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Archive for February, 2009

Feb
16

UI Suggestions: Facebook Application: Get Help

Posted by Wenhan

1

Overall the new Project Page is too hard to post a new project. I am not sure if the fields below are required but it seems that the fields below are probably unnecessary as they will not help a giver to decide if he would want to help the reciever.

 

2

 

 

 

 

Confusing Nav Bar system: I thought top is main navigation and side is sub nav of main sections. But when I reache this section, it doesn’t look so because overview is not part of the main nav system

 

Examine a helper’s state of mind right now because this is where you will likely see call for help request

2 questions are abound in a potential giver’s mind

1) Can I help him – Do I have sufficient Knowledge to help him (Yes/No/Maybe)

2) Do I want to help him? – This is more complex as it involves my resource and my likeness for the person and many more variables since everyone thinks in a different way

How does the app help answer the 2 questions?

Can I help him? If title is descriptive then this answer can be answered easily. If not the giver has to read the description which is a page away. Should the description be directly below the feed?

DO I want to help him? : If he is your friend, then giver can make decision internally. If not friend, then there is no clue if this person is worth helping.

 

Interaction Cycle

Interaction Cycle

Overview:The goal is to connect people together. 1 with the need(Reciever) and 1 with the skill(Giver)

Therefore you have to start with 1 type of person first and hope the other will come.

So which one should be the first?(Reciever or the Giver)

Here the developers have chosen to start with the Reciever. People in need post their problems and hope people with skill will see their call for help. 

What considerations should be used to determine whether to be giver centric / reciever centric?

1) Which is easier to accquire?

Givers are easier to accquire because skills have more staying power than problems.

The number of people with skills are also more than those with problems at a given time.

People who post their availablitiy on apps like these are also more willing to actually give help

2) will the latter follow with the first group?

When a person has problem, he will engage is solution searching mode which means they are likely to find your app. If there are givers, then the reciever can connect with the givers. If there are no givers, the reciever has to post his problem.

When a person has a skill, he does not engage is listing his skills everywhere but waits to be reached out to. So even if the app has receivers, it needs a huge polling effort to find givers.

User Encouragement

There needs to be some form of economy so those who help can get help in the future. In my image posted above, I propose an economy based on reputation points where givers and recievers can exchange points for help. This will be useful in deciding if someone should be helped and also allow the giver to exchange his help for help from others in the future.

 

 

Feb
10

Wooh! after 3 tries MallMent is in Da Store!

Posted by Wenhan

iTunes Link

 

From Mallment.com

Ever got lost in a mall? Wondering where that Food court, Levis store or MacDonalds was? I have certainly have and that is why I created MallMent.

MallMent is an iPhone application that helps you navigate in increasingly large and horribly layout malls.

 

It includes

· Location Sensing of which mall you are in

·  A store directory that is searchable by name or catergory of the store

·  A map of the mall so you can easily find your way to a store

 

 

 

 

 

 

 

 

 Contact: neardeals@gmail.com

Find out more here: Mallment.com

Feb
09

10 things to know before you pitch a VC for money

Posted by Wenhan

http://www.ted.com/index.php/talks/david_s_rose_on_pitching_to_vcs.html

The Summary

It is about you

What do the VC wants to know about you
Integrity – That you are honest and the company is legit
Passion – That you are fired up about your idea
Experience – That you have some experience in getting a company and product up and selling
Knowledge – That you know your domain
Skill – Forgot about this
Leadership – That you can assemble and lead a team
Commitment – THat you won’t run at the first sign of trouble
VIsion – A product that can change the world
Realism – You should be rational in your goals

Template
- Get their attention
- Solid steady upward path to the end message
- Boom (Emotional High)
- Logical Progression
- How the market is
- How we are going to do it

 

Up

Things I know/understand
External Validatioin
Believable upside

Down
THings i know are not true
Things I do not understand
Things that make me think
Internal Inconsitency
Typo Error unprepareness

coachability – that you should be open to advice and coaching

Feb
03

Blogger Food Review: Japanese Express @ NUS

Posted by Wenhan

 

Japanese Express

Japanese Express

This is another new stall in NUS Engine Canteen. In fact it just opened 2 weeks ago. It replaced that horrible Nonya store that always had no queue. I went there twice in the last six months and they always didn’t have what I wanted so I was forced to compromise on whatever they have. Their food is ok but nothing special. I am glad to say that this new Japanese stall is a much better improvement.

