Product Stickiness / Retention and Growth
Product and Growth - Anirban Das - Dunzo
- Identify Core Mechanics at play for users.
- Basis --> Carl Reiss --> 16 Basic Desires
- collections --> Eg. AirBnB --> experience collections; swiggy / zomato --> food collections
- progression --> visualisation of progress - give user more comfort; and promotes going through
progress bar A/B at Dunzo --> progress-bar --> lower support tickets about status
- crafting
--> customisation fuels growth
- order
--> appointment mechanic --> time bound notifications
Eg. Dunzo -> salary day sale
Cult -> independence day sales
- Gacha
- go big or go home
- Near miss
- satisfaction is almost as good as success
- slot machines slow down at the end
- Self Expression
- customisation for individuals
Eg. avatars - in RPG
Linkedin --> cover images; hiring and open to work --> badges on profile images
- Investment
- more time and effort / sunk cost locks people in
- Catchup
- some mechanism for new player to reach equal to new users
Eg. reward program --> good to design this into reward programs.
crash course --> catchup mechanics
-x-x-x-x-x-x-x-x-x- (I think we are very very very very bad at this)
Framing a hypothesis --> Varun Ramamurthy - Netcore
hypothesis -> idea; from observation; not proven yet.
Process --> Observe, Ideate, Weed, Frame
Observations --> Analytics, Customer Tickets, Reviews, Survey, External Data, Proxies, Trends,
Weeding --> Testable, Falsifiable, Russell's Teapot --> burden of proof
Revamp homepage --> falsifiable ?
Pauli --> Not right; not wrong quote
M.I.A --> for hypothesis
Modification -> what is new
Impact --> by how much ?
Audience --> for whom ?
Impact estimation --> should be done.
Constraints
cannibalisation,
Exit Strategy
Fail-safe; timed, always fulfil promises, ethics
Org Culture
Difficult of org is not aligned.
MPL (mobile premier league) --> has amazing culture about this
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Nir Eyal - Author - Hooked
- Products can change our behaviours
- started out as toys and integrated into our lives
- TODO: read hooked
- habit -> not addiction
- growth before engagement !! --> is a big mistake
(learnings --> user should have a hook to check to see if there is anything new today)
growth can be bought
-- problem --> solved by product --> with enough frequency
-- trigger -> action -> reward -> investment
- trigger --> manual, internal triggers (people, places, emotions, situations, ),
- depression --> check email more
- lonely -> facebook
- unsure -> google
- bored -> facebook
No trigger --> flying blind
Simple behaviour
6 levers of motivation
Ability -> time, money, physical effort, brain cycles, social deviance, non-routine (practice)
Reward -> supercharge desire
- variable reward
- Skinner experiment -->
- cannot manufacture desire but can supercharge
Reward -> rewards of tribe (from other people and feel good);
Eg. likes on facebook
--> reward of the hunt
Eg. gambling;
linked in --> became a content site --> scrolling variable rewrd
Eg. 9gag
--> reward of the self
self achievement --> Eg. games, levels,
Eg. very good eg. --> notification badge
Investment -->
- load the next hook.. Eg. whatsapp double and blue tick / notification badge
- investments store value --> google drive; email, finance apps; followers;
reputations on upwork; etc
airbnb -->
Not the best product wins --> best hooks and best habit forming product wins
Designing habit-forming products is a form of manipulation.
Pursuation vs coercion
Habit --> competitive moat around the business
how to build a bridge across it ?
content, community, conversations --> form habits around
monetisation from engagement --> build Borivali
Eg.
Vacations --> dream everyday; go less often
Hooked --> when to apply ?
initially -> ideation phase
diagnostics -->
What changes across cultures, --> the definitions of trigger, reward
Variable rewards -->
Spam vs Magical trigger --> Eg. airhostess wakes up a customer for do you want drinks ?
Context !!!!
Trigger when does it serve its complete purpose --> when coupled with
Limited time deals and sales is an example of variable rewards ? Yes
McDonalds - toys with happy meals, also
Atomic habits --> James
-x-x-x-x-x-x-x-x-
Biswa --
-x-x-x-x-x-x-x-x-x-x-
Product led - on-boarding - panel discussion
intercity -->
- discovery, USP showcase, login / permissions, Aha moment ! - upfront
Great onboarding experience
home-workout app ->
intercity -> railyatri --> has info on trains as a hook, status and availability
app deep-linked to web searches.
(learnings) --> pages where login is not required.
spotify -> start right from playstore, interests -picking artists, genre,
On-the-go experience --> web and app are in sync.
sessions are saved without login
(example of stored value)
BjFog model of behaviour
TODO:
On product --> intent and motivation level are unknown
- some info through acquisition channels can be used as indicators
- and can reduce the cognitive load for user
- to use this to load the next trigger
Priming a user,
- investment bias (learnings) -> cancer type and get blogs.
- framing to give infalted perception of value / or reduce purchase threshold
- anchoring bias --> happens on reviews / pricing
review --> but should be on a different platform
but first 5 are the most important
- anchoring bias --> apple 699 for base service / phone --> +200$ for next version
and not 900$
- meesho --> multi-lingual onboarding
- creative cloud adobe --> x + y(free) --> given
- metrics for engagement -->
- value discovery at the top of the funnel.
(learnings) --> public pages.
app --> login (why should they give you their data)
- lead indicators for retention -->
Retention curve --> for OTT
Eg. first 7 days -> open rate 3 days, 30 mins, 10 shows
-x-x-x-x-x-x-
Data driven experiments on Mobile Apps to maximise funnel conversions.
- how to get a data driven org ?
sales / ops first --> product first
- democratise data
- understood by everybody
- who have access get data --to--> cares about it --> gets data
- I know --> I will find out. (appearance of motion vs meaningful motion )
- ops first teams --> product first is going to be a difficult transition
When to experiment and when to not do it ?
-
- try fast / fail fast
- set audacious goals --> (learnings) --> we don't do this.
- fantasy IPL --> discount better than failed payment experiment
Eg. 45Rs for service 40Rs in wallet --> should make user pay 5Rs or give discount of 5Rs
- picking the right metrics --> the secret sauce
- instrumentation understanding --> data collection method
- errors and biases -->
-x-x-x-x-x-x-x-x-x-x-
Building your product right for growth and retention:
- user persona which one is key ?
trigger --> ?
what can be the offered to this persona ?
- RFM (recency, frequency, monetization ) framework
- to divide user strata
- Prioritisation --> Eisenhower metrics
urgent, important, -->
- Evolution of product and persona --> always an on-going process.
- Persona evolution --> present opportunities
- may not be monetary but can be engagement, growth
- ROI - in number of users is a good metric
- effort in terms of time -->
- Roadmaps should be religiously revised every 3 months.
- Dipping your toe should be a mindset for all tests and hypothesis design.
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