JOKOA is a web platform created by an Italian team in 2012 at Stanford University for a technology entrepreneurship course. The platform aims to allow parents to stay connected with their children through online interactions like video calls, shared activities, and games. It targets parents who are away from home due to work or other reasons, and children between ages 5-12. The team developed a prototype and conducted customer surveys to analyze the viability of their freemium business model with in-app purchases and paid content. They identified risks and outlined plans for marketing, sales, partnerships, and operations.
Mobile learning encapsulates
all the training tools adapted to smartphones and tablets, whether in terms of their content, form, technology, teaching or learning methods.
Syncroni is developing a platform that allows seamless synchronization of content across multiple devices like smartphones, tablets, and laptops. It was originally created to help a student named Jonathan who struggled with existing learning platforms. Syncroni aims to improve digital experiences globally by allowing rich content to be easily shared from one device to another without opening different apps. This will help enable online learning, virtual events, collaboration, and social experiences in a more engaging and interactive way. Syncroni believes its platform can transform how people work, learn, and connect worldwide.
This document discusses the development and commercialization of SMART Technologies' interactive whiteboards, known as Smartboards. It describes how SMART Technologies was founded in 1987 to address the need for more interactive computer displays. It then details SMART's research partnerships, product development challenges, and strategies for commercializing Smartboards, including manufacturing, marketing, and global expansion. Key people in the innovation's development included founders David Martin and Nancy Knowlton and strategic partner Intel Corporation. The document also examines how Smartboards were adopted by early adopters and strategies to help later adopters.
The document summarizes a study analyzing 35 apps that could support learning for dual language learners in early childhood programs. A rubric was used to analyze the apps' language support features. The rubric included 6 questions for educators to evaluate apps. Most apps featured English and one other language, with limitations in searching for and accessing multiple languages. While some apps used flashcards, many incorporated stories and activities to build language skills. The study found apps have potential to support dual language learning but more documentation of translation quality is needed.
Mobile learning encapsulates
all the training tools adapted to smartphones and tablets, whether in terms of their content, form, technology, teaching or learning methods.
Syncroni is developing a platform that allows seamless synchronization of content across multiple devices like smartphones, tablets, and laptops. It was originally created to help a student named Jonathan who struggled with existing learning platforms. Syncroni aims to improve digital experiences globally by allowing rich content to be easily shared from one device to another without opening different apps. This will help enable online learning, virtual events, collaboration, and social experiences in a more engaging and interactive way. Syncroni believes its platform can transform how people work, learn, and connect worldwide.
This document discusses the development and commercialization of SMART Technologies' interactive whiteboards, known as Smartboards. It describes how SMART Technologies was founded in 1987 to address the need for more interactive computer displays. It then details SMART's research partnerships, product development challenges, and strategies for commercializing Smartboards, including manufacturing, marketing, and global expansion. Key people in the innovation's development included founders David Martin and Nancy Knowlton and strategic partner Intel Corporation. The document also examines how Smartboards were adopted by early adopters and strategies to help later adopters.
The document summarizes a study analyzing 35 apps that could support learning for dual language learners in early childhood programs. A rubric was used to analyze the apps' language support features. The rubric included 6 questions for educators to evaluate apps. Most apps featured English and one other language, with limitations in searching for and accessing multiple languages. While some apps used flashcards, many incorporated stories and activities to build language skills. The study found apps have potential to support dual language learning but more documentation of translation quality is needed.
Case Study : Augmented Reality for Children in Banking.Vipin Dubey
A case study describing high level value proposition for a learning platform for children using augmented reality with an overview of features, feasibility and challenges.
