Loading...
Answers
MenuI was once told that the best way to differentiate yourself in the world of mobile ecommerce P2P apps is strong marketing. Would you agree with that?
Assuming that all other things are created equally among competitors in the tech startup world, what do you think is the best way to differentiate?
Answers


If you assume all other things are equal, why market?
Traditional marketing is becoming more and more ineffective. "Strong marketing" is growth hacking. No question about it.
So if what you heard referred to growth hacking, yes I agree. If they meant - spend more in exposure and cross your fingers your copy / content was catchy enough they download and use... Then I wouldn't agree.
Humberto Valle
Hack Marketer, Curious Learner, Entrepreneur.
Unthink


In today's mobile app landscape and that too in P2P, there are several players trying to address various use cases. Marketing aside, customers themselves can be great advocates of your product. User experience that delight customers and delivers value will automatically resonate with users. They become your strong advocates. You can the leverage various growth hacking strategies/tools to grow
Branding.
Marketing gets our attention, but it doesn't guarantee that we'll like what we see.
For apps, much of the branding is visual. That means a clean but luxurious user interface.
Another crucial way to differentiate yourself is with the brand name itself. That's my focus.
Related Questions
-
I want to start an ecommerce business that imports goods from India to sell in the U.S.. Where in the world do I start re: tax/legal implications.
TAX is US. For export paperwork (free tax delivery) is India. Use business location may in delaware for lower state tax
-
What are the profit margins for high end home decor and furniture?
Hone decor / furniture industry is one of the highest profit promising industry today. The profit margins on home decor ranges from 20% - 45% depend on the price of the product. If you're looking to get quickly popular, I suggest you start with the online store and promote it on offline as well. Keep the margins low initially so that you can attract more buyers. As the business grows, reinvest the amount back on the business so that you can stock more varieties. All the very best.
-
What tools to use for mobile Prototyping ?
My 2 favourite are: - www.uxpin.com - www.flinto.com Flinto is by far my favorite for mobile. I also us www.balsamiq.com for anything wireframe. Sometimes I jump into Sketch http://www.bohemiancoding.com/sketch/ for more high fidelity mockups using their Mirror feature http://www.bohemiancoding.com/sketch/mirror/ Hope that helps. P.S. There's a tonne of Mobile UX experts on Clarity, many $1/min - call them, you'll learn so much. my2cents.
-
Whats are some ways to beta test an iOS app?
Apple will allow a developer to register 100 UDID devices per 12 month cycle to test via TestFlight or HockeyApp. Having started with TestFlight, I would really encourage you NOT to use it, and go directly to HockeyApp. HockeyApp is a much better product. There is also enterprise distribution which allows you far more UDID's but whether you qualify for enterprise distribution is difficult to say. As part of your testing, I'd encourage to explicitly ask your testers to only register one device. One of the things we experienced was some testers registering 3 devices but only used one, essentially wasting those UDID's where we could have given to other testers. Who you invite to be a tester should be selective as well. I think you should have no more than 10 non-user users. These people should be people who have either built successful mobile apps or who are just such huge consumers of similar mobile apps to what you're building, that they can give you great product feedback even though they aren't your user. Specifically, they can help point out non obvious UI problems and better ways to implement particular features. The rest of your users should be highly qualified as actually wanting what you're building. If they can't articulate why they should be the first to use what you're building, they are likely the wrong tester. The more you can do to make them "beg" to be a tester, the higher the sign that the feedback you're getting from them can be considered "high-signal." In a limited beta test, you're really looking to understand the biggest UX pain-points. For example, are people not registering and providing you the additional permissions you are requiring? Are they not completing an action that could trigger virality? How far are they getting in their first user session? How much time are they spending per user session? Obviously, you'll be doing your fair share of bug squashing, but the core of it is around improving the core flows to minimize friction as much as possible. Lastly, keep in mind that even with highly motivated users, their attention spans and patience for early builds is limited, so make sure that each of your builds really make significant improvements. Happy to talk through any of this and more about mobile app testing.
-
What is a good/average conversion rate % for an e-commerce (marketplace model) for customers who add to cart through to purchase order.
There is quite a bit of information available online about eCommerce conversions rates. According to a ton of sources, average visitor-to-sale conversion rates vary from 1-3%. This does not mean the Furniture conversions will be the same. The bigger problem is that visitor-to-sale conversions are not a good data point to use to measure or tune your eCommerce business. All business have some unique friction factors that will affect your final conversion rate. It's very important to understand each of these factors and how to overcome them. The best way to measure and optimize is to take a conversion funnel approach. Once you have defined your funnel you can optimize each conversion rate to better the total effect. For example: Top of the funnel: - All web site visitors, 100,000 / month First conversion: View a product page, 50% of all visitors Second Conversion: Add to Cart, 10% of people who view products Final Conversion: Complete Checkout, 80% of people who put items in a cart In this example we see that only 10% of people who actually view products put them in to a cart, but 80% of those people purchase. If you can figure out why visitors are not adding items to their cart and fix the issue to increase the conversion rate, revenue should increase significantly because of the high checkout rate. You can use free tools like Google Analytics to give you a wealth of information about your site visitor and their behavior or there are some great paid tools as well.