#178: Customer Escape Hatches
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Hello, and welcome to Developing Perspective. Developing Perspective is a podcast discussing
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news of note and iOS development, Apple and the like. I'm your host, David Smith. I'm an independent
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iOS developer based in Herndon, Virginia. This is show number 178. And today is Thursday, March 27.
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Developing Perspective is never longer than 15 minutes. So let's get started. All right. So as
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I had said in the last episode, I'm last week never never got a show. And that's because I was
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I was at MSConf for the better part of last week, which was an awesome time.
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I got to meet many of you, which was also very cool, and got to kind of get over a lot
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of the apprehension I had about public speaking.
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It's something I've done a very limited amount, if at all, previously, and certainly this
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was the first time I'd ever been kind of just like up on the stage, you know, with a couple
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hundred people in the audience looking at me.
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And so I think it went pretty well, all things considered, and it was definitely kind of
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a nice experience for that.
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And my thanks to Scotty and all the folks
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who organized that conference and allowed me to speak.
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Of course, I'm kind of going a little crazy with conferences
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this week, because tomorrow I'll be at CocoaConf, which
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will actually just be here in my backyard in Herman, Virginia.
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So I'm kind of doing two and two weeks, which might
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have been slightly ill-advised.
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It feels like it's been forever since I actually wrote code,
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rather than writing keynote files.
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But if you're going to be at CocoaConf tomorrow
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and you hear this before then, please do stop me, grab me.
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Let me know.
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It's always fun to meet people who listen to the show.
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Another interesting thing that happened in the last couple
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of weeks is that Apple is apparently testing new search
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stuff in the App Store, which I would love to have taken
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complete credit for, which of course is, I'm sure,
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completely wrong.
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But obviously, last episode, it was all about how to think
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these are practical ways that I think they could improve
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searching in the App Store and the things that they're, in
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theory, random screenshots from random people.
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Who knows what that actually means?
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But I'm glad to even just see that progress
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is being made in that area.
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At some level, I don't even really care
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what they're actually changing so much as that they're
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actually making progress, that they're actually
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changing things.
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That's the part that makes me excited.
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That's the part that kind of got me jazzed when I saw that.
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And maybe someone at Apple is listening, and if they are,
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and you're starting to think about these changes, I love you.
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You're awesome, and keep it up.
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So today I'm going to be talking about practical changes in the App Store as they relate to
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business models or as they relate more generally to things about the way that you can turn
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an application into a business and the way that someone as a developer who makes my living
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exclusively from the App Store.
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This is something I think about a lot.
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It's very, very personal and very important to me that the App Store has mechanisms in
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place and does things in a way that allows me to make a good, make a living and, you
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know, sustainable, reliable way. That's very, very important to me, because obviously that's
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the thing that's, you know, paying pay my mortgage. And so whenever I start thinking
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about business models and changes, I mean, it's always I think ripe with peril where
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people start assuming that either old approaches are best because they're old, because they
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they were what was working before.
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I think about this a lot.
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The transition from the old Mac indie sales from your website
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model to a model that is in an app store, even.
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I think there are very fundamental differences
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about those that change the dynamics in a way
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that if the model itself isn't updating and being made
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current to that, it's unlikely to expect
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that that's going to be the best thing for developers
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or for customers.
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And so that's just a sort of a caution that I always have when I start making these changes.
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Along those lines, there's another caution that I, in general, I'm always very nervous
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when Apple makes these kinds of changes.
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And that's because obviously, like I said, I'm making my living in this.
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And so while they could make a change that would be better for the store as a whole,
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that could potentially not necessarily be better for me.
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And so that's just kind of part of this game of overall, I would prefer to work in an environment
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where I feel like it's the fairest, best, most sustainable
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model for developers.
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And if I have to adapt myself to that, so be it.
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But it's always just something that I'm
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in the back of my head, where the way the App Store is set up
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right now is working OK for me.
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I'm making my living, and this is fine.
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And so I always get a little bit nervous
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when I start suggesting that they make changes,
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because I don't know the actual impacts that that would
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have on me as a developer.
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But all that said, so I have three main areas that I think--
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practical, simple, straightforward things
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they could do that I think would improve the business
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environment in the App Store.
