tēo studio

MVPs and launching

10 mistakes founders make launching their first app, and how to avoid them

The most expensive mistakes when launching an app are not technical. They are about scope, design and expectations. Ten we see repeated, and what to do instead.

Benjamín Camarena6 min read

Almost nobody fails with their first app because of technology. They fail because of decisions that seemed sensible at the time: building too much, designing too little, waiting too long to launch, or expecting too much from the launch. They are mistakes that repeat because they are intuitive, which is why they are worth naming before they cost money.

This is the list of the ten we see most, with what to do instead in each case. They are not in order of severity: almost all of them chain together.

1. Building the full version before knowing if anyone wants it

This is the root mistake. The app "with everything it will ever need" takes months, costs what it costs and reaches the market without anyone having validated the core idea. When it finally ships, half the features go unused and the one that matters is half done.

Instead: one promise, the minimum scope that keeps it, and launch. We explain it in what is an MVP and how to build one that actually works.

2. Skipping design because "it's an MVP"

Confusing minimum with ugly. An app that is not understood in the first thirty seconds gets closed and never reopened, and with a first version almost everyone is a first impression.

Instead: cut features, not care. Product design decides whether people understand what to do; it is the last thing worth removing.

3. Copying the competition's feature list

The competition has years and large teams. Matching them feature for feature is impossible in a first version, and it is not the reason anyone would give you a chance anyway.

Instead: find the one thing you do differently or better and build that. The rest later, if needed.

4. Launching on two platforms at once

iOS and Android, or app and web, from day one. It doubles the work, doubles the bugs and doubles the time, to discover the same thing you would have discovered with one.

Instead: the platform where most of your users are. The second one once the first has taught you something.

What makes a first version slow and expensive is not quality. It is everything that is not needed.

5. Not defining what "it worked" means

You launch, three weeks go by, and nobody knows whether it is going well or badly. Without a measure decided in advance, any number gets read as success or failure depending on the mood of the day.

Instead: two or three numbers defined before launch. How many sign up, how many complete the main flow, how many come back. That is what you decide with.

6. Expecting the store to bring users on its own

Publishing on the App Store is not distribution. There are millions of apps and most never show up in a search.

Instead: a list of the first fifty people who will use the app and how you will reach each one. With names. It is more useful than any marketing plan.

7. Asking for too much at sign-up

Name, email, phone, company, role, how did you hear about us. Every field is a percentage of people who leave.

Instead: the minimum for the person to use the app. The rest gets asked once they have seen the value, or not at all.

8. Ignoring what happens when something fails

The payment that does not go through, the network that drops, the email that never arrives. In a demo everything works; in real life, it does not. An app that does not explain what happened when something fails loses the user and their trust.

Instead: design error states with the same care as success states. A clear message and a way out, always. It is what we do even with our own contact form: if sending fails, it says so and offers another way.

9. Perfecting before launching

Two more weeks polishing an animation, adjusting a color, debating a line of copy. Meanwhile, no real user has touched the product.

Instead: launch when the main flow works well end to end. The rest gets polished with what users say, which is almost never what the team thought.

10. Launching and disappearing

It ships, there is a celebration, and nobody touches the app for two months. Operating systems change, users report things, the store asks for updates.

Instead: the first weeks after launch are the most valuable part of the project. Talk to users, watch where they get stuck, fix fast. Plan those weeks from the start.

All ten, in one table

MistakeWhat to do instead
Building the full versionOne promise, minimum scope, launch
Skipping designCut features, not care
Copying the competitionBuild the one thing you do differently
Two platforms at onceThe one that has your users
Not defining "it worked"Two or three numbers before launch
Waiting for the storeFifty people with names
Long sign-upThe minimum to use the app
Ignoring failuresDesign the error states
Perfecting before launchLaunch with the main flow done well
Launching and disappearingPlan the weeks after

Frequently asked questions

Which mistake is the most expensive of all?

The first: building too much. The others can be corrected after launch; that one burns the budget before a product exists.

How do I know if my scope is too big?

If it takes you more than a minute to explain what your app does, or if the project gets quoted in quarters. We cover timelines in how long it takes to build an app.

Can I avoid these mistakes without prior experience?

Yes, if you work with a team that has already lived through them. A good studio will propose cuts and ask uncomfortable questions before quoting. That is the filter we explain in how to choose a software development studio.

What if I have already made several?

You fix it by cutting. Launch with what works, measure, and continue from there. A product in use with three features is worth more than a perfect one that never ships.


At tēo studio we have seen every one of these mistakes, in our own projects and others', and we designed our process to avoid them: trimmed scope, design from day one, short deliveries and support after launch. If you are about to launch your first app, tell us about it and we will tell you where we would start.

ABOUT THE AUTHOR

Benjamín Camarena · Founder and product designer at tēo studio

Benjamín Camarena is a product designer and the founder of tēo studio, a software studio in Tepatitlán, Jalisco, Mexico, that designs and builds apps and custom systems for companies in the US, Canada, Mexico and around the world. Before founding the studio he designed products for companies like PGA TOUR, Samsung, UFC and Hy-Vee.

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