如何推广网站?

如何推广一个房屋维修网站?

像【房屋医院】http://www.fw001.com/ 这种提供维修服务的网站应该如何推广和运营。网站是直接提供服务的,且服务地域仅限于北京。
如果现阶段只提供10万元的宣传费用(不包含搜索引擎付费推广),应该如何利用?

 

 

把网络这样利用就犯了很多土老板通病。以为网站挂上去就会有生意。我一直在给大家说,网站的功能是拿来用,而不是拿来看。 事实上已经无数例子证明,传统行业想在网上挂一个类似广告的网站。就想获得转化率那是不现实的。网络用户具备不确定性, 看了 广告不见得就能把你记住。说实话这网站还不如楼道间的刘皮癣转化率高呢。
要抓这样的客户那得盼天时地利人和,机会渺茫不是吗。
用户粘性,这是所有网站的成功之道。连一个会员功能都没有的网站,你靠什么抓住用户。
这10万元,拿3万来做网站升级,开通会员积分功能等等。剩下7万元存在你们自己手上。做无偿积分赠送,要修的时候再来领用。联合当地团购网站,做一个0元秒杀XXX元维修基金的活动。 团购网站需要这样的零元活动,爱捡便宜的人不管有没用先注册上再说。他们做房屋维修的时候首先想到的是你们,因为有钱存在你那啊,不用白不用。我就是这样成为腾讯旅游的会员的。。。对于网站功能需要怎么制定,后续还可以针对这部分会员做哪些推广。等楼主采用我这个答案的时候我再写给你吧。
PS:网站的外包活儿,我们也可以接。

 

看得出来网站还比较新,从我运营网站的经验来看,暂时不适合做线下营销,1.网站的很多细节和体验还没完善,2.十万的费用做线下是肯定不够的。
  从网络上进行推广是比较好的选择。方向如下:
  1.seo优化。百度是网明查找信息最重要的渠道,你的网站目前收录数只有17个,且出现很多繁体页面被收录(应该是程序中编码的问题)。想办法将北京房屋维修、北京电器维修、北京房屋补漏、北京厨房保洁等关键词努力做到百度比较靠前的位置,这样用户在搜索时就能找到你的网站。
  2.去各大网站不断发布服务信息。附上网站链接,做推广,同时也加大自己网站的权重建设。
  3.自己网站的新内容不断添加,凝练出更多关键词,获取更多网站流量。并保持网站内容的更显。
  鉴于这些,你需要至少一名优化人员,一名编辑人员,一名推广人员,一名开发人员配合。规模小的时候某些工种可以合并,人力扑上去把关键词布局,优化推广,网站自身内容建设及代码完善做到位,坚持个3个月,一定会有成效。我敢保证只要人员招募得当,工作分配合理,不算付费的竞价,三个月内uv达到个每天500以上不是什么难事。

 

线上:
1.seo优化,保持网站活力,生成更多搜索关键词。
2.搜索引擎付费推广,这个我们之前做过,不给力。
3.微博营销,编写小程序,自动转发评论机(这个简单,一个技术人员1-2天即可完成)。
4.去各大生活圈论坛软文推广,或做置顶广告,我们(慢乐网 http://manle.com)目前在世纪城和万柳2个生活圈做的不错,每天活跃人数不少,可以考虑和我们客服联系推广事宜。
5.QQ群推广,基本上每个小区都会有个业主QQ群,可以加进去,试下。
6.本地分类信息网站推广,58、赶集等。
7.邮件、短信营销,这个有点烦人,效果一般。
8.团购,0元团购等,赚取口碑。
线下:
1.和目标小区物业合作。
2.找到目标小区散播小广告。
3.路边散播小广告。
4.dm推广,散播广告到目标小区的业主邮箱内。
因为经费有限,建议采用各个击破的战术,以生活圈为单位,确定好目标社区,然后猛攻,不断尝试各种方法,再根据效果做出运营分析,估计应该能找到适合自己的方法。
这个方向还是不错,继续努力。另外,如需要在我们站点做置顶,请私信联系我,谢谢!

