The Do's and Don'ts of Shareware, Part 1
by Sanford Selznick09/30/2002
Editor's note: As we continue with our Developing for Mac OS X series, Sanford Selznick tackles the do's and don'ts of building a shareware business. This first installment provides you with some excellent background material and helps you determine the feasibility of moving from the idea stage to creating the foundation for your new enterprise.
All programmers at one time or another become fed up with middle management, the quality of available software, or just needing something more, and dream of being the next Bill Gates (or better yet, Tim O'Reilly). "Work for yourself," a programmer might think, "and you'll be in charge of your own destiny. Create the software that you know people want and make the world a better place."
Well, the ratio of the number of Bill Gateses out there compared to the number of programmers is pretty low. But maybe there's a happy medium. Maybe there's a place where you can still do what you love to do, earn enough money to eat, and maybe even pay the mortgage. For many software developers, the place to bring this dream to fruition is the world of selling shareware. Described herein will be, in intimate detail, the elements necessary to turn your dream of calling your own shots into a reality.
When I say intimate detail, I mean it. I'll be facilitating open and frank discussions about sales percentages, servers, coding styles, tools, Web sites, mirrors, sales engines, installers, registrations, support, press releases, marketing, database back-ends, localization. I'll even come up with a checklist for your first release. Just about everything you'll need to consider before shipping your product will be discussed right here. So whether you're a programmer or just a curious user, have a seat, sit back, and enjoy the ride.
What Is Shareware?
The simplest way to define shareware is to go with what American Heritage Dictionary tells us: "Copyrighted software that is available free of charge on a trial basis, usually with the condition that users pay a fee for continued use and support." Fair enough, but this definition makes no claims about end user expectations. And herein lies the fundamental element of successful software worthy of discussion: end user expectations.
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DO remember that you're responsible for all successes and failures. DO remember that women buy software too. :-) DON'T drive your users crazy, it's bad for business. |
One of the great benefits of writing an article like this is I get to step up on a soap box and espouse my opinion of what software really is. (If you're not interested, please skip to the end of this section.) When a programmer writes a piece of software that is executed by a user, that programmer is communicating with the user. A piece of software is a medium just like a piece of paper, an email, or a canvas. Software conveys ideas through user interfaces, through quality and through correctness. Imagine what users think when they download software, click a button, and the software crashes. With shareware, more than any other type of software venue, programmer responsibility is paramount to the success or failure of the software product.
Software can drive people crazy or change their lives. How many times have you seen someone sitting in front of a computer, pounding their fists on the table screaming things we dare not repeat here? The goal of the software developer should not be to raise the blood pressure of users. Instead, through the communication medium of software, the developer should convey ideas, paradigms, and functionality to users that makes their lives better. The ultimate responsibility for the developer also becomes the ultimate reward.
There are a number of thresholds that users must cross before they purchase a piece of shareware. At any point a user may decide to abort the process and ditch the software all together. This is what shareware authors
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Related Articles:
The Do's and Don'ts of Shareware, Part 3
The Do's and Don'ts of Shareware, Part 2 |
- The user needs to learn that the software exists.
- The user needs to understand what the software does.
- The user has to download the software and install it on his or her computer.
- The user has to execute the software successfully.
- The user needs to see immediately how to use the software and understand why he or she should want it.
- The user needs to continue to use the software up until the trial period ends.
- The user needs to figure out how to purchase the software.
- The user needs to "register" the software on his or her computer to extend the trial period indefinitely.
Start-up Costs
Most shareware authors only work on their shareware business part-time, usually spending nights and weekends performing all of the required duties. Expenses like mortgage, utilities, and insurance are already taken care of by another full time job. Shareware also creates expenses that authors should be prepared to pay even before they collect their first sale.
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DO hire an attorney. DO hire an accountant. DO leverage any automation technology you can to perform slow, boring, and error prone tasks. DON'T forget that your greatest expense will be time, not money. DON'T be afraid. Ask lots of questions and get all estimates up front. |
Prospective shareware authors should sit down with an attorney before they distribute their software. This attorney, hopefully versed in the ways of the software industry, will teach you how to protect yourself and your family. Although there's no substitute for the real thing, Attorney Stephen Fishman's "Web & Software Development: A Legal Guide" is an excellent resource for an overview of necessary legalese. A visit to an attorney should not be ignored, however. Your attorney may want to help you set up a Limited Liability Company. For setup of such a company, expect to pay between $250 and $750 for your attorney's time and various state and federal filing fees. Always be sure to inquire about all fees during your initial consultation.
