2 thoughts on “What are the differences in customer tags in different industries?”
Guadalupe
There are a lot of differences in the decision -making process of different industries. In -depth research, to put it bluntly, it is to be thorough in this industry. The reason and logic of what users decided to buy and not buy.
(1) The automotive industry
It first look at the automotive industry because the user decision -making logic here is clear. A user who is ready to buy a car must first consider the price. With 200,000 budgets, you can't buy 500,000 cars, nor will he consider a car of less than 100,000. What I want to choose next is the model. If there are two children in the family, seven cars will be considered in ten or nine or nine; if you are a single nobleman, you may not get a sports car to play. Both of them are more rational and even rigid constraints. After that, it is a careful choice for the brand.
. Therefore, the label system of the automotive industry should be generally: price -> models-> brand. Pay attention to the sorting of important levels cannot be wrong. If you consider the brand and tone in intuition, it is the thinking of formalism.
(2) The game industry
The user decision -making process of the game is generally elusive, because it is a bit of artistic trait of movies and music. And people's love for art is not rational, and it is difficult to summarize the laws. I do n’t play the game, I ca n’t figure out the types of RPG, ACT, SLG, RTS, and STG (you can be familiar enough if you do n’t play your word!). So use these categories as a label system? This is also the idea of formalism: because the above classification is only to facilitate game organizations and indexes, not the decision logic of users. Is it a "RPG game enthusiast" and you will have to play RPG. Are other games dismissive?
So can the game industry can't do it? of course not. If you want to make the user's user label well, you must go deep into the subdivided game scene to study in -depth research. For example, users who play slots (slot machines) games often often change new games with different materials, that is, "slots" as a user label, which is consistent with the user decision -making process. And users who like the island Qi Bing Games are also upset for the new game of Supercell. At this time, the "Supercell" brand has become an effective user label.
(3) E -commerce industry
From a consumer perspective, the e -commerce industry cannot be called an industry, but a collection of multiple industries. However, the user decision -making process is actually quite subtle for the typical types of goods in e -commerce, such as clothing: a girl watched a skirt of H
A client label is usually a collection of one or more customer features. The characteristics of the collection are also called business characteristics rules. It is an atom composition that expressing the customer tag rules.
. How to build the customer label system?
The customer tags formed by the collection of customer features are hundreds of thousands, even thousands, or even thousands of. The business purposes of these labels at the time of construction are different. As the scenario of application labels becomes richer, a complete customer label system will gradually be formed. The following categories are classified from several dimensions:
(1) Population statistics dimension
Income, life stage, children's situation, parents, marriage, religious belief, nation, nationality, nationality, education level, etc.
(2) Intellectual Hobbies
This hobbies refer to a person's attitude, behavior, and psychological characteristics that a person shows the reality, which can be divided into entertainment preferences, life preferences , Cultural preferences, personality emotions, and consumption psychology.
Among them, entertainment preference refers to the love of entertainment projects, such as music, opera, etc.; life preference refers to the preferences of daily life, such as pets and home.
The cultural preference refers to the love of cultural information, such as reading, photography, etc.; personality and emotion refer to personality and psychological characteristics, such as love, affection, irritability, etc.
The consumer psychology refers to the characteristics of behavior in consumer shopping, such as online shopping preferences, promotional preferences, fake travel preferences, etc.
There are a lot of differences in the decision -making process of different industries. In -depth research, to put it bluntly, it is to be thorough in this industry. The reason and logic of what users decided to buy and not buy.
(1) The automotive industry
It first look at the automotive industry because the user decision -making logic here is clear. A user who is ready to buy a car must first consider the price. With 200,000 budgets, you can't buy 500,000 cars, nor will he consider a car of less than 100,000. What I want to choose next is the model. If there are two children in the family, seven cars will be considered in ten or nine or nine; if you are a single nobleman, you may not get a sports car to play. Both of them are more rational and even rigid constraints. After that, it is a careful choice for the brand.
. Therefore, the label system of the automotive industry should be generally: price -> models-> brand. Pay attention to the sorting of important levels cannot be wrong. If you consider the brand and tone in intuition, it is the thinking of formalism.
(2) The game industry
The user decision -making process of the game is generally elusive, because it is a bit of artistic trait of movies and music. And people's love for art is not rational, and it is difficult to summarize the laws. I do n’t play the game, I ca n’t figure out the types of RPG, ACT, SLG, RTS, and STG (you can be familiar enough if you do n’t play your word!). So use these categories as a label system? This is also the idea of formalism: because the above classification is only to facilitate game organizations and indexes, not the decision logic of users. Is it a "RPG game enthusiast" and you will have to play RPG. Are other games dismissive?
So can the game industry can't do it? of course not. If you want to make the user's user label well, you must go deep into the subdivided game scene to study in -depth research. For example, users who play slots (slot machines) games often often change new games with different materials, that is, "slots" as a user label, which is consistent with the user decision -making process. And users who like the island Qi Bing Games are also upset for the new game of Supercell. At this time, the "Supercell" brand has become an effective user label.
(3) E -commerce industry
From a consumer perspective, the e -commerce industry cannot be called an industry, but a collection of multiple industries. However, the user decision -making process is actually quite subtle for the typical types of goods in e -commerce, such as clothing: a girl watched a skirt of H
What is a customer label?
A client label is usually a collection of one or more customer features. The characteristics of the collection are also called business characteristics rules. It is an atom composition that expressing the customer tag rules.
. How to build the customer label system?
The customer tags formed by the collection of customer features are hundreds of thousands, even thousands, or even thousands of. The business purposes of these labels at the time of construction are different. As the scenario of application labels becomes richer, a complete customer label system will gradually be formed. The following categories are classified from several dimensions:
(1) Population statistics dimension
Income, life stage, children's situation, parents, marriage, religious belief, nation, nationality, nationality, education level, etc.
(2) Intellectual Hobbies
This hobbies refer to a person's attitude, behavior, and psychological characteristics that a person shows the reality, which can be divided into entertainment preferences, life preferences , Cultural preferences, personality emotions, and consumption psychology.
Among them, entertainment preference refers to the love of entertainment projects, such as music, opera, etc.; life preference refers to the preferences of daily life, such as pets and home.
The cultural preference refers to the love of cultural information, such as reading, photography, etc.; personality and emotion refer to personality and psychological characteristics, such as love, affection, irritability, etc.
The consumer psychology refers to the characteristics of behavior in consumer shopping, such as online shopping preferences, promotional preferences, fake travel preferences, etc.