My recent work requires me to study the user growth system, so after reading dozens of related articles online, I decided to sort out my own understanding and notes. At the same time, the author found that no one seems to have studied Dianping’s user growth system. Thinking about the reasons, it may be that the threshold for membership and VIP of Dianping is too high, and it is impossible to experience it personally; it may be that Dianping’s user growth system is too complicated and difficult to understand. Therefore, as a senior member of Dianping.com, I decided to combine my own advantages and add a case analysis of Dianping.com’s user growth system in the follow-up of the article. Please stay tuned. What is User Growth System?Product managers have a whole system of points, growth values, levels, etc. Some people call it a user growth system, while others call it a user incentive system. The author's understanding is that they are all the same, and there is no need to get hung up on words; the key lies in the study of connotation. Regarding user motivation (or growth, growth will be used uniformly below), to put it simply, it is to let users "voluntarily" do what the product wants them to do. The key words for the product are "activation" and " retention ". A good user growth system is a win-win result for both users and platforms. A user growth system without value is a burden to users and often has the opposite effect. Here is a brief introduction to the HOOKED model. Its theory is derived from the study of game mechanisms. There are eight key words in the middle of the HOOKED model, representing eight different core driving forces.
Therefore, the user growth system is a manifestation of the gamification of a product. The motivation (M) corresponds to our exit, and the trigger (T) corresponds to our entrance. Gamification is actually Human-Focused Design, which maximizes consideration of human psychological factors such as emotions and motivations during the design process. No matter what product it is, no matter how powerful its functions are, if users don’t want to use it at all, then it is a failure. Medals, red flowers, certificates, trophies, belts and other things are actually "symbols of achievement". They themselves have no meaning, but they represent the sense of accomplishment people have after going through untold hardships and overcoming numerous challenges! So games have no real functions (the so-called "waste of time"), but they have the magic power to make people invest a lot of time and energy. The HOOKED model includes another model, namely BJ Fogg's Behavior Model: B=MAT——Behavior=Motivation*Ability*Inducement (or Trigger). The occurrence of any behavior depends on the three variables in the above formula. The core of this theory lies in "A" (Ability) and "T" (Trigger), which allows users to smoothly perform desired actions by simplifying the process of completing a certain behavior and reminding users at the right time. Eventually, this behavior will be solidified into a "habit", which means that users will naturally use your product or service without much thought (expected behavior). In summary, the user growth system is a combination of the "system", "cycle", " operational means" and "product mechanism" of the product. Design principles of user growth systemNot all products are suitable for, or require, the design of a user growth system. When the demand is very strong, you don’t need to motivate users. They will all invest in your products, so there is no need to add anything unnecessary. For example, WeChat ’s instant messaging (chat) function is very simple, but 800 million users still choose to use it without hesitation. There is another type of product that is not suitable for a user growth system, which is a low-frequency product. For example, services and products related to weddings, funerals, and graduation ceremonies are things that are only used once in a lifetime or once every few years. If you insist on encouraging users to use them more often, then you don't really understand human nature. Therefore, high-frequency demands and less intense demands are more suitable for the use of a user growth system. Designing a user growth system also requires a lot of attention. If it is not done well, it can easily disgust users and even push your product to the brink of collapse. It can be summarized into the following 4 "needs" and 5 "can be":
Briefly describe the steps of designing a user growth systemThe modules of a complete user growth system include "entry", "growth form", "calculation method" and "exit". Let’s quickly talk about the overall design process, and then discuss the details separately below.
How to choose an entry point (setting goals)Definition: The entry here refers to the way to obtain growth points/points/virtual currency, etc. There are many user behaviors in an APP. How can we select the user behaviors that can be used as the entry point? 1. Purpose DivisionThis is the most basic and simple method of division and selection, corresponding to the four basic goals of operation, and will not be explained in detail.
2. User classification (modeling)Design different entrances and exits for different users. Targeted design will be more effective. Moreover, user behavior should be able to form a "closed loop". The user growth system should provide more incentive points around the behavior of different users based on their usage habits and purposes to promote the formation of a closed loop. Our commonly used division dimensions:
Let’s take an online multi-person karaoke software as an example to enhance everyone’s understanding. 1) Big users: mainly singing and seeking self-realization 2) Group users: forming a family and hoping to gain recognition in a small group 3) Friends group users: offline users’ friends groups break geographical restrictions and have fun together 4) Self-entertainment users: mainly singing and practicing, and expanding their network of strangers 3. Classification by behavior:
Choose the right entry and weight regularlyAfter determining which entrances are needed, we usually classify them and determine different usage frequencies for different entrances. The purpose is to create diverse gameplay and mechanisms to ensure that the user growth system will not become boring too easily, while guiding different users to play around the core behaviors that suit them as much as possible. 1. Novice tasksIt is designed for new users with a low threshold and is educational and guiding. Common entrances include registration, completing personal information, and completing a user behavior for the first time. 2. Daily tasksIt mainly serves to increase DAU and encourage users to open your APP, which is the first step for them to use the product. Common forms include signing in and the first completion of certain main tasks. There may be overlap between daily tasks and main quests. The focus is on the first completion of the day, and the reward method will be slightly different. 3. Main MissionIt is to make users perform the tasks you most want them to do. The core functions and value points of each product are different and vary from product to product. The main task should be the task with the highest reward, the least execution restrictions and the greatest weight. Common main tasks include live streaming ( live streaming platform ), uploading works (Karaoke software), reading (reading tools ), exercise (fitness platform), etc. 4. Non-fixed incomeAs the name suggests, the task benefits are not those that appear at fixed periods, but mostly things that bring surprises and extra encouragement to users. These include obtaining extra rewards from fans, rewards for operating activities, tips from other users, and the common treasure chest picking in the game. Common growth patternsGrowth form refers to the presentation method and rules for obtaining rewards or user growth through the entrance. Different products are suitable for different growth forms and have a variety of applications. I have sorted out the common ones in daily life and found that there are 13 kinds. The following is a brief list of their respective characteristics. They are all easy to understand, so no pictures are provided to avoid adding to the burden of a long article.
