I guess it was inevitable for me to begin to lag on some reoccurring task, such as blogging weekly about the early days of the startup life. But it's a clear sign that everything is so incredibly dynamic, that structure and process is impossible and more often times more crippling than beneficial. The old saying that "every day is a new day," starts to translate to, "every hour is a new hour." Ideas and goals can change almost by the hour if not earlier. Tasks to do can't be scheduled as confidently as before, and never can we schedule anything that's not totally independent of what happens in the next hour, a week later. Because of this constantly shifting life, I had to put blogging aside for awhile.
The product finally seems a little matured and polished now, which is an awesome feeling! We're left with bugs and new features that constantly improve what we have already. There have been a few scary moments where we pivoted a good amount, and everything has turned out well. One of our biggest drawbacks has basically been solving the problem of the app only being fun when you have a bunch of your friends in it with you.
As a cofounder, I naturally had tons of friends, and played with the iPhone app and even the web app (when it was in beta until a few days ago) while engaging with tons of friends. What we didn't have enough experience with was the emptiness of the app when first joining. There were enough cool features you get without friends, like game updates and what not, but the enjoyment with apps these days, and sports in general, is the social aspect.
Since we started focusing on those areas, we've created a lot of awesome solutions that have proven to be highly successful in making people enjoy the core features of the app, and to start inviting and making new friends throughout. I won't get into the details of all of it, and these are just super high level problems a lot of startups have, but it's a good lesson to remember: put yourself, as a founder of a startup, in the position of a new user as often as you are in the position of a veteran user. It's easy to get into the trap of becoming a power user, and making the app awesome for only those types of people. Wakeup calls you get with feedback emails, google analytics, and user testing isn't going to help. You have to make sure that you're building this app for yourself, at every layer of the application, to fully understand how to build and improve your product.
The last few weeks have been awesome for us. We have started on our full fledged mobile web app, "web" being the key here, so that it's cross platform on all mobile devices that have a browser. No more excuses for those with a BlackBerry, or a Palm Pre, or Android phones, it's gonna work across everything! On top of that we released a desktop web app (meaning non-mobile) with all the bells and whistles and more! With good design and a really good understanding of our product from constant usage of the iPhone app, the web version was almost a no brainer in terms of all the decisions put into how it was built and designed. The flows and interaction feedback have all been built according to our own experiences with the app, and the tons of different types of feedback we've received. It's not even considered a "first" rev of our web app, this seems more like a 6th or 7th rev because of all the stuff we've already done on the iPhone.
In a way, it might have been better to make the web app first, then to make a companion iPhone app. The cross sections between users and friends who like sports and have an iPhone app is small. Going with a web app, then mobile web, we could easily tell everyone to get it, and then later offer up a fun little native app. Also not completely holding your entire company at the mercy of Apple's app store is a good thing. Before the web app, Apple's (often strange) policies could have completely ripped us apart. But of course, there were many many other reasons to go native on the iPhone first which did no harm in attempting. In hindsight, going for a web app first probably would have been a smarter choice.
Working on the web app on top of the iPhone app has revealed a ton of different layers of what our product can become. There's huge potential here, and it's getting even more exciting. On top of organic and viral growth, we decided to do some fun "guerrilla" marketing outings. So, we hired some models to go with us to the tip-offs for March Madness in San Jose to help promote the app. The models did a great job at attracting all sorts of people (dudes), and getting the brand out there. The girls we worked with were really savvy when it came to tech promotion, and they were able to help everyone understand the app, and most importantly, to download and use it.
The branding helped, as everyone would at least check out the crowd around a group of girls promoting something and wearing FanPulse t-shirts. Later when we went bar hopping, people would come up to us and ask about it, saying: "we saw FanPulse earlier, what is it?" Of course the translation is: "We saw some girls wearing these t-shirts, what is it all about? can we see the girls again?"
I'm not saying this is going to make or break the product, but getting the hardcore fans in early, and then evangelizing to some degree is definitely worth it. We'll see how things go on with March Madness, it's really giving us some awesome activity within the app. Photos of the girls (and dudes going nuts):
































