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Witch candy? Cringe challenges? What other secrets are we yet to discover? L brings you the #奥野壮 & #豊田裕大 Chinese New Year Special Project interactive mini-game! (full version at #ドラマコスラバ #LEMONCOVERSTAR 奥野 壮

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First of all, we here at AMGI want to thank you all for being on this journey with us. We have been extremely busy. Over the last few weeks we have delivered a huge early access patch to My Pet Hooligan, delivered a new on-chain governance solution with WinVote, brought back NFTs in game, started testing the Street Kred system, made some new hires, delivered a new site for AMGI Studios and smashed the largest gaming event in the USA, PAX West. What does all of this mean and importantly what is next!.... PAX West You have seen the videos, you know the vibes were on point, but let's dive deeper into this and what the key takeaways are. PAX West was completely different to the WAGMI Crypto events that we are mostly used to in this space, although these are always fun and important, when creating gaming products, it is also important to get directly in front of people who have a passion for gaming. That's what PAX West was, hosting over 100,000 gamers who just want to play games and have fun. PAX West was a great success for us on many fronts. It confirmed that we have something special in our hands. Gamers loved both the brand and the game and were eager to get involved. It opened up new exciting opportunities with gaming and hardware companies. It was a blast seeing event goers from Day 2 onwards wearing the My Pet Hooligan t-shirts around the city. It was great to see parents playing the game together with their kids. The choices to not include blood and gore made a huge difference and have opened some new unexpected doors for us. If we truly believe in the progression and adoption of this industry we need to move beyond degen products and into real life consumer products that people can truly enjoy. That's what we are here to do, no matter how difficult it is, and no matter what the current ‘meta’ is. We have been here for many years grinding day in and day out and are still here today delivering like we are the new kids on the block trying to prove ourselves. The Game PAX West marks the end of a phase of the project, whilst we now posture more into continued efficiency, growth and retention. The game is not feature complete by any means yet but the foundations are strong. There are a number of features still being developed, including a progression system, consumables system, further build out of questing, token utility and more. As these are continuing to be developed we also continue on our journey to make the game more accessible. This will start with Steam and then Consoles. A Microsoft rep at PAX told us “we are going to make it”, who are we to disagree!... Lots of new ideas, lots of new feedback to work from and a renewed drive and hunger which are only going to help make this an even more compelling and fun game. The Web3 Marketplace In the coming days, Version 1 of the My Pet Hooligan Web3 Marketplace will be going live. Version 1 for now will allow for the trading of My Pet Hooligan NFTs, OG Hooligans and Zuckbots for $KARRAT. It will also serve as the marketplace for all of our upcoming in-game blockchain assets. This will eventually become part of your online My Pet Hooligan central hub and will include features such as rentals and subscriptions. It's been a long time coming but it shall be here very soon. Everything's coming together, one step at a time. It is important to note that there are many pieces of a complex puzzle that must come together in order for us to succeed. Between payment solutions, L1 & L2 blockchains, wallets, distribution platforms and the laws of the land. We are in uncharted waters and continue to do things in the most flexible ways possible to ensure we have strong resilience with our operations. The MPH website is next on the list for an uplift too as well as an overhaul of the user accounts system UI/UX. Team We continue to strengthen the team bringing in new hires and stepping up individuals from the community. Some of the new resources being brought in include a new Game Producer, Senior Game Engineer, Senior Blockchain Engineer and the former Dean of the Epic Unreal Fellowship Programme. Collectively bringing in experience from Epic, Solana, Blizzard and more. There are also some community role changes and new advisors that will help with social strategy and web3. As well as new marketing efforts through new channels of distribution that we are exploring. More to come on this… WinVote V1 Governance isn't sexy but building tools for the benefit of the space that others can license is. Governance is a key part of the industry and a need for most of the foundations in the crypto space. WinVote has started its trial with the KARRAT Foundation. Whilst the trial continues it will continue to be built out with an aim to be the premier tool for on-chain governance in the space. Access to WinVote for other communities and organizations wishing to use WinVote will be secure through licenses that utilize $KARRAT. We still have much more at work here in the studio, such as continued R&D, The Others, AI, Feature Development and more. This list is long, but we are grateful to get to do it. Stay tuned and let us cook, this s#it ain’t easy! Karrat Gang, thank you again for being on this journey with us. We love and appreciate you all! Look out for a catchup with the team next week. Hooli-hoo!!

