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A NIKE FOR KIDS
                                         +
SPRINGLING with a healthy dose of summer camp
              Incomparable Things Inc.
The Problem:
             a generation indoors




SPRINGLING
Children today spend an average of 6 hours each day in front of the computer and TV,
                 but less than 4 minutes a day in unstructured outdoor play.

                1 in 4 children do not participate in ANY free time physical activity.

             Over the past 20 years, time spent playing outdoors has been cut in half.

              Children age 8 to 18 spend more than 75 hours each week consuming
                                      entertainment media.

         Without unstructured and active play, kids miss out on wider psychological
                            and social developmental benefits.

             1 in 3 children are obese or overweight and 50% of overweight children
                                      remain obese as adults.

                            In 2010 $160 billion was spent on obesity
SPRINGLING                          related medical expenses.
... And Parents Are Fighting a Losing Battle

                                                                                     "You can watch
                                                                                          the TV
                                                                                    if you go outside
                                                                                        for an hour
                                                                                           first."
                                  Fighting to Enforce Screen Time Rules                 Bribery




       Kid's Fitness Equipment
        and Gym Memberships



                                                                     Screen Timers and Parental Control Settings

SPRINGLING
                                 Highly Structured & Scheduled Activities
But A Solution Exists.

                                         Play!
               ‘All children and young people need to play. The impulse to play is innate.
              Play is a biological, psychological and social necessity, and is fundamental
             to the healthy development and well-being of individuals and communities.’
                               (Playwork Principles Scrutiny Group 2005)




                    It just needs a boost in the modern world.
SPRINGLING
Solution: Persuasive Tech Cloaked in Fun




SPRINGLING
We've personally seen the positive power of summer camp to inspire and foster
                       play, friendship, and personal growth in kids.

                 We are building a persuasive technology for children age 7 to 12
             that embodies the positive power of summer camp to inspire offline play
                             and build habits for healthier lifestyles.




                                            A wristband pedometertracks kids' activity level
                                                          throughout the day.


                                                  *Each element plays off of the theme of
                                                             summer camp.*
                 The game includes offline                                                    Activity data on the wristband
             challenges that encourage kids to                                          converts into points in an adventure / puzzle
                   get out and be active.                                                               video game.



SPRINGLING
Product: The LED Wristband Pedometer
                                        Dynamic
                                        Durable
                                        Customizable
                                        Collectible



SPRINGLING
Features
       Tracks activity + Wireless Syncing + Dynamic Display + Reacts to other Springlings
       + Self Powered + Fitness data Fuels Game




SPRINGLING
Product: Summer Camp the Video Game




SPRINGLING
+
               + +
               + +


              Activity gives     Points let kids explore a virtual   Then introduces games and
              kids points in   summer camp and solve its puzzles.             activities
             the game world.                                          that lead to more activity.


                                       Key Features
                          Designed to be played for 15 - 20 minutes at a time
               Introduces kids to off-screen games inspired by summer camp activities.
             Rewards kids with encouragement and empowerment for their active behavior.
               Characters will have challenges for kids to complete off-screen. These might
                     be outdoor games to play with friends, arts and crafts projects, or
                                     recipes to cook with their parents.
SPRINGLING
Key Competitor:

                               Extrinsic rewards
                              Generic pedometer
                  Lifetime Value of Customer ends on Day 01
                            Limited social features
                         $1 Million funding - Omidyar

                   Possible Entrants / Exits:
                 Nike +Jawbone Fitbit Nintendo Wii XBox Kinect
             Graveyard: Quantified Self for Kids



SPRINGLING
Fun/Data
                        Data/fun


                         Them

SPRINGLING
               Us
SPRINGLING
Differentiators: Why now, why us?




SPRINGLING
Why hasn't Quantified
        Self succeeded with                          Why SPRINGLING will succeed
           children yet?
     1. Selling kids on fitness = "the health-cart   1. Kid-centric focus: fitness is a secondary
        before the fun-horse"                           outcome to FUN
     2. Disparate experiences: Unimaginative         2. Fully integrated: device, game, fun,
        devices and shallow game mechanics              fitness, life, friends: seamless
     3. The Carrot: meaningless, chintzy and         3. Empower: Tools and encouragement for kids
        short-term rewards                              to feel success
     4. Obtrusive tech: requires kids to shape       4. Invisible tech: No charging, docking or
        routine to device                               manual data entry
     5. Parent Paranoia: No one tracks Bobby!        5. No more data than necessary




