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BUDGE-IT!
THE OUTLINE
• 1. Executive Summary
• 2. Situation Analysis
• 3. Goal
• 4. Strategy
• 5. Tactics
• 6. Implementation
1. EXECUTIVE SUMMARY
PLAN ON GOING FOR A HOLIDAY?
LOVE THOSE PAIR OF SHOES BUT CANT BUY IT?
FEEL LIKE EATING OUT BUT NO CASH?
WANT TO SPEND BUT DON’T KNOW HOW TO MANAGE YOUR BUDGET?
IN TODAY’S WORLD, NOTHING IS FREE. ONE
NEEDS TO SPEND ON EVERY LITTLE NECESSITY
OR LUXURY. AND DOING THAT CAN BECOME
TRICKY SOMETIMES. ESPECIALLY WHEN ONE
NEEDS TO KEEP TRACK OF HOW MUCH THE
PERSON SPENT AND HOW MUCH HE/SHE CAN
STILL SPEND.
OUR MOTIVE:
• Eliminate the hassle of calculating and saving every bill.
• Provide an up to date track of all the expenses.
• Make the budgeting process transparent and error free.
• Help you enjoy the meal rather than the bill!
• Rid the world of unnecessary headaches like this one!
COMPANY’S GOALS
• Break into the market of ‘Budgeting’ applications and establish a position.
• Become executable on all platforms focusing mainly on android and apple.
• Try and gain a majority market share in the above field.
• Become the first choice application for such a market.
COURSE OF ACTION:
1. Develop the application.
2. Introduce a beta version
for free in colleges.
3. Create a consumer base.
4. Expand it overseas.
2. SITUATION ANALYSIS
COMPANY OVERVIEW:
2.1 CORE COMPETENCIES
• Our core competencies include a user friendly interface for all
applications, along with a zero error rate as all the calculations are
done on the local client side and then the results are updated to the
server.
• We also introduce a global equilibrium currency system, which
automatically converts the currencies into the client friendly format,
allowing users from different countries to transact without any
worries.
• Linked to the bank account of the client, our app provides a
personalized approach to budget planning by estimating how much
will be needed and how much is available in the account currently.
2.2 MARKET OVERVIEW
• Our current competitors include ‘AndroMoney’
application company. They have been in this
market for the last two years and currently hold the
highest market share and loyalty of customers.
• Our target customers would include the student
class of people. Along with them, corporate
working bachelors and people in their 20s and
early 30s would constitute as our potential
customer base.
2.3 TARGET CUSTOMERS
• As stated earlier, our target customers mainly consist of college
students or undergrads.
• Along with them, other corporate bachelors in their mid 20s and 30s
make up for most of our target consumers.
• We also plan on targeting sharing flat mates or teens studying outside
their home cities. As they live on a certain budget and need to keep
track of the same from time to time, this application will appeal to them
the highest.
3. COMPANY GOALS
GOALS:
• 1. Attain a solid consumer base and establish a strong initial
position in the market.
• Become a market leader in 3 years time with the highest
consumer share among the competitors in the market.
• Gross a net income of 3 million per year in the first three years
of setting up and then expand the net income by a minimum of
2 million a year for the next 4 years.
4. STRATEGY
4.1 TARGET MARKET
• Customers: The main customers include the class of 16 year
old teenagers to 35 year old corporate workers. Mainly
bachelors or students.
• Collaborators: These include mainly the Oracle software
company to provide database support for the application and
‘Google Play’ and ‘App Store’ for distribution purposes.
4.1 TARGET MARKET (CONTD.)
• Competitors: The main competitor of the market is
‘AndroMoney’ application. It offers similar functionalities of
providing a hassle free way of managing your budget and
keeping record of all the transactions done. They are the
current market leaders in the same field.
• Company: The key personnel responsible for the project will
the research team to find out the consumer needs in greater
detail, the development team to create an application that
meets the needs and the data scientists and engineers to verify
the outputs and validity of the application model.
4.2 VALUE PROPOSITION
• Customer Value: It will ease the process of managing budgets for the
customers. Moreover, it being linked to the clients bank account and
providing a real time budget estimation and a graphical expense
record will make it unique in the market compared to it’s
competitors.
• Collaborator Value: It will, if implemented properly, give the
collaborators a hold to an unique pioneer concept in the market with
potential for vast expansion in terms of net income and consumer
base.
5. TACTICS
5.1 PRODUCT
• Product Attributes: The product app will be collectively of size
smaller than 6MB for ease of download. It will be updated
within a time period of 6 months periodically.
• Benefits: Due to its small size, it will be easy to download on
wifi as well as mobile data connections. It will provide instant
computation updates and real time exchange rates will be used
for translation of currency.