My Pet Hooligan

26,616 views • 1 year ago

Progress Development Updates There is one ethos at $SPECT, there isn’t a single day without development and product building. Pleasure to share what we achieved today: 1. There were some user reports about the SE watchlist cards resetting/disappearing after a page refresh or switching to another page. We've fixed this issue by implementing a new handler structure, and it has already been deployed for public use. 2. The Research Zone Lite version now has a Main Project Tweets Preview section. Previously, we displayed project tweets as a list. Now, you can check tweets as embedded blocks with integrated images and videos. This update has also been deployed for public use. (1st attached video) 3. Market Widgets - Mobile Version: The Sector Performance, Market News, X Trending, Partners in Focus, and Compare sections are now optimized for mobile and tablet devices. We're making final adjustments to the full-screen charts and will deploy this mobile version for public use tomorrow. (2nd attached video) 4. Background Development: While we’re adding new features to the Search Engine, there is ongoing background work on our other ecosystem products. The main focus remains on X Bubbles, Monarch AI Agent, and Spectre DexScan. These products will change the game in how we research and trade, as we aim to implement all the functionality DeFi users truly want to see and use daily. Our goal never changes. We build for and with our users to deliver the best tools and products for this space. #ai $SPECT

SPECTRE AI

11,772 views • 1 year ago

The graduation celebration has finally reached its closing moment. From the initial preparations to the final presentation, we spent two months wholeheartedly pursuing what we love. Thank you to every Chinese Omelette who participated in this graduation gathering support project. Your heartfelt intentions have transcended the barriers of time and space, becoming the driving force for Orm's progress. Thank you to every Chinese Omelette who loves Orm. Our love is like a sturdy tree growing from solid soil. Its growth may be slow and may not yet shield Orm from the storms, but as we accumulate every bit of love, we will eventually see the day when the tree stands tall. Thank you to every fan who has helped OrmOmelette_CN (CN). Your selfless contributions and support have been a lifeline, helping us overcome complex challenges. Thank you to our CN teammates. We have stayed up late, vented our frustrations, and understood each other during the toughest moments. Looking back at the days of planning the graduation support starting in early October, nearly two months have passed. What once seemed like an unreachable goal of 5M THB support has now shone brightly in Bangkok. When we found out we couldn't create the flower wall, it felt like the sky was falling, but we later came up with alternative plan. The discarded old plans, the limited bank cards, the sleepless nights, and flights chased by typhoons—behind this grand celebration stand many “fools crazy in love.” This has been a wholehearted effort without expectation of return, without division. Although there are objective distances of time and space, and cultural and language barriers, this celebration born for Orm is a manifestation of the overwhelming love from the Chinese Omelette. Every sincere contribution is a heavy blessing. We wish orm kornnaphat🌈(ภีรชา พชรฐากูร แอคจริง555) a bright and unyielding future. We wish orm kornnaphat🌈(ภีรชา พชรฐากูร แอคจริง555) to always be loved and to always love others. We wish orm kornnaphat🌈(ภีรชา พชรฐากูร แอคจริง555) to always have the smile she has yesterday. We love you. CONGRATS ORMKORN #OrmSWUGradDay #ormkornnaphat #ออมกรณ์นภัส orm kornnaphat🌈(ภีรชา พชรฐากูร แอคจริง555)

