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How to market your app without a budget with Indie Game Girl #AppsOnAir

By: Ezra Siegel

Indie Game GirlHave a small (or no) marketing budget to drive installs for your mobile apps? Having trouble retaining your customer base? No worries. We addressed these problems and many more in our #AppsOnAir live hangout – How to market your app without a budget.

Emmy Jonassen joined Apptentive to share her insight on marketing for mobile game developers. She is the marketing mastermind behind Indie Game Girl, a free resource that helps indie developers build adoring fanbases with step-by-step marketing instructions. With her expertise, there was a great Q/A recorded discussing how to market your app without a budget. Watch the video and/or read the summarized answers to the questions below.

Here are the questions and summarized answers that were covered during the chat:

Q1. What research should first time *mobile* game developers do, before beginning development?

There are two key things to do.

1. Audience Research. Who is going to be your target audience? Mobile app gamers are used to free games or paying very little, so you need to make up for that through volume sales. Make sure there is a broad enough audience that makes it worthwhile to create the game you have in mind. Research potential competitors as you are all targeting the same audience. Learn from their success or failure whether there is a broad enough audience that can support your app.

2. Product Road Map. Plan out the creation of your app. For example, if you are planning to launch on X date, then you might want to start blogging on Y date to raise awareness. By creating a product road map you are able to smoothly market your app while developing it.

Q2When should your marketing efforts begin, and what should early marketing efforts include?

It is really important to start marketing from day one. The very beginning of the marketing process is knowing your target audience so that you are able to tailor your gameplay to that audience. Beyond that there are two things to focus on.

1. Building an Audience. While creating your game have an active presence on the blogs, forums, and other sites where your target audience spends their time. Utilize the social media channels and even create a blog of your own to share updates and information about the app.

2. Building a Network. Build a network of people who will promote your app. Follow the reporters, journalists, and bloggers who write about the games that you like and reach out to them before you launch. A great example of building a huge presence before their release is Sauropod Studio with their game Castle Story.

Q3What elements go into making an effective App Store download page that will drive downloads for your game?

There are 5 key elements.

1. Killer App Icon. Create an app that engages the audience that is also able to convey to the audience what the game is about. Avoid text in icons.

2. Great Description. Most people will only read the first sentence, so focus on making that first sentence as engaging as possible.

3. Benefits List. Instead of a features list, have a benefits list. People aren’t interested in the real-time rendering or physics behind the game. They want to know about what they are getting (#of levels, characters, boss battles etc.).

4. Imagery. We live in a visual world so we need to rely on engaging images that accurately portray what the app is all about. Use informative but simple image captions to help tell the story.

5. Ratings/Reviews. Ratings and reviews are the word-of-mouth marketing in the app world. Make sure you have really strong positive reviews as they show what fellow gamers thought about the game.

Q4. How can you use in-app advertising without driving alway the people who use your app?

Take ownership of how advertisements are incorporated into your game.

1. Ad Placement. Places ads in between levels or during loading screens. Try to minimize actual gameplay interruption as much as possible.

2. Be Selective. Be smart about the ads you allow in your app. Don’t incorporate low quality grainy ads that lower the overall quality look of your app and tarnish your skill as a developer.

3. CompetitorsThis should be incredibly obvious, but, do not show ads of your competitors. Driving traffic away from your app to a competitor = bad for business.

4. Testing. Be aware of how ads are affecting the session use. If the number of app sessions start to fall consider lowering the amount of times ads are placed during a session.

Q5. Do your marketing efforts end when a person downloads your game? How can you continue marketing efforts to keep them engaged even after they purchase the game?

No, the marketing never stops! This is some of the most challenging marketing to do, especially if you are a free app relying on advertising

1. Addictive Gameplay. The best way to bring back to your app is through addictive gameplay. This is where the market research that you painstakingly conducted on even before development comes into play. You know your audience, and you have tailored your gameplay to them in a way that will bring them back.

2. Frequent updates. Updating your app on a consistent basis will help keep  your audience engaged and coming back. If you forget about the people using your app they will forget about you. Frequent updates lets your audience know you are continuing to build for them, and they appreciate it.

3. Out of App Marketing. Don’t forget about your out of app marketing. Your blog, game forums, sites, Facebook, Twitter, Pinterest… the list goes on. Continuing to be active in your social community and other communities will help keep people in the loop about your app. These are all pieces of the solution and the best success is achieved combining all these pieces together.

