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NOTSKOOL
                     ORIGINAL IDEA:
 PANDORA FOR ONLINE LEARNING GAMES FOR KIDS AGES 5-14


                      FINAL IDEA:
EDUCATIONAL APP DELIVERY SYSTEM FOR PARENTS OF KIDS 3 -9


    $250M DISTRIBUTION MARKET TODAY, $950M IN 2015



        BRAD WOLFE (MBA13)   JERRY LEE (MBA13)
       ROBBIE ALLAN (MBA13) TOM PRYOR (MBA14)
      KIRILL IGUMENSHCHEV (COMP CHEM POSTDOC)
                  EMILY HAHN (MBA14)




               116 INTERVIEWS COMPLETED
                     3 FULL PIVOTS
OUR EDUCATIONAL JOURNEY




                                                 Educational
                                                 app delivery
                                   Reassessed    platform
                                   three pivot
                                   Options
                        YouTube
NOTSKOOL v0
                        for kids

          Pandora for
          kids online
          games
OUR EDUCATIONAL JOURNEY




                                                 Educational
                                                 app delivery
                                   Reassessed    platform
                                   three pivot
                                   Options
                        YouTube
NOTSKOOL v0
                        for kids

          Pandora for
          kids online
          games
OUR EDUCATIONAL JOURNEY




                                                 Educational
                                                 app delivery
                                   Reassessed    platform
                                   three pivot
                                   Options
                        YouTube
NOTSKOOL v0
                        for kids

          Pandora for
          kids online
          games
OUR EDUCATIONAL JOURNEY




                                                 Educational
                                                 app delivery
                                   Reassessed    platform
                                   three pivot
                                   options
                        YouTube
NOTSKOOL v0
                        for kids

          Pandora for
          kids online
          games
TEAM NOTSKOOL

BRAD W O LFE – MB A 2 0 1 3 , E NT RE P RE NE UR (B A CK L I G HT.O RG ), DE S I G N, O B




J E RRY LE E – MB A 2 0 1 3 , E DUCAT I O N MG MT (K I P P ), DI G I TA L MA RK E T I NG , V C




RO BBI E ALL AN – MB A 2 0 1 3 , S T RAT E G Y (MCK I NS E Y), G A MI NG (ZYNG A )




TO M P RYO R – MB A 2 0 1 4 , E DUCAT I O N I NV E S T I NG (P E A RS O N, L E A P FRO G )




E MI LY HAHN – MB A 2 0 1 4 , E NT RE P RE NE UR (L I FE T I E P RO JE CT ), US E R E XP E RI E NCE




KI RI LL I G UME NS HCHE V – CO MP UTAT I O NA L CHE MI S T RY P O S T DO C, A I , C++
OUR INITIAL BUSINESS MODEL CANVAS

 Content suppliers:             Developing AI that can       For students 5-14 and           As an online                  Mass Market:
 - Existing online              generate content             their teachers and              service, our customers        Web-connected
 education suppliers            personalized to              parents who seek online         expect us to make             children (and their
 e.g. PBS KIDS,                 learning styles and          learning content outside        useful                        parents) who want
 FunBrains, BrainNook           learning needs               of the school system, our       recommendations and           engaging content
 - Traditional game                                          platform is an aggregator       to safeguard their            and
 developers wanting to                                       of educational content          records                       a record of
 move into education,                                        that recommends content                                       achievement across
 e.g. EA, Zynga                                              based on the learner's                                        platforms
                                                             interests and style.
                                                                                                                           Medium term:
 Distribution partners                                       Unlike the existing                                           Professional
 (???):                                                      fragmented ecosystem of                                       education?
 - Gates Foundation                                          educational products, our
 - Charter schools,                                          platform recommends                                           Long term:
 e.g.                           - Data on learning           content from a                  Customers reach us            K-12 institutions
 KIPP, Aspire,                  patterns, styles and         comprehensive database          through an engaging           Tutors
 Rocketship                     preferences,                 of sources and tracks           online portal (like           Pre-K
 - Traditional schools,                                      and aggregates                  Pandora or
 e.g. OUSD, SFUSD               - AI and big data            achievement across all          Netflix for education)
                                experts                      sources while providing a
                                                             gamification layer on top       Content providers
                                - Engaging                   of all content..                provide content
                                educational content                                          through an API

