LEAN
LAUNCHPAD
DAY 5
Team:
Amit Beesen
Alex Buckley
Monique Sofo
Yan Wang
Pembroke parent gets $8K Xbox bill after son racks up charges
'There will never be another Xbox system — or any gaming system — in my home’
CBC News January 12, 2017
Lance Perkins
DAY 5 SUMMARY
14 new customer insights
68 total customer insights
Pivoted to new version of
business model and customer
segments
#1: Kids want an easy online way to
receive, transfer, and manage their
piggy banking.
#2: Parents want an easier way to pay
for their kids field trips, one-off
fundraising requests from schools.
#3: Kids and parents would be excited
to use an online platform to receive and
request gifts, donate to charity, save
pocket money, and gain financial
literacy.
DAY1: OUR HYPOTHESIS
DAY 1: BUSINESS MODEL
6. Key Partners
• E-Payment Processors
• Schools - potential
customers as well as
agents to market the
product to kids
• School Vendors –
customers as well as
agents to offer added
value to our product
• Charities – customers
as well as marketing
agents
• Banks – customers to
offer banking services
to kids as early
customers and a source
of revenue
7. Key Activities
• Software Development
• E-Payment Services
• Merchandizing
• Banking
1. Value Proposition
Kids:
• Managing piggy-bank online
• Ease of receiving or giving gifts/charities
• Ease of organizing projects/events & share expenses
Parents:
• Help parents to monitor kids finances and teach kids
money management
• Small expenses for school events
• Back-to-school purchases
Schools:
• Ease of collecting donations by PTA etc.
• Schools service providers paid via this platform
Charities:
• A cheaper access to funds donated by kids
Banks:
• Access to early customers * Cross-border Cash Gifts
4. Customer
Relationships
• Schools, kids, and parents
will be interconnected
• Banks will be willing to
maintain the relationships
• Charities will be willing to
participate
• School caterers can be
approached via schools
• Likes of Amazon will be
willing to participate once
we have a critical mass
2. Customer
Segments
• Kids
• Parents
• Schools
• School Vendors
• Charities
• Banks
8. Key Resources
• Banking Services License
• E-Payment Provider
• Collaboration with schools
• Collaboration with charities
• Financing for take-off
• Collaboration with the likes
of Amazon for school
supplies
3. Channels
• Schools
• Parent Teacher Associations
• Social Media
9. Cost Structure
• Software Development and maintenance
• Marketing
• Payment Processing
5. Revenue Streams
• Ease of gifting loved ones – convenience fee by friends and family
• Charities will pay for cost of fund generation
• In-App merchandise will pay a part of otherwise CC costs
• Banks can pay for early customer acquisition
• Schools service providers will pay service fee
• Exchange fee for cross-border payments
Pig-e-Bank
Master
Pig-e-Bank
Allowance
Pig-e-Bank
Mission
Relatives Parents Friend
DAY 1: BUSINESS MODEL
SchoolsCharities
Kids
DAYS 1-2: CUSTOMER SEGMENTS
Kids
• 6-17 years old
• Private and public school attendees
• Urban and suburban areas in the Tri-State Area (initially)
• iPad- or smartphone equipped
Parents
• Parents of kids from 6-17 years old
• Marginal and middle class parents
• Urban and suburban areas in the Tri-State Area (initially)
• iPad- or smartphone equipped
Relatives
• Grandparents, aunts, uncles, godparents and other relatives of kids from 6-17 years old
• iPad- or smartphone equipped
• May be physically distant from kids (interstate, overseas)
#1: Kids want an easy online way to
receive, transfer, and manage their
piggy banking.
#2: Parents want an easier way to pay
for their kids field trips, one-off
fundraising requests from schools.
#3: Kids and parents would be excited
to use an online platform to receive and
request gifts, donate to charity, save
pocket money, and gain financial
literacy.
DAYS 2-4: HYPOTHESIS TESTS
Kids aren’t getting sufficient money to
require daily, weekly, or regular use of an
online piggy bank.
BUT market is already saturated and
parents wouldn’t download an app or use
a service to manage this unless directed by
the school (i.e. would need schools to be
customers).
Numerous disparate high-quality platforms
already available. Kids and parents are
unwilling to download another app that
they’d need to use regularly to gain
benefit.
