Triply – Trip Happily

      ETHAN EDGERTON
       VARUN MURTHY
         NEIL SETHI
    SAROSH SHAHBUDDIN
      STEVEN SWIGART
Fundamental Problem (AKA Opportunity !)

 We are trying to address the lack of a social,
  engaging and self-guided tourism application.
 There are some existing applications that allow a
  person to look up destinations and download
  information about a city or book hotels or flights.
 However, all these applications are informational
  only and involve very little user engagement. i.e.
  information flow is unidirectional and non-engaging.
 There is nothing in these applications that keeps
  making users return to the app when they are not
  travelling.
Product

 We are in the process of building an application that will
  allow travelers to immerse themselves into the travelling
  experience by creating an engaging and captivating app.
 The application will allow people to socially experience
  travel while learning about and interacting with a city
  and its locations during their adventures.
 We intend to gamify the experience of travelling to a new
  city.
 The social aspect of travelling will allow you to follow
  your friends along on their journey as well as allow them
  to follow you.
Key Features

 Gamified aspect to tourism. Each location is a level
  where tasks can be completed and badges and points
  earned.
 Location Filters based on preferences. i.e. Art,
  History, Adventure, Night life etc.
 Review based location selection. i.e. the most
  popular and most engaging locations are floated to
  the top of the location list.
 Intelligent Itinerary building with cost and time
  suggestions.
Team

 Our team comprises a great mix of technical, artistic
  and entrepreneurial individuals.
 We all love travelling and wanted an application that
  addresses the issues that we faced while discovering
  a new place.
 Some of us travel on work and some of us for leisure
  but we always try to make the most of a trip and have
  fun doing it.
 We want to Trip happily.
Business Model

 Advertisement based revenue. Since the application
  is used by people who are visiting a location or
  planning to visit a location, we will have a high
  location based conversion rate.
 Funding from tourism sites that we drive traffic to.
Sales and Marketing Strategy

 Utilize the existing social platforms in order to
  market the application. We can use videos on
  youtube, posts and comments on facebook and
  reddit etc.
 Create event based marketing . E.g. the Olympics in
  London, the US Open in NY etc in order to make use
  of the increased foot falls in a location at a given
  time.
Risk

 There are existing tourism applications that have
  already gained a significant user base.
 Gaining user traction in a relatively saturated social
  networking market is difficult. However, we intend
  to integrate with existing social networks and not
  compete with them.
 Monetizing this effort will need a lot of on the
  ground work talking to local stores and vendors
  about advertising with us.
 User engagement is subject to luck and user
  adoption rates.
Partners and Allies

 We will need to tie up with many of the existing
  social networks in order to gain initial user traction
  and generate content on the platform.
 Integration with Open source data from flickr and
  wikitravel is necessary in order to have rich content
  on the application from the get go.
Funding

 We will bootstrap this application as we intend to
  garner a user base before trying to monetize the
  applications.
 The initial costs will only be development and server
  / backend infrastructure costs.
 We will also consider charging a nominal fee in the
  range of $1 - $3 for the application.

Triply

  • 1.
    Triply – TripHappily ETHAN EDGERTON VARUN MURTHY NEIL SETHI SAROSH SHAHBUDDIN STEVEN SWIGART
  • 2.
    Fundamental Problem (AKAOpportunity !)  We are trying to address the lack of a social, engaging and self-guided tourism application.  There are some existing applications that allow a person to look up destinations and download information about a city or book hotels or flights.  However, all these applications are informational only and involve very little user engagement. i.e. information flow is unidirectional and non-engaging.  There is nothing in these applications that keeps making users return to the app when they are not travelling.
  • 3.
    Product  We arein the process of building an application that will allow travelers to immerse themselves into the travelling experience by creating an engaging and captivating app.  The application will allow people to socially experience travel while learning about and interacting with a city and its locations during their adventures.  We intend to gamify the experience of travelling to a new city.  The social aspect of travelling will allow you to follow your friends along on their journey as well as allow them to follow you.
  • 4.
    Key Features  Gamifiedaspect to tourism. Each location is a level where tasks can be completed and badges and points earned.  Location Filters based on preferences. i.e. Art, History, Adventure, Night life etc.  Review based location selection. i.e. the most popular and most engaging locations are floated to the top of the location list.  Intelligent Itinerary building with cost and time suggestions.
  • 5.
    Team  Our teamcomprises a great mix of technical, artistic and entrepreneurial individuals.  We all love travelling and wanted an application that addresses the issues that we faced while discovering a new place.  Some of us travel on work and some of us for leisure but we always try to make the most of a trip and have fun doing it.  We want to Trip happily.
  • 6.
    Business Model  Advertisementbased revenue. Since the application is used by people who are visiting a location or planning to visit a location, we will have a high location based conversion rate.  Funding from tourism sites that we drive traffic to.
  • 7.
    Sales and MarketingStrategy  Utilize the existing social platforms in order to market the application. We can use videos on youtube, posts and comments on facebook and reddit etc.  Create event based marketing . E.g. the Olympics in London, the US Open in NY etc in order to make use of the increased foot falls in a location at a given time.
  • 8.
    Risk  There areexisting tourism applications that have already gained a significant user base.  Gaining user traction in a relatively saturated social networking market is difficult. However, we intend to integrate with existing social networks and not compete with them.  Monetizing this effort will need a lot of on the ground work talking to local stores and vendors about advertising with us.  User engagement is subject to luck and user adoption rates.
  • 9.
    Partners and Allies We will need to tie up with many of the existing social networks in order to gain initial user traction and generate content on the platform.  Integration with Open source data from flickr and wikitravel is necessary in order to have rich content on the application from the get go.
  • 10.
    Funding  We willbootstrap this application as we intend to garner a user base before trying to monetize the applications.  The initial costs will only be development and server / backend infrastructure costs.  We will also consider charging a nominal fee in the range of $1 - $3 for the application.