How to make it difficult for users to refuse "Inviting users to review"?

How to make it difficult for users to refuse "Inviting users to review"?
The feature of "invite users to review" is available in many applications, and I think it is worth thinking about. Now let's talk about how to make this function more elegant. 1. Demand Analysis 1. Why do we need to guide users to review on the app store? Because good reviews need to be retained in the app store to improve rankings. 2. What needs will users have regarding the evaluation function? When problems arise, users need a stable outlet for complaints and suggestions to get substantive feedback and share it with the public in exchange for attention and a sense of accomplishment. When the user experience is good, people will be willing to share it with more people, share it with friends to bring valuable information to acquaintances, and share it with the public in exchange for attention and a sense of accomplishment. However, due to the special (gao) design (ti) (yan) of the App Store, the cost of gaining a sense of accomplishment on it is too high. At the same time, it is very strange to actively share a bad app with the public through other channels (such as Weibo), so users do not have this demand (unless the app is really bad and has a big hit). ① Stable entry to report problems and get substantive feedback ② Share good experiences with friends 3. What tasks does the guidance function accomplish? From 1 and 2, we can see that users will neither want to report problems through a random pop-up window, nor will they want to actively review the app store through it. Therefore, the problem feedback entrance should be placed in a stable place where users can find it after learning: Personal Center – Settings – Opinions and Feedback or Customer Service Entrance. At the same time, users who raise opinions need to be given timely, substantive and sincere feedback. After an excellent experience process, prompt them to share with friends. This should not be placed together with the guide to comments under normal circumstances, as it can easily distract users and make them choose to share instead of rating. Now the guidance function has to complete a simple guidance function. ①Direct users to the app store ② Guide users to make positive comments 2. Rule Design 1. How to induce users to give positive reviews in the app store? I think there is only one way for non-core users: inducement. But now, whether it is iOS or Android, after the app guides the user to the market, it is impossible to accurately know whether the user has made a review, let alone whether the user has made a positive review. Then there are only two ways: ① The user provides evaluation evidence, and the app manually reviews and issues rewards. If you do this, the difficulty is no different from brushing orders, so don't be embarrassed and brush orders. ② Provide appropriate rewards and take advantage of users’ desire to give a thumbs-up to the app. The reward cannot be too much, nor too little. Too much may cause people to give rewards without giving comments. Too little may make them unattractive. So how much to give is still a problem. As for core users, inducements are necessary, but what is more important is affection. Filter out these users and send them a loving private message. ① Use rewards to guide mainstream users to choose to leave the process and go to the app store. Use appropriate reward strength and appropriate rolling and cuteness to win the user's momentary weakness and give them a like. ② Use sentiment and affection to persuade core users to actively review the app in the app store, but you need to prevent users from being too critical of the app when persuading them (if you are not confident in the copywriting , leave a small entry for complaints. But this is not necessary) 2. Which types of apps need AppStore ranking and reviews the most? What are their characteristics? Tools and games . Both types of apps have strong task scenarios ①Users of gaming apps seek a sense of entertainment and accomplishment, and upgrade their levels by completing tasks. ② The situation of tools is more complicated, but there are relatively clear task paths in use, and users are helped by completing these tasks. 3. How to design rewards for these two types of apps? 
  • Games: Reward points, coins, limited-time props, or lower the barrier to obtaining props.
  • Tool type: If you have a points or upgrade system and it is of high value, you can combine this system to give growth value or points. If not, you can use easter egg rewards such as skins, new props, etc.
 4. When to guide? This guidance function must be active, so the guidance node needs to be controlled. It needs to be displayed when the user is still interested in the app, but it should not disturb the user's normal use. If the user is in a high-spirited situation, the current process should not be interrupted, and push guidance should not disturb the user. ● Mainstream users: Pop-up prompts appear during user activity; in tool apps, when users complete a small number of tasks; in game apps, when users start playing today’s game but haven’t actually started the main game process, such as collecting health points that take time to recover or signing in to get sign-in rewards. Core users: ① Using messages within the app, the timing is more arbitrary, but it needs to be during the period when the user is continuously active. ② Same as mainstream users 3. Functional design 

 4. Process Design 1. Guidance pop-up windows for mainstream users and core users: 

 2. Message prompts for core users 

 

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