HYPOTHESIS REASONSVALID?
✓
DAYS 2-4 CUSTOMER DISCOVERY
KEY LEARNINGS:
PARENTS PAIN POINTS…
“I’m somewhat concerned about my older
kids spending money online. If there
was an easy way to monitor their
spending, I’d do it. But, I can’t be
bothered downloading and populating
ANOTHER app.”
DAYS 2-4 CUSTOMER DISCOVERY
KEY LEARNINGS:
PARENTS PAIN POINTS…
“My tween boys were spending a ridiculous
amount on music, games, and other games and
music online, thanks to birthday gifts and weekly
allowance. I didn’t realize just how much
until I added all the accounts together.”
DAYS 2-4 CUSTOMER DISCOVERY
KEY LEARNINGS:
PARENTS PAIN POINTS…
“My 15-year old son spent $200+ on an online
MMORPG game in November unbeknownst to me.
I’d approved his monthly subscription and
because my credit card was logged in, he
bought in-game additions without my
permission anyway.”
POCKET MONEY
GiftGram
Competitor
Analysis
Petal Diagram
DAY 4-5 PIVOT
Key Insights:
• Our product was unlikely
to be taken up by
customers BUT…
• It could be adapted to
solve a major pain point
for parents of OLDER kids
to control gaming spending
Parent-controlled, reloadable electronic
balance for online entertainment
Pembroke parent gets $8K Xbox bill after son racks up charges
'There will never be another Xbox system — or any gaming system — in my home’
CBC News January 12, 2017
Lance Perkins
Kids
• 11-16 years old, predominantly boys
• Private and public school attendees
• Urban and suburban areas in the Tri-State Area (initially)
• iPad- or smartphone equipped
Parents
• Men and women, 30-56
• Kids of 11-16 year old boys
• Marginal and middle-upper class parents
• Urban and suburban areas in the Tri-State Area (initially)
• Tech-equipped but not tech-savvy
BUSINESS MODEL: DAY 5
PRODUCT MARKET FIT: DAY 5
PRODUCTS &
SERVICES PAIN
RELIEVERS
GAIN
CREATORS GAINS
CUSTOMER
JOBS
PAINS
Software that
makes it easy
for parents to
set-up
allowance for
digital
spending
Metrics to
track gaming
spending
Avoids credit card
risks for parents
Easy for parents to
monitor spending
Budgeting - pre-
paid amounts set-
up for spending
No need to monitor
app or requests
(email alerts)
Monitoring kids
spending
Approving
individual game
spend
Parents will know
what kids have
spent money on
One-stop shop for
all digital spending
Risk of overpaying
and racking up
large amounts for
games
BUSINESS MODEL: DAY 5
FriendParents
PlayMint
Master
Relatives
BUSINESS MODEL: DAY 5
6. Key
Partners
• E-payment
processors
• Gaming
companies
• PTA groups
• School
counsellors
• Local politicians
& governments
• Banks
7. Key Activities
• Software development
• E-payment services
• Banking
• PR & Marketing
1. Value
Proposition
• Monitor kids online
spending
• Avoid unwanted
charges
• Secure holdings
• Teach kids money
management
4. Customer Relationships
GET: PTA & community groups,
social media, influencer marketing,
PR campaigns
KEEP: Email metrics,
competitions, rewards
GROW: Amazon and other
third-party merchandise sales, new
state legislation
2. Customer
Segments
Parents
• Marginal to upper-
middle class
• Males and females
aged 30 – 56
• Urban and suburban
areas in U.S. and
Canada
• 11-16 year old sons
• Daily tech-users but
not tech-savvy
8. Key Resources
• Banking services license
• E-Payment Provider
• Financing
• Development team
• Third-party e-
commerce providers
3. Channels
• Parent Teacher Associations
• Schools
• Social Media
• Gaming sites
9. Cost Structure
• Software development and maintenance
• Marketing
• Payment Processing
5. Revenue Streams
• Subscriptions paid by parents
• White label software add-on for gaming companies
• Ease of gifting loved ones – convenience fee paid by friends and family
NEXT STEPS
• More customer discovery: Survey
children of older age range to identify key
drivers and motivation
• Partner discovery: Outreach to gaming
companies to learn more about points based
discount opportunities, security offerings, API
integration potential
• Test cost structure and revenue options
• MVP development
DISTRIBUTION CHANNELS
• App Store
• Website
Pig-e-Bank
Parents
Web
& App
Platform
Email DirectRelatives or
Friend
Children

pig-e-bank

  • 1.
