Monetization Strategy: Path to Purchase Flashcards

1
Q

Path to Purchase

A

The path to purchase is the sequence of steps taken by the buyer towards the purchase decision.

The path to purchase is not just about the path towards their first purchase. It is also about the path taken by existing customers to upgrade or increase their spend in some way.

It can consist of both in-product and off-product experiences, across both physical and digital worlds.

It can be spread across several sessions, possibly days.

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2
Q

Importance of the Path to Purchase

A

A path that is hard to navigate …

Converts fewer buyers, which makes the cost of acquisition more expensive.

Charges emotional and cognitive overhead to the buyer, which makes for a sub-optimal customer experience, which in turn makes the customer less willing to spend

Dilutes value and compels lowering the premium price for an otherwise premium value.

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3
Q

Path Friction

A

Path Friction is any step in the path to purchase that delays purchase conversion or increases the likelihood of the buyer leaving without making a purchase.

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4
Q

3 Types of Path Friction

A

Functionality gaps
Usability obstacles
Cognitive overhead

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5
Q

Functionality Gaps

A

Lack of features or an incomplete solution can prevent the buyer from finishing the purchase. This is especially true for products that have an alternative solution or a competing product in the market.

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6
Q

Usability Obstacles

A

A non-intuitive or inefficient design delays purchase conversion and increases the likelihood of the buyer leaving without making a purchase. The scope of design referenced here is not just limited to that of the digital experience, but extends to the experience of the services delivered in the physical world, especially for companies whose products straddle both physical and digital worlds.

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7
Q

Indicators of Usability Obstacles

A

Users are not starting the purchase journey.

Users are not completing the purchase journey.

Users are taking longer than the expected time or expected number of steps to complete the purchase journey.

Users are going back to cancel after completing the purchase journey.

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8
Q

Cognitive Overhead

A

cognitive overhead means

”the number of logical connections or jumps your brain has to make in order to complete a goal or to understand the things that you are looking at.”

Getting distracted by unnecessary information at the point of conversion is likely to delay it and increase the likelihood of the buyer leaving without making a purchase.

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9
Q

2 ways to reduce Cognitive Overhead

A

Remove distractions, and promote recognition over recall

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10
Q

Good Friction

A

a strategic design choice that can benefit the path to purchase, for example:

  1. design that selects for strong purchase intent
  2. desing that get the customer to accrue value
  3. design that sells the value proposition better
  4. Earn the trust of a niche customer
  5. . Win back an at-risk customer who is about to churn
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11
Q

Select for strong purchase intent

A

Freemium: Users start out using a limited version of the product without paying anything. As they grow their usage, they desire more capabilities at which point they are asked to pay in order to continue using. If they do not pay, they continue using it with the limited capabilities they started out with.

Free trial without credit card: Users start out with a limited trial of the product. The limits are usually defined in terms of time duration but could also be based on a different metric - for example, number of users. Once the trial limits are reached, they must pay in order to continue using the product. If they do not pay, then they usually cannot continue using the product. An important detail in this model is that credit card details are not required to start the trial. This reduces path friction and increases trial conversions.

Free trial with credit card: Users start out with a limited trial of the product and must provide credit card details in order to proceed with the trial. The trial is still free and the credit card is not charged but is necessary to start the trial. Asking for credit card details adds both cognitive overhead and a usability obstacle and it can potentially lower the trial conversion rate, the number of buyers, the revenue from them, or all of the above. However, the users that do sign up have a stronger purchase intent compared to users that signed up for free or without sharing credit card details.

According to Totango, signup conversion with credit card is 2% compared to 10% without credit cards. However, the free trial to paid subscriber conversion is 50% with credit card vs 15% without credit card.

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12
Q

Get the customer to accrue value

A

signups that have multiple steps which builds or increases the user’s perception of the products value

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13
Q

Sell the value proposition better

A

Certain product design choices are all about explaining the benefits of the product better to the customer. Consider for example aspiring Lyft drivers that sign up to be drivers with the ridesharing service. A lot of steps added to their onboarding flow are not essential to start driving but connect them with mentors who train them better on how to find passengers, complete rides, and earn more money.

