I am a complete novice and have no technical skills and little knowledge concerning iphone app development an in-app / itunes store purchases.
But I have been playing with some ideas for my coffeeshop / lunchbar and was wondering If any experts would like to give me some feedback on my ideas.
As I said I run a coffee and lunch(break) shop and allot of my customers are iphone (and blackberry) users. What also happens alot is that the customers ring to order their coffee and food so that they don't have to wait (and waist their precious lunch time).
I myself am an Iphone user and really like the way it works (most of the time).
So I was wondering I is possible or will it be possible to develop an iphone app for my customers and have them pay for the order "in-app". I get a bill of the order in my mailbox and they just chout their name and thats it !?
Might sound a bit low tech but if apple have someones creditcard details and a mobile ordering display then they could function as a cash register of bank ?
thanks,
Jonathan
You can't do this according to Apple's terms of use:
You must deliver your digital good or service within your app.
Do not use In App Purchase to sell real-world goods and services.
Even if allowed, you'd lose 30% of your revenue to Apple using in-app purchase.
There are point-of-sale apps for iPhone that allow you to swipe credit cards. One of the Twitter founders has a startup called Square that'll be doing this. If you wanted it to be an app that users could install themselves, though, you'd likely be best off doing a custom one and hitting a payment gateway in the backend (Chipotle's app is a good example of this).
The original asker is just asking if this is possible, which it is! If you don't take the term 'in-app purchasing' literally. Just use paypal or some other payment method through the app. Ebay does this and so can you.
As long as you aren't selling something that competes directly with Apple (like Sony's digital book store that got shut down) you should be fine using a payment method other than the built-in functionality called 'in app purchasing'.
You have a good idea on your hands and it should be possible to find a way to take customer's money through the app.
Though you could probably use In-App purchasing for this, you would have some interesting work to do to make it work smoothly. You would probably be better off developing your own shopping cart application that lets your customers order "online" and write a custom iPhone application for them - skipping Apple for the purchase of coffee and donuts...
-t
Related
I am close to going to market with my app but, I am struggling a little with pricing. I think the best pricing scenario would be similar to the netflix model e.g. You get the first month free after you enter your credit card. You then have to unsubcribe to cancel the subscription.
However, I have been researching how to do this for an iPhone app being distributed through the appstore and it seems difficult to set up. You need to have your own server and the customer needs to sign up through your website. This sounds very complicated to set up and frankly I would rather get the product to market as soon as possible.
Does anyone know of an easier way to set up a netflix style payment model? I was going to use the appstore promo codes and give them out to my target market instead, but it seems like they are only available in the US. I am based in the EU.
How can I offer my app for free for a month or so to build up a user base before starting to charge for it?
Any help you could give me on this would be greatly appreciated.
I'm interested in unlocking features for a fixed time period in my iphone app via promo code. These same features are also offered for subscription outside of the app store. Is this still legitimate? It's imperative that the app isn't rejected by the app store for violating the terms of service.
Moreover, if we allowed the user to 'spend points' for this subscription (in app), would this be a violation? I suspect so but thought I would ask.
I've seen apps out there that use earned points to unlock features, or the user could just speed up the process and purchase it with an in app purchase, so that seems fine
Having out of app subscriptions seem debatable but I feel like they would be fine - apple would still earn a profit as people would be encouraged to buy out of the app.
Keep in mind that apple will take out a cut for themselves on every purchase (including in app)
And welcome to StackOverflow :D
I am building an app for a client that will have 30 days of content for free, thereafter you are required to buy a subscription via in app store purchases.
However, I have read that you will get rejected if you have trials.
Don’t set time limits on any of the functionality of your app, either
for run times or life times. Applications that only run for a set
number of minutes per session, or that expire altogether after some
period of time, don’t recruit customers so much as leave a bad taste
in their mouths.
Finally, they also say "your app will be returned to you by the App Review Team for modification if it is found to have time limits".
This seems odd because I know the Guardian and all major newspaper apps have limited functionality.
The Guardian app is free but you get limited functionality?
The Daily app is free, but you have to pay for daily subscriptions
and has limited functionality for the period of your subscription.
The Times app is free, but is a free trial (of sorts) (plenty of
complaints about it)
There are other examples which seem to differ from Apple's policies.
Lets say you have an app that is free, but then you have to pay for subscriptions to gain access; however according to the rules this is considered limited functionality -- yet there are lots of newspaper apps that do exactly that.
I'm confused.
Can someone clarify the situation? Can apps have trials?
Thanks
It is difficult to clarify the situation because unfortunately the guidelines are not necessarily set in stone. They can and do vary on an app and publisher basis.
In the case of The Times and The Daily, both apps are produced by News Corp. It is perhaps safe to say that News Corp has a good deal more influence with Apple than a one-man development shop producing an iPhone game. Apple would be loath to admit it, but there are clear cases of popular apps on the store that don't conform to the guidelines, where they have tacitly made an exception.
