Posts Tagged: apps

We're Not Paying Enough for Apps

I definitely agree with the sentiment of this article, but the author is still an idiot. He still never bought the app, even after being convinced that the cheaper, free apps were lower quality.

Finding the sweet spot of app pricing is an art. Price too low, and you’re undervaluing your product. While a low price may move more units, your profit is roughly the same (as evidenced by Steam’s data in the article, and my personal experience). And, with a lower price, you now have more users. As a solo or indie dev, this means your quality of support and frequency of updates suffers, which means your customers get an inferior product.

Pricing your app higher, though, does make life easier. You’ll sell fewer copies of the app and likely drive up the amount of piracy (though, in my experience, people pirate my $1.43 app as often as my $3.99 apps, which is to say a lot). However, having fewer users means that the personal level of support my customers are used to can continue. And, if I’m supporting fewer users, I can have more time to improve the app and push out updates.

If I have 100 users that bought my app at $3.99, I can support the 10 or 20 of them that will ever contact me for support and still have free time to live my life, time to improve the app, and time to make more apps. However, if I drop the price to $0.99, I’ll now have around 400 users. I have now made the exact same amount of money, but now I have more users to support and more users expecting updates. As a solo developer, this means my ability to support users dwindles and my time to improve the app dwindles. This sucks for everyone.

In fact, if you look at the gross sales of a $3.99 app to 100 users (100 is a quick, round number to do some math on), it’s around $400 (before app stores take their cut). So, you make $400, your users love the app, they get personalized support direct from me via Twitter or email, they get frequent updates, and I have time to hang out with my wife. Everyone’s happy!

Now, let’s say I drop the price of my app to $0.99. The lower price point means more users are likely to download the app and give it a try as there’s less to lose if they don’t like it. In my experience, this is exactly what happens — lower price equals more downloads. However, the amount of extra downloads rarely (if ever) exceeds enough to increase my profit. At $0.99, I garner about 4x’s as many downloads, yielding 400 users. 400 users at $0.99 means my gross sales is still $400. 

By lowering the cost of my app, I have higher download counts and more users, but still have been compensated the same amount as if only 100 users downloaded my app at full price. The only difference is now I have four times as many users to support, which means four times as many users with problems and issues. The 10 or 20 users that might contact me for support before has now increased to 40 or 80 users contacting me. My response time on support requests increases, which makes for angrier customers. This also means that I’m now spending time fielding support requests instead of developing and improving the app. This also means that my free time dwindles. This also means that my happiness drops, destroying the very reason I develop in the first place.

And what do I have to show for all that added effort and stress? The ability to say 400 people downloaded my app rather than 100. No additional revenue. No new features. No extra praise. Now, consider this while using real download numbers. 1000 vs 4000, 10000 vs 40000. The problems increase exponentially (400 to 800 requests, 4000 to 8000 requests).

Not only that, but more users means more hits to my web server for data retrievals and log ins, image uploads, etc. More hits to my server means more bandwidth usage, which equates to more money. I am now receiving a net profit that is less than the higher price point with fewer users, in addition to the headaches outlined above.

Obviously, money isn’t the main reason I develop. I love doing it. I like creating things. But, I have bills to pay and my stomach’s growling is pretty loud, so I tend to enjoy putting food into it.

Additionally, I enjoy making something that other people enjoy and can use every day. I can’t do this when I’m spending all my development time answering emails or engaging in a Twitter conversation.

I’m seeing this in just 4 days of lowering Wooden Rows to $1.99 for a 1 week promotion with HP. I’ll probably never do a sale like this again as a result, but we’ll see how it turns out by Thursday when the sale ends.

So, for me, as an indie developer, I’d prefer to have fewer users at a higher price point than more users at a lower price point.

Update: @tross1312 on Twitter raises an interesting question

Do you think people who buy at $1 but not $4 bring different expectations? Perhaps a difference in type, not just numbers.