                                -Relationship with
                                online ed game devs




 - Mostly fixed costs for ongoing development                                - Advertising
 - Marginal cost to serve customers is ~0                                    - Customers (freemium content or licensing)
 - Content either free or based on a revenue-sharing model                   - Big data opportunity?
INFORMED OUR FIRST CONCEPT PITCH




        Frictionless
                               Curated and
     movement between
                           professionally vetted
       games on web
                            educational games
         platform




     Dashboard showing     Machine-learning for
       kids’ progress        customization
WE HAD SOME EARLY CUSTOMER SEGMENT LEARNINGS




                                Multi-sided market!
                               Age range too broad!
AND FOUND CHALLENGES ON BOTH SIDES OF OUR MARKET


      PARENTS & KIDS                 DEVELOPERS

•   No dilation            •   Free content not great

•   Purchasing behavior    •   Constrained to indie devs
    concerns
                           •   iOS black box
•   Parents “ideal self”
                           •   HTML5 uncertainty
WE DEVELOPED THREE PIVOT IDEAS




  “It’s not our job to tell you which one to choose… If
        we were your board, we would FIRE you.”

  --Steve Blank & Jerry Engel, 2/13/13 (paraphrased)
AND INITIALLY CONSIDERED MOVING WHERE CONTENT WAS FREE
WE PREMATURELY JUMPED INTO BUILDING A PRODUCT…




                http://notskool.me/
…INSTEAD OF LISTENING TO MORE CUSTOMERS




    7/16           5/16              4/16
  first place    first place       first place
     votes          votes             votes



  real pain,      fierce       demand & logistics
proven model    competition        concerns
WHO POINTED US TO OUR BEST BET




    7/16           5/16                4/16
  first place    first place         first place
     votes          votes               votes



  real pain,       fierce        demand & logistics
proven model     competition         concerns
DEEP DIVE: DEVELOPER’S DISTRIBUTION PAIN


 “What I really need is an
easy way to distribute my
          apps.”
--20+ developers we interviewed
WHAT WE DID: BUSINESS MODEL CANVAS UPDATE
WHAT WE DID: PRODUCT MOCKUP AND WIREFRAME
WHAT WE FOUND: STRONG POSITIVE PARENT RESPONSE

Structured
interviews           Kids use
showing              smart-            Avg. apps                                  Likely to
mock-up              phone             downloaded              Paid               refer us?

  25                   21                  ~18                  ~4                 8.4
                                              “I don’t have time to do the
“Installing your app is a no                  research, it would be great
      brainer for me.”                           to outsource it to you.”
   -Father of 3 and 5 years olds
                                                    -Father of 2 and 4 yo girls




                              “I want to be on your newsletter now.”
                                   - Marius, Father of 4 and 8 year old girls
MORE LEARNING ON BOTH SIDES OF THE MARKET


          PARENTS                        DEVELOPERS

•   Sweet spot: Busy techies    •   All about Burst

•   Trusted reviews critical    •   Traditional advertising fails
                                    for indie devs
•   Customization for age and
    interests                   •   Revenue model needs flex

•   Integrated activities a     •   Customer feedback as
    miss                            lifeblood

                                •   Incentivize DL through
                                    gamification
OUR STAGED REVENUE MODEL


                                           Time



                         Revenue
       Free                                         CPI           CPI + minimum
                          share

• Users: 0           • Users: 5-50K          • Users: 50K-2M      • Users: 2M+
• Our goal: grow     • Our goal: grow        • Our goal: grow     • Our goal:
  users                revenue                 profit               maximize profit
• Most attractive    • A low-risk            • More expensive     • Most risky for
  to developers,       proposition for         to developers        developers,
  essentially free     developers              due to a proven      creates a
  UA                   because they            model and            disincentive for
                       won’t be left out       organic value of     marginal apps to
                       of pocket               top 20 placing       use the service
LAUNCHROCK > NEWSLETTER > APP BETA > FULL APP




 153 sent



                          35% opened
13% CLICK RATE = NOT BAD!
WHERE WE ENDED UP: FINAL BUSINESS MODEL CANVAS
LAUNCHROCK > NEWSLETTER > APP BETA > FULL APP




        On your mobile device:
 http://tinyurl.com/EdApped
FOUR BIG LESSONS
1. Kids love iPads

…but parents are
worried
2. Making education fun is hard
3. Mobile discovery and distribution a huge pain
4. Nothing beats
       customer
       feedback
IS THIS A VIABLE BUSINESS?




