//verifikasi //verifikasi How Much You Can Earn From an Android App You Just Developed Depends on Quality of your App - Berita Pendapat.id
Skip to content Skip to sidebar Skip to footer

How Much You Can Earn From an Android App You Just Developed Depends on Quality of your App

How much you can earn from an android App
How much you can earn from an android App

By quality you need to take care of these things in your android app devided by how much effort you might need to put in.
  •     40% For Usability

Usability is about whether an artifact can be used in the way it has been designed to be used. You either pass or fail at it. If your product can be used by most of the people you are targeting, if your product does not hamper their use of it, if your product answers their needs in a reasonable time, then it is usable. If it doesn't, it's not.

If by "brilliant usability" you mean a product with no usability flaws at all, I would be tempted to argue that that is just what every product should be - completely usable. Of course I know that in practice all software suffers from usability issues, as we are but human and make mistakes. But still, as a target, a usable product should be the minimum acceptable product, not something you call "brilliantly usable" with a pat on the back. It's the minimum required of apps, for people to continue using them if they don't have to.

But if you feel that you are aiming for a level of usability much higher than usually reached, something so utterly intuitive that it is impossible to fail at using it, no matter what your background skills are, I can respect that as a target. I still wouldn't call it brilliant, as usability is such a humdrum concept, it's about invisibility rather than brilliance.


How Much Admob Revenue Per Day

  •     30% For UX (User Experience)

 The UX process will go something like this:

1) Know your goals. Understand the purpose of your app from the customer's perspective and the ways the app will benefit the business or make money. Those two things both have to be achieved by your solution. You may need to consult your clients, bosses, and look at your competition to decide these goals.

2) Research your users and their problems. You need to know what you're solving or improving for them before you start deciding how it's going to work and what it will look like. i.e. — Why will your app exist? Look at analytics, do interviews with users, look at successes and failures of existing products and services, etc. You should aim to have a pretty solid "profile" of your users' priorities, needs, motivations, and expectations, especially if there are other apps or companies that will compete with your app.

3) Block out the "core features" of your solution. Before you wireframe anything, you should decide which problems you're going to solve. Ideally you should do one thing really well, and AT MOST you might do three things fairly well. Otherwise, you might be experiencing "feature creep" and everything will be hard to understand. Kill your darlings! It's ok if your app will achieve some other things along the way, but anything more than your core features should be treated as accessories or side-effects.

4) Start with navigation & flows. Regardless of what will be on each page, you should understand how your app will be structured. Do a site map and/or flow charts to sort out your thinking. How will people move around and get to everything, and achieve the 1-3 core things you decided in the previous step. If users will register or buy something through the app, make sure it is EXTREMELY easy to understand, find, and do that part.

5) Breakdown the functions of each page and wireframe them. What does each page need to accomplish? What are the technical requirements to make that happen? What's the main call to action? Does it contribute to your user/business goals and support your core features.

6) Get some feedback. Different people have different opinions about exactly when and where in the process you should get feedback from users, but before you start committing to UI design, you should see if there is anything in your wireframes that confuses the hell out of people.

7) Start designing the UI. Now that wireframes are done, it's time to add style and affordance and clarity by using color, animations, and layout to direct user's eyes to the important things. Remember to consider readability and make sure that your style is consistent from screen to screen so users know where to look for what they need.

8) Consider devices, brand, trends, etc. Obviously you will have considered the device you're designing for the whole time (mobile first!), but as you make your final choices about layout and style, remember to keep things touch-friendly if necessary and appropriate for the resolution of the device. Make sure your design fits the brand guidelines of your company/client! Ideally you should also give some thought to the current trends of the moment, like the current iOS7 trend of "flat design". You shouldn't become a mindless trend-copying robot, but each OS has its own flavor, and it's nice if your app looks "modern" so people take it seriously.

9) Get more feedback. Now that you are starting to have some "real" interface designs, it's a great time to get some users to look through them and imagine doing tasks. They can show you where it's confusing or weird, and tell you how the style makes them feel.

