Mobile Apps

Your App Is Built and Nobody Is Using It: How to Find Out Why

SKIMBOX Team

Nobody is using it is four different problems wearing the same symptom, and the fix for one wastes money on another. Here is how to tell them apart this week, using numbers already sitting in your store console.

Your App Is Built and Nobody Is Using It: How to Find Out Why

The app shipped. The invoice was paid. Six weeks later the usage numbers are flat and somebody in a meeting asks what went wrong.

The instinct at this point is to buy something. Store optimisation, some advertising, a push notification strategy, a redesign. Every one of those is a real service that fixes a real problem. The difficulty is that "nobody is using it" is at least four different problems wearing the same symptom, and buying the fix for one of them while suffering from another is the most reliable way to spend money and change nothing.

This article is the diagnostic. It uses numbers you already have, in consoles you already have access to, and most of it takes an afternoon.

Four problems, one symptom

Nobody knows it exists. Impressions and product page views are low or flat. The problem sits upstream of your app entirely.

People install and never open it. Downloads look reasonable but active devices and sessions do not follow. Something between the store page and the first useful moment is losing people.

People open it and cannot finish. Sessions happen, but everyone stops at the same step, or the crash numbers spike around it.

People finish once and never come back. The first session goes fine and the cohort simply does not return.

The order matters, because each check rules a cause in or out before any money is spent. Check impressions and conversion rate first, in the console, in five minutes. Then check whether installs turn into active devices. Then build one funnel from first open to the action that matters. Then look at return behaviour.

The expensive mistake is skipping to step four's fix while sitting on step two's problem.

It is worth being concrete about what each looks like in a console, because the numbers are adjacent to each other and easy to misread. A discovery problem shows a small impressions figure with a perfectly respectable conversion rate: the people who see it install it, there just are not many of them. An onboarding problem shows healthy impressions, healthy installs, and an active-devices line that never rises to match, which is the single most diagnostic gap on either platform. A completion problem shows sessions happening normally while a specific step in your own funnel drains, often with raised crash numbers around it. A retention problem shows a clean first session and a cohort curve that falls to near zero within a week or two.

Only the third of those requires anything beyond the store console. The first, second and fourth are all answerable tonight with the access you already have.

What the stores actually tell you

Both platforms publish precise definitions of their own metrics, which is worth far more than any third-party estimate of the same thing.

Apple counts an impression as your app being viewed for more than one second across the Today, Games, Apps and Search tabs, with product page views tracked separately, and defines conversion rate as total downloads and pre-orders divided by unique device impressions [1]. On the usage side it counts a session as the app being used for at least two seconds, and active devices as devices with at least one session in the period [1]. Retention is a separate cohort report: rows are everyone who installed on the same day, columns are days since install, and people who installed but never opened are excluded from the calculation entirely [2].

Google Play separates three things that are easy to conflate. Its acquisition report gives you store-listing visitors, first-time installers, and retained installers, and Google is explicit in its own documentation that retained installers measures people who kept the app on a device, and that installation does not mean the app was opened [3]. That is a kept-installed metric, not an opened-again one. For opened-based retention on a non-game app you need Google Analytics or Firebase, which tracks returning users across the first forty-two days [5]. Separately, Android vitals gives you technical quality, including a user-perceived crash rate with a published bad-behaviour threshold of 1.09 per cent that affects store visibility [4].

One honest limit worth stating: neither store publishes what a healthy retention curve looks like for any category. Every industry benchmark in circulation traces back to an analytics or app-marketing vendor that sells retention tooling. We are not repeating one. Your useful comparison is your own curve this month against your own curve last month.

If impressions are fine, do not buy marketing

This is the single most common expensive mistake, so it gets its own heading.

If your impressions are healthy, and your conversion rate from impression to install is reasonable, and the flat line is active devices, then discovery is not your problem. Buying a store optimisation retainer at that point improves a number that was never the constraint. You will get more installs, those installs will behave exactly like the previous ones, and the usage graph will not move.

The store's own conversion rate is the fast way to rule discovery in or out before you spend on it. If impressions genuinely are the flat line, our app store optimisation guide covers the mechanics with the platform citations.

Onboarding is where most apps quietly lose

This is the least discussed of the four and, in our experience, the most common.

