The document discusses a proposed digital literacy app called Project Pie for parents of children aged 5-13. It notes over 100 million families in the US have children using digital devices. Interviews found parents struggle with limiting screen time and communicating rules effectively. The app aims to bridge communication by making it interactive and tangible. An MVP was proposed to organize and compare usage data with communication suggestions. Further interviews uncovered potential to clarify instructions and improve communication atmospheres. A business model canvas and financial model estimated breakeven of 8,600-17,200 users per month. Next steps include acquisition, testing, and updating the website.
Lowell, WA-Hoyt, and other North Tacoma schools were invited to participate in a parent workshop on Digital Citizenship. Links in slides are to resources shared.
Lowell, WA-Hoyt, and other North Tacoma schools were invited to participate in a parent workshop on Digital Citizenship. Links in slides are to resources shared.
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience
What are the keys to winning with kids today (and tomorrow)? We will reveal our "Top 10" list of things you need to know about what kids are doing, what is engaging them, and how we can use these insights to build the "next big things."
When you're starting or running a company, how do you choose technology? The prevailing advice du jour is something along the lines of "use the best tool for the job." This is obviously right, but it is also devoid of meaning in an unfortunate way that lets people define "best" and "job" as myopically as they like.
Apresentação do Prof. Marc Prensky no evento "Educação 360 Tecnologia"Carlos Alberto Teixeira
O evento se deu no "Museu do manhã" em 2017-08-07 e a palestra do Prof. Prensky, no Painel 4 (Palestra Magna) foi absolutamente inspiradora, genial e visionária. Ele mesmo nos enviou via email o link original para os seus 277 slides: https://www.dropbox.com/s/5x7g2onwd963b4v/Prensky%20-%2017-07-Brazil-02.pptx?dl=0
Claire Madden | The Gen Z challenge: Demands and needs of the next wave of st...CampusReview
Claire Madden is a social researcher and director of research at McCrindle Research. Claire has more than 10 years of experience developing innovative programs to engage emerging generations. She co-ordinates research for some of Australia's largest organisations, giving her an informed perspective on the social trends shaping Australia's future.
Proposal to create a YouTube channel called the "I Make Games Project" featuring female game developers to help provide role models in the games industry. The campaign is sponsored by IGDA and WIGI. This deck is a call to action to game developers large and small to create their own videos and add them to the channel.
VISIONS OF THE FUTURE: Perspectives on the Role of Technology in the Future of Gifted Education and Talent Development
Brian Housand, Ph.D.
brianhousand.com/nagc2015
@brianhousand
I’m sorry I haven’t a clue...Clever ways to get more from colleagues who don’...Sticky Content
See Catherine Toole's recent presentation from the B2B Marketing Conference 2014: I’m sorry I haven’t a clue. Clever ways to get more from colleagues who don’t get content.
You’re in b2b marketing. It’s a complex product. It’s a complex sales cycle. You’re expected to generate leads, deepen relationships and increase conversions through content. But very few people in the company ‘get’ content. They want tactical stuff. They want to go viral. They want results. But the investment isn’t there; neither is the understanding. Not to mention the dearth of resource and original ideas…
But wait – there is light at the end of this tunnel (and leads to be put in your funnel). Find out how to revolutionise your internal content culture, gamify idea generation and get everyone actively behind your content strategy.
Popular speaker Catherine Toole is the founder and chairman of Sticky Content, now part of the Press Association. She also leads content strategy and UX copywriting seminars for Econsultancy and at Jakob Nielsen’s Usability Weeks around the world.
(1) The building blocks are getting better for the next generation of makers
(2) T-shaped talent is what IBM looks for, and people with lots of ideas! - Whole New Engineer Related
(3) The AI building blocks are getting better too
(4) The next generation can build an amazing world
(5) However, they need to wrestle with ethical decisions - and Whole New Engineer topic, for sure
(6) Q&A
The Expanded Classroom: The impact of technology in a connected worldJonathan Shaw
The Media Department at Coventry University has developed a framework of highly innovative teaching, learning and creative-practice spaces – virtual and physical.
This paper will present the challenges we have faced, and the success we have encountered from the creation of a series of ‘alternative spaces’ for learning, which address the changing landscape of 21st Century education .
Students and staff have engaged with the spaces in different ways through a range of, discipline-led initiatives.
These initiatives have led to open educational classes, interactive blog spaces, online presentations of student work and international collaborations across courses within the media department.