Q6.  How can you drive positive ratings and reviews for your game?

1. Amazing Gamplay. It’s simple and hard at the same time, but amazing gameplay is what will undoubtedly drive in great ratings and reviews.

2. Negative Feedback. It is hard to create a game with the perfect type of gameplay for any audience, so embrace the negative feedback. Reach out to those who give you negative feedback and encourage them to share more information about what was wrong. People who post negative reviews like to be heard. App developers should try reaching out to people who leave negative feedback to make them feel important, and more importantly, involved. Show them that you have considered their feedback and improved upon it and ask for another review. Most likely the person who left negative feedback will become one of your biggest advocates because of the time you spend talking with them.

3. Friends, Family, the Network. Utilize your friends, family, and audience that you have built during development, including those more influential bloggers, journalists, and game reviewers.

4. Apptentive. Apptentive is a great tool for app developers to use to connect with their customers. Apptentive helps you intercept the negative feedback from reaching the app store, engage with your audience, and make sure that the positive ratings and reviews roll in.

Be sure to visit Indie Game Girl at www.IndieGameGirl.com, and connect with her on Twitter @IndieGameGirl and Facebook!




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App Marketing and Customer Relationships: The Best Posts from 2012

By: Ezra Siegel

2012 has been a wonderful year, full of some fantastic advances in app marketing and some incredible thinking about building wonderful customer relationships. Here are some of our favorites. Enjoy!

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Tips For the Perfect Mobile App Launch

A case study of the iPad app, David and Goliath. Be smart about launching your app and it could make all the difference to cutting through the noise in the app stores.

Mobile Apps will Become the New Internet 

With a majority of Americans owning a mobile device, mobile apps are a key way to connect with consumers. As mobile apps are creating more and more revenue, all businesses need to consider having a mobile app.

A Customer’s Feedback is as Valuable as Gold

On average, less than 5% of unhappy customers complain to the company. Therefore, every piece of criticism and negative feedback is valuable to understand the other 95% that are not saying anything.

Tricks used by app developers to gain users – What Not To Do

In today’s app market, discovery and retention can be difficult for app publishers. Here is some advice on what shouldn’t be done to acquire users.

The Present and Future of Mobile Advertising

Even with the surging growth in mobile, spending on mobile ads continue to lag behind the spending on online ads. Here are some ideas for mobile advertisers to use now and later.

Make Sure Your App is Found in Every Store

Everyday more and more apps are accepted into the app stores. More time needs to be spent on optimizing your app for discovery, keeping in mind the different discovery algorithms between the stores. 

Are Native Apps a Dead End for Publishers?

With constant new versions of iOS, Android, and other platforms combined with HTML5’s improvements, are native apps still the best course for publishers?

FTC Guidelines for App Developers 

A helpful guide from the Federal Trade Commission (FTC) that helps app developers comply with truth-in-advertising standards and basic privacy/principles.

Report: Developer Economics 2012

A clear report on developer economics focusing on changes in the mobile environment, platform specialization, profit margins, marketing and distribution, and geographical mobile app usage.

Loyalty is just as Important as Downloads to Your Mobile App Success

A mobile app’s success used to be defined by the number of downloads it received, but loyalty is a vital component that developers should devote more time to. 

Trust is the Foundation of Business

Customer-Experience-Management-Customer-Centric-Organization-copyTrustworthiness is a core value that all companies need to embrace. People do business with the people they trust and the more trust a company can earn from its consumers the higher the customer loyalty will be.

Tips to Make a Great Customer Experience

Positive customer experiences often lead to repeat business. Here are a couple of tips that can easily be implemented to make a positive customer experience.

Customer Experience Strategy Should Focus on Trust

Your customer experience strategy needs to have an emphasis on building trust with customers. Here is some advice on how to earn your customer’s trust.

Of course there are many other great posts from 2012, so please share your suggestions in the comments.

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App Developer Conversations: Predictions for 2013

By: Robi Ganguly

In this week’s App Developer Conversations we shared our predictions about 2013, specifically as they apply to app developers. We had several, so this episode is a bit longer than most, but we think it’s worth it. We’d love to hear your predictions in the comments!

