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YOUNG MARKETERS
DEVELOPMENT PROGRAM 7
Mid-term assignment
Quan James Tran
1
Develop a new brand or develop brand extension on current key brands to target on high school and
university/ college students, first jobbers (16-25 YO) for study supporting/ knowledge approaching
products, services
• Build brand positioning
• Develop marketing mix
• Develop brand communications & brand activation platform
• Build product portfolio
To earn have incremental revenue of 300-500 billions VND.
BRIEF RECAP
REQUIREMENT
BUSINESS OUTPUT
2
1. BRAND & MARKET
UNDERSTANDING
3
Since 1981
Background: 40 years of experience in research, production
and strong distribution with stationery products:
• Writing pen
• Office stationery
• Study tools
• Art tool
• Brand positioning statement: The power of knowledge (Sức mạnh tri thức)
• Brand activation platform: Knowledge help us to make our dreams come true
• Brand role: Help you conquer the pinnacle of human knowledge
• Business vision: To become the no. 1 stationery brand in SEA
• Business strategy: Widening business, sustainable growth
• Value: Pioneer, Enthusiastic, Fair, Integrity, Humanized
Technology in production: Auto-
production enhancing, green and
energy saving, quality check…
Advanced in distribution: Over 110 distributors and 65,000
retail place across Vietnam and been around 60 countries in
6 continents. Online market is Flexoffice.com. Display and
POSM is invested.
TOM brand when mentioned
of stationery in Vietnam
Invested in R&D: Sustainability,
adaptability to consumers’ need
and innovation
4
Clever color Ready to learn well Smooth work Products for office world Rise up Viet shape
Category
• Art tools for creativity and
thinking (wax color, oil
color, color pencil...)
• Student regular study tool
(chalk, board, ruler,
compa, eraser...)
• Writing pen and
convenient stationery
• Office stationery (paper,
writing pen, file…)
• High-class point pen,
mechanic pen
Target user
Preschool, Primary and
Secondary school
Primary school, Secondary
school
Mass (Secondary school to
university, and office
workers)
Office workers
Managers, heads of
department, businessman,
high-income, entrepreneurs
Target shopper Parent Parent Parent/ students Office operation department
Office workers, office
operation department
Product benefits
Help observe knowledge and
thinking better, trustworthy,
ensured quality, various
variant and safe.
Fitting curriculum, famous
cartoon image, ensuring
health safety.
Quality, reasonable price,
easy to use, value for money
Quality, convenience,
professional service
Unique, high-class design,
detail delicate. Bold strokes,
continuous, outstandingly
long and replaceable ink
cartridges.
Thien Long brands are used by clever consumers due to its ensured quality, affordability and Vietnam knowledge base contribution.
Thien Long pled to accompany, develop along with Vietnam knowledge base (nền tri thức Việt).
Five key brands with feature of creativity and knowledge for targets of children to successful businessman.
Thien Long currently has no brand serving
specifically 15-25 YO target and this
indicates no brand connection yet with them
5
Thien Long together with domestic brands are winning in mass segment.
They’re well perceived with High quality, accessibility (via distribution) and affordability.
But the category is facing a stagnant growth rate.
Brands Advantage Disadvantage
Premium
Imported quality
Close and relevant with aesthetic
design
Easy to attract consumers with goute
High price
Mass
Mostly Vietnam made brands
High quality, affordability
Wide distribution
Diversified in portfolio
Limited in
design and
packaging style
Economy & Trendy Thai and Chinese brands
Cheap price
Trendy image
Low quality
Probably not
safe for health
APAC region is expected
to have the SLOWEST
GROWTH rate between
2019-2024:
8.1%*Especially in the Writing Instruments & School supplies
So how should Thien Long deal with the situation? Let’s look into the product lines contribution
6
We witnessed the movement of Colokit
brand role from serving children pure art
making to the learning support tool with its
promise ‘Color helps thinking’:
Safe art tool to develop kid’s wisdom,
thinking and talent along with entertainment
from art making
But with art tool, Thien Long has taken initial
actions on developing its brand purpose
which give the product more specific reason
to purchase to consumers
Update the packaging trend to keep
the relevancy and engagement
By collaborating with famous
character owners to put them on
packaging, especially for preschool
and primary school
A series of outstanding products such
as pens using the two-ball pen tip
technology to help smooth ink out,
high-tech ballpoint pen for office
objects, play dough for children to
achieve non-toxic certification by US
standards ...
Effort to tap into different needs and
even sophisticated needs
Fact:
Office supplies and
equipment – stationery in
particular – are taken for
granted every day and it’s
only when something fails,
is lost or gets broken that
we realize their importance
to completing both simple
and complex tasks.
→ To leverage the importance
Two main revenue groups divided by objective are:
• Standard tool serving daily study/ work (writing pen,
office tool, art tool)
• Learning support tool (learning tool as a method,
needful to advanced/ innovative study).
→ Learning tool share is limited at 8%only
Art tool
Learning tool
Office
stationery
Writing pen
For learning tool, Thien Long invested innovation on different new needs
but rather for younger target of under high school students only
Besides reinforcing the key product line Writing pen, it’s either learning tool or art tool that Thien Long need to prioritize to address more efficiently
We can make them more (1) Physically desirable or tapping into (2) New need of consumers
Office stationery together with writing pen are the dominant
contributor to Thien Long revenue
7
As for learning tool, we can (3) Incorporate with digitalization trend in education where stationery serves its purpose
The category direction/ movement: usage experience via human development/ education objective rather than passive tool only
The power of knowledge means Thien Long deliver
quality, accessible and affordable products to satisfy
the Eagerness of learning/ acquiring knowledge.