 

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伪需求与产品经理

作者:贾政经,来自:知乎

未经解构的需求都是伪需求。

“伪需求”是基于真实需求业余表达
需求就像璞玉,需要打磨。
伪需求就是那看上去像石头的东西。不经打磨就不会发现它是美玉,所以怎么做都是错
所谓解构,就是打磨的过程。
来一碗“你不知道就可以去屎了”的陈年老母鸡汤:
有一个岛上所有的人都不穿鞋。现在岛上有一个“产品经理”,他是该设计出一种鞋子来获得大卖,还是断定鞋子卖不出去所以找别的方向?
这面临着两种情况:
第一种情况,小岛居民都住在海滩边,鞋子容易进沙子(也可以是任何某种原因),所以赤脚方便,所以“鞋子”在正常人看来是一种伪需求。
但经过分析,发现这里的人民的真实需求不是“赤脚”,而是“舒适”。于是类似凉鞋,或者不容易积沙的鞋子,就很可能大卖。在这里,“赤脚”就是伪需求,而“舒适地步行”才是真实需求。
另一种情况,这个岛上的人确实没见过鞋子,不知道鞋子有多好。
那么在这种情况下,随便设计一种鞋子,因为新奇够酷,也有可能大卖。
所以,任何“产品经理觉得有用”,但市场反馈不好的“需求”,只有一种可能——那就是这个需求并未解构到最本质的情况,而非这个需求不存在。
另一碗鸡汤是“用户需要一匹更快的马”。
二逼产品经理会去养殖各种各样的马,挑出最快的品种大规模繁殖然后推向市场;而福特造出了一辆车子。
不是说“用户需要一匹更快的马”是伪需求,恰恰这是巨大的真实需求,但需要放在发展趋势中理解这个需求。
从福特的这碗鸡汤中真正应该喝到的是——当面对日益膨胀的大众需求的时候,面对技术革命,产品改良是杯水车薪。而如果没有革命性的汽车,更快的马当然一定会畅销!
iPhone的故事也是这样:用户需要更好的手机,但本质不是一台更“砖”的诺基亚,而是需要一台革命性的iPhone;而如果iPhone造不出来,更“砖”的诺基亚一定会大卖,毫无疑问。
当然,这也有特殊情况——如果你面对的是奢侈品市场,福特的车子弱爆了——你得给他们一批金碧辉煌的马车。
总结来说,世上要么“无需求”,要么“有需求”,没有“伪需求”。
需求理解的不对(拉屎拉不出)不能怪需求是“伪”的(马桶没吸力)。
“人人都可以发现伪需求,但是把伪需求变现为商业产品,才是职业的产品经理,所以,并非人人都是产品经理”(哎呀,这是私货,请视而不见……)

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如何理解当代中国—-《十亿消费者》读后感

作者: 阮一峰

日期: 2013年5月21日

Posted: 20 May 2013 08:20 PM PDT

前几天,我读完的美国人 James McGregor 写的《十亿消费者》(One Billion Customers)。

James McGregor 本来是《华尔街日报》和道琼斯集团在华负责人,后来辞职经商。为了对记者生涯做总结,他就写了这本书,让西方人了解如何在中国做生意。

在书中,他通过对一些涉及高层的案例介绍,披露了中国政府商业管理的内幕,对中国社会有精准深刻的分析。很难相信,一个外国人如此懂中国。

我认为,对于想在中国经商的人,这本书是必读的。尤其是如何处理与中国政府的商业关系,大概很难找到比它更好的读物了。

此书不太可能在国内正式出版,译言网有一个网友翻译的中文版,质量相当好,推荐阅读。

下面就是我整理的一些摘录。

========================================

《十亿消费者》摘录

作者: [美] James McGregor

(题图:刘勃麟的 Hiding in the City 系列)

一、 中国文化

1.

贤明君主自上而下的管理,是中国数千年社会秩序的基础。直到今天,也是中国普遍流行的商业管理模式。

2.

中国文化的核心,就是追求和谐,哪怕这种和谐是表面的。

3.

中国文化提倡,个人追求恭顺和礼仪,接受来自上层的命令和决策。

4.

中国儿童在生活中学到的第一课就是纪律,家长教育孩子遵守纪律。

5.

中国文化提倡克制、克制、再克制。

6.

中国人习惯服从领导。领导人可以对所有问题下命令,甚至包括下属的家庭矛盾。

7.

由于推崇稳定和强调服从,中国人对那些充满魅力、照顾属下、发号施令的领袖惟命是从。

8.

中国人的这种服从性格,在制造业中颇有成效。但是一旦走出国门,或者进入需要更具创造力的领域如研发,中国模式的缺点就暴露无遗。

9.

什么是中国公司中最常见的四个字?”听领导的!”

二、 重视稳定和秩序

10.

中国政府最重视的,就是稳定和秩序。

11.

不管能否控制,中国政府假装一切皆在控制之中。

12.

任何敢于公开与政府对抗的人,都将在国家稳定的名义下遭到无情镇压。

13.

想在中国生存,你不能让这个体制感到为难。

14.

