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Today we’re disclosing the details of the Windows Phone 7 application development platform and tools and how to create more compelling and creative applications and games based on Silverlight and XNA. Everything starts there, but it doesn’t end there, not until you’ve been able to distribute and sell your application to a customer. The way users discover and download an application or game on their Windows Phone 7 Series device is through the Windows Phone Marketplace.
I’ll be describing the Marketplace experience from two vantage points this week. In today’s post, I’ll do so from the user’s point of view and later this week from the developer’s point of view
END USER AS SHOPPER FOCUS
We started our thinking about the design of Marketplace by talking to users about what defines a great shopping experience, not only on phones but physical and online shopping experiences as well. So what makes a great shopping experience?. First it’s a place where customers:
And second, a great shopping experience is also one where all the products for sale:
So how are we delivering against these expectations with the Windows Phone Marketplace?
PROVIDING A GREAT SHOPPING EXPERIENCCE
ENSURING HIGH QUALITY PRODUCTS
In addition to designing what the Marketplace is and how it works, we’ve also focused on what users expect of the content they find and have built and operate a certification process that every application and game goes through to meet these customer expectations.
Customers reasonably expect the applications and games they find:
These policies are posted today (at developer.windowsphone.com) for the Marketplace on Windows Mobile 6.x, and will be refined, updated and posted later this Spring, but will be largely consistent with what we’ve published.
Finally, customers buy or download apps and games in order to use them. Every app or game a user downloads always appears in one place, the Applications List (located a swipe to the right from the Start screen), in alphabetical order, to be easily found. From there, a user has the option to personalize their Start experience by pinning the app or game they’ve downloaded from the Application List to the Start screen as a dynamically updated Live Tile and place that tile in any order they want. Developers define the design and function of their tile and can build it to reflect notifications they choose to serve to the users (like updates, alerts or other information the developer wants to surface to the user and encourage usage). In addition, certain content types are auto-organized where users would expect: games are also accessible via the Games hub, photo applications are available in Pictures hub, and music and entertainment apps are available from the Music+Video hub.
The Marketplace in Windows Phone 7 Series is as different as the phone experience itself, and is designed and run for users to easily, enjoyably and safely discover and download applications and games.
Later this week I’ll share more about the developer experience for publishing applications and games through Marketplace and how developers can take advantage of the user experience to promote their app or game and connect with customers.
Does this mean that applications can _only_ be installed on WP7 via the Marketplace (a la iPhone closed ecosystem)?
Or is it more like Android in that tech savvy users can activate some advanced functionality that allows to just download the binaries (or installer, or whatever it may be) and put them in the right place?
Here are some ideas to really attract developers for Windows Phone 7:
1. Remove the $99 Yearly fee at least until January 1, 2012.
This is a good incentive for indie developers.
2. Put $1 million USD first price for both application and game creation competition.
Seriously, that's not hard for Microsoft to do and certainly will drum up the excitement for developing on Windows Phone 7 Series.
yes elung is right! i would also recommend removing the $99 fees per year for a limited time!
- Adil
Totally agree, The $99 fee is a turn off. If you really want to beat the competition you need to start building a pretty large app base, and that fee is a big filter that will slow you down. You could implement a model like having the subscription free the first year and then the developer can decide whether it's worth paying the $99 dollars.
Also take into account that the device user base will be small at first, so it developers are likely not to get their investment back.