If you are an expertise in making apps, but are wondering how you can get more download? Well, learn about SEO can be a good idea. In fact, SEO service as well as ASO (App store optimization) can help you to generate more downloaders. This is in line with a 2013 study by Nielsen which revealed that over 60% of users find and ultimately download an app they found while searching in the internet. So, wait no more to optimize your website and see your selling increase rapidly.
The first stage is to create a website that has been optimized for the search engines (SEO). A good selling site should include your app, show in-app screenshots and videos of how the app works, an FAQ page, and a contact form. Moreover, you are encouraged to place testimonial and reviews if you have some to share and don’t forget to link to the app stores where users can download the app. And the last but not the least is too make your site becomes more responsive so that users can view it easily on any device. Another important technique to increase more traffic and broaden the chance of people to download your app is through incorporating a blog on the site and regularly adding new content will help your rankings on the search engines.
Further step is to discover a list of keywords that you want to target which is very significant for the SEO. For example if your app is about learning English language, good keywords that you might want to come up with are “apps that make your English grammar better”, ”best apps for English lessons”, etc. You surely want to incorporate then on your new website, blog posts, social media postings, and app store pages, once you have a variety of phrases that pertain to your app.
This keywords lesson can also be applied when you want to optimize your app store pages in iTunes and Google Play in hopes of ranking higher and placing prime real estate on the top charts. For example, use the app description as a media for convincing the user that your app is worth downloading.
After your site and app store pages are optimized, you can expand your optimization to websites, publications, and YouTube reviewers which often review apps. Finally, you can also get a backlink from a reputable website to help your rankings or a more tricky way is to offer your app download for free in return for a backlink to your site or app store page.
Month: August 2016
Pixel Density
Have you been familiar enough with Pixel Density? If you are a mobile apps developer, this term is your everyday stuff. However, if you are a web developer and want to know more about how it works, Pixel density may be a new challenge for you. Let’s take a look on a brief explanation of pixel density.
Pixel density (resolution) of an electronic image device uses pixels per inch (PPI) or pixels per centimeter (PPCM) as its measurement, such as a computer monitor or television display, or image digitizing device such as a camera or image scanner. Moreover, the density of horizontal and vertical may differ on devices that have non-square pixels but may be the same with devices which have square pixels.
Besides, PPI can also be used to describe the resolution, in pixels, of an image file. The unit is not square centimeters-a 100×100 pixel image printed in a 1 cm square has a resolution of 100 pixel per centimeter (ppcm). In fact, the measurement is meaningful when printing an object. Even though PPI refer to input resolution, it has become commonplace to refer to PPI as DPI. Industry standard, good quality photographs usually require 300 pixels per inch, at 100% size, when onto coated paper stock, using a printing screen of 150 lines per inch (lpi).
Screen frequency is determined by the type of paper the image is printed on. An absorbent paper surface, uncoated recycled paper for instance, lets ink droplets spread (dot gain)-so requires a more open printing screen. Input resolution can therefore be reduced to minimize file size without loss in quality, as long as the quality factor of 2 is maintained.
Although the system performs scaling and resizing to make your application work on different screens, you should make the effort to optimize your application for different screen sizes and densities. In doing so, you maximize the user experience for all devices and your users believe that your application was actually designed for their devices-rather than simply stretched to fit the screen on their devices.
By following the practices described in this document, you can create an application that displays properly and provides an optimized user experience on all supported screen configurations, using single .apk file.
Note: The information in this document assumes that your application is designed for Android 1.6 (API Level 4) or higher. If your application supports Android 1.5 or lower, please first read strategies for Android 1.5.
Also, be aware that Android 3.2 has introduced new APIs that allow you to more precisely control the layout resources your application uses for different screen sizes. These new features are especially important if you’re developing an application uses for different screen sizes.
Overview of Screens Support on How to Support Multiple Screens
In this section, we are going to discuss about an overview of Android’s support for multiple screens, including: an introduction to the terms and concepts used in this document and in the API, a summary of the screen configurations that the system supports, and an overview of the API and underlying screen-compatibility features.
- Explicitly Proclaim which Screen Sizes Your Application Can Support
In order to ensure that only devices with the screens you support can download your application, you need to state which screen sizes your application supports. Declaring support for different screen sizes can also affect how the system draws your application on larger screens-specifically, whether your application runs in screen compatibility mode.
Moreover, you should include the <supports-screens> element in your manifest file.
- Provide Different Layouts for Different Screen Sizes
By default, Android resizes your application layout to fit the current device screen in most cases which is fine; however your UI might not look as good and might need adjustments for different screen sizes. The configuration qualifiers you can use to provide size specific resources are small, normal, large and xlarge. For example, layouts for an extra-large screen should go in layout-xlarge/.
Beginning with Android 3.2 (API level 13), the above size groups are deprecated and you should instead use the sw<N>dp configuration qualifier to define the smallest available width required by your layout resources.
- Provide Different Bitmap Drawables for Different Screen Densities
In order to render at the appropriate physical size on each device, Android scales your bitmap drawables (.png, .jpg, and .gif files) and Nine-Patch drawables (.9.png files). For examples, the system scales them up when on a high-density screen, and scales them down when on a low-density screen, if your application provides bitmap drawables only for the baseline. This scaling can cause artifacts in the bitmaps. You should include alternative versions at different resolutions for different screen densities, to ensure your bitmaps look their best.
Things that Marketers Can Learn From Pokémon GO
With a high popularity of Pokémon GO, many marketers keep wondering what makes it so successful that almost every people are talking about it. In fact, it has been exhibited rather clearly by the tens of millions of downloads globally, the millions in daily revenue that the app is generating, and more than a few local stampedes. No wonder, many marketers have been looking for ways to capitalize on the popularity and turn it into revenue. Whether, you are online or offline marketers, conducting Pokémon GO strategy to increase your SEO service or selling has never been this interesting.
This game which is focusing on hyper targeted digital as campaigns geared towards a local market with easy, short-term access to the venue and a penchant for mobile applications. Some smart merchant will take advantage on this Pokémon GOfever on their shop, for example, a restaurant who installs lure will make their restaurant crowded with people who 60% of them come to catch pokémon, but does this strategy go in vain since they only want to play Pokémon instead of buying your product? No, since the visitor will at least buy one item from the restaurant.
So, what Marketers Need to Know about this phenomenon?
- Incentives are crucial
Another strategy is to turn virtual worlds into real-life traffic, therefore it is required an incentive to your audience in order to do this. In fact, the more interesting facts is that it is one of, if not the first product to market that truly transcends the now-stale SoLoMo (social-local-mobile) mantra. In fact, with the exception of the lures, everything involved in this campaign was actually traditional marketing.
- Meet the Trends with Reality
As it is stated above that this game can be played everywhere, so the incentive would matter as much as the social aspects with regards to driving players to a particular location. However, the campaign simply isn’t going to work if both of those elements don’t inspire. Therefore, if you are willing to maximize your revenue through taking advantage from Pokémon GOfever, you need to make sure that your location fit into the theme of the game, and your incentives need to attract to the player’s mindset since your effort will not produce a satisfying result without a strong understanding of the product, the demographics playing, and their interests.