OrmKornnaphat_CN

35,285 views • 1 year ago

Steve Jobs, Aspen 1983 ================ I'm not a natural artist. I can create simple drawings, cut them out, and paste them into documents. This allows me to combine images and text before sending them electronically. Anyone in Aspen can then access their mail and see the drawing by dialing a phone number. We're at the beginning of a revolution. The personal computer is a new medium, and society and computers are truly converging for the first time in the 1980s. In the next 15 years, this initial phase of widespread tool adoption will be complete. During this time, we have a real opportunity to do this well, or to do it poorly. Many of us at Apple are dedicated to doing it well. I want to discuss one final concept before we open the floor to questions. What is a computer program? It's a strange concept. Like an electron, you can't see or touch it. Computer programs have no physical form; they are simply ideas expressed on paper. They are archetypal. Let's compare computer programming to television programming. If you watch tapes of JFK's funeral, you'll likely experience similar emotions to those you felt when you watched it live. Through television programming, we are adept at capturing and recreating experiences. It's expensive and somewhat limited, but we can do it effectively. You can truly feel the excitement of Neil Armstrong landing on the moon. Computer programming does something different. It captures the underlying principles of an experience, not the experience itself. These principles enable countless different experiences that adhere to those rules. A perfect example is a video game. It follows the laws of gravity and angular momentum, creating, for instance, a simple Pong game. The ball always obeys these laws. No two Pong games are ever identical, yet every game follows these fundamental principles. Another example is a program called "Hamurabi." Seven-year-olds play this game where they become King Hamurabi of Sumeria for ten years. The game presents scenarios: "King Hamurabi, in year one, you have 1,000 bushels of wheat, 100 people, and 100 acres of land. Land trades at 24 bushels an acre. Do you want to buy or sell land? How much do you want to plant or feed?" If you don't plant enough, people starve. If you plant a lot, people from neighboring villages will come to your prosperous village. It's a crude macroeconomic model, but these children will play for hours, learning. We need to develop better and more sophisticated models, but this is an interactive learning experience none of us had growing up. Again, thousands of individual experiences, all based on one set of underlying principles. In school, I had a few great teachers and many mediocre ones. Books were my salvation. I could read Aristotle or Plato directly, without an intermediary. A book is phenomenal; it goes straight from the source to the reader. The problem is, you can't ask Aristotle a question. Looking ahead 50 to 100 years, if we can create machines that capture an underlying spirit, set of principles, or way of looking at the world, then when the next Aristotle arrives, perhaps they will carry one of these machines. After they're gone, we could potentially ask the machine, "What would Aristotle have said about this?" We might not get the right answer, but we might. That's incredibly exciting and one of the reasons I do what I do. Now, what would you like to discuss?

@jason

112,272 views • 1 year ago

Today, we are launching the first publicly available AI Scientist, via the FutureHouse Platform. Our AI Scientist agents can perform a wide variety of scientific tasks better than humans. By chaining them together, we've already started to discover new biology really fast. With the platform, we are bringing these capabilities to the wider community. Watch our long-form video, in the comments below, to learn more about how the platform works and how you can use it to make new discoveries, and go to our website or see the comments below to access the platform. We are releasing three superhuman AI Scientist agents today, each with their own specialization: A general-purpose agent (Crow); An agent to automate literature reviews (Falcon); and An agent to answer the question “Has anyone done X before” (Owl). We are also releasing an experimental agent, Phoenix, that has access to a wide variety of tools for planning experiments in chemistry. More on that below. The three literature search agents (Crow, Falcon, and Owl) have benchmarked superhuman performance. They also have access to a large corpus of full scientific texts, which means that you can ask them more detailed questions about experimental protocols and study limitations that general-purpose web search agents, which usually only have access to abstracts, might miss. Our agents also use a variety of factors to distinguish source quality, so that they don’t end up relying on low-quality papers or pop-science sources. Finally, and critically, we have an API, which is intended to allow researchers to integrate our agents into their workflows. Phoenix is an experimental project we put together recently just to demonstrate what can happen if you give the agents access to lots of scientific tools. It is not better than humans at planning experiments yet, and it makes a lot more mistakes than Crow, Falcon, or Owl. We want to see all the ways you can break it! The agents we are releasing today cannot yet do all (or even most!) aspects of scientific research autonomously. However, as we show in the video, you can already use them to generate and evaluate new hypotheses and plan new experiments way faster than before. Internally, we also have dedicated agents for data analysis, hypothesis generation, protein engineering, and more, and we plan to launch these on the platform in the coming months as well. Within a year or two, it is easy to imagine that the vast majority of desk work that scientists do today will be accelerated with the help of AI agents like the ones we are releasing today. The platform is currently free-to-use. Over time, depending on how people use it, we may implement pricing plans. If you want higher rate limits, especially for research projects, get in touch. Michael Skarlinski, Andrew White 🐦‍⬛, Tyler Nadolski, Remo Storni, James Braza, Ludovico Mitchener, Michaela Hinks, as well as Jason Carman and his team for making such fantastic videos of us!

