product madness - a/b testing

15
GIAF 3 OCTOBER 2013 A/B TESTS [email protected] om

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Andy Toben from Product Madness' presentation on A/B Testing, from GIAF.

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Page 1: Product Madness - A/B Testing

GIAF 3 OCTOBER 2013A/B TESTS

[email protected]

Page 2: Product Madness - A/B Testing

What is an A/B test ?“A/B testing is a methodology in advertising of using randomized experiments with two variants, A and B, which are the control and treatment in the controlled experiment.”

- wikipedia.org

Page 3: Product Madness - A/B Testing

What Can We A/B Test?Basically anything:• Page Colour • Layout• Call to action • Images• If you can change it, you can test it!

Page 4: Product Madness - A/B Testing

Step by Step OptimizationTesting one variable at the time works, but can create issues:

- Time consuming:Needs a lot of traffic or data

- Local verses Global Optimum:Can lead to accepting the best variant for that test, but it is not optimised against all possible variants

Page 5: Product Madness - A/B Testing

Multi Variant TestingThis allows you to test all combinations at once however:

- Requires massive data sets – much more than Step by Step

- Requires mathematical tools

- No intuitive / building insights

Page 6: Product Madness - A/B Testing

How do we know who’s winning ?

Page 7: Product Madness - A/B Testing

How do we know who’s winning ?

Page 8: Product Madness - A/B Testing

Advertising is a game, so how about games ?

Page 9: Product Madness - A/B Testing

Strategies

What can we use A/B testing to discover?

• Search - Option A / Option B• Optimize - Option A / Option A+ / Option A-• Change management - treatment verses control• Measure - No treatment verses treatment

Page 10: Product Madness - A/B Testing

A/B Testing User ExperienceWhen A/B testing user experience you can test out the following and create a big impact… for better or worse!

- Order of game levels / features- Bonus system- Available content- P2P assignment - Pricing and Economy

Page 11: Product Madness - A/B Testing

Challenges We FaceSome A/B tests are very expensive - You may need to commit development or art resource for something that may not work.

Variant assignment needs to persistent  - In some cases you can’t just change a player’s track to the

“winning” branch  What to measure:

• Responsiveness (CTR)• Engagement• Retention • Monetization

Page 12: Product Madness - A/B Testing

Branching user experience

Page 13: Product Madness - A/B Testing

Understanding Results

Feature cost 1st day retention 7th day retention User value

10,000 coins 37% 10% 10 USD

25,000 coins 36% 6% 12 USD

Which metric is the best one to look at, and which result should we take action on?

Page 14: Product Madness - A/B Testing

But after all, It’s just a tool

Allocate Variant

No Change

No

Should we test the User?

User

NoIs there an

active Experiment?

Yes

Yes

Page 15: Product Madness - A/B Testing

Questions ?

[email protected]