fitness
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Wall-mounted fitness startup Tonal this morning announced that it’s bringing live courses to it portfolio of strength training workouts. The company did a soft launch of the live offering back in December of last year, though at the time, it wasn’t live, so much as prerecorded — “live, on tape,” to steal a line from The Larry Sanders Show.
“[Y]our coach works out with you — just like in a live class,” the company wrote. Our Live (Beta) workouts combine the energizing feeling of working out alongside a coach with Tonal’s ability to count your reps and wait for you to complete each set […] It’s all on-demand, so you can work out whenever it fits into your schedule.”
The new offering brings the company’s content selection more in-line with leaders in the home fitness space like Peloton. Certainly live isn’t for everyone, but many users do appreciate the motivation that comes with a fixed schedule, as well as the sense of community one derives from working out with others.
The new offering provides real-time feedback from coaches, coupled with a “social zone” for interacting with fellow Tonal users. The portfolio is also getting four new coaches for live workouts. After a day, live workouts will be archived in Tonal’s on-demand offerings.
“As our community has grown over the past few years, we’ve been encouraged by the organic social engagement, the craving for more interaction with our coaches, and the excitement that comes from reaching new milestones,” founder and CEO Aly Orady said in a release. “Tonal Live will allow us to connect these elements through a studio experience while retaining the foundation of what differentiates our workouts: personalization, guidance, and feedback.”
Founded in 2015, the San Francisco-based company is among those connected fitness brands that saw a major boost as the pandemic forced many to rethink their workout routines. Tonal has raised $450 million to date, including a $250 million Series E that raised its valuation to $1.6 billion, back in March.
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Founded in 2012, Whoop is far from a household name in the world of fitness trackers. But over the years, the company has attracted its share of converts. It hasn’t had any issue attracting venture capital over the years, either. Last time we checked in on the Boston-based company was in late-2019, when it raised $55 million. Now it’s back with a massive $200 million raise.
The Series F round brings Whoop’s total funding to nearly $405 million — a pretty massive investment for a company of its size. The round, led by SoftBank’s Vision Fund 2, puts the valuation at a jaw-dropping $3.6 billion valuation.
Additional investors include IVP, Cavu Venture Partners, Thursday Ventures, GP Bullhound, Accomplice, NextView Ventures and Animal Capital. They join a long list of former backers, including the National Football League Players Association, Jack Dorsey and a number of professional athletes.
The company’s targeting of athletes marks a strong contrast with leading consumer wearables like the Apple Watch and Fitbit. In fact, the company has a specific offering for sports teams, as well as solutions for businesses, healthcare and government/defense.
Whoop’s name made the rounds recently when Fitbit announced a “Daily Readiness Score” for the Charge 5, which many likened to the company’s more advanced analytics.
The company cites “rapid growth” in its membership offering over the past year as a motivation behind seeking additional funding. That was likely driven, in part, by the decision in 2019 to make the $500 wearable free, while focusing on a subscription service that starts at $18 a month for an 18-month membership (the shorter the membership, the more the monthly fee).
Whoop is eying international expansion beyond the U.S. and using the massive influx of cash on R&D for its hardware, software and analytics solutions. Money will also go toward expanding headcount, which is currently in excess of 500 (with nearly half of those employees having joined in the past year).
“We are thrilled to deepen our partnership with SoftBank as we grow internationally,” founder and CEO Will Ahmed said in a release. “While we have experienced amazing growth in the past year, the potential of our technology and the vast market for health monitoring remains largely untapped.”
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It’s been a wild couple of years for Oura. Last year, in particular, proved to be a major driver for the wearable fitness manufacturer. With the pandemic bringing professional sports to a screeching halt in 2020, a number of major leagues have adopted the ring, including the NBA, WNBA, UFC and NASCAR.
The company has also been making a major push into health research courtesy of UCSF, which has published peer-review studies around the ring’s temperature monitor. That feature in particular has made it a big draw for the aforementioned leagues, as temperature spikes could point to larger issues, including the early stages of COVID-19.
Today the company is announcing a $100 million Series C. The round, led by The Chernin Group and Elysian Park (the Dodgers’ investment arm), brings the wearable company’s total funding up to $148.3 million. New investors include Temasek, JAZZ Venture Partners and Eisai, joining existing investors Forerunner Ventures, Square, MSD Capital, Marc Benioff, Lifeline Ventures, Metaplanet Holdings and Next Ventures.
