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?

Fase 5

07/05/2024 - 28/06/2024

Doelstelling

In this phase, we want to effectively summarize and communicate the innovation process we went through as a team this year. The main focus of this phase is to prepare our business presentation for our challenger Telenet The Park and finalize our deliverables, including our public report and prototype. During this phase we will create a product video and a brochure to showcase our educational VR platform 'EduHub'.

With these deliverables of our educational VR platform 'EduHub', we can provide a conclusive answer to the following question: "How can we offer an attractive project for Telenet The Park to introduce VR in an educational context to introduce and implement VR in schools?".

Vraagstelling

  1. How can we offer an attractive project for Telenet The Park to introduce VR in an educational context to introduce and implement VR in schools?

Methodeplanning

Business model canvas
  • Aantal respondenten: -
  • Fase: Voorbereiding
Prototype
  • Aantal respondenten: -
  • Fase: Voorbereiding

Taakverdeling

Deliverable - Public Report

Volledig team

Visualization Public Report
  • Wout Vermeir
Deliverable - Business Presentation

Volledig team

Visualization Business Presentation
  • Wout Vermeir
Deliverable - Product Video
  • Wout Vermeir
Deliverable - Brochure
  • Alexander Heerinckx
Deliverable - Innovation Journey Tool
  • Michiel Hielegems
  • Mary Shah
Presenting Phase 5
  • Lucas Dieleman
  • Gill Van Impe
METHODIEK 1: Business model canvas
Aantal respondenten
? Schatting
? Reëel
Belangrijkste resultaten
  • After having presented our idea to the various stakeholders and having collected their valuable feedback, we were able to finalize our journey through the Double Diamond by developing a Business Model Canvas for our educational VR platform 'EduHub'.
METHODIEK 2: Prototype
Aantal respondenten
? Schatting
? Reëel
Belangrijkste resultaten
  • Based on the feedback from a wide range of stakeholders on our VR platform prototype, we can finally say that our platform 'EduHub' does have a future in education where it appears to address the needs of schools, has potential for generating revenue, and is technically feasible.

Antwoorden

1. How can we offer an attractive project for Telenet The Park to introduce VR in an educational context to introduce and implement VR in schools?

|Previously|

In the previous phases, you could read how our team came up with the idea of an educational VR platform called EduHub, which could be integrated into the school system by Telenet The Park to increase their engagement with adolescents from 16 to 20 years old.

|Our final tangible|

Based on the feedback from a wide range of stakeholders, we are able to provide an answer to our main question: "How could Telenet The Park develop a strategy to develop VR for educational purposes to optimise their business model?".

Having gone through the different research and innovation phases, we decided that the best way for Telenet The Park to introduce VR in schools is by creating an educational VR platform, which we called 'EduHub'.

|Validating our prototype|

After validating the prototype of the platform with schools and industry experts through interviews, EduHub seems to have potential to succeed in an educational context, to generate revenue, and is technically feasible.

|What the future holds|

To maximize its chances of success, however, Telenet The Park must consider several important factors. The content offerings on EduHub need to be well-thought-out, attention must be paid to various revenue streams (e.g., different packages and subsidies) and both support for teachers as well as integration with Smartschool seem crucial.

However, Telenet The Park does not stand alone. The interviews showed that various organizations are willing to assist in the realization of EduHub. These potential partnerships and insights ultimately form an excellent foundation for a robust business model around EduHub.

Wat nemen we mee naar de volgende onderzoeksstap?

Whit this 5th and last phase, our challenge comes to an end. Nonetheless there are some things we'll have to complete before we wrap up:

  • A compelling business presentation for Telenet The park
  • Our public report where we describe our process and this challenge in more detail
  • This innovation journey tool which serves as a companion to our public report and contains a backlog of our files and data
  • Our tangible, a brochure about our solution: an educational VR platform called 'EduHub'

Te onthouden voor op te leveren tangible:

As for our business presentation it is important that we:

  • Communicate our message in a clear and structured way so that we can captivate the audience and immerse them in the story of our process during this challenge.
  • Convince the audience and the challenger of the value and potential of this project.