I definitely think this is the case. If an app is priced at $3.99 and a user decides the app isn’t important enough to them to spend that amount on it and doesn’t purchase the app, but will buy it if the price is dropped likely doesn’t see the value in the application as a whole. The odds that users that only buy at a sale or lower price will contact you for support are higher. I’ve had more support requests and more negative reviews of the app since lowering the price. Users willing to pay the original asking price (be it $4 or $1) are more likely to understand the value of the app are less likely to require support (except for legitimate bugs in the the development of the app).

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A lot of talk about piracy in the webOS world has been taking place and I felt like commenting on it here.

First, let’s get this out of the way: piracy, by definition, is theft and theft is illegal. Piracy is in fact illegal, according to pretty much every country. This isn’t an opinion; it’s a fact.

The controversy over piracy isn’t whether it’s illegal or not; it’s over whether it’s moral or not. Before we can dive into that, we should cover some other points.

Effect on Developers
Piracy does affect the developers directly, especially smaller, indie developers like myself. Luckily for me, my apps are a side-job and not my main source of income. A little hit to my bottom line on app sales doesn’t keep food off my table, nor does it mean the bank will take my house. But that’s my situation. A lot of people do depend on their app sales for a significant portion of their household income.

Simple math would dictate that piracy does take money from developers. Let’s say that 1,000 people have downloaded your app that is priced at $1. That would mean your app made you $1,000 (not taking the App Store/Catalog/Marketplace cuts). However, 30 of those 1,000 users actually pirated your app, which means you lost $30. On the first glance, $30 isn’t a whole lot of money and it’s not much to worry about.

But that’s assuming those 30 pirates are the only people that will steal your app. Chances are, a link to download the app is posted somewhere, which means that others will download your app for free until that link is no longer available. That $30 steadily increases, especially if you have a popular app, and if you charge more than $1 for your app (as you probably should be).

Why Do People Pirate Apps?
There are a lot of reasons people pirate apps. The first reason is usually “I don’t want to pay for something I can get for free.” And let’s be honest, most of us are like that. I don’t mean we all steal, but, given the choice between paying for something, or it being given to you for free, most of us would take it for free. This is the type of pirate that I honestly despise and don’t want. They’re under the impression that because they can’t afford to purchase something, they don’t have to pay for it. This is a terrible rationalization.

Taking something because you can’t/don’t want to pay for it is not a valid excuse. I’d love to get a new car right now. My Corolla is showing its age and could really be replaced. But, I can’t afford to buy a new car right now. Does that mean I can just go to the Toyota dealership and just take one? Absolutely not! If you can’t afford something, you have to go without it. 

But, in terms of app theft, there are a couple of other reasons people steal. One is georestrictions. In my experience, a lot of people have pirated my apps because they can’t purchase them through the App Catalog in their country. I make my apps available in every country HP allows me too, but for various reasons, that isn’t every country in the world. As a result, these users can’t use my app. It’s not their fault. So, they find a place to download them and use them. To mean, that’s a testament to how good my apps are. The fact that someone who can’t legally buy my app will seek it out elsewhere means my app is worth it to them.

Another reason people pirate apps is to try them out before buying them. On most platforms, unless the developer offers a separate free/trial version of their app, there is no way to try an app without having to buy it and hope for the best. The Android Marketplace lets users “return” an app within 15 minutes of purchasing it. While this isn’t an ideal amount of time to try out an app, it’s a step in the right direction. I get it, though. You can rent a movie or stream it on Netflix if you don’t want to buy it just yet. You can watch a trailer of the movie before seeing it in theatres. You can listen to 30 second samples of each song on an album before purchasing it, or listen to the whole thing in some brick-and-mortar stores. Heck, most restaurants give you a sample of the wine you order before paying for the whole bottle. A lot of bars will give you a sample of a beer before you buy a whole pint. I get it. We live in a world where, generally speaking, you can try something before you buy it and the app world hasn’t fully caught up to that.