The company initially set itself apart with its form factor, joining a crowded field that largely revolved around the wrist. Clearly, however, it’s come into its own over the last few years. To date, it’s sold more than 500,000 rings.
“The wearables industry is transitioning from activity trackers to health platforms that can improve people’s lives,” CEO Harpreet Singh Rai said in a press release tied to the news. “Oura focused first on sleep because it’s a daily habit, and lack of sleep has been linked to worsening health conditions including diabetes, cardiac disease, Alzheimer’s, cancer, poor mental health, and more.”
The company says the round will go toward R&D (both hardware and software development) and hiring, including additional marketing and customer experience. The round also sees the hiring of a number of key roles, including head of Science, Shyamal Patel; site leader Tommi Heinonen and Daniel Welch, who has been promoted to CFO.
“This year has shined a spotlight on gaps in our healthcare industry, and the increasing need for each of us to take control over our own health,” Forerunner Managing Director Eurie Kim said in the release. “Oura is emerging as the trusted leader and community in the space by empowering people with personalized data that provides actionable insights for health improvement.”
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When the pandemic forced everyone to stay at home last year, many gym-goers looked to at-home fitness makers to fill the void for their cardiovascular and strength-training workouts.
To help meet that demand, Tempo, the five-year-old fitness startup founded by Moawia Eldeeb and Josh Augustin, closed a $220 million Series C round led by SoftBank. The company plans to use the raise to shore up its supply chain, keep up with increased consumer demand and fuel efforts such as R&D and content. Other participants in the Series C round included Bling Capital, DCM, General Catalyst, Norwest Venture Partners and Steadfast Capital Ventures.
Tempo’s freestanding cabinet, which the company launched in February 2020, includes a 42-inch touchscreen with a 3D motion-tracking camera that consistently scans, tracks and coaches users as they work out.
It currently sells three hardware bundles, starting at $2,495, that include accessories like barbells, dumbbells, a folding bench, a kettlebell system, a squat rack, a workout mat, a recovery foam roller and a heart rate monitor, depending on which bundle customers spring for. Users also pay a $39 monthly subscription to access on-demand and live classes.
The concept for Tempo came about in 2015 when Eldeeb and Augustin developed SmartSpot, a computer vision-augmented smart screen they sold to gyms that helped trainers analyze and improve their clients’ form during workouts. With the trove of data generated and collected by SmartSpot, Eldeeb and Augustin developed a program that identified fitness users’ most common movement errors and utilized machine learning to offer unique recommendations for each individual user — a program that became part of the foundation for Tempo.
“Being a personal trainer once, I remember charging $150 an hour,” explains Eldeeb. “I want to create a better experience and offer it to many more people for a lot less. That means we’re going to continue to invest in the core technology that makes that possible.”
Tempo’s launch came during a particularly opportune time. With the pandemic unfolding, demand for at-home fitness solutions soared. The startup has seen sales surge 1,000% since it began taking pre-orders in early 2020, with delivery delays currently ranging between five to seven weeks — a common issue faced by other at-home fitness companies such as Peloton, Tonal and Echelon. Tempo users have collectively performed 5 million workouts, or clocked 40,000 hours on their devices to date, according to the company.
“That [supply chain] was definitely an issue,” acknowledges Eldeeb, pointing to production challenges posed by factories temporarily shutting down or reducing operations in 2020. “We were doing this for the first time at scale, and we’d made small quantities of the product before [launch]. But for our first year in the market, we had to solve all those problems and still ship the product, which was a huge undertaking. We basically had to reduce sales because I wanted the factory workers to be safe.”
For Tempo, the opportunity to scale is enormous, as the global market is estimated to reach $29.4 billion by 2025. With new funding in tow, Eldeeb wants to capitalize on surging demand, with plans of doubling down on logistics and its supply chain, growing employee headcount and expanding its content to offer yoga and boxing classes later this year.
With vaccinations across the U.S. steadily increasing and gyms reopening, the big question is whether people will stick with their at-home fitness workouts, throw themselves back into their old gym routines or adopt a hybrid model that marries the two. Eldeeb is betting that now that more people have acclimated to working out in their homes, they’ll stay the course out of sheer convenience, pointing to a Consumer Trends report from The New Consumer published earlier this year indicating that 81% of people under the age of 40 prefer to exercise at home.