In terms of our public report we want to:

  • Give readers a detailed view of our challenge from start to finish in an engaging way.
  • Convince readers of the value we see in our project.
  • Spark the reader's curiosity and inspire them to dive into the world of VR.

In our innovation journey tool:

  • Outline our project step by step throughout the diffferent phases in a comprehensive way.
  • Provide extra information, files and data to accompany our public report and prototype.

And last but not least, our prototype:

  • Implement the feedback received from the different stakeholders.
  • Spark the interest of the public and our challenger by creating a visually appealing and realistic as possible prototype.

Fase 4

27/02/2024 - 06/05/2024

Doelstelling

Our goal in this phase is to decide what the best way is to present our project idea and create a prototype that will allow Telenet The Park to introduce and implement educational VR in schools. We will test our prototype by asking feedback from different parties such as VR developers, schools, students... to make the necessary improvements and adaptations to the prototype, so that it meets the needs and wishes of our target audience.

Vraagstelling

  1. How can we offer an attractive project for Telenet The Park to introduce VR in an educational context to introduce and implement VR in schools?

Methodeplanning

Cognitive walkthroughs
  • Aantal respondenten: 10
  • Fase: Voorbereiding
Desk Research
  • Aantal respondenten: -
  • Fase: Voorbereiding
Benchmarking
  • Aantal respondenten: -
  • Fase: Voorbereiding

Taakverdeling

Prototyping in Figma
  • Alexander Heerinckx
  • Gill Van Impe
  • Wout Vermeir
Prototype Testing and Validation

Volledig team

Expert Interviews

Volledig team

Cognitive Walkthroughs

Volledig team

Innovation Journey Tool
  • Mary Shah
Presenting Phase 4
  • Lucas Dieleman
  • Gill Van Impe
METHODIEK 1: Prototype
Aantal respondenten
? Schatting
? Reëel
Belangrijkste resultaten
  • We created a prototype in Figma of our learn & create VR platform
  • We added pricing plans to our platform
METHODIEK 2: Expert interview
Aantal respondenten
23 Schatting
10 Reëel
Belangrijkste resultaten
  • Adapt and simplify pricing & plan offer for schools.
  • Importance of content and metrics (p.ex 'progress bar').
METHODIEK 3: Cognitive walkthroughs
Aantal respondenten
23 Schatting
10 Reëel
Belangrijkste resultaten
  • A web-based platform wether or not integrated with Unity and Smartschool is technically feasible & its proposed price is conform the market.
  • Keep the user in mind: make a clear distiction between user types (school/teacher/student) and improve page structures and nesting.

Antwoorden

1. How can we offer an attractive project for Telenet The Park to introduce VR in an educational context to introduce and implement VR in schools?

|Recap previous phases|

Last pahse was concluded with the presentation of 3 possible solutions for this challenge:

1. Rent Your Reality

2. Out of The Park

3. Co-Creation Lab

At the request of our challenger, Telenet The Park, we combined the first and last solution, since these projects don't have to be mutually exclusive. After some thought, we decided that the best way to combine 'Rent Your reality' and 'Co-Creation Lab' is by creating a platform, 'EduHub'. On this platform students will be able to both create and consult educational VR content.

This platform is meant to support both students and teachers to reach learning objectives, while also focusing on innovation and new skills. Therefore, it is important that EduHub contains the possibility to view metrics and progress related to the lessons and projects of students. These metrics should allow teachers to see where students are struggling so they can help their students in a more targeted way.

The results of the survey and conducted think aloud protocols from 'Phase 2' show that the students find 'quality content' very important when it comes to 'educational VR content'. This implies that:

1. The content published on the platform by Telenet The Park should be in the native language of the students to avoid the language barrier when learning a course.