**ProTip: It is helpful if, during the whole process, you try to keep the number of "parts" to a minimum. When you're slicing your graphics and the developers are coding the interface it saves everyone time if you have a small number of different layout templates and button styles, and fonts, and all that. Usually it also makes a simpler, clearer interface too.

10) Work with developers. Coders are smart people, but they have their own priorities and process to worry about, so don't just hand over your work and wait until it's done to look at it again. Check in with them, ask if they have questions, double-check that your designs are being executed properly, and be prepared for them to come to you with shit you missed or need to do differently.

11) Launch, measure, and start again. I have skipped all the technical testing and other important non-design things, but after those it's time to get your work into the hands of real users and see what they do with it. No amount of planning and interviews are a substitute for real data, so go get some! Then, when you get some hard facts, use them to find and correct the flaws and pump up the stuff people love!
  •     20% For UI (User Interface, Basically how your app looks like)

 User Interface Design principles:


Users don’t like unnecessary elements. They only wish to find in your app what they are looking for. Not to mention that on the small screen real estate of a mobile mobile there is no room for superfluous elements.

    Consistency and common UI elements

By using common elements, you do your customers a huge favour. They will be able to get their tasks done more rapidly. Plus, by sticking to the same style, you will make it easier for them to recognize your product.

    Strategic use of colors

Color and texture are elements that can direct attention. Call to action buttons have an important role. You can test different versions to see which one works better for your user. Optimize.lydoes a great job at helping you with this.

    Hierarchy and clarity

Typography can easily render your interface more organized. Choose different sizes and fonts to prioritize messages.

    Good communication

Keeping your users informed about your product is an essential step you must take if you don’t want to lose them. Use your User Interface elements to do that.

User Experience Design:

Based on Jesse James Garrett`s perspective, creating user-centered design has a lot to do with some other areas, including:

    Project Management

This is the stage where everything is planned. A big part of resources has to be invested in the user-centered design process. Having a team in charge and the whole process divided into sprints brings good results in the user experience section.

    User Research

The user part comes after establishing the working mechanisms. You have to look for user behaviors, needs, motivations and wishes. Do this by collecting feedback and by using observation techniques.

    Usability Evaluation

Going through the steps that users have to take in order to achieve an action helps you and your team figure out how they feel about using your mobile app.

1. Information Architecture

Avoiding confusion is crucial for a user-friendly app. Keep your content clear and structured!

2. User Interface Design

This part is more about anticipating users’ wishes and needs, and making sure the interface has elements that are easy to understand and accessible.

3. Interaction Design

We have stated it earlier and it still not enough: interaction design includes UX and has the purpose to create interactive systems that attract and keep the user excited about the stuff your app comes with.

4. Visual Design

Aesthetic design should be mandatory these days. People are attracted by nice looking interfaces, colored buttons and style. Don't forget to be constant when working on this area.

5. Content Strategy

Copy is also very important in the interaction between your app and your users. The messages should be short and clear. Nobody likes to read huge blocks of text in order to understand how your app is going to help him.
  •     10% For Support (Taking care of user reports and introducing update patches)

Why is technical support important?

To keep your team up and running. You are paying them the salary to provide value to you. What happens if their machines cannot work? You are wasting their work. Would you be happy as a manager or entrepreneur? No.

Below some examples about IT and the importance of technical support.

Your computer is broken. What do you do?

Your server is out of use. What do you do?

Your printer is out of use. What do you do?

You cannot access to your emails or shared files. What do you do?

These are examples of activities that happen from time to time in an office environment or to employees working from other locations.

You are the business owner or the manager or the controller. You are in charge of paying these employees, but their effectiveness is harmed because they cannot use these tools to fulfill their jobs.

Will you wait for a miracle or get a technical support to minimize IT issues?

How much you can earn from your app can never be decided without introducing it to everyone or even without developing , I'd say.

Whatsapp Messaging app was valued and sold for $19 Billions when there are thousands of apps on PlayStore barely pulling out few bucks a month. Possibilities are seemless my friend.

Post a Comment for "How Much You Can Earn From an Android App You Just Developed Depends on Quality of your App"