If true, then companies like Tempo will continue to reap the benefits of this shift of fitness into the home.
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Nintendo has a long history when it comes to exercise-driven games. I’m dating myself, but I can say I remember playing Track & Field on NES with the Power Pad. How far we’ve come! Ring Fit Adventure is a full-body workout for grown-ups, but fun, gentle, and ridiculous enough to forget it’s exercise.
The game and accessories were announced in September, coming as a complete surprise even considering Nintendo’s constant but hit-and-miss attempts at keeping its players healthy. What really threw people off was that this game actually looked like… a game. And so it is!
Ring Fit Adventure has you, the unnamed and (naturally) mute protagonist, journeying through a series of worlds and levels chasing after Dragaux, a swole dragon who’s infecting the land with… something. Maybe he’s not wiping down the equipment afterwards. Come on, man.
Playing with these virtual versions of the controllers gives you a real feel for how solid the motion detection is.
Anyway, you do this by using the Joy-Cons in a new and strange form: the Ring-Con and leg strap. The latter is pretty self-explanatory, but the ring must be explained. It’s a thick plastic resistance ring that you squeeze from the edges or pull apart. It detects how hard you’re squeezing it through the other Joy-Con, which slots into the top. (The strap and ring grips are washable, by the way.)
The two controllers combined can detect all kinds of movements, from squats and leg lifts to rotations, presses, balancing, and yoga poses. You’ll need them all if you’re going to progress in the game.
Each level is a path that you travel down by actually jogging in real life (or high stepping if you’re in goo), while using the Ring-Con to interact with the environment. Aim and squeeze to send out a puff of air that opens a door or propels you over an obstacle, or pull it apart to suck in distant coins. Press it against your abs to crush rocks, do squats to open chests — you get the idea.
I haven’t gotten this one yet, but it looks handy. I could use a stronger arm-based multi-monster attack.
Of course you encounter enemies as well, which you dispatch with a variety of exercises targeting different muscle groups. Do a few arm presses over your head for some basic damage, or hit multiple enemies with some hip rotations. Each exercise has you do a number of reps, which turn into damage, before defending against enemy attacks with an “Ab Guard.”
The ring and leg strap seem almost magical in their ability to track your motion in all kinds of ways, though some are no doubt only inferred or fudged (as when you lift the leg without the strap). A missed motion happened so rarely over thousands of them that I ceased to think at all about it, which is about the highest compliment you can give a control method like this. Yet it’s also forgiving enough that you won’t feel the need to get everything right down the millimeter. You can even check your pulse by putting your thumb on the IR sensor of the right Joy-Con. Who knew?
As you progress, you unlock new exercises with different uses or colors — and you soon are able to fight more strategically by matching muscle group coloring (red is arms, purple legs, etc) with enemies of the same type. It’s hardly Fire Emblem, but it’s also a lot more than anyone has every really expected from a fitness game.
The red guys are like, “yeah… do him first.”
In fact, so much care and polish has clearly gone into this whole operation that’s it’s frequently surprising; there are so many things that could have been phoned in an not a single one is. The exercises are thoughtfully selected and explained in a friendly manner; the monsters and environments show great attention to detail. There’s no punishment for failure except restarting a level — the first time I “died,” I expected a little sass from my chatty companion, Ring, but it just popped me back to the map with nary a word.
Throughout is a feeling of acceptance and opportunity rather than pressure to perform. You can quit at any time and it doesn’t chide you for abandoning your quest or not burning enough calories. If you decide not to do the warm-up stretch, Tabb just says “OK!” and moves on. When you perform a move, it’s either “good” or “great,” or it reminds you of the form and you can try again. Whenever you start, you can change the difficulty, which I believe is reps, damage, and other soft counts, since it can’t increase the resistance of the Ring-Con.
Seems familiar…
There’s no pressure to change your body and no gendered expectations; Your exercise demonstration model/avatar, Tabb, is conspicuously androgynous. Your character is a pretty cut specimen of your preferred gender, to be sure. And Dragaux himself is a sort of parody of oblivious, musclebound gym bunnies (“He’s working out while planning his next workout,” the game announced one time as he skipped an attack to do some bicep curls). But even he, Ring mentions at one point, used to be very insecure about his body. Importantly, there’s nothing about the game that feels targeted to getting a certain type of person a certain type of fit.
