Web Media University

Live Hands-On App Marketing Workshop

You Built the App. Now Give the Right People a Reason to Use It.

Join Michelle Hummel for a practical, two-hour workshop where you’ll define your first-user audience, sharpen your message, choose your initial marketing channels, and build a 30-day launch plan.

Turn “I need more users” into a specific plan: who to reach, what to say, where to find them, and how to learn from what happens next.

Tuition
$97 one-time payment
Format
Two-hour live online workshop
Live date
Next live workshop date coming soon
Included
Toolkit + replay when ready

Build Your 30-Day App Launch and User Acquisition Plan · Software subscriptions, advertising and usage credits are separate

What you will create

Leave With a Focused Plan for Your First Users

  • 01

    A clearly defined first-user audience

  • 02

    A concise app positioning statement

  • 03

    A landing-page messaging outline

  • 04

    One primary acquisition channel to test

  • 05

    A personalized invitation or outreach message

  • 06

    A simple onboarding and feedback plan

  • 07

    A 30-day acquisition experiment

  • 08

    A measurement worksheet for visits, signups, activation and return use

You’ll create your launch plan and draft assets during the workshop. User growth depends on your offer, audience fit and execution; a specific number of users or sales is not guaranteed.

Who this is for

For Builders Ready to Find Their First Users

  • Founders with a working app or usable prototype
  • Lovable and Base44 builders
  • No-code entrepreneurs
  • Small SaaS owners
  • Agency owners launching software
  • Creators turning expertise into an app
  • Builders with limited usage after launch

You do not need a large audience or advertising budget. Bring one app, one core problem it solves and a willingness to test your assumptions.

Marketing and launch only: coding, bug fixes and deployment are outside the session. Without a usable app, build a waitlist or interview-recruitment plan—not an active-user acquisition claim.

The user journey

Discover → Understand → Sign Up → Experience Value → Return

  1. 01 →

    Discover

    The right people encounter your app.

  2. 02 →

    Understand

    They recognize the problem it solves.

  3. 03 →

    Sign Up

    They take the first step.

  4. 04 →

    Experience Value

    They complete an action that delivers value.

  5. 05 →

    Return

    They have a reason to use it again.

A signup is a starting point. Define the action that shows someone has experienced your app’s value.

Curriculum

Build a Launch Plan You Can Actually Test

Module 1

Choose Your First Users

Narrow a broad audience into a reachable group with a specific problem. Identify assumptions to validate through conversations rather than treating your first idea as fact.

Module 2

Explain Your App Clearly

Write a positioning statement, headline and call to action. Focus on the user’s problem and meaningful result, not a long feature list.

Module 3

Find Your First Acquisition Channel

Compare direct outreach, partnerships, relevant communities, existing audiences, content and paid advertising. Choose one experiment suited to your app and resources. Respect community promotion rules; advertising spend is not required.

Module 4

Create Your Invitation

Draft a relevant outreach message, launch post or partner introduction. Give people a clear reason to try your app and an appropriate next step. Review the message before deciding whether to send it.

Module 5

Help New Users Reach Value

Map the first-use experience, identify friction and write a welcome message and feedback request. Define the action that delivers your app’s core value.

Module 6

Build Your 30-Day Test

Set weekly actions and concrete measures. Decide what evidence would justify continuing, adjusting or stopping your experiment; do not equate every signup with a successful user.

Two hours, hands on

Your Workshop Agenda

0–20 minutes

Define the first-user audience and core problem

20–40 minutes

Write the positioning statement and landing-page message

40–60 minutes

Choose the first acquisition experiment

60–80 minutes

Draft outreach or launch content

80–100 minutes

Map onboarding, activation and feedback

100–120 minutes

Complete the 30-day action plan and answer questions

Preparation helps you make progress during the working session. Bring your app, intended audience and the core problem it solves.

Included workshop resources

Your First App Users Launch Toolkit

  • First-User Audience Worksheet
  • Problem and Positioning Builder
  • Landing-Page Messaging Template
  • Acquisition Channel Scorecard
  • Direct Outreach and Partner Introduction Templates
  • Launch Announcement Template
  • User Interview and Feedback Questions
  • Welcome and Activation Email Templates
  • First-Use Experience Checklist
  • 30-Day Launch Experiment Planner
  • User Acquisition and Activation Tracker
  • Workshop Replay

These resources are workshop inclusions; they are being prepared for this workshop and are not available to download yet. The real replay will be added when ready. This workshop does not include access to unrelated paid workshop toolkits.

Michelle’s workflow

See How Shipworthy Fits Into Michelle’s App Launch Workflow

Existing WMU guidance describes Shipworthy as a separate tool for validating whether an idea is worth pursuing before investing heavily in building it. Michelle may demonstrate it within her launch workflow; product-specific demonstration details are awaiting review.