2. The content should be user-friendly and easy to navigate.

3. The published content should add value and illustrate the extra benefits VR can offer, such as 'overcoming the limitations of reality' (e.g. schools that practice gardening can only cut a tree once, but in VR they can practice as much as needed).

|Prototype + validation|

As one of the final tangibles of this challenge, we have decided to create a digital prototype of our platform in Figma. More information and a detailed description of each screen we prototyped can be found in our public report under section 3.2.

To make sure we were on the right track, we validated our prototype with different schools and companies by conducting 10 interviews and cognitive walkthroughs of our platform, asking and answering many questions, and receiving valuable feedback in return.

The different schools, as well as the industry experts from companies like Dexr, SupportSquare and One Bonsai have expressed their interest and enthusiasm, and confirmed the major potential of this platform, especially when the above criteria would be taken into account.

Wat nemen we mee naar de volgende onderzoeksstap?

|General feedback|

The most important thing we need to keep in mind in the next steps is the feedback we have received from schools and industry experts. This feedback includes the following elements:

  • We should simplify and adapt our pricing offer of our educational VR platform because it is too complicated and needs to match the possibilities and budget of the schools. The pricesetting of what we want to offer, according to the feedback, is conform the current market, but we should keep in mind that school budgets are limited.
  • We have to keep in mind the importance of good VR content that is able to support both students and teachers to reach learning objectives.
  • Include metrics and the ability to see the progress will help both students and teachers
  • Adapt the wording on the platform (e.g. in stead of writing ‘games’, we should write ‘lessons’ or ‘projects’) to remove the stereotype of ‘VR is just games’.
  • Provide a platform with content where the benefits of VR are highlighted.
  • Draw inspiration from existing initiatives.

The feedback above is mostly feedback from companies, experts and organizations in the field of VR. In the next steps, however, we need to make sure to receive more feedback from schools, since they are our most important target audience. To make this happen, we will have to find more and/or other ways to contact schools and make sure they find a moment to allow us to present our project.

Te onthouden voor op te leveren tangible:

|Feedback on our platform prototype|

To further develop the prototype of our educational VR platform, the most important element to keep in mind is all the feedback we received so far and will receive from the different parties about the platform, such as:

  • The proposed platform is technically feasible.
  • It’s better to make the platform web-based.
  • Integration with Unity is possible, but not necessary.
  • One of the major constraints is the concrete distinction we’ll have to make between the groups who will use the platform (school/teacher/student) and how we will integrate this into our platform
  • Make sure there are school environment integrations with the platform such as Smartschool login.
  • Based on the different accounts/user groups that will use our platform, we will have to adapt the page structure and lay-out within our platform, adapt and elaborate the pages we currently have, and create new pages to complete our platform for every kind of user.

The biggest constraint we currently have is also our biggest focus, namely, the different users groups & how we can include and implement this distinction on our platform. We will have to decide what the best way is to tackle this. For that, we will continue to leverage feedback from experts and schools, and adapt our prototype accordingly.

Fase 3

19/02/2024 - 23/02/2024

Doelstelling

Presenting the process of the challenge up to now to the challenger.

Using the feedback of the challenger to more concretely define the problem statement of this challenge.

Once this is done, we define the requirements (Time and Money, Content, Guidance, Location, Hardware, Multi-person, Government, Schools, User and Branding) and constraints (cost, logistics, adoption & compliance) to perform different ideation techniques (such as the Lotus Blossom and Scenario's of Use).

After ideation, we want to come up with 2-3 concrete concept ideas for the prototype solutions. For each solution, the pros and cons will be listed and adapted Business Model Canvases will be created.

Afterwards, these concept prototypes are presented to the challenger, who will choose the most intesting one to elaborate on in the next phase.

Vraagstelling

  1. How could Telenet The Park develop a strategy to develop VR for educational purposes to optimise their business model?

