Glossary

In-app engagement glossary

A reference for product managers and growth teams at consumer mobile apps. Each entry defines one term in plain language, shows how it works inside an app, gives a worked example and compares it with the term it is most often confused with. It covers in-app formats such as nudges and bottom sheets, growth and fintech metrics such as activation rate and KYC drop-off, and the analytics behind them, from cohorts to ARPU.

A

2 terms

  • Growth and fintech metrics

    Activation rate

    Activation rate is the percentage of new users who reach the first meaningful action in a product, often called the aha moment, within a set time window. The action is chosen because users who reach it tend to stay. It shows whether new users are getting real value, not just finishing sign-up.

    Read more →
  • Analytics and mechanics

    ARPU

    ARPU, or average revenue per user, is the total revenue a product earns in a period divided by the average number of active users in that period. It shows how much each user is worth on average, across both paying and non-paying users, and is usually tracked monthly or quarterly.

    Read more →

B

1 term

  • In-app formats

    Bottom sheet

    A bottom sheet is a panel that slides up from the bottom of a mobile app screen to present a choice, an offer or a confirmation. It covers only part of the screen, so the user keeps their place, and it closes with a swipe down, a tap outside or a button.

    Read more →

C

5 terms

  • In-app formats

    Coachmark

    A coachmark is a step-by-step overlay that highlights parts of a mobile app screen, one at a time, to walk a new user through a feature or flow. Each step spotlights an element, explains it in a line or two, and moves on when the user taps next or performs the action.

    Read more →
  • Growth and fintech metrics

    Cohort

    A cohort is a group of users who share a starting point, such as the week they signed up, or a common trait, and are tracked together over time. Comparing cohorts shows whether newer users behave better or worse than older ones, which averages across all users tend to hide.

    Read more →
  • Growth and fintech metrics

    Control group

    Control group is another name for Holdout group.

    A holdout group is a randomly selected set of users who are deliberately not shown a campaign, so its true effect can be measured against them. Comparing the exposed group with the holdout separates the lift the campaign caused from conversions that would have happened anyway.

    Read more →
  • Growth and fintech metrics

    Customer engagement platform (CEP)

    A customer engagement platform (CEP) is software that stores user profiles and behavioural events and uses them to run personalised messages across channels such as push, email, SMS, WhatsApp and in-app. Examples include CleverTap, MoEngage, WebEngage and Braze. Teams use a CEP to segment users and orchestrate lifecycle campaigns.

    Read more →
  • Growth and fintech metrics

    Customer journey

    A customer journey is the sequence of stages a user moves through in an app, typically install, onboarding, activation, habit and monetisation, along with the touchpoints they meet at each stage. Mapping it helps teams see where users stall and which message or experience would move them to the next stage.

    Read more →

D

1 term

E

1 term

  • In-app formats

    Event-triggered campaign

    An event-triggered campaign is an in-app message that fires because of what a user just did, or failed to do, rather than on a fixed schedule. The app tracks events such as a viewed product or an abandoned form, and the campaign appears at that moment to users who match its rules.

    Read more →

F

3 terms

  • Growth and fintech metrics

    Feature adoption rate

    Feature adoption rate is the share of active users who use a specific feature within a set period after it ships. It shows whether a launch actually reached the people it was built for. A low rate usually means users haven't found the feature, don't understand it, or don't need it.

    Read more →
  • Analytics and mechanics

    Feature flag

    A feature flag is a conditional switch in an app's code that turns a feature on or off without a new release. The flag's value comes from a remote service, so a team can enable a feature for everyone, for a percentage of users or for one segment, and switch it off instantly if something breaks.

    Read more →
  • Growth and fintech metrics

    Frequency capping

    Frequency capping is a limit on how many times a single user can see a message, or any message, within a set period. Caps can apply to one campaign or across all campaigns. They keep in-app messaging useful by stopping the same users from being shown prompts again and again.

    Read more →

G

0 terms

G

Not available yet, coming soon

We haven't published any terms starting with G yet. New definitions are added regularly, so check back soon or pick another letter above.