The workshop teaches a framework you can apply with your existing tools. Any Shipworthy subscription or other paid software required for a demonstrated implementation will be disclosed before enrollment. Software, credits and integrations are not included by implication.

Fictional examples · Not customer results

Three Apps. Three Focused First-User Experiments.

B2B task app

A fictional purchase-order app focuses on office managers at small manufacturers. Message: “Keep supplier requests in one place instead of chasing email threads.” Channel: relevant, individually reviewed introductions. Activation: create and share the first purchase request.

Consumer membership app

A fictional local walking-club app focuses on beginners who want company for weekend walks. Message: “Find a beginner-friendly walk near you.” Channel: a partnership with a community organizer who permits promotion. Activation: join a suitable walk and save the meeting details.

Consultant-built app

A fictional agency’s content-brief app focuses on existing clients coordinating monthly campaigns. Message: “Agree on one clear brief before production starts.” Channel: personal invitations to interested clients. Activation: complete a brief and invite a collaborator.

These examples are fictional planning exercises, not customer testimonials or promised growth results. Outreach must be relevant and community promotion must be permitted.

Membership bonus

Includes One Month of Web Media University

Continue learning with one month of Web Media University membership, including the resources and training available within your membership level.

Your $97 workshop registration is a one-time payment. The included membership month does not auto-renew. You will not be charged again unless you choose to continue. Your longer existing membership access is preserved.

Explore Web Media University

Before class

Bring Your App. Leave With Your Next Experiment.

  • A computer and reliable internet connection
  • Access to the live meeting platform
  • Your app link or usable prototype
  • A short description of the problem it solves
  • Current landing-page copy, if available
  • Existing signup or usage information, if available
  • Audience or customer feedback already collected

Do not share private customer records or account credentials. Required software costs are disclosed before checkout.

Your instructor

Create Alongside Michelle Hummel

Michelle Hummel, founder of Web Media University

Michelle Hummel

Founder of Web Media University and Web Strategy Plus

Michelle is a marketing veteran, published author and corporate trainer. She helps professionals and organizations apply marketing and AI to business systems. Her existing app-growth curriculum covers positioning, acquisition, activation and retention, with an emphasis on practical work rather than promised user-growth figures.

FAQ

Questions Before You Join

Does my app need to be finished?

Bring a working app or usable prototype so you can plan for a real first-use experience. If it is not usable yet, develop a waitlist or interview-recruitment experiment instead; that is not the same as acquiring active users.

Does this work for Lovable and Base44 apps?

Yes. The positioning, acquisition and onboarding framework works independently of your development platform, including Lovable, Base44, other no-code platforms and custom code.

Is this for B2B or consumer apps?

Both. Choose a specific audience, problem, channel and activation action that fit your app. The fictional examples cover business, consumer and consultant-built products.

Will we code or fix my app during class?

No. This is a marketing and launch workshop. Coding, bug fixes, security work and technical deployment are outside the session.

Do I need an advertising budget?

No. You can test direct outreach, partnerships, permitted communities or an existing audience. Advertising is optional, and any spend is separate from tuition.

Do I need an existing email list or audience?

No. Choose a reachable group and a respectful first channel. A focused conversation or partner introduction can help you learn without a large following.

Will I get users during the workshop?

No number of users or sales is promised. You will build your plan and draft assets; growth depends on audience fit, your offer, product experience and execution after class.

What is the difference between signups and activation?

A signup records a first step. Activation means someone completes an action that gives them your app’s core value—for example creating their first useful brief, not simply opening an account.

Do I need Shipworthy?

The framework works with your existing tools. Michelle may demonstrate Shipworthy, which existing WMU copy describes as an idea-validation tool. Demonstration details and required accounts will be confirmed before enrollment.

Are software subscriptions included?

No software subscriptions, advertising budgets or usage credits are included unless explicitly confirmed. Required accounts and separate costs will be disclosed before checkout opens.

Can I apply this to an app I already launched?

Yes. Use your existing visits, signups, usage and voluntary feedback to choose a focused experiment. Do not share private customer records or account credentials.

Will the workshop be recorded?

A workshop replay is included and appears when the real recording is ready. Its access duration will be confirmed before enrollment; no substitute recording or invented access term is offered.

Is membership included?

Yes. Your $97 registration includes one month of Web Media University membership and resources within your membership level. Longer existing access is preserved; unrelated paid workshop toolkits are not included.

Does the included membership auto-renew?

No. The workshop is a one-time payment and the included month does not auto-renew. You will not be charged again unless you choose to continue.

For existing registration or refund-policy questions, contact the WMU team before enrolling.

Your next launch step

Next Live Workshop Date Coming Soon

Enrollment is not open yet. Join the notification list for this workshop’s date and confirmed software requirements.

Request an email when this workshop’s next date is announced. Newsletter signup is optional.

App-growth learning path

Keep Building Your App Business

App Growth Accelerator™ is the advanced learning step; upcoming cohorts are not presented here as open enrollment.