Evrybit
Empowering and monetizing
mobile storytelling
PHOTOS
1 RECORD &
EDIT VIDEO
2 SHARE
VIDEO
3
7
The Problem
CONTENT
MANAGEMENT SYSTEM
(CMS)
56 PUBLISH
4 TEXT
Mobile storytelling is an
inefficient process with
limited monetization
opportunities.
EVRYBIT
1 PUBLISH2 3
The Solution
Evrybit streamlines live
reporting, multimedia
production, collaborative
storytelling and content
monetization.
$100 billion
Total Available Market
150M users
1M journalists
1M companies
Serviceable Available Market
75M users
500K journalists
500K companies
Initial Target Market
7.5M users
200K journalists X $50/month
20K companies X $5K/month
$1 billion
$1
milion
Market Opportunity
$1 million
1.5 billion smartphone users. Two-thirds of content media
bits (2.9 trillion GB) are created by consumers. Source: IDC Digital Universe
How Is Evrybit Different?
EVRYBIT
SCRIBBLE
LIVE
COVERIT
LIVE
TWITTER TUMBLR
Mobile-first
reporting
X X
Multimedia
production
X X X X
Collaborative
Storytelling
X X X
Targeted
native ads
X
Pro journalism
tools
X
Evrybit Value
Boost efficiency
Create better
content
Increase
engagement
Maximize revenue
opportunities
Degree of
development
Prototype
April
2014
Beta
June
2014
MVP
September
2014
Test, Develop, Scale
Evrybit Business Model
REVENUE STREAMS
• Enterprise licensing
• Individual subscriptions
• Advertising, sponsors, partnerships
• Marketplace
Financials (USD) 2014 2015 2016 2017 2018
Revenues $0 $425,000 $1,707,500 $7,637,500 $17,050,000
Expenses $23,240 $452,800 $1,209,000 $2,032,000 $2,595,000
Net ($23,240) ($27,800) $498,500 $5,605,500 $14,455,000
Evrybit Team
ERIC ORTIZ | CEO
LIZ FEDER| DESIGNERHENRY AQUINO | DEVELOPER
MARIA BURNS ORTIZ | COO
Programmer
iOS/Android
Web Studio
Trilogy Software
Journalist
Knight Fellow
Stanford University
NESN
ESPN
Journalist
Entrepreneur
7 Generation Games
ESPN
Fox News Latino
UI/UX
TokBox
TruNorth Global
Berlin Art Link
getevrybit.com

Evrybit

  • 1.
  • 2.
    PHOTOS 1 RECORD & EDITVIDEO 2 SHARE VIDEO 3 7 The Problem CONTENT MANAGEMENT SYSTEM (CMS) 56 PUBLISH 4 TEXT Mobile storytelling is an inefficient process with limited monetization opportunities.
  • 3.
    EVRYBIT 1 PUBLISH2 3 TheSolution Evrybit streamlines live reporting, multimedia production, collaborative storytelling and content monetization.
  • 4.
    $100 billion Total AvailableMarket 150M users 1M journalists 1M companies Serviceable Available Market 75M users 500K journalists 500K companies Initial Target Market 7.5M users 200K journalists X $50/month 20K companies X $5K/month $1 billion $1 milion Market Opportunity $1 million 1.5 billion smartphone users. Two-thirds of content media bits (2.9 trillion GB) are created by consumers. Source: IDC Digital Universe
  • 5.
    How Is EvrybitDifferent? EVRYBIT SCRIBBLE LIVE COVERIT LIVE TWITTER TUMBLR Mobile-first reporting X X Multimedia production X X X X Collaborative Storytelling X X X Targeted native ads X Pro journalism tools X
  • 6.
    Evrybit Value Boost efficiency Createbetter content Increase engagement Maximize revenue opportunities
  • 7.
  • 8.
    Evrybit Business Model REVENUESTREAMS • Enterprise licensing • Individual subscriptions • Advertising, sponsors, partnerships • Marketplace Financials (USD) 2014 2015 2016 2017 2018 Revenues $0 $425,000 $1,707,500 $7,637,500 $17,050,000 Expenses $23,240 $452,800 $1,209,000 $2,032,000 $2,595,000 Net ($23,240) ($27,800) $498,500 $5,605,500 $14,455,000
  • 9.
    Evrybit Team ERIC ORTIZ| CEO LIZ FEDER| DESIGNERHENRY AQUINO | DEVELOPER MARIA BURNS ORTIZ | COO Programmer iOS/Android Web Studio Trilogy Software Journalist Knight Fellow Stanford University NESN ESPN Journalist Entrepreneur 7 Generation Games ESPN Fox News Latino UI/UX TokBox TruNorth Global Berlin Art Link
  • 10.

Editor's Notes

  • #6 Users can have static display ads alongside ScribbleLive, CoverItLive and Tumblr content, but the ads cannot be delivered within a story stream. Evrybit will have embeddable ads within story stream, similar to what Facebook does. Tumblr has limited data on users. Don’t know who audience is with Tumblr.
  • #8  Degree of prototype development Product development began in early January 2014. We have a working prototype and plan to begin beta testing in June. We expect to have an iOS minimum viable product built by September.