Make Your App More Engaging: Tips for Creating Great Apps by Designing for ...
summary
Framework centers on three pillars: value, usability, motivation with concrete tactics: state the change an app delivers everywhere, streamline or skip signup and add Sign in with Apple and Face ID, keep downloads small, ask for ratings via SKStoreReviewController only after demonstrated engagement, and request notifications at moments of value. Examples include the New South Wales round trip log book (~750,000 trips recorded), Zombies Run (4M downloads, 29M km, 3.7M chases) and Duolingo (~120M users).
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chapters (26)
- 0:00Intro
- 0:49TBD GAME COMPANY
- 2:39Why engagement reviews?
- 3:30Last month... 49,139 app submissions
- 3:55How do we stand out?
- 5:04Three pillars of engagement.
- 5:421. Understanding your value
- 8:33How do you know you are delivering that value?
- 8:48Explain your value clearly.
- 11:02demonstrated engagement with your app.
- 11:51Allow people to share the value with others.
- 13:01What's the value for you?
- 13:212. Improving Usability
- 14:40You can get away with average usability if you're the only app that provides a particular value.
- 15:14Usability is all about friction.
- 16:00Simple ways to get started...
- 17:13Streamline sign up
- 18:46Provide a free trial
- 19:14Minimise tutorials.
- 19:51Test early and often.
- 20:07Gamification Habit
- 21:10million downloads 29 million km run 3.7 million zombie chases
- 22:55But gamification can be hard to get right.
- 25:01Empathy
- 25:20See my 2016 /dev/world talk: Designing Engaging Motivational Apps
- 25:32Review your apps
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