It exploits people's ' loss aversion ' mentality, where we think that something (that we have or could have had) is about to bulk sms send pass away and there is a biological urge to avoid it. Using a countdown to show the fading state of the opportunity, gradually strengthen the user's 'loss escape', which can promote user action. Of course, when the user takes action, it is necessary to ensure that the process is simple and the operation is convenient, so that the bulk sms send user can smoothly eliminate this psychological discomfort. If the user is troubled or confused during the action due to the design.
The user is likely to ignore it completely. Your 'countdown', just to bulk sms send avoid feeling powerless in the subsequent process. The availability time of all red envelopes and coupons is a use case for this countdown. 3.2 Status available after countdown Indicates that the state of the corresponding element is available only when the bulk sms send countdown time expires, and users cannot use a function or complete an operation during the countdown period.
This is a design technique that uses scarcity to bulk sms send affect user behavior. Many games require 'stamina' to start a new round. After the stamina is used up, it takes a certain period of time to recover. During this period of time, the bulk sms send user will be 'suffering' and try to continue the game. Satisfied' playing and then not coming back for a few days is a better way to drive user revisit .