从0到20万日活:爱游穿梭机的用户增长之旅From 0 to 200,000 DAUs: The User Growth Journey of Aiyou
Before We Start: Some Contexts#
Aiyou (Chinese name: 爱游穿梭机) is a game-assistance app that uses screen reading and touch simulation to help users perform repetitive tasks, without disrupting game balance.

At launch, we gained around 50,000 organic users. However, as the user base expanded, the percentage of new users began to decline. To maintain healthy growth, we needed to explore new acquisition channels.
I was the co-founder of the app and led product management, design, and user growth efforts. The project ran from early 2018 to early 2019, culminating in the app’s acquisition.
Getting Started: What Made It Challenging?#
As a self-funded project in its early days, Aiyou didn’t have the resources to invest in traditional marketing methods like App Store Optimization or Steam-feed promotions for visibility.
That meant we had to find low-cost, high-exposure growth channels that aligned with our target user group. It sounded nearly impossible.
But that’s how our growth journey began.
Preparations: Ensuring the Product Was Ready#
Aiyou had a clear aha moment (the point when users realized the value of the product) and a simple user flow. We knew that once users used Aiyou to farm coins in games, they would love it.
But there was one prerequisite: we needed to make sure the product was stable, accessible, and easy to understand before scaling our growth efforts.
Retention and Usage Data#
As we continued to fix bugs and expand compatibility across more phone models, our new user retention rate improved significantly.
By the time we were ready to promote the app, our day-two retention rate had surpassed 30%, well above the industry average. From a new user perspective, the product was ready for scale.

On the active user side, the average usage of game-related features reached 3.1 times per day, indicating strong satisfaction with the product. With high engagement among active users, we saw this as the right time to promote and expand our reach.
Attitude of Users#
Our team was based in Beijing, but most of our active users were located in second- and third-tier cities, making in-person interviews difficult. To gather feedback, my development team and I conducted online surveys and reviewed user comments from app stores like Wandoujia and Yingyongbao.
The survey had two parts: one for key users, and one for general users. We shared the key user survey in QQ groups (similar in format to WhatsApp groups). For general users, we embedded the survey directly into the app, making sure it appeared in a way that didn’t interrupt the user experience.
We carefully selected survey entry points and questions to avoid interfering with the user’s next action, especially in cases where users weren’t navigating toward a specific function.


We analyzed the user flow and data of our product, finding two places where we could place our questionnaires.

We utilized cloud configuration to set up our banner and developed a detailed page using React Native, enabling us to push updates to users within a few hours.
To ensure maximum accuracy and relevance, most of our survey questions were derived from actual user behaviors, rather than hypothetical scenarios. Given the discerning attitudes of free software users in China, we opted for objective questions instead of subjective ones. For example, instead of asking if users would recommend Aiyou to their friends, we asked if they had actually recommended it during the past two weeks.
Furthermore, we were mindful of avoiding questions that could be easily answered through data analysis, as we did not wish to waste our users’ time.
Some questions are as follows:
- How many times did you use Aiyou during the past week?
- If you didn’t use Aiyou, is it because you are using apps that have similar functions?
- If it is not because you are using other similar apps, why didn’t you use Aiyou?
- The first time you used Aiyou, could you find the desired functions directly?
- If not, why did you fail to find your desired functions?
- Did you encounter any issues during your last use?
In just two days, we received 200 valid questionnaires, which provided significant insights into our users’ attitudes.
Our survey results revealed that the majority of users did not experience any frustrating issues while using Aiyou, and believed that it improved their overall gaming experience. Based on these findings, we decided to proceed with our promotions.
North Star: To Define Our Data Goal#
We set a growth equation for our product:
New installed users who used Aiyou at least once × 2nd-day retention rate, on top of our active users (stable)
To us, acquiring active users is the ultimate goal, and thus, the new active user indicator is our guiding star - the one metric that truly matters.
Promotions Outside Our Product: Early-Stage Preparations for Centralized Promotion#
Persona#

