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Digital Business Model Presentation<br />Presented by Team Two:<br />Robin Ray<br />SurajAtreya<br />Beatriz Briones<br />...
Overview of Organization <br />VIDEO<br />
Overview of Organization <br />Target Audience: <br /><ul><li> Government or International Organizations
Private Donors
NGOs
Private Employers
General public</li></li></ul><li>Services Offered<br />Counting<br />Working to officially recognized identification for a...
Investing<br />Increasing funding for adolescent girls <br />Expanding opportunities for girls to attend secondary school<...
Advocating<br />Making the law work for adolescent girls<br />Equipping adolescent girls to advocate themselves in their c...
Geographical Markets<br />NGOs and Government<br /><ul><li>Latin America
India
Bangladesh
Africa
Donors
UK
Canada
US
Australia
Western Europe </li></li></ul><li>Current Business Model <br />C Segments<br />Partner Network<br />Key Activities<br />Of...
Influence and leverage policy makers to incorporate adolescent girls into their program and their police.
Motivate practitioners and NGOs to build their girl expertise
Tax reductions
Corporate Social Responsability
Training programs for  NGOs
Advocate
Count
Invest
Global giving
Local government
Local Ngos
Businesses
United Nation Foundation
Coallition for adolescent Girls
 Those who work for girls
Government
International organizations
Private donor
Practitioner or NGOs
Private employer </li></ul>Key Resources<br />D Channels<br /><ul><li>Volunteers
Paid staff
Strong </li></ul>relationships<br />Information gathering <br /><ul><li>Online donations
Corporate partners donations
Text messages
Volunteering</li></ul>Benefit Streams <br /><ul><li>Donations
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Group Project Submitted: Girl Effect Presentation

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Group Project Submitted for Digital Marketing Optimization Class on the Girl Effect NGO.

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  • ConvenientIt&apos;s volunteerism that fits into your schedule when you have time - typically (but not necessarily) via an internet connected device such as a personal computer or mobile phone. In practice, to achieve this level of convenience, there is often no training or vetting necessary by the nonprofit.Bite-sizedVolunteer tasks are broken into small(-ish) pieces, so that you can complete a task in the time you have available (whatever that time may be).CrowdsourcedThe nonprofit that needs help asks a large(-ish) group for assistance. Micro-volunteers who have the time, interest, and skills (ideally), and who may be previously unknown to the nonprofit, do the work.Network-managedThe time demands of the manager (e.g. a nonprofit staffer) are reduced by distributing as much of the project management and quality review as possible to the network of micro-volunteers. This work management method differs from a top-down model of project management.
  • Micro-actions can be conducted anywhere, at any time and so therefore people can control the environment in which they volunteer their time, thereby making it potentially safer than traditional volunteer opportunitiesMost micro-actions are non-committal, which means that one of the barriers that inhibits people to perform traditional volunteering, has now been stripped away. You can dip in and dip out whenever you wantPeople who are shy and uncomfortable with a group of strangers might feel more at home with micro volunteering as they can now volunteer in their own companyYou get more bang for your buck time wise. People who perform traditional philanthropy and who want to do more, now have the option to achieve more in between their traditional philanthropic commitmentsIt empowers people to realise they can make a difference, as they can now do something that benefits a worthy cause on their own terms, which gives them greater control over the difference they can makeYou can do it while watching telly, on the bus or in your pyjamas. You&apos;re not restricted to being at a certain place at a certain time anymore. Volunteering can go wherever you go.
