xsf iphone app feasibility study
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iPhone Application Development for NFL Agency in Colorado Springs, CO.TRANSCRIPT
XSF iPhone App Feasibility Study 3.10.2010
Richard Smith Edwin Aiken Zack Gregory
XSF iPhone App Feasibility Study
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Executive Summary
Our purpose in conducting this study is to explore the possibility of the
Xtraordinary Sports Facility project (―XSF‖) designing and deploying an iPhone
Application, which we believe could boost users’ enjoyment of the facility and its services,
and give XSF sponsors an important and precisely targeted new way to advertise to their
customers.
Mobile phone applications (or ―Apps‖) are rapidly becoming a big business, with
sales expected to reach $30 billion within the next three years. Though apps are featured on
a wide variety of smartphones, they are by far most closely identified with Apple’s iPhone,
which pioneered the concept and has dispensed more than 2 billion of them to customers
through its App Store.
And this big business has become a big part of the business of life for one very
important group of XSF’s future customers: moms. A recent study shows that a booming
group of ―iPhone Moms‖ is increasingly using their phones to manage schedules and
shopping while on the go. With this development comes a new opportunity for advertisers,
who have previous had difficulty reaching moms (the chief purchasing decision-maker in
most households) through new media because of their tendency to be late adopters of
technology.
This is where the XSF App comes in. Our proposed app will allow parents to view
and manage their kids’ game and practice schedules at XSF, book reservations for dentist
appointments, birthday parties and other services at the facility and much more, all in one
centralized, user-friendly package. Such an app would increase XSF’s revenue directly by
boosting awareness and usage of the shops and merchants located at the facility, and would
also give XSF the opportunity to sell significant volumes of advertising within the app to
local XSF sponsors.
Our financial analysis of the project indicates that XSF could expect to achieve a
19.4% internal rate of return with this project over a five-year period. Revenues (primarily
from advertising package sales) are expected to average $25,000 annually over the five-
year period. Start-up cost is estimated at $75,000 to design and implement the app and
server system (although that is a worst-case figure), and costs to maintain the project
should be minimal thereafter.
The following pages will explore in greater detail the demographic target market
for this app, features our proposed app should include, start-up costs required, revenue
streams likely to be realized, and much more. It is our belief that an XSF App can provide
significant value to parents by streamlining an important chunk of their lives, can provide
significant value to advertisers by allowing them to reach a key purchasing decision maker
in a new and relevant way, and can prove highly profitable (in terms of both dollars and
customer goodwill) for XSF.
XSF iPhone App Feasibility Study
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I. Demographics: “The Rise of the iPhone Mom”
Smartphones are among the fastest-growing segments of consumer electronics in
the United States, expanding at a rate of approximately 15% annuallyi. Of these, the
fastest-growing product is Apple’s iPhone, the ranks of whose owners nearly doubled in
2009 and currently number nearly 70 million people, according to industry analysts.ii
One of the distinguishing features of the iPhone and its brethren is their rapidly-
expanding usage of applications (or ―apps,‖ as we will mostly refer to them in this paper).
Apps come in a gigantic variety of shapes and sizes and can help you do practically
anything—manage your finances, make restaurant reservations, remember where you
parked your car—the possibilities are limited only by the imaginations of the developers
writing the programs.
Apps are rapidly becoming big business, with the sales expected to reach a level of
close to $30 billion annually by 2013, according to media research firm Gartner.iii
And as
apps become more and more a part of consumers’ daily lives, advertising are finding
advertising through apps to be an increasing effective means to reach busy consumers.iv
The iPhone has quickly established itself as the leader in mobile advertising effectiveness,
garnering 36.22% of all mobile ad impressions, most of any device manufacturer.v
Apps, advertising and XSF all intersect with the case of the so-called ―iPhone
Mom.‖ Moms have been identified as one of the fastest-growing subcategories within the
swelling ranks of iPhone users, growing to encompass 29.5% of iPhone users (over 20
million moms).vi
According a study by Greystripe Media, 64% of iPhone moms use their
phone as the central point to manage their calendar and schedule (9% higher than iPhone
users in general), while 60 percent also use their phone to find merchants near them and
manage shopping lists.vii
The study says moms historically have been a difficult group for
advertisers to reach because of their tendency to be late adopters of new media
technologies, but these new iPhone-centric behaviors are providing advertisers with a new
way to connect to them through in-application mobile advertising.
