Being passionate fans of fishing, a group of investors faced a problem: it is very hard to catch many fish when you go fishing not very often. It requires constant practice or studying special forums and literature to find places with a fine catch of fish. Besides, there was no any product in our market that shows statistics on reservoirs or describes the best types of fishing to use there. These data would simplify preparing and give an answer to the question where go fishing and which type to use.
To create some kind of a storage of social experience and knowledge about fishing in a certain country. Moreover, the information-gathering process should be a desired and involving for users. It is necessary to structure data and to analyze reservoirs, types of fish and fishing in accordance with this information.
Mobile app with possibility to add the results of your fishings, communicate with other community members, take part in competitions and search for fishing experience.
4000+ installs (Android) and 400+ daily unique users during the first 3 month who generate from 20 to 50 “fishings” per day. We’ve got 20 000+ sessions during the first 2 month of app’s existence. General rate in Google play is 4,8.
Average for 2016:
|daily active users||installs (Android)||“fishings” per day|
Rate in Google Play
As a rule, mobile phones have small keyboards, so it’s rather difficult to enter much information. Fingers managed to reduce data gathering about fishing results from 40 to 15 clicks, which gave us 50+ “fishings” per day during the first 2 month of app’s existence.
Onboarding screens and Registration. In our case, the number of registered users directly depends on the user's involvement in the project. So before you ask the user to enter data or link a social network account, we need make him interested, to show the benefits of a mobile application. How our team came to this method of registration can be found in "User registration in a mobile application."