H

1 term

  • Growth and fintech metrics

    Holdout group

    A holdout group is a randomly selected set of users who are deliberately not shown a campaign, so its true effect can be measured against them. Comparing the exposed group with the holdout separates the lift the campaign caused from conversions that would have happened anyway.

    Read more →

I

3 terms

  • In-app formats

    In-app nudge

    An in-app nudge is a small, contextual prompt shown inside a mobile app that steers a user towards one specific action without blocking what they are doing. It draws on nudge theory from behavioural economics: change the timing or framing of a choice, and more people make it, without anyone being forced.

    Read more →
  • Analytics and mechanics

    In-app story

    An in-app story is a set of swipeable, full-screen cards shown inside a mobile app, in the format popularised by social media stories. Users tap or swipe through images, short videos and text at their own pace. Apps use stories for announcements, feature education, offers and content discovery, usually opened from a row of circles on the home screen.

    Read more →
  • In-app formats

    In-app tooltip

    An in-app tooltip is a short label anchored to one element on a mobile app screen, such as a button or icon, that explains what it does. It appears once, or when a trigger fires, and disappears after the user taps it, dismisses it or uses the element it points to.

    Read more →

J

0 terms

J

Not available yet, coming soon

We haven't published any terms starting with J yet. New definitions are added regularly, so check back soon or pick another letter above.

K

1 term

  • Growth and fintech metrics

    KYC drop-off

    KYC drop-off is the share of users who start know-your-customer verification in a fintech app but do not finish it. Those users have shown clear intent, yet cannot invest, borrow or transact until they are verified. It is one of the biggest leaks in fintech onboarding, and it is usually tracked step by step.

    Read more →

L

0 terms

L

Not available yet, coming soon

We haven't published any terms starting with L yet. New definitions are added regularly, so check back soon or pick another letter above.

M

1 term

  • Growth and fintech metrics

    Mobile moment

    A mobile moment is the specific point in an app session when a user is most receptive to a message, such as right after a successful payment, on finishing a level or after saving a first item. Messages shown at these moments feel relevant because they follow directly from what the user just did.

    Read more →

N

2 terms

  • In-app formats

    NPS trigger

    An NPS trigger is the in-app event that decides when a Net Promoter Score survey is shown to a user. Good triggers follow a success moment, such as a completed order or payment, rather than app open, so the user answers with a real, recent experience in mind.

    Read more →
  • Analytics and mechanics

    Nudge fatigue

    Nudge fatigue is the state where users ignore or dismiss in-app prompts by reflex because they have seen too many of them. Each extra tooltip, banner or popup gets less attention than the last, until even useful messages are closed unread. It is closely related to notification fatigue, which describes the same effect with push messages.

    Read more →

O

1 term

  • In-app formats

    Opt-in prompt

    An opt-in prompt is the operating system dialog that asks a user to allow push notifications or another permission, such as location or camera. The app cannot change its wording or design, and on iOS it can be shown only once per install, so choosing the right moment matters a great deal.

    Read more →

P

3 terms

  • In-app formats

    PiP video

    PiP video, short for picture-in-picture video, is a small floating video window that plays in a corner of a mobile app screen while the user keeps browsing. Apps use it for product education, feature walkthroughs and promotions, because it shows motion and detail without taking over the screen.

    Read more →
  • In-app formats

    Priming for push

    Priming for push is the practice of showing an in-app message that explains the value of notifications before triggering the operating system's permission prompt. Because the system prompt can usually be shown only once, a priming screen asks first, at a relevant moment, and only users who agree see the real request.

    Read more →
  • Analytics and mechanics

    Progressive disclosure

    Progressive disclosure is a design approach that shows features, settings and information gradually, at the moment a user needs them, instead of presenting everything at once. Users see only what matters for the current task, and advanced options appear later, which keeps screens simple and makes complex apps easier to learn.

    Read more →

Q

0 terms

Q

Not available yet, coming soon

We haven't published any terms starting with Q yet. New definitions are added regularly, so check back soon or pick another letter above.

R

2 terms

  • Analytics and mechanics

    Retention curve

    A retention curve is a chart showing what share of a cohort of users is still active on each day or week after they installed the app. It almost always drops steeply at first. Whether, and where, the curve flattens tells a team if the product has a core of users who keep coming back.