We had a few key predictions:

  • On Discovery: 2013 will be the year that search in the app stores becomes more sophisticated, Apple uses Chomp, Google plays to their strengths etc. This means that app publishers will be waking up to the fact that organic really matters.
  • On Monetization: In 2013, publishers will be more sophisticated about monetization choices (in-app purchase vs ads etc) on a per user basis, based upon predictive analytics etc
  • On Customer Communication: 2013 will be the year of retention – what can I do to improve retention by 5% etc?

In addition, we discussed predictions around the impact of tablets and a few “wild ass” predictions, like:

  • Hoping to see more integration in the living room, with tablets and tvs combining and perhaps Apple’s TV initiative coming out in late winter / early spring
  • A consolidation in the hardware space by tablet vendors
  • Tablets getting into the enterprise more deeply
  • Consumers just buying tablets as their home computer
  • Do we need a cell phone anymore?
  • One big game studio is going to go out of business
  • The next generation hardware consoles (from Microsoft and Sony) will come out and be underwhelming

Also, be sure to see the other two segments from this week:

 

 

App Developer Conversations: Does the August drop in CPIs spell trouble for the market?

By: Robi Ganguly

In this week’s App Developer Conversations we discussed reports that CPIs dropped a lot in August. Was this just because of the release of the iPhone 5, signs of a longer-term trend or a seasonal dip?

We had a couple key observations:

  • The notion that this had to do with the iPhone 5 release is pretty silly
  • In general, more large brands are entering the app space and as a result, we think CPIs should continue to increase.

Watch to find out more and be sure to see the other two segments from this week:

App Developer Conversations is a weekly video series with Ian Sefferman of MobileDevHQ and Ryan Morel of PlacePlay covering current topics of interest for app developers. If you have suggestions for future conversations, please let us know!

The Transcript:
Robi: Hello. Welcome to next installment of App Developer Conversations. I
am Robi Ganguly, from Apptentive. I am here with Ian Senfferman, of
MobileDataHQ, and Ryan Morel, of PlacePlay. I am gonna talk a little
bit about app marketing costs, specifically, a report coming out in
TechCrunch, coming from FixYou basically saying that app marketing
costs dropped on average $0.20 to $0.25 per installment, in August.
The hypothesis was that it was because people were waiting for the new
device. First and foremost, do you believe that? Do you think that is
why app marketing costs dropped?

Ian: There are so many variables. Who knows? My guess is that it was much
more nuanced and there is a lot of things going on in there. I would
love to see how much they drop last year’s August, and what percent
was that compared to this year’s percentage drop. My gut says no, my
gut says it is BS.

Ryan: Yes, I would say the same thing. I would say a lot of things are the
dumbest things I have ever heard, I would say that about this one,
too. Robi, you know, traffic in August just on an all digital media
content is just down. I think the other thing that is important to
note here is that these are all market-based pricing. App marketing
price went down because most people were either downloading them or
spending for it, so probably it was a spend driver, and that just
means that they knew something, and it was that most people just are
not doing stuff in August.

Robi: At Yahoo!, we saw that every August, prices went down, [inaudible:
01:41] went down. People were not spending as much time on the
internet and ads were not as effective. Marketers figured it out
pretty quickly and they adjust. Some of the tools that people have are
so sophisticated that they adjust for them. I do not think the entire
world was waiting for iPhone 5, even thought that makes for a great
story.

We do not necessarily believe that is why, but here is the next
question, because we have talked about this several times; how will we
know when some piece of data or several pieces of data, in terms of
price activity, have actually pointing to the market hitting its peak,
from a pricing perspective? What do you think? What would you look
for? Would it be like 3 months in a row of price declines? What would
be the canary in the coalmine?

Ryan: I think it would probably be 3 to 6, probably even 6 months of price
decline, varied over, including product launch, and validated by
sources that did not have a lot of skin in the game. Maybe ComScore is
not a great example of who that person will be, but someone like that.
It is hard to say, like, ‘It is August.’ Everyone knows traffic is
down in August, so that is a crappy example. ‘Prices went up in
October.’ iPhone 5 just launched so of course they did, it is
December, and prices always go up. It is hard to get that time period,
but I would say 3 to 6 months, sounds good to me.

Robi: What else would you look for?