    LEAN LAUNCHPAD DAY 5 Team: Amit Beesen AlexBuckley Monique Sofo Yan Wang
  • 2.
    Pembroke parent gets$8K Xbox bill after son racks up charges 'There will never be another Xbox system — or any gaming system — in my home’ CBC News January 12, 2017 Lance Perkins
  • 3.
    DAY 5 SUMMARY 14new customer insights 68 total customer insights Pivoted to new version of business model and customer segments
  • 4.
    #1: Kids wantan easy online way to receive, transfer, and manage their piggy banking. #2: Parents want an easier way to pay for their kids field trips, one-off fundraising requests from schools. #3: Kids and parents would be excited to use an online platform to receive and request gifts, donate to charity, save pocket money, and gain financial literacy. DAY1: OUR HYPOTHESIS
  • 5.
    DAY 1: BUSINESSMODEL 6. Key Partners • E-Payment Processors • Schools - potential customers as well as agents to market the product to kids • School Vendors – customers as well as agents to offer added value to our product • Charities – customers as well as marketing agents • Banks – customers to offer banking services to kids as early customers and a source of revenue 7. Key Activities • Software Development • E-Payment Services • Merchandizing • Banking 1. Value Proposition Kids: • Managing piggy-bank online • Ease of receiving or giving gifts/charities • Ease of organizing projects/events & share expenses Parents: • Help parents to monitor kids finances and teach kids money management • Small expenses for school events • Back-to-school purchases Schools: • Ease of collecting donations by PTA etc. • Schools service providers paid via this platform Charities: • A cheaper access to funds donated by kids Banks: • Access to early customers * Cross-border Cash Gifts 4. Customer Relationships • Schools, kids, and parents will be interconnected • Banks will be willing to maintain the relationships • Charities will be willing to participate • School caterers can be approached via schools • Likes of Amazon will be willing to participate once we have a critical mass 2. Customer Segments • Kids • Parents • Schools • School Vendors • Charities • Banks 8. Key Resources • Banking Services License • E-Payment Provider • Collaboration with schools • Collaboration with charities • Financing for take-off • Collaboration with the likes of Amazon for school supplies 3. Channels • Schools • Parent Teacher Associations • Social Media 9. Cost Structure • Software Development and maintenance • Marketing • Payment Processing 5. Revenue Streams • Ease of gifting loved ones – convenience fee by friends and family • Charities will pay for cost of fund generation • In-App merchandise will pay a part of otherwise CC costs • Banks can pay for early customer acquisition • Schools service providers will pay service fee • Exchange fee for cross-border payments
  • 6.
  • 7.
    DAYS 1-2: CUSTOMERSEGMENTS Kids • 6-17 years old • Private and public school attendees • Urban and suburban areas in the Tri-State Area (initially) • iPad- or smartphone equipped Parents • Parents of kids from 6-17 years old • Marginal and middle class parents • Urban and suburban areas in the Tri-State Area (initially) • iPad- or smartphone equipped Relatives • Grandparents, aunts, uncles, godparents and other relatives of kids from 6-17 years old • iPad- or smartphone equipped • May be physically distant from kids (interstate, overseas)
  • 8.
    #1: Kids wantan easy online way to receive, transfer, and manage their piggy banking. #2: Parents want an easier way to pay for their kids field trips, one-off fundraising requests from schools. #3: Kids and parents would be excited to use an online platform to receive and request gifts, donate to charity, save pocket money, and gain financial literacy. DAYS 2-4: HYPOTHESIS TESTS Kids aren’t getting sufficient money to require daily, weekly, or regular use of an online piggy bank. BUT market is already saturated and parents wouldn’t download an app or use a service to manage this unless directed by the school (i.e. would need schools to be customers). Numerous disparate high-quality platforms already available. Kids and parents are unwilling to download another app that they’d need to use regularly to gain benefit. HYPOTHESIS REASONSVALID? ✓
  • 9.