Methodeplanning

Creative brainstorm
  • Aantal respondenten: 10
  • Fase: Voorbereiding
Lotus blossom
  • Aantal respondenten: 10
  • Fase: Voorbereiding
Business model canvas
  • Aantal respondenten: -
  • Fase: Rapportering

Taakverdeling

Ideation Bootcamp

Volledig team

Innovation Journey Tool
  • Mary Shah
Presenting Phase 3
  • Lucas Dieleman
  • Gill Van Impe
METHODIEK 1: Creative brainstorm
Aantal respondenten
10 Schatting
10 Reëel
Belangrijkste resultaten
  • Based on the predefined requirements, a large amount of possible ideas for each requirement was generated through several rounds of brainstorming in divided groups per two.
METHODIEK 2: Lotus blossom
Aantal respondenten
10 Schatting
10 Reëel
Belangrijkste resultaten
  • Each idea generated in the brainstorm was linked to a theme/requirement/example on the Lotus Blossom. The ideas were then clustered and further defined.
METHODIEK 3: Scenarios of use
Aantal respondenten
10 Schatting
10 Reëel
Belangrijkste resultaten
  • The idea clusters created with the Lotus Blossom were combined and used to create 8 different scenarios of use. The 8 scenarios were then rated on cost and value for the challenger vs the user (schools/teachers/students). 4 scenarios scored higher averages (lower costs = higher score & higher value = higher score). The other 4 scenarios scored badly and were removed from the possible scenarios.
  • The top 4 scenarios/concepts were pitched to the challenge supervisors of our team. After feedback, 3 of the 4 scenarios were seen as the most relevant with the most variety of value between them.
METHODIEK 4: Business model canvas
Aantal respondenten
? Schatting
? Reëel
Belangrijkste resultaten
  • For each of the 3 remaining scenarios/concepts, a business model canvas was created to get a clear picture of the different elements involved within that concept.
METHODIEK 5: Expert interview
Aantal respondenten
1 Schatting
1 Reëel
Belangrijkste resultaten
  • We presented the results of the Ideation Bootcamp, our 3 possible solutions, to our challenger
  • Gill of Telenet The Park saw great potential in combining 2/3 options: 'Rent Your Reality' and 'Co-creation Lab' into a VR platform

Antwoorden

1. How could Telenet The Park develop a strategy to develop VR for educational purposes to optimise their business model?

|Literature review and demographics from Telenet The Park|

The main goal, stated in the beginning by our challenger was to attract more first-time users to experience VR at one of the Telenet The Park locations. Since we found this a rather broad request, we started our challenge by conducting a literature review. In this research we found that young people generally show more willingness to try VR applications. In addition, we also found that VR implementation in education is becoming increasingly important within the VR sector. Because of the various additional benefits that VR use offers in education, there are many opportunities in this area.

During the previous phases, we also received a limited set of demographic data from Telenet The Park. Because there is not yet as much data on visitors, and certainly not on non-visitors, it is difficult for Telenet The Park to adjust its offerings to get non-users to The Park. Despite that, we were able to formulate some insights based on that data, such as the fact that young people between the ages of 16-20 make up only a smaller proportion of visitors to The Park. This was not consistent with the results we found in the literature review.

|Survey|

These were sufficient reasons for us to conduct our research among 16-20 year olds in high schools. Our survey showed that the factors 'habit' and 'attitude', from the UTAUT2 model on which our research is based, were significant in both contexts (entertainment VR and VR for education). Since the desk research told us that VR in education was an interesting track within the sector of VR, we decided to build on that and develop our ideas in the context 'VR for education'.

|Ideation Bootcamp|

The development of concrete ideas happened during the Ideation Bootcamp. We drew up various requirements and used these to develop concrete ideas using the Lotus Blossom and the Scenarios of Use technique. In the end we decided on 3 solutions where the common theme is that VR has to get to the people before the people go to VR. So, the 3 possible solutions, based on the determined requirements (Time and Money, Content, Guidance, Location, Hardware, Multi-person, Government, Schools, User and Branding) that we propose are:

1. Rent Your Reality

2. Out of The Park

3. Co-Creation Lab

Wat nemen we mee naar de volgende onderzoeksstap?