We believe the ―iPhone Mom‖ (and overbooked parents in general) represent a
sizable target demographic that is ideal for the XSF app. Both scientific studies and
anecdotal evidence show that shuttling kids from one activity to another is one of the major
sources of stress for parents.viii
We believe we can reduce parents’ stress levels by
providing an easy-to-use, on-the-go interface that lets them manage schedules, book
birthday parties and doctor’s appointments, and even arrange dinner for the family all from
the palm of their hand. If properly executed, we believe such an app will significantly
increase users’ usage of XSF services and overall enjoyment of the facility, while offering
XSF sponsors with a carefully targeted, relevant way to engage the most important
potential customer in any household: the mom.
XSF iPhone App Feasibility Study
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II. App Functions and Features
Studies have found that the most-used mobile phone apps include those in the
lifestyle and utilities categories, while the longest-retained apps include those involving
navigation, productivity and health and fitness.ix Our proposed XSF app will feature all of
these elements, designed to maximize its use, retention, and
the number of advertising impressions (and revenue)
generated by it.
At its core, the App we are proposing here has two
basic aims: to act as an aid to busy parents trying to juggle
their children’s’ sports schedules, and to increase awareness
(and usage) of the other merchants and services located
within and around the XSF facility. It will have schedule
management features that fall into the productivity and
utilities categories, coupon and reservation-making
interfaces that will satisfy lifestyle requirements, and an
XSF-specific Maps function that will act as a navigation aid.
The app we have designed will have two different
modes: Parent mode (for parents/grandparents/family friends
of young athletes in leagues at the facility), and
Administrator mode (for coaches and administrators at the
facility). All users will download the same app from the
iPhone App Store, but coaches and administrators will be
given a code by XSF that will allow them to unlock the
additional capabilities of the Administrator mode. Some capabilities will be common
among both modes, while others will be unique to a specific mode. We will detail both
modes and their features separately.
1. Parent Mode
The home screen of the application’s Parent Mode
(Fig. 1) will have four main function buttons:
A) Schedules – This button will take the user to
practice and game schedules for any teams their child or
children are signed up for. Users can view the events for
their team—List mode (Fig. 2), a chronological top-to-
bottom of events for one specific team, Day mode, a daily-
by-day, chronological list of all events for all their teams, and
calendar mode, which will be a grid-style listing of all events
for all teams.
In the two list modes, information will include the
team name, game time, opponent name (for games), and
location (i.e. ―Field 3‖). Sport-specific icons will be
associated with each practice or game as well, to eliminate
Fig. 1 – The Home Screen
Fig. 2 – Schedule Page
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4 any possible confusion from duplicate team names. All
schedule modes will also allow for parents to make notes
(i.e. bring orange wedges for the team) connected to the
entry for any game or event.
This is also the page that will display any update
messages (rain outs, practice time changes, etc.) sent out by
the team’s coaches or by XSF facility administrators. Time
or location updates will automatically appear in the schedule,
marked by an alert icon. The app also will be set up to allow
for push notification of such schedule updates—if the app is
not activated, new updates will be delivered to the user via
text message so that they can be aware of developments
without having to keep the app open at all times.
B) Games – This button is fairly straightforward—it
will take the user to a page that allows them to access scores
and stats (if stats are kept by the facility) for all the games
played in the leagues that their children participate in. The
primary page will give scores for played games in
chronological order, and smaller buttons beneath the score
icons will enable users to access statistics, or videos and other media. (Fig. 3)
In connection with the video tab mentioned above, it is our recommendation that
XSF consider employing a full time photography and video
crew which would take pictures and video of every game,
which parents could later buy. This tab would potentially
allow parents to view photos and video in which their
children have been ―tagged,‖ and purchase the videos or
photos directly from the application (Fig. 4). However, for
purposes of this analysis we will proceed on the assumption
that XSF will not employ its own photo staff, and thus will
not include any projected revenue from this in our financial
analysis of this project.
C) Account – This button will allow users to access
any changes to their online app account, such as adding or
deleting teams associated with their child, enabling or
disabling push notifications from facility administrators, push
notifications of coupons and offers from XSF merchants, etc.
There will also be an option to password-protect all sections
of the app that involve purchases or payments (such as the
hypothetical picture and video purchase option above) to
prevent children using the phone from making unauthorized
purchases. This section will also allow users to view and pay their financial account for
any outstanding league fees or other services at XSF, using a bank account or payment
method already on file with the XSF offices.