Attorneys aren't the only professionals to whom shareware authors should pay a visit. Be sure to find yourself a good accountant. There are a lot of expenses associated with creating, marketing, and selling shareware. And the best part is the government has mechanisms in place to help you with them. The United States is, after all, a capitalist society. And the U.S. government wants to help you to succeed in business. (So they can collect your taxes later!) There are lots of laws to help you do this, and accountants know what they are. An accountant's advice can cost up to $200. Work with both your accountant and attorney while you prepare to sell shareware. Accountants cost less at set-up time than attorneys, but their fees around tax time will more than make up for it. :-)
If you're not living in the States, clearly these issues are just as important. I'm most familiar with the laws in the U.S., and they will be basis for many of my examples. But the concepts associated with protecting yourself are important in all countries. So regardless of your location, be sure to get good advice in these matters.
Moving along with expenses, here's an obvious one: you should own a computer. Yup, you heard it here first. If you want to write software and sell software you'll need a computer that will enable you to perform the dozens of tasks described later in this series. But here's the catch: you'll also want a computer that will closely mimic the capabilities of those owned by your potential customers. (There's fantastic variability here, even with Apple-only products. Many potential customers are still running MacOS 8.1.) What a shareware author focuses on depends on the market for the software and the author's personal needs. If you plan on working on your shareware from the road, a good portable computer that can double as a home computer is a great way to go. Another plus about portables is you can take your work to a library or office for a little peace and quiet. A decent computer will cost you less than $2,500.
Shareware authors will also want a fast Internet connection. Again, this seems obvious, but it's really worth mentioning. Uploading software, providing support, updating your Web site: they all take time. And dial-ups don't quite cut it anymore. A fast Internet connection like DSL or similar venue will cost between $40 and $80/month in the U.S.
Don't forget about your storefront. Almost all shareware authors sell their software through Internet Web pages. So you'll need a place for your Web site. This may or may not be included with your Dial Up ISP. A reliable ISP to host your Internet domain name will run you about $40 a month. Be sure you read later for details on features you'll want from your ISP.
No doubt about it: software costs money to write. Totaling the amounts described above, starting up a shareware business can cost you around $3,000 in the U.S. (depending if you need a developer computer). But let's face it, if you're reading this, you're already technologically savvy enough to write software, and you've probably taken care of the basics, such as a developer computer and a fast Internet connection. So you're really only looking at a few hundred dollars in professional fees to get started, all of which is a direct investment in your future business.
Out-of-pocket expenses to set up a shareware company are relatively minimal. The real expense is time. But don't fret yet. Discussions later on will help you reduce the amount of time required to manage your own private shareware empire using some easy-to-implement automation technologies.
Sometimes you need to spend time to save time. If there's a task you find yourself performing often, like sending out a registration number to a user, write a script to do it quickly. A FileMaker Pro database with some AppleScripts linking it to your email client can save you oodles of time.
How Do I Come Up With an Idea?
A friend of mine once asked "Where do you come up with your ideas?" I thought: "Huh?" But it's a good question and one that's worthy of discussion. How does someone come up with a one line concept as the seed from which to grow a piece of software? Here are some examples of seeds: a program to help users write and edit letters, software that would help users pay their bills, something to put the moon in a menubar, or perhaps something to store passwords securely. Some seeds can be discovered from personal experience, but most seeds of invention are born from necessity.
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DO experience the world. DO listen to your users! |
Great. So where does one find necessity? Necessity can be found by hanging around people who need things. Where do people need things? Everywhere. University campuses are hotbeds of people who need solutions to problems. Businesses too. Even the Internet. Once you hang around people who need things, you may find that you'll be able to fulfill their needs with software, and thus the seeds are born. It really doesn't get any simpler than that. But there's a downside too. If you don't hang around people who need things, you probably won't be exposed to the problems that need solving. So get out there and experience the world. Get involved with your local user groups, teach a class, investigate a science, consult for companies in your neighborhood. There are galaxies of ideas for the taking. Have a ball.