Mahua Chatterjee immersive technologies for brandingMahua Chatterjee
This document proposes immersive technology strategies for LEGOLAND Florida to increase branding opportunities. It provides an overview of LEGOLAND Florida, noting its target audience of families with children aged 2-12. The challenges of competing with other nearby theme parks are discussed. The document recommends developing an augmented reality mobile game called "Ninja Hunter" set in LEGOLAND's Ninjago World to promote engagement. It also proposes setting up VR kiosks to provide virtual reality experiences of LEGOLAND attractions to potential visitors in locations like Disney Springs. Metrics like app downloads, usage duration, and rewards redeemed are identified to measure the effectiveness of these immersive technology strategies.
This document discusses emerging technology trends in education that are transforming classrooms. It highlights trends that will have major impacts in the next 1-5 years according to education technology reports. These include increased use of mobile devices, apps, tablets, game-based learning, and learning analytics in the next 1-3 years and augmented reality and natural user interfaces in the next 4-5 years. The document provides examples of how these technologies can engage students and help teachers better meet student needs through differentiation and personalized learning.
Daniel K.S. Chang gave a presentation on creating multimedia projects that satisfy both industry and academic standards. He discussed the differences between industry and academic perspectives, turning projects into strong portfolios, and global trends in multimedia, including the increasing importance of social connections. Chang emphasized the importance of having a clear plan and vision for your project, including determining your goals, commitment level, timeline, and documentation strategy. He provided ideas for project themes and ways to find inspiration, and stressed that successful projects are driven more by creativity and planning than technology alone.
Jorge Gomes is an interaction designer based in Brazil whose portfolio includes projects for Whirlpool, Microsoft, and Motorola. In the document, Gomes summarizes several projects from his career, including designing the user interface for a smart fridge at Whirlpool that allowed sharing shopping lists via a mobile app despite connectivity restrictions, researching how mobile devices mediate daily activities for his graduate dissertation, and developing a concept for wireless home appliances that provided status updates through avatar representations.
Unleash creativity with Grandomastery! 🚀 www.Grandomastery.com is an Integrative Thinking Training Platform for educators, language learners, comedians, and more.
✨ **Unique Approach:**
Ditch traditional quizzes for daring creativity. Grandomastery values real-life experiences and original findings, fostering innovation and personal expression.
🌐 **Active Learning:**
Encouraging autonomy and active participation, Grandomastery turns learners into creators. Break free from banality with spontaneity and quick reactivity.
🎭 **Multi-Purpose & Randomized:**
Stand out with variety and abstractions. Explore 45 activity types with just two buttons - "CYCLE" and "RANDOM," ensuring novelty and spontaneity.
💡 **Modern Solutions:**
Addressing education challenges, Grandomastery provides integrative thinking exercises and non-standard interview evaluations. Say goodbye to outdated topics and generic stock photographs.
🌍 **Global Impact:**
HundrED recognizes Grandomastery's global movement, connecting educators and influencers to reshape education collaboratively.
🔗 **Human-Curated Excellence:**
Grandomastery's human-curated materials offer a unique AI-defying experience, evaluating various AI types for comprehensive learning.
⚙️ **Grandomastery Skills:**
Revolutionizing language learning, Grandomastery skills embrace randomness and spontaneity, fostering profound bonds between learners and languages.
🌈 **Beyond Language Learning:**
Impact extends beyond language learning, influencing serendipitous experiences in various activities.
🧠 **Cognitive Skills Focus:**
In a world where cognitive skills plateau, Grandomastery prioritizes higher-order and abstract thinking through unstandardized tasks.
👥 **Founder - Alexander Popov:**
Meet the visionary TESOL-certified educator with 18 years of experience, creating a CPD accredited Design Thinking platform for English learners.
Join the EduRevolution! Grandomastery - Where Creativity Meets Education. 🌟 #GrandomasteryRevolution #InnovativeLearning #EdutainmentHub #FutureOfEducation #TransformativeLearning #GlobalEdCommunity #GrandomasterySkills #HumanCuratedLearning
Grandomastery (www.Grandomastery.com) is an Integrative Thinking Training Platform designed for educators and advanced English language learners. Unlike traditional learning methods, Grandomastery places a strong emphasis on creativity, spontaneity, and real-life experiences.