Ian: I think that is a tough one. To me, it is going to have to be some
amount of quantitative data, as well as subjective anecdotes from the
largest of the advertisers. If it were TV, I would say, ‘Tell me what
Ford is thinking. Tell me what Coco-Cola is thinking.’ Out in the app
world, I do not know; tell me what Zynga is thinking. I think you
absolutely, 110% have to have that 3 to 6 months data. Without it, it
is total bullshit, I do not care about anecdotes, but I would also
love to hear the anecdotes from the people who are driving the bulk of
this thing.

Robi: I think one of the things that makes me think prices are probably are
going to continue going up as a long term trend for a while is just
that we continue to see more big publishers coming out online. More
big brands coming online with apps or a suite of apps, and as a
result, they got the budget capital to spend, and that is going to
continue to move prices up. We still, I do not think we are seeing any
decrease in the activity from the platforms you have, as we discussed
in a prior installment, an incentive to buy up inventory and just pay
for installs, because the bigger the [inaudible: 04:30], the more they
make money. That, combined with the fact that more big brands are
coming to mobile seems to be favorable, from a pricing perspective.
The flip-side is actually not favorable if you are an independent
developer and you want to be in this game buying people.

Ryan: One of the questions that I would have was whether or not the prices
come down if and when the ‘platform guys’ who are not trying to buy a
user for a game, they are trying to buy user for all of their games
realize that . . . and I am not suggesting that this is true, but I
hypothesize that it might be, that it is impossible to buy a platform
user, on iOS or Android, simply because the switching costs are zero.
That is clearly one of the things that is driving price up. How long,
how much data do they need before they say, ‘Buying users for $3 does
not ensure that they will stay with us throughout our entire product
lifecycle.’

Robi: I think one of the, on that point, one of the arguments the FixYou is
making is what it takes to buy a loyal user, but that seems, again, to
be . . . I know that is FixYou, their stance in the market is, ‘Here
is how you get loyal users and that sort of thing.’ It seems like we
are still really early. I have yet to see anybody do engagement well
to look at the numbers and say, ‘I have been in this business long
enough to know that this person is gonna be around, or more
importantly that I have done over and over again business with people.
I have brought them in for 6 and 12 months.’ I think it is a good
angle on things, but we are still pretty early about engagement and
attention.

Ryan: I wonder also, as you mentioned, as more big publishers come in the
quality of content gets better, so therefore, it gets harder to retain
users, so you end up with only the people who really love it. Do you
think it further celebrates how much people have to spend to require
users?

Robi: Yes. My biased is it changes where they spend money. You could spend
lots of money advertising, and if it is a leaky sieve, it is a leaky
sieve. Why are you going to spend more money on making your app
awesome for the people who are already fans and are using it on a
regular basis, and spend less time trying to acquire, brand new folks
to walk in the door? I think there is this aspect of retention that
really is a shift in fundamental focus to your core audience, your
base. It is what we see.
Thank you. Join us for the next installment of App Developer
Conversations.

App Developer Conversations: Is developer interest in Android waning?

By: Robi Ganguly

In this week’s App Developer Conversations we discussed recent reports that developer interest in developing for Android continues to diminish.

We had a couple key observations:

  • Fragmentation is real and it’s definitely giving people pause.
  • In our businesses we’re actually still seeing positive trends in Android interest.

Watch to find out more and be sure to see the other two segments from this week:

App Developer Conversations is a weekly video series with Ian Sefferman of MobileDevHQ and Ryan Morel of PlacePlay covering current topics of interest for app developers. If you have suggestions for future conversations, please let us know!
The Transcript:
Robi: Hello. Welcome to the next installment of App Developer
Conversations. I am here with Ryan Morrell, of Place Play, and Ian
Sefferman, of Mobile Dev HQ. We are going to dig in a little bit on a
topic that a lot of people like to talk about.

Appcelerator came out with some data around, and that is Android’s
adoption among developers, is it waning? Appcelerator says over the
past four quarters it has been dropping and they are seeing more and
more healthy interest in iOS development, but that it is waning in the
Android space. The question is, should we take these numbers
seriously, and what should we be thinking about as app developers?
Ryan, why don’t you kick it off.