Once you have an idea, it's easy to find out if it's a good one: run it by someone who is not a programmer. This person's input will be very important through all stages of your software's development. If you can't explain your idea in one sentence, or you need to provide a lot of background, it's probably not a good idea. You will also have a wonderful resource when it comes to making changes to existing products: your users. An important theme that will be repeated throughout this article and one that all shareware developers need to understand is: listen to your users to get ideas and feedback. They're the ones who will make the ultimate decision to buy your product.
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Related Reading Mac OS X for Unix Geeks |
Sales Strategy Overview: The Shareware Life-cycle
There's a cycle of selling shareware. The cycle is controlled by one simple fact: users like to read news of products being updated and like to read about new products. Enter the public news venue. Public news venues receive press releases from shareware authors, summarize them, and offer them as news to their readership. In turn, public news venues charge for advertising on their Web sites. This perfect symbiotic relationship works. Venues like Macintouch, VersionTracker, MacFixIt, and MacNN have survived without having to charge reader subscriptions for years. (So if you like reading their sites, be sure to support their advertisers!)
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DO recognize the importance of the shareware life cycle. |
The cycle of selling shareware is set by sending press releases to news venues (mostly by email) to inform them about your new or updated product. When the press venues post news of your release, readers will hopefully visit your shareware Web site, download your software, and maybe even pay your shareware fee. Each time a shareware title is released, there is a peak in sales. Depending on the software and trial period, the peak will last between one and four weeks. Shareware authors collect the fees that allow them to create more new or updated software, and thus send out more press releases.
A wildly successful shareware product released by a small company will sell between 100 and 200 copies per day within the first week of its release. This will usually drop to between 10 and 20 copies per day until the next release. This is why releases are so key to the shareware life cycle.
A good release is one that generates between 20 and 40 sales per day within the first week or two of its release and continues with 5 to 10 sales per day. Ten copies per day for an entire year at $10 each (don't forget that users buy every day of the year, including weekends and holidays) adds up to over $30,000 per year. Not so bad for a part time job!
When we say release, we mean release, not upgrades. Releases fix bugs and add features. Upgrades add so much functionality that you charge your users more money. Users may lose patience for software that requires an upgrade fee very often. Charging for an upgrade every two years is reasonable.
And that's how the cycle continues. Later on we'll be detailing the structure, formatting, and timing of press releases.
Wrap Up
As a shareware author you do it all. You're everything from the CEO to the garbage collector. You're responsible for every facet of your shareware. In essence, a company that sells shareware is a mini software company, just scaled down a bit. It may sound like a lot, but it's really not that bad. I'll be providing you with checklists and insights that will allow you to start small and grow the company over time. There's no rule that says your first product has to be a hit. There's no rule that says your introductory Web site needs to be 50 pages with professional graphics. A shareware company is something that grows in response to user feedback. Remember this as we push forward.
Now that the overview is completed, let's get down to the details of creating and selling shareware. See you in a week.
Sanford Selznick is the owner of Selznick Scientific Software, LLC, a programming, consulting, and shareware company based in Tucson, Arizona.
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Showing messages 1 through 24 of 24.
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Finding necessity?
2003-03-12 05:46:26 anonymous2 [View]
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Start out with Nolo Press, not a Lawyer.
2002-10-12 13:15:58 anonymous2 [View]
This article was pretty accurate based on my experiences -- though I wouldn't call my program ShareWare, but more like DemoWare or TrialWare -- but the author's suggestion to start with a lawyer and accountant is as silly as hearing about software products that start with the T-shirt and the big kick-off party. Don't let the tail wag the dog -- Write your product, and *then* if you have something to sell, then worry about the company stuff. Especially if you're just going to be doing this on the side and might not make much money; who would want to spend thousands on laywers and accountants if they might only make hundreds in sales? Check out Nolo Press's business books at your local public library and figure out what you want to do. You can always bring on the formailities and laywers later if you are truly making enough money to justify it.
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Costs are much lower!
2002-10-11 16:52:15 anonymous2 [View]
I am a long-term Mac shareware developer and have notched up over $300,000 in sales over the past 6 years. In my experience, Sanford is way out of line regarding costs:
* You DON'T need an accountant. Just register in your country of residence as self-employed and learn how to fill the forms in yourself.
* You DON'T need an attorney. With the proper disclaimers, no one can or will sue you. Every heard of someone suing Microsoft because their software is buggy?
* You DON'T need a fast Internet connection. It is nice to have, but I manage my entire business by 56k dial up for minimal costs.