Typical user:
- Age range: 14-21
- Gender: 82% male
- Geographic location: mostly from second-tier or third-tier cities and villages
- Interests: pop culture and content-oriented
- Financial status: low consumption ability
To optimize our promotion efforts, we divided our methods into two categories: those targeting our current user base, and those targeting potential users outside our current user base.
Due to the effectiveness of centralized promotion activities, we have prioritized these methods over others.
However, we understand the importance of product and performance optimizations and will consider implementing these once we have accumulated a larger user base. We have excluded certain methods, such as relocation and internal optimization, as our product has a short usage flow and provides a satisfactory user experience.
Promotional Platforms Analysis#
To effectively reach our teenage target audience, we discovered that conventional advertising methods like in-app recommendations or email promotions were not suitable. Furthermore, such methods were costly. Instead, we conducted extensive research and tested over 60 apps that are popular among young users.
After analyzing user feedback and data using the MICE framework (Match, Impact, Cost, and Ease), we opted for several short video apps, including Kwai, which has over 1 billion monthly active users, and Tieba, a Reddit-like app. Based on our evaluation, we selected Kwai as our first advertising platform. Daily active user data was sourced from Questmobile.

Above are platforms we compared.
Begin Our Discovery: Agile Testings#
Kwai’s algorithm gives priority to videos uploaded by a user’s followers, and videos are promoted to the ‘hot’ page once the uploader has sufficient followers. To increase visibility and reach more users, we collaborated with several popular streamers who have a large following, and paid them to upload our videos to Kwai.
To determine which factors contribute to the popularity or lack thereof of our videos, we utilized the variables-control method to eliminate unrelated variables. We selected five uploaders with similar numbers of fans and styles, and varied only one factor per video (such as style, copywriting, or promoting functions) to isolate the effects of each variable. Kwai’s primary video styles are often unrefined but popular among users in second- and third-tier cities.

We established a set of key performance indicators (KPIs) for our videos, including views, shares, and click-through rates. To optimize our videos and test their effectiveness, we conducted A/B tests and made revisions based on the function being promoted. We experimented with different scripts, backgrounds, and interactive features to identify the most effective approach.
Thanks to Kwai’s low upload barriers, we were able to publish over ten videos per day. On our 30th video, we received a pleasant surprise when it was promoted by Kwai’s operation team and received over 300,000 views in a single night, bringing in more than 7,000 new users.
Through continued experimentation, we identified several consistent principles that make our videos popular and even led to their promotion by Kwai’s operation team. We summarized the main positive and negative factors that contribute to the creation and promotion of successful videos.
Main positive factors:
- Active user interaction builds trust.
- Videos should focus on highlighting the app’s aha-functions.
- Tailor content to match the interests of the target audience.
Main negative factors:
- Users dislike advertisements, so promotional content should avoid advertising-like descriptions and images.
- Motion and humor in videos work better than text-based content.
- Encourage users to search for the app on Baidu instead of relying on QR codes.
Following our successful promotion on Kwai, we expanded our promotion methods to other similar short-video platforms and increased our video publication frequency. We now regularly upload 5-7 videos a day across various platforms, and as a result, we have gained an additional 10,000-15,000 new users per day. To achieve this, we identified popular platforms among our target audience and optimized our video content to align with the interests of those users.
We also experimented with different types of content, such as mini-games and interactive quizzes, to further engage users and encourage them to share our videos with their friends.
Optimize and Continue: Constant Centralized Promotions#
As our user base grew, we realized that we needed more streamers to promote our app and continue our new user growth. However, the cost of hiring additional streamers was not feasible for us.
By January 2018, our daily active user count had reached 150,000, with 400,000 banner ad views on our main page each day. To reduce costs and utilize our existing traffic advantage, we decided to delegate tasks such as platform selection, content creation, and publish timing to streamers. Streamers have more expertise in these areas, but popular ones often charge high fees.
To solve this problem, we launched an H5 activity called ‘I wanna be a creator’ to attract and recruit talented streamers who can optimize our promotion methods and reduce costs.

