User Experience Customization via Spend Frequency Segmentation
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Solution Overview
Problem
Conventional systems fail to effectively differentiate and provide tailored experiences for users in online games based on their spend frequency, leading to inefficiencies in user segmentation and customized services.
Innovation Solution
A system that segments users based on their spend frequency by calculating the amount of purchases made within a predetermined time period and provides distinct customer services to different segments, utilizing a space module to manage virtual spaces and a user selection module to categorize users, with a customer service module offering tailored experiences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional systems provide fixed set of data to all users, then system complexity is reduced, but user experience customization and engagement are worsened
Solution Approach 1:
The system segments users into different groups based on their spend frequency characteristics. The user selection module divides the user base into segments such as high-frequency spenders, low-frequency spenders, and non-spenders, allowing customized data presentation for each segment without requiring complete system redesign.
Solution Approach 2:
The system applies local quality by providing different types of data to different user segments based on their specific characteristics. High-frequency spenders receive different metrics and information compared to low-frequency users, tailoring the information quality to local user needs rather than applying a uniform approach.
2Adaptability or versatility
If users are segmented based on spend frequency, then user experience customization is improved, but data processing complexity and time are worsened
Solution Approach 1:
The system performs preliminary action by pre-calculating and storing user spend frequency metrics and segment assignments. This allows the user selection module to quickly retrieve pre-computed segment information rather than performing complex calculations in real-time, reducing data processing time during actual game operations.
Solution Approach 2:
The system implements self-service by automatically tracking user purchases, calculating spend frequency, and assigning users to segments without requiring manual intervention. The analytics module continuously monitors user behavior and automatically updates segment assignments, eliminating time-consuming manual data processing.
3Productivity
If different customer services are provided to different user segments, then user engagement and satisfaction are improved, but service delivery complexity is worsened
Solution Approach 1:
The system applies universality by using a single customer service module that can deliver multiple types of customized services to different user segments. The module is designed to handle various service types (promotions, notifications, rewards) through a unified interface, reducing the need for separate service delivery systems for each user segment.
Solution Approach 2:
The system implements parameter changes by dynamically adjusting service delivery parameters based on user segment characteristics. The customer service module modifies service content, timing, and frequency based on segment attributes, allowing flexible service customization without requiring fundamentally different service delivery mechanisms for each segment.
Data Source
AI summary
One aspect of the disclosure relates to providing a customized user experience based on a spend frequency of a user in an online game. The users may be segmented based on a spend frequency associated with the user. A spend frequency may comprise an amount of purchases made by a user in a predetermined time period. The purchases made by the user in the online game may comprise purchases of virtual items made with virtual currency, purchases of real goods made with virtual currency, purchases of virtual items made with real currency, purchases of real goods made with real currency, a combination thereof, and/or other types of purchases.

