Challenge door Telenet The Park

How can Telenet The Park spark adolescents' interest in VR to increase their engagement with the business activities of Telenet The Park?

Doelen

User requirement & validation briefing

"What are the main drivers and thresholds for adolescents (16-20 years old) to try VR?"

During the first half of this challenge, we want to explore the factors holding adolescents back from trying VR technology for the first time. Understanding the main drivers and thresholds adolescents have towards the technology will help us navigate towards a possible solution, helping Telenet The Park to adjust its offering and making VR more accessible and appealing to adolescents.

Go-to-market strategie

"How can Telenet The Park integrate virtual reality in schools for educational purposes to optimize their business model?"

Starting from the insights gathered in the first part of our challenge, in the second part we want to come up with a range of innovative and viable solutions for Telenet The Park. These solutions should be aimed at introducing VR technology to adolescents in school, while at the same time allow Telenet the Park to optimize their business model.

Voorzien pad

Sequentie van methodes die men bij aanvang van de ‘innovation journey’ plant te gebruiken.

Methodiek 1
Expert interview
Methodiek 2
SWOT analysis
Methodiek 3
Creative brainstorm
Methodiek 4
Thinking aloud protocol
Methodiek 5
Personas
Methodiek 6
Literatuurstudie
Methodiek 7
Survey

Afgelegd pad

Werkelijk gebruikte mix van methodes tijdens de innovation journey.

  • FASE 1
Methodiek 1
Expert interview
Methodiek 2
Literatuurstudie
Methodiek 3
Stakeholder mapping
  • FASE 2
Methodiek 1
Innovation scales
Methodiek 2
Thinking aloud protocol
Methodiek 3
Survey
  • FASE 3
Methodiek 1
Creative brainstorm
Methodiek 2
Lotus blossom
Methodiek 3
Scenarios of use
Methodiek 4
Business model canvas
Methodiek 5
Expert interview
  • FASE 4
Methodiek 1
Prototype
Methodiek 2
Expert interview
Methodiek 3
Cognitive walkthroughs
  • FASE 5
Methodiek 1
Business model canvas
Methodiek 2
Prototype