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Mr.6, a famous Chinese blog focuses on new trend of websites and e-commence, reported GoHitchhike.com.
– How to add item?
– Add item/trip on browse page
– People want similar item->xx
– story-> keep the second one
– Item time range-> wish date
– Item edit process-> Next btn
– Item Info-> from fr/ from shop same step
– Item comment-> item note
– Browse function combine to one-> result Item/trip
– Most popular stories-> most popular votes
– Most Traveler-> successful case
– Browse-> I need help
– Bookmark page-> separate item/trip
– put feedback number after name ex ebay
– requester-> other words
item edit like blog,
add item/trip: screen shot on the right
font size: smaller (each title)
feedback grating system under profilo pic
info layout add layer
item list edit btn–> panel
item pic–> provide photo gallery link
add next on add trip/item page
photo update scare –
forum leave message–> bigger
Quoted from The Big Idea by Donny Deutsch
Here are 12 steps to launch your business
1. write your mission statement
2. describe your product or service idea
3. conduct market research
4. create your business plan
5. build your network
6. formalize your idea
7. create a prototype
8. hold focus groups
9. find a manufacture and distributor
10. launch ur web site
11. publcize your idea
12. pitch potential suppliers/ customers
How To Monetize a Social Network: MySpace and Facebook Should Follow TenCent by Bill Gurley
Many speculate that this is because the user is so heavily engaged in using the product (i.e. communicating) that they are unlikely to be distracted by or engaged in an advertising message.
a Chinese company named TenCent has already paved the way by identifying the optimal way to monetize this type of product.
The two primary drivers of revenue for TenCent are digital items and casual game packages and upgrades.
Advertising, which doesn’t work well on U.S. products like IM, doesn’t work well in China either.
More supportive data comes from the three leading social network players in Japan. You will see in the same spreadsheet that Mixi, DENA (Mobage-town), and GREE have market capitalizations of US$511MM, US$1.5B, and US$1.1B respectively, and are all very profitable. DENA and GREE, which interestingly are more popular on mobile than on the PC, have invested heavily in these two magic business models (casual games and digital items) and have revenues per user that dwarf that of Facebook or Myspace (DENA is 10X Facebook on this metric!).
It is my perception that most U.S. executives have trouble conceiving and believing in the digital item model. People care greatly about how they are perceived, and are willing to part with big bucks to achieve it. Digital items are merely the same phenomenon online.
Another reason that digital items are a great monetization model for a social network is congruence of fit with the core activity of the site. For social networking sites, one of the key “experiences” of users is self-expression.
These same executives like to believe that digital items are distinctly an Asian phenomenon – a convenient theory will prove to be a dangerous rationalization over time.
Another interesting data point exists in the Facebook and MySpace application developer programs.
eCPM: Effective Cost Per Thousand
Are virtual goods the solution to the social network monetization conundrum?
“Yet there are concerns that social network users do not view ads, no matter how carefully the ads are placed. ‘Users’ attentions are the most scarce element on most social networks,’ Chamath Palihapitiya, the vice president for product marketing at Facebook, said. ‘A successful ad product has to capture that scarce attention and engage it in a way that’s social and relevant.'”
When it comes to social networks like MySpace and Facebook, I doubt virtual goods are “the answer.”
There are two primary reasons:
* These social networks already allow users to “customize” their profiles quite significantly at no cost. MySpace, in particular, has few restrictions on how far users can go when it comes to “pimping out” their profile pages.
Thus, the value proposition for paid virtual goods seems weak and it’s unlikely that MySpace would be able to successfully add restrictions that benefit a virtual goods business without alienating users.
* The virtual goods business model is best applied to online services that cater to specific demographics and that were ideal candidates for such a model to begin with. Executing it successfully as an afterthought on mass-market social networks is not ideal.
From Cyworld to Stardoll, the companies that have been best able to leverage virtual goods are those that designed their services to leverage them from the outset.
stardoll is the largest online community for girls who love fashion, shopping, decorating, creativity, and marking new friends from around the world.