Ryan: It is a grain of salt, to some extent. I do not know that
Appcelerator would have any specific agenda for promoting data that
looks like this, but we have not seen any data to support that the
developers are losing interest in Android. We actually have more
Android developer than we do iOS, so I do not know if that is entirely
true. I certainly do hear people saying, ‘We are going to do Android
when we can,’ and that, lots of times, leads to, ‘My stuff is going so
well. Do we want to update the content so frequently that, that means
Android slips?’ We have had lots of conversations with developers who
say, “Yes, it is about 80% of the revenue. There is 1X to 2X the work,
in terms of development.’ I think that probably the biggest challenge
that developers have is now that once you create your app, now what?
There is Google Play, Android, and carrier stores, that’s a lot of
work. What do you guys think?

Ian: We are in the same thing, in that we have not firsthand noticed that.
We have always seen our customer base be 80/20, iOS to Android.
Anecdotally, I have seen an increase in people caring about Kindle,
and that might be a Seattle-bias or whatnot, but that is another
interesting data point. I think that if I were to look at, whether or
not that study is true, if I were to look at, if I were to assume it
is true and think about why it might be the case, one, Apple has done
a fantastic job of updating their OS so frequently that developers
just need to keep on the train and have a little bit less time and
resources to do other things. Two, traditionally, I have always
thought of Apple and iOS as [inaudible: 02:44], as the high-end of the
smartphone, but when you actually look at what they have done, I am
constantly surprised that they now have free phones. It is really not
super-expensive to get into iOS anymore. When you start to think about
how they have captured the low-end of the market, or they are
capturing the low-end of the market, at least in the United States,
that that is super-compelling to a developer who says, ‘I actually
want to focus on the lower-end because I am working a weird game or
some product that targets those consumers, rather than the high-end. I
would have traditionally said “Go to Android first,” but now you can
actually go to iOS first, even in that type of situation.

Robi: I think one of the things that Appcelerator stated when they came out
with their study was that people are fearful for the fragmentation,
that problem continues to be something that makes people hesitate or
might be limiting the interest. The fact of the matter is that Google
needs to be more aggressive about phasing things out and making sure
that the updates are going out. There is an argument to be made that
they have lost so much control that they cannot actually do that.
Apple is continuously doing things that upset the developer community,
but the thing that pleases the developer community is how quickly they
are pushing Legacy OS versions off, from a support perspective, and
they are not even supporting NX codes, so you cannot really build for
it, and so I think that makes a lot of lives easier.

Ryan: Every time Apple updates their OS, they also provide developers with
new features that they can take advantage of, as well as the consumer
community. When developers have new features they can play with, they
want to go do that. They are consistently updating apps to take
advantage of that, consumers are updating software to take advantage
of that, so it creates this nice rising tide. With Google, and now we
even see this with Windows Phones 7, software gets updated and only
some percentage of people do it. If you are a developer you say, ‘I
got to . . . not only did I develop this for multiple versions of OS,
now I got to go do individual updates based on . . .no.’ They think
that is too much work.

Robi: That too much work question hits organizations large and small. We
are saying it is not just the independent developers here facing this
problem, it is the large companies with mobile presences are already
behind the 8 ball, they do not have enough resources to do what they
are doing. Things are moving way too fast, so that decision is really
a painful one for everybody in the ecosystem, it seems like, to us.

Ian: Yes, I agree.

Ryan: How much of that do you think is reality versus the momentum of
perceived reality? I technically do not know. We are not developing
apps and doing stuff for Android, but my perception is that, and the
noise we hear is that it is hard. Is that really true, or is that just
the momentum of the perception, is it just perceived that way so
people say, ‘No, I do not think so’?

Robi: It does seem be challenging. We make an SDK for Android, more and
more people are using it, but what we have found is that there are
some issues with documentation. Recently we ran into an issue where
the documentation and the Java doc that you could download was not the
same as the doc online, and it was recently downloaded, so they did
not actually specify something that they did online, and that caused
an issue for us. That stuff is a little bit amateur hour, I think.
When we think about how we design the UI on iOS, we say, ‘Here is what
we want it to look like.’ We draw it out, design it, and make sure it
works. ‘OK. Good,’ you put it out there and do some testing.

With Android, you say, ‘This is what we want it to look like. Now what
can we actually accomplish? It looks like on this portion of devices,
that is going to be a crappy experience, so let us go back,’ And you
are constantly fighting that game of lowest common denominator. It is
just not a good place to be.

