Betterment Columbia 2015
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Transcript of Betterment Columbia 2015
BETTERMENT – A SOCIAL GAMING APP TO
IMPROVE TIME MANAGEMENT SKILLS
Team 21Team 21 Interviews
Day 1 10
Day 2 50
Day 3 23
Day 4 19
Day 5 15
Total 117
INTERACTIVE WIREFRAME DEMO
http://xutgvi.axshare.com
DAY 2
What we did
50 interviews
Learned about student pains
Most significant pain points
Most common concerns
What we learned
#1 pain: finding a job
#2 pain: time management
Almost every student commented on both
Next
Pivot?
Choosing between job search and time management as value proposition
50
DAY 3
What we did
23 interviews
Chose time management
Brainstormed value proposition
Tested social game idea
What we learned
They want social gaming!
Customer Segments:
Students: 86% would want the app
Professionals: 78% would want it
Next
Features?
Revenue Model?
73
DAY 4
What we did
19 interviews
Developed prototype
Tested features
Researched revenue model
What we learned
People liked the social gaming feature!
Those who get it for free do not mind ads
Next
Are in-app purchases a potential revenue source?
What would in-app purchases be?
92
DAY 5
What we did
15 interviews
Got feedback on possible in-app purchases
Explored alternative revenue source
Considered additional customer segments
What we learned
Most popular in-app purchases:
- Buying food for winning team
- Customized punishments
New revenue source: native advertising like corporate sponsored games
Additional customer segment: parents and romantic partners
Next
Learn more about revenue streams
Interview parents and gage willingness to pay
107