How to reduce use of your mobile application

July 11, 2006 by Barbara

Mobile applications, and especially mobile games, are frequently used in short bursts. These bursts could be due to short attention span, short task, incoming call or message, the train arriving, or any number of other things. Thus the user will frequently exit the application, either intentionally or unintentionally.

Once the user exits the application, if you don't want her to use the application again, do some of the following:

There are more methods. Can you give me your favorite? I'll post a new collection in a few days.

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4 Comments

  1. I loved this :). It complements MobHappy’s “What a Waste” article posted today about content downloading problems perfectly. It seems we in the industry know everything there’s to know about providing good and easy-to-use services to end-users, not. At least it can get better.

    Here are a few suggestions of my own, that are more general than just the exit case (that assumes you’ve been able to run the application at least once; I’m more brutal):

    Make the application so that it only works on a tiny fraction of the phones available. It’s more important to support the very latest features than that the application can be used.

    Always favor the very latest smartphones. Everyone should have a smartphone anyway, as they are more advanced, and cost and weigh more. The market hasn’t understood that yet, but they will eventually. Maybe as soon as next century.

    Don’t certify applications. Users want to get a gazillion messages like “Do you want to allow file access?” etc. Not confusing at all.

    Don’t design a good-looking application icon, and give the application a crappy non-intuitive name like “Nice Game”. Users want to search forever for the application. Phone manufacturers have done a good job hiding away the application menu, so why not make it even harder.

    Wizards as used in Windows and Mac are for cowards. Instead hide important functions in menus, and give menu elements strange names, so that the user gets a chance to explore the application.

    If you sell the appliation to an operator refuse to private-label. Your brand is much more valuable to consumers than the operator’s.

    Test the application only on one phone. Everyone knows that mobile platforms work exactly the same on all brands and models. Sun, Palm, Symbian and Microsoft can’t make mistakes.

    Comment by Anders Borg — July 11, 2006 @ 10:31 am

  2. Let’s not forget my perennial favourite: make the application only installable from a website that requires you to have a US mobile phone number. That’s really important because the US is the world’s biggest mobile phone market, with the most sophisticated handsets, cheapest data rates and highest mobile application usage! But it’s easy to forget and accidentally make your application available to consumers in countries outside the US, so always remember that “+1″ country code requirement.

    Comment by alan jones — July 17, 2006 @ 6:36 pm

  3. What do you mean? The US is the center of the world, right?

    Heh.

    On the other hand, assuming that the US is “like Europe, only backwards” is a dangerous assumption all around.

    Comment by Barbara — July 17, 2006 @ 7:41 pm

  4. I recomend producing products that are dated by the time they are purchased. Release games/ringtones/images for movies, after the movie has been out awhile.

    Comment by Matt Kanninen — August 9, 2006 @ 7:27 pm

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