| Can you walk me through how you are computing churn to get the 2%-4% figure, especially given the 60 installs and 80 uninstalls? Is 2% a typo? I doubt it is given that you've written it multiple times, but as far as I can tell, 2% churn is really good, hence my nudge to walk us through how you compute it. There's too little information in your post to be able to make a useful recommendation. Let's suppose it is 2%. In my opinion, your best bet isn't trying to reduce that 2% which is, as I said, pretty good, but to examine your other levers. Your costs are about $100/month. You haven't talked about transaction fees and all the percentages for processing, but let's forget that for a moment. You could go out and grow revenue. Of course, some of these levers to increase your sales may increase your costs and you'll have to keep track of costs costs as a percentage of sales. Leads, prospects, conversion, "customer acquisition cost", average revenue per user, and cash flow. What's your sales process like? How are people learning about your apps? When are they learning about your apps? What's the point of market entry? What are your channels? What percentage of those who learn about your apps end up buying them and can you increase that percentage? How much does the app cost? Is there an annual plan with a form of discount (to get a year's worth now)? How much does turning a lead into a buying customer cost and how does that figure compare to the amount that customer brings in? Maybe if you look at most of your customers they'll tend to be in a certain geographic location, speak a certain language (and maybe you can expand to other geographic locations), or selling a specific set of goods (maybe awareness of your app is shared with word of mouth among people who sell car parts). As I said, there are many levers, including looking at your channels, and few information to be able to tell. |