The other large component which gets thrown around is engagement. It seems as if only companies like flurry would be able to discern this sort of information. Anything on a large scale with an embedded sdk that reports engagement really.
Does anyone know of an up-to-date analysis of the iOS app store ranking algorithm? I've seen first hand how ratings can move an app up the list, but I've never noticed engagement or sales having an impact.
I'm sure he's aware of that. This is a major element of the UI which shouldn't require you to move to another screen to enjoy.
Swiping near the bottom with my thumb hasn't bothered me so far, but the text is quite hard to read at that small of a size. I would also like to those cards a bit larger in the future.
I love how deep objc.io dives. They'll present long essays on topics which normally get glossed over in a sentence or two. Particularly useful are their thoughts on the state of objective c design patterns (quite a volatile topic since the release of iOS).
What I found most interesting about this is how outdated the Distimo data is. I have a couple game apps in the Games Trivia category, which is conveniently less popular. According to Distimo, in May of last year it would take roughly 600 dls per day to reach the top 25. We're averaging 1000 downloads a day with each game and neither has cracked the top 60. Amazing how much a difference a year makes. Anyone know if Distimo has done a followup more recently?
Kippster, a 3rd party app, has been pretty great for me on iPad.
I was an avid Pocket user. And it's great for saving things you want to read later and then just throw away.
A lot of these articles/videos I want to read later, then save for reference. With Kippt I can send pages to my Inbox exactly like I did with Pocket. Once I read them, if I want to save them for later, I can move them into any 1 of the categories I've set up. I have about 20 categories ranging from "App Store Articles" to "Analytics Videos" to "General Programming Learning".
They have even higher rates for free apps with in-app purchases.n. We were told $3 per install or $100k flat rate for 1 day. This was roughly a month and a half ago.
A former colleague of mine had a series of "cheat" apps which included answers to popular games on the app store. He started to see his apps pulled on Sunday. It could be a coincidence, but he had upwards of a million active users and never had an issue before either. Maybe Apple decided it was time to crack down on some of the rules they hadn't been enforcing.
Interesting breakdown, but I think it's a little font-obsessed biased e.g.
"The artificial slab serif ITC Lubalin by Herb Lubalin not only embodies stability, but also emanates a very special kind of amiability. "
I'd say the reason this font was chosen had a little more to do with the fact that it looks very similar to most writing on old football jerseys. Sometimes the reason something is chosen is much simpler than we (experts in that field) want it to be.
The other large component which gets thrown around is engagement. It seems as if only companies like flurry would be able to discern this sort of information. Anything on a large scale with an embedded sdk that reports engagement really.