback even though they aren't your user. Specifically, they can help point out non obvious UI problems and better ways to implement particular features. The rest of your users should be highly qualified as actually wanting what you're building. If they can't articulate why they should be the first to use what you're building, they are likely the wrong tester. The more you can do to make them "beg" to be a tester, the higher the sign that the feedback you're getting from them can be considered "high-signal." In a limited beta test, you're really looking to understand the biggest UX pain-points. For example, are people not registering and providing you the additional permissions you are requiring? Are they not completing an action that could trigger virality? How far are they getting in their first user session? How much time are they spending per user session? Obviously, you'll be doing your fair share of bug squashing, but the core of it is around improving the core flows to minimize friction as much as possible. Lastly, keep in mind that even with highly motivated users, their attention spans and patience for early builds is limited, so make sure that each of your builds really make significant improvements. Happy to talk through any of this and more about mobile app testing.TW
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What is the generally agreed upon "good" DAU/MAU for mobile apps?
You are right that the range is wide. You need to figure what are good values to have for your category. Also, you can focus on the trend (is your DAU/MAU increasing vs decreasing after you make changes) even if benchmarking is tough. Unless your app is adding a huge number of users every day (which can skew DAU/MAU), you can trust the ratio as a good indication of how engaged your users are. For games, DAU/MAU of ~20-30% is considered to be pretty good. For social apps, like a messenger app, a successful one would have a DAU/MAU closer to 50%. In general most apps struggle to get to DAU/MAU of 20% or more. Make sure you have the right definition of who is an active user for your app, and get a good sense of what % of users are actually using your app every day. Happy to discuss what is a good benchmark for your specific app depending on what it does.SG
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Pre-seed / seed funding for a community app... valuation and how much to take from investors?
To answer your questions: 1) Mobile companies at your stage usually raise angel funding at a valuation equivalent of $5,000,000 for US based companies and $4,000,000 to $4,500,000 for Canadian companies. 2) The valuation is a function of how much you raise against that valuation. For instance, selling $50,000 at $5,000,000 means you are selling debt that will convert into shares equal to roughly 1% of your company. 3) I would encourage you to check out my other answers that I've recently written that talk in detail about what to raise and when to raise. Given that you've now launched and your launch is "quiet", most seed investors are going to want to see substantial traction before investing. It's best for you to raise this money on a convertible note instead of actually selling equity, especially if you are intending on raising $50,000 - $100,000. Happy to schedule a call with you to provide more specifics and encourage you to read through the answers I've provided re fundraising advice to early-stage companies as well.TW
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Any opinions on raising money on Indiegogo for an app?
Apps are difficult to fund on IndieGoGo as few are successful, and we rarely take them on as clients. Websites like http://appsfunder.com/ are made for that very reason, but again, difficult to build enough of a following willing to pay top dollar for an app that could very well be free, already existing in the marketplace. A site that is gaining more traction you may want to look into would be http://appsplit.com/. Again, Appsplit Is Crowdfunding For Apps specifically.RM
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Where can I find programmers willing to join a growing mobile start up for equity only?
You won't find anyone worth adding to your team willing to work for equity only, no matter how compelling your product and business is. The realities of the talent market for mobile developers anywhere is such that a developer would be foolish to work only for equity unless they are a cofounder and have double digit equity. Happy to talk about hiring and alternatives to full-time hires.TW
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