4 ms·
It's an interesting concept, and I'm curious what results you find. Here's my issue: You say you value a $0.99 app as throw-away, and that the more you spend
by maxbrown 13y ago
It's an interesting concept, and I'm curious what results you find.
Here's my issue:
You say you value a $0.99 app as throw-away, and that the more you spend, the less throw-away it feels. Sure, if you priced your app at $20.00, I agree that it would feel less throw-away (if a customer decided to buy it, they value it at >= $20).
But you're not pricing it at $20.00. You're pricing it at $2.50-$20.00. Really, anything I pay above $2.50 is a donation to you, for your work. But in my head, it's still a $2.50 app, isn't it? Because other people are paying that amount even if I'm not.
I think what you're talking about is setting my expectation of the value it will add for me. For a $0.99 app, the creator thought it would typically only add $0.99 of value. For a $5.00 app, they thought it would add >= $5.00 of value.
It just sounds like you're not sure how much it's worth (or you have customers who it's worth $2.50 to and customers who it's worth $20.00 to, and you can't choose who to target).
One more point/question... wouldn't it be better for them to "pay-what-they-want" after they try it? Before they use it, they can only guess how much value it adds for them. Are you expecting that they've already downloaded and used your trial, and then return to the website to buy?
- czottmann 13y agoHey, thanks for your input! > But in my head, it's still a $2.50 app, isn't it? Is it? See, that's what I am trying to figure out. Personally, I don't think of the "excess amount" as a donation, it's part of the price I've picked myself. And when you buy the app, the amount on the invoice is just one number, it's not split between "base price" and "donation". > It just sounds like you're not sure how much it's worth (or you have customers who it's worth $2.50 to and customers who it's worth $20.00 to, and you can't choose who to target). I know what it's worth to me, in my eyes. But even though I've sold a number of licenses, both full price and 20% off, I have no idea whether it's worth the same to my potential customers. Instead of running A/B tests and or different sales I'm trying to speed up the process and see how it pans out. > wouldn't it be better for them to "pay-what-they-want" after they try it? Of course everybody should try the app before plunking down money. That's why there is a 14-day trial period. :) Again, I can only judge from my personal experience, but when I run a trial of an app I like I tend to "return to the website to buy". Don't you? :)
- keesj 13y ago> Instead of running A/B tests and or different sales I'm trying to speed up the process and see how it pans out. Ironically, you won't know whether you're speeding up the process unless you'd test both approaches (A/B-testing and 'pay-what-you-want'-pricing) and see whether they always lead to same outcome. (I'm betting against it.)