    Read more →
  • Analytics and mechanics

    RFM segmentation

    RFM segmentation is a way of grouping users by three signals from their transaction history: recency (how recently they bought), frequency (how often they buy) and monetary value (how much they spend). Each user gets a score on each dimension, and the combined scores place them in segments that campaigns can target differently.

    Read more →

S

7 terms

  • Analytics and mechanics

    Scratch card

    A scratch card is a reveal-to-win reward mechanic in a mobile app. After completing an action, such as a payment or an order, the user gets a digital card and scratches it with a finger to uncover a reward like cashback, a coupon, points or a 'better luck next time' message. The uncertainty makes the reward feel exciting.

    Read more →
  • In-app formats

    SDK event latency

    SDK event latency is the delay between a user action in a mobile app and the moment the engagement SDK reacts to it, for example by showing a campaign. Low latency means the message appears while the user is still in context. High latency means the moment has already passed.

    Read more →
  • In-app formats

    Server-driven UI

    Server-driven UI (SDUI) is an app architecture in which the server sends a description of a screen, its layout, components and content, and the app renders it with native components. Because the screen is defined by data rather than compiled code, teams can change UI without shipping an app store release.

    Read more →
  • Analytics and mechanics

    Spin the wheel

    Spin the wheel is a chance-based reward game shown inside a mobile app. The user taps to spin a wheel divided into segments, each showing a prize such as a discount, cashback, points or free delivery, and wins whichever segment it lands on. The app sets the probability of each prize in advance, usually on the server.

    Read more →
  • Analytics and mechanics

    Stickiness

    App stickiness is a measure of how habitually users come back to an app. It is usually calculated as daily active users divided by monthly active users, the DAU/MAU ratio. A higher ratio means the average monthly user opens the app on more days, which signals that the app has become part of their routine.

    Read more →
  • Growth and fintech metrics

    Streak mechanic

    A streak mechanic is a counter in an app that tracks how many consecutive days or periods a user has completed a set action, and rewards them for keeping it going. It works through habit formation, since repeating an action daily makes it routine, and loss aversion, since users do not want to break a streak they have built.

    Read more →
  • Growth and fintech metrics

    Suppression logic

    Suppression logic is the set of rules that stop a message from being shown to users for whom it is wrong or badly timed. Typical cases are users who have already converted, users in the middle of a payment, and users who just saw a similar message. It decides whether a message should appear at all.

    Read more →

T

1 term

  • In-app formats

    Triggered message

    Triggered message is another name for Event-triggered campaign.

    An event-triggered campaign is an in-app message that fires because of what a user just did, or failed to do, rather than on a fixed schedule. The app tracks events such as a viewed product or an abandoned form, and the campaign appears at that moment to users who match its rules.

    Read more →

U

0 terms

U

Not available yet, coming soon

We haven't published any terms starting with U yet. New definitions are added regularly, so check back soon or pick another letter above.

V

1 term

  • Growth and fintech metrics

    Variable reward

    A variable reward is a reward whose size or outcome is uncertain until the user claims it, such as a scratch card or a spin wheel. Because the user does not know what they will get, the moment of reveal builds anticipation, which tends to drive repeat behaviour more than a fixed, predictable reward does.

    Read more →

W

0 terms

W

Not available yet, coming soon

We haven't published any terms starting with W yet. New definitions are added regularly, so check back soon or pick another letter above.

X

0 terms

X

Not available yet, coming soon

We haven't published any terms starting with X yet. New definitions are added regularly, so check back soon or pick another letter above.

Y

0 terms

Y

Not available yet, coming soon

We haven't published any terms starting with Y yet. New definitions are added regularly, so check back soon or pick another letter above.

Z

1 term

  • In-app formats

    Zero-release campaign

    A zero-release campaign is an in-app change, such as a message, layout or offer, that a team ships and edits from a dashboard without a new app build or app store review. The app is set up once to render this content from the server, so later changes reach users directly.

    Read more →

Put these ideas into your app

Integration takes about 20 minutes. After that, your growth team ships in-app campaigns without an app release.