• Costs: Basic version will be available free of cost. However, the
premium version will be chargeable for functionalities such as
bank account sync and holiday planner.
5.2
SERVICE
• The service will include two classes of features : Basic and
Premium.
• Basic: This version will contain the basic set of services such
as automatic budget planning, expense report formation,
email notification for every expense recorded.
• Premium: This version will be the ‘paid’ version and will
contain exclusive services such as bank account
synchronization, in-app payment options, holiday planning
5.3 BRAND
• Name: Budge-It!
• Logo:
• Symbol:
• Slogan: Just Budge-It!
5.4 PRICE
• The app will be provided for free for the first 1000
downloads.
• After that, the basic version of the app will still be
available for download at no cost whatsoever.
• However, the premium version, with added features
will be charged at 5 USD for each download.
• There will be a trial version available for 1 USD for a
period of 30 days.
5.5 INCENTIVES
• Customers: The customers who have already downloaded the basic
version of the app, will get premium version for only 3 USD
provided they get 5 more people to download the basic or
premium version of the app.
• Collaborators: We will provide the apps on Google Play and App
Store only for 4 USD making it more attractive an offer than
downloading from other sources.
• Company Personnel: For every 100,000 downloads, the marketing
personnel will receive a bonus equivalent to 50% of their monthly
5.6 COMMUNICATION
• The application will be provided in a beta version to a select
colleges for trial basis and to establish a small consumer base.
• As the application gains momentum and the beta version
receives positive feedback, the proper launch of the application
will take place.
• It will be marketed in various colleges and offices throughout
and even on online forums. To make it more popular, each
student who presents a student ID will get the premium version
for just 2 USD.
• It will also be advertised on other applications in the form of in-
app ads.
5.7 DISTRIBUTION
• The application will be made available on all application stores such
as Google Play and App Store of Apple,
• Moreover, it could also be downloaded from the official website via
a link.
• Booths will be set up in various college fests where the app will be
advertised and the students will be urged and helped to download it.
• It will also be made available via Email invitation, clicking on the link
provided in the email would enable you to download the application.
6. IMPLEMENTATION
6.1 INFRASTRUCTURE
6.2 PROCESSES
6.3 SCHEDULE
• 6 months Research Period Followed by 6 months
development period.
• A testing phase of 1 month followed by a beta trial testing of
2 months.
• Actual launch followed by updates every 6 months.
DISCLAIMER
Created by Lakshita
Garg, MIT Manipal ,
during a marketing
internship by Prof.
Sameer Mathur, IIM
Lucknow.

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Budge it!

  • 2. THE OUTLINE • 1. Executive Summary • 2. Situation Analysis • 3. Goal • 4. Strategy • 5. Tactics • 6. Implementation
  • 4. PLAN ON GOING FOR A HOLIDAY? LOVE THOSE PAIR OF SHOES BUT CANT BUY IT? FEEL LIKE EATING OUT BUT NO CASH? WANT TO SPEND BUT DON’T KNOW HOW TO MANAGE YOUR BUDGET?
  • 5. IN TODAY’S WORLD, NOTHING IS FREE. ONE NEEDS TO SPEND ON EVERY LITTLE NECESSITY OR LUXURY. AND DOING THAT CAN BECOME TRICKY SOMETIMES. ESPECIALLY WHEN ONE NEEDS TO KEEP TRACK OF HOW MUCH THE PERSON SPENT AND HOW MUCH HE/SHE CAN STILL SPEND.
  • 6. OUR MOTIVE: • Eliminate the hassle of calculating and saving every bill. • Provide an up to date track of all the expenses. • Make the budgeting process transparent and error free. • Help you enjoy the meal rather than the bill! • Rid the world of unnecessary headaches like this one!
  • 7. COMPANY’S GOALS • Break into the market of ‘Budgeting’ applications and establish a position. • Become executable on all platforms focusing mainly on android and apple. • Try and gain a majority market share in the above field. • Become the first choice application for such a market.
  • 8. COURSE OF ACTION: 1. Develop the application. 2. Introduce a beta version for free in colleges. 3. Create a consumer base. 4. Expand it overseas.
  • 10. COMPANY OVERVIEW: 2.1 CORE COMPETENCIES • Our core competencies include a user friendly interface for all applications, along with a zero error rate as all the calculations are done on the local client side and then the results are updated to the server. • We also introduce a global equilibrium currency system, which automatically converts the currencies into the client friendly format, allowing users from different countries to transact without any worries. • Linked to the bank account of the client, our app provides a personalized approach to budget planning by estimating how much will be needed and how much is available in the account currently.