After the Ideation Bootcamp, we presented our 3 remaining ideas to our challenger, Telenet The park. The overall conclusion of the call:

  • Combine the first and the last idea (Rent Your Reality & Co-Creation Lab)
  • Focus on creating a 'VR-for-education-platform', which we will call 'EduHub' from now on
  • Gill, our contact person of Telenet The Park was very excited about our proposals and saw great potential in a VR platform

Now that we have presented our solutions to our challenger and received feedback on them, we are able to dig deeper and find out what the 'EduHub' platform should or shouldn't include or look like to make it a success for schools and students.

Therefore, we want to:

  • Return to the schools to pitch our solution and ask them what they think about it, why they would or wouldn't implement it in their school.
  • Contact institutions, companies and experts who've had similar projects and/or are working in the field of VR to ask about their experiences and insights.
  • Implement these insights into our prototyping process of our solution.

Te onthouden voor op te leveren tangible:

  • Involve different parties in user research (schools, teachers, developers, companies,...) and include them in the prototyping by asking them about their experiences, struggles, barriers,...
  • Create a prototype of the platform implementing (some of the) elements pointed out by the different stakeholders.
  • Make sure there is a link between the content at Telenet The Park and what students will create in the schools.
  • Think in the direction of a business model for Telenet The Park where we put all elements of our idea together.

Fase 2

17/10/2023 - 11/12/2023

Doelstelling

In the second phase, we first want to conduct a literature review to gain a better understanding of the world of VR, as well as the different applications and sectors where it is already being used today, and what pain points are associated with it.

Based on these insights, we want to better outline our research question in a reasoned way. In addition, we will search the literature for a framework from which to start our empirical research to test our findings.

Based on the data collected from our research, we want to find out what the real needs and challenges are of our target group (adolescents 16 to 20 years old). These insights will then form the basis for finding possible solutions in the next phase.

Vraagstelling

  1. What are the main drivers and thresholds for adolescents (16-20) to use VR?

Methodeplanning

Literatuurstudie
  • Aantal respondenten: -
  • Fase: Voorbereiding
Creative brainstorm
  • Aantal respondenten: -
  • Fase: Voorbereiding
Thinking aloud protocol
  • Aantal respondenten: 6
  • Fase: Data verzameling
Innovation scales
  • Aantal respondenten: -
  • Fase: Data verzameling
Personas
  • Aantal respondenten: -
  • Fase: Rapportering
Survey
  • Aantal respondenten: 384
  • Fase: Data verzameling

Taakverdeling

Conceptual framework
  • Sam Engels
  • Alexander Heerinckx
  • Siebe Van de Velde
  • Wout Vermeir
Literature review
  • Nikita De Paepe
  • Lucas Dieleman
  • Ebe Pauwels
Presentation
  • Wout Vermeir
Innovation Journey Tool + research methods
  • Mary Shah
Survey preparation
  • Michiel Hielegems
  • Gill Van Impe
Contact schools