Three specific patterns account for most of it, and all three are things Apple and Google explicitly advise against in their own published guidance.

Permission dialogs at launch. Android's documentation is direct about this: prompt only when a specific feature requires it, because people are more likely to allow a permission they were expecting [8]. Apple's guidance matches, asking developers to request access when the app clearly needs it for a specific feature, with a short and specific purpose string [6]. A stack of permission requests before anything has happened reads, correctly, as an app taking before it gives.

Forced account creation. This one is store policy, not just design advice. Apple's review guidelines state that where an app does not include significant account-based features, people should be able to use it without logging in, and that apps may not require personal information to function except where it is directly relevant to core functionality or required by law [7]. So a sign-up wall in front of an app that does not genuinely need accounts is a review risk as well as the reason your installs never became sessions.

A first-run flow that teaches the wrong thing. Apple's onboarding guidance asks for a flow that is fast and optional, that teaches your app rather than the operating system, and that prefers short contextual tips over one long tutorial, on the reasoning that people grasp and retain more when they are actually performing the task rather than reading about it [6]. It also recommends making tutorials skippable on first launch but findable later, and providing sensible defaults so setup asks for as little as possible.

None of these are edge cases. They are the default outcome of building onboarding last, after the real features, with whatever time and budget is left. That is the unbudgeted work this article is naming.

One more detail from Google's guidance that matters for the third diagnosis: when somebody denies a permission, the app should degrade gracefully and let them keep using everything else [8]. Blocking the whole experience because one permission was declined turns a minor limitation into an uninstall.

When people finish once and do not come back

Before treating this as a marketing problem, ask the harder question. Does this product give somebody a real reason to open it a second time?

Some categories obviously do. A delivery app, a fitness tracker, a messaging tool all have a natural repeat occasion built into what they are. Many products do not, and for those, the retention curve is not broken. It is describing the product accurately.

A one-time enquiry form, a static price list, a single-use booking flow: none of these needed to live behind an install, and putting them there added a download step to something with no repeat-use case. Our guide on native apps versus progressive web apps covers where that line sits and is worth reading before commissioning a retention fix for a product that has nothing to retain people with.

Read your own curve, not somebody else's

Since no benchmark you can trust exists, the comparison that actually works is internal.

Take three cohorts: people who installed in your first week, people who installed a month ago, and people who installed last week. Put their curves side by side. If the newer cohorts are holding better than the older ones, whatever you have changed since launch is working, and you should do more of it. If every cohort looks identical regardless of what you have shipped, your changes are not touching the thing that decides whether people stay.

That second finding is more useful than it sounds, because it tells you the problem is structural rather than incremental. Teams in that position usually respond by shipping more small improvements, which is exactly what the flat cohorts have already told them will not work.

Segment one more way if you can: people who reached your core action in their first session against people who did not. On almost every product these two groups behave completely differently afterwards, and the gap between them puts a number on what onboarding is actually worth. If the people who get through cleanly do come back, and the ones who do not never return, then your entire retention problem is an onboarding problem in disguise, and you now have the evidence to say so before anybody commissions a push notification strategy.

None of this needs a vendor tool. Apple's cohort grid and a GA4 retention report both support it directly, and the segmentation only needs the events you should already have.

The possibility nobody raises

Sometimes the build is fine, discovery is fine, onboarding is fine, and usage is still flat, because the thing being offered does not solve a problem enough people have.

That is a demand problem, not a distribution problem, and the two are easy to confuse because they produce an identical symptom and require completely different responses.

Here is how to separate them without any special tooling. A distribution problem means that when somebody actually reaches the core action, they complete it, and where relevant they come back. The failure is in getting them there. A demand problem means that even the people who did everything right, found it, installed it, got through onboarding cleanly, reached the core action and completed it, still do not return, do not pay, and do not tell anyone. The funnel completes at every step and the outcome is still flat.

Businesses spend heavily on the distribution side when the actual problem is demand, because distribution spend is legible and demand is not. There is an invoice for advertising and an invoice for store optimisation. There is no invoice for not enough people wanting this. So the money goes where the receipts are.

If the people who reach the counter still do not buy, the question is no longer how to get more people to the door.

The launch work that gets skipped

Not marketing. The mechanical work both platforms built tooling for, which a "we shipped it, now we launch" plan usually omits entirely.

