Presentatie
Doorheen het academiejaar worden de studenten gecoached om hun resultaten zo overzichtelijk mogelijk weer te geven in stakeholder presentaties.
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
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Schatting
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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
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Schatting
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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.
METHODIEK 1: Innovation scales
Aantal respondenten
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Schatting
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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.
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
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Schatting
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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
METHODIEK 1: Prototype
Aantal respondenten
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Schatting
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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.
METHODIEK 1: Business model canvas
Aantal respondenten
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Schatting
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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
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Schatting
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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.