SPRINGLING
The Zeitgeist: The World Is Ready




SPRINGLING
Market

              L'il Gamers                   ‘Rents
        41,000,000 Kids 5 - 14 yrs old      91% monitor video game content
                  99%                       84% place time limits on game play
              Play video games
                                            52% believe games have positive impact

$500 Billion Total Kid influence on household purchases    $7.6 Billion
$35.8 / $2.3 Billion Kid apparel / Kid accessories       game + accessory
$7.9 / $5.3 Billion Kid video game / Adventure & puzzles     market


SPRINGLING
                  $200 Mil               $500 Mil            $3 Bil
The Science: Why This Madness Will Work
                         The Stanford Persuasive Tech Lab's Fogg Behavior
                           Model outlines three factors for successfully
                                         creating habits:
        Increase Motivation                 Provide Triggers                      Increase Ability
     - The light up wristband        - All play and activity counts.          - The wristband acts as a
and earning points for the game        Kids have the ability to be              constant reminder for
     adds motivation to play.            successful on day one.                   kids to be active.
   - Kids are rewarded by the         - Off-screen challenges are            - The game introduces new
  game for tackling off-screen            designed to help kids              off-screen challenges each
             challenges.                   experience success.                     time it's played.


               “There is an obesity epidemic in young children and the main solution
                   should be to reduce television viewing and promote playing...
               Opportunities for spontaneous play may be the only requirement that
                     young children need to increase their physical activity.”
SPRINGLING                          The British Medical Journal (Vol. 322)
Team Time: We Fun, Get it Done.




             Nick                          Sally                          Alex
       0111001001101000             From Vision to Reality          Hustle, Sweat & Tears
      Summer camp native                Maker of 3D                     Vision Driven
        Startup explorer           Destroyer of "Blobjects"            H8er Impervious
   "Bridging the digital divide"   "The work worth doing"     "Let's walk these dogs, together!"
        Midwestern Chap               Australian Sister               "NYC".....Tri-stater

SPRINGLING
Support: Advisors and Collaborators
                     Syuzi Pakhchyan                             Eileen McCullough
                        - Wearable Technology                 - Emerging medical technologies
                        and Experience Design                 marketing expertise from time at
                               Consultant                           Medtronic, Avantis,
                 - Author of Fashioning Technology                      and Baxano
                   , the first DIY book and blog on         - MBA from Harvard Business School
                           interactive fashion

                      Daniel Hatfield                            Mike Wieckowski
                 - USDA Doctoral Fellow in Obesity         - Ph.D. Electrical and Computer Engineering
                         at Tufts University                       at the University of Rochester
             - Founder of "Let's Get Movin'" afterschool        - Experienced with the design and
                              program                                     construction of
                    - Potential partner program                  electronic systems from silicon
                                                                            to software
                          Sean Soria                                Jon Burkhardt
                 - Senior engineer at social games                 - MFA student in illustration at
                           startup Gamzee                   the School of Visual Arts in New York City
                   - Ph.D. research with the UCLA           - Illustrator and designer with experience
                             Games Lab                      in print, comics, and web amongst others




SPRINGLING
Strategy: Lean and Clean
        Product Development              Customer Acquisition               Lifetime Value
  Ongoing customer development            Partner Programs      Revenue from continued engagement
    and validation with parents                                    with the game through sales of:
             and kids.                      - Schools
                                     - Health Organizations      Digital Accessories: Mobile apps
       Game development with         - Insurance Companies            for outdoor exploration
       existing Fitbit hardware
   to allow immediate playtesting.    Quantified Parents           Physical Accessories: Guides
                                      - Fitbit integration          and tools for adventurers.
    Rapid device prototyping and        - QS Marketing
       short feedback cycles.    PR: Health, parenting, games        Additional Sensors: Points
                                                                    for biking, skiing, or tennis.
                                  Simple Revenue Model
                      Device Sales Sales of peripheral accessories
                                     +          =
SPRINGLING              High-value transaction + Recurring revenue
Goals / Timeline: The Rock Health Bump
                 Where We Are Today: Team, Design, and Early Prototyping
   After a process of customer development and market research, Nick and Alex shaped
            and focused on this idea about one month ago. From there, we have:

                 - Filled the critical industrial design gap in our team by finding
                   and partnering with Sally.
                 - Received advisory role commitments across other key facets of our project.
                 - Started the research and design processes for our hardware and game.
                 - Begun early software prototyping on top of the Fitbit API.

