The document presents a concept for a mobile app called YeaGo that would allow families to explore nature together and learn about plants in real-time through games and interactive activities. It describes the target users of parents and children ages 5-10 who enjoy outdoor activities. Competitive analysis shows there is an opportunity for an app that provides real-time plant guidance for kids in a fun, safe, and social environment.
Pass it Back! Kid Apps on Grown-Up DevicesNina Walia
The "pass-back effect" -- when parents hand their mobile device to kids in the backseat or whenever they're on-the-go -- creates unique challenges to optimize kid-friendly mobile apps and educational opportunities within the constraints of devices designed for grown-ups. Kids' media industry pros discuss challenges & solutions for this diverse & growing niche audience.
Presented at SXSW Interactive 2010.
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."
Generation We Study, Slingshot 2011 InternsSlingshot LLC
This study includes observational research, one-on-one interviews, and analysis of secondary studies and databases such as iconoculture, MRI and Mintel. Gen We is the generation born between the early to mid-90s and 2010, and they’ll be entering the work force in the next few years.
Are philanthropists born or made? Most likely the answer is both, but there are ways a parent can nurture and shape a child’s idea of the importance of community by imbuing in them an obligation to act with compassion for their fellow humans.
Understanding How 'Screen Time' Affects Learning Lisa Guernsey
Presented in parts with Faith Rogow at NAEYC 2013, the annual meeting for the National Association for the Education of Young Children, in Washington, DC on November 23, 2013.
5 reasons why pretend play is good for childrenlottytoys
Pretend play is any game or activity that requires children to think for themselves to create entertainment and fun. Many children participate in pretend play using household items. For example, some kids use remote controls as makeshift cell phones. Other children pretend that a fort of blankets and chairs is a castle. To assist children in their make-believe endeavors, many companies design toys that are easy to integrate into a pretend play environment. Regardless of how children go about make-believe, the educational, social, and personal benefits of pretend play are beyond comparison.
Media & Learning What Parents Should Know!By Yongping YeHomAbramMartino96
Media & Learning: What Parents Should Know!
By Yongping Ye
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Development
Why does it matter?
We live in the digital age
The environment has deep impact on children’s behaviors and development.
Good or bad? It depends on how we use media.
Science behind
Learning from TV and other media:
Require repetition
Familiar characters
Socially relevant and contingent feedback (looks at and talk to the child)
Here is a video represents above three contents in a show.
Children under 2.5 or 3 years old learn better from a real-world than from an equivalent media. They develop the ability of dual representation (need to represent TV as something they learn from) around 3 years old.
Learning two “5”
Children follow 5 steps to learn new things
Sensory register: receives input from the environment and registers it for processing
Information processing: Approach that describes how people learn using a computer analogy
Short-term memory: Holds information temporarily
Long-term memory: Stores information processed from short term memory for later retrieval
Learning response: Recognize and recall information from short- and long-term memory.
5 capabilities that contribute to social learning
Symbolization: can think about social behavior in words and images
Forethought: anticipate consequences of our own and others’ actions
Self-regulation: adopt standards of acceptable behavior for us (aspirational, social, moral)
Self-reflection: analyze our thoughts and actions
Vicarious learning: learn by watching others be rewarded and punished
Home
Topics
Activities
Help
Development
Parenting instructions:
Media is a new environment for children. Parents should guide them to adapt to the environment.
Consider media as an optional tool for learning. Parents’ companion is necessary for children’s development. It always better to learn from real-world than from the screen.
Don’t use it as an emotional pacifier. Parents should not use TV or other media to calm down their children. They need to learn to control their emotion.
Set limits and encourage playtime. Kids are kids. They will make mistakes using media. Parents’ surveillance is indispensable.
Be a good role model. Except for limiting children’s on-screen playtime, parents should control their time on using media each day.
Here is a video explaining how TV affect young children’s brain development
Ball & Bogatz (1970) – research on Sesame Street
Children could learn basic information
Literacy skills
Preschool readiness skills
Other studies showed learning from a single episode or clip
Better learning with repetition.
Home
Topics
Activities
Help
Development
Play with your child!
For ages 5-8 children, play Animal Crossing.
Through the game, you can create a home with your child. It is good way to interact with cute animal villagers and enjoy life in the game.
For ages 8-12 children, play Lego
You can introduce children to a franchise you alr ...