Sam Rodriques

725,230 views • 1 year ago

LARGE NUMBERS OF Americans harshly criticized China’s re-usable booster rocket on social media, saying that the US had already achieved similar feats. They are missing the point. The world took such an interest in China’s achievement not because they claimed to be first--they did not--but because a nation from a poor part of the world successfully did what the world’s wealthiest country had done. Remember, China had the same GDP as India as recently as 1986. It’s not specific achievements, but the speed and velocity of China’s rise that is terrifying the US political-media establishment. And that’s why the US is heavily arming Japan, Taiwan, Australia and a dozen other places to stand by to attack China. . COMPARE PROGRESS The missing context of the reports is this: The US, European nations, and New Zealand are ALL actively working on creating reusable rockets of one kind or another. For an Asian nation to zoom to second place is notable. What the Chinese did this week was to fire a rocket into space and successfully land an orbital booster at sea, for reuse. In achieving this, it can be said that China’s Long March 10B rocket is following in the footsteps of the US. Other rockets which have done this are Falcon 9 in 2015 (by SpaceX, helmed by Elon Musk) and New Glenn in 2025 (by Blue Origin, a Jeff Bezos project). . AHEAD OF EUROPE Yet the Chinese did not demonstrate a copy of those systems, but a unique set-up of their own, with the rocket guided down into a floating landing pad while firing retro-boosters. By achieving this feat, the Chinese have overtaken other rich countries, confirming the velocity of China’s rise. Europe’s Ariane Group has been working with the European Space Agency on a reusable rocket stage called Themis. A New Zealand-US project called Rocket Lab has fired boosters, and then parachuted them into the ocean, so parts can be reused on later launches. China has apparently overtaken both projects. . NEXT: SCI-FI ROCKETS It is worth noting that the Chinese are testing multiple systems—so they are also deploying systems where a rocket flies straight up and then returns to earth, intact, to land upright, in the style which has been seen for a half a century in sci-fi movies. Active Chinese companies in this area include LandSpace, Space Epoch, Deep Blue Aerospace and Galactic Energy. So China can say to its American critics: “Yes, you were first. But we’re happy to be making remarkable progress in this area.” Yet the elite in the US will think differently. Their attitude is more likely to be something like this: “Hey, we may be number one now, but at the rate they are going, we’re gonna be eating their dust. How can we Tonya them?” .
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LARGE NUMBERS OF Americans harshly criticized China’s re-usable booster rocket on social media, saying that the US had already achieved similar feats. They are missing the point. The world took such an interest in China’s achievement not because they claimed to be first--they did not--but because a nation from a poor part of the world successfully did what the world’s wealthiest country had done. Remember, China had the same GDP as India as recently as 1986. It’s not specific achievements, but the speed and velocity of China’s rise that is terrifying the US political-media establishment. And that’s why the US is heavily arming Japan, Taiwan, Australia and a dozen other places to stand by to attack China. . COMPARE PROGRESS The missing context of the reports is this: The US, European nations, and New Zealand are ALL actively working on creating reusable rockets of one kind or another. For an Asian nation to zoom to second place is notable. What the Chinese did this week was to fire a rocket into space and successfully land an orbital booster at sea, for reuse. In achieving this, it can be said that China’s Long March 10B rocket is following in the footsteps of the US. Other rockets which have done this are Falcon 9 in 2015 (by SpaceX, helmed by Elon Musk) and New Glenn in 2025 (by Blue Origin, a Jeff Bezos project). . AHEAD OF EUROPE Yet the Chinese did not demonstrate a copy of those systems, but a unique set-up of their own, with the rocket guided down into a floating landing pad while firing retro-boosters. By achieving this feat, the Chinese have overtaken other rich countries, confirming the velocity of China’s rise. Europe’s Ariane Group has been working with the European Space Agency on a reusable rocket stage called Themis. A New Zealand-US project called Rocket Lab has fired boosters, and then parachuted them into the ocean, so parts can be reused on later launches. China has apparently overtaken both projects. . NEXT: SCI-FI ROCKETS It is worth noting that the Chinese are testing multiple systems—so they are also deploying systems where a rocket flies straight up and then returns to earth, intact, to land upright, in the style which has been seen for a half a century in sci-fi movies. Active Chinese companies in this area include LandSpace, Space Epoch, Deep Blue Aerospace and Galactic Energy. So China can say to its American critics: “Yes, you were first. But we’re happy to be making remarkable progress in this area.” Yet the elite in the US will think differently. Their attitude is more likely to be something like this: “Hey, we may be number one now, but at the rate they are going, we’re gonna be eating their dust. How can we Tonya them?” .

