OtherWordly Makes Splash at Takoma Park Play Day […]
Read moreCustomer discovery that shaped In Other Words
NSF I-Corps Supplement to SBIR Phase I (#2304423)
2023 · Lean Startup customer discovery program
The Team
- Michael Douma — Entrepreneurial Lead, Creative Director
- Michael Young — Technical Lead, AI/ML Strategist
- Hilary Longo — Industry Mentor
What is I-Corps?
NSF I-Corps teaches Lean Startup methodology: test your assumptions through customer interviews before you build. The program requires at least 100 face-to-face interviews. Our I-Corps was a supplement to the SBIR Phase I grant.
The Market
Gaming is a ~$200 billion global industry—larger than film and music combined. Mobile accounts for roughly half. Within mobile, puzzle games generate an estimated $10–15 billion annually. Word games are a substantial segment—likely $2–4 billion, though precise figures are elusive since most revenue comes from advertising rather than app store purchases, and major players (NYT Games, Zynga’s Words With Friends) don’t disclose word-game-specific revenue.
Word games occupy a distinct niche: smaller than mega-categories like RPGs or match-3, but characterized by exceptional user engagement and stable retention. Players return daily.
(Market figures are ballpark estimates consistent with industry indicators, not any single definitive source.)
Our niche within this: word association games—mechanics based on meaning, not letter arrangement. Different from Scrabble or Wordle.
Why NSF Funds a Game Studio
Word games connect to NSF’s educational mission:
- Literacy — Players engage with vocabulary, definitions, and word relationships
- Lateral thinking — Navigating semantic space builds cognitive flexibility
- Machine learning research — Constructing puzzles at scale requires new NLP approaches
- Cultural appropriateness — Auditing content for diverse audiences requires new algorithms
Inclusivity
Word games have historically been made for a narrow audience. We build for everyone—including the 1.5 billion English learners worldwide.
The Discovery Process
We conducted 250+ face-to-face interviews, testing hypotheses about how people think about word games, what they value in daily puzzles, where current offerings fall short, and whether meaning-based challenges appeal more than spelling-based ones.
Key Findings
The interviews revealed persistent gaps in the word game market:
Outcome: In Other Words
Customer discovery shaped In Other Words:
- Meaning over spelling — Players navigate semantic space rather than rearranging letters
- 1M+ solutions per puzzle — Different vocabulary levels find different valid paths
- Cross-generational — A 9-year-old and grandparent solve the same puzzle differently, both validly
- Daily ritual — The format fits the structured routines players described wanting
The game launched with free puzzles Monday and Thursday—a pricing model shaped by interview insights.
Grant Details
| Program | NSF I-Corps (supplement) |
|---|---|
| Amount | $20,000 |
| Year | 2023 |
| Parent Grant | SBIR Phase I #2304423 |
| Interviews | 250+ face-to-face |
| Entrepreneurial Lead | Michael Douma |
| Technical Lead | Michael Young |
| Mentor | Hilary Longo |