    DAYS 2-4 CUSTOMERDISCOVERY KEY LEARNINGS: PARENTS PAIN POINTS… “I’m somewhat concerned about my older kids spending money online. If there was an easy way to monitor their spending, I’d do it. But, I can’t be bothered downloading and populating ANOTHER app.”
  • 10.
    DAYS 2-4 CUSTOMERDISCOVERY KEY LEARNINGS: PARENTS PAIN POINTS… “My tween boys were spending a ridiculous amount on music, games, and other games and music online, thanks to birthday gifts and weekly allowance. I didn’t realize just how much until I added all the accounts together.”
  • 11.
    DAYS 2-4 CUSTOMERDISCOVERY KEY LEARNINGS: PARENTS PAIN POINTS… “My 15-year old son spent $200+ on an online MMORPG game in November unbeknownst to me. I’d approved his monthly subscription and because my credit card was logged in, he bought in-game additions without my permission anyway.”
  • 12.
  • 13.
    DAY 4-5 PIVOT KeyInsights: • Our product was unlikely to be taken up by customers BUT… • It could be adapted to solve a major pain point for parents of OLDER kids to control gaming spending
  • 14.
  • 15.
    Pembroke parent gets$8K Xbox bill after son racks up charges 'There will never be another Xbox system — or any gaming system — in my home’ CBC News January 12, 2017 Lance Perkins
  • 16.
    Kids • 11-16 yearsold, predominantly boys • Private and public school attendees • Urban and suburban areas in the Tri-State Area (initially) • iPad- or smartphone equipped Parents • Men and women, 30-56 • Kids of 11-16 year old boys • Marginal and middle-upper class parents • Urban and suburban areas in the Tri-State Area (initially) • Tech-equipped but not tech-savvy BUSINESS MODEL: DAY 5
  • 17.
    PRODUCT MARKET FIT:DAY 5 PRODUCTS & SERVICES PAIN RELIEVERS GAIN CREATORS GAINS CUSTOMER JOBS PAINS Software that makes it easy for parents to set-up allowance for digital spending Metrics to track gaming spending Avoids credit card risks for parents Easy for parents to monitor spending Budgeting - pre- paid amounts set- up for spending No need to monitor app or requests (email alerts) Monitoring kids spending Approving individual game spend Parents will know what kids have spent money on One-stop shop for all digital spending Risk of overpaying and racking up large amounts for games
  • 18.
    BUSINESS MODEL: DAY5 FriendParents PlayMint Master Relatives
  • 19.
    BUSINESS MODEL: DAY5 6. Key Partners • E-payment processors • Gaming companies • PTA groups • School counsellors • Local politicians & governments • Banks 7. Key Activities • Software development • E-payment services • Banking • PR & Marketing 1. Value Proposition • Monitor kids online spending • Avoid unwanted charges • Secure holdings • Teach kids money management 4. Customer Relationships GET: PTA & community groups, social media, influencer marketing, PR campaigns KEEP: Email metrics, competitions, rewards GROW: Amazon and other third-party merchandise sales, new state legislation 2. Customer Segments Parents • Marginal to upper- middle class • Males and females aged 30 – 56 • Urban and suburban areas in U.S. and Canada • 11-16 year old sons • Daily tech-users but not tech-savvy 8. Key Resources • Banking services license • E-Payment Provider • Financing • Development team • Third-party e- commerce providers 3. Channels • Parent Teacher Associations • Schools • Social Media • Gaming sites 9. Cost Structure • Software development and maintenance • Marketing • Payment Processing 5. Revenue Streams • Subscriptions paid by parents • White label software add-on for gaming companies • Ease of gifting loved ones – convenience fee paid by friends and family
  • 20.
    NEXT STEPS • Morecustomer discovery: Survey children of older age range to identify key drivers and motivation • Partner discovery: Outreach to gaming companies to learn more about points based discount opportunities, security offerings, API integration potential • Test cost structure and revenue options • MVP development
  • 21.
    DISTRIBUTION CHANNELS • AppStore • Website Pig-e-Bank Parents Web & App Platform Email DirectRelatives or Friend Children