Monday, June 18, 2012

Engage Users In-App

Ken and I have been trying to figure out how to better engage and communicate with our users.   The AppStore sure doesn't make it easy.

We have tried to use GetSatisifaction and of course there is classic e-mail, but they both have the problem of discoverability.  We don't have a good spot in App to make those resources available without disrupting the user experience.  By forcing users to leave the app and visit our website to communicate with us, we averaged only a few contacts a month.

We also prompt for star ratings within the app and that has been helpful in getting reviews, and we appreciate and read the review feedback.  However, it's really frustrating when you can answer the persons question or problem with no way to actually get the answer to them.

I happened to find a nice solution to this problem.  The Appsfire App Booster SDK for iOS and Android is designed to help with in-app engagement.  It's still in Beta, but we have been using it for Picross HD, and its been great.  We now receive feedback a couple times a day from our users, and we are able to respond back to them directly.


Getting Started

First off, we carved out a little space in the UI to put in a messaging button and indicator.  Appsfire has several recommendations for this so it has enough visibility within your app.  We chose to put it at the top of our main puzzle screen to the right of our App name:

Message Button With Message Badge
They even include a little helper class that takes care of creating the badge for you.  We chose to do a custom integration because we have a game style UI.

We hooked up notifications for message changes so that badge can be updated correctly, and when the little message bubble is pressed we launch the Appsfire messaging interface.  That's all you have to do on the client side and you can start engaging your users.  I would be happy to share the code we use for this, just send me a tweet.

In-App Messaging

Appsfire includes a built-in messaging engine.  Your users can send you messages, and you can reply to them directly within the app.  



They have options for changing the color scheme, but the default color scheme worked well for us.

The UI is also supposed to be localized in several languages including German and Japanese.  However, we were have never able to confirm that it is indeed localized.  I can say that we have many Japanese users that have sent us feedback through Appsfire.



The e-mail field is optional.  We have found most users do provide an e-mail address.  When the feedback is sent, you will get an e-mail that allows you to respond either within the app or via an e-mail (assuming the user provided an e-mail address).



We usually try to answer the user via the "Notification Wall" aka in-app.  However, if the response is long or under special circumstances we will reply via e-mail.  For example, one user felt strongly about an issue and vowed to never launch the app again.  I wanted to thank the user for their feedback and reach out to them.  Doing it in-app wouldn't have been effective assuming they weren't going to open the app again so I used e-mail.  The user thanked me for reaching out to him and hopefully he gave us another chance.

What's New

Another feature we use is What's New.  The Appsfire server will automatically detect new App releases, and it can automatically notify your users of the update.



Tips and Tricks

We are planning to release a series of tips and tricks for our users.   So far we have released one tip, and it has been well received.  The Appsfire portal provides metrics on views and clicks for each message so you can measure their effectiveness.

We think this is a great way to expose users to features or capabilities of our app that they may not know about.   When creating custom message you can also specify the message in different languages such as German and Japanese.

Link to Web Content

In additional to static message, you can link to web content either displayed within the app or via the Safari app (on iOS).  We use this for inviting people to join your twitter account and are experimenting with other creative uses such as linking to a youtube help video.



App Promotion

App promotion is another option available via the Appsfire SDK.  We use it in Picross HD to promote Kento and vice-versa.


When the user clicks on an App promotion message they are taken directly to the AppStore.

Badge Updates on Launch Pad

A new feature they just added was the ability to update the badge on the Launch Pad without having to run the App.  This is a great way to help pull people back into the app.



Conclusion

I highly recommend the Appsfire App Booster SDK, and it is in Beta!!  It still has some rough edges, but even in its Beta form I consider it a must have for Picross HD because of how it allows us to connect with our customers and create a more engaging experience.  


Here are some of the improvements I hope they make as they continue to develop the SDK
  • The web portal for managing messages is a little rough around the edges.  
    • Setting the start and end dates for a message didn't work as expected.
    • It was challenging getting push badge notification to work and needed Appsfire support.  I expect this will get better.  It desperately needs debug tools.
    • Doesn't work behind some firewalls
  • The in-app messaging interface doesn't work behind some firewalls
  • Feature Request:  Only the welcome message allows you to provide "longer" text without having to use a web page.  It would be nice for tips and tricks to have a custom message with longer text.
  • Feature Request: I would love the ability to time message deliver based on days since installing the app (or other in-app usage).  Right now all messages are date/time delivered.