I’m not just a developer. I’m a user, too. I experience all of these things myself, just as you do. I hope and hope that an app (especially one that’s $2 or $3) is worth it. But, instead of just biting the bullet and purchasing the app, I research it. I read reviews in the Catalog. I look at the screen shots or video to see if it does what I expect it to do. I look up reviews of the apps on the various mobile blogs. I search the name of the app on YouTube to see if there are any videos showing how the app works. I research apps the same way I’d research a TV or anything else I was considering buying. I don’t just buy the first TV I see in Best Buy; I look online and ask friends and research the TV myself first. When I walk into the store, I know exactly what I want.

So, What’s Legit?
Well, not a whole lot. Saying you pirated an app because you didn’t want to pay for it or can’t afford to pay for it is the least-valid excuse of all. This is absolutely no different than walking into a store, taking something off the shelves, and walking out without paying for it.

Pirating something as a try-before-you-buy method isn’t as bad, provided you actually make a purchase for the app if you like it, or if you don’t, you purchase some other app that does what you want it to. This is very seldom the outcome of pirating, by the way. Researching something before buying it — whether it’s a house or a TV or an app — is ALWAYS a good idea.

Pirating because you legally cannot buy the app in your country is a grey area. It’s a part of piracy that I sort of turn my eye from. However, if this is the case, it is your duty to contact the developer of the app (any decent developer has contact info in the app or in the app description) and offer to PayPal them for the app. This is not so crazy, mind you. I have received close to 20 PayPal donations for various amounts from people that stole neato! because they could not download the app in their country. Some donated less than the price of the app ($0.50) and some donated more than the cost of the app ($5.00).

Unfortunately, the norm is that people pirate because they don’t want to or don’t have the money to spend on the app. This is not a justification for piracy. “I didn’t have enough money!” “I’m only a teenager without a credit card!” “I don’t have a job!” These are not valid excuses for piracy. And, if that’s the case, then I’d have to question how you got a cellphone and pay the bill each month. If you only have enough money to pay your phone bill each month, then that means you don’t get apps. Either get a less-expensive monthly plan so you can afford apps, or, only download apps that are intentionally free. Those are your choices. There is no “But…”. 

And if you’re a kid and your parents bought your cellphone and pay for your plan, then, guess what — that doesn’t mean you can pirate. If you parents won’t pay for apps, then, buddy, you don’t get apps. It doesn’t mean you can steal them. If they wouldn’t buy you that cellphone, would have stolen that, too?

Furthermore…
There’s this idea in the piracy circles that because it’s so easy to pirate something, it’s okay to do it. Stealing software is very easy. You download the file just like any other file on the web, so it feels no different than legally downloading something. Contrast that with stealing something from a physical store — buying something from a store and stealing something from a store are VERY different actions. This is how people feel that it’s wrong.

Which brings me to my next point: pirates feel that because apps are digital goods, that is, intangible objects, that it’s not a big deal to steal them. In fact, I’ve read arguments that it isn’t stealing at all because you’re not physically taking anything. Some argue that because the copies are produced for nothing, it’s justifiable. They argue that physical goods cost money to make each unit. This is true. The cost to make a TV is the same every single time. It costs the same to make 1 TV as it does to make 1000 TVs (excluding discounted rates for buying parts in bulk). So, taking one TV means taking the cost of making that TV out of the company’s pocket.

But digital goods, you can copy a file a million times and there’s really zero overhead. Technically, as a developer, you only make one app and then you have infinity copies of your app to sell. So, technically, yes, it doesn’t cost the same money to make each copy of your app as it did to make the first one.

Plus, people argue that since all you had to do was type out some code for a few hours and didn’t actually use any materials to make an app that all of your app sales are profits. In some ways, this is true. I won’t deny that. And yes, I would own a computer whether I was a developer or not. So, that cost doesn’t really factor in.

But let’s factor in some other costs. The software I sue to develop my apps, Coda, is $100. I bought that. Also consider the amount of tablets and phones I’ve had to get as test devices. Buying a cellphone off-contract is not $99. It’s usually closer to $500. Now, obviously, these are generally one-time purchases. Unless the hardware company makes a vast change in their device (like, iPad 1 vs iPad 2). Then you have to buy it all over again to test for compatibility, or new features (like a camera or gyroscope or something). Also consider that most mobile platforms require their developers to pay a yearly fee to be a registered developer and have your app in the official Store. This is usually another $100.