   WE’VE IDENTIFIED A             …AND A MODEL FOR A
    REAL PROBLEM                  LIFESTYLE BUSINESS
1. Mobile/tablet use by kids   1. Appgratis as our highly
   spiking                        lucrative analog

2. Parents struggles           2. Magic #’s: 50K  1M users
                                  (3% of our TAM)
3. Open and clicks provide
   early validation            3. Roughly an $8M a year
                                  business
4. Devs really value burst
   into top 25                 4. Churn rate a big question
                                  mark
THANK YOU! QUESTIONS?
APPENDIX
WEEK 1 CANVAS

 Content suppliers:             Developing AI that can       For students 5-14 and           As an online                  Mass Market:
 - Existing online              generate content             their teachers and              service, our customers        Web-connected
 education suppliers            personalized to              parents who seek online         expect us to make             children (and their
 e.g. PBS KIDS,                 learning styles and          learning content outside        useful                        parents) who want
 FunBrains, BrainNook           learning needs               of the school system, our       recommendations and           engaging content
 - Traditional game                                          platform is an aggregator       to safeguard their            and
 developers wanting to                                       of educational content          records                       a record of
 move into education,                                        that recommends content                                       achievement across
 e.g. EA, Zynga                                              based on the learner's                                        platforms
                                                             interests and style.
                                                                                                                           Medium term:
 Distribution partners                                       Unlike the existing                                           Professional
 (???):                                                      fragmented ecosystem of                                       education?
 - Gates Foundation                                          educational products, our
 - Charter schools,                                          platform recommends                                           Long term:
 e.g.                           - Data on learning           content from a                  Customers reach us            K-12 institutions
 KIPP, Aspire,                  patterns, styles and         comprehensive database          through an engaging           Tutors
 Rocketship                     preferences,                 of sources and tracks           online portal (like           Pre-K
 - Traditional schools,                                      and aggregates                  Pandora or
 e.g. OUSD, SFUSD               - AI and big data            achievement across all          Netflix for education)
                                experts                      sources while providing a
                                                             gamification layer on top       Content providers
                                - Engaging                   of all content..                provide content
                                educational content                                          through an API

                                -Relationship with
                                online ed game devs




 - Mostly fixed costs for ongoing development                                - Advertising
 - Marginal cost to serve customers is ~0                                    - Customers (freemium content or licensing)
 - Content either free or based on a revenue-sharing model                   - Big data opportunity?
WEEK 2 CANVAS
WEEK 3 CANVAS
                                                                                                                                                                    New




 Trusted names in                  Rapid wireframing and             Guilt-free way to                  GET: AdWords, WOM,
 childhood education:                                                                                                                     Purchaser: Tech-savvy
                                   protoyping of UI                  entertain my child                 PR, (Gamasutra,
 KIPP, Common Sense                                                                                                                       parents; Caring parents
                                                                                                        TechCrunch), SPs
 Media, LeapFrog, Kumo                                               Insight & reassurance that
 n, Little Einstein, UC            Contact developers for                                               KEEP: Good recs, trust
                                                                     my kid is progressing                                                Purchaser: Childcare
 Berkeley School of                content / Contests?                                                  and safety (i.e. Common
                                                                                                                                          (Care.com, SitterCity)
 Education / Cognitive                                                                                  Sense Media), reports
 Science                                                             Control over what my
                                   Curation of content
                                                                     children see and access            KEEP: Analytics,                  Purchaser: Afterschool
                                   and development of AI
                                                                                                        feedback, heat-mapping            Programs (Kumon,
 Content developer                                                                                                                        SCORE, BAGC)
                                                                     Confidence in content              GROW: Referrals, Cross-
 “guilds”
                                                                     appropriateness                    Promotes
                                                                                                                                          Content Provider:
                                                                     Simple help for my kids                                              Independent Game
                                                                     to meet developmental                                                Developers
                                   Quality online                    goals / give them an edge          Direct via Web Portal
                                   educational game                                                                                       Content Provider:
                                   content                           Recommendations &                                                    Established Publishers
                                                                     confidence in the right            Indirect via Mobile App
                                   Mentors and advisors
                                                                     apps/games                         stores (iOS, Android)
                                   with subject matter
                                                                                                                                          End User: Children 3-7
                                   expertise
                                                                     Revenue or user-sharing
                                   Google and Amazon                                                                                      End User: Children 3-7
                                   grants for free AdWords           Analytics, feedback
                                   and server space
                                                                     Ease of development




