Adding AdMob to an Indie App — Quiet Placement That Doesn't Break the Experience
00要約Overview
Tools
- AdMobBanner ad deliveryFree
01物語Story
Situation
4.1 App monetization settled the order: ads and billing stay restrained at first; being used comes first. For an app meant to reach people freely, ads are the realistic choice.
Complication
But overdo the ads and the experience collapses. An app that throws a full-screen ad at every tap is an app you never open again. To ruin the delivered experience of the very thing you wanted to deliver freely — that defeats the whole point.
Question
Without breaking the experience — where do ads go, and how many?
02解決Solution
Criteria
- User experience holds absolute priority
- Light to implement; fits phone-only development
- Free to start
Answer
AdMob banners, on the analytics screen and the settings screen — two places only. Not on the home screen, not during recording, not during play.
Ads never interrupt the experience.
They sit quietly where a task has just ended.
Reason
AdMob, because it is free and light. Google's ad SDK, embeddable from EXPO, a natural fit for a serverless setup (1 AI-driven phone-only development), and its review passes for individuals.
Two screens, because the experience is the point. Analytics and settings are where a user pauses for breath after finishing something. One banner there doesn't break the thread. An ad wedged into recording or play would sabotage the app's own purpose. "Being used comes first," from 4.1 App monetization design, lands on the floor plan exactly like this.
Options
- Interstitials (full-screen ads) — higher rates, but they occupy the screen and sever the experience, contradicting the restrained-placement policy. Declined.
- Rewarded ads (watch-for-reward) — a good fit for game-like apps. This app's nature didn't suit it, so it wasn't adopted — but where the fit exists, it's a strong option.
03結果Result
Good
With the experience intact, the small fixed costs of the serverless setup are gradually being offset. And so far, not one voice has said "I won't use it because of the ads."
Bad
Revenue is a few cents a day. Ad rates aren't yours to move, so growth means more users — which is exactly the order 4.1 decided: used first, revenue later.
Follow-up
As usage grows, the placement gets a careful revisit. And against the ads that support broadly, the channel for supporting deeply is ready at 4.3.1 Buy Me a Coffee.