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Analysis of Duolingo

Customer (Who specifically is helped?)
Wants to learn a language for fun or for travelling.
Pain (What is the frustration for the customer?)
It's difficult to persist and not give up. Textbooks are boring. Classes are inconvenient and expensive.
Solution (How does the product remove the frustration?)
An app that gamifies the process of learning a language, making it fun and addictive, and nudges you constantly to not give up - source of accountability.
Offer (Pricing, warranties, terms)
Freemium. Ad supported free plan that has a heart system. Pay for infinite hearts and more features.
Channel (How do customers discover and purchase the offer?)
Memes (mascot nudges), high ranking on app stores, word-of-mouth.

Exercises for the reader

  1. Can you think of a totally different way to efficiently help this market?
  2. Can you think of a different market where an analogous strategy would work?
  3. What is the underlying need that the customer has beyond the immediate problem?

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