 Fixed costs for ongoing development                                                  Advertising (targeted to Parents via dashboards, kids only in-game ads)
 Marginal cost to serve each additional customer should approach 0
                                                                                      Subscriptions (monthly access, a la Netflix)
 Content either free or based on a revenue-sharing model

                                                                                      Commissions from developers for distribution to parents (?)
WEEK 4 CANVAS
WEEK 5 CANVAS
WEEK 6 CANVAS
WEEK 7 CANVAS
WEEK 8 CANVAS
WEEK 9 CANVAS
EDAPPED CUSTOMER ARCHETYPES




Type           Parents of kids ages 2-7        Friends and Family           Educational App
                                                                            Developers
Demographics   Digital 28-45yo Moms and        Multiple: Highly-connected   Independent developers
               Dads                            grandparents, “uncles and    or small studios
                                               aunts”, babysitters
Product        Free Mobile App                 Premium 1x or Subscription   Both
Version                                        Digital Giftbox
Motivators     “Cut through noise”; safe,      Provide content to enrich    Distribution: exposure,
               appropriate, positive content   and entertain my             downloads, shared
               for kids to spend time on       grandkids/nephew/niece/      revenue; the challenge of
                                               student                      making games that help
                                                                            kids learn
Example(s)     Han and Sammy                   Ralph Guggenheim and his     I-Itch Inc., Loeschware,
                                               grandkids                    Mak Gutierrez
INITIAL APP DEVELOPER CUSTOMER ARCHETYPES




                    “Early Indie”                “Cocky Indie”               “Shitty Opportunists”
Experience   Less than 12 months          More than 1 year of               2-5 years of experience
                                          experience
Metrics      Less than 10K                10K+ downloads/installs           10K+ downloads/installs
             downloads/installs                                             (but not necessarily in ed
                                                                            space)
Mentality    “This is the next greatest   “If I build it, they will come”   “How can I profit from this
             thing”                                                         edtech thing?”
Needs /      Up and comer that wants to   Traction  Scale                  Pure calculation of
Motivation   put his/her work out there                                     revenues from additional
                                                                            installs vs. costs of
                                                                            BrightBox
LANDSCAPE OF POTENTIAL PARTNERS




Type        Strategic Alliance           Strategic Alliance             Virtual Channel

We Need     Validation, Brand Name       Certification, Expert          Parent Reach & Sign-ups
                                         Opinion
They Need   Traffic, Revenue             Recognition, Real-world        The newest, best content
                                         application of knowledge       for their readership
The Cost    Cross promotion/referral,    Time, potential $$$ per        Time, long “sale cycle”,
            Sharing our review system    review (at scale)              revenue share?
Risks       Impedence mismatch,          Highly dependent on            Impedence mismatch,
            Potential competition        specific relationships         brand dilution?
Status      Preliminary convo with COO   Working with Joseph on         Ralph connecting us with
            of CSM, Director of          structuring partnership with   GGMG, emails out to a
            Education at Kindertown      Cog Sci PhD’s and              few other mid-sized blogs
                                         Postdocs at Berkeley

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Not skool final 2013 berkeley