Nury Vittachi

74,302 views • 25 days ago

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 views • 5 months ago

Paul Scherer wants to create an AI that brings us closer to each other. paul and Eigen are building a "mutual friend" for the world. Critically, the mutual part is more important than the friend part. Imagine the best "connector" you know -- the person who is emotionally intelligent, thoughtful, and always bringing people together. What if they could be friends with a million people, rather than a few hundred? And what if they were entirely focused on creating more belonging in the world? Modern social media--due to hyper-personalization and broken incentives--makes us feel more and more estranged from the people we care about. AI chatbots focus on engagement and can be anti-social. Paul and Eigen are aiming for a pro-social AI friend who is more concerned with helping deepen and widen your relationships than getting you to talk to it for longer. We discuss what all this might look like, the challenges of "growing" a new person that isn't a bad actor, and what it feels like to be a prodigious 22-year-old who Peter Fenton compared to the founders of last generation's great social media companies--all before he’s publicly launched a product. Timestamps: 1:13 - Intro to Paul 3:28 - Start: 'Momo', Presence, Friendship, and Time 11:10 - How the Internet Connects Us and Isolates Us, and Conflating Social and Media 25:12 - A Future Where We Talk to AIs 33:55 - Paul and Eigen are Building a Mutual Friend to Help Us Connect with Other Humans 48:01 - Why Do We Need a Mutual Friend? And Making a Friend We Can Trust 1:16:53 - Belonging, Building the team at Eigen, and Inventor as Outlaw 1:25:38 - Managing the Psychology of Being a Promising Young Founder 1:36:53 - Maintaining a High Bar, Fighting Entropy, and Influences 1:53:50 - Self-belief, Authenticity, Seeing the Water 2:10:30 - Courage, and a Final Question from a Mutual Friend 2:16:27 - Eigen Office Tour with Paul Dialectic with Jackson Dahl 47: Paul Scherer - A Friend That Brings Us Closer - is out now on all platforms.

Jackson Dahl

36,094 views • 2 months ago

Here is how Marc could improve the landing page: First, even tho the initial audience was Indie Makers, it's not the one that brings the most $$ (as per Marc). So, we need to make it super clear who is the landing page for. The "problem" is that there are multiple audiences, and we can't niche down the main landing page yet. It means the main landing will be more generalist to appeal to more people, but will be slightly less impactful as a result. The solution for this is to create multiple landing pages for specific audiences with super precise headlines For our general landing page, we want: - What is it - Who is this for - Make it clear what the main benefits are What is it -> Analytics app Who is this for -> Online businesses Main benefit -> Simple to use/setup (no code), accurate revenue tracking, it's modern, unlike what they use at the moment (Google Analytics) Headline: - "Modern analytics for online businesses" (if we position against Google Analytics and other bloated apps) - "Easy analytics for online businesses" 👉 You might want to A/B test them eventually Now, it would be even BETTER if we had data on WHY they want to track revenues (ex: Measure ROI, find opportunities, etc), but for now, we can stay generic and then test different ones later As for the audience-specific landing pages, you can mention the name of the audience directly to make it relevant to them: - The analytics platform for marketplaces - The analytics platform for course creators - etc... Subheadline: - Accurate revenue tracking without a line of code Bullet points (all 3): - Integrates with 50+ platforms - Accurate revenue tracking & funnels - Setup in 5 minutes Call to action: - "Start 14-day trial" implies a payment will be needed, which creates friction at some point - Better have something neutral ("Start For Free", "Get Started Now") or action-focused (in this case "Create your project" or "Setup my website") Then we have the big image section. Right now, it occupies lots of space and provide little value. What would be better here is to either have an interactive embedding or a video showcasing the main features of the app. And in both case, you want to make it smaller, and interactive As for the signup page: Right now it's very austere, and the video on the left side catch the attention more than the form. I showed examples in the video, but you want to have a step by step guided onboarding that doesn't feel like people are creating accounts. No one like creating accounts, it creates additional friction. So I would start by asking the website URL, THEN ask for the email (and no need for email verification, just create the account and log them in automatically). That way you remove friction and then can jump straight to installing the code snippet (which is the point where they start getting value from the product) Obviously there is waaaaaay more things to do, and ultimately, especially since I don't have all the relevant data What I mentioned above are mainly good practices, and you will want to talk with users, A/B test and see what works the best :)

Nico

39,251 views • 11 months ago