Consumer Insight & Product Strategy
消费者洞察与产品策略
I find out what customers will actually pay for, and turn it into decisions a product team can build. Automotive, luxury and FMCG.
我负责搞清楚客户到底愿意为什么付钱,再把它变成产品团队能落地的决定。汽车、奢侈品、快消。
A brand arrives with an intention — a positioning, a standard, a thing it wants to mean to people. The market responds on its own terms, which are rarely the same terms. My work sits between the two: reading what customers are actually responding to, and turning that into something a product or design team can build.
品牌总是带着一个意图过来——一套定位、一个标准、一个它希望自己在人们心里成为的样子。而市场按自己的逻辑回应,这两套逻辑很少对得上。我的工作在这两者中间:读懂客户真正在回应什么,再把它变成产品或设计团队能落地的东西。
Different questions need different evidence. A positioning call and a usability problem are not answered the same way — most of the work is deciding which quadrant a brief actually sits in.
不同的问题需要不同的证据。定位判断和易用性问题,本来就不该用同一种方式回答——大部分功夫花在判断一个需求究竟落在哪个象限。
Most of my work has started in the lower-left quadrant — depth on the person — because the briefs I get tend to arrive before anything exists to measure. The rest of the map is what makes that evidence usable: sizing tells you whether a finding is worth acting on, competitive work tells you whether the position is already taken, and analytics tell you afterwards whether the call was right. A finding without the other three quadrants is an anecdote. 我的工作大多从左下角开始——个体侧的深度——因为需求到我这里时,通常还没有可以度量的东西。地图上其余三块,是让这份证据变得可用的部分:规模告诉你一个发现值不值得动手,竞争告诉你这个位置是不是已经被占了,行为数据在事后告诉你当初判断得对不对。只有一个象限的发现,是轶事,不是结论。
Studios do not run short of ideas — they run short of grounds for choosing between them. My work was deciding who this car was for, and what that group actually buys. Everything downstream inherits that call.
设计室从不缺想法,缺的是在想法之间做选择的依据。我做的是定这台车为谁而造,以及那群人真正在买什么。后面所有阶段都继承这个判断。
Ten Houses, one pavilion, six days. The problem was not the installation — it was what this pavilion was for once the doors closed. We designed the hardware as well as the software, so the position had to be settled before anything was built.
十个品牌、一个展馆、六天。要解决的不是装置本身,而是门关上之后,这个展馆到底为了什么。硬件和软件都是我们设计的,所以定位必须在动工之前就定下来。
Delivered web-based interactive 3D product experiences for Huawei's global consumer sites — Mate 80 Pro, FreeClip 2 and WATCH FIT 5 — embedded at the point of purchase on official commerce pages across international markets. Owned the requirements-to-launch pipeline: specs, engineering and vendor alignment through UAT, and multi-market rollout.
为华为全球消费者官网交付 3D 互动网页——覆盖 Mate 80 Pro、FreeClip 2、WATCH FIT 5 多条产品线,直接嵌入各国官网商城购买页的成交环节。端到端负责从需求到上线:规格文档、工程与供应商协同 UAT、多市场发布。
For the launch of the world's first M&M's AR interactive experience store — the opening that made Shanghai the brand's only "dual-store city" — delivered an interactive WebAR game and in-store installation wired into an O2O acquisition funnel: play → scan → member registration → CRM asset. Data dashboards tracked every step against commercial KPIs.
全球首家 M&M's 品牌 AR 互动体验门店在迪士尼小镇启幕,上海由此成为品牌全球唯一"双店城市"。交付互动 WebAR 游戏与门店装置,并接入 O2O 获客漏斗:游戏互动 → 扫码 → 会员注册 → 沉淀为品牌 CRM 资产;数据看板全程对照商业 KPI 追踪每一步转化。