  • 1. NOTSKOOL ORIGINAL IDEA: PANDORA FOR ONLINE LEARNING GAMES FOR KIDS AGES 5-14 FINAL IDEA: EDUCATIONAL APP DELIVERY SYSTEM FOR PARENTS OF KIDS 3 -9 $250M DISTRIBUTION MARKET TODAY, $950M IN 2015 BRAD WOLFE (MBA13) JERRY LEE (MBA13) ROBBIE ALLAN (MBA13) TOM PRYOR (MBA14) KIRILL IGUMENSHCHEV (COMP CHEM POSTDOC) EMILY HAHN (MBA14) 116 INTERVIEWS COMPLETED 3 FULL PIVOTS
  • 2. OUR EDUCATIONAL JOURNEY Educational app delivery Reassessed platform three pivot Options YouTube NOTSKOOL v0 for kids Pandora for kids online games
  • 3. OUR EDUCATIONAL JOURNEY Educational app delivery Reassessed platform three pivot Options YouTube NOTSKOOL v0 for kids Pandora for kids online games
  • 4. OUR EDUCATIONAL JOURNEY Educational app delivery Reassessed platform three pivot Options YouTube NOTSKOOL v0 for kids Pandora for kids online games
  • 5. OUR EDUCATIONAL JOURNEY Educational app delivery Reassessed platform three pivot options YouTube NOTSKOOL v0 for kids Pandora for kids online games
  • 6. TEAM NOTSKOOL BRAD W O LFE – MB A 2 0 1 3 , E NT RE P RE NE UR (B A CK L I G HT.O RG ), DE S I G N, O B J E RRY LE E – MB A 2 0 1 3 , E DUCAT I O N MG MT (K I P P ), DI G I TA L MA RK E T I NG , V C RO BBI E ALL AN – MB A 2 0 1 3 , S T RAT E G Y (MCK I NS E Y), G A MI NG (ZYNG A ) TO M P RYO R – MB A 2 0 1 4 , E DUCAT I O N I NV E S T I NG (P E A RS O N, L E A P FRO G ) E MI LY HAHN – MB A 2 0 1 4 , E NT RE P RE NE UR (L I FE T I E P RO JE CT ), US E R E XP E RI E NCE KI RI LL I G UME NS HCHE V – CO MP UTAT I O NA L CHE MI S T RY P O S T DO C, A I , C++
  • 7. OUR INITIAL BUSINESS MODEL CANVAS Content suppliers: Developing AI that can For students 5-14 and As an online Mass Market: - Existing online generate content their teachers and service, our customers Web-connected education suppliers personalized to parents who seek online expect us to make children (and their e.g. PBS KIDS, learning styles and learning content outside useful parents) who want FunBrains, BrainNook learning needs of the school system, our recommendations and engaging content - Traditional game platform is an aggregator to safeguard their and developers wanting to of educational content records a record of move into education, that recommends content achievement across e.g. EA, Zynga based on the learner's platforms interests and style. Medium term: Distribution partners Unlike the existing Professional (???): fragmented ecosystem of education? - Gates Foundation educational products, our - Charter schools, platform recommends Long term: e.g. - Data on learning content from a Customers reach us K-12 institutions KIPP, Aspire, patterns, styles and comprehensive database through an engaging Tutors Rocketship preferences, of sources and tracks online portal (like Pre-K - Traditional schools, and aggregates Pandora or e.g. OUSD, SFUSD - AI and big data achievement across all Netflix for education) experts sources while providing a gamification layer on top Content providers - Engaging of all content.. provide content educational content through an API -Relationship with online ed game devs - Mostly fixed costs for ongoing development - Advertising - Marginal cost to serve customers is ~0 - Customers (freemium content or licensing) - Content either free or based on a revenue-sharing model - Big data opportunity?
  • 8. INFORMED OUR FIRST CONCEPT PITCH Frictionless Curated and movement between professionally vetted games on web educational games platform Dashboard showing Machine-learning for kids’ progress customization
  • 9. WE HAD SOME EARLY CUSTOMER SEGMENT LEARNINGS Multi-sided market! Age range too broad!
  • 10. AND FOUND CHALLENGES ON BOTH SIDES OF OUR MARKET PARENTS & KIDS DEVELOPERS • No dilation • Free content not great • Purchasing behavior • Constrained to indie devs concerns • iOS black box • Parents “ideal self” • HTML5 uncertainty
  • 11. WE DEVELOPED THREE PIVOT IDEAS “It’s not our job to tell you which one to choose… If we were your board, we would FIRE you.” --Steve Blank & Jerry Engel, 2/13/13 (paraphrased)
  • 12. AND INITIALLY CONSIDERED MOVING WHERE CONTENT WAS FREE
  • 13. WE PREMATURELY JUMPED INTO BUILDING A PRODUCT… http://notskool.me/
  • 14. …INSTEAD OF LISTENING TO MORE CUSTOMERS 7/16 5/16 4/16 first place first place first place votes votes votes real pain, fierce demand & logistics proven model competition concerns
