Day 17 - Profitable MVP in 30 Days - Business Model and Metrics
Day 17 of the profitable MVP challenge, analyzing monetization models for Chrome extensions, comparing free, one-time payment, and monthly subscription versions. I decided to test the sponsor and donation model, and set up tracking metrics like user time spent to evaluate effectiveness.

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Profitable MVP in 30 Days - Final Summary
Final summary of the 30-day profitable MVP challenge, evaluating the entire development process of three different apps: SoundBar, ReadingPointer, and Focusify. Detailed analysis of revenue, costs, actual profit achieved, along with valuable lessons about choosing business models, focusing on one product instead of spreading resources thin, and future plans for the developed products.

Day 28-29-30 - Profitable MVP in 30 Days - All According to Plan
Days 28-29-30 of the profitable MVP challenge where I look back at the original plan and assess progress. Sharing how I plan to hit the $1000 profit goal by buying my own app, and announcing the new app Focusify.app instead of letmethink. Also preparing landing page, promo video, and images for launch day.

Day 27 - Profitable MVP in 30 Days - Trying a Silly App
Day 27 of the profitable MVP challenge where I decide to abandon the Group Opener idea and pivot to building a 'silly app' - a simple, easy-to-build app that still has profit potential. Explaining what silly apps are: simple features that seem unremarkable but can achieve massive downloads, like fart sound apps with 50 million downloads or beer drinking simulators with 90 million downloads.

Day 25 - Profitable MVP in 30 Days - Never Give Up
Day 25 of the profitable MVP challenge where I admit ReadingPointer's failure - user retention is extremely low and no one cares about the paid features. Sharing lessons learned including targeting users with higher willingness to pay, challenges of building cross-browser extensions, and difficulties turning scientific methods like speed reading into products.

Sketch, Wireframe, Mockup, Prototype - What Are They and Examples
Explaining and distinguishing four important terms in UI/UX design and software development: Sketch (quick idea drafting on paper or whiteboard), Wireframe (basic skeleton describing app flow), Mockup (adding design elements like colors and fonts to wireframe), and Prototype (interactive sample). With specific examples and appropriate tools for each design stage.

Unity3D Tutorial: Clone Duck Hunt Game
A tutorial on developing a duck shooting game with Unity3D version 5.3, part of my project-based Unity3D tutorial series. I'll introduce how to use Unity's physics system, create game objects, and program gameplay similar to airplane shooter games.