15 user operation thinking models

15 user operation thinking models

There are endless articles about user operations , including underlying psychological research, tool sharing, process analysis, etc. Today, I will explain my thoughts on user operations from the following three perspectives. By the way, I share 15 common user operation models, hoping that they can give you some inspiration when dealing with users.

1. What are the user operation techniques?

road. It is a natural law, not something artificially done, and it has been proven to be correct. For example: the shortest distance between two points is a straight line, everything has a life cycle, the law of increasing entropy: matter always evolves towards increasing entropy, the house will become messy if it is not tidy, the mobile phone will become slower and slower, the headphone wires will become messy, the hot water will slowly cool down, the sun will continue to burn and decay... until the end of the universe - heat death. The laws of disciplines are the Tao, the Why in the Golden Circle Law is the Tao, grasping the essence of things is the Tao, and Elon Musk’s explanation of the first principles is the Tao. Regarding user operation: The explanation of Tao is to figure out the key actions of user operation in different periods and make correct judgments and decisions. For example, in the early stages of a company's establishment, in order to solve the problem of "attracting new users", it is necessary to focus 80% of its energy on attracting new users and dilute the weight of other actions; for example, market investment must be based on the overall market trend. In the era of short videos, if you still vigorously use traditional channels such as pictures and texts to acquire customers, you will get half the result with twice the effort.

Technique. It is a method and strategy to solve unknown problems.

After determining what to do, know how to do it and how to maximize ROI. For example, knowing how to find Taobao anchors to cooperate with and go to the official micro-tasks to explore the other party's investment promotion; knowing the growth mechanism of Douyin video recommendations, knowing the skills and strategies for driving the through train, knowing the advantages and disadvantages of Dou+ delivery; knowing the operating procedures of RFM analysis; knowing how to learn about products and operations on Renren Shi Shi Product Manager, etc.

The specific method and path is the art, What+How in the Golden Circle Rule is the art, the specific actions that can be implemented are the art, matching people+money+materials to achieve the original goal is the art, second curve innovation is the art, breaking the original ecology and introducing new methods is discontinuous innovation.

For user operation: the explanation of technology is the specific feasible actions and paths to help you achieve your phased user goals. The corresponding strategies are very different in different periods. For example: potential users want to download and register products; new users want to increase open rate, usage rate, next-day retention, etc.; old users want to promote activation, increase purchase frequency, complete North Star indicators, etc. The corresponding actions (techniques) are completely different.

The following picture can clearly show what kind of operations are needed for users in different life cycles.

Image source: @张亮 Official account: Zhangji Grocery Store

2. What inspiration does the real estate case study of “5 elements of product experience” provide for user operations?

Strategic level: Control over the overall direction of the product, including the product’s business logic, business value, business barriers, etc. For example, the location of a real estate project, why it was chosen here, the surrounding complex planning, supporting facilities, government dynamics, whether there is a subway plan, regional development trends, etc. "Users'" perception of the strategic layer: more judgment and gossip.

For example, if you know when a subway will be built in a certain area, then the housing prices in that area will definitely increase sharply; if you know that there will be large-scale comprehensive buildings and commercial plans in that area, then the appreciation potential of that area will also increase sharply. Scope layer: Scope involves overall collaboration and functionality, and is the embodiment of the Golden Circle Why. At this point, is it clear what does not need to be done? More important than listing what needs to be done is to do subtraction. Deeply position the product, magnify its advantages, and maximize the Pareto effect. For example, for a 99-square-meter house, whether to have 2 bedrooms and 1 living room or 3 bedrooms and 1 living room requires consideration at the scope level. "User" perception of the scope layer: match according to their own needs. Different populations and different needs have different perception abilities of the scope layer. Structure layer: Structure is the Damon environment for product layout and the initial stage of Axure prototype. The user has no perception. It is the structure and design model before construction begins and will not be presented. User's perception of the framework layer: None. Product not yet released.

Framework layer: The framework is the specific expression of the structure. The frame layer determines the location of interactive elements on the page. The frame is a high-assurance display after Damon. Taking real estate as an example, the "user"'s perception of the frame layer is: the number of bedrooms and living rooms, the layout of the house, the extension of the blueprint structure, and the intuitive presentation of the visual sand table.

Presentation layer: Can the output content + activities resonate with people? For example, why do different titles of the same article lead to huge differences in the dissemination effects? How can we optimize pictures, texts, music, videos and other elements to the best of their individual points?

Taking real estate as an example, the "user's" perception of the presentation layer is: the effect after fine decoration, the overall color presentation of the room, whether it is Nordic style or classical European style, whether it is simple or luxurious.

