repeat-purchase
repeat-purchase
This skill answers one question: how somebody gets from one purchase to the next. When the next one is due, what to do with somebody who has only ever bought once, and what may be offered alongside an order that already exists.
The trigger itself is triggered-messages. The construction of an offer and how deep it may go is
offer-design. Points and tiers are loyalty-program-design. What lives here is the clock:
this skill works out when a purchase is expected and runs the gap between two of them.
A mistake in this work is visible to the recipient in both directions, and only one of them is
loud. A reminder that arrives before the product ran out draws complaints, and it costs more than
an ordinary miss, because the message is evidence that the sender does not know what is in their
house. People ignore a reminder that arrives after they restocked somewhere else rather than
complain about it, so feedback never shows it, and you catch it only by reconciliation (the failure
modes in references/interval-model.md).