So what I would say to you is this: be sensible. Don't have an app that quits automatically when your trial runs out. Think about what would be acceptable to users. It's very much a case of nothing ventured, nothing gained. Take a risk, submit your app with your limited trial, and see what happens.
With the Guardian app, we had to deliver an app where you always got at least some fresh content if you were using the free version. Subscribing opens up more content to the user.
I think, you are mixing up "content" and "functionality".
You can deliver content items (i.e. an magazine issue) for free or user has to pay for it — so the first n issues, or all issues in a certain timeframe, can be free, while the others need to be paid. But if an user purchased an content item before, you have to re-deliver it for free.
You can sell functionalities (i.e a search in the magazine's archive) as-well. But you cannot give it to the user for free for a certain time and them make him pay.
So the general rule is: What ever the user got from you — you cannot take it back from them and make them purchase it again.
There are plenty of free apps which provide limited functionality. They don't provide time limits though (or at least they shouldn't). I'm guessing it won't be as clear cut as accept or reject for Apple, because I did encounter an app which closes itself after 10 minutes, opening a web page to purchase it (closing an app is also against the Apple Human Interface Guidelines, as an app should never terminate itself).
The guidelines mention this is only allowed for specific types of content:
11.9 Apps containing content or services that expire after a limited time will be rejected, except for specific approved content (e.g. films, television programs, music, books)
11.15 Apps may only use auto-renewing subscriptions for periodicals (newspapers, magazines), business Apps (enterprise, productivity, professional creative, cloud storage), and media Apps (video, audio, voice), or the App will be rejected
Does anyone know of an app that implemented an in-app subscription?
EDIT
====
Just to be clear I'm referring to implementing an in-app purchase of type "subscription" as apple defines it and not implementing a consumable and calling it subscription.
=====
I thought about how the subscription model can be implemented and always ends up with more problems to every possible solution I can think of, so I'm wondering if anyone knows of an app that actually does that.
Thanks
FitnessBuilder (http://www.pumpone.com/fitnessbuilder.html) implements In-App Subscriptions. Let me know if you have specific questions about how the subscription system works.
I don't know of a specific app that has implemented in app subscriptions, and that strikes me as being "not a programming question." But Urban Airship offers a hosted in app purchase solution which does have support for subscriptions:
This might be used to buy a new map
pack, game item or subscription based
content.
http://urbanairship.com/faq/
I think you will mostly need to implement the exact mechanics of the system yourself. Users will need to "renew" their subscription by making separate in app purchases.
I've seen MotionXGPS Drive do that... They have a rate of $2.99 a month or $24.99 a year. You still do however, have to renew it manually.
One way to detect if the product is of the subscription type is to purchase it twice. The second time you do it, you'll see a message that warns you about the nature of the product (subscription) and the kind of purchasing (renew).
I finished building an app that allows beaming of photos, contacts and text clips over Wi-Fi
IPhone to IPhone and IPhone to desktop.
I want to decide on the feature set of the lite version of my IPhone app. I also want to come up with a pricing model. So the question is, which of these components should be free, and for which I should be charging for ?
For example, the lite version could have all features except the ability to interact with the desktop version - that is, it would work IPhone to IPhone, but not IPhone to desktop. The paid version would be able to beam to the desktop. In addition, the desktop version would be free, so you could share it with family and friends.
Alternatively, there would be a single free IPhone version and I would charge for the desktop app. The only thing here is that I would have to setup server side code for managing registration codes.
One reason to make your desktop app free and the iPhone app a paid product would be to take advantage of Apple's app store and their payment processing, hosting, etc. While I know 30% seems steep for what Apple provides, it is nice to have that part of the business be handled by someone else. For example, you will never have to deal with credit card processing or have to issue refunds - Apple does all that for you.
I like the mechanism that is more suited to viral distribution and giving people a good taste of all the features, before they are sort of convinced to go for the paid version. The marketing value of an app that can be freely tried out once one user recommends it to another, is invaluable. If someone recommends a product to me and I have to pay for it, then I probably would put off trying it till alter when I have learned more about it. However, if it is free, I can download and try it without feeling like I need to do more research prior. Once I like, and am hooked on it, then I will want locked functionality that I would have to pay to unlock.
I'd stay away from selling, payment processing, and reg code management, if your expertise is in coding - you'd make yourself more money writing more code than writing reg code management utilities...
Good luck.
I'm not sure charging for either is the best idea. If you keep both tools free, you get people trying (and liking) both apps. Viral distribution will ensure a decent user base. Once people use both tools, they're more likely to pay for the next part, which is the connector software.
I like your idea of three parts: a free iPhone app (Let people share photos on their iPhone), free PC app (There are hundreds of photo viewing apps, free... Don't try to charge for them, that way lies pain) and paid connection between 'em.
That way:
You get people using your iPhone app virally (To share with each other's phones & try out the application)
You get people using your PC app virally (Because the cost to try is nearly null)
The connection can be sold through Apple's iStore, so you don't need to do the money handling side
You could even make the connection component a subscription, but as an end user I hate that idea unless I get some additional functionality from it being a subscription (Like free hosting).