  • 15. WHO POINTED US TO OUR BEST BET 7/16 5/16 4/16 first place first place first place votes votes votes real pain, fierce demand & logistics proven model competition concerns
  • 16. DEEP DIVE: DEVELOPER’S DISTRIBUTION PAIN “What I really need is an easy way to distribute my apps.” --20+ developers we interviewed
  • 17. WHAT WE DID: BUSINESS MODEL CANVAS UPDATE
  • 18. WHAT WE DID: PRODUCT MOCKUP AND WIREFRAME
  • 19. WHAT WE FOUND: STRONG POSITIVE PARENT RESPONSE Structured interviews Kids use showing smart- Avg. apps Likely to mock-up phone downloaded Paid refer us? 25 21 ~18 ~4 8.4 “I don’t have time to do the “Installing your app is a no research, it would be great brainer for me.” to outsource it to you.” -Father of 3 and 5 years olds -Father of 2 and 4 yo girls “I want to be on your newsletter now.” - Marius, Father of 4 and 8 year old girls
  • 20. MORE LEARNING ON BOTH SIDES OF THE MARKET PARENTS DEVELOPERS • Sweet spot: Busy techies • All about Burst • Trusted reviews critical • Traditional advertising fails for indie devs • Customization for age and interests • Revenue model needs flex • Integrated activities a • Customer feedback as miss lifeblood • Incentivize DL through gamification
  • 21. OUR STAGED REVENUE MODEL Time Revenue Free CPI CPI + minimum share • Users: 0 • Users: 5-50K • Users: 50K-2M • Users: 2M+ • Our goal: grow • Our goal: grow • Our goal: grow • Our goal: users revenue profit maximize profit • Most attractive • A low-risk • More expensive • Most risky for to developers, proposition for to developers developers, essentially free developers due to a proven creates a UA because they model and disincentive for won’t be left out organic value of marginal apps to of pocket top 20 placing use the service
  • 22. LAUNCHROCK > NEWSLETTER > APP BETA > FULL APP 153 sent 35% opened
  • 23. 13% CLICK RATE = NOT BAD!
  • 24. WHERE WE ENDED UP: FINAL BUSINESS MODEL CANVAS
  • 25. LAUNCHROCK > NEWSLETTER > APP BETA > FULL APP On your mobile device: http://tinyurl.com/EdApped
  • 27. 1. Kids love iPads …but parents are worried
  • 28. 2. Making education fun is hard
  • 29. 3. Mobile discovery and distribution a huge pain
  • 30. 4. Nothing beats customer feedback
  • 31. IS THIS A VIABLE BUSINESS? WE’VE IDENTIFIED A …AND A MODEL FOR A REAL PROBLEM LIFESTYLE BUSINESS 1. Mobile/tablet use by kids 1. Appgratis as our highly spiking lucrative analog 2. Parents struggles 2. Magic #’s: 50K  1M users (3% of our TAM) 3. Open and clicks provide early validation 3. Roughly an $8M a year business 4. Devs really value burst into top 25 4. Churn rate a big question mark
  • 34. WEEK 1 CANVAS Content suppliers: Developing AI that can For students 5-14 and As an online Mass Market: - Existing online generate content their teachers and service, our customers Web-connected education suppliers personalized to parents who seek online expect us to make children (and their e.g. PBS KIDS, learning styles and learning content outside useful parents) who want FunBrains, BrainNook learning needs of the school system, our recommendations and engaging content - Traditional game platform is an aggregator to safeguard their and developers wanting to of educational content records a record of move into education, that recommends content achievement across e.g. EA, Zynga based on the learner's platforms interests and style. Medium term: Distribution partners Unlike the existing Professional (???): fragmented ecosystem of education? - Gates Foundation educational products, our - Charter schools, platform recommends Long term: e.g. - Data on learning content from a Customers reach us K-12 institutions KIPP, Aspire, patterns, styles and comprehensive database through an engaging Tutors Rocketship preferences, of sources and tracks online portal (like Pre-K - Traditional schools, and aggregates Pandora or e.g. OUSD, SFUSD - AI and big data achievement across all Netflix for education) experts sources while providing a gamification layer on top Content providers - Engaging of all content.. provide content educational content through an API -Relationship with online ed game devs - Mostly fixed costs for ongoing development - Advertising - Marginal cost to serve customers is ~0 - Customers (freemium content or licensing) - Content either free or based on a revenue-sharing model - Big data opportunity?
