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AlexanderBelfort

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Feb 18th, 2020
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  1. a written report of 1500 words explaining the 'big picture' of the business and the application. It should put the other artefacts in the portfolio into perspective as to how they help you validate (or visualise) your assumptions about the business and your proposed application.
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  4. The aim of this report is to accurately present the complete perspective of our business idea, precisely outline the accustomed advantages and disadvantages and propose and deliver a future development strategy. It is our primary objective to incorporate the concept of virtual reality and augmented reality in the field of history and culture. It is vital to outline why our business exists and what our general goal will be. The idea and potential challenge of our development team is to pitch our software to cultural facilities and benefit businesses around the world.
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  7. By following the double diamond design process of discover, design, develop and deliver, we finished our analysis of ideas and constructed an application plan representing a theoretical symbiosis between AR/VR Technology and museums. The conceptual application software will be designed to transform reality by bringing the user in an immersive fashion to the past, future or showing what it could be, a utopian or dystopian world. By cooperating with galleries and museums, it is our goal to successfully visualize ruins, castles, rooms and transform the worldview of the visitor of the facility with the new modern museum practice. In an attempt to tackle recent historic events, we have also introduced an option inside the user interface that paints a post climate change world in an attempt to provide users with a stronger understanding of the vital signs of nature and the enormous effects of global warming.
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  9. Recent research indicates that startup culture everywhere around the world as always been about generating profit. Following an incremental approach to idea development, we first began with the construction of a happy canvas in a way to visualize our idea and prioritize happiness rather than thinking of ways to make millions and asking will consumers pay for our product. We have discovered that since our application is history-oriented, our early adopters will optimally consist of mainly public and private museum owners in the search for diverse market segments and customers who desire to find a balance between technology and history. This is not to say that we can not break down our customers into age groups as well. Our software application promises to enrich your cultural knowledge, positively predispose you to learn more and be more curious about history. It will also provide an alternate view of the world that could motivate people to change the course of environmental conservation. Our startup needs to effectively and successfully launch a new product in the software sphere, promote and diversify the market and collaborate with third party companies. We aim to achieve that by initializing effective marketing strategies, tools and techniques by using prominent models and methodologies.The project offers entertainment, preservation, innovation and will further contribute to the education system and diversity. It is our hope that our engaging and memorable application inspires and helps promote out of the box thought. As a customer-oriented company, it will be our task to offer long term sustainability and constantly help the evolution of the software.
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  11. Since theory works better with praxis, we have generated some real scenarios using the help of cases and stories. //here we need scenarios
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  15. Even though we have created user scenarios, to provide a better grasp of our end users, we have used the methodology of empathy mapping. We have essentially concentrated largely on groups of users rather than individual user personas.
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  17. The first empathy map we have designed is for museum owners with a goal of customer satisfaction delivery. It is important to ask how a museum owner can change the way people see museums and how can they make a museum feel more interactive.
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  19. It is not only our assumption, but our team has stumbled upon the fact that most cultural facilities are not effectively inviting visitors. Our business proposal implements the philosophy of market orientation optimization. We are targeting children, adults, elders and people, who are not necessarily interested in museums to come and experience the past in an alternate manner.
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  21. Another assumption of ours is that the average person is not too interested in museums as those facilities paint the picture of quiet places where one needs to be intelligent and focused to visit. We will transform this common premise into an environment where one should feel curiosity, entertainment and tranquility.
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  23. Our empathy map explicitly shows that owners probably have stumbled upon reviews of customers saying that museums are dull, boring, old-fashioned. They have possibly heard that people would rather watch a movie, than visit a museum. There is also the fact that a fraction of our population would rather spend their free time on playing games rather than visiting a cultural facility. In other words, museum owners and executives see the loss of interest in museums within all age groups but they also see potential in using technology to promote history and culture. As people that follow historical trends, enjoy learning and actively participate in history related open discussions, they would be naturally more positively predisposed to the proposed software. The other evident gain is the prospect of higher profit for all cultural facilities engaging with our proposed idea.
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  25. In the empathy map designed for the individual user, we have outlined that what the individual feels, hears, sees and thinks is synonymous with the data from the museum owner's empathy map. However, customers obviously have a lot to gain from our software. It opens doors to a new digital world at an affordable price. One of the main benefits and also a target of our team is creating the ultimate customer engagement experience with the added evident chance of attracting future customers. We must once again mention that our innovative technology can increase museum interest and become a tempting attraction for children, adults and elders.
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  28. The obvious conclusion to be drawn is that as computer technology continues to advance and mature, the utilization of virtual reality and augmented reality technology in the sphere of cultural facilities will help shape the strategic future of all museums, galleries, exhibitions employing the proposed software application. We believe that the possibility of VR/AR in this field can have a huge impact globally, targeting advanced customer experience and cultural enrichment, inflated museum interest,higher business profit and climate change prevention.
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