The new stall is called Japanese Express and it’s by Megabites. If I remember correctly, Megabites was the same people who was running the temporay canteen at the arts car park when Arts canteens was under renovation about 2 years ago.
Sakana Karsu Curry Rice Set

Sakana Karsu Curry Rice Set

Sakana Karsu Curry Rice Set

Sakana Karsu Curry Rice Set

I ordered the Sakana Karsu Curry Rice set. It was an opening promotion so it was only $3 :) Basically its breaded fish with Japanese Curry dripped over rice. I think this is better than the Arts Canteen stall. The curry is not very spicy even after I sprinkled some chilli powder on it. The portion is pretty good for school canteen size. For the breaded fish, the breading is not too thick so you can still taste the fish. The fish is so so. Nothing Special about it.

Overall I think they get a 3.5 rating for taste and a 5/5 rating for price.!


Japanese Express
TechnoEdge Canteen 10 Kent Ridge Crescent

Feb
03

Graffiti Revenue Estimation

Posted by Wenhan

Firstly here is my simple excel table on how the revenue numbers was generated that I mentioned in the Graffiti Presentation. One can debate about the numbers and estimations but that is the beauty of having a financial model. A model breaks down assumptions and helps you reach a reasonable value for each of the assumptions thus creating a suitable range of values that you will receive.

One should focus on getting a reasonable output range of values instead of just specific values because there is too much uncertainty in defining specific values. Plus in this case, what is important is how the 4 sources compared relative to each other.

 

Advertising

Talent Sourcing

Memorabilia

Stock Pictures

Number of Users

2,089,000

Percentage of Artist

104,450

Number of Users

2,089,000

Number of graffiti

20,890

Page View Per User

10

Per match fee

$5

% who purchase

1%

% of worthy graffiti

3%

eCPM

$4

No of request

104,450

Avg Purchase Order

$15

Royalty per picture

$6

   

% successful

10%

Margin:

20%

Graffiti’s Commission

20%

       

Royalty Cost:

$4

   

$83,560.00

$52,225.00

$45,958.00

$752.04

 

Feb
03

Elven Blood Critic and Applying Social Psychology to Social Network applications

Posted by Wenhan

The application I am going to review is Elven Blood. Mainly because I am precisely the target market to NOT play this type of applications. 

Summary of what the presenting team said about the application that you think is most important.

 Presenting Team says: 

  1. This is a niche application that targets a small group of gamers.
  2. Stories/Quest is presented in Bite sized so people can play them in a short period of time.
  3. Players abuse the invite system because of the reward (more game moves) that they can get when inviting friends.
  4. Developers could not catch up with the speed at which users complete the game thus leading to stagnation among the top users.
  5. Revenue source is by in game Cost per Acquisition (CPA) advertising. Acquisition = Survey completion, signups, purchase etc
  6. The developers used the same game platform to develop other genres of games to target other groups of users.

Zhou Wenhan comments:

 This is a niche application that targets a small group of gamers.


Hmm…I find it hard to actually agree with this point. Facebook applications are usually mass market and rarely do niche applications actually succeed. The main reasoning that niche applications can find 1million users from Facebook’s pool of 100 Million users is flawed. Firstly one has to look at how Facebook applications spread. Mostly this is through invites. When you get an invite, you evaluate the applications probably in this order by 1) what it does (does it interest you) 2) how it looks (does it look professional) 3) cost of using the application (is this hard to use) 4) ROI (Benefit / cost).

For a mass market application, it is likely that you will at least try the application because it should pass stage 1 & 2. For a niche application, the likeliness that it will even pass stage 1 is unlikely. 

For example, if 1 user sends out 20 (maximum allowed) invites a day and a mass market app has a 25% chance of infecting one of your friends, the mass market app will get 5 more users.  

However if you are talking about a niche application, say the conversion rate is 5%. This means that for each person that sends out 20 invites, one more new user joins.  

In 5 days, here are the numbers of users for the 2 applications

Mass Market: 625

Niche: 16

 So obviously Facebook’s invite systems do not benefit niche applications because the apps virality is low.

