When you start listening your users and finding out why they are not interested to put real money into the apps, you start to hear lot of things. “I don’t have money for apps”, “Paying? Nah, not interested”, “I play only to waste time”, “I don’t think mobile apps are worth money”, or “no thanks”. I have this dream, where I discover a one perfect tactic to convert free-users into paying users. I am fully okay if he makes the smallest purchase ever, but it is important that he makes a purchase.
Sadly, people do not want to pay for something that they get for free. This is why “donate to the devs” nor “fair-monetization” will never work. If you want to keep developing apps, you need to be able tosell your product. In today’s post, I will go through 24 ways to convert your users. These tactics are proven by thousands of entrepreneurs and corporations and are praised around user experience and copywriting communities all across the world.
We are going to take the look of the different tactics to sell items and content in your app. The tactics are the following:
Need to connect
Need to be accepted
Need to collect
Show Invested Effort
Up & Downsell
Free trials vs Freemium
Hiring a copywriter
WHY IS CONVERSION IMPORTANT?
People who have bought from you and have had good experience with your services are more likely to buy more from you with more money. Think of selling as a continuous process. Your goal is not to sell one item per person, but sell, sell, sell until they have bought all of your products. Let’s not get too far from the subject, so why is conversion more important than monetizing whales continuously? Monetization should focus on the motive of a purchase. When you create a desirable deal for the users and they take action on it, you get money and intel. This intel is the greater one of these goods. When we know what makes our users tick, we can monetize already converted users by same methods over and over again.
When you are tracking your user behaviour for your conversion optimization, focus on finding out what users are most hesitant with. For example, when you offer a deal to a user and it takes a while before he says no to the deal, it is a good signal that he is having an inner struggle over whether he should buy the deal or not. This means that next time, boost your deal to make it even more desirable because discounts work on him.
Here is some few good examples of how you can find if the user has a buying potential:
Fast no = no buying potential
Hesitant no = not a good enough offer
takes free trial = interested, not sure if the purchase is worth it
continuous free trial = not a good enough offer
hesitant yes = these people lack money, but have a great need
Fast yes = these people have money, but not necessarily great need.
Find what makes them tick. What is driving their behaviour? Identify strong motivating factors driving your customers.
Most of users will never convert and you should not try to convert everyone. To make your time more beneficial, you should try to identify users’ buying potential. Goal here is to find users who have a need that your app is providing and have money to solve the problem. After a user has converted, the problem is not the money anymore.
Decision Maker – You need to be talking to person who is making the purchase decision. Partner, Wife, Parents, Friends? If you are making app that teenage boys and girls enjoy playing, who has their access to credit card? Parents do, so find ways to connect with their parents. How can I reach them? How can I sell to them?
Need and Interest – We already spoke about this earlier, but you need to make sure it is in the decision maker’s interest to make the purchase and solve their need.
Budget – You need to know if your users have money to spend on in-app purchases. If they do not have money to spend, then they usually have time to spend. You can monetize time in various ways to boost user community or monetize through ads.
Read the full article at http://www.acquire-engage-monetize.com/monetization/the-24-ways-to-increase-your-apps-conversion-rate/