Glossary Terms

Understand what the complex looking terminology means from Apxor’s Glossary
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The average amount of time that users spend in the app or on specific pages or features within the app.

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The average rating or score given to the app by users who have reviewed it on an app store or other platform.

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The percentage of users who complete a desired action, such as making an in-app purchase or signing up for a newsletter.

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The cost of acquiring a new user for the app

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A measure of the total value that a user is expected to generate for the app over the course of their relationship with the app, either through CLV (total value) or ARPU (average value per user).

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The number of unique users who use the app on a given day.

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The percentage of users who actively use the app on a regular basis.

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Funnel conversions in mobile apps refer to the percentage of users who complete a specific goal or action within the app. Funnel conversions are commonly used to measure the effectiveness of an app in achieving specific goals, such as making a purchase, completing a level in a game, or sharing content on social media. Funnel conversions are typically measured at different stages of the user's journey within the app, and can be used to identify where users are dropping off and to identify opportunities for improvement.‍

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The estimated revenue that a user will generate for the app over their lifetime as a user.

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The number of unique users who use the app in a given month. Number of downloads or installs: The total number of times the app has been downloaded or installed from an app store or other platform.

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The number of times that users share the app with others, either through in-app sharing tools or social media.

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The number of users who uninstall the app or opt out of receiving push notifications or other communications from the app.

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The percentage of users who continue to use the app over time, or the percentage of users who stop using the app (churn rate).

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Revenue is a key metric for measuring the success of a mobile app, and is often used as a key performance indicator (KPI) to track the performance of the app over time.

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The total amount of money generated from the app through in-app purchases, subscriptions, or other monetization methods.

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The rate at which the app is gaining new users.

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The rate at which users are interacting with the app.

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The percentage of users who continue to use the app over a given period of time.

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A measure of how satisfied users are with the app, either through explicit feedback or through the NPS score, which measures users' likelihood to recommend the app to others.

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The ability of the app to be used by people with disabilities.

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The visual design of the app, including the layout, color scheme, and typography.

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The way the app reflects the values and identity of the company or organization behind it.

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The features and capabilities of the app, including its ability to fulfill the needs and expectations of the user.

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Instructional cues are design elements that provide the user with information or guidance on how to use the app.

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The ease with which users can navigate and use the app.

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User experience (UX) refers to the way users interact with and perceive a product or service, such as a mobile app.

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These are visual design elements that draw the user's attention to a specific action or option. For example, a visual cue might be an arrow or highlight that points to a button that the user should click.

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An "aha-moment" is the moment when a user experiences a sudden realization or understanding of the value and benefits of a product or service. Creating aha-moments in digital products can be an effective way to improve user engagement and retention.

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Contextualization refers to the process of understanding the context or surroundings in which a product or service is used. This can include the user's environment, goals, needs, and expectations, as well as the broader cultural, social, and technological context in which the product or service operates. In the context of product development, contextualization involves gathering and analyzing data about the user and their environment in order to better understand their needs and design a product that is tailored to their specific context.

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Customer experience refers to the overall experience of a customer with a business or organization, including their interactions with the company's products, services, and employees.

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Feature discovery in mobile apps refers to the process of introducing users to new features or functionality within the app. This can include highlighting new features when they are released, providing tips and tutorials on how to use them, and showcasing their benefits and value to the user. Feature discovery is an important part of the user experience, as it helps users understand the full range of features and functionality available within the app, and encourages them to continue using the app and engaging with its features.

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Onboarding in mobile apps refers to the process of introducing new users to the app and helping them understand how to use it. The goal of onboarding is to make the app easy to learn and use, and to encourage users to continue using the app and engaging with its features. Onboarding typically involves a series of steps or screens that guide users through the app, explaining its features and functionality, and providing tips and tutorials on how to use it. Onboarding can also include personalized recommendations or suggestions based on the user's interests or past interactions with the app.

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Personalization in mobile apps refers to the process of customizing the user experience to individual users based on their preferences, interests, and behaviors. This can include recommending content or features based on the user's past interactions with the app, tailoring the app's interface and functionality to the user's individual needs, and providing personalized notifications or alerts. The goal of personalization in mobile apps is to provide users with a more relevant, engaging, and personalized experience that is tailored to their individual needs and preferences.

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Product experience is a term that refers to the overall experience of using a product, such as a mobile app.

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Badges refer to visual indicators that are used to communicate information or status to the user. Badges are commonly used to highlight important events or actions within the app, such as new messages, notifications, or achievements. Badges can also be used to indicate the status of a feature or function within the app, such as whether it is enabled or disabled. Badges are typically displayed as small icons or labels within the app, and can be customized to match the app's branding and design.

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Coach marks are visual aids that appear on top of the app's user interface. They are designed to help users learn and navigate the app by highlighting specific elements of the user interface and providing brief explanations or instructions. These overlays are strategically placed to grab the user's attention and guide them through the app's features and functionality, making it easier for them to understand and use the app.

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A digital nudging platform is a software or tool that helps users create and implement digital nudges in their mobile app or other digital product. Digital nudges are subtle interventions designed to influence user behavior without restricting their freedom of choice.

