
A college student disliked loyalty programs, wrote a business plan, and won enough pitch competitions to build the first version. The useful lesson in Fetch is not the receipt scanner - it is Schroll's habit of turning irritation into a game, then playing it fast.
Fetch’s first checkout product depended on grocers and crawled. Its second asked shoppers for one tiny habit - photograph the receipt - and turned the paper trail into rewards for consumers, proof for advertisers and a profitable business with a reported $700 million gross revenue run rate.