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DESIGN FOR GROWTH (SOCIAL INNOVATION) Ratan | Aditi | Hardik | Elroy | Shrikal | Tanya
The Objective:  (Primary)  To expose kids of the age 5-12 years to value systems. (Secondary)  To influence the parents (Fallouts)  To build a value driven community who will be future leaders. A SUSTAINABLE SOCIETY (PEOPLE>PLANET>PROFIT)
Target Group: (Socio Economic Section AA++)  Tech Savvy Parents are leaders of Conglomerates Well Travelled AGE 5-12 Peer Influenced Cocooned Disconnected from Realty Gold Spoon Kids Seriously materialistic Exposed
Context: URBAN SPREAD TOWNS SMALL tOWN SUB-URBAN RURAL
Subject Matter: RESPONSIBILITY RESPECT ACCOUNTABILITY INTEGRITY & HONESTY CREDIBILITY SELFLESSNESS SENSITVITY
Age Group Attributes Age 5,6,7 Age 8,9,10 Age 11,12 PUSH PUSH PULL PULL
Subject matter Age 5,6,7 Age 8,9,10 Age 11,12 PUSH PUSH PULL PULL Basic: Sharing Caring Respecting Elders Helping People Manners Decision making and Consequences Right V/s Wrong Honesty & Integrity Money Values Business Current affairs Ethics Respecting People Responsibility
TONE OF VOICE of Content: Non preachy Compact Social Engaging Graphic Cool Multi -dimensional Spread worthy Memorable Fun
Delivery Model for  Program Development: Tools Media Technologies Skills Games Films Music Mobile Apps Social Networking Computer I-tunes I-books Podcasts Radio Connectivity Hardware Software Child Psychology +ve Psychology Artsists/Designers Writers Teachers
THE BIG PICTURE:
Target
Secondary
Identity
Storyboard Parents recieves emailfrom school endorsing this newapplication Parents discuss it as a good idea Parents download the app totheir mobile devices Nanny assists child in using app Children use the app togetherin a play group environment Parents brief nanny on howto use this new app with theirkids. It will last only about 5 minutes per interaction, so asto avoid having the kid using a device for too long. Child instills the values that the app is imbibing in him, and is yetengaged and curious for the next interactionwith the app. He’s happy and hooked, and parents are pleased that he’s learningsomething valuable.
Storyboard Ages 8-10-Media: Game
Ages 11-12. Media: Web Portal: www.ethicool.com
Business Model  Canvas
THANK YOU IT WAS LOADS OF FUN 

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Ethi-Cool

  • 1. DESIGN FOR GROWTH (SOCIAL INNOVATION) Ratan | Aditi | Hardik | Elroy | Shrikal | Tanya
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. The Objective: (Primary) To expose kids of the age 5-12 years to value systems. (Secondary) To influence the parents (Fallouts) To build a value driven community who will be future leaders. A SUSTAINABLE SOCIETY (PEOPLE>PLANET>PROFIT)
  • 9. Target Group: (Socio Economic Section AA++) Tech Savvy Parents are leaders of Conglomerates Well Travelled AGE 5-12 Peer Influenced Cocooned Disconnected from Realty Gold Spoon Kids Seriously materialistic Exposed
  • 10. Context: URBAN SPREAD TOWNS SMALL tOWN SUB-URBAN RURAL
  • 11. Subject Matter: RESPONSIBILITY RESPECT ACCOUNTABILITY INTEGRITY & HONESTY CREDIBILITY SELFLESSNESS SENSITVITY
  • 12. Age Group Attributes Age 5,6,7 Age 8,9,10 Age 11,12 PUSH PUSH PULL PULL
  • 13. Subject matter Age 5,6,7 Age 8,9,10 Age 11,12 PUSH PUSH PULL PULL Basic: Sharing Caring Respecting Elders Helping People Manners Decision making and Consequences Right V/s Wrong Honesty & Integrity Money Values Business Current affairs Ethics Respecting People Responsibility
  • 14. TONE OF VOICE of Content: Non preachy Compact Social Engaging Graphic Cool Multi -dimensional Spread worthy Memorable Fun
  • 15. Delivery Model for Program Development: Tools Media Technologies Skills Games Films Music Mobile Apps Social Networking Computer I-tunes I-books Podcasts Radio Connectivity Hardware Software Child Psychology +ve Psychology Artsists/Designers Writers Teachers
  • 20. Storyboard Parents recieves emailfrom school endorsing this newapplication Parents discuss it as a good idea Parents download the app totheir mobile devices Nanny assists child in using app Children use the app togetherin a play group environment Parents brief nanny on howto use this new app with theirkids. It will last only about 5 minutes per interaction, so asto avoid having the kid using a device for too long. Child instills the values that the app is imbibing in him, and is yetengaged and curious for the next interactionwith the app. He’s happy and hooked, and parents are pleased that he’s learningsomething valuable.
  • 22. Ages 11-12. Media: Web Portal: www.ethicool.com
  • 23. Business Model Canvas
  • 24. THANK YOU IT WAS LOADS OF FUN 