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  • 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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