  • 36. WEEK 3 CANVAS New Trusted names in Rapid wireframing and Guilt-free way to GET: AdWords, WOM, childhood education: Purchaser: Tech-savvy protoyping of UI entertain my child PR, (Gamasutra, KIPP, Common Sense parents; Caring parents TechCrunch), SPs Media, LeapFrog, Kumo Insight & reassurance that n, Little Einstein, UC Contact developers for KEEP: Good recs, trust my kid is progressing Purchaser: Childcare Berkeley School of content / Contests? and safety (i.e. Common (Care.com, SitterCity) Education / Cognitive Sense Media), reports Science Control over what my Curation of content children see and access KEEP: Analytics, Purchaser: Afterschool and development of AI feedback, heat-mapping Programs (Kumon, Content developer SCORE, BAGC) Confidence in content GROW: Referrals, Cross- “guilds” appropriateness Promotes Content Provider: Simple help for my kids Independent Game to meet developmental Developers Quality online goals / give them an edge Direct via Web Portal educational game Content Provider: content Recommendations & Established Publishers confidence in the right Indirect via Mobile App Mentors and advisors apps/games stores (iOS, Android) with subject matter End User: Children 3-7 expertise Revenue or user-sharing Google and Amazon End User: Children 3-7 grants for free AdWords Analytics, feedback and server space Ease of development Fixed costs for ongoing development Advertising (targeted to Parents via dashboards, kids only in-game ads) Marginal cost to serve each additional customer should approach 0 Subscriptions (monthly access, a la Netflix) Content either free or based on a revenue-sharing model Commissions from developers for distribution to parents (?)
  • 43. EDAPPED CUSTOMER ARCHETYPES Type Parents of kids ages 2-7 Friends and Family Educational App Developers Demographics Digital 28-45yo Moms and Multiple: Highly-connected Independent developers Dads grandparents, “uncles and or small studios aunts”, babysitters Product Free Mobile App Premium 1x or Subscription Both Version Digital Giftbox Motivators “Cut through noise”; safe, Provide content to enrich Distribution: exposure, appropriate, positive content and entertain my downloads, shared for kids to spend time on grandkids/nephew/niece/ revenue; the challenge of student making games that help kids learn Example(s) Han and Sammy Ralph Guggenheim and his I-Itch Inc., Loeschware, grandkids Mak Gutierrez
  • 44. INITIAL APP DEVELOPER CUSTOMER ARCHETYPES “Early Indie” “Cocky Indie” “Shitty Opportunists” Experience Less than 12 months More than 1 year of 2-5 years of experience experience Metrics Less than 10K 10K+ downloads/installs 10K+ downloads/installs downloads/installs (but not necessarily in ed space) Mentality “This is the next greatest “If I build it, they will come” “How can I profit from this thing” edtech thing?” Needs / Up and comer that wants to Traction  Scale Pure calculation of Motivation put his/her work out there revenues from additional installs vs. costs of BrightBox
  • 45. LANDSCAPE OF POTENTIAL PARTNERS Type Strategic Alliance Strategic Alliance Virtual Channel We Need Validation, Brand Name Certification, Expert Parent Reach & Sign-ups Opinion They Need Traffic, Revenue Recognition, Real-world The newest, best content application of knowledge for their readership The Cost Cross promotion/referral, Time, potential $$$ per Time, long “sale cycle”, Sharing our review system review (at scale) revenue share? Risks Impedence mismatch, Highly dependent on Impedence mismatch, Potential competition specific relationships brand dilution? Status Preliminary convo with COO Working with Joseph on Ralph connecting us with of CSM, Director of structuring partnership with GGMG, emails out to a Education at Kindertown Cog Sci PhD’s and few other mid-sized blogs Postdocs at Berkeley

Editor's Notes

  1. Kids take rapidly to mobile devicesA good chunk of parents are wary of the time their children spend in front of a screenParents often use screen time as a kind of electronic babysitterParents find it difficult to discover appropriate content for their children’s mobile devices
  2. Making education fun is hard
  3. Mobile distribution remains a problemDevelopers are willing to pay to solve itSome of the most successful businesses are fundamentally hacks of the app store system
  4. The problem is seldom where you think it isIt’s the most off-hand comments that can lead to real insightsNothing beats feedback from potential customers