We have recently developed a project that will enable students to engage more actively in the process so that they can create and develop student-led teaching and learning environments. This project will consider the spaces in which students are comfortable and prefer to learn as well as creating opportunities to challenge and question their learning styles.
The impact of the project extends beyond the teaching and learning environment and seeks to empower the students: by placing them at the heart of the process we hope that they will take more responsibility for their own learning, become more entrepreneurial in their approach to their own education and develop lifelong skills that extend far beyond the classroom.
With geographical barriers removed, educators have an opportunity to enlighten and empower students, through innovative, open and shared teaching and learning practices, to find their voice and positively contribute to a culturally rich and globally connected world.
Today’s teaching and learning should stimulate debate and encourage discovery; this paper places the student’s ownership, engagement and collaborative learning at the heart of that journey. Students, working as researchers and co-creators will develop collaborative, connected and technology-enabled models for higher education.
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience
What are the keys to winning with kids today (and tomorrow)? We will reveal our "Top 10" list of things you need to know about what kids are doing, what is engaging them, and how we can use these insights to build the "next big things."
When you're starting or running a company, how do you choose technology? The prevailing advice du jour is something along the lines of "use the best tool for the job." This is obviously right, but it is also devoid of meaning in an unfortunate way that lets people define "best" and "job" as myopically as they like.
Apresentação do Prof. Marc Prensky no evento "Educação 360 Tecnologia"Carlos Alberto Teixeira
O evento se deu no "Museu do manhã" em 2017-08-07 e a palestra do Prof. Prensky, no Painel 4 (Palestra Magna) foi absolutamente inspiradora, genial e visionária. Ele mesmo nos enviou via email o link original para os seus 277 slides: https://www.dropbox.com/s/5x7g2onwd963b4v/Prensky%20-%2017-07-Brazil-02.pptx?dl=0
Claire Madden | The Gen Z challenge: Demands and needs of the next wave of st...CampusReview
Claire Madden is a social researcher and director of research at McCrindle Research. Claire has more than 10 years of experience developing innovative programs to engage emerging generations. She co-ordinates research for some of Australia's largest organisations, giving her an informed perspective on the social trends shaping Australia's future.
Proposal to create a YouTube channel called the "I Make Games Project" featuring female game developers to help provide role models in the games industry. The campaign is sponsored by IGDA and WIGI. This deck is a call to action to game developers large and small to create their own videos and add them to the channel.
VISIONS OF THE FUTURE: Perspectives on the Role of Technology in the Future of Gifted Education and Talent Development
Brian Housand, Ph.D.
brianhousand.com/nagc2015
@brianhousand
I’m sorry I haven’t a clue...Clever ways to get more from colleagues who don’...Sticky Content
See Catherine Toole's recent presentation from the B2B Marketing Conference 2014: I’m sorry I haven’t a clue. Clever ways to get more from colleagues who don’t get content.
You’re in b2b marketing. It’s a complex product. It’s a complex sales cycle. You’re expected to generate leads, deepen relationships and increase conversions through content. But very few people in the company ‘get’ content. They want tactical stuff. They want to go viral. They want results. But the investment isn’t there; neither is the understanding. Not to mention the dearth of resource and original ideas…
But wait – there is light at the end of this tunnel (and leads to be put in your funnel). Find out how to revolutionise your internal content culture, gamify idea generation and get everyone actively behind your content strategy.
Popular speaker Catherine Toole is the founder and chairman of Sticky Content, now part of the Press Association. She also leads content strategy and UX copywriting seminars for Econsultancy and at Jakob Nielsen’s Usability Weeks around the world.
(1) The building blocks are getting better for the next generation of makers
(2) T-shaped talent is what IBM looks for, and people with lots of ideas! - Whole New Engineer Related
(3) The AI building blocks are getting better too
(4) The next generation can build an amazing world
(5) However, they need to wrestle with ethical decisions - and Whole New Engineer topic, for sure
(6) Q&A
The Expanded Classroom: The impact of technology in a connected worldJonathan Shaw
The Media Department at Coventry University has developed a framework of highly innovative teaching, learning and creative-practice spaces – virtual and physical.
This paper will present the challenges we have faced, and the success we have encountered from the creation of a series of ‘alternative spaces’ for learning, which address the changing landscape of 21st Century education .
Students and staff have engaged with the spaces in different ways through a range of, discipline-led initiatives.
