- Lean Mobile App Development
- Mike van Drongelen Adam Dennis Richard Garabedian Alberto Gonzalez Aravind Krishnaswamy
- 174字
- 2021-07-02 22:59:09
Hypothesis 4
Users are more likely to be comfortable using video online if they are playing with their friends, and 80% or more will then use video online:
- Audience: Targets friends of friends who are acquainted with each other, but don't know each other well.
- Acquisition: Uses your friends network for recruitment.
- Validation: This includes the % of users who use video online. % of users who like the game idea enough that they would be disappointed to not play.
- Execution:
- Invite users to the public room.
- Provide an explanation as to what the game is about.
- Enable the user to turn the video on and start the game
- Track analytics.
- Result: 100% of users turned the video on and were excited and ready to engage in the game, and they felt they would be very disappointed if they were unable to play.
- Learning: When asked if they would play with people they didn't know online, women said they would hesitate, while men in the group unanimously said they would be willing to try:

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