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Hypothesis 3

Of the signed-up charades users invited to a game room, at least 25% will be willing to join a public room and use video online:

  • Audience: This includes the signed-up users.
  • Acquisition: N/A.
  • Validation: Includes the % of users who used online video in a public room.
  • Execution:
    • Invite users to the public room.
    • Provide an explanation on what the game is about.
    • Enable the user to turn the video on and start the game.
    • Track analytics.
  • Result: 80% of the users visited the page, but < 5% turned the video on.
  • Learning: This experiment invalidated our false hope that people in this era of FaceTime and Hangouts wouldn't hesitate to use video online. Therefore, we need to dig deeper, and talk to users to understand how they felt:
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