What about the costs of running a server if your app uses cloud storage in some way, like all of my apps do? To handle thousands and thousands of simultaneous users on multiple platforms using multiple apps you need a beefy server with a lot of bandwidth. Hell, you might even need multiple servers.

But never mind the things you actually have to buy. What about the time spent developing the app? Researching and learning the device’s ins and outs. Researching and learning the APIs for developing the app on that platform. The time spent in Photoshop (another expensive software…) making graphics and UI components?

Just because, when it comes to apps, I work for myself doesn’t mean I shouldn’t get paid for my time. And even if you consider my development a service and not making a product, should people who provide a service be paid? What a maid services that clean your home or business? They don’t actually give you anything. They provide a service. The same with real estate agents. You pay them to help you pay someone else for a house. (Ok, you don’t always pay them directly, but they still get paid for their time.)

Yes, I develop apps because I can make money from them. I’d be lying if I said otherwise. But that isn’t the only reason. I make apps because I see a void in the way people do things and I aim to fill that void by providing a product that they can use. I also have free apps that I made for that reason. I contribute code to open source. I help other developers and users on forums and Twitter and never expect any cash. Developers aren’t always doing everything for the money. We aren’t greedy (well, most of us. Like any group, there are always the ones that are in it for the wrong reasons and make the rest of us look bad.).

Do I care that people steal my apps? Absolutely. My apps are things I’m proud of. They’re things I’ve literally spend hundreds, if not, thousands of hours creating and marketing and supporting. If I charge for those apps, I expect to receive that money for them. There’s a reason apps are priced so low — we’re recouping the development costs a little on each app sale. A 99¢ app yields the developer a little under 70¢, after Apple or HP or whomever takes their 30% cut. That means, for a 99¢ app, we get 70¢. That’s not a lot. Sure, after several thousand downloads, that number increases, but it’s still not a lot, especially if that developer counts on app sales for a significant portion of their income.

I’ve seen comments along the lines of “It’s just a hobby you do on weekends.” As a customer, it’s not up to you to decide what is considered a hobby or a side job or to even worry how much time we spend making something. The point is that we’ve made something and if you want to use it, you’ll have to pay for it.

Sometimes I wish I could get the streaming AND disc movies from Netflix, but my budget only allows for the cheap streaming-only plan. Just because I want the discs and can’t afford it does not mean I can grab random red envelopes from my neighbors’ mail boxes. I’m sure if I just told the people at Netflix, the Post Office, and my neighbors that I really wanted the discs but can’t afford it, it’ll all be okay, right? I mean, surely Netflix has recouped the costs for that disc already? It’s not like they need my extra dollars each month to cover the cost, right?

But that’s life, man. If you want something that costs money and you don’t have that money or want to part with that money, then you can’t have it. It’s time to be damn adult and realize this.

Again, I get nervous buying apps, too. If it sucks, I’m out of that money. But, as a person who spent that money, that is a risk I’m taking. This isn’t a surprise. This isn’t some hidden fact about app stores. It is well-known that if you buy an app, you bought it for life. There’s no take-backs. No refunds. You know this going in, so, if you’re not willing to work under those rules, then you shouldn’t be using an app-capable device, or you should only use apps that are listed as free.

People say that piracy increases sales. In some media, that’s probably true, but that’s because alternate revenue streams exist. Some musicians say piracy has increased sales for them, which I definitely believe. But, that’s also because some people want to have the liner notes and other things that come with physical CDs. It’s because bands have T-shirts and stickers and concerts tickets to sell, where they actually make more money. It doesn’t work out for all musicians, but I can see how it helps those that it does.

