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MenuHow to deliver an App on a subscription model?
Looking into App Store or Self Fulfilled but we don't know how to get the app service to stop working once they have it on their devices. It's a subscription model that we will charge $47 per month for the service, but if they cancel, we need to cancel their usage of it. Need to know how to launch this thing ASAP. Any help?
Answers
Geez, if you are asking this because the person or people building this don't know the answer, you don't have a technical team capable of launching your "thing" ASAP.
This is such a basic technical question that you need to stop what you're doing and find a competent technical co-founder before pursuing this idea any further.
Your app should include a login that would validate with your servers who is/isn't an active member.
Let's hop on a quick call and we can discuss specifics.
Just so you know, Apple rarely approves apps for subscription billing so you will likely have to build your own billing backend.
If you are in the mid of app development then I assume you had already shared this with your tech team. If they were unable to answer that then you are surely in trouble. Fire them right now! because you don't even know what they will end up building.You might end up getting a rejection from Apple store if the app is not "wired" properly.
On the other note Apple doesn't have any problem with subscription based apps, they have problem with the nature of the app. With recent updates they have provided support with there SDK but have gone very strict with the privacy policy in respect to the end user. Otherwise the billing is through the same old app store billing system (70% dev/ 30% store).
Hope it helps.
Subscription-based apps tend to see higher revenue per user than apps with other business models. Subscription-based apps offer a genuinely nice, steady source of reliable income, especially compared to other app revenue models. This trust in your revenue flow allows apps to be more confident in their marketing efforts and in planning major feature upgrades that can be developed without constant fear of things collapsing. Mobile apps relying on subscriptions also have the bonus of even more predictable, reliable income by offering discounts for longer subscription periods. Many apps will offer discounts for users who commit to 6- or 12-month subscriptions. Being able to offer discounted subscriptions also offers apps some unique retention options. The subscription app model also provides a higher likelihood of an engaged audience. Maintaining app engagement is a huge challenge for many apps, but it tends to be easier for subscription apps since users are more actively invested in making sure they get as much out of your app as they can. Of course, it is your job to foster that engagement and make sure that users have interesting, rewarding experiences each time they choose to engage with your app. Since users are paying you a monthly, recurring fee, they will expect more than they would for a one-off app payment. When you are asking your users to pay you each month for access to your app, you are really obligated to continuously provide new content and/or features for your user. Personalization can help a ton with keeping users happy and satisfied with your app’s value – keep tabs on what kinds of content or which features an individual user frequents the most, then make sure to send a push notification and email when you launch updates that will connect with their specific interests. Users need to be properly onboarded to understand the true value of your app. Most users will need temporary access to your premium content to be convinced of subscription on a per month basis. All apps do this differently – for some, the first week or even month is free. Spotify offers their premium service for 99 cents for the first month.
Figuring out the precise amount of time users need to get won over by your service can be tough. With other apps, certain features can be used for free indefinitely, but the higher value benefits being for the paying customers. Launching your app with a subscription-based revenue model is one thing but transitioning from a one-time fee to a monthly charge can result in some serious backlash from existing users. What is crazy is that Zombies, Run took great care of their existing players, who received all content and features developed up to that point in time for free, plus a discounted subscription option for future content. When making a transition from a single fee to a subscription app model, make sure to be clear with customers and treat them well.
Besides if you do have any questions give me a call: https://clarity.fm/joy-brotonath
Related Questions
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How should we plan a well-executed SaaS product launch to an existing customer base?
