Skip to Content

Report: iOS and Android apps fighting for retention, not discovery

The latest Flurry report has an interesting insight for app developers. Over the last few years, as apps have gained more and more attention and users, discovery has been one of the biggest issues developers face: Most devs spend a lot of their time post-release just trying to tell as many people as possible about their app, so they can actually find it in the store and buy it. But Flurry now says that because of the growing amount of tools out there for app discovery, the biggest problem faced by apps isn't getting found anymore. It's trying to get customers to stick around.

As you can see above, app user retention drops off sharply after the first month of usage, and only gets worse from there. Based on my own experience, I can agree with this assessment -- while I probably use more apps than the average consumer, even my favorite apps really only hold my attention for a few weeks at the most before I find something else I really like and move on. That's not a judgment on app quality -- there are just so many apps out there and apps always coming out and dropping in price and going free that there's always something shinier to move on to, no matter how great the app is.

Especially with models like freemium, app retention becomes more and more important for developers. Presumably, then, the next tools developers need should not only work towards discovery (things like Game Center and OpenFeint have helped immensely with this kind of thing), but also should be aimed towards keeping users interested in the apps they have. The new Notification Center may help with something like that, or maybe a "Recently Used" folder on your iOS device, that pushes you back to apps you've used lately. It's fascinating to see that as the app ecosystem grows and ages, developers are facing new and different problems reaching users.



The latest Flurry report has an interesting insight for app developers. Over the last few years, as apps have gained more and more...
 

Add a Comment

*0 / 3000 Character Maximum Comment Moderation Enabled. Your comment will appear after it is cleared by an editor.

8 Comments

Filter by:
Eyal

users don't stick, because most apps do not map to real user needs. they create technology-wise user 'needs'. you can even call it 'app-bubble'. developers are aware of the 'throwaway' nature of apps. but it's much easier to do technology-wise than start to learn what users actually needs. and due to the relative infancy of the field, users may not know what they need..

Regarding the report, it would be interesting to learn on any commonality in the 4%-9% of apps that do stick.

November 01 2011 at 3:55 AM Report abuse rate up rate down Reply
Mabhatter

For me it's the sheer time and space issues. Only having the 8GB 3GS that means lots of choosing. You only start with 6GB and change, and should really keep 300-500MB around for data (Dropbox, new apps, photos, etc, etc, performance...) more of my phone is Apps with about 2GB music and no video because it eats too much space. You get one AAA game at 750MB -1.5GB and you're rapidly making tough choices.

You basic productivity stuff doesn't eat much space, but is to manage DATA. IWork, photo apps, Dropbox, etc. toss in the common "media apps", NPR, BBC, Engadget, IMDB, etc and the "pocket change" apps to "cover the bases" add up fast.

I have 85+ apps now, most under 20MB. But I have another 30 (mostly games) I'd love to keep but can't. The app needs to be something I use nearly every day, or important for reference to stay on the phone. Devs definitely need to be pushing Apple to drop those 8GB models because it's crimping the Apps you can buy. (and Apple's 30%!) We're definately in the "wild growh" phase because there is so much to DO with iPhone and iPad you make your little eyes bleed just trying to see it all!

November 01 2011 at 12:37 AM Report abuse -1 rate up rate down Reply
LauraM

I'd like to hear more about 'the growing amount of tools out there for app discovery.' Can someone recommend a few of the more interesting ones? Seems like most of the review web sites just focus on the same stuff and a bunch of games while more interesting tools like, say LeafSnap, I only find out about randomly.

October 31 2011 at 11:21 PM Report abuse +1 rate up rate down Reply
Andreas Ødegård

Hmm... Trying to think of my own app usage here. The apps I use the most are education related apps. I use Scanner Pro for turning images I import from a dedicated camera into proper scan-looking PDF files, annotate them in a note taking app, and save them in a document viewer app. I kept those two references, generic, because I have indeed switched what apps I use for that quite recently. Currently using Goodnotes for annotation - switched from Underscore Notify - and Goodreader for document viewing/storage - switched from iBooks. I have to say though, the rest of what I use has been with me for quite a while. The reason I switched to Goodnotes is that the Underscore Notify developers havent bothered updating the app in coming up on a year. As for Goodreader, it simply has more features than iBooks.

Then again, I probably use the iPad on a much more productive level than most. Games don't stay long on my device before I get bored, and the same goes for various apps that look shiny in the app store but aren't really all that overwhelmingly fun or useful in person. I think developers should learn from Cocoabox, the developer behind Penultimate; they do updates that really add functionality, and they do it right. If you don't update your app and keep it alive, then people won't stick around. Once you've made a fan community around your app like Cocoabox has, people won't mind if you charge for addition features to cover the cost of updates even, as long as they're coming. Many developers seem to think that once the app is out there, their job is done.

October 31 2011 at 8:09 PM Report abuse rate up rate down Reply
mikehild

I think retention is only an issue for the fremium apps where they have a potential steady stream of income from the same person. Does it really matter to the developers of Angry Birds how often I play it? Whether I play it only once or 200 times, I've paid for it once and playing more doesn't magically mean more money for them.

October 31 2011 at 7:24 PM Report abuse +1 rate up rate down Reply
1 reply to mikehild's comment
digitalsedition

Depends on if their pricing model includes a healthy dosage of in-app purchasing. A developer who prices low to get an audience with an expectation of in-app purchase revenue would definitely find themselves on the wrong end of the market based on this information.

October 31 2011 at 10:43 PM Report abuse +1 rate up rate down Reply
Joe

Umm, quality, not quantity?

October 31 2011 at 7:19 PM Report abuse rate up rate down Reply
1 reply to Joe's comment
KarlWa

Exactly - quality apps retain users.

I can't tell how many hours I've spent on Civ:Rev, SMs Pirates, FIFA, even smaller games like Tiny Wings and PvZ. Good apps will always have a place.

Games provide the easiest examples, but there are fantastic productivity apps out there that do retain at least my usership. I use Goodreader on a daily basis for any number of things, and Noteshelf finally does note-taking on the iPad well enough to use.

November 01 2011 at 4:27 AM Report abuse +1 rate up rate down Reply
Buy an ad here

Hot Apps on TUAW

Tweets

© 2012 AOL Inc. All Rights Reserved.