* You DON'T need to spend $40/month on Internet hosting. A simple FTP access web hosting account somewhere like www.pair.com can costs $6/month, plus domain name fees.
When I got started, my expenses were maybe $20/month in total. If it was a lot more I probably would not have bothered, since I was a poor undergraduate student. It is definitely possible to start much smaller than Sanford suggests.
(He's right about a lot of other things though!)
An anonymous Mac shareware developer
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And now for the converse
2002-10-11 12:19:38 anonymous2 [View]
Hi,
I'm very unhappy with database apps available on the Mac market. I'm willing to finance a shareware developer to develop one (in Cocoa) that suits my (and other people's) needs. Now for the converse question: How does one find (trustworthy) shareware developers?
Bye for now,
Bert
nospam@democratie-nu.org
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Apple Laptop Keyboards Unsuitable for Unix Users
2002-10-09 23:22:14 anonymous2 [View]
Apple laptops are effectively unusable for unix users.
I am a long-time Unix user. That means I need to have the Ctrl key to the left of the A key. This is a genuine need, not merely a want; it is based upon ergonomics. The Ctrl key is heavily used in unix, and it must be easily accessable. It cannot be off in the lower left corner of the keyboard where it is difficult to get at, and where it distorts the position of your left hand such that you can't easily type other keys while holding the Ctrl key down.
Apple desktop keyboards are now all USB. They are all OK. The CapsLock key can be re-mapped into a Ctrl key.
Unfortunately, even in this modern age, all Apple laptops have built-in ADB keyboards. The ADB keyboard is broken-by-design. It is, in general, not possible to remap the CapsLock key into a Ctrl key.
There are some exceptions, but they are horrible kludges. They are
horrible kludges because the original design of the ADB keyboard was a horrible kludge. The correct solution would be for Apple to re-design their laptop motherboards to use built-in USB keyboards. This hasn't happened yet. If you run Linux, use Debian's solution. For Mac OS X users, uControl works. There are no solutions (that I know of) for either NetBSD or OpenBSD. Please note once again that the "solutions" above are in fact kludges, because of the original bad design of the ADB keyboard.
Apple is (currently) ignoring Unix users! This is not merely speculation on my part. In an on-going email exchange I am having with an Apple employee (whom I won't name) in their marketing department, the Apple marketing person directly stated to me that Apple was catering to their historic Mac customers, and is purposely ignoring the Unix market. He also claimed that Apple would soon start paying more attention to the Unix market. I won't hold my breath. Apple has been ignoring Unix users for more than 12 years. I expect that trend to continue. (Also note that my Apple contact indicated that Macs would never ship with a 3-button mouse, even though Apple intended to port almost all X-window software and deliver it either on a CD/DVD or installed directly on each Mac's hard drive. How Unix friendly is a 1-button mouse with X programs that often require 3 buttons?)
Apple has now lost two opportunities to sell me hardware. I really wanted an Apple laptop for their superior battery life, and for the PowerPC with Altivec CPU. (The Altivec is vastly superior to the x86 line for DSP.) Because I can't live with the broken-by-design built-in ADB keyboard in all Apple laptops, Sony and IBM sold me laptops instead. If Apple fixes this problem, they will sell me a PowerBook next year; if they don't, I'll still be running OpenBSD on x86 hardware, and wishing I could use a Mac.
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Sales Data
2002-10-09 15:47:58 anonymous2 [View]
I have to agree with the other folks, these numbers are unrealistic. In the article these numbers are presenter as a "part time hobby" that brings in $30,000.
I do shareware full time. It has taken a LOT of work to get to where I'm not compelled to job search. It's not easy.
The article makes this sound like it's no big deal.
But then, the article suggests getting a lawyer and accountant before creating the product...Um, hello? -
Sales Data
2002-10-11 15:40:24 sanford [View]
No big deal? This article is part one of three! The descriptions of the work are just beginning!
Shareware is not a get rich quick scheme. It's a way for programmers who love what they do to make some extra cash while interfacing directly with customers... something most programmers never get to do.
There are shareware developers who work part time who make one product that brings in $75K/year. There are developers who work full time with 15 products and make $25K/year. And there are tons of factors.
-Sanford
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Sales figure
2002-10-08 14:48:19 anonymous2 [View]
This is always a touchy case, but are you quite sure you are announcing reasonable numbers?