如果想要打击对手,你可以把对手描绘成破坏体制的人。

15.

与中国政府产生矛盾时,你要说明你公司的业务是如何有利于中国,而不是政府如何错了。你不能让人觉得体制很差。

16.

为了维持表面上的秩序,中国人的行为准则,不是有没有内疚,而是会不会被揭露。

17.

只要不被抓住,中国人做任何事都可以心安理得。在这种环境下,政府不得不变得强权和无所不在,加大你作恶之后被抓住的可能。

18.

中国的法律假设,一切皆在政府控制之下,除非法律明文允许,否则你做的事情都是不合法的。而美国法律假设,政府不得干涉人民自由,除非法律明文禁止,否则你可以做任何事情。

19.

为什么中国的交通很乱?因为各种政治压制和社会控制的存在,中国人把油门和方向盘当作发泄工具。

三、 教育和思想控制

20.

中国教育体制培养出来的人是被领导的,而不是领导别人。

21.

这种教育体制的结果,就是强大但却缺乏主动的劳动力大军,而创新性的商业领袖和各种经理人非常之少。

22.

教育在中国是最大的优势,也是最大的劣势。

23.

中国人记忆超群,精于数学,安于枯燥冗长工作。但是死记硬背的教育体系大大削弱了人们的分析和领导能力。

24.

为了维持秩序,中国政府对信息和思想实施控制。这样必然会扼杀创新。

25.

政府相信必须控制信息才能保住权力,但是中国需要公民掌握充分的信息,才能在全球经济中竞争。这使得媒体得以探索自己的笼子到底有多大。

26.

自由意味着知道你自己的笼子有多大。

四、 官员的务实性

27.

表面上要维护秩序,但实际上,为了有效管理国家,中国政府官员在效率和私人问题上是非常务实的。

28.

从高级到基层的党政官员,满嘴都是最新的口号,但是一旦这些官方的政治反刍完毕,谈话立刻就转到经商。

29.

对于大多数中国官员来说,生活的准则就是”指鹿为马”。说的是一套,做的是另一套,因为否则就会威胁到整个体制的稳定。

30.

由于这种两面性的存在,中国的反腐收效甚微,因为整个体制与诚实正直格格不入。

31.

中国政府在决策和处理与人民关系的时候,更像在经营一家公司。就像在公司里一样,党的高层有一些民主,但是在基层则几乎没有。

32.

由于人民不相信政府,政府只能通过促进经济增长,来保持威信。加快经济发展速度,政府只有两个药方:私有化和大量投资。

33.

中国政府喜欢那些能帮助国家解决困难的公司。

五、 重视金钱利益

34.

对政治体系的不信任、腐败、快速的形势变化,又没有社会保障,一切让中国人惴惴不安。大家都觉得,获得安全感的唯一方法,就是快速获得财富。

35.

很多中国人只信任钱。

36.

在葬礼上,一个核心环节就是烧纸钱,给死人送去资产。

37.

在婚礼上,来宾们在公然注视下,排队送礼金,每个人的信封被撕开、清点、并纪录下来。

38.

由于急于致富,除非被迫,否则没有人会排队。每个人都拼命往前挤。这也是商业的运作模式。

39.

快速致富的必然推论是”谁也不要相信”。中国人对体制、对陌生人有着深深的不信任。结果就是商业环境中到处是不诚实。

40.

中国人之间毫无信任可言。在中国做买卖,人们的预期就是对方会骗自己。

41.

中国社会是自私的。中国人竞争能力很强,合作能力很弱。

42.

中国人是全世界最自我、最自私的民族之一。

43.

单个来说,中国人是凶猛可怕的商人。但是,中国人很难组建大型组织,这样的组织需要人们分享观点、平等共处。

44.

在中国,你要么有钱,要么听话。

六、 人际关系与法律

45.

因为表面上需要维持秩序,而实际上又是另一套做法,所以,人际关系在中国社会的重要性,远大于西方。

46.

法律和合同的规定,不如人际关系重要。

47.

在中国做生意,不要完全依赖于法律,你会输的。法律只是你商业行为的一种论据。

48.

中国人事部门主管的权力远高过西方,因为那些被录用的人往往对他们心怀感激。

49.

机会来自和有权有势的人的交往。

50.

在这个需要和层层官僚及个人利益打交道的国家,单靠个人能力是无法成事的。

51.

在一个缺乏公平和公正的法律体系中,你的人际网络能确保你的安全。

52.

商业公司如果不把政府关系当作业务最关键的一部分,那么它的业务就会出现问题。

53.

在中国,市场总能取得胜利。

54.