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In-app messages are messages that are delivered to users while they are using a mobile application. These messages are typically used to provide information or updates to users, or to promote certain features or offers within the app. In-app messages are different from push notifications, which are delivered to users when they are not actively using the app. In-app messages are typically seen by users when they are actively using the app.

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In-app surveys are surveys that are delivered to users while they are using a mobile application. These surveys are typically used to gather feedback or information from users about their experiences with the app, or to gather data for market research purposes. In-app surveys are often used by product teams to improve the user experience and to identify areas for improvement within the app. In-app surveys can be delivered to users at various points during their use of the app contextually, such as after they have completed a specific action or reached a certain level within the app.

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Inline help is text or other visual elements that are incorporated directly into the app's UI. They can provide users with additional information or guidance without interrupting their workflow.

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A nudge is a subtle intervention designed to influence the behavior of users without restricting their freedom of choice. Nudges are often used in mobile apps to encourage users to take specific actions, such as making in-app purchases or engaging with certain features

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Pop-up messages are small boxes that appear on the screen to provide users with information or instructions. They can be used to alert users to important events, such as a new notification or an error message, or to provide additional information about a specific feature or option.

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These are elements that show the user how far they have progressed through a task or process. For example, a progress indicator might be a progress bar that shows the user how many steps they have completed in a sign-up process.

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Push notifications are messages or alerts that are sent to a user's mobile device from a mobile app. Push notifications can be used to provide users with timely and relevant information, such as alerts, reminders, or updates, even when the app is not actively being used. Push notifications are typically delivered through a central service provided by the mobile operating system, and can be customized by the product teams to include specific content, timing, and other settings. Push notifications can be an effective way to engage users and keep them informed about important events or updates within the app.

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Tooltips are small pop-up boxes that appear over a specific UI element in the app. They typically contain brief explanations or instructions related to the element they are attached to.

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Tutorials are step-by-step guides that walk users through the key features and functions of the app. They can be accessed from the app's main menu or triggered to appear the first time the user opens the app.

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These are messages or notifications that ask the user to take a specific action. For example, a user prompt might be a pop-up message that asks the user to rate the app or sign up for a newsletter.

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A walkthrough is a series of screens or steps that guide users through the app and explain its features and functionality. One of the most common uses of a walkthrough is in user onboarding. A walkthrough is typically presented to new users when they first open the app, and is designed to provide a quick and easy introduction to the app and its key features. A walkthrough can include text, images, videos, or other elements to explain the app's functionality and help users understand how to use it. Walkthroughs can be an effective way to help users get started with an app and to encourage them to continue using it.

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User behavior refers to the actions and activities of users, such as what they click on, what they search for, and how long they spend on a specific page or feature. User behavior data can be collected through tools such as analytics, surveys, and user testing.

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User feedback is the opinions, comments, and ratings that users provide about a product or service. User feedback can be collected through tools such as in-app and offline surveys, NPS ratings, reviews, and through social media. User feedback is commonly used to identify areas for improvement and to prioritize future development.

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User research is the process of collecting and analyzing data about users and their behavior in order to understand their needs, preferences, and motivations. User research can be used to inform product design and development, as well as to measure the success of a product and identify areas for improvement.

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User sentiment is the emotional response of users to a product or service. User sentiment data can be collected through tools such as surveys, ratings and reviews, and natural language processing.

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This is a method of comparing two or more variations of a product to see which performs best. A/B tests are commonly used to compare different design or feature variations and to identify the best approach for a particular goal.

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These are groups of users who share common characteristics or behaviors, such as the time they signed up for a product or the features they use most frequently. Cohorts are commonly used to compare the performance of different groups of users and to identify trends or patterns.

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These are graphical interfaces that display a collection of metrics and other data in an organized and easy-to-understand way. Dashboards are commonly used to monitor the performance of a product in real-time and identify trends or patterns.

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These are visual representations of the different stages of a user's journey, from initial engagement to conversion or completion of a goal. Funnels are commonly used to identify where users are dropping off and to identify opportunities for improvement.

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These are the specific measurements or data points that are used to evaluate the performance of a product. Examples of metrics include user retention, conversion rates, and average time on site.

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Segments refer to groups of users or customers who share common characteristics or behaviors. Segments are commonly used to group users based on factors such as their demographics, interests, usage patterns, or other characteristics. Segments can be used to compare the performance of different groups of users and to identify trends or patterns within the user base. For example, a product analytics tool might allow product teams to create segments based on factors such as age, gender, location, or device type, and then compare the performance of each segment to identify opportunities for improvement.

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It is a prioritized list of features or tasks that need to be completed.

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It is the process of testing a new version of the app with a small group of users before releasing it to the general public.

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MVP is a product with the minimum set of features necessary to start gathering feedback from users.

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It is the process of making a new version of the app available to users.

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Roadmap is a plan that outlines the development and release of features over time.

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It is a framework for managing and completing complex projects, typically used in agile software development.

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A sprint is a set period of time (usually 2-4 weeks) during which a team works to complete a set of tasks or deliverables.

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User flow is a visual representation of the steps a user takes to complete a task in the app.

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