I’m not a trainer or fitness expert, but so far the variety of exercises also feels solid. It’s all very low-impact stuff, and because it’s resistance ring and body weight only, there’s a sort of core-strengthening yoga style to it all. This isn’t about getting ripped, but you’ll be surprised how sore you are after taking down a few enemies with a proper-form chair pose.
If you don’t want to play the adventure mode, there are minigames to collect and short workouts you can customize. Honestly some of these would make better party games than half the stuff on 1-2-Switch.
As I’ve been playing the game and discussing it with friends, I found myself wanting more out of the game side. I’m hoping Ring Fit Adventure will be a success so that Nintendo will green light a new, deeper version with more complex RPG elements. Sure, you can change your outfit here for a little extra defense or whatnot, but I want to take this concept further — I know the fundamentals are sound, so I’d like to see them built on.
It feels like until now there have been few ways to really gamify fitness, except the most elementary, like step tracking. The two separate motion controllers and the smart ways they’re used to track a variety of exercises really feel like an opportunity to do something bigger. Plus once people have bought the accessories, they’re much more likely to buy matching software.
My main criticisms would be that it’s a bit limiting at the beginning. There’s no choice to, for example, prioritize or deprioritize a certain type of exercise. I could probably stand to jog more and do arm stuff less, and I dreaded having to resort to squats for the first few worlds. And the constant instruction on how and when to do everything can be wearing — it would be nice to be able to set some things to “expert mode” and skip the tutorials.
The game and accessories will set you back $80. If you consider it simply as buying a game, it’s an expensive gimmick. But I don’t think that’s the way to think about it. The target audience here is people who likely don’t have a gym membership, something that can cost $50-$100 a month. As a fun and effective fitness tool that does what it sets out to do and does so in a praiseworthy way, I think $80 is a very reasonable asking price.
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Nintendo has been at the crossroads of video games and fitness since the famous Power Pad for the NES, and the Switch is the latest to receive a game powered by physical activity: Ring Fit Adventure. And it actually looks fun!
In the game, you’ll jog in place to advance your character, and perform various movements and exercises to avoid obstacles and defeat enemies. Your quest is to defeat an “evil body-building dragon” who has disrupted the peaceful, apparently very fit world of the protagonist. Sure.
The game comes with a pair of accessories: a ring and leg strap, each of which you slot a Joy-Con into. The two controllers work together to get a picture of your whole body movement, meaning it can be sure you’re keeping your arms out in front of you when you do a squat, and not phoning it in during leg raises.

The ring itself is flexible and can tell how hard you’re squeezing or pulling it— but don’t worry, it can be calibrated for your strength level.
Interestingly, the top button of the controller appears to be able to be used as a heart-rate monitor. That kind of came out of left field, but I like it. Just one more way Nintendo is making its hardware do interesting new things.

There look to be a ton of different movements you’ll be required to do, focusing on different areas of the body: upper, lower, core and some sort of whole-body ones inspired by yoga positions. Ingeniously, some enemies are weak to one or another, and you’ll need to use different ones for other scenarios, so you’re getting a varied workout whether you like it or not.
Meanwhile, your character levels up and unlocks new, more advanced moves — think a lunge instead of a squat, or adding an arm movement to a leg one — and you can get closer to the goal.

There are also minigames and straight-up workouts you can select, which you can do at any time if you don’t feel like playing the actual game, and contribute to your character’s level anyway.
The idea of gamifying fitness has been around for quite a while, and some titles, like Wii Fit, actually got pretty popular. But this one seems like the most in-depth actual game to use fitness as its main mechanic, and critically it is simple and easy enough that even the most slothful among us can get in a session now and then at our own pace.
Ring Fit Adventure will be available October 18 — no pricing yet, but you can probably expect it to be a little above an ordinary Switch game.
You can watch the full-length walkthrough of the game below, but beware — the acting is a little off-putting.
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Exercise tech company Peloton filed confidentially for IPO this week, and already the big question is whether their last private valuation at $4 billion might be too rich for the appetites of public market investors. Here’s a breakdown of the pros and cons leading up to the as-yet revealed market debut date.
The biggest thing to pay attention to when it comes time for Peloton to actually pull back the curtains and provide some more detailed info about its customers in its S-1. To date, all we really know is that Peloton has “more than 1 million users,” and that’s including both users of its hardware and subscribers to its software.