Fig. 3 – Games Page
Fig. 4 – Photos Page
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5 D) Marketplace – Many of the key revenue streams
involved in the XSF app will be accessed through this button,
which will make it as easy and financially attractive as
possible for users to take advantage of all the other merchants
and services at the XSF. The XSF Marketplace (Fig. 5) will
aid users in purchasing services and goods from merchants
within the XSF complex, or from XSF partners outside the
complex who pay a monthly fee to have their ads included in
this section of the app. As this section is currently envisioned,
there will be four main subsections of the XSF Marketplace:
Services, Deals, Reservations and Maps.
Services will include a tab for every merchant in the
XSF complex allowing the user to browse hours, services
offered, prices and more. This section will also advertise any
general gymnasium or adult fitness services that will be
available at XSF, so that parents (or others) can look up a
yoga or spin class to take while their kids are at practice, etc.
Deals will be a section where the user will be able to
view and use coupons and special offers (which will change
on a regular basis) from XSF-affiliated merchants both within
the walls of the complex and outside. It may also be possible to marry the push notification
feature with the team practice and game schedules that will be kept in the central server,
such that users will be sent (for example) a coupon for 10% off dinner at a nearby
restaurant just at the time their child’s practice is scheduled to end (and they will likely be
wondering what to do about dinner tonight).
Reservations (Fig. 6) will work as a sort of mini-
OpenTable app for merchants inside the XSF complex
only. When users touch this button they will see a list of
only the XSF merchants who accept online reservations
and what type of reservation they accept. This section will
allow parents to book an appointment for a pedicure at the
salon, a dental appointment for their kids, or book a party
room for their child’s birthday at one of the XSF
restaurants. Functionality could also be included that
would allow users to place a carry-out order for food to be
picked up at one of the facility’s restaurants after their
workout and/or practice is done.
The Maps section (Fig. 7, next page) is designed
primarily to appeal to out-of-town parents who will be
bringing their children to Colorado Springs to participate
in tournaments at XSF—information encouraging them to
download and use the app can be included in sign-up
materials for every tournament. The Maps section will
provide directions to the XSF facility (using the iPhone’s
GPS capabilities). The map users will view will also allow them to touch a button to view
hotels, restaurants, sporting goods stores, and family fun spots (Chuck E. Cheese, Mini-
Fig. 5 – Marketplace Page
Fig. 6 – Reservation Screen
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6 golf centers, tourist destinations, etc.) near XSF. The
merchants displayed through this function will only be
clients who have paid to have their location pop up in
these searches, or who have purchased a larger advertising
package with XSF.
2. Coach/Administrator Mode
Coach/Administrator Mode will not offer any
discrete revenue streams for the XSF app, aside from
boosting the viewership figures for the banner ads that
will appear on each page. The primary aim of coach mode
is to make it as easy as possible for coaches to keep
content updated and send out updates to parents… and
hopefully the constant stream of updates and useful
content will encourage more parents to download and
continue using the app. Like Parent Mode, Coach Mode
will offer four main buttons on its home screen:
A) Schedules – The Schedules button in
Coach/Administrator mode will enable coaches to view
practice and game schedules by list or calendar view just as it does for regular users. The
key difference is that coaches will also have the ability to change the scheduled times and
locations of practices as needed, with push updates regarding any changes automatically
going to any parents or other users who have downloaded the app.
B) Games – Again, the functionality of this app will be similar for coaches as it is
for regular users. Coaches will be able to view scores, stats and photos or videos for any of
the games their team(s) are involved in. The principle difference is that coaches will also
be able to enter final scores and stats for games just completed using the interface in this
app.
C) Account – Again, basically the same functionality that regular users will have
for this section.
D) CoachCenter – In place of the XSF Marketplace button that regular users will
see, coaches will have access to the XSF CoachCenter button. This will be a hub where
coaches can also access all the coach-specific functionality mentioned above (updating
practice times, entering stats), along with further coach specific content.
It is through this section of the app that coaches can access a roster of contact
information for the parents of all players on their team(s), send customized updates (i.e.
―Don’t forget to bring checks to pay for the new jerseys‖) to all parents associated with
their team(s), and view a list of practice fields and what time they are or are not in use, and
reserve a field through the app. The CoachCenter section will also have a notepad and a
touchscreen ―doodle‖ pad, for coaches to jot down notes or even diagram new plays if
needed.
Fig. 7 – Maps Screen
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III. User Adoption and Revenue Streams
Given XSF’s forecasted base of approximately 25,000 families who will be regular
users of the facility, our calculations indicate that there will be between 7,500 and 10,000
iPhone users among them1. The average between the two is 8,750, but given that iPhone
use skews higher among higher-income and more technologically-savvy demographics
(both of which describe the XSF user base), we will adjust our assumption slightly upward
from the midpoint and use 9,000 as our projection for the number of iPhone owners within
the XSF customer community in year one of this project.
