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Design a product to develop and build a hobby.

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Design a product to develop and build a hobby

Clarifying questions: 

Q. Will this be a Meta product? 

Ans: Yes

 

Q. There are various stages of a hobby for example exploring phase-improving phase-advance hase. Would you like me to focus on any of the one phase?

Ans: Yes, Exploring Phase!

 

Q. Is there any type of TG you want me to focus upon?

Ans: You decide it yourself

 

Q. Is there a specific device or region you want me to focus?

Ans: Not really. The approch should be general

 

User Segmentagion:

Would like to go forward with agewise segmentation and focus on 13yrs to 18yrs of population.

 

Why this?

Even if we look at other age groups there are exceptions but the TG would be very low. 

 

Why till 18?

Because 18 is the age where some of the folks start working and when people start working they tend to become busy and don't have much spare time to invest in learning or exploring someting new.

 

Pain points wrt to building a hobby:

  1. No idea what do I like?
  2. Some of them require instruments and I don't want to spend money
  3.  Is the hobby cool enough?
  4. How quickly I will be able to learn this?

 

Focusing on 3rd point as many kids of the age range of 15 to 18 are into social sharing and social validation. Thus learning is not a motto but showing off the outcome is the real deal!

 

Solutions:

Acquisition-

Learn a skill by a glimspe with socail sharing score. Eg. The home screen will have tiles of hobbies with their social score and a feed with that hobby. This will generate the interest and make user view the feed and generate the necessacity of learning a new hobby.

 

Adoption-

After the user locks in for one hoppy. There will be a road map with retention levels i.e. one round will have 3 levels of inforcement. For example if a person is learning origami and the first level is ariplanes or jets. He will need to complete atleast 3 types of airplanes to unlock next subject. Also the next subject should be displaced in an interesting way to generate curoisity.

 

Tradeoff:

Restricted learning path can act as a friction and would lead to dropoffs. This the concepts need to be first validated with a small set of TG.

 

Retention-

For every activity the user will get certain rewards and they will be variable in nature. When it comes to retention there are certain features that comes in my mind-

  1. Weekly Leadboard (no. of lessons completed)
  2. Every lesson which gets completed and does social sharing will get a variable rewad. The reward can be in a form of coins or gets featured on the offical social media platform. 

 

Referal-

As each posts will get shared organically by the users the referal factor will be imbibled in. The users will be propted to include necessary hastags while social sharing.

 

Revenue-

For some extra cool content or guest sessions users can be charged with a monthly or yearly subsciption or cost per action! (action acn be unlocking lesson or guest session tickets, etc)

 

 

 

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