                   Where We Want to Go: You and Us and Five Months to a Pilot
             Today RH begins                                                                                            RH ends
             research and design         rapid proto/looks-like device   Development of a working prototype device

             Wristband device                                                                                           Pilot with
                                                                                                                        school or
                                                                                                                        health org
SPRINGLING    Design and mechanic prototyping    Game development, testing and iteration        beta release +testing

             Video game
The Ask: Why We Need Rock Health




   To build our TEAM                             To craft ourthe maker culture of
                                                                       prototype
An investment from Rock Health would give        Funding and access to
us resources to support the people we need       Silicon Valley will let us quickly build and iterate
to quickly move forward on the electrical        on our hardware so we can start testing it with
engineering, design and illustration, and game   kids as soon as possible.
design work this project requires.
             And to learn from the best
SPRINGLING
Thank You




SPRINGLING

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Springling Pitch Deck - RH

  • 1. A NIKE FOR KIDS + SPRINGLING with a healthy dose of summer camp Incomparable Things Inc.
  • 2. The Problem: a generation indoors SPRINGLING
  • 3. Children today spend an average of 6 hours each day in front of the computer and TV, but less than 4 minutes a day in unstructured outdoor play. 1 in 4 children do not participate in ANY free time physical activity. Over the past 20 years, time spent playing outdoors has been cut in half. Children age 8 to 18 spend more than 75 hours each week consuming entertainment media. Without unstructured and active play, kids miss out on wider psychological and social developmental benefits. 1 in 3 children are obese or overweight and 50% of overweight children remain obese as adults. In 2010 $160 billion was spent on obesity SPRINGLING related medical expenses.
  • 4. ... And Parents Are Fighting a Losing Battle "You can watch the TV if you go outside for an hour first." Fighting to Enforce Screen Time Rules Bribery Kid's Fitness Equipment and Gym Memberships Screen Timers and Parental Control Settings SPRINGLING Highly Structured & Scheduled Activities
  • 5. But A Solution Exists. Play! ‘All children and young people need to play. The impulse to play is innate. Play is a biological, psychological and social necessity, and is fundamental to the healthy development and well-being of individuals and communities.’ (Playwork Principles Scrutiny Group 2005) It just needs a boost in the modern world. SPRINGLING
  • 6. Solution: Persuasive Tech Cloaked in Fun SPRINGLING
  • 7. We've personally seen the positive power of summer camp to inspire and foster play, friendship, and personal growth in kids. We are building a persuasive technology for children age 7 to 12 that embodies the positive power of summer camp to inspire offline play and build habits for healthier lifestyles. A wristband pedometertracks kids' activity level throughout the day. *Each element plays off of the theme of summer camp.* The game includes offline Activity data on the wristband challenges that encourage kids to converts into points in an adventure / puzzle get out and be active. video game. SPRINGLING
  • 8. Product: The LED Wristband Pedometer Dynamic Durable Customizable Collectible SPRINGLING
  • 9. Features Tracks activity + Wireless Syncing + Dynamic Display + Reacts to other Springlings + Self Powered + Fitness data Fuels Game SPRINGLING
  • 10. Product: Summer Camp the Video Game SPRINGLING
  • 11. + + + + + Activity gives Points let kids explore a virtual Then introduces games and kids points in summer camp and solve its puzzles. activities the game world. that lead to more activity. Key Features Designed to be played for 15 - 20 minutes at a time Introduces kids to off-screen games inspired by summer camp activities. Rewards kids with encouragement and empowerment for their active behavior. Characters will have challenges for kids to complete off-screen. These might be outdoor games to play with friends, arts and crafts projects, or recipes to cook with their parents. SPRINGLING
  • 12. Key Competitor: Extrinsic rewards Generic pedometer Lifetime Value of Customer ends on Day 01 Limited social features $1 Million funding - Omidyar Possible Entrants / Exits: Nike +Jawbone Fitbit Nintendo Wii XBox Kinect Graveyard: Quantified Self for Kids SPRINGLING
  • 13. Fun/Data Data/fun Them SPRINGLING Us
  • 15. Differentiators: Why now, why us? SPRINGLING