  • Transcript of "Group Project Submitted: Girl Effect Presentation"

    1. 1. Digital Business Model Presentation<br />Presented by Team Two:<br />Robin Ray<br />SurajAtreya<br />Beatriz Briones<br />Alex Lund<br />Anna Arancon<br />Adriana Mancilla<br />
    2. 2. Overview of Organization <br />VIDEO<br />
    3. 3. Overview of Organization <br />Target Audience: <br /><ul><li> Government or International Organizations
    4. 4. Private Donors
    5. 5. NGOs
    6. 6. Private Employers
    7. 7. General public</li></li></ul><li>Services Offered<br />Counting<br />Working to officially recognized identification for adolescent girls<br />Collecting data on adolescent girls and disaggregate it by age and gender to asses whether programs are reaching adolescent girls <br />
    8. 8. Investing<br />Increasing funding for adolescent girls <br />Expanding opportunities for girls to attend secondary school<br />Re focusing HIV - AIDS prevention <br />Re orienting health delivery systems to work fro adolescent girls<br />Economically empowering adolescent girls by building and protecting their assets<br />Services Offered <br />
    9. 9. Advocating<br />Making the law work for adolescent girls<br />Equipping adolescent girls to advocate themselves in their communities<br />Mobilizing communities, families, men and boys to support adolescent girls <br />Services Offered <br />
    10. 10. Geographical Markets<br />NGOs and Government<br /><ul><li>Latin America
    11. 11. India
    12. 12. Bangladesh
    13. 13. Africa
    14. 14. Donors
    15. 15. UK
    16. 16. Canada
    17. 17. US
    18. 18. Australia
    19. 19. Western Europe </li></li></ul><li>Current Business Model <br />C Segments<br />Partner Network<br />Key Activities<br />Offer<br />C Relationship<br /><ul><li>Raise awareness about empowering adolescent girls as a solution to global poverty.
    20. 20. Influence and leverage policy makers to incorporate adolescent girls into their program and their police.
    21. 21. Motivate practitioners and NGOs to build their girl expertise
    22. 22. Tax reductions
    23. 23. Corporate Social Responsability
    24. 24. Training programs for NGOs
    25. 25. Advocate
    26. 26. Count
    27. 27. Invest
    28. 28. Global giving
    29. 29. Local government
    30. 30. Local Ngos
    31. 31. Businesses
    32. 32. United Nation Foundation
    33. 33. Coallition for adolescent Girls
    34. 34. Those who work for girls
    35. 35. Government
    36. 36. International organizations
    37. 37. Private donor
    38. 38. Practitioner or NGOs
    39. 39. Private employer </li></ul>Key Resources<br />D Channels<br /><ul><li>Volunteers
    40. 40. Paid staff
    41. 41. Strong </li></ul>relationships<br />Information gathering <br /><ul><li>Online donations
    42. 42. Corporate partners donations
    43. 43. Text messages
    44. 44. Volunteering</li></ul>Benefit Streams <br /><ul><li>Donations
    45. 45. Volunteering
    46. 46. Influencers «spreading the word»</li></li></ul><li>Current Business Model <br />
    47. 47. Framework for Costumer Motivation <br /><ul><li>NGOs / CEOs
    48. 48. Individual doners / Private /Companies
    49. 49. Government</li></li></ul><li>Framework for Understanding Consumer Motivation<br />NGOs<br />Private Employers<br />Aspiration<br />Frustration<br />High involvemnt<br />Government<br />Companies<br />Irritation<br />Fun<br />Low involvement<br />Individual Doners <br />Positive<br />Negative<br />
    50. 50. Crowdsourcing <br />Gamification<br />Aggregation<br />12<br />Potential Business Models<br />
    51. 51. Crowd Sourcing<br />Benefits<br />Offers Brisk Economical Solutions<br />Access to a Much Larger Talent Pool<br />Better Understanding of Customer Needs<br />Leverage expertise throughout the world<br />
    52. 52. Gamification<br />Brands get customer engaged or monetize their virtual goods<br />Companies get revenue from the brands to allocate them on the games<br />Measurement and results are communicated <br />Game company creates a game and makes it popular <br />Brands join the games to advertise or sell virtual goods<br />3<br />4<br />5<br />1<br />2<br /><ul><li> In-game advertising is thriving.
    53. 53.  Gaming connects brands to valuable audiences
    54. 54. In-game advertising works.
    55. 55. In-game advertising is measurable, inexpensive and easy to do.