For high-selling shareware for Mac, you're assuming that one will approximatively sell 2660 copies per month? For a $10 software, that would be over $300.000 a year? Let's be reasonable; these numbers are not true. Highly popular shareware on PC will sell at very most 3000 copies per month, so it would always be less, and much less for any shareware for Mac. Do you sell as much as 2500 copies of your Moon software?
This is always a touchy subject, and I believe no one really answers honestly; but that article could lead people to start shareware business because it looks so profitable. The shareware industry is by no means a "get-rich-quick" idea, and I think you got your numbers a little exaggerated here. -
Sales figure
2002-10-08 15:51:04 sanford [View]
Those numbers are for "Wildly Successful" shareware. And yes, there are titles that manage this.
$300,000/year for shareware is not unheard of. $30,000/year for shareware is somewhat common.
But there is shareware that never sells more than 50 units. It all depends on the product.
I don't believe there are any misleading statements in the article.
-Sanford
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Gates?
2002-10-05 13:01:28 anonymous2 [View]
Please tell me what software has Bill Gates ever written? -
Gates?
2002-10-07 10:06:57 tgmclean [View]
According to Cusumano, et al. ("Microsoft Secrets", ISBN 0684855313) and other anecdotal sources, Gates wrote some of the original BASIC code for the Altair in 1975.
I believe he had some hand in MS-DOS, -FORTRAN, and -COBOL, too.
-- TG
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Question on selling to both the Mac and Wintel markets
2002-10-04 09:22:52 tgmclean [View]
Oops! One last question, Sanford:
I noticed you sell both Mac and Wintel versions on your site (something "Scuba" said definitely drives him away).
In your experience, how important is straddling both platforms to one's sales success?
Thanks again,
-- TG -
Question on selling to both the Mac and Wintel markets
2002-10-05 08:18:01 sanford [View]
In my own experience, I have lots of MacOS users of my software. A lot of MacOS users are required to use Windows at work. It is for these users that I have created Windows versions of my products. I've found the shareware life-cycle does not apply as easily to the Windows world because the Windows community is so huge. A particular title, unless written up by a magazine or other news service, is just one in hundreds released every day. It's very easy for small shareware authors to get lost. I've found that my Windows software has not sold nearly as well as my MacOS offerings... which is quite contrary to many larger titles that were ported from Mac to Windows, like Photoshop. The cost of creating the Windows versions was barely realized by their sales. Creating shareware for Mac and Windows really is a big fish, little fish, big sea, little sea thing.
-Sanford
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Thanks; further questions on sales models
2002-10-04 09:13:51 tgmclean [View]
Thanks, Sanford. Sales data on shareware (outside the anecdotal) do seem extremely difficult to come by. Your numbers may also be anecdotal, but (a) it's the first time I've ever seen actual NUMBERS presented; and (b) the size of your sample set is significant. Thanks again.
A few questions:
(1) What experience do you have with sales upon upgrade? Is it safe to assume upgrades (for a well-selling product) follow the same "100-200/day in first week, 10-20/day thereafter until new release" sales model of the initial release? Or do upgrades follow a sales model somewhere between "initial release" and "subsequent releases" (eg., 50-70/day in first week, 25-35 thereafter)?
(2) The sales model you describe doesn't seem to fit the typical "product life-cycle" curve of classical marketing described by Levitt (basically a bell-curve skewed to the right). Would you agree? Is it the same curve, only scrunched up in time? In your next article, would you be able to sketch a curve of the life-cycle as you see it?
(3) Any opinions on the "shareware publishers' business model" at interpubbooks.com? Using it to successfully model sales seems dependent, again, on the touchstone of past industry sales data, of which we seem to have none.
(4) Some posters to shareware listservs (eg., alt.comp.shareware., ~authors, ~programmer) have suggested it'd be great for someone to set up an online survey to gather the sales data experience we're missing. Like S&Ps Inndustry Surveys or RMA's similar studies, results could be presented in aggregate so that competitive advantages (ie., individual company sales data) wouldn't be revealed. Would O'Reilly be willing to host such a thing? If not, could you suggest how such a survey might be worded/ constructed (in case I get the gumption)?
Thanks in advance,
-- TG -
Thanks; further questions on sales models
2003-08-20 20:58:40 anonymous2 [View]
I am in the process of evaluating a sales distribution pathway for a disposable medical product. The selling process involves a product that will require the currect sales team to shift their thinking form a capital equipment sale to a much less expensive disposable product, but one which offers an annuity.