Challenges in Education:
The modern education system faces several challenges, including a focus on "correct" answers, outdated textbook topics, insufficient speaking exercises, and a lack of creativity in educational resources. Grandomastery is positioned to address these issues.
Innovative Solutions:
Grandomastery offers a range of solutions, including:
- A constantly evolving platform with 45 randomized activity types.
- Integrative thinking exercises for language learners and native speakers.
- Non-standard interview exercises for evaluating creativity.
- Human-curated materials for maximum relevance.
- An accredited CPD platform providing certificates.
Unique Features:
Founded by Alexander Popov, a TESOL-certified educator with 18 years of experience, Grandomastery distinguishes itself through human-curated content, a unique focus on a novel skill ("grandomastery"), and the ability to evaluate various types of AI.
**Trend Impact:**
Grandomastery aligns with the rise of "grandomastery" as a unique skill, fostering improvisation and resourcefulness in language learning. It adapts to the increasing demand for creativity skills in the labor market.
**Market Impact:**
Addressing the decline in human IQs and the need for higher-order thinking, Grandomastery offers a versatile solution for educators, learners, and AI systems seeking a more creative and engaging approach to education.
Join Grandomastery in revolutionizing education by embracing creativity, spontaneity, and the power of randomness. With its innovative platform and commitment to reshaping learning experiences, Grandomastery is at the forefront of the movement towards a more innovative and intellectually stimulating future in education.
#Grandomastery #InnovativeLearning #EducationRevolution #CreativityInEducation #IntegrativeThinking #LanguageLearning #EdTech #CPDAccredited #HumanCuratedContent #HigherOrderThinking #FutureOfEducation #AIinEducation #CreativeSkills #SpontaneityInLearning #GrandomasteryPlatform #LanguageSkills #TrendInEducation #LearningRevolution #Edutainment #TeacherResources #CreativeTeaching #NovelSkill #EducationalInnovation #AIIntegration #LearningExperience #AlexanderPopov #CPDCertificates #RandomizedLearning #CriticalThinking #ResourcefulnessInEducation
This document provides an overview of GameDesk, an organization that develops educational programs, research, and products to support learning through various means including hands-on, high-tech mobile and immersive approaches. It describes GameDesk's work in areas such as a PlayMaker modular school, a national training program for teachers, mobile research studies, educational game and app development studios, and tools like an online educational repository and mobile workshops for parents. The goal is to cater to all students, teachers, and families regardless of their access to technology.
Social Media Games. Stats, Potentials and PitfallsLars Bojen
This document provides an overview of social media and social games in Denmark from 2013-2014. It discusses statistics on social media usage in Denmark, examples of viral social media campaigns, and new trends among teens. It also defines social media games and provides examples like the Kia GT mobile app game. Potential benefits of social games for businesses are outlined, but also potential pitfalls if not implemented properly. Further perspectives on using frameworks and motivation theory to ensure games align with business and user needs are presented.
Social Media and Games. Stats, Potentials and PitfallsLars Bojen
Starting from recent social stats in Denmark, the lecture presents potentials and pitfalls in social media games
Lecture at EU summerschool 2014 in Croatia
Benefits of Using Gamification in eLearningSilvia Galessi
Gamification is able to support all learning stages of its employees or students, encourages and stimulates general involvement and redemption. Gamification is a strategic tool
to increase the engagement, learning skills and interaction of their students or employees during training projects.
This document discusses emerging technologies that are transforming education, particularly driver's education classrooms. It outlines several technologies like mobile devices, apps, podcasting, screencasting, student response systems, and gamification that can be used to engage digital learners and differentiate instruction. These tools allow teaching practices to shift from the traditional "sage on the stage" model to a more interactive "guide on the side" approach in the classroom.
