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> In terms of forethought, I can't imagine anyone outside of the US/EU developing an app solely for an iOS user base other than creating an MVP. And then even still, once you have proof it can work why build something that intentionally shuts off the majority of your userbase, or provides a lower quality product to the user base? I can see a simple reason for solely targeting the iOS user base, wherever one comes from: on average they earn more and spend more, making them better targets for both advertising and in-app purchases business models. Apple’s AppStore represents 65% of global app stores consumer spend, and ~7% of iOS users spend some amount of money on apps, while on Android it’s ~4.5%. On top of that, the hardware is much less diverse, making it easier have a consistent experience across devices. I still remember a client building an internal bar-code scanning app for their warehouse, then complain it didn’t work well enough, only to realise they had equipped their staff with the cheapest crap they could find, which had a terrible camera. Back on topic, perhaps yhis kind of tool can be useful for teams who didn’t intend to or couldn’t afford to invest any effort into making an Android app. |
Which is why iOS is usually not the platform you need to worry about when doing cross platform projects. So it doesn't feel like a benefit to start on the least diverse platform and then move on from there.
> Back on topic, perhaps yhis kind of tool can be useful for teams who didn’t intend to or couldn’t afford to invest any effort into making an Android app.
But they were however able to invest in both iOS developers, the required hardware and this tool?