Typically our capital products sell for around $40,000, with a depreciation schedule of approx 7 years. The produxt we need to sell is approx $8 and will be replaced on a per patient basis every 2 weeks. This product offers a real therapeutic advantage, but requires educating the end user to undersatnd the true benefits to the patient. -
Thanks; further questions on sales models
2002-10-05 08:14:56 sanford [View]
Hello TG,
I am not an MBA, nor have I studied any formal business models. The data presented in the series is derived from my own experience and from what I've gleaned from casual conversations with shareware developers. From your questions, I am glad to see that you are attempting to formalize a shareware business model. There is simply very little data available to help you. Answers to your questions are below.
(1) The amount of money you make from an upgrade depends on two things: size of your userbase and the satisfaction of your userbase. This is obvious, but still needs to be stated. To date, my shareware company has released two upgrades. I found in both cases that 10% of my (apparently happy) userbase upgraded within the first 24 hours of the upgrade offer, and another 20-40% within the next two weeks. Upgrades are still straggling in, almost a year after the upgrade was released. But sales did drop precipitously to "normal" levels for the product after about two weeks. (This does not include users who purchased the "upgraded" product without owning the original... these sales were the same as any other release.) I've also found that press releases for moving the upgraded software from 2.0 to 2.1, 2.2, etc. also spurred more upgrades. (The upgrade offer from 1.x to 2.x is included with each new press release.)
This is why expiration dates on upgrades are a bad idea: it keeps paying customers happy!
(2) I don't know anything about this. I'll leave the sketching as an exercise to the reader. The one part of a release that cannot be quantitated however, is the height of the bell curve you describe. Variants include timing issues like day of the week for the release, impending holidays, competing with releases from major players (a system update), etc. Most shareware authors I've spoken with see a good release more as "timing luck" rather than as the result of real evidence.
(3) There is really little data on this. I believe this is because many shareware businesses are one-person entities, and owners are very protective (and rightly so) of their sales figures. It's only meeting other authors one-on-one, getting to know them, and being sworn to anonymity, that I've collected the tidbits of data that I have.
Please provide a URL to the shareware business model.
(4) I don't know if O'Reilly would be willing to host such a thing. It wouldn't require any huge amount of hardware... just time to set up. Please contact me in e-mail about this and I can forward you to the O'Reilly editors.
You may also consider attending conferences like MacHack (www.machack.com) where the atmosphere is conducive to meeting all types of programmers of all levels.
-Sanford
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Thanks; further questions on sales models
2002-10-07 09:58:49 tgmclean [View]
Hello, Sanford --
Thanks for the great insights. Responding to your last note:
(2) Interesting points. There are two schools of thought on sales: sales modelling versus "planning for the tactics you'll use when sales either underperform or exceed your expectations". Most B-schoolers think the latter makes more sense in tech. markets, which is kind of what your response implies.
(3) The site for the sales model is "www.interpubbooks.com". Halfway down the page is the free XL download, "The Shareware Publisher's Business Model (SPBM)". (The author calls it a business model, but it's really the pro-forma component [ie., sales predicting and financials tool] of a business model. In my opinion, there's more to a business model than sales and financials, even though, yes, they're core.)
(4) I'll drop you a line, and, yes, I've considered the MacHack con.
Thanks again,
-- TG
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Do's and Don'ts of a Shareware Buyer
2002-10-02 19:19:34 scuba_instructor [View]
Hi Sanford,
Thank you for writing the Do's and Don't's of Shareware Part I. As a shareware buyer, may I submit some relevent Do's and Don't's
that I impose upon myself? If so, I'll get straight to them:
I will buy from a developer I can communicate with.
I prefer to buy from a Macintosh-Only or a Macintosh-First developer.
I will "skip upgrade" to avoid too-frequent upgrade fees.
I will buy from a developer who will make it easy for me to pay him.
I will buy from a developer who will describe his product in one sentence.
I will buy software that comes with good documentation.
I will recommend good software to other Mackers.
I will consider properly beta testing a product if I am invited to do so.
I will ask questions about a developer and his products before I buy.
I will not buy from a developer who demands payment only thru a 3rd party payment firm.
I will not endure convoluted steps and requirements to pay a developer.
I will not buy from a developer who has ever abandoned a product.*
I will not buy from a developer whose product does not work.
I will not have demos on my Mac. Give me an adequate product description and I'll buy, give me a demo or crippleware and you'll never hear from me.
