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Apple doesn't necessarily want to solve that problem. Apple is working hard to commoditize the complements to their hardware [0]; namely the software, games an
by olefoo 11y ago
Apple doesn't necessarily want to solve that problem.
Apple is working hard to commoditize the complements to their hardware [0]; namely the software, games and media that make their hardware useful. Software in the app store is a viciously competitive low-margin market; just like most other commodity markets. Which is why you need to treat it skeptically and work on building a name outside the app store before you are putting money into it.
Look at Twitter as an example. They give away their app to drive usage of the service, and in the early days they were totally OK with other developers making and selling twitter clients. This was because twitter clients are a complement to Twitter the service and their money comes from selling the analytics and advertising that the service enables.
0. http://www.joelonsoftware.com/articles/StrategyLetterV.html http://www.joelonsoftware.com/articles/StrategyLetterV.html
- ThomPete 11y agoYeah I hear you. I had a reality check when I launched my mac app. Good thing it doesn't have much competition at least for now.
- serve_yay 11y agoYeah yeah. But none of that has anything to do with typing an app's entire name in the search bar and getting a ton of garbage unrelated results. Discovery being broken is not really a "commoditize the complements" play, it's just bad UX.
- deleted 11y ago[deleted]
- walterbell 11y agoDark patterns ("bad UX") and broken discovery are a means to the end of "commoditizing the complements".
- eridius 11y agoBad UX in an Apple component is not a "dark pattern". It's just, well, bad UX. Knowing Apple, knowing its history and people that work there and the things they care about, I think Apple is incapable of deliberately producing a bad UX. When it happens, it's caused by other factors rather than being an explicit decision. In the case of App Store discovery being broken, I think it's caused by the fact that the App Store seems to be run largely the way the Music Store is run (with the addition of app review), and nobody complains about search / discovery in the Music Store, but it just so happens that the infrastructure and design around the music store doesn't work quite so well when applied to apps.
- walterbell 11y agoWhy do you think there is no visible investment/improvement in App Store UX, from the world's premier design proponent?
- eridius 11y agoBecause the people that care about design don't really care about the App Store (they care about products instead), and the people that run the App Store don't really have an incentive to try and make dramatic changes in something that, from their perspective, is wildly successful. Change might break things, especially when operating on the scale that Apple is (just think of what the load must be on the App Store).
- walterbell 11y agoApple executive leadership is responsible for successful change in all departments, they could make this a priority if they wanted.
- eridius 11y agoThat's true. And if you care about this issue, you could try appealing to Apple executive leadership (emailing tim cook, or running a PR campaign designed to get Apple executive leadership to see your arguments).
- saidajigumi 11y ago> Apple is working hard to commoditize the complements to their hardware [0] I've heard this argument before, and if it's true, it's suicidal. Apple will have failed to learn a critical lesson from Microsoft's dominance of the early PC era: it's the apps that matter. Even once there was a significant potential market of would-be platform "switchers" who wanted something beyond what Windows was offering, these switchers remained on Windows because the critical apps in their day-to-day usage (be that Office, CAD software, or whatever) only ran on Windows. If Apple's view is truly so narrow that they kill the ability of their "complements" to make good money, then Apple is pushing hard to kill the goose that lays the golden eggs. Even if Apple had unquestionably the very best manufacturing processes, hardware design, and platform software design, it would all be worthless if no one other than Apple can afford to write and support high-quality software for that platform. Now, I'll agree that from Apple's publicly observable positions with its App Stores that they (incredibly) don't seem to understand the need and necessity for maintaining a virtuous cycle between developers and their platforms. A wild-a-guess: This may stem from a deep misunderstanding of the nature of software. Sure, a random tapping game or timer app or whatever is essentially a replaceable one-off, a fungible commodity. But software that's a fungible commodity fundamentally doesn't create any platform stickyness. If it's really so easy to recreate, it can and will trivially show up on a new platform. This is especially true in a world where many software organizations really are getting better at delivering on multiple platforms. Beyond the fungible stuff, there's the important category of software that I increasingly view as a "living" thing rather than a static artifact. Such software requires ongoing maintenance and care. This allows it a lifespan across the changes of its underlying platform(s), and to absorb and embody deep problem domains. I pose that these apps, no matter the genre (games, "creative", technical, etc.) are the ones that can create platform stickyness. This, in turn, implies that humans must be able to make a living supporting that software. Undermining this is like cutting off the "oxygen" to a vital part of a platform's ecosystem.
- walterbell 11y agoOnce upon a time, Apple invested to own 19% of Adobe, which went onto become a powerful software anchor of Apple's hardware ecosystem. Perhaps a bit too powerful for Jobs' liking, hence the modern strategies to commoditize ISVs on iOS.