SlideShare a Scribd company logo
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 1
Just Guessing!
Day 2
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
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
PROTOTYPE: Homepage
PROTOTYPE: Buddy Group with Incentives
PROTOTYPE: Buddy Group with Peer Pressure
PROTOTYPE : Progress Tracking & Prioritization Graph
PROTOTYPE : Customized Input
PROTOTYPE: Blocking And Punishment
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
COMPETITOR ANALYSIS
Easy to Use Self
Improvement
Fun
Betterment
Toggl
ICal
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

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Betterment Columbia 2015

  • 1. 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
  • 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
  • 10. PROTOTYPE: Buddy Group with Incentives
  • 11. PROTOTYPE: Buddy Group with Peer Pressure
  • 12. PROTOTYPE : Progress Tracking & Prioritization Graph
  • 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
  • 18. COMPETITOR ANALYSIS Easy to Use Self Improvement Fun Betterment Toggl ICal
  • 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