These initiatives have led to open educational classes, interactive blog spaces, online presentations of student work and international collaborations across courses within the media department.
We have recently developed a project that will enable students to engage more actively in the process so that they can create and develop student-led teaching and learning environments. This project will consider the spaces in which students are comfortable and prefer to learn as well as creating opportunities to challenge and question their learning styles.
The impact of the project extends beyond the teaching and learning environment and seeks to empower the students: by placing them at the heart of the process we hope that they will take more responsibility for their own learning, become more entrepreneurial in their approach to their own education and develop lifelong skills that extend far beyond the classroom.
With geographical barriers removed, educators have an opportunity to enlighten and empower students, through innovative, open and shared teaching and learning practices, to find their voice and positively contribute to a culturally rich and globally connected world.
Today’s teaching and learning should stimulate debate and encourage discovery; this paper places the student’s ownership, engagement and collaborative learning at the heart of that journey. Students, working as researchers and co-creators will develop collaborative, connected and technology-enabled models for higher education.
Bringing Gaming into Classrooms at Scale - Andy Cargile, Senior Director of U...SeriousGamesAssoc
This session will explore the complexity of implementing game-based learning pedagogies in classroom environments. Delivering research on current tools and techniques being used in classrooms in North America, the session will discuss the best practices to help engage students, support teachers and explore strategies with software to help with this transition.
ATD International Conference and Expo: GamificationZsolt Olah
"Isn't gamification just sugarcoating boring elearning content?" was a session about what gamification is and where to start if you're in learning and development. (abbreviated content slides)
A Vision of K-12 students : Students will use engaging technologies in collaborative, inquiry-based learning environments with teachers who are willing and able to use technology's power to assist them in transforming knowledge and skills into products, solutions, and new information.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
3. Over 100 million
families with children age 5-13 in United States in
2018 who have access to digital devices
https://blog.euromonitor.com/2013/11/kids-as-digital-consumers-growing-impact-of
-the-under-15-consumer-segment.html Team Artboard
4. “If I have a choice, I wouldn't have any devices at
home, but that's the reality we have to face.”
– Susan, mom of 12-year-old and 4-year-old daughters
“Our son spends too much time on games.”
– Alex and Andy, parents of a 7-year-old son
Team Artboard
7. $90.9 million to $223.1 million
Global Parental Control Industry Revenue from 2018 to 2028
http://bi.galegroup.com.ezproxy.sfpl.org/global/article/GALE%7CAA120479507?u=sfpl
_main&sid=summon Team Artboard
8. “We usually get into argument at bed time. She
questions why she has to stop and go to sleep.”
– Irene, mom of an 9-year-old daughter
“I started using the parental control app to set rules,
my son thinks it’s for babies, but he’s not able to
manage himself’s time.”
– Noelle, mom of 15-year-old and 13-year-old sons
“Screen limit tools are not for long term, we still need
to talk to them some day.”
– Yammie, mom of a 7-year-old son
Team Artboard
9. 0~11 years old
Parent’s
Limitation
Heavy use of parental control
software
Fewer limits than before
Follow the rules Question and disobey parents'
rules, sometimes look for ways
to break the rules
Not able to understand the
meaning of time and self-control
Learning and thinking about the
meaning of time and self-control
Children’s
Conformity
Children’s Critical
Thinking Ability
10~13 years old
Team Artboard
10. "While advanced digital education for children remains
deficient, the demand for control and blocking solutions
remains high, and is creating a highly fragmented, ad-hoc yet
competitive market for parental control vendors. Over time,
however, as the digital knowledge gap closes, educational
solutions will feature much more prominently in the market
for child online protection.”
– Michela Menting, senior analyst at ABI Research
http://bi.galegroup.com.ezproxy.sfpl.org/global/article/GALE%7CAA120479507?u=sfpl
_main&sid=summon Team Artboard
11. “I’m comfortable talking about the digital [time and
content], but I’m worried that it’s too plain for her.”
– Irene, mom of an 9-year-old daughter
“I have tried to communicate with him, but he might
have forgotten it after a while.”