I Want to Be an Influencer (click to read more)
Up to now, we got more than 100,000 new users through this activity. To make this article concise, I made this activity a single project.
And… Other Attempts#
Although we had previously designed and released several H5 activities, they did not yield the desired results of increasing exposure and downloads for Aiyou.
These activities were not directly related to Aiyou’s core functions and did not attract as many new users as expected. As a result, we decided to focus on activities that more closely aligned with our product’s value proposition.
The ‘I Want to Be an Internet Star’ activity has proven to be highly effective in recruiting new users and optimizing our promotion methods. However, given our limited team resources, it is challenging to design and manage new activities frequently.
Some of the activities that I have previously designed include…
H5 Activity: Test What Kind of ChiJi Player You Are!#
We utilized the popularity of Chiji, a famous mobile game in China, to develop a testing activity that aimed to encourage users to share their test results and promote our brand. Despite our users’ enjoyment of both the testing activity and the Chiji game, the content of this activity was not directly related to our product’s core functions.
Consequently, while the share ratio of this activity reached 13%, the number of new users we gained was lower than our initial expectations, despite the high page view count of the activity. This experience taught us the significance of creating activities that are more closely aligned with our product’s value proposition and essential features.


We designed 8 questions and 6 results depending on the choice of answers. A large number of users who viewed this activity tried more than 3 times to see different results.
H5 Activity: I Am the PUBG Winner!#
We obtained valuable insights from our ‘What Kind of Chiji Player Are You’ test activity. By creating fake winning screenshots that appealed to users’ vanity and guiding viewers to download our product with the promise of helping them become real winners in their games, we saw a significant increase in the download transfer rate compared to our previous activities.
However, we recognize that the success of this activity was due in part to our ability to generate unique and engaging ideas, which can be difficult to sustain over time. While this activity brought in new users for a limited period, we need to develop more sustainable and scalable methods for promoting our product in the long term.

We assisted our users in creating personalized winning screenshots that included their usernames. On the final page of the activity, we encouraged viewers to download our product by promising that with the help of Aiyou, they could become actual winners in their games.
To be continued…
Reflections#
- Consistently summarizing and learning new methods is crucial for rapidly pushing a project forward. It’s important to design sustainable activities that can consistently attract new users to avoid fluctuations in daily active users, which can negatively impact the product’s evaluation.
- Engaging users in the activity design process can lead to successful ideas that product managers may not have considered and bring the product closer to the users.
开始之前:一些背景#
爱游穿梭机(下文简称爱游)是一款游戏辅助应用,通过读屏和模拟点击帮助用户完成重复性的游戏任务,同时不破坏游戏平衡。

上线之初,我们自然增长了约5万名用户。但随着用户基数扩大,新用户占比开始下滑。要保持健康的增长,我们必须开拓新的获客渠道。
我是这款应用的联合创始人,负责产品、设计和用户增长。项目从2018年初持续到2019年初,最终以应用被收购收尾。
出发:难点在哪里?#
爱游早期是一个自筹资金的项目,没有余力去投入应用商店优化(ASO)或信息流推广这类传统营销手段来换取曝光。
这意味着我们必须找到低成本、高曝光、又契合目标用户群的增长渠道。这听起来几乎不可能。
但我们的增长之旅,就是这样开始的。
准备工作:确保产品已经就绪#
爱游有一个清晰的顿悟时刻(也就是用户意识到产品价值的那一刻),使用流程也很简单。我们知道,只要用户用爱游在游戏里刷过一次金币,他们就会爱上它。
但有一个前提:在放大增长动作之前,我们必须确保产品稳定、可用、易于理解。
留存与使用数据#
随着我们不断修复问题、适配更多机型,新用户留存率显著提升。
到准备开始推广时,我们的次日留存率已超过30%,远高于行业平均水平。从新用户的角度看,产品已经准备好迎接规模化了。