The mix is important – how many of these are actually generating recurring revenue (vs. one-time hardware sales) will be a key gauge. MRR is probably going to be more important to prospective investors when compared with single-purchases of Peloton’s hardware, even with its premium pricing of around $2,000 for the bike and about $4,000 for the treadmill. Peloton CEO John Foley even said last year that bike sales went up when the startup increased prices.
Hardware numbers are not entirely distinct from subscriber revenue, however: Per month pricing is actually higher with Peloton’s hardware than without, at $39 per month with either the treadmill or the bike, and $19.49 per month for just the digital subscription for iOS, Android and web on its own.
That makes sense when you consider that its classes are mostly tailored to this, and that it can create new content from its live classes which occur in person in New York, and then are recast on-demand to its users (which is a low-cost production and distribution model for content that always feels fresh to users).
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Health coaching app developer Noom announced today that it has raised $58 million led by Sequoia Capital.
Other participants include Aglaé Ventures, the tech investment arm of French holding company Groupe Arnault, WhatsApp co-founder and former CEO Jan Koum, DoorDash co-founder and CEO Tony Xu, Oscar Health co-founder Josh Kushner, SB Project co-founder Scooter Braun and returning investor Samsung Ventures.
Headquartered in New York City with offices in Seoul and Tokyo, Noom is best known for its direct-to-consumer weight loss app, but it also develops enterprise products, including an app focused on diabetes and hypertension. Noom’s consumer app competes for users with Under Armour’s MyFitnessPal and Weight Watchers, but its closest rival is probably nutrition and weight loss app Rise because both offer personalized programs and coaching for a subscription fee.
Noom aims to set itself apart by focusing on long-term lifestyle and behavior changes, in addition to calorie, nutrition and exercise tracking. Users get access to 1:1 coaching and fitness programs personalized by an algorithm based on how they answer a questionnaire.
The company will use its new funding to hire more people for product development. In a press statement, Koum said he invested in Noom because it “has many of the same traits that helped WhatsApp disrupt the communications industry. Noom is so far ahead of the competition when it comes to technology, execution and brand recognition that it will be difficult for any company to catch up.”
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The app for hiking enthusiasts just secured a big round of capital that will help it map more trails worldwide.
AllTrails has raised $75 million, led by Spectrum Equity, which has taken a majority stake in the company in the process. Founded in 2010, AllTrails raised a small amount of capital years ago from investors, including 2020 Ventures and 500 Startups. It was also part of AngelPad’s inaugural accelerator class. This is its first sizeable round of equity financing.
AllTrails provides what it calls an “outdoors platform” that includes crowdsourced reviews of trails from its community of 9 million avid hikers, mountain bikers and trail runners in more than 100 countries. It also provides detailed trail maps and other content tailor-made for outdoorsy folk. The company says its app has been downloaded more than 12 million times.
AllTrails was founded by Russell Cook, who has since left to launch another fitness tech startup called FitOn. The company is now led by Jade Van Doren, who joined as CEO in September 2015.
“I grew up camping in the Sierras with my grandfather and backpacking up there,” Cook told TechCrunch. “I looked around the space and it felt like there was a lot of room to build something meaningful that would help people find places to get outdoors and feel safe once they are out there.”
“I got really excited about doing that and we’ve made a lot of progress toward those goals,” he added. “I enjoy waking up in the morning and knowing what we are building is helping people live healthier and more active lifestyles.”
Cook said the business is cash flow positive and wasn’t seeking a venture capital infusion when Spectrum approached. He says their expertise in the consumer space — the firm also has investments in Ancestry, WeddingWire and several others — will be a big value-add for AllTrails.
In addition to expanding overseas, the company will use the capital to hire aggressively.
As part of the deal, Spectrum’s Ben Spero and Matt Neidlinger will join AllTrails’ board of directors.
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In earlier years, fitness gurus would market their programs for getting in shape on VHS tapes and, later, DVDs. These days, it’s an app business. At Apple’s Worldwide Developer Conference this week in San Jose, the company brought in one of the fitness app industry’s superstars, Kayla Itsines, co-creator of the BBG (Bikini Body Guides) and the Sweat app — which will pull in $77 million USD this year — to lead a morning workout for around 200 conference attendees.