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14
Q

Niche persona

A

persona with:

  • intricate needs
  • needs complex solutions
  • High domain knowledge
  • high bar for trust
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15
Q

. Win back an at-risk customer who is about to churn

A

When paid customers are about to cancel their subscription, reminding them of the value they are going to leave on the table may add more steps to the flow but may even prevent the cancellation altogether and win back the customer.

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16
Q

When not to add friction?

A

When it leads to poor user experience and loses the customers trust

17
Q

Difference between Freemium and Free trial

A

With Freemium: Every month they can use the free features or up to the free amount that you’re limiting.

Free trial on the other hand, is time boxed. You can only use the product in whatever manner is allowed for a set period of time.

18
Q

Benefits of Freemium over Free trial

A

Greater retention: up to 10%
Greater NPS: up to 70%
Lower absolute CAC: 15%
Increased WTP

19
Q

Strategies for winning back canceled Customers

A
  1. Outreach
  2. Exit survey
  3. Winback campaign
20
Q

Negative Churn

A

expansion revenue > contraction revenue

Negative Churn happens when the expansions/up-sells/cross-sells to your current customer base exceed the revenue that you are losing because of Churn

21
Q

Three ways to achieve negative churn

A

Expand revenue from current product:
-increase pricing according to usage metric that grows over time

upsell
-upsell customers to a more highly featured version of the product

Cross-sell
-cross sell customers to purchase additional products or services.

22
Q

Social Proof

A

Social proof is a tendency to guide one’s actions based on observed behavior by other people. This is driven by the desire to behave perfectly especially in new situations.

This lever comes in especially handy when the desired action is novel and does not have enough prior precedence.

23
Q

Urgency/Scarcity

A

Urgency is similar to the popular concept of FOMO: Fear Of Missing Out. In other words, one must adopt a certain behavior or risk losing out on the opportunity at hand due to an approaching deadline or some other constraint.

The urgency tactic works best when the deadline is an intrinsic part of the buyer’s natural behavior.

24
Q

Loss Aversion

A

loss aversion refers to people’s tendency to prefer avoiding losses to acquiring equivalent gains: it is better to not lose $5 than to find $5.

25
Q

Anchoring

A

Anchoring is the tendency to evaluate a benefit relative to some reference point while making the purchase decision.

Anchors can be based on value, quantity, or commitment

26
Q

What is an Acquisition Score card

A

It informs about the effectiveness of customer acquisition strategies and suggests ways of improving it

  1. How many users, leads, and customers are being acquired?
  2. Which personas are most likely to become buyers?
  3. Which channels produce more buyers than others?
  4. What is the true cost of acquiring a buyer for each channel?
  5. What is the conversion efficiency behind each channel’s output?
27
Q

What are the three ingredients in designing a model?

A

inputs

  1. Channels
  2. Personas
  3. This includes the raw volume of impressions, clickthrough rates, and signups associated with each channel and persona.

transformations -primary/secondary

Transformations are conversions to the inputs applied by the product. Examples of conversions are signups, engagement actions, purchase.

Conversions are the highest leverage impact that a product can assert on the monetization outcomes. Even fractional improvements to the signup landing page, purchase flow or even to the ease of taking core engagement actions can yield outsized gains.

outputs -Volumes/costs

Number of users, leads, and paying customers
Cost of acquiring users, leads, and paying customers

28
Q

How to calculate the cost of supporting free users?

A

total number of free users x the support cost per day for a non -paying user x the average days a user remains non paying

29
Q

How to calculate the cost per lead?

A

total add spend / number of registered users

30
Q

How to calculate the cost of acquisition for a single paying customer

A

cost per lead + average cost of supporting lead till conversion = CAC

31
Q

What are the Goals of an Acquisition Model?

A

Forecast and predict
Set targets
Build feasible and actionable plans