User Acquisition

Explaining Tinder's curiously viral growth
By September 23, 2013 Read More →

Explaining Tinder's curiously viral growth

Tinder is a dating app – some have called it a “hook up app” – that allows users to scroll through pictures of potential companions and select those of the greatest appeal with a favorite / like mechanic. When two users have mutually selected each other, they are given access to a chat medium and […]

Five characteristics of a viral product
By September 16, 2013 Read More →

Five characteristics of a viral product

Virality is a simple concept to grasp but is seldom implemented effectively. For one, very few products are conceived of as viral; this is often because marketing and product development are seen as being separated by a firewall and thus the marketing implications of a product’s chosen core use case are not considered. A marketing perspective (ie. […]

Dear indie mobile game developer
By August 26, 2013 Read More →

Dear indie mobile game developer

Dear indie mobile game developer, I interact with you on a regular basis, as a mentor in the Gamefounders incubator and when you email me via this blog, asking me to serve as a sounding board. I’m always happy to provide you with my opinions, but I’ve begun to notice repetition in the things you’re […]

A yield management model for mobile advertising
By June 3, 2013 Read More →

A yield management model for mobile advertising

Yield management is a pertinent topic within the context of freemium mobile app distribution, monetization, and user acquisition, as it corresponds closely with the fundamental components of freemium success: demand management; scale; insight; and monetization. Sheryl Kines, one of the most prominent academics conducting research in the field of yield management defines the concept as […]

The economics of mobile game publishing
By April 15, 2013 Read More →

The economics of mobile game publishing

(The model referenced throughout this post can be downloaded here) Supercell’s recent $100mm secondary financing round raises some interesting questions about how mobile game developers capitalize on a hit game. A title in the Top 10 grossing chart for the US can, as evidenced by a number of recent high-profile examples, generate upwards of $500,000 […]

Why the retention profile is more useful than the churn metric in freemium
By April 8, 2013 Read More →

Why the retention profile is more useful than the churn metric in freemium

I’ve stated a number of times that, within the context of the freemium model, retention is the most important metric a product manager must track; in the Minimum Viable Metrics methodology, retention is the top-most of the top-line metrics. Retention is not only a proxy measurement for customer delight, but it’s also the input for […]

Two misconceptions about paid user acquisition
By February 25, 2013 Read More →

Two misconceptions about paid user acquisition

The data-driven nature of the freemium model changes the way certain functional groups interact with each other during the product design and development process. Because analytics is a revenue driver and not a cost center in freemium, it isn’t implemented after a product launch as a means to reduce losses. Rather, the initialization of analytics […]

Emerging Strategies to User Acquisition: Video from Casual Connect Panel
By February 20, 2013 Read More →

Emerging Strategies to User Acquisition: Video from Casual Connect Panel

Last week I participated in a panel at Casual Connect called “Emerging Strategies to User Acquisition”. I was honored to share the stage with Jussi Laakkonen from Applifier, Stefan Bielau, Erlend Christoffersen from Supercell, Gilad Rotem from InGaming, and Billy Shipp from Iddiction. Below you’ll find a video of the entire panel, which clocks in at […]

Minimum Viable Metrics for Mobile
By February 5, 2013 Read More →

Minimum Viable Metrics for Mobile

(Dashboard template can be found here; source code on GitHub here) In freemium mobile, my experience has been that the principles of the Minimum Viable Product as a product strategy are respected but sometimes necessarily abandoned because the concept isn’t perfectly transferable to mobile platforms. The MVP approach was designed for a platform (the web) that allows […]

Is broken app store discovery bad for the consumer?
By January 28, 2013 Read More →

Is broken app store discovery bad for the consumer?

That app discovery is broken isn’t in dispute within the mobile industry. The lack of adequate alternatives to native app store search has catalyzed the existence of a vast secondary market for mobile users; that market has become so competitive that studios without sizable balance sheets are precluded from participating in it. Industry giants are […]