Jun 19, 2022
In Meditation Questions
New users become passive users: After new users experience it once, they bulk sms service may be attracted by other products, so it is necessary to use means to make them complete key behaviors many times and become passive users. How to change from a new user to a passive user, refer to BJ Fogg's behavior. Specific to a product, it can be understood as follows: The action we want our users to take - come to the product more, achieve high retention. Motivation: How much the user wants to complete the action - give the user emotional and bulk sms service strategic stimulation, and arouse his desire to use it. Capability: How easy is this action for the user - design the function as simple and easy to understand as possible, specific to the product design, you can reduce and optimize the steps to use the function, and make the function easier to use. For information content products, you can create bulk sms service optimized personalized tags to recommend the content to users more accurately; create hot lists to quickly know what everyone is watching. Trigger: Remind user to take action - push reminder to user. When users haven’t come to the product for a while, you can use strategic means to call them back. There are three common summoning channels: email, mobile push (push), and in-app messages. The table below summarizes the three common user recall channels. (2) Passive bulk sms service users become core users: Liking is a momentary idea, turning liking into a habit can keep your heart for a long time. Products in the minds of passive users are dispensable, so there is randomness in the frequency of use. To turn randomness into stability, it is necessary to bulk sms service seize their hearts and let them form a habit. Product habit formation can be achieved through three perspectives: 1) Every time you complete an action, a reward Rewards are divided into random and fixed. Random: Different reward content each time, let users look forward to Easter bulk sms service eggs. For example, takeaway app design strategy, after login, there are coupons of different denominations. The "Daily Sentence" of some apps randomly pushes a sentence to the user every day. With anticipation and curiosity about the content, users will use the app, and after multiple uses, they will develop a habit. Fixed: Fixed rewards are more common in game apps, and game rewards are given according to the user's online time and behavior. There are also shopping apps.