Apps don’t really have those extra revenue streams though. If you steal an app, you have the entire app. There are no physical goodies that you’re missing out on. There are no public appearances that people pay for. There are no T-shirts or bumper stickers to buy (well, most of the time). So, the idea that piracy boosts app sales is really, quite frankly, bullshit.

Will I go after people that steal my apps? Nah, probably not. For me, personally, it’s not worth my time. And, in the end, it’s not in their best interest. They won’t know when newer versions are released. They won’t be guaranteed a fully functioning app. They won’t be guaranteed a safe app that someone hasn’t tampered with to mess up their phone or steal their data. There’s a greater risk to being a pirate, so, I feel they’ll get theirs in the end.

I commend others fighting piracy on the various platforms and I hope they’re successful. What’s happening is illegal and wrong, so, it should definitely be stopped.

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Hey, everyone! Just wanted to give you guys a quick heads-up about my availability soon.

Since I have four apps out in the Catalog, I figured I should let my users know that I will most likely not be available to respond to tweets or e-mails over the next week and a half since I’m getting married next weekend.

I will absolutely respond to support requests via Twitter or email once I return from my break.

Here’s where you can get support:

foursquare: if there is a problem with the foursquare service (i.e., not connecting, wrong points, improper mayorship, etc) you can contact foursquare’s support (as you should always be doing in these cases) on Twitter at @4sqSupport or on their support site: http://support.foursquare.com/home. If you have problems with the foursquare app, you can use the in-app contact form to send me a message and I’ll get to it as soon as I start handling e-mail again.

growlr: As with foursquare, if you have problems with the Untappd service, you can contact Untappd via twitter: @untappd or their support site: http://help.untappd.com/ And if you have a problem with the app, shoot me a tweet at @zhephree and I’ll respond sometime after the 16th.

neato!: Shoot me a tweet at @zhephree or @neato_webos and I’ll respond sometime after the 16th.

incredible!: Shoot me a tweet @zhephree or @incrediblewebos and I’ll respond sometime after the 16th.

Just wanted everyone to know so you won’t freak out if I don’t respond in my usual timely manner.

Enjoy a Zhephree-less week!

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Welcome to webOS! We’re here for the long haul, and thanks for becoming a webOS user, even if it was only because you had a $100 bucks burning a hole in your pocket. webOS is an amazing thing, so I decided to put together a guide to help make the most of it for you.

Apps, Apps, Apps!
The TouchPad has a lot of apps for it (especially when you add in Phone apps, which work pretty well on it), but finding the best apps isn’t always easy. Check out PreCentral’s and webOSRoundup’s app run-downs, and this PreCentral Forum thread that’s constantly being updated. 

Don’t forget, there’s a lot you can do without an app! There’s no Hulu app on webOS, but the Hulu website works just fine!  (Hulu found out and started blocking the TP) Want to play Plants vs. Zombies or Bejeweled? The PopCap website works fine too! Looking for hurricane tracking and envy your iPad friends with their StormPulse app? No big deal: The StormPulse site is really usable on a TouchPad.

Tips & Tricks
PreCentral has a whole section on their site about tips. They give you info on the simple things like using Flash, to more complex things like mapping Box.net as a virtual disk on your computer to transfer files wirelessly to your TouchPad.

Community
The best part of webOS is its community of users and developers. The developers of most of your apps have presences on Twitter and Facebook, and routinely lurk around the PreCentral and webOSroundup forums. So, chances are, if you have a bug or suggestion for an app, you can find the developer and talk to them directly and watch the app become better from your suggestions!

In addition to developers, you’ve got a direct line to a lot of HP/webOS employees on Twitter. Here’s a partial list of those people I’ve put together. They’re always there to help!

And of course, there’s the users. They’re all over Twitter. The webOSroundup and PreCentral forums are extremely active and worth hanging out in. 

webOSroundup even has an Answers section where you can ask questions and the community will answer them for you.

webOSroundup also put together a post about the webOS community, which is a great starting point.