Given the app’s minimal price and the number of useful features it will make
available to XSF users, we will assume that 90% of the XSF iPhone owners will download
the app in year 1—this yields a first-year user base of 8,100. Thereafter, we have assumed
the number of iPhone users will grow at 30% annually (a conservative estimate, given that
national user growth was over 80% in 2009). We assume throughout that 90% of those
new iPhone users each year will download and use the XSF app.
We believe the XSF iPhone application, if designed with the functions and features
set forth above, will give XSF access to five new revenue streams, and will significantly
enhance the revenue earned from streams (restaurants, shops, salons, etc.) already existing
in the XSF facility. Those five new revenue streams stem from app downloads, banner ads
shown within the app, a potential title sponsor on the start-up screen of the app, companies
paying to have their businesses listed in the maps section, and package deals with in-arena
advertising.
1. App downloads – This is the first, and most obvious, of the revenue streams.
Our recommendation is that the app be priced at 99 cents—numerous studies have
indicated that the 99 cent price is not high enough to deter anyone interested from
downloading the appx. And given that our primary revenue streams (as we shall see in the
following paragraphs) will depend on high numbers of downloads and regular usage, this
price makes sense for XSF’s goals. After Apple’s 30% cut, XSF would receive
approximately 69 cents of each download, resulting in first-year revenue of
approximately $5,613.
2. Title Sponsor of App – XSF should sell the title sponsorship for the application
to one business partner. This sponsorship would guarantee the business that its logo or
other chosen banner ad will appear on the home screen of the app every time it is activated.
As part of this sponsorship package, the title sponsor would also receive a second banner
ad that would display elsewhere in the app as part of the banner ad rotation with other
advertisers (see below), and would have their business displayed in the Maps and Deals
sections of the app as well.
1 Approximately 11.7% of US population owns an iPhone x 25,000 families x 2.5 adults (parents/grandparents, etc.) associated with
each family = 7,312 users. Rounded up to the fact that the iPhone’s rapid sales growth will have significantly increased this number by
the time this project would actually be put into action.
XSF iPhone App Feasibility Study
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8 Based upon the rates for other similar advertising, it is our recommendation that
XSF offer this sponsorship package at a starting rate of $1,000 if contracted for a full year,
or $90 per month if contracted on a month-by-month basis. This rate amounts to a discount
over what the advertiser would pay by buying the other ad options individually, which
should aid significantly in selling this sponsorship. For our financial projections, we have
assumed that the title sponsorship will initially be sold on a full-year basis, resulting in
$1,000 in first-year revenue.
3. Banner Ads within App – Every page the user clicks through in the App will
feature a banner ad, similar to the type found on most conventional websites. These are
already a common feature in many other iPhone apps, and like conventional website apps
they give the user the opportunity to go to the advertisers website by clicking on (or in this
case, touching) the banner.
iPhone App banner ads are generally sold on a CPM (cost per 1,000 impressions)
basis—every time a user views a banner ad, it counts as an impression for ad rate purposes.
The most recent data available shows the going ad rates for iPhone banner ads at $10-$14
per 1,000 impressionsxi. To project revenue for banner ads, we used conservative
assumptions of a $10 CPM, and 0.2 impressions per user per day. Combining those
assumptions with our projection of 8,100 first-year app users, we arrive at $5,913 in first-
year revenue.
It bears noting that the level of revenue from this stream relies on user behavior
(number of total ads viewed) not a minimum number of advertisers. Theoretically XSF
could have several advertisers buy smaller banner packages, or sell all of the banner ad
inventory to an advertiser in one enormous package and achieve the same $5,913 revenue
result. It is our recommendation that XSF aim to maintain a roster of 10 banner advertisers
(plus the title sponsor) at any given time, which would result in almost 5,000 impressions
per month per advertiser at a cost of $49.28 per advertiser, figures we believe will be easier
to sell to the smaller local businesses that will be the primary ad customers for this App.
4. Maps and Deals pages listings – This is the revenue stream that we believe
delivers the most compelling value proposition for advertisers, and thus we expect this to
generate the most revenue of the advertising types listed here. A maps and a deals package
would allow an advertiser to have their business show up when on the maps page, and
place a downloadable coupon for their business on the deals page (the coupon could also
be accessed by touching the dollar sign icon that appears next to the merchant’s name on
the maps page).
