Sports fans aged 55-65 enjoy baseball (KBO/MLB), soccer (EPL/K League), golf, and more, but with streaming platforms like SPOTV, Tving, Coupang Play, and Naver all competing for sports rights, they have to search every time to find out 'where can I watch this game today?' Already subscribing to 2-3 OTT services, they end up with duplicate payments or pay for content that's actually available for free 1-2 times per month, wasting approximately $22-$37 (30,000-50,000 won) per year in unnecessary spending.
Users set their favorite sports and teams on a web app, which then filters game schedules to show only matches available on platforms they already subscribe to, displayed as a weekly calendar. Free streams (Naver/YouTube) are highlighted first, and for games requiring additional payment, a cost comparison between 'single-game purchase' vs 'Monthly Subscription' is provided.
| N Novelty | 1-5 | How uncommon the service is in market context. |
| U Urgency | 1-5 | How urgently users need this problem solved now. |
| M Market | 1-5 | Market size and growth potential from proxy indicators. |
| R Realizability | 1-5 | Buildability for a small team with realistic constraints. |
| V Validation | 1-5 | Validation signal quality from competition and demand data. |
| Tech Complexity | / 40 | Difficulty of core implementation stack. |
| Data Availability | / 25 | Practical availability and cost of required data. |
| MVP Timeline | / 20 | Expected time to ship a usable MVP. |
| API Bonus | / 15 | Bonus for viable public API leverage. |
| Competition | / 20 | Signal quality from competitor landscape. |
| Market Demand | / 20 | Demand proxies from search and mention patterns. |
| Timing | / 20 | Fit with current shifts in tech, behavior, and regulation. |
| Revenue Signals | / 15 | Reference evidence for monetization viability. |
| Pick-Axe Fit | / 15 | How well the concept serves participants in a trend. |
| Solo Buildability | / 10 | Practicality for lean-team implementation. |