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Thanks, I appreciate the feedback. Well, it's hard to pinpoint the right "customer profile" because they tend to vary. I think we have 2 "main customers", base
by hnhastheanswer 5y ago
Thanks, I appreciate the feedback.
Well, it's hard to pinpoint the right "customer profile" because they tend to vary. I think we have 2 "main customers", based on what we see in our data for the app and the brick and mortar version:
- We definitely have a decent ratio of one-shots who just want the app on the moment (it's more impulse-oriented as it's something you'd use with friends when chilling at home or when you have a small party).
- But we also have some "die-hard" fans that do tend to be frequent users. So, a 3 months pass may not be the best, but maybe you're on to something and a "X days per year" version would make more sense. Although from a technical perspective and user experience perspective, that'd be hard to get right I think.
Still, retention is indeed an issue, but I think bad retention because "your UX is bad" and "your UX is bad in relation to the price you pay for it" could be a factor in my eye. As in, I'd be fine paying a Netflix-equivalent subscription for a niche product that I use a lot, but would I pay that much for something I will use in bursts of 2-3 hours for 2-3 times a month at most (as opposed to the uncountable hours of movie/shows streaming)...? I don't know.
That's where I think our repeat customers tend to go over the line of "meh, maybe I should just subscribe whenever I need it, and then let go".
(I know comparing to Netflix probably isn't the best idea.)
And for sure, the product itself can be improved to increase satisfaction and help with retention. No doubt about it, but that's a longer game and I have this feeling that right now we're pushing people away even when they're sufficiently happy.
I could very well be wrong, though.