Professional Documents
Culture Documents
Table of contents
Chapter 1:
1.1 Outcomes 3 1.2 The chosen canvas 3 1.3 Overview Osterwalder canvas 4
Chapter 2:
The product or service concept 5 2.1 How did the idea arise? 5 2.2 Product concept 5 2.2.1 This is it 5 2.2.2 This is what is looks like 6 2.2.3 This is what it does 6 2.3 This is what makes the product or service attractive 6 2.3.1 What customer friction does it solves? 6 2.3.2 What needs does infinity provides? 6 2.3.3 Target group according to the Osterwalder canvas 6 2.4 This is what makes the product concept unique 6 Chapter 3:
3.1 3.2 3.3 3.4
Strategy 7 This is how it fits into the strategy of the company. 7 This is how it fits into the strategy of the branch. 7 This is how it fits into our strategy for the target group. 7 This is how it fits into the product portfolio. 7 Commercial 8
Chapter 4:
4.1 Target Group 8 4.2 Concrete marketing mix 8 4.3 Introducing the product to the market 9
Chapter 5:
5.1 We can develop it 9 5.2 We can produce it 9 5.3 We have to invest 9 5.4 We have the knowledge 9 5.5 Possible internal obstacles 9
Organization 9
Chapter 6: Chapter 7:
Financial 10
Recommendations 11 7.1 What is the reason infinity should be developed? 11 7.2 What are the most important doubts about infinity? 11 7.3 Lets do it!? 11
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1.1 Outcomes
Version 0: This version defines a target group that has less knowledge about history and have less interest to invest time in learning history. Version 0 is based on a single payment or/and advertising revenue stream. This version is based on a application that has the name, Infinity. Version 1: Within this version we changed the revenue stream to come to a new concept of our idea. Actually the whole canvas changes by that. So, the advertising has changed to licences and we immediately came up with the idea that the app could be used as an educational tool as its value proposition. Version 2: This new concept of the idea infinity is changed from an app to a family/kids game play which you can play at your own home. We changed the value proposition into fun & entertainment and again started to think about a family/kids game. This time our key partners and resources changed mainly to toy manufactures, mass production, factories and animators. Version 3: The concept of the third canvas is not in relation to the first idea at all. This time we changed the channel how we are going to communicate with the customer segments. This idea changed again our canvas in its totality, except the value proposition. It remains the same because the concept is also based on fun & entertainment. The outcome was an interactive installation for amusement parks, where history becomes alive.
Most realistic = An application nowadays is part of our life and daily activities. Imagine a world without applications. Infinity is because of its application based concept the most realistic in this society.
There is an overview of the 4 canvases in paragraph 1.3. Here you can find the defined Osterwalder canvases.
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2.2.1 This is it
Infinity will be shaped into a globe that allows the user to select a particular geographical area to select the historical information a user needs. Features of Infinity: - Look into the world in different eras
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- Get known about the continents, country or cities. - Sharing historical facts with global users. Sharing is caring is a common expression. - Learn by make your own account and set preferences to the information you need.
It changes the way we learn historical facts nowadays in an immersive entertaining way by creating a global view of history.
Chapter 3: Strategy
3.1 This is how it fits into the strategy of the company.
As mentioned in the beginning the main purpose of the company is to educate people, to remind them that knowledge is very important especially in this fast globalizing world. Knowing more makes you having an easier time of life and contributing to the world. Education can make the world a better place by finding solutions, creating new ideas, developing great new devices, improving our daily routine. This kind of strategy we would love to bring to the world.
3.3 This is how it fits into our strategy for the target group.
The companys first product Infinity is going to be offered in every school. We aim to brush the problem as it arises. The lack of interest in history appears from the very first years at school. The boring teaching methods and environment do not allow the young generations to appreciate its value and importance. We know that man learns all his life but the main problem is how to make students and people in general curious about the surrounding world, how to make them hungry and foolish. So that is why we are focusing on the young generation. We are going to provoke their interest and sympathy from an early age.
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Chapter 4: Commercial
4.1 Target Group
Our primary target group are mainly the elementary and primary schools, we are going to sell them licenses which provide them access to the product. With these licenses they get access to Infinity and in this way we will reach our education goals and purposes to teach students history with an immersive and exiting experience. So the students are our secondary target group, they will love this new experience and be hooked to it. As our tertiary group we target everyone who wants to know more about history or are already history lovers. Because it will be possible to buy licences on measure Infinity is mainly a business to business product.
Chapter 5: Organization
5.1 We can develop it
Infinity is a big and complicated educational product that requires a great deal of development and design skills. Therefore we outsource the following development segments bases on our vision and supervision. Database design and development, 3d modelling and design and data storage. We also need a lot of external data about history and to gain this information we need to collaborate with encyclopaedias, book publishers and libraries. Infinity is built on interesting history and cultural facts and occurrences. We are going to need indispensably external resources. In this development process we also need to create a sublime user experience. We always keep the customer central in our mind so there will be a lot of time invested in testing purposes and alpha, beta versions of infinity.
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Chapter 6: Financial
Our financial calculation is based on a six year investment of a value estimate of 1.500.000 and it will be paid off in six years . The investment value is for the whole software development. Beneath you can find our exploitation overview: 1) Revenue 100 % 2) purchase value 68 % 3) gross profit 32 % 4) cost 29 % 5) staff costs 15 % 6) accommodation costs 5% 7) selling expenses 2% 8) other costs 7% 9) operating profit 3%
And next is our yearly investment payment: 1) 2) 3) 4) 5) 6) 7) 100.000,00 100.000,00 100.000,00 100.000,00 279.497,45 100.000,00 660.538,34 Year 1 Year 2 Year 3 Year 4 Year 4 Year 5 Year 5
In six years we deliver our product Infinity to 7771 elementary and primary schools. Our next table is based on our five year cost, investment and profit.
Year 1 Number of schools with license Income from license 389 96.748,9 5 280.571, 96 145.123, 43 48.374,4 8 19.349,7 9 67.724,2 7 - 183.823, 01 100.000, 00 - 283.823, 01 5% 100 % Year 2 777 193.497, 90 10% 100 % Year 3 1554 386.995, 80 20% 100 % Year 4 2720 677.242, 65 35% 100 % Year 5 4274 1.064.238, 45 303.700,11 157.086,26 52.362,09 20.944,83 73.306,92 760.538,34 100.000,00 41% 660.538,34
Cost staff costs accommodati on costs selling expenses other costs Revenue Payment investment operating profit
293 %
100 %
-1%
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Chapter 7: Recommendations
7.1 What is the reason infinity should be developed?
In this rapid changing global world we will definitely have to keep up with the new coming technologies and tendencies. If we want to maintain our position on the market and the interest in our product we should integrate it with the new technologies like augmented reality, Social Media, 3D modelling etc. Nowadays, these concepts are becoming increasingly involved in our daily life. Combining our product with these new tendencies would bring us the possibility to increase our value proposition. Making it more interactive would give us the opportunity to offer it also to different target groups and through different channels. This will expand our presence on the market and thusly increase revenue. Not coming up with new creative ideas and any improvements wont lead us to a long-term position on the market. Without any further investments we would offer the world a great idea that could be misappropriated. If infinity is not going to be developed people will still have the boring educational history classes as before. So why not to create an entertaining, educational and social way to expand the history knowledge among students?
a Future vision
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