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Making a product that Marl loves - Inverted Passion

Making a product that Marl loves

Posted on February 15, 2026February 15, 2026Author Paras ChopraPosted in Mental Models, Psychology

This essay is part of the series in which I talk about my learnings and insights building a habit coaching app (Nintee) in 2024. It didn’t ultimately work out because an app has marginal influence in a human’s life (v/s that of friends, family, culture and immediate environment). Most apps that work in the category operate like gyms (charge upfront when the motivation is high, and be okay with high churn). I had raised VC funding for it and later it became clear to me that this wouldn’t be a VC scale business, so I shut it down and returned the remaining funding. Hope the insights learned along the way would turn out to be valuable to others.

This series comprises of the following essays:

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We started building Nintee first as an AI-driven weight loss coach and then as a habit coach. We wanted to change the world by helping people achieve their goals in a methodical fashion. The plan was simple: internalize the science of habit building into an app and give people an AI coach for motivation.

As we surveyed the market, we didn’t find even a single a competitor. Positive news for us? Why couldn’t we find successful habit coaching apps? Were there any successful apps which helped someone become a better person, or pick up a skill? The only name for a successful skill-building app that came up was Duolingo. They made $700mn+ of revenue in 2024, so clearly this model could work, right?

As we studied Duolingo, it became clear that they weren’t a language learning app but rather a game. Reddit is full of stories where people say they’re addicted to Duolingo but can’t speak the language they’re learning. Why would Duolingo be optimizing for game-like experience and not for actually teaching a language.

The answer lies in the fact that the average marginal user of mobile apps is minimally committed, highly distracted, constantly craving dopamine hits and always ready to ditch apps after a microsecond of boredom. For investor-backed startups and public companies like Duolingo, this average marginal user is the one they end up targeting because that’s where the eternal growth comes from.

So, it was clear to us that for Nintee, a VC-backed startup, to succeed, we had to build a game for Marl where he feels his time a better time spent that other casual games or social media. Because if we can’t compete against cute cat photos, we’re toast.

We decided we had to build apps that give Marl meaningful fun – in retrospect, we should have realized that this was an oxymoron but we still had (naive) hopes that you could make experiences that are both valuable and fun. In retrospect, it became clear that the reason edutainment as a category never took off is because it is neither entertainment nor fun.

But, for now, let’s dissect Marl.

Following is my (verbatim) notes from the time period when we were researching who this Marl is and what does he need.

Who is Marl?

Marl has:

Note that we are all Marl for most of the day and are largely driven by our evolved animal instincts. Why? Because using our brain is costly/effortful, and we only do so for highly-motivating projects (like job where we get paid).

What about non-Marls? Those who behave logically, rationally and are ready to put effort

Of course, nerds with obsessions exist, but they’re a tiny market. To make a big consumer business, either you:

In our case (personal development on mobile), the former isn’t possible AND the opportunity is not clear too.

So, we chose to serve to Marl and make a product that is broadly appealing.

Notes from the article Tyranny of The Marginal User

Article

HN comments:

The average user used to be an 18-40 year old person with post-secondary education, in a mid to high income country, using a laptop. Now, The average user is a 10-65 year old person using a smartphone.

Notes from Nikita Beir (for social apps mostly)

 


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Study Notes
TL;DR

Consumer products, especially those seeking mass adoption and growth, often optimize for the "Marl" persona—users with short attention spans and a craving for instant gratification—leading to gamified experiences over deep utility.

Key Takeaways
  • Design consumer apps assuming users have extremely short attention spans and a low tolerance for effort, prioritizing instant gratification over deep engagement.
  • Understand that mass-market consumer products often optimize for the "Marl" persona (easily distracted, dopamine-driven users) because this represents the largest and most accessible user base.
  • Acknowledge the inherent laziness and desire for simple, effortless experiences in the average user, as this often dictates product success more than idealistic goals.
When to Use

This insight primarily applies to the design and business strategy of consumer-facing mobile applications and digital products, particularly those seeking broad market adoption or venture capital scale.

Common Mistake

Product creators commonly misapply this by overestimating users' desire for meaningful, effortful content and underestimating their inherent laziness, leading to products that can't compete with instant-gratification alternatives.

Related Concepts
tyranny-of-the-marginal-user instant-gratification attention-economy gamification