The average app loses 77% of its daily active users within three days of installation. Think about that: most digital products can’t hold onto even a quarter of their initial customer base for less than a week.
Read MoreWhen Facebook bought virtual reality powerhouse Oculus for $2 billion in 2014, VR was at the bleeding edge of entertainment tech, promising to leverage the graphical fidelity of high-end gaming computers and immersive VR hardware to elevate and redefine home entertainment.
Read MoreTurns out we didn’t know what living truly digital lives felt like after all. We do now—and with at-home entertainment, online shopping, and video conferencing products now shifting into top speed, most companies face an immediate challenge: behave like digital natives or become fully forgotten.
Read MoreIf you looked at your LinkedIn InMail inbox right now, you’d see that 95% of all cold pitches are about getting more leads and more customers to your business. Rarely have I received a cold pitch on how to retain an existing customer.
Read MoreWhen MySpace was the leader in social networking, they never thought Facebook would catch up. But, there was a stark difference in how both of these companies operated, and it had everything to do with the different metrics they used to track their progress.
Read MoreI was motivated by a post on Reforge called Good Experiment, Bad Experiment in relation to growth, which was inspired by a classic post from Ben Horowitz on Good Product Manager / Bad Product Manager.
As a company, we’ve been running product experiments for a long time, and more recently, we’ve started doing more “digital growth experiments” with our clients. Digital experiments are still growth experiments but focused on larger organizations who struggle with moving from idea to product or service quickly.
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