在活跃用户侧,游戏相关功能的日均使用次数达到3.1次,说明用户对产品相当满意。活跃用户的高参与度让我们确信,此刻正是推广和扩张的好时机。
用户的态度#
我们的团队在北京,但大部分活跃用户分布在二三线城市,很难做面对面访谈。为了收集反馈,我和开发团队一起做了在线问卷,并翻阅了豌豆荚、应用宝等应用商店里的用户评论。
问卷分为两部分:一部分面向核心用户,一部分面向普通用户。核心用户问卷我们发在QQ群里(形式类似WhatsApp群组);普通用户问卷则直接嵌入应用内,并确保它以不打扰正常使用的方式出现。
我们仔细挑选了问卷的入口和问题,避免干扰用户的下一步操作,尤其是在用户并非奔着某个功能而来的场景里。


我们分析了产品的用户流程和数据,找到了两处适合放置问卷的位置。

我们利用云端配置搭建横幅入口,并用React Native开发了详情页,让更新能在几小时内推送给用户。
为了尽量准确、切题,大部分问卷问题都源自用户的真实行为,而非假设性场景。考虑到中国免费软件用户挑剔的态度,我们选择了客观问题而非主观问题。比如,与其问用户「是否愿意把爱游推荐给朋友」,我们会问他们「过去两周是否真的推荐过」。
此外,我们刻意避开了那些通过数据分析就能回答的问题,不想浪费用户的时间。
部分问题如下:
- 过去一周你使用了几次爱游?
- 如果你没有使用爱游,是因为你在用功能类似的其他应用吗?
- 如果不是因为在用其他类似应用,那你为什么没有使用爱游?
- 第一次使用爱游时,你能直接找到想要的功能吗?
- 如果没有,你觉得是什么原因让你没能找到想要的功能?
- 上次使用时你遇到了什么问题吗?
仅仅两天,我们就收到了200份有效问卷,对用户的态度有了充分的了解。
调研结果显示,绝大多数用户在使用爱游时没有遇到令人沮丧的问题,并认为它改善了整体游戏体验。基于这些发现,我们决定正式启动推广。
北极星:确定数据目标#
我们为产品设定了一个增长等式:
激活的新增用户(安装后至少使用过一次爱游) × 次日留存率,叠加保持稳定的存量活跃用户
对我们来说,获取活跃用户才是终极目标。因此,新增活跃用户就是我们的北极星指标,那个唯一真正重要的数字。
产品之外的推广:集中式推广的前期准备#
用户画像#

典型用户:
- 年龄:14-21岁
- 性别:82%为男性
- 地域:多来自二三线城市和乡镇
- 兴趣:流行文化,内容导向
- 消费能力:较低
为了让推广更有效率,我们把推广方式分成两类:一类面向现有用户,一类面向现有用户之外的潜在用户。
鉴于集中式推广活动的效果,我们优先选择了这类方式。
当然,我们也清楚产品优化和性能优化的重要性,打算等用户基数更大之后再来投入。像换量、应用内优化这类方式则被我们排除了,因为产品的使用流程很短,体验也已经令人满意。
推广平台分析#
要触达青少年目标用户,我们发现应用内推荐、邮件推广这类常规广告方式并不合适,而且成本很高。于是我们做了大量调研,试用了60多款在年轻用户中流行的应用。
我们用MICE框架(匹配度Match、影响力Impact、成本Cost、易用性Ease)分析用户反馈和数据后,圈定了几款短视频应用,包括月活超10亿的快手,以及类似Reddit的贴吧。经过评估,我们选择快手作为第一个投放平台。日活数据来源于QuestMobile。

上图为我们对比过的平台。
开始探索:敏捷投放测试#
快手的算法会优先展示用户所关注博主上传的视频,而当上传者拥有足够多的粉丝时,视频就会被推上热门页。为了扩大曝光、触达更多用户,我们与几位粉丝量可观的人气主播合作,付费请他们把我们的视频上传到快手。
为了弄清哪些因素决定了视频的受欢迎程度,我们采用控制变量法排除无关变量:挑选五位粉丝数和风格相近的上传者,每条视频只改变一个因素(比如风格、文案或推广的功能),以分离每个变量的影响。快手上主流的视频风格往往并不精致,却深受二三线城市用户的喜爱。