The education technology sector, or Best EdTech Platforms, includes all sorts of tools designed to improve education for both young and old. A few examples include education-focused crowdfunding platforms, reader-adaptive ebooks, and classroom assessment technologies that are easy for teachers.
This document discusses using digital technologies to close the gap between family and school. It describes a workshop being held in Guimarães, Portugal from November 6-9, 2014 to discuss this topic. The workshop will address the problem of distance between family and school, ways to minimize this distance using digital tools, and an outdoor activity where participants follow a track, scan QR codes at stops to complete tasks, and create an interactive image using ThingLink with the collected media.
Technology Entrepreneurship Venture Lab 2012- Tokyo Team: GreybookJordi Polo
Greybook is a proposed social network designed specifically for senior citizens. It aims to address the needs of an aging population by providing an intuitive interface optimized for usability and accessibility. Key features include public updates from friends, photo sharing, finding friends and groups, and messaging capabilities. The founders plan to market Greybook through traditional senior-focused media and work with partners to integrate it into existing hardware and software. Revenue will come from advertising and affiliate sales. Development will start with an English PC site and mobile versions will follow once a user base is established.
Curious Hat Deck - 500 Startups Accelerator Batch 5 Fall 2012CuriousHatInc
Digital Exploration Toys for Young Minds is a startup that designs educational mobile apps for children ages 2-9. They have a team of over 55 years of experience in computer graphics and design. Their apps use innovative features of mobile devices like cameras, GPS, and augmented reality to engage children's curiosity about the real world. They have released 6 apps, been featured by Apple multiple times, and have over 150k downloads. Their goal is to create a core app called Curious Minds that acts as a mobile playground for parent-child interaction and discovery through other stand-alone apps that focus on innovation, quality, and design.
The Digital Youth Project brings together young people and digital businesses to generate user insights. Founder Julia Shalet has developed innovative formats for real-world learning experiences. DYP has worked with clients like 02, BBC, and startups. DYP helps companies strengthen pitches, find user propositions, expedite product development, and review products. Case studies show how DYP helped clients win business, refine propositions, improve efficiency, and provide realistic feedback. DYP offers a practical, user-centric approach based on Julia Shalet's 15 years of product experience.
Case Study : Augmented Reality for Children in Banking.Vipin Dubey
A case study describing high level value proposition for a learning platform for children using augmented reality with an overview of features, feasibility and challenges.
Mahua Chatterjee immersive technologies for brandingMahua Chatterjee
This document proposes immersive technology strategies for LEGOLAND Florida to increase branding opportunities. It provides an overview of LEGOLAND Florida, noting its target audience of families with children aged 2-12. The challenges of competing with other nearby theme parks are discussed. The document recommends developing an augmented reality mobile game called "Ninja Hunter" set in LEGOLAND's Ninjago World to promote engagement. It also proposes setting up VR kiosks to provide virtual reality experiences of LEGOLAND attractions to potential visitors in locations like Disney Springs. Metrics like app downloads, usage duration, and rewards redeemed are identified to measure the effectiveness of these immersive technology strategies.
This document discusses emerging technology trends in education that are transforming classrooms. It highlights trends that will have major impacts in the next 1-5 years according to education technology reports. These include increased use of mobile devices, apps, tablets, game-based learning, and learning analytics in the next 1-3 years and augmented reality and natural user interfaces in the next 4-5 years. The document provides examples of how these technologies can engage students and help teachers better meet student needs through differentiation and personalized learning.
Daniel K.S. Chang gave a presentation on creating multimedia projects that satisfy both industry and academic standards. He discussed the differences between industry and academic perspectives, turning projects into strong portfolios, and global trends in multimedia, including the increasing importance of social connections. Chang emphasized the importance of having a clear plan and vision for your project, including determining your goals, commitment level, timeline, and documentation strategy. He provided ideas for project themes and ways to find inspiration, and stressed that successful projects are driven more by creativity and planning than technology alone.
