5. 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
7. 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
15. 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
16.
17. 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
19. GOING FROM DAY 5
Consolidate Product/Market Fit
Market-testing product:
Acquisition and activation
Revenue Models:
pricing of in-app
purchase
Search for Partnership:
Native advertising partners
Iterative/Pivot