where does the wind come from
where does the wind come from

Subscribe to rainbow

Subscribe to rainbow
Share Dialog
Share Dialog

The core of our operation activities should be to guide users to experience the functions that are helpful for buying or selling houses. Simply attracting users to visit the App cannot effectively improve the probability of order. Because if a key feature is unknown to the user before, even if the user opens the App for the lottery, they still won't know about it after the lottery is over. On the other hand, if we design an activity to let users step by step generate a certain key behavior, after which they can participate in the lottery and surely win the prize, it is equivalent to letting users experience a function that can improve the probability of becoming a single in the lottery process. If users have a need to trade at the time, they'll be impressed; Even if they don't have transaction demand in the near future, after experiencing this core function, they will also plant clues to think quickly. When they have transaction demand in the future, they will think of our products in the first time, which also improves the probability of order formation in the future. The strategy we settled on was to direct users to add their own assets or follow a particular listing. However, since this strategy requires designing a guidance logic that can be integrated with the actual function, it is relatively complex and time-consuming, and we did not have production and research resources at that time, so the team still hoped to make a lottery game. Can simply do a lottery game, it becomes a project to do the project. So, I propose to directly mimic the functional logic of adding assets and focusing on listings and make the process a game. Every step of the game corresponds to every step of the actual function. After the user finishes the game, he or she will have a cognition of the actual functions of the product and the related effects it brings.

This isn't as effective as simply letting users experience the actual features of the product, but it's still better than brutally designing a game to get users to open the App. In this case, we are essentially packaging a feature description that increases the user's likelihood of making a sale as a game, and then giving the user an incentive to read the feature description. By getting users to play the game, we hope that they will actually experience this core feature, thereby increasing the probability of becoming a single. The essence of this process is to guide the user to generate HVA. However, for high-frequency products, the generation of HVA can directly bring about the improvement of LTV; For such an ultra-low frequency product as real estate transaction, we can statistically express LTV as "single average price (assuming a single order per household) × probability of order formation", and guiding users to generate HVA is actually to change the probability of order formation.


The core of our operation activities should be to guide users to experience the functions that are helpful for buying or selling houses. Simply attracting users to visit the App cannot effectively improve the probability of order. Because if a key feature is unknown to the user before, even if the user opens the App for the lottery, they still won't know about it after the lottery is over. On the other hand, if we design an activity to let users step by step generate a certain key behavior, after which they can participate in the lottery and surely win the prize, it is equivalent to letting users experience a function that can improve the probability of becoming a single in the lottery process. If users have a need to trade at the time, they'll be impressed; Even if they don't have transaction demand in the near future, after experiencing this core function, they will also plant clues to think quickly. When they have transaction demand in the future, they will think of our products in the first time, which also improves the probability of order formation in the future. The strategy we settled on was to direct users to add their own assets or follow a particular listing. However, since this strategy requires designing a guidance logic that can be integrated with the actual function, it is relatively complex and time-consuming, and we did not have production and research resources at that time, so the team still hoped to make a lottery game. Can simply do a lottery game, it becomes a project to do the project. So, I propose to directly mimic the functional logic of adding assets and focusing on listings and make the process a game. Every step of the game corresponds to every step of the actual function. After the user finishes the game, he or she will have a cognition of the actual functions of the product and the related effects it brings.

This isn't as effective as simply letting users experience the actual features of the product, but it's still better than brutally designing a game to get users to open the App. In this case, we are essentially packaging a feature description that increases the user's likelihood of making a sale as a game, and then giving the user an incentive to read the feature description. By getting users to play the game, we hope that they will actually experience this core feature, thereby increasing the probability of becoming a single. The essence of this process is to guide the user to generate HVA. However, for high-frequency products, the generation of HVA can directly bring about the improvement of LTV; For such an ultra-low frequency product as real estate transaction, we can statistically express LTV as "single average price (assuming a single order per household) × probability of order formation", and guiding users to generate HVA is actually to change the probability of order formation.

<100 subscribers
<100 subscribers
No activity yet