This document provides a mini-proposal for an app called "Chore...Chump? Champ!" that aims to motivate children to complete chores through gamification. The app would allow caregivers to assign chores to children and track their completion through a points system. Children could view their progress against friends. Key features include using photos in the app, required discussions between caregivers and children about behavior, and ways for caregivers to connect and give advice. The target audiences are caregivers of children ages 6-10 and children in that age range. The app would be marketed through parenting and children's blogs and social media.
This presentation has been created by Akriti Sarswat, IIT Kanpur, during a marketing internship under the guidance of Prof. Sameer Mathur, IIM Lucknow.
Renee Hobbs presents on the future of publishing, with a close look at advances in e-book lending, at the Redwood Library and Athenaum on Saturday, October 13, 2012 in Newport, Rhode Island.
Our further deveolped version of a creative proposal. We have created a television game show series for teens to encourage and educated both children and parents on the importance of leading a healthy lifestyle.
This presentation has been created by Akriti Sarswat, IIT Kanpur, during a marketing internship under the guidance of Prof. Sameer Mathur, IIM Lucknow.
Renee Hobbs presents on the future of publishing, with a close look at advances in e-book lending, at the Redwood Library and Athenaum on Saturday, October 13, 2012 in Newport, Rhode Island.
Our further deveolped version of a creative proposal. We have created a television game show series for teens to encourage and educated both children and parents on the importance of leading a healthy lifestyle.
This is a Best 10 Apps Project by Harding University Students in 2023. Group 1: Linda Dye, Brahm Harris, Rebecca Hartmann, Angelica Ladd
This is a group project that provides the best 10 apps for students to use in and out of the classroom to support curriculum based standards and higher learning thinking skills. They are found to be intuitive and provide important feedback to students and educators alike. Each have been voted on by our group and have earned the highest scores on all levels to make our top 10 list. This is a helpful tool for future and current teachers. Each time a child logs on to an educational app you want their time to be spent to the fullest of their ability. It is important to know where to spend their time and your money.
Our team ‘doing it for the better’ is developing ‘a mobile app’ to help ‘parents’ ,who ‘want to make sure their child is doing their homework and want to keep in track of their child's progress’
RubyCube user guide given to me by Pete, the founder. The style and function of apps (e.g. changing phrases from the text, etc) is the same for my apps.
UX-UI Case Study: ImaginLand Childcare CentersAnn Odell
The first ‘on-demand and fractional’ child daycare facilities network, providing gig economy parents support through a smartphone app that allows them no-notice drop off/pick up. The ImaginLand vision includes the build out of 200 metro-locations, each a 6,000sf environment with a broad range of age-appropriate activities and staffed with a 7:1 ratio, for the cost of a typical babysitter. Tiered Membership Model for ages 3-14yrs.
This is the presentation that explains our app, GlobalShare and why it would be a good idea to take forward in the Apps for Good competition, as it solves a genuine problem in society.
Regards,
Callidus Forem
Renee Hobbs presents on the future of publishing, with a special focus on ebooks for libraries, at the historic Redwood Library and Athenaum in Newport, Rhode Island on October 13, 2012.
This is a Best 10 Apps Project by Harding University Students in 2023. Group 1: Linda Dye, Brahm Harris, Rebecca Hartmann, Angelica Ladd
This is a group project that provides the best 10 apps for students to use in and out of the classroom to support curriculum based standards and higher learning thinking skills. They are found to be intuitive and provide important feedback to students and educators alike. Each have been voted on by our group and have earned the highest scores on all levels to make our top 10 list. This is a helpful tool for future and current teachers. Each time a child logs on to an educational app you want their time to be spent to the fullest of their ability. It is important to know where to spend their time and your money.
Our team ‘doing it for the better’ is developing ‘a mobile app’ to help ‘parents’ ,who ‘want to make sure their child is doing their homework and want to keep in track of their child's progress’
RubyCube user guide given to me by Pete, the founder. The style and function of apps (e.g. changing phrases from the text, etc) is the same for my apps.
UX-UI Case Study: ImaginLand Childcare CentersAnn Odell
The first ‘on-demand and fractional’ child daycare facilities network, providing gig economy parents support through a smartphone app that allows them no-notice drop off/pick up. The ImaginLand vision includes the build out of 200 metro-locations, each a 6,000sf environment with a broad range of age-appropriate activities and staffed with a 7:1 ratio, for the cost of a typical babysitter. Tiered Membership Model for ages 3-14yrs.
This is the presentation that explains our app, GlobalShare and why it would be a good idea to take forward in the Apps for Good competition, as it solves a genuine problem in society.
Regards,
Callidus Forem
Renee Hobbs presents on the future of publishing, with a special focus on ebooks for libraries, at the historic Redwood Library and Athenaum in Newport, Rhode Island on October 13, 2012.