The team over at Appsfire is very professional and helpful, and I can't say enough nice things about them and their offering.

Please feel free to follow me on twitter at @fivelakesstudio.  I would love to hear about your experiences connecting and engaging with your users.    Let me know if you found this useful.

Thanks for reading and be sure to visit us at Five Lakes Studio.

- Tod

Wednesday, June 6, 2012

AB Testing - Results

In Part 1 I talked about how we are adding interstitial ads into Picross HD. We had been getting tips and suggestions on how to do this in a way that doesn't drive our users crazy.  We decided to put together an AB Testing framework so we could learn from the results, and this is the results of that experiment.

Interstitial Ad Providers Test

One of the tests we conducted was on interstitial Ad providers.  We went with 2 different providers: ChartBoost and PlayHaven.  These ads are displayed on launch of the application and half our users got ChartBoost and the other half got PlayHaven ads.

Ads Shown
Even though ChartBoost showed only 2% more ads, it generated 8% more clicks.

Ad Clicks
In addition, it turns out ChartBoost also produced significantly more revenue.


I plan on continuing to work with PlayHaven to see if we can improve the results.  They have been great to work with, and I think they can do better.

The spike on the 29th was caused by two things at once.  The first was a one day promotion on AppsFire, and the second was we become more agressive on showing ads.

Agressive, Normal, or Lax Ads

Another experiment we wanted to run was to determine how often we should show ads.   We really didn't want to piss off our customers, and we weren't sure what the reaction would be. It's rather difficult introducing ads into a product that didn't have any ads to begin with.

We tested 3 different configurations: Agressive, Lax, and Normal.  Each configuration had about the same level of distribution.


"Time Between Shows" is the minimum time that has to pass before we show another ad.  For example, the agressive configuration won't show ads more then once every 5 minutes.  In the Lax case, we where only showing an ad every day.

We also didn't want the user's first experience in launching the app to be an ad.  So we used a "Sessions Before Active" configuration.  In the case of agressive, we require the app to have 2 sessions before showing an ad.

We then looked to see what effects this had on our app usage.  The Lax time was the closet measure we had to no ads, and it basically matched what we had seen before introducing ads.

Time in App with Lax Ad 

Our takeaway was that we weren't seeing a significant shift or loss of time spend in app.  Actually, you could argue the time spent in app actually improved a little bit.   


Time in App with Normal Ad 
We also found it interesting that there was no significant difference between Normal and Lax ads.

Time in App with Agressive Ad

Our AB Test framework allows us to adjust tests daily.  Using that capability, we pulled the Lax ads configuration on May 29th, and we may soon go to just showing Agressive Ads.  The one thing holding us back is sessions end almost 50% of the time after seeing an interstitial add!!



This is a bit concerning to us as we only do an InterstitialShow when a session starts. That means almost half our users are exiting the app right after they started the app.  Unfortunately, flurry doesn't let us track this by event so I can't tell how it compares across ad vendors.  I'm still not exactly sure what this really means for the app's performance as I haven't see it negatively effect the number of sessions or time spent in app.

Ad Feedback

We have had several negative responses to the ads.  However, it hasn't negatively effected our overall star rating or time spent in app.   Some of the complaints we received include:
  • Too easy to miss click on the ad
  • Video Ad consuming download bandwidth not appreciated (we also use AdColony for video ads).
  • Ads being introduced in a paid for app.  Picross HD use to be a paid app a long time ago.
That last one was interesting because we don't show ANY still ads if any puzzle pack has been purchased, and we never show ads in the paid puzzle packs.  However, we show video ads in the "free" puzzle packs.   We are going to change this so that if any puzzle pack has been purchased we won't show any ads.  I think it was just too confusing for users the other way.

Conclusion

This has been an exciting experiment.  The data is telling us we should just go with agressive ads and use ChartBoost as our ad provider.  I'm still not comfortable pulling the agressive switch as I want to hear from more customers, and PlayHaven has been such a good group of people to work with I would like to see if they can perform better.

If we can make this model work, we would like to add more ad supported content in Picross HD.

Please feel free to follow me on twitter at @fivelakesstudio.  I would love to hear about your experiences with ads and A/B Testing.  Also feel free to contact me if you would be interesting in finding out more about our iOS AB Test framework.  

Thanks for reading and be sure to visit us at Five Lakes Studio.