  • 16. Why hasn't Quantified Self succeeded with Why SPRINGLING will succeed children yet? 1. Selling kids on fitness = "the health-cart 1. Kid-centric focus: fitness is a secondary before the fun-horse" outcome to FUN 2. Disparate experiences: Unimaginative 2. Fully integrated: device, game, fun, devices and shallow game mechanics fitness, life, friends: seamless 3. The Carrot: meaningless, chintzy and 3. Empower: Tools and encouragement for kids short-term rewards to feel success 4. Obtrusive tech: requires kids to shape 4. Invisible tech: No charging, docking or routine to device manual data entry 5. Parent Paranoia: No one tracks Bobby! 5. No more data than necessary SPRINGLING
  • 17. The Zeitgeist: The World Is Ready SPRINGLING
  • 18. Market L'il Gamers ‘Rents 41,000,000 Kids 5 - 14 yrs old 91% monitor video game content 99% 84% place time limits on game play Play video games 52% believe games have positive impact $500 Billion Total Kid influence on household purchases $7.6 Billion $35.8 / $2.3 Billion Kid apparel / Kid accessories game + accessory $7.9 / $5.3 Billion Kid video game / Adventure & puzzles market SPRINGLING $200 Mil $500 Mil $3 Bil
  • 19. The Science: Why This Madness Will Work The Stanford Persuasive Tech Lab's Fogg Behavior Model outlines three factors for successfully creating habits: Increase Motivation Provide Triggers Increase Ability - The light up wristband - All play and activity counts. - The wristband acts as a and earning points for the game Kids have the ability to be constant reminder for adds motivation to play. successful on day one. kids to be active. - Kids are rewarded by the - Off-screen challenges are - The game introduces new game for tackling off-screen designed to help kids off-screen challenges each challenges. experience success. time it's played. “There is an obesity epidemic in young children and the main solution should be to reduce television viewing and promote playing... Opportunities for spontaneous play may be the only requirement that young children need to increase their physical activity.” SPRINGLING The British Medical Journal (Vol. 322)
  • 20. Team Time: We Fun, Get it Done. Nick Sally Alex 0111001001101000 From Vision to Reality Hustle, Sweat & Tears Summer camp native Maker of 3D Vision Driven Startup explorer Destroyer of "Blobjects" H8er Impervious "Bridging the digital divide" "The work worth doing" "Let's walk these dogs, together!" Midwestern Chap Australian Sister "NYC".....Tri-stater SPRINGLING
  • 21. Support: Advisors and Collaborators Syuzi Pakhchyan Eileen McCullough - Wearable Technology - Emerging medical technologies and Experience Design marketing expertise from time at Consultant Medtronic, Avantis, - Author of Fashioning Technology and Baxano , the first DIY book and blog on - MBA from Harvard Business School interactive fashion Daniel Hatfield Mike Wieckowski - USDA Doctoral Fellow in Obesity - Ph.D. Electrical and Computer Engineering at Tufts University at the University of Rochester - Founder of "Let's Get Movin'" afterschool - Experienced with the design and program construction of - Potential partner program electronic systems from silicon to software Sean Soria Jon Burkhardt - Senior engineer at social games - MFA student in illustration at startup Gamzee the School of Visual Arts in New York City - Ph.D. research with the UCLA - Illustrator and designer with experience Games Lab in print, comics, and web amongst others SPRINGLING
  • 22. Strategy: Lean and Clean Product Development Customer Acquisition Lifetime Value Ongoing customer development Partner Programs Revenue from continued engagement and validation with parents with the game through sales of: and kids. - Schools - Health Organizations Digital Accessories: Mobile apps Game development with - Insurance Companies for outdoor exploration existing Fitbit hardware to allow immediate playtesting. Quantified Parents Physical Accessories: Guides - Fitbit integration and tools for adventurers. Rapid device prototyping and - QS Marketing short feedback cycles. PR: Health, parenting, games Additional Sensors: Points for biking, skiing, or tennis. Simple Revenue Model Device Sales Sales of peripheral accessories + = SPRINGLING High-value transaction + Recurring revenue
  • 23. Goals / Timeline: The Rock Health Bump Where We Are Today: Team, Design, and Early Prototyping After a process of customer development and market research, Nick and Alex shaped and focused on this idea about one month ago. From there, we have: - Filled the critical industrial design gap in our team by finding and partnering with Sally. - Received advisory role commitments across other key facets of our project. - Started the research and design processes for our hardware and game. - Begun early software prototyping on top of the Fitbit API. Where We Want to Go: You and Us and Five Months to a Pilot Today RH begins RH ends research and design rapid proto/looks-like device Development of a working prototype device Wristband device Pilot with school or health org SPRINGLING Design and mechanic prototyping Game development, testing and iteration beta release +testing Video game
  • 24. The Ask: Why We Need Rock Health To build our TEAM To craft ourthe maker culture of prototype An investment from Rock Health would give Funding and access to us resources to support the people we need Silicon Valley will let us quickly build and iterate to quickly move forward on the electrical on our hardware so we can start testing it with engineering, design and illustration, and game kids as soon as possible. design work this project requires. And to learn from the best SPRINGLING