The document summarizes research from interviews and a survey on an initial idea for a motivation app called JumpToGoal. Key findings include:
1. The majority of respondents said they would not use it daily or make deposits as incentives. Suggestions included integrating social networks and making financial incentives secondary.
2. Based on further research, the target market was divided into four categories. The business model and value proposition were changed to focus on social motivation for goal achievement rather than financial incentives.
3. One niche market analyzed in detail was amateur sports. It was estimated the app could gain 36,000 active users and $108,000 in annual revenue from this segment alone using a freemium model.