Volledig team

Look for VR content to present to students
  • Siebe Van de Velde
Survey students at school
  • Lucas Dieleman
  • Sam Engels
  • Michiel Hielegems
  • Gill Van Impe
  • Wout Vermeir
Visualizing + clearly formulating research & make ready for presentation
  • Lucas Dieleman
  • Sam Engels
  • Alexander Heerinckx
  • Michiel Hielegems
  • Mary Shah
  • Siebe Van de Velde
  • Gill Van Impe
  • Wout Vermeir
Presenting Phase 2
  • Lucas Dieleman
  • Gill Van Impe
METHODIEK 1: Innovation scales
Aantal respondenten
? Schatting
? Reëel
Belangrijkste resultaten
  • The conducted survey of 454 adolescents (16-20 years old) based on the theoretically validated UTAUT2 innovation scale (Venkatesh et al., 2012) showed that the factors 'attitude' (added based on literature) and 'habit' (present in original UTAUT2 model) are both significant factors to predict VR use in adolescents.
METHODIEK 2: Thinking aloud protocol
Aantal respondenten
6 Schatting
6 Reëel
Belangrijkste resultaten
  • SCHOOL 1 (entertainment content, 3 interviews): students show a curiosity towards VR technology and express generally positive reactions about their experience trying the VR technology.
  • SCHOOL 2 (educational content, 3 interviews): students consider using VR for educational purposes as useful. On the other hand, they addressed some difficulties in relation to the language barrier of the content and the navigation of the VR hardware controls.
METHODIEK 3: Survey
Aantal respondenten
384 Schatting
454 Reëel
Belangrijkste resultaten
  • The analysis of the survey results shows that the factors 'attitude' and 'habit' are both significant in the education model and the entertainment model used in this research.

Antwoorden

1. What are the main drivers and thresholds for adolescents (16-20) to use VR?

|Redefining the target group|

In the last phase, the research question of this challenge was: 'What are the main drivers and thresholds for 'children' to use VR?

In the beginning, the focus of this challenge was aimed at children. The age range was not specifically defined yet since 'children' were considered everyone between 6-18 years old. Due to a number of reasons that will be explained below, this group has been redefined to 'adolescents' ranging from 16 to 20 years old.

Reason 1:

The demographic data from Telenet The Park states that the age range 16-25 is only the third-largest group of visitors. However, the conducted literature review argues that adolescents are more accepting of new technologies and are more inclined to try and adopt new technologies such as VR.

A study from Horvath (2021) suggest that VR helps students better understand their course materials. This study showed that students who learned about a subject in VR scored 20% higher than students who studied through traditional means. Boredom and procrastination, however, lead to opposite outcomes and result in decreased academic achievement. Macklem (2014) investigated these effects and discovered that half of the high school students in suffer from boredom every day. With these numbers in mind, it is interesting to see if new technologies, such as VR, can offer a solution in favor of the student. In a study from Campos et al. (2022) students evaluated VR tools as having a positive impact on their course contents learning. The study found VR tools especially valuable to teach more complex study materials.Using VR can also expand learning opportunities after a field trip and helps to re-live it. This seemed beneficial for the learning experience when used complementarily and not as a substitute of the excursions (Han, 2020; Wu et al., 2013).

This literature shows the willingness of students to try and use VR as a part of their education, but does't explain why they are holding back to try out the innovation. Trying to discover why this mismatch exists could also show what the thresholds are for adolescents to use VR.

Reason 2:

Because of time constraints and practical considerations regarding informed consent it was evident to choose the age range 16 to 20 years old.

From the age of 16, parents don't need to give consent for their children & students can therefore give their own consent to participate in the study. To be able to conduct the study in a short period of time, this seemed to be the best approach.

Reason 3:

The decision was made to survey students from the 'third grade' in Flemish high schools. That means the 5th years, 6th year and in some cases the 7th year. This automatically includes students ages 16 to 20 years old in the sample.

The decision could be made to choose students from 16 to 18 years old, but in this case we would be assuming that there are no older students than 18 in their last years of high school. To avoid excluding students older than 18 in their last years in high school, we broadened the age range of our research.

|Reasearch results (survey + think aloud protocol) summarized using 2 peronas|

Now that it is clarified why the target audience has been redefined since last phase, we can answer the question: "What are the main drivers and thresholds for adolescents (16-20 years old) to use VR?".

We summarize the insights of the survey and the conducted think aloud protocols into 2 personas, one for students surveyed and interviewed about VR for entertainment, and one persona for students surveyed and interviewed about educational VR in a school context.