  • 11. 2.2 MARKET OVERVIEW • Our current competitors include ‘AndroMoney’ application company. They have been in this market for the last two years and currently hold the highest market share and loyalty of customers. • Our target customers would include the student class of people. Along with them, corporate working bachelors and people in their 20s and early 30s would constitute as our potential customer base.
  • 12. 2.3 TARGET CUSTOMERS • As stated earlier, our target customers mainly consist of college students or undergrads. • Along with them, other corporate bachelors in their mid 20s and 30s make up for most of our target consumers. • We also plan on targeting sharing flat mates or teens studying outside their home cities. As they live on a certain budget and need to keep track of the same from time to time, this application will appeal to them the highest.
  • 14. GOALS: • 1. Attain a solid consumer base and establish a strong initial position in the market. • Become a market leader in 3 years time with the highest consumer share among the competitors in the market. • Gross a net income of 3 million per year in the first three years of setting up and then expand the net income by a minimum of 2 million a year for the next 4 years.
  • 16. 4.1 TARGET MARKET • Customers: The main customers include the class of 16 year old teenagers to 35 year old corporate workers. Mainly bachelors or students. • Collaborators: These include mainly the Oracle software company to provide database support for the application and ‘Google Play’ and ‘App Store’ for distribution purposes.
  • 17. 4.1 TARGET MARKET (CONTD.) • Competitors: The main competitor of the market is ‘AndroMoney’ application. It offers similar functionalities of providing a hassle free way of managing your budget and keeping record of all the transactions done. They are the current market leaders in the same field. • Company: The key personnel responsible for the project will the research team to find out the consumer needs in greater detail, the development team to create an application that meets the needs and the data scientists and engineers to verify the outputs and validity of the application model.
  • 18. 4.2 VALUE PROPOSITION • Customer Value: It will ease the process of managing budgets for the customers. Moreover, it being linked to the clients bank account and providing a real time budget estimation and a graphical expense record will make it unique in the market compared to it’s competitors. • Collaborator Value: It will, if implemented properly, give the collaborators a hold to an unique pioneer concept in the market with potential for vast expansion in terms of net income and consumer base.
  • 20. 5.1 PRODUCT • Product Attributes: The product app will be collectively of size smaller than 6MB for ease of download. It will be updated within a time period of 6 months periodically. • Benefits: Due to its small size, it will be easy to download on wifi as well as mobile data connections. It will provide instant computation updates and real time exchange rates will be used for translation of currency. • Costs: Basic version will be available free of cost. However, the premium version will be chargeable for functionalities such as bank account sync and holiday planner.
  • 21. 5.2 SERVICE • The service will include two classes of features : Basic and Premium. • Basic: This version will contain the basic set of services such as automatic budget planning, expense report formation, email notification for every expense recorded. • Premium: This version will be the ‘paid’ version and will contain exclusive services such as bank account synchronization, in-app payment options, holiday planning
  • 22. 5.3 BRAND • Name: Budge-It! • Logo: • Symbol: • Slogan: Just Budge-It!
  • 23. 5.4 PRICE • The app will be provided for free for the first 1000 downloads. • After that, the basic version of the app will still be available for download at no cost whatsoever. • However, the premium version, with added features will be charged at 5 USD for each download. • There will be a trial version available for 1 USD for a period of 30 days.
  • 24. 5.5 INCENTIVES • Customers: The customers who have already downloaded the basic version of the app, will get premium version for only 3 USD provided they get 5 more people to download the basic or premium version of the app. • Collaborators: We will provide the apps on Google Play and App Store only for 4 USD making it more attractive an offer than downloading from other sources. • Company Personnel: For every 100,000 downloads, the marketing personnel will receive a bonus equivalent to 50% of their monthly
  • 25. 5.6 COMMUNICATION • The application will be provided in a beta version to a select colleges for trial basis and to establish a small consumer base. • As the application gains momentum and the beta version receives positive feedback, the proper launch of the application will take place. • It will be marketed in various colleges and offices throughout and even on online forums. To make it more popular, each student who presents a student ID will get the premium version for just 2 USD. • It will also be advertised on other applications in the form of in- app ads.
  • 26. 5.7 DISTRIBUTION • The application will be made available on all application stores such as Google Play and App Store of Apple, • Moreover, it could also be downloaded from the official website via a link. • Booths will be set up in various college fests where the app will be advertised and the students will be urged and helped to download it. • It will also be made available via Email invitation, clicking on the link provided in the email would enable you to download the application.
  • 30. 6.3 SCHEDULE • 6 months Research Period Followed by 6 months development period. • A testing phase of 1 month followed by a beta trial testing of 2 months. • Actual launch followed by updates every 6 months.
  • 31. DISCLAIMER Created by Lakshita Garg, MIT Manipal , during a marketing internship by Prof. Sameer Mathur, IIM Lucknow.