1. Cindy T. Cabrera
COM 410: Children In Media
Professor Hobbs
October 09, 2012
Informal Writing 4 & 5: Mini-Proposal
TITLE
Chore...Chump? Champ!
CONCEPT:
According to the Apple App Store found on computers and Iphones, most apps use log lines that
are 2-3 sentences. I recognize that the purpose of a log line is to immediately catch the attention
of potential consumers however, I thought it was necessary to create two separate log lines
because I have two different target markets - caretakers and children. Specifically, since my log
lines exceeded the one line requirement I made use of creative language (i.e. slang used amongst
children and efficiency/lifestyle language for the adults).
Children’s Log Line:
Show- off your swagger to all your friends for being the chore champ at your house! Use this
game as a tool to keep track of the points earned from completed chores and cash them in at the
end of your shift to earn your reward(s). Noobs beware! If you can’t keep up, you’ll be dubbed
the chore chump & receive no credit!
Adult’s Log Line:
Take the tension out of delegating chores and responsibilities to your child by using our app to
track, analyze and monitor your child’s positive and negative behavior. Chore Champ!Chump?
creates easy to follow deadlines for children and adults and offers a timed open discussion for
both caretaker and child to discuss details about the behavior at hand.
CONTENT
This app will allow the caregiver to delegate tasks/chores that a child needs to accomplish and
have the apply desired deadlines for the child to complete the tasks. The child will earn points
every time a chore is properly completed and will need to accumulate a certain amount of points
in order to receive the grand prize set forth by the parent. Before the grand prize is awarded,
both caregiver and child must engage in Talk Time to discuss any positive or negative behavior.
However, both parties only have one minute to try and refute or elaborate on the behavior.
Also, the caregiver has the option to share the child’s progress with neighboring caregivers and
neighboring children to try and create friendly competition. Neighboring caretakers can use Chat
Spat to vent about their child’s behavior and or swap parenting tips and approaches.
Caregiver’s Content
Prior to filling out a short survey described below, the app would provide a short tutorial
describing the app and its features to caregivers. Caregivers would have the option to maneuver
through the video by using the skip, fast forward, and rewind features.
2. To conceptualize a plan to monitor a child’s behavior the caretaker will take a short, one-time
survey that asks them the following questions:
● How many children will be using this app for?
● How often do you want to award the child? (i.e. weekly prizes, sub-set of mini-prizes,
etc.)
● What sort of rewards system would most excite your child? (access to exclusive games,
collection of badges and stars, etc?)
● If you opt to receive reminders to update or review your child’s progress, how often do
you want to receive these reminders?
The caregiver would then create a Parent Profile with a unique login username and password
in order to change the settings on the account and to monitor the cores/tasks the child has
completed thus far. Along the way, the caregiver can make use of the Coach’s Corner feature
and skim through quick tips and guidance reminding caregivers of things such as not losing their
temper when address unhealthy behavior, having open discussions that allows for the child to
reflect on the situation, etc.
Children’s Content
This app helps children understand chores/tasks that need to be done and sets deadlines for them
to be accomplished. Children have a completely different login screen to access their chores and
this screen is labeled Accept Your Chore Challenge! Along the way, the app records the status
of each chore and and rewards children with different mini-rewards to keep them motivated to
carry on with the game and reach their goals. Children are able to create animated characters
and personalize the animations by using actual photos of themselves saved on to the device.
They also get to choose the setting they want their progress to be displayed on (i.e. “Olympic
Race”, “Rocketship Rocketeers”, “Himalayan Mountain Journey”, etc.).
GENRE & FORMAT
This app can be categorized into two genres: games and lifestyle. Essentially, this app is geared
towards caregivers who live a busy lifestyle and try to juggle raising a child on top of other
responsibilities. Although the app is a tool used to motivate children to complete tools and
engage in positive behavior, children will use the app a a game. In a child’s point-of-view, the
app has game-like features such as animation, sound effects, creative concepts, etc.
The app is formatted using animation techniques and as mentioned earlier, personal photography.
The app is structured with an obstacle-format feel since children have to complete a series of
tasks in order to receive a personal prize at the very end.
AUDIENCE & DISTRIBUTION
The target audience for this app involves two different target markets - busy “on-the-go”
caregivers and children ages 6-10 years.
3. The change in economy as well as society has decreased the number of stay-at-home caregivers
and increased the number of both parents obtaining full time jobs. therefore, these changes
has made it difficult for caregivers to maintain an open, responsible means of communication
with their child. Specifically, parents tend to face difficulties trying to communicate with their
children among the clutter of technology they feel they have to compete against. But our app acts
as a liaison between caregivers and the child.