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Benefits Of Childrens Literature
Pass it Back! Kid Apps on Grown-Up DevicesNina Walia
The "pass-back effect" -- when parents hand their mobile device to kids in the backseat or whenever they're on-the-go -- creates unique challenges to optimize kid-friendly mobile apps and educational opportunities within the constraints of devices designed for grown-ups. Kids' media industry pros discuss challenges & solutions for this diverse & growing niche audience.
Presented at SXSW Interactive 2010.
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."
Generation We Study, Slingshot 2011 InternsSlingshot LLC
This study includes observational research, one-on-one interviews, and analysis of secondary studies and databases such as iconoculture, MRI and Mintel. Gen We is the generation born between the early to mid-90s and 2010, and they’ll be entering the work force in the next few years.
Are philanthropists born or made? Most likely the answer is both, but there are ways a parent can nurture and shape a child’s idea of the importance of community by imbuing in them an obligation to act with compassion for their fellow humans.
Understanding How 'Screen Time' Affects Learning Lisa Guernsey
Presented in parts with Faith Rogow at NAEYC 2013, the annual meeting for the National Association for the Education of Young Children, in Washington, DC on November 23, 2013.
5 reasons why pretend play is good for childrenlottytoys
Pretend play is any game or activity that requires children to think for themselves to create entertainment and fun. Many children participate in pretend play using household items. For example, some kids use remote controls as makeshift cell phones. Other children pretend that a fort of blankets and chairs is a castle. To assist children in their make-believe endeavors, many companies design toys that are easy to integrate into a pretend play environment. Regardless of how children go about make-believe, the educational, social, and personal benefits of pretend play are beyond comparison.
Media & Learning What Parents Should Know!By Yongping YeHomAbramMartino96
Media & Learning: What Parents Should Know!
By Yongping Ye
Home
Topics
Activities
Help
Development
Home
Topics
Activities
Help
Development
Why does it matter?
We live in the digital age
The environment has deep impact on children’s behaviors and development.
Good or bad? It depends on how we use media.
Science behind
Learning from TV and other media:
Require repetition
Familiar characters
Socially relevant and contingent feedback (looks at and talk to the child)
Here is a video represents above three contents in a show.
Children under 2.5 or 3 years old learn better from a real-world than from an equivalent media. They develop the ability of dual representation (need to represent TV as something they learn from) around 3 years old.
Learning two “5”
Children follow 5 steps to learn new things
Sensory register: receives input from the environment and registers it for processing
Information processing: Approach that describes how people learn using a computer analogy
Short-term memory: Holds information temporarily
Long-term memory: Stores information processed from short term memory for later retrieval
Learning response: Recognize and recall information from short- and long-term memory.
5 capabilities that contribute to social learning
Symbolization: can think about social behavior in words and images
Forethought: anticipate consequences of our own and others’ actions
Self-regulation: adopt standards of acceptable behavior for us (aspirational, social, moral)
Self-reflection: analyze our thoughts and actions
Vicarious learning: learn by watching others be rewarded and punished
Home
Topics
Activities
Help
Development
Parenting instructions:
Media is a new environment for children. Parents should guide them to adapt to the environment.
Consider media as an optional tool for learning. Parents’ companion is necessary for children’s development. It always better to learn from real-world than from the screen.
Don’t use it as an emotional pacifier. Parents should not use TV or other media to calm down their children. They need to learn to control their emotion.
Set limits and encourage playtime. Kids are kids. They will make mistakes using media. Parents’ surveillance is indispensable.
Be a good role model. Except for limiting children’s on-screen playtime, parents should control their time on using media each day.
Here is a video explaining how TV affect young children’s brain development
Ball & Bogatz (1970) – research on Sesame Street
Children could learn basic information
Literacy skills
Preschool readiness skills
Other studies showed learning from a single episode or clip
Better learning with repetition.
Home
Topics
Activities
Help
Development
Play with your child!
For ages 5-8 children, play Animal Crossing.
Through the game, you can create a home with your child. It is good way to interact with cute animal villagers and enjoy life in the game.
For ages 8-12 children, play Lego
You can introduce children to a franchise you alr ...