The entertainment-oriented persona

This persona (17 year old male) doesn't have much experience or knowlege of VR, but is curious about the many gaming possibilities VR could offer. He would play with VR in his free time, if it were more accessible to him. He associates VR with entertainment, relaxation, connection to others, and personal development. He values the challenge some VR games bring: these should of course not be too easy, or he would quickly lose interest. Overall it is clear that this persona, and others like him, lack the habit of using VR, simply because they don't have access to the technology. Factors such as the price of the equipment, play a huge role and are part of the thresholds stopping adolescents to explore this new technology.

The education-oriented persona

This persona (17 year old female) believes that for certain learning subjects, like chemistry, VR could give her a benefit over traditional learning. Accoding to her, VR allows for realistic immersion where you can, for example, mix chemicals and see how they will react. No need for expensive school labs, this application can be used in school or at home. This persona, however, experiences certain points of pain. Here too, the high cost of buying a VR headset is a threshold. The elevated price implies that many adolescents haven't used educational VR, which in turn, results in a lack of habit. For this persona, the quality of the content is very important. Many VR applications are only available in certain languages, which forms a considerable language barrier that can cause problems for it's users learning the course material. Problems may also arise during initial use, according to this persona, making it all the more important to ensure that the content is user-friendly and the interface easy to operate.

Wat nemen we mee naar de volgende onderzoeksstap?

The main goal of the second semester is to develop a tangible that helps to introduce VR to adolescents, to sensitize them about the possibilities of VR, and to define how it could be used for in school or at Telenet The Park:

In the last phase, as well as this phase, the literature reviews showed the relevance of VR in education. Based on the frequency of sources found during the literature review talking about VR in education, the decision was made in this challenge to focus on VR in education as well as to keep in mind VR in entertainment, since that is the current focus of The Park.

In this phase, a survey was conducted among Flemish students of the third grade. After analyzing the data, 2 factors, 'attitude' and 'habit', stood out from this survey in both the educational and entertainment model.

We want to build upon the insights from this survey where 'habit' emerged as the most important factor in relation to VR use. In the next phase, we would like to find different possible solutions that will allow us to create this 'habit' in adolescents.

Te onthouden voor op te leveren tangible:

Based on the two factors (attitude & habit) that stood out from the study, we can move on to the next phase and come up with possible solutions to create a tangible.

For this, we want to build upon our research where 'habit' has proven to be the most important factor.

We want adolescents to develop a 'habit' regarding the use of VR. By integrating VR into a school context, we hope this will allow us, with the help of Telenet The Park, to create awareness among adolescents about the possibilities of VR and make VR more widely accessible to the general public.

Fase 1

02/10/2023 - 16/10/2023

Doelstelling

The end goal of this first phase is to gain a better understanding of the challenge, as well as the problem the challenger wishes to find a solution for. By meeting with our challenger, we want to gain more insights into the workings of Telenet The Park and the questions the challenger would like answers to. We want to narrow down our research question and develop an action plan. Besides meeting the challenger, we also want to gather more information on XR, VR, competitors... through desk research to specify and formulate our question statement.

Vraagstelling

  1. Why are people reluctant to use VR?

Methodeplanning

Stakeholder mapping
  • Aantal respondenten: -
  • Fase: Voorbereiding
Expert interview
  • Aantal respondenten: 1
  • Fase: Voorbereiding
Creative brainstorm
  • Aantal respondenten: -
  • Fase: Voorbereiding
Environmental scanning
  • Aantal respondenten: -
  • Fase: Voorbereiding
Literatuurstudie
  • Aantal respondenten: 11
  • Fase: Voorbereiding