I'm a product developer, startup veteran, and advisor to SaaS companies. Hopefully you've been already developing this new product with input from your existing customers, letting them beta test it and give feedback. (If not, my advice is to STOP immediately and get enough pilot customers involved to be sure that you're delivering something really valuable to them, that works the way they expect it to work, is easy to understand and get started with, etc.. The last thing you want is to do a big splashy launch of a product that is D.O.A. because you built what you assumed the customers wanted instead of they actually demonstrated that they wanted.) OK, so let's assume that you've got customers in the loop. Interview the heck out of them. Really understand how they use the product, why they use the product, what makes it valuable to them, what they can do with it that they couldn't do before, etc. If the product's not done enough for them to be best testing it yet and getting results, at least get some insights into how they see themselves getting results from it. How does it/will it change their lives? As you do this, be on the lookout for things that really resonate. Emotional language, for example. "It's such a relief that I don't have to worry about sending invoices manually anymore." (or whatever pain it is that your software solves) Also look for (and try to elicit) specific result statements: "This new software saves me [or is going to save me] 15 hours a week. Now I can spend that time where I really want to, with my kids ( ... my cat ... my golf buddies ... )" You're doing this for three reasons: 1) This stuff makes for phenomenal testimonials; 2) it helps you come up with great ideas for pre-launch content; and 3) it generates *PURE SOLD GOLD* you'll use in writing the copy for your launch offer. OK, launch mechanics. There are people who teach huge long expensive courses on this stuff. I'll give you the Cliff's notes. While I haven't personally run a major product launch, I have been trained in the strategy and am very familiar with it. - Plan your launch period in advance. You might want to do a pre-launch sequence that lasts 1, 2, even 3 months depending on the magnitude of your product and how much effort you're willing to put into creating content for the launch. - Create some teaser content of interest to your customers who might want to buy this product. Offer to teach them something, or offer to give them a sneak-peak behind-the-scenes of your new product. - Send an enticing offer for this content out to your list. Get people who are interested in this content to sign up for it. This creates your launch email list. - Send your launch list weekly updates: development milestones, sneak-peak screenshots, videos, educational material, interviews with/testimonials from beta users, and so on. - You're not trying to sell here yet (not hard sell at least). Drop some hints that there is going to be a special offer when the product launches, just for special loyal customers like them. - Create at least three videos on topics that are really, really interesting to your prospective customers... not necessarily about your new product itself, but teach them about what they can achieve with it, or what others have achieved with it already. As you publish these videos, send the link out to your launch list. - Also send out an offer to see these videos to your main list, to entice more people to sign up for your launch list. - As you get closer to launch time, keep sending frequent updates to the pre-launch list, and send another email out to your main list to let them know that the product is launching soon, and that if they're interested in the special one-time-only launch pricing, they need to sign up for the "early bird list" (your launch list). - Send out a 24-hour notice that the launch is going to happen soon, and the launch pricing will only be available for a limited time (potentially, to a limited number of customers ... to increase scarcity and urgency). - I recommend that even if you plan to open the product up to all your customers that at launch time you limit it to a smaller number. This makes the inevitable post-launch gremlins less painful to deal with because you have fewer customers, and it motivates people to buy because they fear that they'll lose the opportunity to do so. You can open the product up to more people later... the delay will result in pent-up demand and easier sales. - Start the launch. Tell your early-bird launch list a few hours early, then tell your main list. Direct them to a web page with a video and long-form sales copy of your launch offer. - Send out 2-day, 1-day, 12-hour, etc. notices that the launch is ending soon and reminding people what they're missing out on if they don't act now. If you're offering a limited number of spots, tell people what percentage has already sold out. Remind people that if they're "on the fence" about this, that this is the time to make a decision. - Send out an email letting people know that the launch is over and thanking them for their support and their vote of confidence. Tell the people who didn't buy (or didn't get in) that you'll let them know that the product will be opening up for new registrations some time in the future. (You may get people sending you emails begging to be let in at this point, if your product is desirable and your marketing was executed well.) And, of course, you don't just have to promote your launch content to your existing customer list ... you can post it to social media (and encourage your customers to do so) to attract brand new customers into your world. If you'd like to go into more detail about launch planning for your specific product and market, I'd be happy to jump on a call and talk about ways to make this work for you.BB
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If I am planning to launch a mobile app, do I need to register as a company before the launch?
I developed and published mobile apps as an individual for several years, and only formed a corporation later as things grew and it made sense. As far as Apple's App Store and Google Play are concerned, you can register as an individual developer without having a corporation. I'd be happy to help further over a call if you have any additional questions. Best of luck with your mobile app!AM
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Does anyone know of a good SaaS financial projection template for excel/apple numbers?
Here is a link to a basic model - http://monetizepros.com/tools/template-library/subscription-revenue-model-spreadsheet/ Depending on the purpose of the model you could get much much more elaborate or simpler. This base model will help you to understand size of the prize. But if you want to develop an end to end profitability model (Revenue, Gross Margin, Selling & General Administrative Costs, Taxes) I would suggest working with financial analyst. You biggest drivers (inputs) on a SaaS model will be CAC (Customer Acquisition Cost, Average Selling Price / Monthly Plan Cost, Customer Churn(How many people cancel their plans month to month), & Cost to serve If you can nail down them with solid backup data on your assumption that will make thing a lot simpler. Let me know if you need any help. I spent 7 years at a Fortune 100 company as a Sr. Financial Analyst.BD
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What tools to use for mobile Prototyping ?
My 2 favourite are: - www.uxpin.com - www.flinto.com Flinto is by far my favorite for mobile. I also us www.balsamiq.com for anything wireframe. Sometimes I jump into Sketch http://www.bohemiancoding.com/sketch/ for more high fidelity mockups using their Mirror feature http://www.bohemiancoding.com/sketch/mirror/ Hope that helps. P.S. There's a tonne of Mobile UX experts on Clarity, many $1/min - call them, you'll learn so much. my2cents.DM
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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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