Oomph!

Business Plan

Oomph Inc. is a technology startup that aims to target the emerging application development market for iPhone in USA as well as the mobile website market across the world. The company will target individual customers in the first year of operations to gain experience and skills in the business and then expand to the business customer

Problem & Solution
 Extra Buck!  Our Competitive

Advantage

 User Experience  Quality Assurance  The complete iPhone experience

What are we selling?
 Third

party customer centric applications  A few product ideas:
 iKaraoke  Destruction  iSurvey  Mark Me  Lists

Value Proposition
  

“Our focus will be on quality and user experience. Our applications will manipulate all hardware and software features of the device and give the users a complete iPhone experience through our products.”

Competitors
 Free lancers  Other IT companies

in Emerging

Markets  Ng:moco  Smule

What is the Market?
 iTunes

App Store

 July 2008  25,000 applications  500 million downloads  Free, $0.99 - $69.99  Success Stories

Our Offerings
 First

Year: Year

 Web Applications  Stand alone applications

 Second

 Business Solutions

Who’s our customer?


160 million iPhone users and 50 million iPod Touch users in the US only. Male/Female

Gender:

Age: 23 – 45 Industry: Technology, Fashion, Advertising, Education, Health

Social Class: Upper Middle – Upper Social Nick Name: Geek, Yuppy, Tech Savvy Nationality: Developing and Developed Nation(USA, Western Europe, Asia Pacific) Needs: Entertainment, Utility, Information, Communication

Where are we going to sell?
  

iTunes App Store…OBVIOUSLY!!!

How are we going to market?
 Online

Media Strategy

 Web 2.0  Social Networking  Freemium services


 Public Relations  Web 2.0 Expo/Conference  Mac World Conference  WWDC  Outsourced World 

What’s our future?
Year 1  iPhone Applications (B2C) Year 2  iPhone Mobile Solutions (B2B & B2C) Year 5  Expansion into other platforms (Android, Palm etc) Year 7  Expansion continues to encompass all mobile platforms Year 8  Turnkey mobile solutions service provider Year 10  Industry leader in mobile solutions and computing

Who are the people?

Who are the people?
Ammara Abdul Baqi (VP Branding & Public Relations)  Ahsan Nadeem (VP Operations)  Aymen Abdullah (VP Human Resource)  Fehmeen Ahmed Khan (VP Finance)  Uzair Qazi (CEO, VP User Experience)  Zareen Rizvi (VP Internet Marketing & Business Development)

Key Employees
 Software Developers × 3   Project Manager × 1   Quality Assurance/Business

Analysts × 2

Future key employees and staffing
 Need

for locally relevant, globally consistent employee training  Effective Personnel recruitment  Personnel development would have to be carried out in order to motivate and retain staff  Project-team based structure  More programming and development staff  Increased workforce
 Quality issues  Hire additional quality assurance

personnel

Showing YOU the money!

T im e (Y ea r 1) M1 M2 D esign , D ev elo p & T est (DA uth oriza tion by A p ple ( D: AssumptionsT ) develop one iPhone A p p # 2 Average time to apps in Yr 1D9 D TApp: 4 to 6 weeks 5 ; in Yr 2
Experience curve and Process Mobile Website towards end of Yr 1

Table 2 : iPhone Application Development and Sales Schedule ( Year 1 )

Table 3 : iPhone Revenue Timeline ( Yr 1 )

Income for Yr 1 (USD) Sales Generated M1
Assumptions :
Price: free or $3 (trial version vs. full version) Volume-based model

Application Download and Revenue Calculations
Number of Total Downloads on App Store so far (since June 2008) Total Number of Applications on App Store (since June 2008) Avg number of downloads per application so far Avg number of downloads per application so far, per month 500,000,000.00 25,000.00 20,000.00 2,500.00

Assumptions :
The firm performs at par to the market (average download of 2,500 per application applies)

Time (Year 2) Product M1 Mobile Website # 2 Assumptions : DDT Process Development time: between 2 to 3 months Mobile Website # 3 Mobile Website # 4
Table 5 : Mobile Website Development Revenue Timeline ( Yr 2 )

Table 4 : Mobile Website Development Schedule ( Year 2 )

Product Mobile Website # 2 Mobile Website # 3 Mobile Website # 4
Payment:

M1

25,000.0

Assumptions :

50% upfront, 25% after testing and 25% after installation No. of Contracts : 12 to 15 in Yr 2; multiply 5 to 7 times in following year

P K R (R s . 8 0 :$ 1 )

Table 6 : Profit and Loss Statement for Yr1 , Yr 2 and Yr 3

R evenue S a le s iP h o n e A p p lic a tio n S a le s M o b ile W e b D e v e lo p m e n t
Assumptions :
Learning curve Sales commission: Apps store charges a 30% commission on all iPhone sales. Remaining 70% belongs to the developer.

Table 9 : Profit and Loss Statement ( USD )

C o m m issio n p aid to Ap p T o tal R ev en u e E arn ed

Income for Yr 1 on Quart

S ales C om m ission P aid to A pple T otal revenue earned

Table 11: Cap Table

S e e d In v e s tm e n t N o o f Founder 1 Founder 2 Founder 3 Founder 4 Founder 5
Assumptions :
Business will support itself beyond Seed investment

Other Assumptions:

Furniture replacement expense will be 10% of Year 1 expense  Maintenance cost to grow by 5% in Year 2 and 3% in Year 3  Portal fee to grow by 2% annually  Founders to perform content writing services for free Marketing expenses will increase by 10% in Year 2 (to increase penetration for Mobile Website Development Market) and by 7% in Year 3 (the firm’s popularity will be leveraged after that)
 

T able 7: B alan
Assumptions: Free extra shares Compensable factors such as performance, company profitability Irregular feature dependent on prevalent conditions Will not be limited to certain designations

Table 7 : Balance Sheet ( Year 1 only )

Assets

Join us make more money!!!
   

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