On the other hand, our app is most suitable for children in the 6-10 years of age group. This
specific age group recognizes that they do have a sense of responsibility and are expected to
carry out actions that reflect this responsibility. However, at such a young age it is difficult for
a child to directly understand what a caregivers wants, expects, and needs from them regarding
responsibilities in different environments. This app would clearly outline (with the use of
animations) what chores/tasks is expected of them and provides an easy to follow timeline for
them to accomplish what is asked of them. By using this app, it gives children in this age group
a sense of control over what needs to get done and allows them to engage in friendly competition
by seeing the progress of their neighboring friends and peers.
COMPETITIVE ANALYSIS
The leading competitor in chore-managing apps is Chore Monster. This animated app allows
parents to create scheduled chores with point values and parents must then approve the points
and reward the child. Perhaps the only unique feature is that this app offers parents an online
blog they can read about related parental issues. Once children earn a certain amount of points,
Chore Monster gives them access to a specific monster. However, the older the child tends to be
the less likely they will be impressed by the novelty of earning the exclusive monsters.
Despite the striking similarities among the apps mentioned above, my app still has a substantial
amount of competitive advantages that evokes appeal to the target audiences.
Unique Features
● Photo Icons - Allows the users to personalize the app by using photos saved on to the
device to paste onto the faces of the characters used in the app. This feature is a reminder
to children that the app is a fun way to take care of tasks their responsible for in the “real
- world” and that it is far more than just a game.
● Talk Time - This feature reminds caregivers that the app is create to enhance aspects of
real life and therefore, requires active caregivers. This is the only app that specifically
allocates a time for caregivers and students to engage in conversation regarding the
positive or negative behavior rather which creates a clearer understanding on the child’s
behalf about their behavior. The discussion is limited to one minute specifically so that
parents do not dwell on a given point and requires for the child to provide feedback and
expression of their emotions.
● Chat Spat - This feature allows caregivers to interact and connect with other caregivers
in their neighborhoods to discuss trending parental approaches applied to children and
provides an overall discussion area where caregivers can rely on one another for local
parental support.
4. ● Coach’s Corner - This feature provides quick tips and techniques to help caregivers
remain their sense of understanding when dealing with problematic behavior. It is normal
to get caught up in our routine daily grind and have that stress carry over with the way we
interact with children regarding chores, so this feature simply suggests tactics you can use
to engage in effective interpersonal communication.
● Modern Lingo - The app has Facebook posts created by the 6-10 year old target
audience and surveyed the current words children this age use to communicate with one
another. The app makes great use of these results and incorporates the slang into the app
in order to make the app relevant and to create buzz in
● Different Themes - We view children as individuals and understand that although
they may be in the same age range, not all children have the same likes. Therefore, the
caregiver and child are allowed to choose different themes to tailor to their specific
interests i.e. “Olympic Race”, “Rocketship Rocketeers”, “Himalayan Mountain Journey”,
etc.
● Community Interaction - What makes our app especially unique is that caregivers and
children will have the option to share and access the chore profiles of their neighbors in
order to compete against them. The ability to see the progress of neighboring children
will create friendly competition and also a sense of unity. Children will not want to be
left out of the fun and all of the commotion!
APPEAL
The children in our target audience will enjoy this app because it gives them the sense of
control they urge from thier parents. Children will have a positive attitude knowing that they
can easily manage and accomplish chores so easily and in a game-style format rather than the
stressful arguments they used to have with their caregivers. They can also compare and contrast
their results with their friends and neighbors so it will reinforce a strong sense of community
interaction.
Another appeal is that children will have the opportunity to personalize the app by using personal
photos saved onto their device. Also, once the novelty effect begins to wear out, caregivers can
help them change the themes of the app to re-engage their interests!
DISTRIBUTION/MARKETING/PROMOTION
Due to the fact that our app would be a new app without any sort of popularity and for monetary
constraints, we would rely on an array of blogs to reach our target audience.
We would aim to become active in an array of blogs such as the following:
● Children’s Media - Imaginary Eric, Cloud Kid, Red Balloon
● Online Novelties & Trends - Reddit, WIRED, Gizmodo
● Parenting - Happy Hippy Mom, 2 Wired 2 Tired
● Iphone/Ipad Apps - MacRumors, Computer World, Mashable
5. ● Children’s Games - Big Fish Games, Hello Kids, Kids Games Blogs
We would also rely heavily on social media to promote our app and we would create free
accounts on the following social media websites:
● Facebook
● Twitter
● Google Plus +
● Friendster
● Hi5
LICENSING/MERCHANDISING
The business of making an app is an inexpensive risk in terms of money. There are plenty of
blogs and instructional videos and books that guides an individual through the steps of how to
create an app. Therefore, the only money I would need from investor would go toward buying
high quality software programming to develop my app. Even so, there are links on the Internet
that give users access to free computer software or free extended trial versions of the latest
technology.