Jorge Gomes is an interaction designer based in Brazil whose portfolio includes projects for Whirlpool, Microsoft, and Motorola. In the document, Gomes summarizes several projects from his career, including designing the user interface for a smart fridge at Whirlpool that allowed sharing shopping lists via a mobile app despite connectivity restrictions, researching how mobile devices mediate daily activities for his graduate dissertation, and developing a concept for wireless home appliances that provided status updates through avatar representations.
Unleash creativity with Grandomastery! 🚀 www.Grandomastery.com is an Integrative Thinking Training Platform for educators, language learners, comedians, and more.
✨ **Unique Approach:**
Ditch traditional quizzes for daring creativity. Grandomastery values real-life experiences and original findings, fostering innovation and personal expression.
🌐 **Active Learning:**
Encouraging autonomy and active participation, Grandomastery turns learners into creators. Break free from banality with spontaneity and quick reactivity.
🎭 **Multi-Purpose & Randomized:**
Stand out with variety and abstractions. Explore 45 activity types with just two buttons - "CYCLE" and "RANDOM," ensuring novelty and spontaneity.
💡 **Modern Solutions:**
Addressing education challenges, Grandomastery provides integrative thinking exercises and non-standard interview evaluations. Say goodbye to outdated topics and generic stock photographs.
🌍 **Global Impact:**
HundrED recognizes Grandomastery's global movement, connecting educators and influencers to reshape education collaboratively.
🔗 **Human-Curated Excellence:**
Grandomastery's human-curated materials offer a unique AI-defying experience, evaluating various AI types for comprehensive learning.
⚙️ **Grandomastery Skills:**
Revolutionizing language learning, Grandomastery skills embrace randomness and spontaneity, fostering profound bonds between learners and languages.
🌈 **Beyond Language Learning:**
Impact extends beyond language learning, influencing serendipitous experiences in various activities.
🧠 **Cognitive Skills Focus:**
In a world where cognitive skills plateau, Grandomastery prioritizes higher-order and abstract thinking through unstandardized tasks.
👥 **Founder - Alexander Popov:**
Meet the visionary TESOL-certified educator with 18 years of experience, creating a CPD accredited Design Thinking platform for English learners.
Join the EduRevolution! Grandomastery - Where Creativity Meets Education. 🌟 #GrandomasteryRevolution #InnovativeLearning #EdutainmentHub #FutureOfEducation #TransformativeLearning #GlobalEdCommunity #GrandomasterySkills #HumanCuratedLearning
Grandomastery (www.Grandomastery.com) is an Integrative Thinking Training Platform designed for educators and advanced English language learners. Unlike traditional learning methods, Grandomastery places a strong emphasis on creativity, spontaneity, and real-life experiences.
Challenges in Education:
The modern education system faces several challenges, including a focus on "correct" answers, outdated textbook topics, insufficient speaking exercises, and a lack of creativity in educational resources. Grandomastery is positioned to address these issues.
Innovative Solutions:
Grandomastery offers a range of solutions, including:
- A constantly evolving platform with 45 randomized activity types.
- Integrative thinking exercises for language learners and native speakers.
- Non-standard interview exercises for evaluating creativity.
- Human-curated materials for maximum relevance.
- An accredited CPD platform providing certificates.
Unique Features:
Founded by Alexander Popov, a TESOL-certified educator with 18 years of experience, Grandomastery distinguishes itself through human-curated content, a unique focus on a novel skill ("grandomastery"), and the ability to evaluate various types of AI.
**Trend Impact:**
Grandomastery aligns with the rise of "grandomastery" as a unique skill, fostering improvisation and resourcefulness in language learning. It adapts to the increasing demand for creativity skills in the labor market.
**Market Impact:**
Addressing the decline in human IQs and the need for higher-order thinking, Grandomastery offers a versatile solution for educators, learners, and AI systems seeking a more creative and engaging approach to education.