Google Play provides internal testing for up to a hundred testers, closed testing for larger targeted groups, and open testing as a public pre-release, and its own guidance is to move through those in order before a full production release [9]. Apple provides TestFlight, with internal team testing plus up to ten thousand external testers and a structured feedback channel back to the developer [10].

For updates, both platforms let you release gradually. Google Play's staged rollouts release to a percentage of users that you increase manually [11], and Apple's phased release for automatic updates follows a fixed seven-day schedule you can pause at any point [12]. Neither applies to a first submission, which is exactly why the testing tracks matter more for a first launch than the rollout controls do.

Apple's custom product pages, which let you show a different pitch to different audiences through separate links, are a tool for re-engaging lapsed users rather than a discovery tool [13]. Apple publishes an average lift for apps using the feature, though that average is drawn from apps that chose to adopt it, so treat it as directional.

The genuinely unbudgeted item, though, is instrumentation. Events need to exist before launch, not after usage looks flat, because you cannot diagnose anything from numbers nobody collected. Our product analytics guide covers what to instrument and how to name it.

What this costs

A diagnostic engagement with us starts from around AED 2,500. That covers pulling and reading your store console numbers, checking whether your event model can actually answer the question, building the one funnel that matters, and giving you a plain finding of which of the four problems you have.

Fixing onboarding, once diagnosed, starts from around AED 4,000, covering first-run flow, permission timing, and account and sign-in requirements. Final pricing depends on scope. These are our own figures rather than a market survey, since no official body publishes rates for this work.

They are deliberately separate engagements, because there is no sense redesigning onboarding if onboarding was never the problem. And before you spend either figure, open your console and answer two questions: how many people saw the listing, and of the people who installed, how many have opened it since. Five minutes, no cost, and it eliminates at least half the possible answers.

References

  1. Apple, App Store Connect Analytics metric definitions
  2. Apple, App Store Connect Analytics app retention
  3. Google Play Console Help, measure your app's acquisition and retention
  4. Google Play Console Help, Android vitals
  5. Google Analytics Help, GA4 retention overview report
  6. Apple, Human Interface Guidelines, onboarding
  7. Apple, App Store Review Guidelines
  8. Android Developers, app permissions best practices
  9. Google Play Console Help, set up an open, closed or internal test
  10. Apple, TestFlight
  11. Google Play Console Help, release app updates with staged rollouts
  12. Apple, App Store Connect phased release for automatic updates
  13. Apple, custom product pages on the App Store
  14. SKIMBOX, app store optimisation in the UAE
  15. SKIMBOX, product analytics and event tracking
  16. SKIMBOX, native app versus progressive web app

Platform metric definitions and thresholds accurate as of 23 August 2026. Apple and Google revise this documentation without version history, so check the linked page before relying on a specific figure.

Frequently asked questions

  • Why is nobody using my app?

    That question hides at least four different problems: nobody knows it exists, people install and never open it, people open it and cannot finish the task, or people finish once and never return. Each has a different fix, and buying the wrong one wastes money improving a number that was never the bottleneck. Diagnose before you treat, because three of the four have concrete fixes and one does not.

  • How do I tell which of the four problems I have?

    Work through them in order, because each step rules a cause in or out. Check impressions and conversion rate in your store console first. Then check whether installs turn into active devices and sessions. Then build one funnel from first open to the action that matters. Then look at whether people come back. The first two take five minutes in the console and cost nothing at all, which is why they should always come first.

  • What is the fastest thing I can check today?

    Open App Store Connect or Play Console and compare two numbers: how many people saw your listing, and how many of those who installed have actually opened the app since. If impressions are healthy and installs are healthy but active devices are flat, your problem is onboarding rather than marketing, and no amount of store optimisation will move it, because it improves a number that was never the constraint.

  • What exactly does Apple count as an impression?

    Apple defines impressions as views of your app for more than one second across the Today, Games, Apps and Search tabs, and counts product page views separately. Conversion rate is total downloads and pre-orders divided by unique device impressions. These are Apple's own definitions of its own numbers, which makes them far more reliable than any third-party estimate of the same thing.

  • Does an install mean somebody opened my app?