Studies on the behavior of the ―iPhone Mom‖ show that 79% of iPhone moms use
their iPhone for precisely such shopping-related activities—60% for locating the nearest
store, 19% for downloading couponsxii
. Giving advertisers the chance to put their name in
front of moms (and other users) at the moment they are preparing to make such shopping
choices will represent a compelling proposition for XSF’s potential advertising customers,
especially given the amount of bonus business advertisers could potentially attract from
out of town XSF visitors using the app during tournament weekends.
We believe that this advertising option should be offered as a standalone package
for the flat rate of $50 per month, and that banner ad package customers should be allowed
to add a maps and coupons listing to their package for an additional $20 per month flat
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9 rate. For our revenue projections, we’ve assumed five of our 10 banner ad subscribers will
take advantage of that add-on option, and we’re also projecting 15 more advertisers who
will sign up for the standalone maps and deals package. These projections yield first-year
revenue of $10,200.
5. Package deals with in-facility advertising – Our vision is that the banner ads
and Maps and Deals packages could also be incorporated as add-ons into existing ad
packages involving sponsorship, signage or other advertising options being offered within
the physical XSF facility. We believe the potential of add-ons could boost the number of
traditional advertising packages sold, and/or boost revenue per package sold. However, we
do not know enough about XSF’s pricing structure or in-facility advertising options to
project the financial impact of such add-on options; therefore we have not included
projections for this incremental revenue stream in our overall financial projections for the
App project.
We are also assuming that XSF will reserve a certain number of banner ads for the
merchants operating within the facility, and will offer coupons from them on the Deals
page as it deems appropriate. We anticipate that the App will therefore boost overall
facility revenue by increasing the frequency of use of many merchant services (through the
Reservations interface) and increasing total sales (by luring more customers in through the
Deals interface and related advertising). However, in our financial analysis we have only
taken into account revenue that will arise directly from the app (i.e., the first four revenue
streams mentioned above); we did not attempt to quantify these indirect revenue boosts in
the projections we have given here.
IV. Development Process and Costs
Development – The XSF iPhone app project will require a significant initial outlay
of capital, but one which our projections show will provide an attractive rate of return for
XSF. In developing this proposal, we solicited two quotes (not full proposals, however)
from experienced iPhone application developers and also analyzed industry information on
iPhone app development costs. Generally speaking, iPhone app development costs have
been reported to run anywhere from a few thousand dollarsxiii
to well above $100,000xiv
,
depending on the complexity of the app.
The first developer we spoke to was California-based Art & Logic. Their rough
quote indicated that they had a somewhat similar, basic schedules-and-updates app that
they could modify to XSF’s purposes for $1,295, plus a $15 per month fee for the ability to
continue to update and modify the software as needed. To build an original app including
the bulk of the features we’ve set forth in this document, rates would run $4,995, plus the
same $15 per month update fee.
The second developer we spoke with was Sourcebits Technologies, which has
offices in India and Decatur, GA and has produced approximately four dozen existing
iPhone Apps. Their quote also involved building out the central server system that would
store all of the data needed for the app (game and practice schedules, ads, etc.), and came
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10 to approximately $75,000 combined for the app and server system. They indicated that the
work would take approximately five months to complete, once contracted.
Based on other sources of information about app development, we believe these
quotes substantially capture the range of development costs XSF could expect, depending
on the developer chosen and the precise features to be incorporated into the app. As we do
not have details of XSF’s existing or planned scheduling system and server architecture,
we will proceed as though a full server system will be necessary to service the app, and use
the worst-case $75,000 scenario as our assumption for development costs throughout this
document.
Once developed, the ad would have to pass through Apple’s approval process
before actually being made available for sale in the iTunes App Store. To be approved, an
app must meet Apple guidelines for both technical performance (i.e. being bug-free) and
excluding objectionable content (―materials that may be considered obscene, pornographic
or defamatory‖). According to Apple, 95% of applications are approved within 14 days of
submission.xv
However, some more protracted approval processes have been reported to
last more than three months.xvi
We don’t anticipate that our proposed app would have any
significant issues winning approval. Therefore, we will assume a six-month timeframe for
development—five to create the app, and one month for submission and approval by
Apple.
Support Staff – Once developed, there is the issue of actually selling advertising
packages for the App. We have proceeded on the assumption that XSF will have existing
marketing and sales personnel charged with selling sponsorship for the facility, as well as
IT personnel or contractors who will handle the computer technology at the facility. It is
our assumption that sales and technical support (post-setup) for the app could be folded
into their duties, and as a result we have not budgeted for any additional staff to support
this project. However, if this is not the case, we believe the project’s profitability (see next
section) would be sufficient to support the hiring of additional part-time staff to oversee
this project.