亲吻干部,拥抱客户。

原文地址:http://www.ruanyifeng.com/blog/2013/05/one-billion-consumers.html

Why Great Technologies Don’t Make Great Products

Summary: Discusses why technology alone can’t make great products. (4 printed pages)

We all love technology. That’s why we’re in this industry. We have an unspoken belief that technology will save the world from all of its problems. We excel at creating technologies and packaging them into boxes or Web sites, but we often fail to put them together in ways that our customers can easily use and appreciate. Sometimes we respond with awe at things we know were hard to implement or difficult to build, without regard for the purpose they might serve. Over the years I’ve noticed that our love for technology doesn’t always lead us in the right direction. In this column I’ll try to describe the kind of thinking that’s missing.

The Fun Employment Clause

Your manager has probably expressed a desire for you to have fun and to work on cool projects. That’s not quite the whole story. The hidden truth is what’s known as the fun employment clause: You are hired to have fun if, and only if, you’re making sure the user has an enjoyable experience with the product. This is because end users pay your salary—they pay all of our salaries. It means that everything you do should ultimately benefit the user and, therefore, your company. You want to focus on growing the intersection between your company’s goals and your users’ goals.

Each line of code you write, every bug you find, and any market research you do should help the user in some way. No matter how obscure or indirect your work is, you’re still bound by the fun employment clause. For example, fixing a device driver, improving reliability, or optimizing server performance makes the product better in measurable ways for any user. Doing market research helps focus the product on the right set of people so you can satisfy their needs. If you can’t connect the dots between the work you do and how it helps the customer, consider investing your time somewhere else. The more frequently you think of your work, and your team’s work, in end-user terms, the more likely you are to help create a great product.

We Are Not Our Users

We develop inbred thinking in this industry. We spend most of our time with people who scored over 700 on their math SATs, we know people involved in IPOs and stock options, and we work with folks who take computers apart for fun. We forget that the people within our industry are very different from the rest of the world. That’s why going into the usability lab or a focus group seems like a trip into the twilight zone. It seems like those users are in the minority, visiting us from some twisted and slower universe. The reality is this: We are the overwhelming minority. Those visitors in the usability lab are the majority, and they are the folks using our products and paying our salaries.

There is no substitute for watching someone use something you’ve built. It’s the only way to see how your intended goals match with the reality. Would you want a surgeon to operate on you without examining you before as well as after the surgery? Would you want a building contractor to remodel your kitchen without discussing your plans and making sure you got what you needed? Good craftspeople want to understand the world in which their product will be used before building it. We have the amazing power to create things, and it’s easy to fall into the trap of building things that appeal to us as creators, instead of things that will appeal to our customers. There’s no way to know how biased you are without working through usability engineering and other forms of customer feedback. You must spend time with users throughout the product cycle, repeatedly refreshing the team perspective on what you’re building and for whom.

Which Came First: the User or the Technology?

There is a fundamental difference in how technologists and true designers approach making products. Technical people tend to start with technologies. We take teams of developers, build a technology, and then shoehorn a user interface and a user experience onto the framework dictated by the technology. This guarantees that the user experience will be a poor compromise. The product won’t be designed for use, it will be designed as a ship vehicle for a package of technologies. It’s a value proposition: We behave as if it’s more important for technologies to be shipped than for products to be used. What great products are designed this way? Do master chefs wait until the last minute to figure out how the food will taste to their customers? Do tailors measure their clients after the suit has been sewn together?

A good craftsperson in any trade understands that people will consume their work, and every decision is made with that type of person in mind. Software or Web development is no different. The people who go to restaurants or movies are the same ones who use our products. We need to cultivate an interest in how products in other fields are developed, and how they achieve the results that they do. Makers of automobiles, CD players, and appliances all have the same challenge of balancing engineering, business, and usability, except they’ve been doing it a lot longer than we have. We can learn a lot from their successes and failures, and by recognizing the differences in approaches they use.

Why Simple Products Are Great Products

The most powerful engineering feats are the ones we don’t notice. The real power of engineers and developers is in turning something incredibly complex into something amazingly simple. The automatic transmission in a car represents significantly more engineering work than a manual transmission. The best works of the automobile industry, urban architecture, and consumer electronics express how great engineering is focused on hiding complexity, not reveling in it.

The best approach to adding value to products is to add power without adding complexity. When you want to add a new feature, is there some way to add it without adding a user interface for it? Can it be reliably automated? Or is there some other feature we can modify or remove to include the new feature, replacing something old with something new and improved? Think of automobiles and how they add significant features with minimal user impact. Anti-lock brakes are a supplement to the standard brake pedal UI, just like power steering is an addition to the usual steering wheel. No training or relearning is required on the part of the driver to get the benefits of these new features. This kind of design effort—where complex features appear simple to the user—makes great products.

