Today's "consumer behavior" is very different from that of previous years. Users love to film and share their lives and never get tired of it. They are willing to watch live broadcasts and give rewards in the live broadcast room. They will even spend money on a lot of useless things... Therefore, anyone who does Tik Tok content marketing expects to enjoy this wave of consumption trends, expects their videos to be recognized, the products they recommend to be liked, and they themselves to be noticed by everyone, so they do this? "Pure cotton T-shirt, 29 per piece, free shipping", the price is so cheap, but the effect is so poor, why? We must think about this: What is the essence of a user's behavior of accepting and liking a short video content product, or even rewarding and consuming the video content? We can imagine the following three scenarios
It is obvious that what users really want in these activities is to be happy, fulfilled, interesting, and to be able to participate and experience. They hope to gain emotional resonance, improve their cognition, and leave behind good memories. If his expectations are met in the process, he will recommend it to others, participate again, and purchase related products and services. There is essentially no difference between any of the above activities and watching short videos. On the contrary, if Jay Chou were to sell T-shirts on the stage, and Disney had no games in the theme park and only sold goods, wouldn’t that be ridiculous? But this is exactly what happens when many people sell goods through videos today. They still treat video content as a media channel and a sales channel. They simply shout and distribute it in a crude and shoddy manner. Will users like it? Therefore, the core of video content is to create user experience. When users get a perfect experience, they will naturally watch, like, comment, follow and buy, because these are essentially overt behaviors brought about by "experience". So what exactly is experience? 1. Create 4 types of user experienceJoseph Pine II defines experience as: an event process that allows everyone to participate in it in a personalized way and generate memories. The essence of experience consumption is time. Therefore, a good experience must first create content that users can remember, including: According to the type of content, it can be divided into content that users like and content that users hate. According to the relationship between content and users, it can be divided into positive incentives and negative incentives. We can divide the creation of content that users can remember into 4 quadrants, namely "I want to pursue", "I am afraid of losing", "I want to avoid" and "I am afraid of getting". What does it mean specifically?
Secondly, a good experience also requires designing ways for users to participate, including:
This is why some videos are not popular themselves but very popular on others; why some videos are not popular the first time but very popular the second time. Whether it is the video content or the way of participation, subtle differences will affect the final result. Finally, based on the above classification of participation methods, we can divide the user experience of Douyin into four types:
The allocated attention and aroused emotions are usually passive participation of the user, while learning and imitation are usually active participation of the user. Of course, a certain video content usually brings users a comprehensive experience. For example, when watching the video of "Husband smoking in the car after get off work", some people would smile knowingly, like it and leave, which was an entertainment experience for them; some people would read a lot of comments to see if everyone's husband is like this, which was also a learning experience for them; some people would feel sorry for their husbands after watching the video, and would wonder if their husbands would do the same, which evoked an emotional experience; some people would even go to the car and imitate and reshoot it themselves, which was an action experience for them. In fact, we often have these experiences in our lives, such as: We know that users like these 4 experiences when using TikTok, so how can we do it specifically? 2. 3 Steps to Manufacturing ExperienceWe can divide the experience process into 3 steps
When we create an account or video, we can follow these 3 steps to design the user experience, such as: 1. Entertainment experience that attracts attentionBefore you come: The core of the entertainment experience is sensory stimulation. During the experience: The way users participate in the entertainment experience is to have their attention allocated, so users can be attracted by creating stimulating content that is both familiar and unexpected. For example, Yao Da’s videos have at least 4 kinds of familiar + unexpected content, which can naturally greatly satisfy users’ sensory stimulation.
After leaving: Entertainment experiences can create sensory memories through contrast effects, often created from the dimensions of the five senses. The ways to arouse attention often include "Have you, are you, will you?", etc. 2. Learning experiences that enhance cognitionBefore you come: The core of the learning experience is the cognitive gap. During the experience: The user participation method of the learning experience is active learning, so figurative explanations are the key to attracting users to actively participate. For example, the emotion analysis video of Huange Lai Le is not a simple preaching, but uses the colors of the exhaled gases dissolved in water under various emotions to figuratively explain the differences and harms of various emotions, making it both enjoyable to watch and easy to remember. After leaving: Learning experience can create cognitive memory through the vividness effect, which is often created by means of metaphor, analogy, exaggeration, and association. The way to evoke learning is often "a problem, a task, a difficulty" and so on. 3. Emotional experiences that evoke emotionsBefore coming: The core content of emotional experience is emotion. In the experience: The user participation method of emotional experience is awakening and resonance, so the degree of awakening or resonance is the key to attracting users. When users see similar scenes expressing the beauty they want or the disgust they don’t want, resonance will naturally arise. For example, the previous video of "Husband smoking in the car after get off work" represents the desire of many men, who desire their wives to understand them and really understand them. After leaving: Emotional experience will naturally create deeper memories for users due to the emotion enhancement effect. The ways to evoke emotions are often "a plot, a piece of music, a story", etc. 4. Action experience that can evoke imitative behaviorBefore coming: The core content of the action experience is similar scenarios + positive motivation. In the experience: The user participation method of action experience is active imitation, so similar scenes + easy-to-imitate operating actions + positive incentives are the key to users' active participation. The popular Russian dance and check-in at that time are classics of this type of experience. After walking: Action experience can strengthen one's own situational memory or action memory through self-generation effect or self-reference effect, because the memory effect of information imitated and generated by users themselves is better. It is often created by means of tests, decomposition, and simulation. The way to evoke action is often "a scene, a call, an execution intention", etc. Among them, the contrast effect and the vividness effect both make the experience information more meaningful or more relevant, which belong to the attraction-type memory enhancement, while the emotion enhancement effect and the self-generation effect (self-reference effect) are ways to enhance the memory from the experiencer himself, which belong to the immersion-type memory enhancement. To sum up, we can create user experience in 3 steps. So, what value can good user experience bring? 3. Create 5 types of experience valueMathwick once proposed that experience value is a perceptible sense of relative superiority that comes from the user's interaction in a consumption scenario that promotes or hinders the achievement of his or her purpose (or goal). He divides the experience value into the pursuit of beauty, the pursuit of happiness, the improvement of self-efficacy, the avoidance of risks and the pursuit of belonging, as shown in the following figure: The better the user's experience perception, the higher the experience value they obtain. Similarly, the greater the experience value, the greater the probability of users' identification, imitation, payment, recommendation and other behaviors. Therefore, if you want to do good marketing on content platforms such as Douyin, you must first provide a user experience that is participatory and memorable, such as one or more combinations of the four experiences of spring, summer, autumn and winter. Author: Xuanshu168 Source: Xuanshu168 Related reading: 5 steps to make your Douyin operation more efficient How much profit can you make from live streaming sales on Douyin? 1 formula and 3 suggestions for selling products on Douyin! Detailed official interpretation of TikTok operations, policies, etc.! 13,000-word complete guide to Tik Tok operations and promotion! |
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