This week we were exploring market research, why it is so important for developers and the types of apps we may look to create. During this journal posts I will look into my past experience with market research for app development and the types of apps I am interested in creating.
In my past two projects I have created two apps that are quite unique. During the process I briefly explored the app market for similar products through searching app stores. However, I feel that there are better methods to cover a wider scope of products and work out the angle from which to approach the project.
Types of app
During this week we explored a few different types of apps in order to broaden our knowledge of what apps owe could create during this course, as well as some of the problems associated with them and a few examples.
Serious games + simulators
Serious games are not designed purely for fun but to solve a problem, educate or simulate environments or circumstances. These games cover a wide spectrum and are notoriously difficult to get accepted onto the Apple app store due to the strict review policy. These games cover education, science, healthcare and exploration. Aspect of these games that are fascinating are the citizen science element and ability to highlight complex cultural issues or topics.
An example of this is the game Fold it. This game crowdsources players to interact with proteins in order to help find optimal folds. This is done in the hope that it will help with biological innovations and help fight diseases.
For me this area and type of game is extremely interesting for the ability to solve real world problems through gamification and simulation. However, I believe that undertaking a project along this line would be extremely difficult technically and working out how to solve the problem. Whilst I wont be undertaking an app like this soon, I may explore this route in the future.
Gamification
Gamification is an area of app development that I highlighted before starting this course as an area that I would like to explore. These apps are much more rewarding to use that traditional apps and are therefore more capable of retaining a user. These apps combine traditional game mechanics with real world situations. They extrinsic in nature and provide rewards for the users time and engagement.
An example of the is Habitica which is a habit and productivity app that adds gamification in order to help you achieve your goals. By implementing gamification the app promotes you to treat these goals like a game in order to level up your avatar and unlock rewards. Another example of a gamification app is ZombieRun that pushes you to exercise through evading virtual zombies in the app.

Habitica
Gamification has a lot of potential to form habits, improve peoples lives and tackle problems in a fun and exciting manner. In the future I would like to explore gamification in order to create these habits, explore issues such as climate change and resource usage in an exciting and visual way. In order to explore this I will have to be more advanced in Swift and be more comfortable exploring app prototyping in greater detail.
eHealth apps
Another area of app development that I am interested in exploring due to the topical nature and ability to help people change their lives. From making your health easier to track personally, or for doctors, to improving your health through exercise tracking. This data can be supplied from wearable such as FitBits, Apple Watches or from technology built into your clothes or the environment. Combining eHealth app development with product design is an area that I am very interested in exploring.
Examples of these apps include an app developed my Nathan Eagle which solves blood supply shortages in rural Kenya that allowed nurses to text their hospitals’ daily blood-supply levels, which were tracked in real time at the centralised blood bank. This solves a huge problem in a simple manner which I find truly inspirational.
Through a huge number of eHealth wearables available the possibilities for app development is huge. The Arduino eHealth shield is an interesting piece of hardware and one that I will be able to use with my existing Arduino kits in order to explore creating some app that combine hardware and software.
Casual creator apps
Casual creator apps look to inspire creativity with an easy point of entry. These are not complex tools but instead look to reach a wider target market. Applying computational programs and algorithms to the app allows for a fast and interactive system to occur. Users inputs can alter and change an object or environment resulting in exciting or surprising artefacts .
Whilst casual creator apps are interesting I do not feel that it is something I am looking to explore anytime soon. However, I will keep my eye out for any interesting games in this area for inspiration.
Quantified self apps
These apps have surged in popularity i recent years due to the increase in tracking, sensors and wearables. The increased amount of data logging has revolutionised this sector due to the acquisition, use and visualisation of the data. The ability for these apps to help use know ourselves better, whether this is sleep patterns or steps per day, it is a highly powerful tool. These apps work by acquiring as much personal data about a specific topic as possible and allays it in order to create a visual output.
Exploring this data visualisation I looked into Nicholas Felton who turns data into graphics that merge infographics with art. This is a powerful way to communicate data analysis as it is easy to understand and is truly unique. The user would be much more likely to interact with an app where it felt like an experience rather than just numbers.

Nicholas Felton – Data visualisation
I would like to explore quantified self apps in future projects and in order to do this I will look to explore what possibilities there are and how I might find a niche.
Market research techniques
Key questions to ask yourself at the start of an app development project are; Who is the market? How is it segmented? Which market segments are most relevant to your app? What are the demographics and techno graphic characteristics of users in these segments? How are the needs of these segments currently being met? This is just a starting point for market research but I feel that it starts you thinking about the user and also the market you are tackling.
Trends
Exploring trends is important for developers due to the rapid changes in the app world. From technological advancements to changes in user behaviour all play a part in which apps are popular. Whilst this doesn’t mean you should jump on every fad possible it does mean look out for big changes. One example fo this is when Apple changed its iOS style from Skeuomorphism to a flat graphical style that is not dated by visual media as much. This change was dramatic for the app industry and one that was quickly adopted in order to stay up to date with current times.

Apple iOS 6 – 7 comparison. The end of Skeuomorphism.
In order to explore app trends checking the popular apps in each segment of the apps stores will give an overall idea of the market. Checking unpopular apps is also very important. Reading reviews tells you why they are not popular and what key features are letting them down. This is useful user research as well tat is quick and simple to undertake. Google trends web service allows you to see how often particular search terms are used to judge the popularity and trend status. App trace provides data and statistics about apps on the market and brings all the information into a centralised location. Finally, Pew Global is a resource for researching attitudes and trends that is useful for technographic reports and provide information on your target audience.
Competitor testing
Competitor testing is a useful research method that assess your competitors products through the eyes of the end user. Being able to identify the issues that the app has, from usability to user experience or even lack of features, is an important aspect of this method. Competitor testing can be done early on in the design process as research but can also be used for validation or comparison. In the Design Sprint framework I have been exploring they sometimes use competitor testing alongside their product in order to compare the options. Keeping each ‘option’ anonymous allows the users testing the products to give unbiased opinions on each product, the key features and usability. This is a very useful method of ensuring that the results are not biased and come directly from the target audience.
Market segmentation
Understanding if you are aiming at a broad niche or a narrow niche is important to consider early on in your project. This is especially important for financing the project and making money. Whilst designing it for a narrow niche means there is less competition it also means there are less users and ability to create revenue. Nevertheless, the ‘stack it high, sell it cheap’ approach may backfire if the app doesn’t solve a purpose or hit a specific target audience. It is difficult to find the right balance but market and user research is key to solving this dilemma.
In order to understand research methods I will explore the Field Guide to Human-Centred Design buy IDEO. They are the company that pioneered user-centred design and design methods and one that I use often in my design projects.
Conclusion
Concluding this weeks work on market research it is important to undertake market research through your project in order to validate the concept and reflect on the goal you set at the start. Understanding what apps are in your target segment, what makes them popular and why users come back to use them is an important approach to app development. One key part of app development is critical reflection and not holding onto ideas or concepts that you have personal feelings towards. User feedback and market evaluation will allow for reviewing and reflecting on progress made and whether it is the right concept to take forward. All these methods and tools are only useful if used correctly and without your opinions and views overriding research.