Short videos are really popular. Once upon a time, as an entrepreneur in the short video industry, I firmly believed that it would become a "hot spot". Now that " Tik Tok " is so popular, the vision I once had has finally come true. I am not only deeply gratified that the product proposition at that time has been put into practice. Looking back on the past and reminiscing about my youth, I can be considered a pioneer in the short video industry . From 2012 to 2014, I focused on the project for two years and finally achieved the final result. Without any marketing budget, I had 1 million users and 140,000 active paying users. Although it cannot be compared with "Tik Tok", it was still worthwhile for me at that time. After the shameless self-YY, let’s get back to the topic. Two questions: How to make a product that makes users “addicted”? What are the future challenges and explorations of short videos? How to make a product that makes users "addicted"?"Tik Tok" is a product of Toutiao. In addition to "Tik Tok", Toutiao also has another short video application " Huoshan Video ". Like " Toutiao Today ", "Tik Tok" is a killer product that kills time. The dominant players in this field are the social tools and games produced by Tencent, the most representative of which are WeChat and Honor of Kings . We will wait and see whether Toutiao can become a challenger to Tencent products. This article mainly explores the four stages of making an "addictive" product by extracting the common characteristics of Kill Time products. 1. Demand stageAs the saying goes, "Eight or nine out of ten things are not satisfactory, but only two or three can be discussed with others." From this we can see that in most cases, normal people have relatively negative emotions, such as boredom, loneliness, frustration, confusion, indecision, etc. These emotions often make us feel slightly painful or angry, and we unconsciously take actions to relieve them. Kill Time products are the confidants of these emotions. As the saying goes, “Money is easy to get, but a confidant is hard to find.” The importance of a confidant is that it can not only make people forget the unpleasant things, but also make people happy. Corresponding to the Kill Time product is the Save Time product. We are both Kill Time product users and Save Time product users, but we allocate different time to the two products. Many products contain both Kill Time attributes and Save Time attributes, depending on the different purposes of our users. Most of the products that can make people "addictive" are kill time. Kill Time products: The core is to satisfy human nature. The more instinctive human nature stimulated by the product functions, the greater the product value and the stronger the motivation for use. Even WeChat in its early days promoted features like shaking girls and dating guys; Momo ’s dating and TikTok’s various showing off and embarrassing features all target instinctive needs...mainly manifested in games, shopping, socializing, gossip, news, etc. If we define time-killing products in one sentence, it is: happiness and satisfaction based on instinctive emotions. Save Time products: The core is to meet efficiency. The more the product functions improve efficiency, the greater the product value and the stronger the motivation for use. For example, the supply and demand efficiency of the supply chain; the collaboration efficiency within the enterprise; the application efficiency of knowledge...mainly reflected in education, business, politics, medical care, etc. If we define a time-saving product in one sentence, it is: improving the efficiency of redundant links. There is no strict either-or boundary between the above two products. Some are purely for killing time, some are purely for improving efficiency, and some can do both. For example, TikTok is currently used purely for killing time; SaaS apps like DingTalk and Alibaba Cloud are used purely to improve efficiency; WeChat is a combination of the two, satisfying human nature while improving efficiency at the same time . Products that purely release human instincts are more likely to make people "addictive". Users of different ages, genders, regions, job natures, and social statuses have different needs and levels of addiction. Among them, young users have plenty of time, do not like to control human nature, and are proactive in trying new things and spreading them. Therefore, many Kill Time products are aimed at young users. 2. Use phaseWhen human satisfaction triggers the motivation to use, the motivation is transformed into action, which requires the ability to use. To lower the threshold for product use and improve user capabilities, the product needs to be simple, convenient and easy to operate. For example, simplifying the operation process, lowering product prices, etc. We have listed 6 types of costs that users need to pay for using our products. If these costs can be reduced, the user's ability to use the product can be improved.
In addition to reducing the above 6 common user costs, the scarcity of limited-edition products, different usage scenarios, and promotional discounts can all increase user motivation. For example, Xiaomi’s products are scarce, and Juhuasuan has promotional discounts. The positioning scenario of many self-media is when users are lying in bed at 10 o'clock in the evening, and the reading data of articles pushed during that time period is best. 3. Dependency stageThe characteristics of "addiction" are long single use and high frequency of use. Achieving these two points proves that users are obsessed with the product and are very concerned about and dependent on certain features. How to bring more satisfaction to users is to provide continuous incentives to users. The incentives are mainly manifested in the following three ways.
