Evaluating Mobile Apps by Problem-Solving Levels
Evaluating Mobile Apps by Problem-Solving Levels, Arman Kassym

Evaluating Mobile Apps by Problem-Solving Levels

How the Problems Mobile Apps Solve Define Their Market Value

Would you pay more for an app that could save your life or one that just helps you remember grocery items? The difference between a must-have and a nice-to-have app lies in the urgency and importance of the problem it solves. This hierarchy shapes everything—from monetization strategies to user retention. Understanding the problems apps solve is crucial for product strategy, business viability, and market positioning.

A startup developing a cybersecurity platform, for example, operates in a vastly different landscape from a company building a casual gaming app. While both may attract millions of users, their value propositions, user expectations, and business models differ significantly. Let’s break down the problem hierarchy, exploring how different types of problems translate into market demand and revenue potential.

The 10 Levels of Problem-Solving in Mobile Apps

1. Level 10 — Life-Critical Apps: Non-Negotiable Needs

Some apps solve problems where failure is not an option—think emergency response, medical assistance, and disaster management. These apps must be ultra-reliable, secure, and instantaneously effective because lives are at stake.

?? Examples: Emergency contact and rescue apps (SOS Emergency App, Life360, Red Cross First Aid).

2. Level 9 — Critical Value Apps: High-Stakes Consequences

These apps address serious health, safety, and financial risks. Users rely on them to prevent major losses—whether personal (health crises) or economic (fraud and cyberattacks). High security, compliance with industry regulations, and rapid problem resolution are must-haves.

?? Examples: Cybersecurity, fraud prevention, data protection (Norton Mobile Security, Find My Device, LastPass).

3. Level 8 — High-Priority Apps: Health and Well-Being

Here, apps solve problems that cause significant stress, discomfort, or long-term harm if ignored. While not as urgent as the previous levels, these problems directly affect users' quality of life and require apps that provide measurable results.

?? Examples: Mental health, fitness, disease prevention (Headspace, Calm, MyFitnessPal).

4. Level 7 — Medium-Priority Apps: Personal and Professional Growth

These apps remove obstacles to achieving important life goals—education, skills development, and career advancement. Users expect practical, well-designed interfaces that cater to their unique needs.

?? Examples: E-learning, skill-building, certification platforms (Coursera, Duolingo, Skillshare).

5. Level 6 — Low-Priority Apps: Everyday Efficiency

At this level, apps address non-urgent but still valuable problems—helping users organize finances, optimize time, or improve daily routines. These apps must be cost-effective, as users weigh convenience against price.

?? Examples: Personal finance, budgeting, investing (Mint, Robinhood, PayPal).

6. Level 5 — Minor Inconvenience Apps: Streamlining Work and Productivity

Here, apps eliminate small inefficiencies and frustrations, offering convenience rather than necessity. Users expect seamless experiences with minimal effort.

?? Examples: Task management, collaboration tools (Trello, Asana, Evernote).

7. Level 4 — Minimal Value Apps: Social and Lifestyle Enhancements

These apps don’t solve problems in the traditional sense but enhance engagement, entertainment, and social interaction. They thrive on high user engagement and network effects.

?? Examples: Social media, networking, messaging (WhatsApp, Instagram, LinkedIn).

8. Level 3 — Potential Value Apps: Future-Oriented and Trend-Driven

These apps solve problems that may arise in the future or enhance leisure activities. Their success depends on cultural trends and evolving user behavior.

?? Examples: Streaming, digital entertainment, mobile gaming (Spotify, Netflix, Candy Crush).

9. Level 2 — Hypothetical Value Apps: Experimental and Speculative

Some apps target hypothetical needs that users may not even recognize yet. They are often experimental, pushing technological boundaries with AI, AR, and VR features.

?? Examples: Face-altering apps, augmented reality, experimental tech (FaceApp, Pokémon Go, Snapchat).

10. Level 1 — No Real Value Apps: Novelty and Gimmicks

At the bottom of the spectrum, we find apps that solve no meaningful problem. They often rely on viral marketing, humor, or randomness to attract downloads.

?? Examples: Joke apps, useless button apps (Yo!, Hold On!, Nothing).

Why This Framework Matters

Recognizing where an app fits on this problem hierarchy helps startups and investors:

? Determine monetization strategies—higher-level apps justify direct payments, while lower-level apps thrive on engagement-based revenue.

? Understand user tolerance—critical-value apps can afford occasional UX friction if they work reliably, whereas lower-priority apps must be effortless.

? Prioritize development—security and performance are non-negotiable for high-stakes apps, while design and engagement drive lower-tier apps.

?? Where does your app fall on this spectrum? Knowing the answer can be the key to unlocking its full market potential.


要查看或添加评论,请登录

Arman Kassym的更多文章

社区洞察

其他会员也浏览了