– Noelle, mom of 15-year-old and 13-year-old sons
Team Artboard
12. Parents of children who are
10-15 years old and use
digital devices
Parents don’t know how to
communicate the meaning of
responsible screen usage to
their children
PEOPLE PROBLEM
Team Artboard
13. The problem
1. Start with personal encounter of the conflict, and how it connects to us
in a personal level
2. It happens everywhere
a. secondary research data: how many people are facing this problem?
b. Interview quotes
Team Artboard
14. Why the current solution don’t work
1. What are the current solutions
a. from interviews
b. From secondary research
c. From competitive research
2. What works for parents?
a. Market research
b. Competitive research
3. what doesn’t work for parents?
a. Secondary research (including survey comments from parents)
b. Interviews (specific age group)
4. The problem with existing solution & the people
Misunderstanding, disconnection and frustration
Team Artboard
15. We come up with new solutions
Our goal: to bridge/to shape the communication between parents and
children
How it helps bridge the communication:
by making communication process interactive and tangible,
We believe that it would help children understand, and create the connection
between parents and children
Team Artboard
18. “I like him to do research projects online instead of playing
games.”
“I want my daughter to do writing rather than only playing games.”
David
a father of 10 yrs old girl
Team Artboard
Tracy
a mother of 11 yrs old son
20. “Youtube for example, is not simply passive usage, children
create content and communicate about social issues.”
Patricia G. Lange
Anthropologist
studying how people use digital media
Tracy
a mother of 11 yrs old son
"The game is involved gun, so I don’t like it. But he thinks the game
is about teamplay and strategy."
Team Artboard
23. Interview process
Place: Boba Guys
Basic rules: No interruption involved, observation only.
Parent :Alex
Daughter: Ann(10)
Team Artboard
24. Interview process
Step 1: Collecting Datas.
Step 2: Categorization.
Step 3: Discussion and Observations.
Team Artboard
25. Interview process
Step 1: Collecting Datas.
Step 2: Categorization.
Step 3: Discussion and Observations.
Team Artboard
26. Interview process
Step 1: Collecting Datas.
Step 2: Categorization.
Step 3: Discussion and Observations.
Team Artboard
27. Interview result
● Constantly use it
Parents side:
Alex: "I would use it everyday
because it just like ask her,
“how’s school today?"
28. Interview result
● This activity helps me to
visualize the how the gap that
we have looks like.
Parents side:
Alex: "We have different
understanding on the defining
of active and passive usage."
Team Artboard
29. Interview result
● It can helps me to track the
change of her interests .
Parents side:
Alex: "I understand what she
interests at."
Team Artboard
30. Potential Concerns
Parents side:
● Unclear to our text
instruction
● The value may be hard to
see in short time.
Quote:
Alex: "What should I do
next?"
Alex: "She's independent.
She has her own way of
thinking."
Team Artboard
31. Potential Concerns
Parents side:
● Unclear to our text
instruction
● The impact maybe hard to
see.
Quote:
Alex: "What should I do
next?"
Alex: "She's independent.
She has her own way of
thinking."
Team Artboard
32. Potential Concerns
kid’s side:
● Unclear to our text
instruction & categorizing
● The way that his dad talk is
not comfortable
Quote:
Alex: "I don’t like he yelling
me during conversation."
Team Artboard
33. Potential Concerns
kid’s side:
● Unclear to our text
instruction & categorizing
● The way that his dad talk is
not comfortable
Quote:
Alex: "I don’t like he yelling
me during conversation."
Team Artboard
34. Summary of Interview
what works
● Usage
● Bridge the communication
● Knowing the gap and each other thinking
what doesn’t works
● Instruction
● Communication atmosphere
41. Financial Model
Variable Cost
App Store Commission Rate
30% (15% after a year for in-app
purchase subscription model)
https://developer.apple.com/app-store/subscriptions/
Team Artboard
43. Financial Model
Breakeven
Revenue per download
$ 3.49 ~ $ 1.74
https://developer.apple.com/app-store/subscriptions/
Fixed Cost
~30K
Revenue per month
~30K
Users per month
?
= x
=
Team Artboard
44. Financial Model
Breakeven
Revenue per download
$ 3.49 ~ $ 1.74
https://developer.apple.com/app-store/subscriptions/
Fixed Cost
~30K
Revenue per month
~30K
Users per month
8.6K ~ 17.24K
= x
=
Team Artboard
47. Next Step
1. Acquisition - Find early adopters
2. Test and iterate the concept
3. Update website (single point access to keep track of user data)
Team Artboard
48. Thank you :)
Team ArtboardAsher CEO | Elvin CTO | Ruitao CMO | Tara CFO