News
As you may have guessed, PreCentral and webOSroundup are great news sources, as are webOS World, and everythingpre

Development
Wanna make your own apps? It’s easy to get started, and best of all, completely free. The official webOS Developer Portal has everything you need to get started. You can also ask developers questions on Twitter and in the above mentioned forums. You can also get involved in the Devs and Friends group on Facebook, and follow them on Twitter.

Thinking Beyond
webOS is a very open platform, which means you can hack around on it and patch it and customize it, and even overclock your device. And with the way the webOS Internals team has done things, it’s very difficult to completely brick your device. Everything you want to know is available on their wiki. You can also ask Rod Whitby for help right on Twitter.

Homebrew isn’t just overclocking or changing your device’s appearance though. Through Preware you can access thousands of apps that just aren’t suited for the official App Catalog.

webOS is a very unique platform, and as a developer, I welcome you to it! The community is unlike any other and everyone is willing to help you. So, feel free to ask questions pretty much anywhere!

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I came across this article on carpeaqua. It details how he handles his apps in the Apple App Store, but he’s feelings are universal, regardless of your app market.

He holds three truths when it comes to apps:

  1. I will never read the reviews of my apps.
  2. I will never put a $5 app on sale.
  3. I will never blindly throw promo codes out via social media services.

I never really considered these mindsets before, and the more I think about it, it makes sense. 

I’m gonna cover reviews only because that’s the biggie.

I’ll be honest — I read reviews of my apps often, every couple of days I check them out to see what people are saying. All of my apps have good or great ratings. growlr has a 4.7 rating, neato! has a 4.6 rating, and foursquare has a 3.6. I can theorize why each of those have their respective ratings, but I won’t. I know one thing: my apps have good ratings.

Consider foursquare, since it has the lowest of my three apps: a less than 4-star rating. It’s a great rating. A 3.6 means that more than 50% of the people who have used foursquare really really liked it. It also means less than 50% either thought it was okay or sucked. Consider that last part: less than half the people that use it think it’s just “okay” or sucked. That’s awesome!

Foursquare is an app built on top of someone else’s API and service. While I get really close support from the foursquare team and get early access to new features, I still have someone else to wait on for some things to be fixed or changed or added. Users don’t know this and they don’t care. Users see an app, download it, and use it. If it isn’t want they thought it’d be, they’ll either never use it again, or go give it a bad rating and never use it again. No amount of educating will solve this. In fact, the ONLY thing between potential users and yourself is the app’s description in the Catalog and I will guesstimate that about 25% of users actually read ALL of the description and fully comprehend it. If you mention in your app description that it is for webOS 2.x only, in all caps, on a line all by itself as the first sentence, you will STILL get users asking why it won’t work on their 1.4.x device. You could personally call every webOS user and speak to them on the phone and tell them your app is webOS 2.x-only and you would STILL get people complaining that it won’t work on 1.4.x.

If you put all of the possible info in your app description, you supply help inside the app, you supply an email or contact form inside your app (not everyone uses Twitter!), you have fixed every bug you possibly can fix and you still get bad reviews, ignore them. You’ve done it. You’ve made the perfect app and made yourself accessible. There is nothing else you can do. Those users will write bad reviews regardless of what you change.

The majority of bad reviews for foursquare are because of GPS issues. I love you, Palm, but your GPS hardware sucks and Verizon’s crippling of it doesn’t help. I get better GPS accuracy on zeldamac’s iPod Touch than I do on my Pre Plus. Hell, I get better positioning from the old guy selling fruit on the side of the road (“Go up till you get to the fork in the road, then take it.”). I’ve done a lot with coding. I’ve done a lot with error handling. I’ve written blog posts and tweets with best practices for GPS accuracy and still, there are problems. I get users who post bad 1 star reviews because of this. My feeling about this:

I don’t care.

Seriously: I don’t. You know who I DO care about? The users that send me an @ message on Twitter asking me about GPS issues. The users that use the in-app contact form to e-mail me GPS issues (helped 2 people this week get better accuracy: one from twitter, one via email). These are users that care enough about your app to learn how to make it better. These are your users. Your users aren’t the 1-star reviewers. Those are guys that go around downloading every app they see, try it once, and if it doesn’t work, they give up. Honestly, chances are, if they didn’t leave then, they’d leave later.