 Stories/Quest are presented in Bite sized so people can play them in a short period of time

 This is something that I think the developers did right both in the game design point of view. In presenting stories in bite size, it appeals to causal gamers who do not want to invest much time into a game. Plus because Facebook use goes up during work and that one should not be caught playing games during work, bite size ALT TABable games are surely the way to go! 

Because the games are bite size, players get the feel of progression and hence do not demand much from the game in the way of features. I.e. if you are going to sit down and play the game for 1 hour, it better be good looking, fun etc. If the game just takes me 10 clicks a day to move through, I will care less about the graphics and features.

The developers used the same game platform to develop other genres of games to target other groups of users.

The thing about software is that can scale and it can be replicated. This means that software developer and deployment is a fixed cost and not a marginal one. Software once developed can be reused which means clones are free and derivatives of the original are cheap to produce.

 The same applies to the earlier phase of learning to develop on/with a platform. Learning to develop on a platform is hard and time consuming but once you are experienced in a platform, you can churn code out very fast.

 So knowing this “feature” of software, it is not surprising why companies are choosing to replicate their backend into other derivatives product. The Return on investment makes sense as the investment has already been paid and you just need so more artist, marketing cost to get another application running. 

 FYI: check out getafreelancer.com. Do a search for eBay clones. You will see many low bids because the developer has already made the same thing 3 years ago and they just keep selling it to the next sucker who wants to buy and setup his own eBay clone.

 

(Original) and not so Original Thoughts about Social Network Applications

 Ok, so I am going to write a little post about how to apply social psychology to Social Network applications. Most of ideas are generated when I was reading this Book (Lessons from Yes! 50 Scientifically Proven Ways to be Persuasive) which is a book about social psychology applied to marketing, sales and general persuasion. (Highly Recommended Summary Here )

 The ideas are useful because they apply what is known in social psychology to a social network application where most of the social behaviour actually flows over. 

Principle

Existing/ Future Application Features

Examples

An ounce of personalize extra effort is worth a pound of persuasion

Allowing users to personalise an application invite either by a custom text message. The content of the message should be written by the sender specially for the receiver.

Personalising a Graffiti Card

The herding instinct

  • By saying many people are doing it

 

Showing a number of users who have installed the application.

Monthly Active Users

Top 50 Application List

  • By referencing people similar to the target audience

User testimonials about the application

Friends who have installed application

Friends who have installed application

  • Increasing social approval of an action

 

Allowing users to reward other users for appropriate actions.

Voting on good Graffiti

Digg on a story

Comments on Blogs

Get a small commitment before asking for successively bigger ones

Making the first few steps easy

Easy levelling process for RPG games like Elven Blood for the 1st 10 Levels.

Newbie protection( more experience players cannot kick you butt)

 

To increase the possibility of following through – Commitment should be voluntary, active and publicly declared to others

Ask for voluntary, active and public commitments.

Causes: Abel Ho joined Society Against Child Abuse. 

The amount of information that a preceding message has affects the positive influence on the next message. The less information, the more influence the second message is.

For example, if you lift two objects – a heavy one first and then a light one – you will probably estimate the weight of the second one as lighter than if you had just lifted it by itself.

http://www.takebackyourbrain.com/2007/the-psychology-of-persuasion-perceptual-contrast/

 

Present 3 Options to a user. 1 is hard to accomplish and 2 are easy. It is likely that the user will choose one of the 2 easy options.

Options to Increases Blessings (Elven Blood) 

Try this short test below. Imagine you need blessings in Elven Blood and this option is presented to you. Which would you choose? 

1. Complete a survey (2 Blessings)

2. Invite your friends (1 Blessing)

 Got your answer above? Now try this option group below

1. Purchase XXX (10 Blessings)

2. Complete a survey (2 Blessings)

3. Invite your friends (1 Blessing)

Now it is more likely that completing a survey is actually the more popular choice with the addition of the Purchase XXX option:)

People will be more likely to complete task and programs if there is an indication that there is already some progress towards completion instead of no progress even if the amount of actual work to completion is the same.

When starting a user on a task, give them a starting bonus instead of starting from scratch

Pet Society: Currently you start with a chest with a TV and a Sofa. They are not the best but at least you have something. Image if you started with nothing but a Pet. Would you be less likely to play with the game?

For an RPG, give users a boost in reaching the next level instead of starting them from zero. They will be more likely to want to complete that level.

A game implementation would to allow XP to spill over or only allow this in levels where you discover gamers have trouble completing.