Conversion to Other Formats – Though we have proposed and analyzed an
iPhone App in this document, it is likely that XSF may wish to offer the App in other
formats (Blackberry, Android, etc.) at some point if it proves successful. We did not solicit
quotes for such work, but our research leads us to believe that converting an already-built
app to a new format would be possible for relatively low cost—likely in the low thousands
of dollars. However, it is likely that a developer would need to be contacted to flesh out
price and timing details for such a project, as rough estimates are difficult to find on the
internet. Our proposed App will be able to run on the forthcoming iPad without any
modifications.xvii
V. Financial Analysis
Based upon the revenue streams and development costs assumed above, we have
conducted a financial analysis of the XSF iPhone App project. Without knowledge of
XSF’s specific capital funding structure, we have assumed a (relatively high) required rate
XSF iPhone App Feasibility Study
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11 return of 15%. If XSF’s actual required rate of return is lower than that, the financial case
for this project would become even more compelling.
As it stands, we believe this project represents a distinctly positive financial
proposition for XSF. Given the previously-stated projections for revenues and costs, we
show that over a five-year period the XSF App project would yield an internal rate of
return of 19.4%, with a net present value of $8,591. A detailed breakdown of projected
revenues and costs is given in the table below:
Revenue Stream 0 1 2 3 4 5 Totals
Number of Users 0 8,100 10,287 13,064 16,592 21,072 21,072
Initial Design/Development Costs $ (75,000)
App Downloads $ 5,613 $ 1,516 $ 1,925 $ 2,444 $ 3,105 $ 14,603
Title Sponsor Ad $ 1,000 $ 1,030 $ 1,061 $ 1,093 $ 1,126 $ 5,309
Banner Ads $ 5,913 $ 7,735 $ 10,118 $ 13,235 $ 17,313 $ 54,314
Map/Coupon Subscriptions $ 10,200 $ 10,506 $ 10,821 $ 11,146 $ 11,480 $ 54,153
Per-Year Totals $ (75,000) $ 22,726 $ 20,786 $ 23,925 $ 27,918 $ 33,023 $128,379
Discounted Cash Flows (@ 15%) $ (75,000) $ 19,762 $ 15,717 $ 15,731 $ 15,962 $ 16,418
Net Present Value $ 8,591 Internal Rate of Return 19.4%
In all assumptions, we have attempted to choose figures that we believe represent
the conservative end of the range of reasonable expectations. In almost all of the metrics
used in this assumption, we believe that there is a significant chance that the XSF App’s
actual performance would exceed the figures we have used. Nevertheless, to estimate the
safety of our assumptions, we have also conducted a sensitivity analysis on all significant
assumptions to determine how much room for error is available in each of our assumptions
before the project would become financially negative.
A full list of our key assumptions, and maximum acceptable levels of variation for
each of them, can be found in Appendix A of this document. It should be noted that these
levels of allowable variation are tied to XSF’s required rate of return on the project as a
whole—if XSF’s actual rate of return is lower than the 15% we’ve assumed, it would have
significantly more ―wiggle room‖ in each of these areas than what is indicated there.
VI. Risk Factors
Low user adoption – One of the few areas where we have been relatively
optimistic in our assumptions in this document is in terms of our user adoption rate
projections. Generally speaking, even the most popular of iPhone apps are only
downloaded by, at most, around 3% of total iPhone owners. However, the vast majority of
iPhone apps are ―fishing in the dark‖ – grabbing blindly for users among an
undifferentiated national audience, with no specific target market or marketing approach
beyond simply appearing in the App Store.
The XSF App, by contrast, will be designed and aimed at a very specific
demographic (XSF parents) in a very specific geographic region, and is designed
specifically to include features that will be viewed as particularly valuable by that
demographic. Given those factors and the low (99 cent) cost of adoption, we believe it is
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12 reasonable to project an adoption rate significantly higher than the national average. Still,
we must concede that variation in our user adoption figures is a significant possibility.
We have conducted a sensitivity analysis on this risk factor and found that—
holding all other assumptions constant—this project would remain positive financially
even if actual user adoption were to fall as much as 19.4% below than our assumptions (as
low as 6,525 first-year users, compared to our assumption of 8,100). It should be noted that
this minimum user figure is tied to XSF’s required rate of return. If XSF’s required rate of
return is lower than our assumptions (say, 12% instead of our assumed 15%), user
adoption could fall as low as 5,495 (a decline of 32% from our initial 8,100 user
assumption) before the project would become negative financially.
iPhone obsolescence – Right now, the iPhone is one of the hottest consumer
devices on the market, but all technologies eventually fade, some more quickly than others.
