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This week I’ve been doing research about what our baby itcher will have to face once its been pushed ‘out there’.
It seems our social discovery app has the right ingredients, (the most downloaded app is still Facebook) and promising figures of 800 apps being downloaded per second from the App Store….This is definitely encouraging since Apple recently announced its App Store had more than 1 million apps in store!
So if there is still a demand for a unique social networking type of mobile app, then all that itcher needs is a note worthy launch plan, how hard can that be?
How can you plan a memorable launch of a mobile app when there have been over a million others launched before you?
More importantly, how do you launch an app in a memorable way with a limited budget? (For mobile app budgeting, check out the interview with the founder of itcher who will give you a good idea if you are still in the initial stages of development).
With enough questions bouncing around to fill a whole category on Wiki Answers, I have compiled the 6 different ways to launch a mobile app.
1. BETA it Out – We have been doing testing internally for the past 2 weeks but that nervous feeling, that we have missed a fundamental feature or did not test a button, haunts not only from 9-5 but 24/7. When you are ready with the structure and the basic functionalities, get a group of people who speak, breathe, read and love mobile apps to test it. The more experienced the people are – say bloggers and journalists – the richer the feedback will be. Don’t be scared that they might find mistakes, this is what Beta testing is for, and even if you do not get the editor of the Mashable to test your app, at least you have made the initial introduction.
itcher has not launched, but we are already thinking of new features, new ways to excite people, new ideas that we want to test and get fans involved in.
2. Get Social – This in my opinion is the best way to launch a mobile app. Show people the reason why you have created it and why you are passionate about it, especially if it’s a social discovery app. You need to allow people to connect with your product first before they run of and share it with the rest of the world.
3. Launch to Scale – If you are thinking in marketing terms ‘I will do a launch conference, buy newspaper advertising, do a public stunt’… make sure it is scalable globally! When you launch a mobile app, 98% of the time it is available globally, therefore your little publicity stunt in London, Victoria, will be only catering to less than 1% of the demographics you could be reaching!
Don’t launch with ‘here you go, this is it’ launch with ‘if you like this, wait until we have all these other amazing things added to the app!’
Here at itcher we are excited to have the audience from around the globe to reach, that is why we are focusing on content that will suit not just people in London (where we are based) but people from all around the world.
4. Don’t Leave it Hanging! – itcher has not launched, but we are already thinking of new features, new ways to excite people, new ideas that we want to test and get fans involved in. Don’t launch with: ‘here you go, this is it’. Launch with: ‘if you like this, wait until we have all these other amazing things added to the app!’
5. Mingle – If like us you have been through a rainbow of emotions in the development process, now is the time to find the best practices of how to ensure your mobile app grows and reaches enough people. Seek advice from the people who have already done it. This way at least you can learn from their mistakes and ensure your newborn has the best start in the big world.
6. Hit Targets – If you have decided to launch your app on a specific date according to a specific launch plan, keep in mind that you might need to alter it to reach targets. With all things new, it’s all about testing and seeing what works and doesn’t. There are a million ways to launch an app and there is no rule that says you should stick to just one plan.
Why not make it your mission to try them all if it means you will get anywhere close to the 800 downloads a second.