<![CDATA[Gawker: valleywag, app store]]> http://tags.gawker.com/assets/base/img/thumbs140x140/gawker.com.png <![CDATA[Gawker: valleywag, app store]]> http://gawker.com/tag/valleywag/appstore http://gawker.com/tag/valleywag/appstore <![CDATA[iPhone App Store rejection letters covered by NDA]]> Jilted developers whose finished iPhone apps are rejected by Apple now get an extra reminder in the Dear John letters sent by App Store guardian Victor Wang, "THE INFORMATION CONTAINED IN THIS MESSAGE IS UNDER NON-DISCLOSURE." Translation: Your contract with Apple forbids you from posting our rejection letter on MacRumors for a few bitter laughs.

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<![CDATA[How not to get rejected for the iTunes App Store]]> After Apple banned iPhone app Podcaster from its iTunes App Store, CNET called Podcaster the iPhone app that's "so good, Apple won't let you have it." Apple hasn't said why, but it's widely believed that the app was banned for competing with the iPhone's built-in podcast-downloading software. But blogger Niall Kennedy writes that he tested the Podcaster app according to Apple's stated rules, and discovered three reasons Apple might have legitimately rejected Alex Sokirynsky's app.

Kennedy said Podcaster takes as long as 3 to 5 minutes to load some menus, that he had to dismiss a confirmation sheet each time he added a new podcast, and that Podcaster's interface is crowded and ugly.

Remember, ugly is an unforgivable sin in the eyes of Apple, which warns developers on its Developer Connection site:

Apple human interface engineers labored painstakingly over every pixel in Aqua, so it’s important that you pay close attention to the details of your application’s Aqua user interface.

Beyond Podcaster's three fatal flaws, writes Kennedy, "there are a few obvious reasons why a platform such as iPhone might choose not to carry an application in its storefront:"

  • Chargebacks. Buyers frequently return your product for reasons including buyer's remorse or just receiving a different product than they expected. The "I Am Rich" $1000 iPhone app carries a heavy chargeback risk.
  • Insufficient differentiation. App authors should be able to submit an application to App Store and expect there won't be a knock-off product sold directly alongside. Open-source applications can swap out an application title and submit the app as their own without adding new functionality.
  • Misleading marketing, including trademarks. Don't misrepresent yourself or your product or cause obvious confusion.
  • Horrible customer experience. Apple will recommend interface designers who can assist you with visual aspects of your application. Long load times or heavy resource utilization might will make both you and the platform look bad.
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<![CDATA[Shadowlayer]]> In a post about iPhone apps sales hitting $30 million a month, today's featured commenter Shadowlayer gives a stark prediction:

It will be a fad, why? because Jobs has a very narrow mind regarding software, and that means we won't see the kind of cool stuff that PalmOS used to get in the late '90s/early '00s.

The iPhone-as-modem app just got canned, and that was way more useful that most of the crap on the store. Ask any gamer and he'll tell you that using non-physical buttons (like in some DS games) is a nightmare.

After the peak hype, only 10-20 percent of the user base will be buying (instead of just getting the free ones) apps in the store.

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<![CDATA[Jobs: iPhone app sales hit $30 million in a month]]> Apple CEO Steve Jobs says iPhone and iPod Touch users downloaded more than 60 million apps from the iTunes App Store during its first month of business, spending about $1 million per day for a sales total of $30 million. "At the current pace," report the quantitative analysts at the Wall Street Journal, "Apple stands to reap at least $360 million a year in new revenue from the App Store." Said Jobs: "This thing's going to crest a half a billion, soon. Who knows, maybe it will be a $1 billion marketplace at some point in time. I've never seen anything like this in my career for software." Note Jobs's crafty wording!

Apple only gets to keep 30 percent of that cash — so we're really talking about adding $100 million to Apple's multibillion-dollar bottom line. Jobs said the point isn't for Apple to make money off application sales, but to market them as only available on Apple hardware. "We think, going forward, the phone of the future will be differentiated by software," said Jobs. Videogames maker Sega told the Journal its sold 300,000 copies of Super Monkeyball at $9.99 a pop. "That's a substantial business," Sega exec Simon Jeffery said. "It gives iPhone a justifiable claim to being a viable gaming platform." With all this cash changing hands, we wonder: Why would anybody build widgets for Facebook and not the iPhone?

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<![CDATA[Do-nothing "I Am Rich" iPhone app found 8 buyers with enough taste to click "buy"]]> Before Apple succumbed to jealous cries of the hoi polloi and removed his "I Am Rich" application from its iTunes App Store, developer Armein Heinrich sold eight copies of his $999.99 pristinely useless software — six to refined buyers in the United States, one to a collector in Germany and another to one in France. From a technical perspective, all "I Am Rich" did was glow red. Metaphysically, it was known to provide elation only found in the delicate, snow white comfort of a Himalayan white tiger fur coat. Heinreich told the LA Times: "I have no idea why they did it and am not aware of any violation of the rules to sell software on the App Store." SAI performed the gauche math and figures Heinrich profited $6,000 from his work; Apple kept 30 percent of that for "store upkeep."

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<![CDATA[Steve Jobs admits iPhone, App Store and MobileMe megalaunch was botched]]> It's like Steve Jobs is saying what we're thinking in a leaked email sent to Apple employees:

It was a mistake to launch MobileMe at the same time as iPhone 3G, iPhone 2.0 software and the App Store. We all had more than enough to do, and MobileMe could have been delayed without consequence.

[Ars Technica] (Photo by Getty Images)

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