    No, and conflating the two is one of the most common expensive mistakes. Google states plainly in its own documentation that its retained installers metric counts people who kept the app on a device, and that installation does not mean the app was opened during that period. Installed but never opened and installed then deleted are different problems with different fixes.

  • What does Apple's retention report actually measure?

    It is a cohort grid rather than a single number. Each row is everyone who installed on the same day, each column is days since install, and each cell shows what share of that cohort opened the app again on that day. Importantly, people who installed but never opened are excluded from the calculation entirely, so it measures return behaviour rather than install behaviour.

  • Where do I find retention for an Android app?

    Not in the Play Console acquisition report, which measures kept-installed rather than opened-again. Opened-based retention for non-game apps lives in Google Analytics or Firebase, which tracks returning users across the first forty-two days. That report sits on top of your own event model, so it only works if the events were instrumented properly in the first place, which is a common gap on apps that launched without measurement.

  • What is a good retention rate?

    Neither Apple nor Google publishes one, for any category. Every industry benchmark in circulation traces back to an analytics or app-marketing vendor selling retention tooling, which is why we are not repeating one. What the stores do give you is a precise definition of your own curve, and the useful comparison is your curve this month against your curve last month.

  • Should I buy app store optimisation to fix this?

    Only if impressions are the flat line. If impressions are healthy and your conversion rate is fine, but active devices and sessions are flat, you would be paying to improve a number that was never the constraint. Check the console first. Our app store optimisation guide covers the mechanics properly, and it is worth reading once you have confirmed from the console that discovery is genuinely the problem rather than assuming it.

  • What is the most common reason people install and never open?

    Onboarding, and specifically onboarding that asks for things before it has given anything. Permission dialogs fired at launch before any feature has been used, a forced sign-up before the person has seen what the app does, and a first-run flow that explains the operating system rather than the app. All three are the default outcome of building onboarding last, after the real features, with whatever budget happened to be left over.

  • Does Apple have rules about forcing account creation?

    Yes, and it is store policy rather than design advice. Apple's review guidelines state that if an app does not include significant account-based features, people should be able to use it without a login, and that apps may not require personal information to function except where directly relevant to core functionality or required by law. Forced sign-up is a review risk as well as a usability one.

  • When should I ask for permissions?

    When the person first uses the feature that needs the permission, not at launch. Android's own documentation says to prompt only when a specific feature requires it, and notes that users are more likely to allow a permission they were expecting. Apple's guidance is the same: request access when the app clearly needs it for a specific feature, with a short, specific purpose string.

  • What should happen when someone denies a permission?

    The app should degrade gracefully and let them keep using everything else, which is what Google's own guidance instructs. Blocking the entire experience because one permission was declined converts a minor limitation into an uninstall. Repeatedly re-asking in a way that pressures the person to change their mind is also discouraged in that guidance, and tends to produce exactly the same uninstall a little more slowly.

  • What does good onboarding look like?

    Apple's guidance is that it should be fast and optional, teach the app rather than the device, and prefer short contextual tips over one long tutorial, because people retain more when they are actually performing the task. Make it skippable on first launch and reachable later. Provide sensible defaults so setup asks for as little as it possibly can, and defer any rating or purchase prompt until after somebody has used the core feature.

  • Should I show a tutorial when the app opens?

    Usually not as a wall of screens before anything happens. Apple's onboarding guidance favours letting people make progress on what they came to do while learning contextually, on the reasoning that performing a task teaches better than reading about it. If a prerequisite flow is genuinely needed, keep it brief, because asking somebody to memorise information before they care about it rarely works.

  • How do I know if it is a crash problem rather than a design problem?

    Android vitals tells you directly. Google publishes bad-behaviour thresholds, currently a user-perceived crash rate of 1.09 per cent or higher overall, above which store visibility is affected. If your crash or ANR rates are raised and concentrated around the exact step where people are dropping out, you have a build-quality problem rather than a design one, and no amount of redesign will help until the underlying failure is fixed.

  • What if people open it, finish the task, and never come back?

    Then ask the harder question before treating it as a marketing problem: does this product actually give somebody a reason to open it a second time? Some categories obviously do. Many do not, and for those the retention curve is not broken, it is describing the product honestly. That is a product and positioning conversation rather than a push notification one.

  • Maybe my app should have been a website?

