Which is better: web apps or mobile apps? As more functionality becomes common--as with Google's move with push notifications in Chrome--there may be less to argue about.
Sometimes developers are guilty of doing "over-apping." That is, instead of getting consumers right into the experience that will bring them the most fun, productivity or fulfillment, they give them the mobile equivalent of too many appetizers.
It may be one of the most controversial apps in recent memory, but you can say this for Tinder: It has made the process of matchmaking (even of the short-term variety) as quick and easy as possible via technology. The same cannot always be said about pairing up app developers with those who could give them interesting work to do.
First came the Apple-like app reviewing process and age-based ratings. Now Google is getting even more serious about distinguishing adult-oriented apps from the rest of the wares in its Play store.
App installs grew 70 percent between Q1 and Q4 2014, with some categories experiencing phenomenal gains, according to InMobi. The firm's State of App Downloads and Monetization Report is based on data gathered through its proprietary platform.
Who exactly is supposed to watch this "Guided Tour" video that Apple has made for the Apple Watch, and when? If it's consumers, presumably the video would serve as a sort of multimedia owner's manual, though it might help to demonstrate how to properly recharge it. If it's to help media outlets explain the device, four minutes and 45 seconds is a little too long. And if app developers are the intended audience, there are really less than a handful of things you really need to think about.
Augmented reality (AR) is no longer new to the mobile gaming space, and virtual reality (VR) may prove to be the next big thing to grab developers' attention, but experts say there is still plenty of ground left to be innovative with both approaches to creating an app.
Apple platform updates are always an important moment for developers and users, but possibly not until iOS 8.3 did a new set of racially diverse emojis emerge as the most talked-about feature.
Apps that have 1,000 users make at least three in-app purchases (IAP) in the first 90 days have an 84 percent chance of reaching $1 million in total revenue, according to Tapjoy.
It might not be too long before developers come to define ASO as not standing for "app store optimization" but "a scary outcome." At least, that was one of the takeaways from a story on Cult of Mac, where developer Graham Bower writes about a decision he made to change the name of his app to include some potentially useful keywords. When he later wanted to change it back, the original name of his app was gone.
We all know what it means when we say, "the left hand doesn't know what the right hand is doing." Usually we're referring to people or organizations who act in ways that show they clearly aren't talking to each other. It's just as bad when it happens with mobile apps--except when the tradeoff for improved communication is poor inter-app security.
In-app purchases (IAPs) will overtake all other methods of making money in apps by 2018, when looking at combined revenue across key countries, according to IDC and App Annie. The two firms published their joint Mobile App Advertising and Monetization Trends report by looking at data from 2013 and forecasting three years ahead.
Google is promising to boost app installs with a revamped program that will include its Display Network and video ads. However, there didn't seem to be a very enthusiastic response to the news from Android developers.
Google recently admitted that it began a quiet change whereby, for the first time, its staff are now part of a process that vets apps before they are approved for distribution in Google Play. For developers, the change may be a mixed blessing, particularly if it affects how quickly they can deploy an app or mobile game to the Android market.
As much as it would be helpful, there is no guaranteed owner's manual to running an app development business, but if there were, a title like "How I Got 2.3 Million Downloads (Without Spending A Cent On Marketing)" would work quite well. Instead, the recent post on Medium by Stuart Hall offers the kind of crash course that puts most universities and part-time courses in iOS or Android development to shame.
Thirty-two percent of the most popular Android apps are games and casual games are the most popular subset at 28 percent, according to Beijing-based start-up APUS. The firm developed its Global Mobile Application Analysis Report by looking within the user data from its own apps as well as data from Google Play.
There were a lot of questions around whether Facebook Messenger was powerful enough to become a standalone app, and the company answered them at its recent F8 developer conference in San Francisco by turning it into a platform for third-party developers.
For a lot of app developers, the word "explicit" may not come up a lot unless you're referring to some of the more violent content you see in certain mobile games. Apple, however, wants to make it a much bigger part of their vocabulary.
iOS may be the more expensive platform for mobile advertising, but the results could be worth it, based on a recent study from Kenshoo. The firm used aggregated data comprising more than $19 million in advertiser spend and more than 10 million app installs, targeted across more than 100 countries worldwide.
Amazon may be putting a new twist on the idea of "freemium" apps, but developers on Twitter sound like they're not so sure about the concept.