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Aurelija Pavilionyte Product Manager EXPERIMENTS

Product Experiments at Eskimi

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Aurelija Pavilionyte Product Manager

EXPERIMENTS

MULTIPLATFORM SOCIAL NETWORK Mobile, Desktop, Android, Blackberry, J2ME

19 MILLION USERS Nigeria, Ghana, Kenya, Vietnam, Indonesia

NG

WHAT IS ESKIMI

3 3

WHY EXPERIMENT

4 4

TIME FOR EXPERIMENTS

5

Business Target

PAGEVIEWS

ADS REVENUE

MESSAGES SENT

RETENTION

TIME SPENT

PHOTOS UPLOADED

BRAIN POWER

6 6

TAGME GAME NEW WEB DESIGN REDESIGNED HOME PAGE

SOLVING OUR PROBLEMS

SOMETIMES YOU WIN SOMETIMES YOU LEARN

8 8

THE BIGGEST PROBLEM

9 9

30% INCREASE

SOLVING USER PROBLEMS

FIND AND SOLVE THE BIGGEST PROBLEM FIRST

11 11

GENERATE IDEA RUN SMALL, FAST TEST

IMPROVE FUNCTIONALITY

VALIDATE IMPACT DEVELOP MAIN FUNCTIONALITY

KEEP IT RUNNING AND CELEBRATE

EXPERIMENT PROCESS

12 12

!

"

#

$ ENGAGEMENT

CONTINUITY

PAGE VIEWS

IMPACTED USERS

% SUCCESS METRICS

METRICS

OLD GAME FUNCTION

Reduce buttons from 6 to 2

Might increase by 500%

Small test done in one day

EXAMPLE 1

NEW GAME FUNCTION

Easy concept game idea

Might spread viral

Test with basic functionality

EXAMPLE 2

Add more functionality

Improve functionality

15 15

3

4

5

1

6

2

NOT WORKING… WORKS!

RUNNING EXPERIMENTS

16 16

SOLVE USER PROBLEMS

&

'

$ (

RUN SMALL TEST FIRST

LEARN FROM FAILED EXPERIMENTS

MOST IMPORTANT PROBLEM FIRST COMPANY GOALS

LESSONS LEARNED

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[email protected] @aurepavi

THANK YOU!