Join Grandomastery in revolutionizing education by embracing creativity, spontaneity, and the power of randomness. With its innovative platform and commitment to reshaping learning experiences, Grandomastery is at the forefront of the movement towards a more innovative and intellectually stimulating future in education.
#Grandomastery #InnovativeLearning #EducationRevolution #CreativityInEducation #IntegrativeThinking #LanguageLearning #EdTech #CPDAccredited #HumanCuratedContent #HigherOrderThinking #FutureOfEducation #AIinEducation #CreativeSkills #SpontaneityInLearning #GrandomasteryPlatform #LanguageSkills #TrendInEducation #LearningRevolution #Edutainment #TeacherResources #CreativeTeaching #NovelSkill #EducationalInnovation #AIIntegration #LearningExperience #AlexanderPopov #CPDCertificates #RandomizedLearning #CriticalThinking #ResourcefulnessInEducation
This document provides an overview of GameDesk, an organization that develops educational programs, research, and products to support learning through various means including hands-on, high-tech mobile and immersive approaches. It describes GameDesk's work in areas such as a PlayMaker modular school, a national training program for teachers, mobile research studies, educational game and app development studios, and tools like an online educational repository and mobile workshops for parents. The goal is to cater to all students, teachers, and families regardless of their access to technology.
Social Media Games. Stats, Potentials and PitfallsLars Bojen
This document provides an overview of social media and social games in Denmark from 2013-2014. It discusses statistics on social media usage in Denmark, examples of viral social media campaigns, and new trends among teens. It also defines social media games and provides examples like the Kia GT mobile app game. Potential benefits of social games for businesses are outlined, but also potential pitfalls if not implemented properly. Further perspectives on using frameworks and motivation theory to ensure games align with business and user needs are presented.
Social Media and Games. Stats, Potentials and PitfallsLars Bojen
Starting from recent social stats in Denmark, the lecture presents potentials and pitfalls in social media games
Lecture at EU summerschool 2014 in Croatia
Benefits of Using Gamification in eLearningSilvia Galessi
Gamification is able to support all learning stages of its employees or students, encourages and stimulates general involvement and redemption. Gamification is a strategic tool
to increase the engagement, learning skills and interaction of their students or employees during training projects.
This document discusses emerging technologies that are transforming education, particularly driver's education classrooms. It outlines several technologies like mobile devices, apps, podcasting, screencasting, student response systems, and gamification that can be used to engage digital learners and differentiate instruction. These tools allow teaching practices to shift from the traditional "sage on the stage" model to a more interactive "guide on the side" approach in the classroom.
The education technology sector, or Best EdTech Platforms, includes all sorts of tools designed to improve education for both young and old. A few examples include education-focused crowdfunding platforms, reader-adaptive ebooks, and classroom assessment technologies that are easy for teachers.
This document discusses using digital technologies to close the gap between family and school. It describes a workshop being held in Guimarães, Portugal from November 6-9, 2014 to discuss this topic. The workshop will address the problem of distance between family and school, ways to minimize this distance using digital tools, and an outdoor activity where participants follow a track, scan QR codes at stops to complete tasks, and create an interactive image using ThingLink with the collected media.
Technology Entrepreneurship Venture Lab 2012- Tokyo Team: GreybookJordi Polo
Greybook is a proposed social network designed specifically for senior citizens. It aims to address the needs of an aging population by providing an intuitive interface optimized for usability and accessibility. Key features include public updates from friends, photo sharing, finding friends and groups, and messaging capabilities. The founders plan to market Greybook through traditional senior-focused media and work with partners to integrate it into existing hardware and software. Revenue will come from advertising and affiliate sales. Development will start with an English PC site and mobile versions will follow once a user base is established.
