Glossary
A
- Active User: An individual user who engages with a product or service within a specified time frame.
- Average Order Value (AOV): A metric that measures the average amount spent each time a customer places an order.
- Average Revenue Per Daily Active User (ARPDAU): A metric that assesses the revenue generated from each active user on a daily basis.
- Average Session Duration: The average length of time a user interacts with a website or app during a single visit.
B
- Badges: Visual indicators that represent achievements or completed tasks within an application.
- Bounce Rate: The percentage of visitors who leave a website after viewing only one page.
- Buyer's Journey: The process buyers go through to become aware of, consider, and decide to purchase a new product or service.
C
- Churn: The percentage of customers who stop using a product or service during a given time frame.
- Conversion: The act of a user completing a desired goal, such as making a purchase or signing up for a newsletter.
D
- D2C Marketing: Direct-to-consumer marketing strategies that bypass intermediaries.
- Daily Active Users: The number of unique users who engage with a product on a daily basis.
E
- Engagement Rate: A metric that measures the level of interaction users have with content or a product.
- Event Tracking: A method for monitoring specific interactions on a website or app, such as clicks or sign-up events.
F
- Feature Discovery: The process through which users learn about and understand the features of a product.
- Funnel Analysis: The evaluation of the steps users take towards a conversion, identifying where users drop off.
G
- Gamification: The application of game-design elements in non-game contexts to encourage user engagement.
H
- Headless: A term that describes a decoupled architecture where the front-end and back-end are separated.
- Hyper Personalization: Tailoring content and marketing efforts to individual users based on data and behavior.
I
- In-App Nudges: Prompts or cues within an app designed to guide user behavior or enhance user experience.
- Incentive Theory: A psychological theory that describes how rewards and motivations influence behavior.
K
- K-factor: A metric that measures the growth rate of a product or service based on user referrals.
L
- Lifecycle Marketing: Marketing strategies tailored to users at different stages of their journey with a product.
- Lifetime Value: An estimate of the revenue that a customer will generate throughout their lifetime as a paying customer.
M
- Metric: A standard of measurement used to assess performance or success.
- Monthly Active Users (MAU): The number of unique users who engage with a product in a given month.
N
- Native User Experiences: Experiences designed specifically for a platform, enhancing usability and engagement.
- Nudges: Subtle prompts meant to influence user behavior without restricting choices.
O
- Onboarding: The process of guiding new users through the features and benefits of a product to help them get started.
P
- Product Differentiation: Creating unique product features that set it apart from competitors.
- Product Experimentation: Testing different variations of a product to determine which is most effective.
Q
- Quizzes: Interactive assessments used to engage users and gather information.
R
- Referral Program: A marketing strategy encouraging existing users to refer new customers in exchange for rewards.
S
- SDK: Software Development Kit, a collection of software development tools.
T
- Tooltip: A user interface element providing additional information about a feature when a user hovers over it.
U
- User Retention: The ability of a company to keep its users engaged over time.
W
- Walkthroughs: Guided experiences that help users navigate a product or complete tasks.
You don’t control where discovery happens.
You do control whether you show up.