There are two other ways to design incentives.
4. Habitual StageWhen a product meets the needs, users open it frequently and for a long time after use, and become quite dependent on it. At this time, the product needs to pursue long-term value and allow users to form the above dependency cycle. Products that form a dependency cycle mean that the ultimate goal of the product has been achieved and user usage habits have been cultivated. At this time, users not only use the product, but also invest in it. There are five ways to make users addicted to apps in the long term.
summaryThe above four stages make users dependent on the product and develop long-term usage habits. At this time, the user's lifetime value has been maximized. The author mentioned in a previous article that business data growth is mainly about pursuing the growth of user volume and user value. Products that form a double-growth data model are good products, and products that meet the above four stages to develop long-term usage habits must be double-growth products. Challenges and future exploration of short videosHas the now popular TikTok, as well as its initial attempts at e-commerce shopping guides, already cultivated long-term usage habits among users? Can short videos really become a corporate battlefield like WeChat official accounts ? What follows is an evaluation of the challenges and future explorations of the current short video industry based on the author’s now aging short video entrepreneurial experience. Therefore, in addition to being purely fictional, the story is also somewhat arrogant. Please just treat it as sensationalism. 1. Industry ChallengesAudiovisual license: commonly known as the "video license". 56.com was once forced to close for more than a month for rectification because it did not obtain a video license, resulting in the loss of a large number of users and the loss of its competitive advantage over Youku and Tudou. According to news reports a few days ago, Douyin seems to have not yet obtained a video license. Bandwidth cost: In addition to spending money on marketing, video products also require very high server bandwidth costs, which is something that even a big company like Toutiao that has plenty of money cannot ignore. Review: The difficulty of video review has increased by more than one order of magnitude compared to that of text and images, especially for a completely UGC video platform like "TikTok". It is impossible to rely on machine review to ensure the health and deduplication of content, and a large amount of manual review costs are required. If e-commerce shopping guides are started, more unknown review items should be added. Content: Tudou, Youku and other video platforms all tried UGC content in the early days, but in the end it all turned into a competition between PGC film and television IP and top professional content. The main reason is that our national conditions are different from those of other countries. The reason why UGC can be successful on YouTube abroad is that foreign users are more willing to express themselves and compete to upload high-quality videos. However, we Chinese are relatively humble and low-key. We lack the driving force for UGC and are not very enthusiastic about uploading high-quality videos. I wonder whether the current new generation of post-95s and post-00s, as well as mobile Internet , and the special effects functions of short videos can mobilize user enthusiasm. At present, even Douyin has encountered a situation where the short video content is highly similar. User cost: Video formats are not only costly for operators , but also for users. Users need to pay more action costs to shoot videos, especially high-quality content. In addition, the video format itself takes up more memory than pictures, consumes more power, and requires more mobile data . Commercialization: The monetization of long video platforms is mainly through patch ads. Patch ads and long videos are very consistent, so the business model works. In fact, all major long video platforms have tried e-commerce shopping guides at different times, but both the user experience and shopping guide conversion rates have been disappointing. Compared with short videos, patch ads are short videos themselves, so the monetization model of patch ads is not valid. Other models and e-commerce shopping guides are still in the testing stage, so the commercialization challenges of short videos are greater. 2. Future Exploration
summaryBefore the popularity of "Tik Tok" and " Kuaishou ", there have been many attempts and explorations of short video products, some of which were launched by big companies, such as Tencent's " Weishi ", Sina 's " Miaopai ", Meitu 's " Meipai ", and Tmall Taobao's "Main Picture Video". Except for "Meipai" which was once popular, other short video products are actually not very good. "Weishi" has also been shut down and has been rumored to be revived recently. Now that TikTok has become addictive for its users, does this prove that the viable path for short videos has been settled? The author is still full of questions at this moment. How long and how big this short video fire will burn in the future remains for us to look forward to. SummarizeThe motivation for writing this article stems from the author's previous short video entrepreneurial experience. Looking back on the original entrepreneurial product that has disappeared for a long time, the regret that remains in my heart was finally stimulated by the current short video spring. As this flower of short video slowly blooms, it is as beautiful as the first encounter. The prosperity and splendor of the moment is enough to comfort the fleeting years. So there is this look back today, a collection, a story... The author of this article @陈峰旗 is compiled and published by (Qinggua Media). Please indicate the author information and source when reprinting! Product promotion services: APP promotion services, advertising platform, Longyou Games |
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