Curious Hat Deck - 500 Startups Accelerator Batch 5 Fall 2012CuriousHatInc
Digital Exploration Toys for Young Minds is a startup that designs educational mobile apps for children ages 2-9. They have a team of over 55 years of experience in computer graphics and design. Their apps use innovative features of mobile devices like cameras, GPS, and augmented reality to engage children's curiosity about the real world. They have released 6 apps, been featured by Apple multiple times, and have over 150k downloads. Their goal is to create a core app called Curious Minds that acts as a mobile playground for parent-child interaction and discovery through other stand-alone apps that focus on innovation, quality, and design.
The Digital Youth Project brings together young people and digital businesses to generate user insights. Founder Julia Shalet has developed innovative formats for real-world learning experiences. DYP has worked with clients like 02, BBC, and startups. DYP helps companies strengthen pitches, find user propositions, expedite product development, and review products. Case studies show how DYP helped clients win business, refine propositions, improve efficiency, and provide realistic feedback. DYP offers a practical, user-centric approach based on Julia Shalet's 15 years of product experience.
1. ITALY GOES INTERNATIONAL TEAM
2012 - Stanford University - Technology Entrepreneurship Course
JOKOA
a family sharing interaction platform
giovedì 13 dicembre 12
2. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
JOKOA IS A WEB PLATFORM BASED
IN PARENTS/CHILDREN LONG DISTANCE INTERACTION.
Originally designed as an online media to allow parents to stay in touch with their children through on line interaction
such as video calls, common activities like reading/painting, learning trough and via together gaming experience.
CUSTOMERS USERS
Parents outside workers, soldiers, divorced parents, Kids aged 5-8
people on business trip, grandparents. Kids aged 9-12
giovedì 13 dicembre 12
3. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
PROJECT
The Demo Prototype: http://bit.ly/jokoa
Nowadays there are a lot of application to stay in touch
overcoming distances for example Social networks or
Skype but all these platforms aren’t designed for children,
carrying big privacy problems and resctricting real
interaction.
Jokoa is originally designed as an online platform
to allow parents to stay in touch with their children
through on line interaction, a real fun learning
experience for both.
giovedì 13 dicembre 12
4. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
MARKETING
Well designed SEM campaigns on Google, Facebook
and partners WebPages would help us in reaching a high
number of tech - savvy parents and alike.
We investigated feasibility and performances vs cost ratio
of SEO, PPC, CPM, CPA and CPO campaigns.
giovedì 13 dicembre 12
5. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
MARKETING
Facebook’s PPC and CPM campaigns offer measurable
insights in a relative shorter time span than SEO. Even if
such advantages come at high costs, Facebooks adverts
campaigns allow us to test some of our marketing
hypothesis by targeting specific segments of customers.
Running a SEO caimpaign without a first market
investigation would turn out less efficient and more
expansive.
giovedì 13 dicembre 12
6. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
MARKETING
On this basis, we will be using PPC and CPM marketing
campaigns as short term marketing strategies and SEO
google caimpagns in the future.
For our short term strategies we have run PPC and CPM
test runs and have come to the conclusions that if the
number of clicks is likely to be more than the 20% of the
number of impressions the CPM option would lead to lower
costs of acquistion than PPC caimpaigns.
giovedì 13 dicembre 12
7. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
MARKETING
In the long run, we will be using our short term marketing
strategies run results to optimize the SEO campaign and
ultimately minimise its costs.
giovedì 13 dicembre 12
8. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
SALES
The cheap sale process is by social network.
The survey reveals that our customers prefer Facebook
as main contact channel.
We create a Fan Page in which we post news about the
product, some quizzies and other interaction with users.
