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

Attribute
Pushup app
Home workout video
Kumite

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)

Customer Benefit
Pushup app 1
Kumite
Home video workout

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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