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And the first-- and this is probably
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the most important one.
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And honestly, it's one of these things that
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has been bugging me for a while, but I've never quite found
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the right venue to talk about it in,
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and this seems the right place--
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is Apple needs to better explain the refund process and policy
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in the App Store, and perhaps make it more accessible to users.
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And what's important to note is that I didn't say Apple needs
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to change their refund policy.
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You'll often hear people talk about software trials
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or these types of things.
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And what we want is what they have on the Google Play Store,
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where if you delete an application after so many hours
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or something like that, you don't get charged for it.
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There are things like that that you could do.
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But I don't really like trials.
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A lot of people ask for them.
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In a thing about business models in the App Store,
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I think a lot of people would have expected some talk of something
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like software trials.
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I don't like trials.
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And most of why I don't like trials is because it creates kind of an awkward
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thing for me as a developer.
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Because with a trial, what you're doing is I'm giving you the app for free
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and then asking you later to pay me for it.
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Like that's the nature of a trial.
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I'm giving it to you for free, and then I'm asking you for money later.
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And while that sort of makes sense at some level, in terms of I want to try it out before
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I know if I want to buy it, I always get uncomfortable with the expectations and the kind of the
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marketing of that message of saying, "Here's this thing that I think is worth $5 for argument's
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Here's this thing worth $5.
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I'm going to give it to you for free, and then in two weeks, you're going to give me
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$5 if you want to keep using it.
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Which I can understand why that works, but I don't really like
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the philosophy of that.
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What I prefer, and it's a model that applies, I think, to most
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other purchases we have in life that I think works very well.
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And I think the typical customer is very used to, is when you go
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to a store, you buy something, you hand them the $5, and you
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know that if it turns out you don't want it, you can take it
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back and you'll get your $5 back.
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And it's a subtle difference.
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It's not like a fundamental change in what's actually happening.
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But I know a lot of people, a classic one is going to a clothing store, for example,
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where sometimes you'll buy more than you actually want because you want to go home, try it on,
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ask someone else's opinion.
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There's a lot of scenarios where having that type of a refund policy that's very clear
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and very straightforward to exercise as a customer makes me feel very comfortable.
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And I think it makes me feel more comfortable in a lot of ways than having been at trial
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would, where with a trial, I'm having to keep in my mind, do I want to pay for this?
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Do I want to pay for this?
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Whereas with the refund model, I've already paid for this.
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I've already decided this was worth my attention, and I have an escape hatch if it turns out
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I don't, which for me is anyway, as a customer, feels much less intimidating.
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It's not something that, for example, I'm building up a debt essentially to a developer.
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I don't like being in debt to people.
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And so having a trial piece of software is basically that.
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I'm putting myself in debt to them for a while.
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And the App Store has a reasonable return policy.
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A couple times I've used it, and it's gone fine and worked
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as I would have hoped it.
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You kind of go into iTunes Connect support,
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or it's like report a problem.apple.com,
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or something like that.
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And you click the things.
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And it's a very opaque process, though.
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And if you asked, I think, most people
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what the return policy for the App Store is, I imagine you'd hear very conflicting and
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confusing results.
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I think a lot of people have no idea what the return policy is.
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And I think what all Apple needs to do is, because presumably they have some kind of
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policy that if you ask for a return, you know, so many months after you purchased it, maybe
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it's not applicable, or maybe you can.
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And if that's the case, great, like, tell people about that.
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Because the thing that I found is so complicated is I found it, I don't even really understand
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the policy myself.
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I haven't really found it anywhere.
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And that I think is, that engenders that sense of, you know, it doesn't add that benefit,
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even though it exists.
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We don't, you, the developers don't get to enjoy the benefits of a return policy.
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And with it, I think an increase in terms of users' willingness to buy paid applications,
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to put money into something knowing that if it doesn't work out, I have seven days to
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return it, or I have two days to return it, or I have 30 days to return it.
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that very clear and potentially even making it a nice interface within the app store.
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Or if you go into your purchased area in the app, if it's eligible for a refund, you have
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the ability to request that directly from there.