However, the fact that sales grew by nearly 82% (almost double the next-closest
smartphone manufacturer) in 2009xviii
indicates to us that the iPhone’s popularity and
growth haven’t come close to peaking yet, and that the device will remain a significant
player in the smartphone market for at least the next 3-5 years. Even when the ―next big
thing‖ in mobile communications does arrive, the App can be relatively easily and cheaply
translated to Android, Blackberry, iPad, or whatever the new dominant platform may be.
Poor advertiser response – Mobile advertising is still in its infancy, and may be a
tough sell to some local advertisers, particularly ones who haven’t attempted anything of
this nature before. How XSF’s potential advertising customers will respond to this
proposition, particularly before XSF has generated significant data to show them on user
numbers and patterns, seems an open question.
However, we believe offering advertisers the chance to put their brand in front of
local consumers at times when they are using their iPhone specifically to make purchase
decisions (and to further ―reel them in‖ with targeted coupons and specials) represents a
compelling value proposition. Further, we believe the monthly ad rates we have proposed
(ranging from $90 to $48 per month, depending on package type) are inexpensive enough
that most advertisers would not be scared off from at least dipping a toe in the proverbial
pool.
Additionally, this risk is mitigated by the fact that our model allows for numerous
possible advertiser combinations. While our base case calls for 26 advertisers, the project
remains financially feasible with as few as 19 (one title sponsor, 7 banner advertisers, 11
Maps and Deals advertisers). The project can also remain financially positive without a
title sponsor, without any banner advertisers adding the Maps and Deals package, or both.
So, although the uncertainty of advertiser enthusiasm is a significant risk factor in this
project, we believe there are numerous ways XSF could adapt to the market’s response
without the project becoming unprofitable.
Development cost overruns/App underperformance – In our discussions with
app developers, we have been led to believe that an iPhone app could be designed that
could do substantially everything listed in this document, for the prices listed above.
However, these were fairly rough, preliminary discussions—it is possible that when
designers actually begin to design the Application that not all of the features we have set
XSF iPhone App Feasibility Study
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13 forth here will be possible or practical to include, primarily because of memory or
computing power restrictions.
In the event that this becomes the case, there are features we have proposed here
that can be dropped from the finished design without sacrificing any major revenue
streams or significantly diminishing the usefulness of the App. The first and most obvious
candidate would be to eliminate the CoachCenter functionality, or to eliminate
Coach/Administrator mode altogether. The photo/video functionality (under the Games
section) could also easily be sacrificed, as it is uncertain whether XSF will have the staff in
place to provide the content required for that portion of the app.
VI. Conclusion
More and more, mobile devices are becoming the preferred method for busy
consumers to stay connected to their environment. While an iPhone App is not strictly
necessary for the success of the XSF development as a whole, it could make a significant
difference in how fully and richly engaged XSF users become in their experiences there.
We believe this proposal offers XSF and its sponsors a way to connect to their audience in
a more timely, useful and profitable way than is possible with traditional advertising
techniques.
We believe the downside risk of this proposal is limited (particularly if
development costs prove lower than our $75,000 worst case scenario), and the upside is
substantial—the App gives XSF the opportunity to become a more useful partner to its
users, and open up potentially useful new revenue streams in doing so. Therefore, it is our
recommendation that XSF give serious study and consideration to moving forward on the
XSF App project.
XSF iPhone App Feasibility Study
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14
Appendix A: Financial Analysis Assumptions
Overall Assumptions: Min Acceptable (% Chg.)*
Analysis horizon: 5 years XSF Required Rate of Return: 15%
First-year App users: 8,100 6,525 (-19.4%)
XSF App adoption rate: 90% 54% (-40%) Annual iPhone user increase: 30% 18% (-40%)
Number of Ad Impressions Generated (Per User, Per Day): 0.2 0.15 (-25%)
Cost Assumption:
Development Costs: $75,000 $83,591 (+11.5%)
Revenue Assumptions:
Number of Title Sponsors: 1
Initial Annual Revenue from Title Sponsor: $1,000 $0 (-100%)
Number of Banner Ad Sponsors: 10
CPM charged to Banner Ad Sponsors: $10 $7.46 (-25.4%) Number of Banner Ad Sponsors Upgrading to Map & Coupon Package: 5 0 (-100%)
Cost of Add-On Map & Coupon Package: $20/month $0 (-100%)
Number of Standalone Map & Coupon Package Sponsors: 15 11 (-20%)
Cost of Standalone Map & Coupon Package: $50/month $36.50 (-27%)
*Max/Min figures are max change allowable for each individual factor, with all others held
constant—project would not be able to tolerate levels of decline given if multiple factors were to
decline simultaneously
XSF iPhone App Feasibility Study
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15
Appendix B – References
i Mark Hachman, ―Apple Far Outpaces Other Smartphone Vendors,‖ PC Magazine, 2/5/10.
