Earlier this week over at Daring Fireball, John Gruber had a couple links related to refunds for mobile software purchases. The first was a link to Michael Tsai's post on App Store Usability. Both Gruber and Tsai agreed that they find themselves truly satisfied with only about 1/3 of their App Store purchases, but they're content with that because the prices are so low.
The second item, posted later the same day, pointed to some small details on Google's Android mobile OS. Specifically, Gruber stated that he wishes Apple's App Store had a similar refund to Google's App Market, where any purchase can be returned within 24 hours.
To be sure, there is some sort of refund policy for the App Store, but it's not easily accessible, nor is it clearly laid out, as it is for Android. However, while a proper refund policy should be elucidated, I don't view it as the cure to the problem of being dissatisfied with purchased software. Purchasing software, then using it, and finally requesting a refund if unsatisfied, is obviously not an efficient system.
Ideally, purchases where the customer is left unsatisfied wouldn't happen at all. In practice, the number can certainly be reduced. If customers were able to try software prior to purchasing it, we'd avoid purchasing much of the software that wouldn't ultimately be suitable, leaving us far more satisfied with our purchases. That would be a good thing all around, as satisfied customers are more likely to purchase software, and developers would be more able to charge a fair price, without needing to underprice to appeal to wary buyers.
Free trials have long been a hallmark of independent software on the Mac, particularly with the rise of the web, as I noted previously. Thus far, however, trials have not been a part of the App Store. The thing that I find most striking about this is that Apple has all the pieces needed to make seamless free trials. Software could be made to work for a set time period (say 7 days), and then be automatically deleted. If you've ever rented a movie via the iTunes Store, you've likely seen this at work. When the rental period is up, the file simply disappears. Alternately, the software could alert the user that it's expired when it's next launched. Regardless of the specifics, all the pieces needed for developers to offer trials are there already.
Apple has complete control over the App Store and its component parts. I've bemoaned this control in the past, but it could easily be used to benefit developers and customers alike. Hopefully, as the App Store continues to mature, Apple will consider making it possible for developers to offer free trial versions of their software.
I agree, Apple should have no problem doing this. All apps already come wrapped in the FairPlay DRM, so setting an expiration date would be easy.
There are free trials. The ones I've seen have been games, but there's no reason it'd only work for games. Look for the "lite" versions in the free software. Crippleware, of course.
Bot
I don't think that Apple will allow trial versions of apps in the shorter future (not saying that they won't do it at all). Every sale increases the profit of Apple and like a lot of people already state: the prices are so low that you aren't really complaining. Only if lots of people - mostly customers - start to have real complaints Apple will change its politics. And I don't mean the typical "The price is too high" comments.
ex2bot: There are ad-supported versions and then paid versions. There are indeed some "Lite" versions of applications, but they need to stand on their own, apart from the full version. The sort of trials you can get on the Mac, where an application has full functionality for a limited time, is much more useful. Unfortunately, this isn't currently possible on the iPhone.
Rafael Bugajewski: If the goal is more sales, and thus more profit, then trials are exactly what Apple should be after. Better trials will encourage more sales and enable developers to charge prices that are higher and more representative of the work invested. if the net sales revenue is higher (regardless of number of apps sold), Apple benefits too.
I do not believe refunds are a good idea. For instance, I enjoyed playing "Star Wars: The Force Unleashed", but the game only took about 4 hours to play all the way through. I'm sure that a sizable minority of people would ask for refunds after they beat the game within 24 hours, whether they enjoyed it or not. This opens the process to too much abuse, and would greatly harm the largely hobbyist developer community.
App store games are too cheap, not to expensive, even before you take refunds into the equation. If things carry on as they are the iPhone is going to have a schlock of free Flash-style games, where you get 100 terrible games for every Desktop Tower Defence.
The following article makes sobering reading for anyone feeling their being ripped off by game devs:
http://www.pocketgamer.co.uk/r/Various/iPhone/feature.asp?c=9936