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I think developers would make far more money up from the increase in purchases, from people's
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comfort of knowing they can return it, than they would lose from making that process of
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returning it easier.
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And honestly, even just the fundamental question of, I don't want people who don't like my
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software to have given me money, that's negative advertising for me.
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That's going to hurt my sales, I think, in the long run.
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So if you don't like it, I'd far prefer to have gotten your money back so you can
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move on, rather than if you ever encounter my application again, or you run into a friend
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or someone, you have this negative thing in your mind that's like, "Oh man, I paid $5
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for that and I never use it, and I hate it."
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So that's the first thing.
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I wish they would explain and make more obvious the refund policy that presumably currently
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I don't even need it to change.
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make it obvious and make it easy to access as a customer.
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Next and number two, I wish there was slightly better policies around in-app purchases.
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And this is something I'll link to a blog post I did about this several months ago.
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But I think there's definitely a stigma around in-app purchases, especially consumable in-app
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purchases in the App Store, specifically around a lot of the rise of these very kind of shady-ish
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And I was, like I said, I'm always trying to be careful about calling people names,
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because sometimes I have some things that I think are cool, they, other people don't.
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But I think there's a lot of, two main changes that could be done to the in app purchase
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It would make them just more honest and upfront with customers.
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And I think being honest and upfront is all we have to do.
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And ultimately, customers are responsible for their own actions.
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And if they're putting money into a game, then that's their choice.
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But I think there's two things that would make that much more straightforward.
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The first is I think the app store should display
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the average cost of a typical user or a median or something
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like that on the purchase screen when you're buying it.
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So when it says free, you understand
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that it isn't actually likely going to be free,
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that most users are putting money into it.
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And I think that's an important thing both to set the user's
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expectations correctly, but also to make sure
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that there isn't quite as much of a differentiation
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between paid and free.
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Because right now, if you look at an app,
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and one of them says free, and in tiny letters
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it says offers in-app purchase.
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And on the other app, it says $2.
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You may end up actually spending the same amount of money
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in both of those apps, but there's
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a very strong marketing message communicated
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by not having an average or typical price in the one case.
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And the other one is on the purchase screen.
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If you have consumable in-app purchases,
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I think it should show your cumulative outlay
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into the application as you're doing these purchases, just as a reminder of what's happening
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and to make it clear to you how much you've invested into this application.
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And that's for better or worse.
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But being honest with our customers and being very clear about what they're doing seems
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like a good idea.
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And I mean, I remember Apple recently even got in trouble about this and had to change
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some of their in-app purchase policies because of, I think it was the Federal Trade Commission
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ruling or something like that.
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a lot of peril and things that can go on with in-app purchases that I think doing those
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the tooth making adding those two changes to the App Store not changing any of the policies
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around them but just informing our customers better would improve. And lastly, and this
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is a fairly maybe a bit more controversial is I think generally the App Store should
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get rid of the top grossing list and replace it with I don't even know either just remove
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it or replace it with something that potentially only included paid apps. The reason I remember
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back a couple years ago that the top grossing list was added,
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at least ostensibly, was to deal with the issue of high cost
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paid apps not showing up in the paid apps list,
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because those are based on volume.
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And so if you have a low volume, high cost application,
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you wouldn't show up.
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And I think that's a great goal.
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And I think that's something that
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would be a worthwhile thing to show to users,
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that here are some apps that are generating a lot of revenue,
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and doing it by having a high price.
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But I think those lists stop making sense
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when in-app purchase is included in that, because they
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immediately become so flooded with things
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like these consumable games or things.
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And perhaps you could even just differentiate and say,
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consumable in-app purchase doesn't
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count in the grossing list, or something like that.
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But generally, I would even just be
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happy to just get rid of them, because I
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don't think they're constructive.
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I don't think they're showing useful, actionable information
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to the customer, necessarily.
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They're just something that is an avenue for abuse
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within the App Store.
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All right, that's it for today's show.
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As always, if you have questions, comments, concerns,
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or complaints, I'm on Twitter @_davidsmith,
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david@developingperspective.com.
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Otherwise, I hope you have a great week.
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Happy coding.
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And if you're at Cocoa Con for this weekend,
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make sure you say hi.