Taakverdeling

Project manager(s): keeping an overview, prepare meetings and taking some notes
  • Sam Engels
  • Alexander Heerinckx
  • Wout Vermeir
User researcher (qualitative and quantitative data research)
  • Michiel Hielegems
  • Ebe Pauwels
Quantitative data analyst
  • Michiel Hielegems
  • Gill Van Impe
Graphic Designer
  • Leonie Schoofs
UX Desinger
  • Siebe Van de Velde
Communication specialists
  • Nikita De Paepe
  • Lucas Dieleman
  • Gill Van Impe
Innovation Journey Tool + notes
  • Mary Shah
METHODIEK 1: Expert interview
Aantal respondenten
1 Schatting
1 Reëel
Belangrijkste resultaten
  • We have learned that Telenet The Park regularly surveys visitors about their VR experience. The information Telenet The Park gathers from this survey is mainly demographic. For this challenge, the most interesting age group are the 16 to 25 year olds. Even though literature states that adolescents are more accepting of new technologies and are more inclined to try and adopt new technologies such as VR, the data from Telenet The Park shows this group of 16 to 25 year olds only comes in third place in terms of visitor percentage.
METHODIEK 2: Literatuurstudie
Aantal respondenten
? Schatting
? Reëel
Belangrijkste resultaten
  • The literature used to support the arguments of this challenge, states that adolescents are more accepting of new technologies and are more inclined to try and adopt new technologies such as VR.
METHODIEK 3: Stakeholder mapping
Aantal respondenten
? Schatting
? Reëel
Belangrijkste resultaten
  • The stakeholder mapping was created from the perspective of Telenet The Park. During the first briefing, the challenger communicated that Telenet The Park wants to attract more customers. Therefore, 'customers of Telenet The Park' are seen as the most important stakeholders in this challenge.

Antwoorden

1. Why are people reluctant to use VR?

Based on the meeting we had with the challenger, we can summarize our findings in a couple of points:

1. Telenet The Park offers different VR experiences that range from teambuildings to VR safety training. Companies can offer such training to their employees so they can learn to act in an industrial environment without putting themselves in danger. This range of activities is also reflected in the data provided by Telenet The Park. The 4 main reasons why people are visiting Telenet The Park:

- 'to do an original activity'

- 'quality time'

- 'teambuilding'

- 'birthday party'

2. There is no data on people who are reluctant to try VR for the first time. Even though Telenet The Park asks its visitors to fill in a survey about their VR experience at their locations, there is not much data on non-visitors and people who haven't experienced VR yet. Therefore, there aren't any insights on why people are reluctant towards VR and/or why people are (not) recurring visitors.

3. Telenet The Park struggles to attract people without VR experience.

Conclusion:

The problem Telenet The Park generally wants to solve is to make VR more accessible and appealing to the general public so that people would be less reluctant to try it.

Literature suggests adolescents are generally more accepting of new technologies and are more inclined to try and adopt new technologies such as VR. Introducing VR to younger generations and raising awareness of the various possibilities of VR could lead to more widespread acceptance and adoption of the innovation in society. To come up with solutions, however, there is still information missing about the drivers and thresholds of adolescents (16 to 25 years old) to use VR. Even though this data is missing, it would be very interesting for Telenet The Park to have this data to adapt its services based on those insights to attract a wider audience.

To gain more information on this, a survey together with think aloud protocol will be conducted in the next phase.

Wat nemen we mee naar de volgende onderzoeksstap?

Because The Park doesn't have a lot of information on why people don't want to try VR, we need to identify the barriers preventing people from utilizing VR in general.

In the next phase, we will start by conducting a literature review to gain more detailed insights into the field of VR and the different use cases of the technology (in which areas are people implementing VR, what are the pain points, what about practical and inclusivity issues...).

Based on this information, the research questions we ask ourselves are:

  • What are the demographic characteristics of people who are or are not willing to try VR experiences (of Telenet The Park)? (e.g. age, disability, educational attainment...)
  • What are the main reasons why people try VR experiences (of Telenet The Park)?
  • What are the main reasons or barriers why people avoid or are reluctant to try VR experiences (of Telenet The Park)?
    • In what ways can these barriers be overcome?
    • What expectations or misconceptions do non-users have about VR experiences (of Telenet The Park)?

Te onthouden voor op te leveren tangible:

In what way can we introduce VR to people who are not familiar with it?