Calculation Basis of User GrowthA reasonable calculation method is set up to create gaps and boundaries between levels. A good calculation basis can make a set of growth levels have good differentiation and scarcity. Because the author is not from a professional background, in order to avoid teaching others how to do things, I quoted this part from Jinkey's original text. Everyone is welcome to read the original text "In-depth Recommendation | The Most Complete User Growth System Design Analysis in History, with 6 Case Studies". 1. Power functionThe power function is generally used in platforms with more levels, such as Mafengwo and Pokemon Go . A platform with a large interactive space, a very broad scope for obtaining growth value, and easy growth is suitable for configuring more levels. Therefore, online games generally have a lot of levels, because you can gain growth value through many gameplay methods such as fighting monsters, daily tasks, activities, dungeons, upgrade bonuses, equipment forging, life skills, fertility systems, and competitions. The growth system is mainly for DAU rather than GMV. You can consider setting up more levels and configuring a larger interactive space. Example: Pokemon Go's growth system, after regressing its total experience value, we get the formula shown below: 2. Exponential functionThe Fibonacci exponential function is generally used in platforms with fewer levels, such as e-commerce platforms such as JD Membership and Tmall Membership, and vertical platforms such as NetEase Cloud Music . E-commerce platforms and some other platforms do not have much room for interaction other than purchasing, commenting, liking, and logging in, so there are fewer ways to gain growth value (it is also possible that the product managers are too lazy...233333...). So if your platform has little interaction and your growth system is mainly for GMV rather than DAU, you can consider setting fewer levels. Example: The growth system of QQ members, after regressing their total experience value, we get the formula shown in the figure below. 3. Other piecewise functionsThe growth of piecewise linear functions is relatively gentle and the difficulty of upgrading is relatively low. Generally used when the level is not too important for the platform. The picture below shows the level distribution of LOL . The summoner level of League of Legends is actually useless. It mainly depends on the player's operating level. Because LOL has a very good team matching system, it is rare that a level 1 summoner will be matched with an opponent who is the strongest king. 4. Calculation methodBased on the user's historical data, the weighted average is used to get the upper limit A of experience a user can get every day, the set number of levels B, and the sustainable duration C of the system. Calculate the proportion of each level according to the exponential function or power function (custom coefficient term), distribute the sustainable duration C to each level proportionally, and see if the value is too outrageous, such as it takes 10,000 days to upgrade. Tencent has only been around for 19 years. If you need users to spend 27 years to reach one level, who would play... After determining that the number of days Dn required for each level is roughly reasonable, use A * Dn to get the upgrade experience required for the nth level. If you want to get the total experience required for each level, you can sum the experience of the first n-1 levels. Taking QQ members as an example, since we don't know the proportion of users with different payment methods, we will use the average of the highest and lowest as an example: Calculations have proven that no matter what function you use to calculate, the number of days required, total experience, and experience per level you calculate are basically consistent with the function used. Notes on level classificationAny form of growth has its own points and values set, and levels are everywhere. Therefore, the division and setting of levels are particularly important. In fact, many principles in the user growth system are centered around levels. Therefore, we would like to list the points of attention in the classification of grades again to raise everyone's attention.
Reorganize the 5 categories of exportsDefinition: The export mentioned here refers to the growth value/points/virtual currency etc. that users can redeem for their own physical rewards or services. When exploring exports among a variety of different products, the same problems as in the growth form were found, namely diversity and non-identity. Therefore, after listing all the exits I have seen, I tried to categorize them, which will also make it easier for me to think in these directions when designing exits in the future. 1. Functional privileges
2. Resource Priority
3. Restrictions relaxed
4. Visual difference display
5. Redeem for cash
Mobile application product promotion service: APP promotion service Qinggua Media advertising This article was compiled and published by @凉豆丁 (Qinggua Media). Please indicate the author information and source when reprinting! Site Map |
What is exchange? n The significance of exchange ...
Enterprise Douyin certification process, Douyin B...
If your Douyin account is banned, how should you ...
Reliable recommendation for drinking tea in Chang...
With the rise of short video platforms, the trend...
During the epidemic, for friends who stay at home...
Writing copy is like practicing Kung Fu. If you w...
Introduction to the resources of the all-age pare...
At 12:12 noon on the 12th, Zhuo Wei released the ...
How much is the quote for customized Chuzhou tour...
1. Vipshop and PP Assistant were both removed fro...
How much does it cost to join a pet mini program ...
One phenomenon is that nowadays, clients are incr...
Resource introduction of Mr. Guo's "Solv...
The growth of every brand is inseparable from med...