http://www.pcmag.com/article2/0,2817,2358859,00.asp
ii Press Release, ―Mobile App Stores Will Generate 15 Billion Dollars in 2013,‖
FutureSource Consulting, January 2010. http://www.futuresource-
consulting.com/press/2010-01_MobileApps_release.pdf
iii
Chris Foresman, ―Apple Responsible for 99.4 Percent of Mobile App Sales in 2009,‖
ArsTechnica.com, January 2010. http://arstechnica.com/apple/news/2010/01/apple-
responsible-for-994-of-mobile-app-sales-in-2009.ars iv Frank Hudson, ―iPhone App-vertising Effective Niche Mob Marketing Strategy.‖ Direct
Traffic Media, October 2009. http://www.directtrafficmedia.co.uk/News/iPhone_App-
vertising_Effective_Niche_Mobile_Marketing_Strategy_110264485071.html
v ―iPhone and QWERTY Top Devices for Mobile Ads,‖ Millennial Media, March 2010.
http://www.wirelessandmobilenews.com/2010/03/iphone-and-qwerty-top-devices-for-
mobile-ads-says-millennial.html
vi Leena Rao, ―Study Reveals More Details About the iPhone Mom,‖ TechCrunch, October
26, 2009. http://www.techcrunch.com/2009/10/26/study-reveals-more-details-about-
behavior-of-the-iphone-mom/
vii
Katie Berk, ―Greystripe Mobile Advertising Insights Report: the iPhone Mom,‖
Greystripe Advertising, October 2009. http://www.greystripe.com/wp-
content/themes/gswordpress/reports/GreystripeAdvertisingInsightsQ309.pdf
viii
Joy Jernigan, ―Overbooked Kids? Nah, it’s the Parents Who Stress,‖ MSNBC.com,
September 2009. http://www.msnbc.msn.com/id/32573893/ns/health-kids_and_parenting/ ix Peter Farago, ―Mobile Apps: Models, Money and Loyalty.‖ Flurry Analytics, September
2009. http://blog.flurry.com/bid/26376/Mobile-Apps-Models-Money-and-Loyalty
x Dan Grigsby, ― iPhone App Buyers Survey,‖ Mobile Orchard, April 2009.
http://www.mobileorchard.com/iphone-app-buyers-survey-revealed-category-preferences-
price-sensitivity-and-discovery-behavior/
xi Dan Frommer, ―iPhone Ad Rates Way Below Expectations,‖ Business Insider, June
2009. http://www.businessinsider.com/iphone-ad-rates-way-below-expectations-2009-6
XSF iPhone App Feasibility Study
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16 xii
Katie Berk, ―Greystripe Mobile Advertising Insights Report: the iPhone Mom,‖
Greystripe Advertising, October 2009. http://www.greystripe.com/wp-
content/themes/gswordpress/reports/GreystripeAdvertisingInsightsQ309.pdf
xiii
Peter Cooper, ―Some Brutally Honest iPhone Sales Numbers…‖ MobileOrchard.com,
March 2009. http://www.mobileorchard.com/iphone-app-sales-figures-32k-vs-535/
xiv
―How Much Does It Cost to Develop an iPhone App?‖ Stackoverflow.com.
http://stackoverflow.com/questions/209170/how-much-does-it-cost-to-develop-an-iphone-
application xv
Apple, Inc. ―Apple Answers the FCC’s Questions,‖ Apple.com, August, 2009.
http://www.apple.com/hotnews/apple-answers-fcc-questions/
xvi
Jim Dalrymple, ―iPhone App Developer Quits Over Approval Process,‖ Cnet.com,
November 2009. http://news.cnet.com/8301-13579_3-10398624-37.html
xvii
Paul Miller, ―iPad Can Run All iPhone Apps Unmodified,‖ Engadget.com, January
2010. http://www.engadget.com/2010/01/27/ipad-can-run-all-iphone-apps-unmodified-
new-iphone-sdk-out-toda/ xviii
Phillip Elmer-DeWitt, ―Apple Grabs 25 Percent of SmartPhone Market Share,‖
Fortune.com, February 2010.
http://brainstormtech.blogs.fortune.cnn.com/2010/02/09/apple-grabs-25-of-smartphone-
market/#more-19698