Customer interest increases with the publication of new
games titles and other funny stuff, as tales books.
giovedì 13 dicembre 12
9. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
PARTNERSHIP
- educators, psychologists, teachers, pedagogists
able to filter and ban inappropriate games
- payment gateway
- Amazon (AWS)
giovedì 13 dicembre 12
10. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
PARTNER’S BENEFITS
• Access to more consumers with minimal incremental
investment in marketing and community management
• First time direct sales opportunities
• Lower IT infrastructure costs
• Avoid direct-to-costumers sales channel costs
• Spread the costs of generating demand over
a brand range of products
• Focus on products development
giovedì 13 dicembre 12
11. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
DISTRIBUTION
• App Store
• Google play
• Web Platform
• Dedicated e-commerce
• 2-step distribution (Amazon)
• Retailers
giovedì 13 dicembre 12
12. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
COSTS
Most of the initial cost will be due to the development
of the platform and the development of the first games
that will aim to attract end users and future developers.
The power of Jokoa will be in the quality and in the
numbers of the games on the system.
So initially a large part of the funds shall be used in
advertising to raise awareness about Jokoa and in order to
encourage developers to join the project.
giovedì 13 dicembre 12
13. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
REVENUE MODEL
Jokoa will be offered on a freemium model.
PREPAID: Adult users will be able to purchase credit to spend
either to play specific games (new titles, most popular, event-
related titles) or to play advanced levels within a game.
STORE: content and game producers will be allowed to sell their
contents through Jokoa's store, with a revenue sharing model
(commissions)
SDK: besides a basic free development tool, some selected
developers will pay to access some specific APIs in order to be
able to build more advanced contents.
giovedì 13 dicembre 12
14. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
RISKS
We identified these main risks:
• Not reaching an appropriate assortments of products/
activities on offer, profits would not benefit from the
deriving economic of scale
• Assessment of commissions vs required marketing
and infrastructure costs
• Risk in determining the optimal user experience across
the platform
• Privacy and digital security operational risk
giovedì 13 dicembre 12
15. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
CUSTOMER AND USER BENEFITS
• Best choices available in a unique place
• Transparency
• Security
• Community Interaction
• Specialised advices
• Innovative loyalty offers
giovedì 13 dicembre 12
16. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
SURVEY
Our customer development activities included live
interviews and a survey where we had 39 individuals giving
us highly valuable feedback. The survey revealed that most
of the people in our target segment would be willing to pay
for such a gaming platform where they could have quality
time and fun with their kids while away from home,
especially in case their absence is for a relatively long
period.
giovedì 13 dicembre 12
17. JOKOA ITALY GOES INTERNATIONAL TEAM
a family sharing interaction platform 2012 - Stanford University - Technology Entrepreneurship Course
SURVEY
We derived from here the idea that Jokoa would benefit
from a freemium sales model, with in-app purchases to get
specific game titles, or badges that parents could give to
their kids for achievements in playing games on Jokoa.
The survey also confirmed how paramount it is for parents
that games within Jokoa are relevant and appropriate to
kids. We mapped this as a strict need for content
validation, as explained above.
giovedì 13 dicembre 12
18. JOKOA
a family sharing interaction platform
TEAM
ITALY GOES INTERNATIONAL TEAM
2012 - Stanford University - Technology Entrepreneurship Course
Sebastiano Cinzia Sgariglia Michele Tantucci Luca Bulegato Alessandra
Cobianco Developer Cobol/ Financial risk/ Web developer, Morcella
entrepreneur, IT DB2, SQL, business php, mysql, Information design,
strategy, people (X)HTML, CSS, management, javascript, jquery site architecture,
management, Javascript, Python. quantitative framework (also communication,
client management A bit of Photoshop modelling, financial mobile), Google design, layout,
and Illustrator analysis. A little of maps api, google slide presentation,
C++, Fortran and Api chart. c#, java. site building.
stats
giovedì 13 dicembre 12
19. JOKOA
a family sharing interaction platform
TEAM ORGANIZATION
Due to geographical distance
between us we could not
have face to face meetings
but we used tools such as
Google+ and Skype to
coordinate each others.
We also create a private
group on Facebook where
we share ideas and
comments about the project.
The progress of the project
was shared via google docs
giovedì 13 dicembre 12