The Real Meaning of Software as a Service

When you walk into any sporting goods store and have a question about the backpack you purchased, you expect to be treated with respect. You want the salespeople to talk to you at your level, deal with your issues, and in a polite and fair way do everything in their power to resolve your problem. Software or Web users are no different. They expect to be treated with respect and to get quality service. The customer, or in this case the user, is always right.

We make a critical mistake when we think of error messages as user errors instead of developer errors. If the user is trying to purchase something from a Web site, and there is a problem with the server database, whose fault is it, really? It’s our fault. We weren’t smart enough to ensure that the user would never encounter this problem. Either the project manager and designer failed to create the right interface design, or the development and test teams failed to find an important defect in how the system works. Web site error messages are just as bad, if not worse, than the ones found in software. When an error occurs in our products, we are like the service person at the REI counter. Do we provide courteous and helpful support? Do we treat users as though they’re always right? Almost never. Usually we respond with an error message like this:

Server error 152432. Scripting service failure.

Every error message is a user in trouble. Imagine your user, sitting there, late for a meeting, frustrated because they can’t do the thing they desperately want to do. What would you want your user to see at that moment? What kind of service should they receive? Every error message you put into your product is an opportunity for good service. You have to plan error messages and error handling into your schedule if you want to provide quality service as part of your Web site or product. Project managers should always add error coverage as a feature that is officially entered in the schedules for the dev and test teams. But keep this in mind: There is no such thing as a great error message. A great error is one that has been eliminated through superior error-handling code and product design.

Service goes beyond error messages that provide great support instead of blaming the user. There are countless opportunities throughout a user’s experience to provide great service. Watch someone using the key features of your Web site and ask yourself how it compares to the level of service you’d expect at a good store or restaurant. A good waiter knows when to interrupt you, when to leave you alone, and how to do it all in a courteous and respectful way. The closer your Web site or software quality comes to the levels of good service people get in their daily experiences, the closer you’ll be to having a great product.

Making Time to Create Great Products

Doing anything well is hard. Writing good code takes more time than writing bad code. If your team’s management is dedicated to making a great product, then it will do the work to align team goals and schedules into a reality that creates that product. That’s their job. If they fail to do this, it’s your job to let them know. If the problem is learning about how to integrate the UI, interaction design, or usability into the development process, then ask your design and usability folks if you have them, or send me your questions. Good product design comes from good team process, and many teams still have not figured it out. In many cases, investing in usability engineering saves time and money, because you design things well the first time, instead of trying to patch things up release after release.

A team with good leadership directs everyone to understand how their individual contributions affect the customer. There should be a framework in place before development begins—provided by project management, product planning, and usability—for what problems users have and how the features and technologies the team is building can solve those problems. Without a framework, you’re guaranteed to build technologies that don’t solve any problems. Once a day, you should ask yourself what problem you’re solving, whose problem it is, and whether it makes sense for you to invest your time there.

If your goal is to make something useful, and you know how to make something useful, then you should schedule your project so you can make something useful. Saying, “We don’t have time” to develop a critical aspect of the product is always a cop-out. It really means that your team doesn’t plan well, or its goals and schedule were not designed to match. If the user’s experience of your product is a low-priority item, then maybe it’s time to reassess your project’s priorities. If you believe something is important, you can schedule and plan for it.

Where Does Greatness Come From?

You can help make great products happen by becoming a user advocate. I’m convinced that it’s the team’s collective awareness and dedication to their users that makes all the difference. Send this article to people on your team. Go to usability tests or learn how to conduct one if no one else on your team knows how. Talk to product designers about what’s going wrong. Ask your usability engineer how they do what they do and how you can help support them. Your official job title doesn’t matter; users pay your salary no matter what you do. If you work in a UI discipline, help others on your team broaden their perspective, and invite their participation. When you read a good book or article about design, pass it on to those who need it the most. If you’re one of the few on your team who feels passionately about good design, the challenge is yours—but I’m here to help you however I can.

Human Factor Information

Scott Berkun is currently the UI design and usability training manager at Microsoft. He was a usability engineer on Internet Explorer versions 1.0 and 2.0, UI program manager on Internet Explorer 3.0 to 5.0, and lead program manager for Consumer Windows before moving to his current position.

 

This article is from MSDN: http://msdn.microsoft.com/en-us/library/ms993293.aspx

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