Ryan: Ian, you had mentioned the low-end market and Apple kind of capturing
that. That has historically been owned by Google, to some extent,
despite Samsung’s progress of the high-end. Do you think that over
time people . . . are developers caring less because that low-end does
not spend?

Ian: That is a really good question. You probably actually have more data
on that, in terms of advertising than we do. I think that, just as in
the real world, there is a lot of money to be made in the high-end,
there are also a lot of businesses to be built in the low-end of the
things, especially the Walmarts of the world do not carry luxury
goods, but Walmart makes a lot of money. I have a feeling that it is
both, and it is just dependant on who you are going to target. Did you
seen any of that on the [inaudible: 07:40] side?

Ryan: Yes, everything. Yes, of course. More people want advertising on the
Android because they cannot make money elsewhere. We all know that, A,
advertising revenue on Android is not as good as it is on iOS,
partially because of this low-end, high-end perception of people. How
long does that last? Our own advertising pays pretty well and
developers like it, but it is not Dragonvale, you are not bringing in
$15 million a month from the app store, so it is hard to know if that
can support an entire economy of app developers.

Robi: That was very good conversation of the wax and waning interest in the
Android ecosystem. Join us for the next installment of App Developer
Conversations.

The problem is somebody needs to actually be pushing the HTML5
platform forward. It seemed like Google is doing that, and maybe,
arguably, they still are but they have pulled back. They seem confused
about this. If it is not Google, then who else would it be?

How In-App Feedback is more Customer Friendly

By: Robi Ganguly

If you want customers to talk to you, you have to make it easy

Imagine you just downloaded the best app you’ve ever used for your smartphone. The app does more than advertised, the user interface is clean and easy to use, you get happier using it – it’s just a home run. It’s so good you feel compelled to write a positive review because, let’s face it, an app this good deserves a bit of review love.

This thought flits across your mind and then you think about what it’ll take to act on your impulse: you have to quit the app, visit the app store, write your review and then (hopefully) return to the app.

Did this experience make the app any less impressive and productive for you? Absolutely not. But, it was a bit inconvenient and it took you away from the app. Sadly,  because you had to go through those extra steps you:

  • Were a bit annoyed so your tone and language didn’t truly express your admiration for this app and what it does
  • You forgot the exact name of the feature you liked best about the app
  • In your annoyed haste, you forgot to tell them that there was one area of text that was too hard to read

This is not the outcome a developer wants

Now, imagine you are the one who developed that app. You know it kicks ass because you have heard it from a lot of people in your testing process but you want to see what the rest of the world else thinks.

As most app developers do, your first step is to check out the reviews and ratings. Just as you thought, there are some really high ratings but the comments are limited and somewhat muted, saying things like:

  • “Great app!”
  • “Thanks bro, your app rules!”
  • “I like it and use it every day.”

Those comments are encouraging, but they’re not exactly specific or actionable. They don’t tell you what you did right and they don’t address the things you can do to make the app better. To make things better for your customers you need feedback that can actually make your app better and that can help you truly understand the customer’s experience and their needs.

Generic quips that people leave when they are in a hurry or simply not interested in leaving something that takes a bit more effort are, unfortunately, more filler than substance.

The Answer: grab consumers at their moment of inspiration, in your app

Screenshot of the in-app feedback form powered by Apptentive

In-app feedback forms really boost customer input

For both the person using an app and the app’s developer, in-app feedback is the way to go. It allows the end consumer to provide immediate and uninterrupted feedback when they are actually using the app.

Instead of hoping that the consumer will get around to leaving feedback a few days later (which many don’t), capturing a consumer’s feedback at the moment they think about it ensures that you the feedback you get from customer is:

  • More detailed
  • Not tainted by the experience of seeking out a method to give feedback
  • Fresh and top of mind, rather than modified by the challenges of memory

As an app developer, you have a big challenge: making an app that is easy to use and love by consumers. While there are many ways to try and guess about how to accomplish this goal, the ultimate test is consumer sentiment – without truly understanding what people think, you’re just guessing.

By making it easy for your consumers to give feedback and ensuring that the feedback is as raw, honest and real-time as possible, you’re telling your customers that you care enough about their opinion to give them the tools to express it in a quick and easy manner. The results are astounding: more feedback, better ratings, more honest input and a significant number of customer relationships that are spawned through simple conversation. So, be more customer friendly and enable your customers to talk to you in your app.