Every Step Costs You 20% of Users
blog.gaborcselle.com
blog.gaborcselle.com
Being faced with this question, I decided to think about it, then left the page and didn't sign up. I did end up signing up a while later, so maybe this doesn't mean anything, but I could definitely imagine not remembering and ending up never signing up.
And all they had to do to was add another option: "Sign up for monthly billing ($10) per month. Don't worry, you can later convert to a year and start saving from that point".
Lead to trial: 5% (high touch sales, high integration costs for trial) through 20% (self serve trial)
Trial to customer: 1~2% (online self serve SaaS), 30~50% (online self-serve SaaS with CC captured upfront), 80%+ (high touch, high integration coats, good sales team aggressively working new accounts)
Dormant customers: Very dependent on users and business practices of company. At AR it is about 15% or so. It would be higher but I sweep accounts once a year and self-terminate anyone I can't get in touch with.
I bought your lifecycle email course, btw, and I'm just getting started working through it. I'm especially interested in this question if you assume that the lifecycle email approach is being maximized during the trial (in either scenario).
* Hacker News has (hypothetically) 300,000 unique monthly users.
* Of those, 30,000 have an account.
* Of those, 3,000 submit at least one comment or story over the course of the month.
* Of those, about 300 are regular contributors (at least 5 comments and/or story submissions per week).
I don't know what the real stats for HN are, but I doubt that is very far off.
What you can do is to code those variables as 'levels of involvement'. Then maybe you may have a zipf's law distribution.
On the other side, Apple provides you daily download numbers, which you then compare to the "first app open" counts on Flurry, Localytics, or your analytics provider of choice.
We can differentiate people who came to DrawChat organically vs. through invites by seeing if they had an invite waiting after sign up.
Signing is a conscious decision on part of the user to accept the possibility that your app will spam their wall with achievements and updates. If you ask them to take the risk before you show them why they should, it's natural to expect such a large drop off; I've personally deleted several apps because of it.
I might be hallucinating but I think Instagram used to have an "Explore" screen with interesting pics pre-signup, and in the latest versions they got rid of that.
1. Spam user's social network on sign up; 2. Send out periodic blasts about progress/offers as the user continues using the app.
The first method will likely net you terrible reviews and negative sentiment, while for the second, an exploratory mode wouldn't really hurt you. The key would be designing exactly when and how the sign up should be. For example, maybe after 5 days or 5 app opens (whichever is more), the app loses functionality until you connect. It'd be different for every app. For games (or gamified aspects), you could just incentivize sharing.
One newbie mistake on iOS is to ask for notification permissions right after install. This is very similar to your point about signing up: You have to build some trust with the user first, then ask to notify them.
Following this line of thought we could rename the article to "Every Step Costs You 50% of Users" if we chose that case as the example.
"completion rates as low as 50% with forced Facebook logins, while another one allows signing up with different methods (username/password, Facebook, LinkedIn) claims completion rates of 90%"
Do you have more information on this?
You mentioned "completion rates as low as 50% with forced Facebook logins, while another one allows signing up with different methods (username/password, Facebook, LinkedIn) claims completion rates of 90%"
Do you have more information on this?