Early Childhood Education Essay examples
Play Education Essay
Essay on The Children Are Our Future
Pediatric Cancer Essay examples
Day Care Essay
Child Interview Essay
Childhood Vaccinations Essay
Benefits Of Childrens Literature
3. Description:
Nature lover
Late 20s to mid 40s
Lives in Los Angeles
Has kid(s) age between 5 – 10
Behaviors:
Tech savvy and early adopter
Prefers to take his kid(s) to parks, gardens
or hills during family time
Encourages kid(s) to learn through
exploration
Enjoys accompanying kid(s) if possible
Needs and Goals:
Willingness to adopt new tech ideas
Wants his kid(s) know more about nature
Seeks good Guidance for his kid(s) to when explore in the nature
Demand for a high-quality family time with kid(s)
John, a nature lover Dad
4. Description:
Ages 5-10
Plenty of spare time after school
Can follow easy instructions of apps
Behaviors:
Has access to electronic products
Enjoy playing novel mobile games
Enjoy go out with family to parks and gardens
Needs and Goals:
Has curiosity about his everyday surrounding life
Needs to be accompanied by family
Demand for amusing games to kill time
Steven, a curious kid
5. Validated!
100% of the parents are willing to let
their kids learn more about nature.
6 out of 10 need a real-time plant
guidance for their kid(s).
Customer Discovery Results
6. Description:
Leafsnap is a series of electronic field guides being developed
by university researchers. Leafsnap is a free mobile app using
visual recognition software to help identify tree species from
photographs to their leaves.
Competitive Analysis - Leafsnap
7. Pros:
Visual recognition technology
Huge downloads worldwide (28.5 K)
Clear section division (Easy to use)
Rich leaf database (220 +)
High-resolution images (including flowers,
fruits, petioles, seeds, and bark)
Cons:
Not based in LA (trees mainly in the
Northeastern United States and Canada)
Doesn’t generate profit (rely on charity)
Literally hard for kids to understand
Lack of interaction (no community)
Competitive Analysis - Leafsnap
8. Description
Plants by Tinybop is the explorer‘s library. It helps kids unearth
the secrets of the green kingdom.
Competitive Analysis - Plants by TINYBOP
9. Pros:
$6M in 2 Rounds from 5 Investors
Algorithmic animation encourages open exploration
See each biome‘s lifecycles over time
Immersive effects ( including gravity sensor & audio)
Competitive Analysis - Plants by TINYBOP
Cons:
Words are hard for kids to understand
Really limited amount of plant species (only 12)
No relation with real-world plants
Don’t involve community feature
10. Competitive Analysis Summary
Current Market place
The value proposition is to design a fun location-
based app for families to explore nature and learn
about plants in real-time. There are lots of websites
or apps that provide services with similar content.
However, none of them can satisfy the need of real-
time nature guidance and kid-oriented feature at the
same time. This is where we can have a chance in
the market place.
Opportunities
Create scenarios that parents and kids can explore
nature together in a fun way so that we can stand
out in the niche market. Set up safe areas for kids to
explore nature so that parents won‘t worry about the
security problems. Take advantage of rankings and
social network to generate an active community and
encourage more users. Easy interface with excellent
sound design would be a plus.
Pivoted value proposition
Fun location-based app for
FAMILY nature exploration
11. Storyboard
Kid opens the app, as he’s
the little prince seeking
greenings in the desert.
Kid sees that there are
tulips nearby.21 Kid walks toward tulips
following the arrows.3
12.
13.
14. Kid pursues his journey,
exploring the planet
and building his garden.
15. Guerilla Study Insights
100% of the parents thought the best way to learn about plants is through nature exploration.
The most common outdoor locations kids go are playgrounds, parks and gardens.
7 out of 10 thought it might be difficult for younger kids to use.
50% of them would not consider the in-app purchase.
They would be willing to pay $3.697 for YeaGo on average.
50% deem <The Little Prince> storyline as irrelevant.
26. Conclusion
Resource Facebook A Facebook B Unbounce
Click 15 14 3%
Reach 1120 984 26
CTR 1.3% 1.4% 11.54%
Reason Parents aged between
25-34 are the majority
of those who give me
feedback.They care
more about kids’
interest in nature.
Maybe because of my
released time started
at night, the conversion
rate is not good. I can
try some other time
next time.
Parents aged between
35-44 are the majority
feedback group in this
ad.They care more
about kids’ safety when
go outside.Women are
more interested than
men, they are more
likely to click the ad.
My two ads have
similar outcomes.
The conversion rate is
not high. Because the
buttom I put on the
page is not importable.
There’s no way to get a
conversion with that.
After I changed it into
a form where people
can text and click, then
the conversion rate
started coming.
27. Future Plans
GOAL BY THE END OF 2017
Downloads 4,000+
Ratings 4+/5
Monthly active users 500+
Facebook followers 500+
Instagram followers 500+
Branding
$ 30,000
Overhead
$ 20,000
Travels
$ 10,000
Team
$ 50,000
Funding Budget Plan with $ 100,000