But let’s face it - users are never going to tell you what they need...or what you should build.
Shouldn’t they have spent more time building a great product first - before launching it? Those retention numbers to me say the product wasn’t working.
I doubt Apple asked any users for input when coming up with the iPhone.
Maybe there was never a product market fit in the first place, but the early feedback was that there was.
But maybe the product wasn't executed well and that's why it failed. Or there was an audience but it was far too niche.
That's the point, we just didn't even know why it failed.
We wouldn't use it to ask the users what to build necessarily (thought there are use cases for that) but more understanding why they DON'T like it...
even that would have given us a clear idea of what to change first and ignore the rest...
"Onboarding" is critical, and every single step not only Can lose customers but Will lose a certain percentage. Too many steps and your failure rate is compounded. Even losing 10% at each step means losing half after 6 steps.
In an app that requires at least 2 people to work (I work on one of those for a living), I'd guess that the 1st person tries it, finds nobody else online to interact with, and gives up instantly. We solve that by putting an Invite feature prominently in our onboard process. New users connect with someone almost immediately.
In a past web forum I used to admin the users would ask for a million different things and if we implemented them all it would have been chaos.
At the end of the day someone has to have a creaive vision and see it executed, even if it only does one thing.. but does it really well..
- single question only - max 4 questions - strict character limits - only one question per poll, no long multi-page surveys (we hate those long survey money surveys too) - etc
Also letting game and app devs customize the look and feel with custom graphics and borders etc so it feels native as possible
ie- better fit for mobile apps and games
We're thinking about adding that reply and inbox so you can keep it on the conversation going and help users out with problem or ask for more info..
I think Intercom just added something like that for iOS too..
direct link: https://polljoy.com
There is literally NOTHING I hate more in an app than intrusive modal popups stopping me from getting done what I actually WANT to get done. Unless I really love the app otherwise, they usually generate an urge to insta-delete the app.
Badly written multiple choice polls can get as low as a 10% response rate, but well written one (which are optional) can get as high as 70%- to the user it can be fun if written well.
What we're learning is that length (brevity is king) plays a bit part of it, as well as speed to load the question.. we had to change our loading order to get better response rates for our users.
Also we recommend to put questions at the points that makes sense... eg while waiting for a game level to load, or after a big activity is complete and it's a natural break point...
Other point is - we typically recommend questions only go to a small subset of the audience - enough to answer the question you're trying to ask. So most users never see a question...
One way we've found to limit this risk is by supplementing hypotheses developed through qualitative research with a quantitative approach.
So, ask users what they like/dislike about an experience to formulate an idea of what changes to your app may better the experience, BUT make sure to then TEST those changes using a rigorous method (i.e.: experimentation or A/B testing) to validate that the feedback you're hearing is not just noise...
"What's frustrating you most right now? Level is boring, level is too difficult, loading time is too slow etc
vs ones that require detail framing and context - for example How would you approach building your army.
The former can work very well, but you need to be careful to get good results out of those less concrete with many factors at play.
For the SDK we’ll only push out new versions with major updates (bunch of new stuff planned!). We’ll keep the community updated and keep backward compatibility. We are also developers and know the pain..
It's funny, we're getting a lot of really useful feedback ourselves (we're a customer of it ourselves) - why they are interested, where they drop out etc
eg- is it pricing, technical issue, perceived lack of value etc
also why they deploy and what value they see out of it
There is skill to asking questions that are not leading and can deliver useful findings.
Something like this is just a tool - whether it helps or hinders is up to the person using it after all.
We need to ask our users for which stocks they like to trade in our gamified trading app. And it could also help us learn more about our users (have they trade before? Where?).
You need to know very specifically what you want to find out.