referrals
Skill5 starsChanged 36 days agoMITView on GitHub
Use when designing or fixing a customer referral program for an online store — the headline offer, who gets what reward, how big the reward is, cash vs gift, and the pre-filled share message — e.g. "design our refer-a-friend program", "should the reward be cash", "how much should we give per referral", "write the referral share message", "referrals aren't converting".
24 other projects use a version of this.
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- galiprandi/job-seekertheir own version, first seen Nov 5, 2026
- pixelswithbliss/claude-skillstheir own version, first seen Nov 1, 2026
- GAPZ787/claude-skillstheir own version, first seen Nov 1, 2026
- TommyBez/skillsboardtheir own version, first seen Oct 25, 2026
- AbdelrhmanAlquran/claude-skillstheir own version, first seen Oct 20, 2026
- masterpeteworld/claude-skillstheir own version, first seen Oct 15, 2026
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Other versions24 projects use a version of this.
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- coreyhaines31/marketingskills★ 59ksame name
- Cesarjoquin/Marketing-Skills★ 190same name
- galiprandi/job-seeker★ 120same name
- open-fox/agents★ 55same name
- SZcalligrapher/slash-skills-subscription★ 32same name
- TommyBez/skillsboard★ 10same name
- scayver/marketing-skills★ 8same name
- anis-dr/skills★ 3same name
- agrivisionai/claude-skills★ 1same name
- david-corroy/skills-marketing-fr★ 1same name
14 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository18 other files it gives its agents.
- checkout-uxSkill
- digital-product-pricingSkill
- discountsSkill
- event-pricingSkill
- increase-aovSkill
- increase-conversionSkill
- increase-repeat-purchasesSkill
- post-purchaseSkill
- price-researchSkill
- pricingSkill
- product-copySkill
- product-pageSkill
- product-visualsSkill
- promotionsSkill
- raise-pricesSkill
- reviewsSkill
- store-auditSkill
- subscription-pricingSkill
The file
Files
Referrals
Design a referral program that gets more customers to refer and keeps referred customers profitable. The lever is framing: people refer because they think the friend will like it, and a reward aimed at the referrer's self-interest works against that.
When to use
- The referral offer and headline; reward size and type
- The pre-filled share message
- A program with many referrals but low-value customers
When not to use
- Reviews, ratings, or complaints → the
reviewsskill - Loyalty rewards for repeat purchase → the
post-purchaseskill
Inputs
Collect, or state your assumption:
- Current headline, rewards for referrer and friend, reward type, share message
- First-order margin (to size the reward)
- Goal: more referrals, more conversions, or better-quality customers
Procedure
- Make the friend's benefit the headline. "Give a friend $20 off", not "Earn $20 per friend". Keep a referrer reward, stated second and smaller. Altruistic framing made people up to 60% more likely to refer at least once; total referrals rose 86%.
- Pre-fill the share message with one signal. Either "I already bought this" (+11% friend conversion) or "you can earn a reward for referring" (+53% onward referrals). Pick by goal. Never both. Separately from the persuasion signal, if the sender earns a reward the message must say so — a brief "(I get a thank-you if you use it)" — because US/UK advertising rules treat an incentivized recommendation without disclosure as deceptive; the studies predate this expectation.
- Reward in kind, not cash. A free gift, upgrade, or other non-monetary benefit over cash or a cash discount; store credit as the fallback. †
- Cap the reward size. Higher rewards raise volume but pull in poor customers: when an online bank raised its reward from €20 to €50, profitability of referred customers fell 48%. Sizing against first-order margin is a conservative practitioner policy, not the study's finding — with strong repeat value a larger reward can still pay; if you use lifetime value, use incremental profitability of referred customers. †
- Pay out after the friend's return window closes. (Hygiene, not a study finding.)
Output
Program spec
| Element | Value | Why |
| Headline | "Give a friend $20 off their first order" | Altruistic framing: +86% referrals |
| Friend reward | $20 off / free gift | Friend's benefit leads |
| Referrer reward | Free [upgrade/gift], shown second | Non-monetary; secondary |
| Reward size | Below the margin on a first order | High rewards → −48% profitability |
| Payout timing | After return window | Hygiene |
Share message (one signal):
"I bought [product] and think you'd like it — here's $20 off your first order: [link] (I get a small thank-you if you use it)"
or, if the goal is chain referrals:
"Here's $20 off [product] — and once you've tried it you can give friends $20 off too (I get a small thank-you for sharing this): [link]"
Common mistakes
- "Earn $50 cash per friend" as the headline — lead with the friend's benefit.
- A share message with both "I bought this" and "you can earn too" — one or the other.
- Raising the reward for volume — referred-customer profitability drops.
- Cash payouts — gift, upgrade, or at minimum store credit.
Quick reference
| Element | Do |
| Headline | Friend's benefit first, referrer reward second |
| Share message | One of: "I bought this" / "you can earn too" |
| Reward type | Gift or upgrade > credit > cash |
| Reward size | Modest; cap against first-order margin |
| Payout | After return window |
† No primary citation on file for this rule — a practitioner tip, not a measured finding.
Evidence and effect sizes: see reference.md.
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