我们为视频建立了一套KPI体系,包括播放量、分享量和点击率。为了优化视频、验证效果,我们围绕所推广的功能做A/B测试并不断修改,尝试了不同的脚本、背景和互动元素,寻找最有效的组合。
得益于快手极低的上传门槛,我们每天能发布十几条视频。第30条视频给了我们一个惊喜:它被快手运营团队推荐,一夜之间收获了超过30万播放,带来了7,000多名新用户。
通过持续实验,我们总结出了几条让视频受欢迎、甚至获得快手运营推荐的稳定规律,归纳为影响视频成败的主要正负因素。
主要正面因素:
- 与用户积极互动能建立信任。
- 视频应聚焦展示应用的「顿悟功能」。
- 内容要贴合目标受众的兴趣。
主要负面因素:
- 用户讨厌广告,推广内容要避免广告式的描述和画面。
- 动态和幽默的内容比纯文字内容效果更好。
- 引导用户去百度搜索应用,而不是依赖二维码。
在快手推广成功之后,我们把打法复制到了其他类似的短视频平台,并提高了视频发布频率。如今我们每天在各平台稳定发布5-7条视频,每天能带来10,000-15,000名新用户。为此,我们持续寻找目标用户聚集的平台,并让视频内容贴合那里用户的兴趣。
我们还尝试了小游戏、互动测试等不同类型的内容,进一步吸引用户参与,鼓励他们把视频分享给朋友。
优化与继续:持续的集中式推广#
随着用户增长,我们意识到需要更多主播来推广应用、延续新增势头。但雇佣更多主播的成本是我们无法承受的。
到2018年1月,我们的日活用户已达到15万,主页横幅广告每天有40万次浏览。为了降低成本、发挥自有流量优势,我们决定把平台选择、内容创作、发布时机这些工作交给主播来做。主播在这些方面更专业,但当红主播的报价往往很高。
为了解决这个问题,我们上线了一个名为「我要当网红」的H5活动,吸引和招募有才华的主播,帮我们优化推广方式、降低成本。

到目前为止,这个活动已为我们带来超过10万名新用户。为了让本文简洁一些,我把这个活动单独写成了一个项目。
还有……其他尝试#
在此之前,我们也设计并上线过几个H5活动,但它们没有达到提升爱游曝光和下载量的预期效果。
这些活动与爱游的核心功能关联不大,带来的新用户也不如预期。因此,我们决定把精力集中在与产品价值主张结合更紧密的活动上。
「我要当网红」活动在招募新用户、优化推广方式上成效显著。但受团队资源所限,我们很难高频地设计和运营新活动。
我此前设计过的活动包括……
H5活动:测测你是什么类型的吃鸡玩家!#
我们借助国民手游「吃鸡」的热度,设计了一个测试类活动,希望用户分享测试结果,为品牌带来传播。尽管用户既喜欢这个测试也喜欢吃鸡游戏,但活动内容与产品核心功能的关联并不紧密。
结果是,虽然活动的分享率达到了13%,页面浏览量也很高,新增用户却低于最初的预期。这段经历让我们明白:活动必须与产品的价值主张和核心功能结合得更紧密才行。


我们设计了8道题目和6种测试结果。很多用户为了看到不同结果,反复测试了3次以上。
H5活动:我是吃鸡冠军!#
「测测你是什么类型的吃鸡玩家」给了我们宝贵的启发。这一次,我们制作能满足用户虚荣心的「吃鸡」获胜截图,并在页面上引导观众下载产品,承诺帮他们成为游戏里真正的赢家。相比之前的活动,下载转化率有了显著提升。
不过我们也意识到,这个活动的成功部分依赖于持续产出新奇有趣的创意,而这很难长期维持。它能在短期内带来新用户,但从长远看,我们需要更可持续、可规模化的推广方法。

我们帮用户生成带有自己用户名的个性化获胜截图,并在活动的最后一页鼓励观众下载产品,承诺借助爱游,他们也能成为游戏里真正的赢家。
未完待续……
反思#
- 持续复盘、不断学习新方法,是快速推进项目的关键。要设计可持续的活动来稳定地吸引新用户,避免日活的大起大落影响产品的整体评价。
- 让用户参与活动设计,往往能带来产品经理想不到的好点子,也能让产品离用户更近。
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