    56. 56. Buying and selling virtual goods is becoming mainstream.</li></li></ul><li>Aggregation<br />Community rates and the most popular content is shown<br />Encourages sharing <br />Monetize and Sustain <br />Portal feeds information from many sources<br />Users recommend content<br />3<br />4<br />5<br />1<br />2<br />Content sourced <br />Users rate content<br />Measurable and scalable<br />Large accessibility<br />
    57. 57. Accesibility and Attractiveness <br />16<br />ATTRACTIVENES<br />22<br />CS<br />G<br />A<br />10<br />22<br />10<br />ACCESIBILITY<br />
    58. 58. 1-9-90 Rule <br />17<br />
    59. 59. Selected Business Model<br />
    60. 60. Justification<br />Talent: tap creative and inspired participants whom you can leverage to create results<br />Affordability: breaking it down into smaller and more focused pieces<br />Expertise: only people with expertise in that particular area will engage<br />Speed: The “crowd” can do it! and with quality<br />Ripple effect: information can be disseminated from community to community to broaden its impact. <br />19<br />
    61. 61. Motivations to participate<br />20<br />
    62. 62. Volunteers<br />Awareness<br /><ul><li>Micro volunteering
    63. 63. Domainengagement
    64. 64. Social Media
    65. 65. Brands</li></ul>Share results<br /><ul><li>Social Media
    66. 66. Brands</li></ul>Funding<br /><ul><li>Fundraising
    67. 67. Community
    68. 68. Gaming
    69. 69. Mobile
    70. 70. Transactions</li></ul>Business Model<br />
    71. 71. Social Media Channels<br />Functionality:<br /><ul><li>Adopt a Project
    72. 72. Share your Project
    73. 73. Ask your community to join
    74. 74. Request Funding
    75. 75. Share Updates </li></li></ul><li>Social Media Channels<br />Benefits:<br /><ul><li>Deep relationships and engagement
    76. 76. Extensive reach
    77. 77. Easy to participate
    78. 78. Facilitates crowdsourcing
    79. 79. 51% of donors prefer giving online</li></li></ul><li>Cases:<br />Social Media Channels<br />
    80. 80. Mobile Channels<br />Functionality:<br /><ul><li>Access the mobile website
    81. 81. Process payments through a mobile phone
    82. 82. Receive notifications on the status of the project
    83. 83. Send messages to friends for support</li></li></ul><li>Mobile Channels<br />Benefits:<br /><ul><li>High Open Rate
    84. 84. Lower resistance to spending
    85. 85. Simple method to donate
    86. 86. Real time engagement with users </li></li></ul><li>Mobile Channels<br />Case Studies:<br />
    87. 87. Girl Effect – Collaboration with Brands<br />Stories: Know about girls – photos, words, art<br />Stories: Know about girls – photos, words, art<br />User sharing to friends, donate, contribute<br />Comment, rate, acquire points<br />Collaboration with Brands – Cause Marketing<br />Brands incentivize users and / or Girl Effect<br />User engagement with Brands, PR<br />
    88. 88. Some examples <br />
    89. 89. Micro-volunteering<br />
    90. 90. Microvolunteering<br />Benefits:<br />Case Study:<br />Convenient<br />Crowd-sourced<br />Network-managed<br />
    91. 91. Transactions<br />
    92. 92. Transactions<br />Benefits:<br />Case Study:<br />Convenient and simple<br />Wow people everyday in every way<br />Privacy and security<br />
    93. 93. Domain engagement<br />Expertisesupport<br />Emotional support<br />GIRL PROJECT<br />Job generation<br />
    94. 94. Benefits<br /><ul><li>Securing Girls projects to succeed
    95. 95. Bigger support for Girls
    96. 96. People keen on sharing knowledge
    97. 97. Giving supporters social recognition</li></li></ul><li>36<br />Benefits<br /><ul><li>Securing Girls don´t get pulled down by their environment
    98. 98. Provinding a support network to Girls
    99. 99. Profesionals get recognition and practice (pre graduates)</li></li></ul><li>Domain Engagement<br />Company or institution´s need<br />Freelancers<br />FUND RASING<br />Deliverables<br />
    100. 100. FUNDRAISING<br />
    101. 101. COMMUNITY<br />
    102. 102. Gaming<br />GameIndustry<br />Creation<br />Monetize<br />Virtual Goods<br />Revenue<br />
    103. 103. Some examples <br />TaamiNutz on Farmville<br />GEO Location VOLVO on MyTown<br />
    104. 104. Volunteers<br />Awareness<br /><ul><li>Micro volunteering
    105. 105. Domainengagement
    106. 106. Social Media
    107. 107. Brands</li></ul>Share results<br /><ul><li>Social Media
    108. 108. Brands</li></ul>Funding<br /><ul><li>Fundraising
    109. 109. Community
    110. 110. Gaming
    111. 111. Mobile
    112. 112. Transactions</li></ul>Business Model<br />
    113. 113. Girl Effect + Digital Business Model<br />VIDEO <br />
    114. 114. Thank You!<br />Questions? <br />
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