You will always have angry users (or, “downloaders” in most cases). foursquare is continually featured in the Catalog. It has a 3.6 rating. It has been downloaded, uniquely, almost 90,000 times. It is often lauded as the best foursquare client, better than the in-house-built Android, iOS, and BlackBerry apps. It has been reviewed almost 1000 times. It’s a good app. Could it better? Absolutely! Could it be worse? Also absolutely!

Look, it’s a free app. If people wanna waste time complaining about a free app that lets them tell people that they’re buying groceries or drinking coffee, then so be it. That’s their right. I don’t lose money or sleep over the fact that John Z in WhoKnowsWhere thinks my app sucks. Besides, it’s not like I can respond to him. 

As for paid apps, I care slightly more, but not much. App reviews really don’t influence downloads. Actually, I’ll revise that: the only app reviews that influence app downloads are the 5 most recent. No one really scrolls and reads all the reviews. So, if you have 3 or 4 bad reviews in a row, wait it out — you’ll get some good ones that’ll push those out of view. Remember — users want things RIGHT NOW. If the top 4 or so reviews are positive, then they’ll likely download it. They don’t have time to scroll down.

So what if the user sees 5 bad reviews at the top? They’ll be back. If there’s a competing app in the catalog and your app is honestly better, they’ll come to yours. If your app isn’t better, well, then, they would’ve left and gone to the competitor eventually anyway. Stop making crappy apps.

The TL;DR Version: Ignore app reviews. Focus on making an awesome app and people will use it regardless of of the reviews. And make it have a pretty icon. Seriously — people will buy an app with a pretty icon over an ugly one, I promise you. (One of the biggest complaints I got from the newest version of neato! was they didn’t like the grey icon. They all wanted the blue one back. It’s still grey, btw.)

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So, lately, Lifehacker has been doing pairs of posts detailing best apps for iPhone and Android. That’s all well and fine, but to me, a more challenging and interesting exercise would be to pick out best apps for webOS. Let’s face it — there are more than two mobile OSes out there and webOS deserves some focus, too. 

So I’ve decided to rebut Lifehacker’s posts about iPhone/Android apps with webOS app posts.

Disclaimer: I haven’t used most of these apps and am going off of app descriptions and other people’s reviews.

Flickr Mundo

Flickr Mundo allows you to not only view Flickr albums, but also upload and download photos. It also lets you bulk tag and move photos between sets. It also allows for automatic setting of wallpaper and having it rotate between various photos.  

Face Morpher

This fun little app allows you to morph your face into weird alien-like shapes and styles, similar to a funhouse mirror. The only way to save is by taking a screenshot, but hey, it’s pretty cool anyway. Download

Photo Effects Plus

This app uses a server to offload the legwork of doing the actual effects, but it still does some great stuff. It can crop and rotate, but it can also convert to black & white, sepia, negative, etc. Adds some much needed features to your webOS camera. Download

Crop, Rotate, Go!

If you don’t need all of the extra effects of Photo Effects, this app will do the job of simple cropping and rotating. Great for those “oops, should’ve been vertical!” moments. Download

Camera Fun

This little app lets you add icons and graphics to your photos. Put a hat or your dad, or a moustache on your sister! Add some balloons and tons of other options. Download

FlickrCam

This app is pretty handy. Take a picture, and it’s automatically uploaded to Flickr. Simple and sweet. Download

Photography Tips

A collection of over 200 tips for taking better photos, even with your phone’s camera. Download

PhotoSafe

This app encrypts your photos and forces people to use a passcode to view them. Great for taking pictures of secret documents and whiteboards. Download

Slideshow

Fullscreen photo slideshow. Simple and nice. Download

So, there you have it. A bunch of good photography apps for your webOS device. Most of the paid apps listed have free trials/alternatives too. Tune in next time Lifehacker foolishly forgets webOS exists.