There is a lot of evidence showing that the 2 main things to test on the app stores are:
- Icon
- Feature graphic (video thumbnail).
Learnings from 200+ App Store Conversion Tests at 5:40 · Featured in Growth Gems #4
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14 insights on App Store Optimization, Retention and Data from 2 talks and podcasts, each with the quote and a link to the moment it was said.
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There is a lot of evidence showing that the 2 main things to test on the app stores are:
Learnings from 200+ App Store Conversion Tests at 5:40 · Featured in Growth Gems #4
The way to approach testing is to be systematic: it's to think about the testing cadence instead of trying to find THE big idea. Because once a team gets into the rhythm of testing, that's when you get better at it.
Learnings from 200+ App Store Conversion Tests at 13:35 · Featured in Growth Gems #4
Once you run the experiments 1/2/3 times and try on iOS what works on Android, you'll know if this is something you can do. If a killer creative on Android doesn't make an impact on iOS, then you can't carry results from Android to iOS.
Learnings from 200+ App Store Conversion Tests at 21:20 · Featured in Growth Gems #4
For icons, headers, copy, etc. testing, use Returned Users (vs. Installed Users).
Learnings from 200+ App Store Conversion Tests at 23:22 · Featured in Growth Gems #4
For most B2C, you have to give the test at least 7 days. It allows you to run about 50 tests a year for one app.
Learnings from 200+ App Store Conversion Tests at 18:17 · Featured in Growth Gems #4
If you want to do more tests you can also split between markets that you know behave the same way for YOU (e.g. could be US/UK) to run tests in parallel.
Learnings from 200+ App Store Conversion Tests at 18:32 · Featured in Growth Gems #4
If you’re getting low CPIs but poor D0/D1 retention, consider integrating the game mechanics shown in the creative into the game. Frame it as having marketing research showing that people are responding to this visual or mechanic.
Winning Day 0: Unlocking Early Retention For Downstream Growth · Featured in Growth Gems #113
This could be true with a specific motivation your creative is tapping into: how can you translate that into the product?

To learn more about leveraging these motivations, check out the Gamer Motivation Profile and A Deep Dive into the 12 Player Motivations talks by Nick Yee (Co-founder & Analytics Lead at Quantic Foundry - Game Analytics Consulting Practice). Reach out if you want the gems from these talks; I’m happy to share them.
The first 10 minutes and Day 0 are highly actionable and cost-effective to test. You can use benchmarks from intelligence tools like Sensor Tower to understand how well you’re doing.
Winning Day 0: Unlocking Early Retention For Downstream Growth · Featured in Growth Gems #113
Here’s what one of the retention charts looks like on Sensor Tower (courtesy of Tom Cui):

You can also access the peer group benchmarks in App Store Connect:

If you’re lucky enough (read: big enough) to have contacts/relationships with Google and Apple, they can also share more extensive benchmarks vs. a group of peers.
To get Day 7 and onwards retention right, you need to get the core needs of the user right, which means all 3 of those things have to work:
Achieving internal consensus on these is challenging yet essential for market acceptance.
Winning Day 0: Unlocking Early Retention For Downstream Growth · Featured in Growth Gems #113
Session one and session two problems are different:
To address session two, make sure the promises made in ads and the game’s features align with users’ expectations.
Winning Day 0: Unlocking Early Retention For Downstream Growth · Featured in Growth Gems #113
For conversion testing and onboarding testing, use Google Play's 7-day look back window.
Learnings from 200+ App Store Conversion Tests at 23:49 · Featured in Growth Gems #4
At least once a week, report on experiments whether they are done on the paid advertising side, the product side or growth in general and even on the CRM side.
Learnings from 200+ App Store Conversion Tests at 19:40 · Featured in Growth Gems #4
Putting testing cadence first is a great way to build a creative team. It lowers the ego threshold of being right and being wrong and puts the focus on doing things that are meaningful
Learnings from 200+ App Store Conversion Tests at 15:30 · Featured in Growth Gems #4
Ad creatives definitely impact your D1-D7 retention, even on the same channel and with the same targeting, because you will get different traffic. Example: Sharath mentioned an ad leaning more towards “boring gameplay” that showed a 10-20% lift in D1 retention.
Winning Day 0: Unlocking Early Retention For Downstream Growth · Featured in Growth Gems #113
Marcus Burke also mentions “creating ads that a warm audience will recognize”, and following up on prospecting ads. Below is an extract from his Meta iOS Creative Strategy Guide.