3. 15 Common User Operation Thinking Models

AARRR funnel model: Acquisition (user acquisition), Activation (user activation), Retention (improve retention), Revenue (increase revenue), Referral (communication recommendation). In the funnel model, the imported users will be lost at a certain stage, and the remaining users will continue to the next stage, going deeper and deeper until the final conversion is completed.
New funnel of RARRA model: the five indicators are re-ordered as retention, activity, revenue generation, sharing and new customer acquisition. As the cost of acquiring customers increases, rough management is transformed into lean management, and operators pay more attention to cost and results. The direction and focus of operations have also shifted to user retention, with the hope of achieving business growth by improving user retention. Pareto hierarchical model: also known as the 28 law model. The most important ones only account for a small part, about 20%. The remaining 80%, although the majority, are secondary. 20% of users create 80% of the value, 80% of the company's revenue comes from 20% of users, and operators need to spend 80% of their energy to serve 20% of high-quality users. Pyramid hierarchical model: users are divided into five levels from high to low in value: celebrity users > professional users > contributing users > active users > ordinary users. Depending on the product life cycle, the identity of the user also changes dynamically. What operators need to do is to introduce and cultivate users, and cultivate ordinary users into professional or even celebrity users. RFM user analysis model: an important tool and means to measure current user value and customer potential value. RFM stands for Rencency (most recent consumption), Frequency (consumption frequency), and Monetary (consumption amount).

Single User Value Model: Single User Lifetime Revenue – Single User Acquisition Cost

= Single user retention time * (single user daily revenue – single user daily maintenance cost) – single user acquisition cost

User life cycle (LTV/ARPU/ARPPU) model:

LTV = Average revenue per paying user (ARPU) × user lifecycle

LTV = number of lifetime purchases by a customer × average order value × gross profit margin

LTV = the number of purchases a customer makes each month × average order value × gross profit margin × (1/monthly churn rate)

ARPPU = total revenue / number of paying users. The larger the payment amount, the smaller the user proportion, and the larger the corresponding ARPPU.

ARPU = total revenue/number of users; refers to the revenue obtained from each user over a period of time. The more high-end users there are, the higher the ARPU.

User profitability model: = (LTV-CAC) * market size * market share (%). The cost a user pays on the platform from registration to churn is the value the company gets from this user.

User growth model: growth of new users + reduction of lost users, effective increase in revenue + reasonable cost reduction.

Five common user psychology models:

① Anchoring effect: When people need to make a quantitative estimate of an event, they will unconsciously use certain specific values ​​as the starting value, and the starting value will be linked to the estimated value like an anchor point, so that when people make decisions, they will be unconsciously affected by the anchoring of the starting value. ② Psychological accounting: People will psychologically divide expenditures or income that are objectively equivalent in reality into different accounts. For example, we would put our wages into the "wealth from hard work" account, which is accumulated through hard work; we would regard the year-end bonus as an extra gift and put it into the "reward" account; and we would put the money won from buying lottery tickets into the "pie in the sky" account. ③ Peak-end rule: People's memory of experiences is determined by two factors: the feeling at the peak (whether positive or negative) and the feeling at the end. The beginning and the end are invisible memories. Therefore, the quality of the product and the user tag suggestions must be grasped at the beginning and end. ④ Loss aversion: When people face the same amount of gains and losses, they find losses more unbearable. For example, the feeling of loss when you lose 100 yuan is much greater than the feeling of pleasure when you earn 100 yuan.

⑤ Attribution effect: Involuntarily thinking and guessing the reasons why things happened, without thinking about the logic and key elements of what happened, and making assumptions out of thin air. The best explanation for why users are ignorant is that, for example, users will blame their losses in mahjong on their bad luck, not wearing a Pixiu pendant, etc., instead of reflecting on their own failure to defend against the opponent and cooperate with teammates.

The four-step model of user addiction: The addiction model is a standardized model method for cultivating user usage habits. It consists of four stages: trigger (acquaintance), action (meeting), variable rewards (surprise), and investment (maintaining emotions).

User fission virus coefficient K value model: number of newly invited users/number of actively invited users. The K value is the number of new users that each user can bring. The larger the K value, the better the propagation effect. The K value of NetEase’s red poster fission activity was finally calculated to be 6.85, which can achieve the effect of sweeping the screen.

User research practical model: "1000/100/10" rule, that is, check and reply to the feedback of 1000 forum users every month, follow 100 users, and conduct 10 user surveys. This is the user research rule proposed by Zhang Xiaolong, and it is effective.

Common user system building models: level system, points system and achievement system. The level system gradually rises with user behavior; the point system is a dynamic balance, cooperating with user stratification, with growth and consumption; the achievement system is to motivate users to cooperate with the level system.

Gamification management user model: PBL points, medals, and rankings. Gamification of user operations: 3 elements from building habits to becoming addicted.

Points can motivate users to complete corresponding behaviors; medals can satisfy users' desire to collect, which Pinduoduo and Keep have done very well; rankings are essentially a social competition. Through the rankings, users can compare their level with other users, which can stimulate users to move up, give users strong driving force and stickiness, and thus increase user activity.

Author: Huo Huo

Source: Black Box of 炏 (zydsgj)

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