Is there a technical reason why so many apps start out as Apple-only? I always figured it was an issue of "get it out to the most people," but as a non-dev, I'm also guessing there's a tech issue too?
The received wisdom was that for many years it was easier to make money from Apple customers. Despite the fact that there were fewer iPhones compared to Androids the theory was that iPhone customers tended to have more money and were willing to spend to get things. The Android ecosystem was also much larger and you had to test on more phones to get confidence in the performance of your app across the customer base. So from a developer point of view, you're solving a simpler problem for more money.<p>In practice actually iPhone 'fragmentation' is surprisingly bad in terms of how UIs would render unexpectedly on different phones - still probably easier than Android but levels the playing field a bit more, Android market share grew and went more upmarket, cross platform frameworks improved and the whole practice has become less common.
It's less about technical issue, more about market opportunity and what you know tech wise. There's a common idea that App Store devs make much more money than Google Play Store. The iOS app store has had much more visibility for paid apps as well.<p>Another way to think about it is that people spend thousands on a new iPhone, they are more likely to spend on apps. There's plenty of data to help confirm that idea such as revenue from apps in each store and even income levels.<p>From a personal perspective whenever I survey users about what platform they prefer to have a mobile app for with my side projects, it's like 80/20 iOS/Android. When asked if they are willing to pay, it's even more telling that Android users are more likely to not want to pay.<p>Speaking as someone who built a cross platform framework for a living and survived a major acquisition of that tech to a big tech company and worked in the ecosystem for many years, I believe that although Android may have more devices made and distributed in the world than iOS, it's a much harder market to make money in as a developer. As an existing business, you have to be in the market however.<p>Nowadays you need apps on both stores, but if you do choose one, do iOS first unless you have a background for Android. There's many cross platform frameworks that can help you do both with one codebase, but if you go native, start iOS in my opinion if you need to make money to survive.
IF a developer team his mostly iphones they will do that one first I bet. Thats how I have seen it done usually. The problem is that if most non standard use cases (like bluetooth) support are garbage in cross platform tools. So I have to make two mobile apps: one for iphone and one for android. I have an iPhone so I making that one first. If its not that popular, maybe I just dont make an android app.
In teams I've worked on recently, it's been less of a "which is easier" and more of "what percentage of our customers would we reach".<p>Worldwide, Android phone significantly outnumber iPhones, but in Canada and the US, the split is pretty close to 50/50. At that point we would probably go with the platform the majority of the team is more comfortable with unless there was a specific business reason for going with a specific platform first.
I wrote down my comparison here. Hope this helps.<p><a href="https://billylo.medium.com/ep-19-is-android-app-dev-easier-or-harder-than-ios-app-dev-ad326065b8e" rel="nofollow">https://billylo.medium.com/ep-19-is-android-app-dev-easier-o...</a>
Apple ecosystem is contained....so it's easier to just build without looking up.<p>but.... it's also a catch....you spend more money to develop for apple, so you need money.....hence....you bleed your customers who will 'pay more'....<p>trusth is.... just as many failures....
I think one reason is that there aren't that many unique Apple devices compared to unique Android devices. There are tons of different hardware combinations in Android, making it harder to create a good app, UI/UX wise.