For Apple, Kayla’s brand represents not only a good App Store success story, but also spreads the message of how its own products, like iPhone and Apple Watch, enable access to better health through their platforms.
Kayla’s fitness company was started several years ago by two personal trainers — herself and business partner Tobi Pearce. Both were using social media, including Instagram, to drive leads for their own PT sessions and bootcamps.
But Itsines’ online profile really took off and soon, people from all over the world wanted to know how they could train like her and get the same results.
WWDC Workout with Kayla Itsines
So the trainers packaged up her program materials and sold it as an e-book online starting in early 2014. Over the next year or so, the business grew, as they distributed more e-books and a broader content series.
But Kayla and Tobi wanted to reach even more people, so they turned to the App Store.
“That’s where our customers are,” said Tobi, speaking of the company’s decision to launch a mobile app, in a conversation with TechCrunch backstage at the WWDC fitness event.
“We have mostly millennial consumers — 25 to 35 is our main market,” he continues. “Part of being a personal trainer is that you get to be there — personally — and train people in real time. Now, obviously, you can’t do that for every person in the world, and an e-book can’t do that. But Apple allowed us to do that,” he says. “The Apple ecosystem is kind of a no-brainer.”
WWDC Workout with Kayla Itsines
The team launched the Sweat app in November 2015, but it got a big refresh — almost a full relaunch — early last year, with three to four times the amount of content.
Today, the Sweat app is a one-stop shop for fitness programs for women, featuring not only Kayla’s own content, but other trainers’ programs as well, across areas like yoga, pregnancy and gym workouts, for example.
Subscribers pay $19.99 per month to use the Sweat app, which is cheaper than the gym, or they can opt for an annual membership to save 50 percent.
However, not all of Sweat’s users are turning to the app instead of the gym — can also can be a companion for those who want the assistance of a personal trainer in a gym environment, but don’t want to pay the hundreds of dollars they tend to charge.
And thanks to team Kayla’s social media savvy and the team’s marketing prowess, they’ve built a community that’s happy to pay, it seems.
These days “well over a million” people use the app on a monthly basis, out of 30 million total app downloads, Tobi tells TechCrunch. And though the company’s now 70-person team is largely based in Australia, the U.S. is Sweat’s largest market.
“Since re-launching [the Sweat app], we had a really big growth year — we grew about 86 percent last year, which is pretty huge for us. And this year, we’re on track to hit about $100 million in revenue this year — that’s AUD,” Tobi clarifies.
In U.S. dollars, that’s around $76.75 million — not bad for a fitness app that never took in outside capital.
“When we first started doing the e-books, I had a few bootcamp franchises of my own, and Kayla had a small studio that she ran…I put up most of my own money, initially,” Tobi explains. “It was sort of big turning point in both of our careers because we could — you know: the Australian dream, buy your own home — or we could invest a hundred thousand dollars and hope something comes out of it.”
WWDC Workout with Kayla Itsines
Part of the Sweat app’s appeal — beyond its promised results, of course — is its use of new technologies to keep people engaged.
The current app leverages Apple Watch’s visual interface to give video cues, and it added audio cues to the iOS app so the trainers can talk to you as you work out — much like an in-person trainer would. (That feature is coming to the Watch soon, so more advanced users who don’t need the videos can just listen through their headphones or AirPods to hear what to do next.)
Sweat also includes its own curated music playlist streamed through Apple Music, and, in the future, the Sweat program is expanding to Apple TV.
Tobi says they have plans to do something with augmented reality as well, but couldn’t offer more details.

“I’m not too sure yet [what we’re doing with AR], I guess we’re kind of curious,” he admits. “It’s almost part of our responsibility and obligation. We’re a market leader for women’s fitness, and if we want to continue to be that, we want to have the best technologies,” he says.
While Sweat isn’t in need of outside investment, the team isn’t ruling out the idea entirely.
“I don’t necessarily think it would be a bad idea. I think, obviously, for all businesses at any stage — whether it be really early on with venture capital, or whether it be a different type of funding later in the life cycle of the business — I think it always serves a purpose, honestly,” says Tobi.
“Now we’re in the cycle of trying to optimize the experience to get the best results for the user — whether it be content or features or whatever. Having a funding partner — not so much necessarily just for the capital, but also for the resources and the network — would be really handy,” he says.
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