“Goalify It” is an app for high-achievers and aspirers to set personal goals and track their performance and improvement, collect achievement and milestone badges and share them with a private group.
1. Fundamental Problem
People have goals
Not all are achieved
Failures occur when obstacles are hard
Existing goal tracking apps/tools are flawed with deal-breaker issues
Goal achieving not viewed as ‘fun’
Hectic metropolis lifestyle makes it hard to track improvements
towards goals
GoalifyIt
2. Product - GoalifyIt
App for high-achievers and aspirers
•set personal goals
•track their performance
•collect achievement and milestone badges
•Share them with a private group
Try it out - http://udip21.wix.com/mylbeta
GoalifyIt
3. Core competencies
Gamification model awards badges and points which are redeemable
for real life rewards
A social network, restrictable to limited people, for collaboration and
competition
Goal journeys and milestones based on habit forming techniques
Competitions organised through 3rd party partners
GoalifyIt
4. Marketing
Concluded:
•Used survey to gather email ids for further communication
•Set up interest registration page , used Facebook CPC ads to drive users for
registration
•Total emails acquired – 55 at the cost of 1.22 USD per email
Future:
•Utilize Facebook Ads, AdWords and AdMob for CPC marketing to generate awareness
and conversions (downloads)
•Use Web 2.0 platforms to generate awareness
•Communicate with the “Quantified Self Movement” for quick acquisitions
•Use social networks for word-of-mouth and organic marketing
GoalifyIt
5. Costs
Variable costs:
•Platform creation, design & further development
•Platform PR costs
•Marketing research
•Legal costs (patent)
•Payment gateway commission
Fixed costs:
•Resource (developer and designer) salaries
•Servers’ maintenance
•App market place commission
GoalifyIt
6. Revenue Model
Percentage of Source
earnings
85% Advertising (high relevance to a user’s goals), suggested ads and
users’ recommendations
Advertising partner apps on our app
Endorsing partners in our newsletter to our userbase
10% Brands take-over (E.g. Nike+ campaign – Users get tangible
incentives for achieving goals, Nike receives engagement and we
receive commission for hosting the event on our app)
5% Freemium model – pay for premium content and access to 3rd party
partners programs
GoalifyIt
7. Risks
Larger organizations with bigger user database entering the market
Existing market crowded
Not reaching the critical point for app to gain viral awareness
Loss of sensitive user data due to cyber attacks
Investors not willing to invest immediately leading to loss of
momentum
GoalifyIt
8. Partners and Allies
3rd party services with whom we will run campaigns
•They run a contest or competition
•The participants are tracked using our app
•The partners receive engagement and awareness, the users find
expert help in moving towards their goals and we receive both
awareness and revenue in terms of commission from the
partners
API partners (Facebook, Twitter, LinkedIn, Instagram etc)
•All user activities on our app will be sharable on 3rd party social
networks to increase awareness about the app
•The benefit by receiving more referral traffic
GoalifyIt
9. Funding
Initial funding required from investors – 50000 USD
Approaching investors and venture capitalists after release of first
functional prototype in Feb 2013
Contingency plan:
Bootstrap and include designer/developer as shareholders
Revenue would be primarily from Freemium version of the app and
advertisements
With higher user traffic, 3rd party partners would be approached
GoalifyIt
10. Team
Victoria Klimova & Udipta Basumatari
Russian and Indian explorers respectively, currently discovering
Singapore
Ambitious and determined - met as colleagues at MediaCom,
Singapore
Discovered mutual entrepreneurial interest and passion for use of
technology to enhance lives
Brainstormed our way to GoalifyIt!
GoalifyIt