Product Strategy
Narrowing the problem
When reviewing the problem and user research and market document, there is an array of problems that can be solved for many types of people.
For this product strategy, we will narrow down to solving these challenges:
Build and maintaining a movement habit is more important than duration of the workout
There is no accountablity or external motivation to be healthy.
Form a user's identity around "being healthy"
Being healthy (working out) can be a miserable experience so need to make it fun
Who is the target user?
The target user is someone who is looking to start or maintain a movement habit, which can be around strength, running, or cardio based.
Product Solution Fit Analysis
List benefits in the different categories for each competitor
Speed, Effort
(+) low effort to build habit (+) stronger in a week (+) simpler movement (+) tracks pushups completed daily, weekly
(-) high effort to build habit (-) complex movement
(+) low effort to build habit (+) stronger in a week (+) simpler movement
Time, Convenience
(+) requires little space (+) only requires a phone, (+) Short workout
(-) requires space to move (-) requires large screen, (-) 30+ min workout
(+) can do anywhere with minimal space (+) only requires a phone, (+) short workout
New
(-) looks boring, cheap
(+) content style fits different people
(+) a game with story (+) accountability via community pet caring
Guarantee / Certainty
(+) incremental gains per day add up (+) achieve 100 pushups per day (+) builds a training program for you
(-) can't sense gains with a number
(+) incremental gains add up (+) achieve 100 pushups per day (+) setup as a game to train you
Identity / Community
(-) no community (+) improve pushup ability forms identity
(+) continual use forms identity
(+) you are part of the story (+) improve pushup ability forms identity
Misc
(-) ads
(+) too many options
(+) no ads
Benefit / Competitor Analysis
Rank benefits among the competitors (5 out of 5)
Become stronger by improving your pushup rep count
5
5 (Core job)
2
Short workout, use anywhere
5
5
1
Computer vision to count movement
1
5 (unique to Kumite)
1
Tailored to your pushup ability
4
4
2
Build a habit quickly
5
5
5
A game
1
5 (Unique to Kumite)
1
No Ads (Free)
1
5
3 (sometimes)
Accountability
2 (notificaitons)
5 (Community Pet)
1
Primary Hypothesis
The hypothesis is that we could produce a game, leveraging technology, digital space, and aspects of playing a sport (specifically around competitive events and training) so that people form a movement habit and identity around being healthy.
The game focuses on the activity of pushups only, and relies on the community of players to work together to motivate each other by taking care of an object (community pet).
Players would find this an engaging way to move a little each day that acts as a catalyst or a reason why to start or maintain a longer form workout routine.
The approach to solving the problem
Target users who use a pushup app and target making the best pushup app in the Android and Apple app store
Market these value propositions: improve their pushup rep count or pushup endurance, no Ads, uses computer vision to count reps, it's a game with a social experience
Build a simple game, and continue iterating to find product market fit around the pushup experience and community pet experience
Use the mobile phone so it is accessible to more users and has low to no overhead costs
Leverage our sports background, game development, engineering skills, and product backgrounds to build the product ourselves.
Timebox each experiment so we can learn and move forward quickly
How to measure success and progress
Players engage in the core activity and come back to play again
Players pushup counts are improving over time
Run acquisition campaigns to test interest and engagement levels
New learnings are being made on how to build a fitness game, engage users, and help them start or maintain their healthy habits
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