    It is a real possibility and worth facing early. A one-time enquiry form, a static price list, or a single-use booking flow does not need to live behind an install, and putting it there adds a download step to something that had no repeat-use case anyway. Our guide on native apps versus progressive web apps covers where that line sits.

  • How do I tell a distribution problem from a demand problem?

    Follow the people who did everything right. If somebody finds the app, installs it, gets through onboarding cleanly, reaches the core action and completes it, and still does not come back or pay or tell anyone, more distribution spend will not change that. When the funnel completes at every step and the outcome is still flat, the issue is upstream of every fixable mechanic.

  • Why do businesses overspend on the distribution side?

    Because distribution spend is legible and demand is not. There is an invoice for advertising, an invoice for store optimisation, an invoice for public relations. There is no invoice for not enough people wanting this. So the spending goes where the receipts are, which feels like decisive action, and the actual constraint goes unexamined for another quarter while the budget quietly disappears.

  • Is it too late to fix if the app is already launched?

    No, but the order matters. Instrument the events first if they are not already there, because you cannot diagnose anything from numbers you never collected. Then run the four-step check. Most of what needs fixing after a quiet launch is onboarding and positioning rather than the underlying build, and both are cheaper to change than the app itself was to make.

  • What launch work usually gets skipped?

    Structured testing before general release, and instrumentation before launch rather than after usage looks flat. Google Play provides internal, closed and open testing tracks and expects you to move through them in order. Apple provides TestFlight with up to ten thousand external testers. Both platforms built this infrastructure because releasing to everyone at once is not how they expect experienced teams to ship.

  • Can I release to a small group first?

    For updates, yes on both platforms. Google Play supports staged rollouts to a percentage of users that you increase manually, and Apple's phased release for automatic updates follows a fixed seven-day schedule that you can pause. Neither of those applies to a very first submission, which is precisely why the pre-release testing tracks matter far more for a first launch than the rollout controls do, and why skipping them is expensive.

  • What is a custom product page?

    An Apple feature that lets you show a different pitch to different audiences through distinct shareable links, which is useful for re-engaging lapsed users rather than for discovery. Apple publishes its own average lift across apps using the feature, though that is an average across a self-selected group who chose to adopt it, so treat it as directional rather than a promise.

  • How long should I wait before deciding the app has failed?

    Long enough to have real cohort data, and not so long that you are funding a guess. The more useful reframe is that you are not waiting for a verdict, you are running a diagnostic. If you can answer which of the four problems you have within a fortnight, the timeline question mostly answers itself, because three of the four have concrete fixes.

  • Do I need analytics beyond what the stores provide?

    For the first two diagnoses, no, the store consoles are enough. For the third, whether people open it and cannot finish, you need your own event model, because neither store can tell you where inside your app somebody stopped. Our product analytics guide covers what to instrument and how to structure and name the events so that the funnel question is actually answerable when you come to ask it.

  • What if my analytics were never set up properly?

    Then that is the first job, and it is a smaller one than it sounds. You need first open, the core action, and the two or three steps in between, named consistently. Without those you are diagnosing from store-level numbers alone, which can tell you that people are dropping out but never where. Retrofitting those events is routine work and considerably cheaper than the alternative, which is guessing at a fix and paying to build it.

  • What does a diagnostic engagement cost?

    With us it starts from around AED 2,500, which covers pulling and reading the store console numbers, checking whether your event model can actually answer the question, building the one funnel that matters, and giving you a plain finding of which of the four problems you have. Final pricing depends on scope, and that is our own figure rather than a market rate.

  • What does fixing onboarding cost?

    From around AED 4,000 with us, covering the first-run flow, permission timing, and the account and sign-in requirements, which between them account for most install-to-first-open loss. Final pricing depends on scope. It is deliberately priced as a separate engagement from the diagnostic, because there is no sense at all in redesigning onboarding if the diagnostic shows that onboarding was never the problem in the first place.

  • What should I do first, this week?

    Open your store console and answer two questions. How many people saw the listing, and of the people who installed, how many have opened it since. Those two numbers separate a discovery problem from an onboarding problem in about five minutes, and they will save you from buying the wrong fix, which is the most expensive mistake available at this stage.

SKIMBOX Team

Tech Consultancy

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