I will not buy products that require troubleshooting.
I will not buy a product that requires a dongle.
I will think twice before buying from a developer who puts IBM first (ie. "Windows and Mac")
I will not buy a product with an installer that modifies my system files (ie. the Finder Prefs file)
I will not buy a product with a deceptive installer.
I will not buy a product that has been inadequately beta tested.
I will not knowingly buy from a dishonest or unethical developer.
* Regretably, Apple is the only exception since Apple abandoned Hypercard and Claris Emailer.
Hope this is useful to you.
Thanks,
Jack -
Do's and Don'ts of a Shareware Buyer
2002-10-03 08:13:05 sanford [View]
Awesome. I think I see the beginning of a sequel to this series! :-)
Thanks,
Sanford Selznick -
Do's and Don'ts of a Shareware Buyer
2002-10-03 15:43:41 scuba_instructor [View]
Hi Sanford,
Guess what? You get to write the sequal!
I think that good shareware outnumbers the bad exponentially. I can name some shareware programmers out there who produce applications that are vastly superior to those of their commercial counterparts. Example (without naming names), two programmers working in their spare time produced an application that is far more advanced than a competing commercial product resulting from the collective effort of over 400 full time programmers.
As a former commercial software developer (I don't have time for it now) I can assure you that excellent documentation = few, if any, tech support calls. Also, verbose error messages which describe remedies, mean no tech support queries. There must be an unwritten rule out there which requires error messages be vague or ambiguous.
I look forward to your next article(s).
Cheers,
Jack
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Application Install Size
2002-10-02 08:58:42 swooduk [View]
Hello,
Do you think the size of the download required to install the product is a big factor in its success. For instance a product developed using the .NET Framework would result in a hefty 20mb+ download for a first time user of a .NET application. By what margin do you think this would hinder sales?
Great article, I look forward to reading the rest.
Regards,
Steven Wood
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Application Install Size
2002-10-02 14:29:41 sanford [View]
Hi Steven,
There are really two sides to the coin: one side is the time to download, and the other is the amount of disk space to store the application.
Disk space is pretty cheap these days, and most computers are coming with Gigabytes and Gigabytes of hard disk space. But this was not the case three years ago. Three years ago 120 GB disks were a fantasy (or way too expensive and not mainstream.) Your best bet is to figure out your average market and try not to occupy more than 0.5% of a user's disk space. Working forwards, average disks these days are 40+ GB. You say a .NET application is ~20 MB, so that's clearly less than 0.5% of the disk space, and reasonable. (Wow, at what point did 20 MB become such a small percentage of disk space? Wow!)
Of course there's download time. This is most likely the limiter (as disk space wasn't that big a deal.) It depends on your application and its market. If its market is people working on University Campuses or in Laboratories, they probably have a fast connection, so a 20 MB download isn't bad. But if your target market is people dialed in with AOL from really remote countries, chances are their modem connection will not stay up long enough to process a 20 MB download.
Sorry for answering your question with more unknowns. I hope it helps a little.
Best, Sanford Selznick
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Sales Data
2002-09-30 17:58:14 jasontm [View]
Just curious, where did you get your data concerning sales numbers? I've always wondered what would be reasonable to expect, but i've never found anything concrete to look at. Have you culled this data from multiple sources or just your own expertience?
You also might want to mention that this shareware idea doesn't have to be unique. There is plenty of room to improve on existing commercial software.
Looking forward to next week. -
Sales Data
2002-10-01 07:20:21 sanford [View]
Hi Jason,
The data was collected from both personal experience and from hundreds of conversations over the years with fellow shareware authors. Of course, sales figures are completely dependent on the product and its market. While many shareware titles will sell moderately well, some may never sell at all.
There isn't very much hard data out there. I think the best place to get this data would be from the payment processing services, and, well, they've got some pretty good reasons not to share it. (Confidentiality and Competition come to mind.)
And you're absolutely right! There's no rule that says that your idea has to be unique. Lots of shareware titles have competition.
Thanks for the feedback!











In my neighbourhood, I'm almost standing by myself as a Mac user. You advice to go out and experience the world, but in my physical neighbourhood I haven't been able to find a Mac user base. It's quite difficult for me to find the necessity you are talking about.
Are there online places where people can post their wish-lists? How and where do people publish such necessities?
Ringo