In the time of change, Thien Long new role is to satisfy
and adapt with the updated need of Vietnamese in
education so Thien Long can represent the power of
knowledge that Vietnamese make to utilize their
capability/ productivity and then achieve their dream/
actualize it.
We’re living in an changing world of digitalization.
People start to use digital tools across stages to
support their education to achieve academic
purposes for management, knowledge transferring and
expanding knowledge, better education quality…
The process of achieving dream is renewed along,
people can start either from physical world or digital
world with the other support.
People are given the freedom to thrive
And in fact, Thien Long has been seeking for ideas via ‘Young intellectuals for education’ contest
SCOPES:
• Innovating teaching and learning, researching methods (possible for each
subject, grade, teaching and learning method, acquiring effective knowledge).
• Invent tools for teaching and learning, researching (new or innovative
inventions show superiority compared to current educational tools).
• Research works in the field of educational science (highly practical). In 2019, the idea of ‘10th grade biology book
applying augmented reality technology’ were
one of the top 5 highest prized projects
The route: Learning with basic stationery → Learning with digital supports (video) → E-learning (technology, digitalization integration)
The meaning of ‘The power of knowledge’
The trend of innovating education
comes along with the task of
developing stationery.
Potential role for Thien Long to renovate to
8
Online learning is not only a temporary solution to pandemics but also an opportunity to
rethink education, expand the distance learning model, and make education more open,
more creative, and adapt faster.
E-learning has 2 formats:
1. for some learners who do not have the opportunity to go to school directly so they study distance.
2. the combination of direct classroom access and access to materials on cyberspace.
E-learning requires the integration of four important elements: devices connected to the Internet
(computers, iPads, smartphones), Internet access, lecture content - teachers, and learners.
In 2020, Thien Long encouraged new projects and initiatives on online training
In the context of the times, education must continually develop to create leverage for
the society to go up.
"In particular, in the past few months, the Covid-19 pandemic has made us somewhat
aware that technology is a tool to help people through difficult times. So we hope, in
this 5th year, young intellectuals will come up with technological "breath" works such
as creating distance learning platform, online teaching software…”
Mr. Trinh Van Hao, Marketing Director of Thien Long Group expected.
Increase in Internet Penetration in Vietnam
According to the Statista database, internet penetration in Vietnam is
further expected to go up to 75.0% by the year ending 2023 thus,
depicting a greater number of internet users along with advanced
communication infrastructure in the future. 75.0% of the population
having internet implies that it will broaden the scope of E-learning
market to penetrate through Vietnam in future.
Smartphones is more popular to Vietnamese
The people of Vietnam will embrace the idea of going digital in the
near future as the smart phone penetration rate in Vietnam is also
estimated to increase to 48.0% by 2023 (Source: Statista Database)
which is close to half the population of Vietnam. Increased
affordability of people for smart phones will benefit the E-learning
market to further penetrate within Vietnam.
Adoption of modern technology by the learners, rising government efforts to grow E-learning in Vietnam, along with increasing number of internet users, and
the growing use of learning management systems by the corporate sector to integrate their process are expected to drive Vietnam E-learning industry in the future.
Source: https://www.prnewswire.com/in/news-releases/vietnam-e-learning-market-is-expected-to-reach-around-
usd-3-0-billion-by-the-year-ending-2023-according-to-a-market-research-report-by-ken-research-873638144.html
Vietnam has one of the strongest economic outlooks in Asia and the Pacific and the E-learning market of Vietnam will be open to more
technologically advanced teaching methods such as augmented reality, gamification and virtual reality over long term.
The previous nCoV pandemic has addressed the importance of e-learning/ online learning
9
AR – HOW IT WORKS
Augmented reality (AR) is when using the device's camera to
identify images, planes, depth in real space, from which appear
3D virtual images displayed in our real space. help viewers gain
more information, or increase their real-world experience,
enriching reality with useful information.
Thien Long applied The AR in
product with close, real 3D images
• Step 1: Download and install
• Step 2: Activate
• Step 3: Start coloring
For preschool
Has ENG and VIE languages
AR is most applicable in the following two cases:
(1) When the phenomenon cannot be simulated in reality
(2) When real experiments have conspicuous shortcomings, such
as the convex imaging experiment
In fact, VR has been touted as being the way to “bridge the
gap between theoretical knowledge and practical
implementation” through the ability to simulate real-life
situations and provide immersive experiences to students.
APPLIED IN COLOKIT INNOVATION
AR – PURPOSE
MAIN APPLICATION OF AR FOR EDUCATION
AR technology has an ability to render objects that are hard
to imagine and turn them into 3D models, thus making it
easier to grasp the abstract and difficult content. This is
especially good for visual learners and practically anyone to
translate theoretical material into a real concept.
Augmented reality (AR) – The most effective tool for visualize 3D virtual images in our real space
10
Competition stage within the Vietnam E-Learning market was observed to be highly
fragmented among several players within Vietnam’s E-learning space.
Market size and competition (AR is within e-learning market)
Vietnam E-learning industry is projected to register a
positive CAGR of 20.2%
during the forecast period 2019-2023.
Vietnam E-learning Market is Expected to Reach Around
USD 3.0 Billion by the Year
Ending 2023
Vietnam has few renowned companies which were able to establish their brand in the
market. Companies are launching gamification content for smart solutions to
gain competitive edge but video lessons with recording voice, video and according
evaluation along with virtual connection still are the most popular offers.
Source: https://www.kenresearch.com/education-and-recruitment/education/vietnam-e-learning-
market-outlook/248568-99.html#details
Highschool and under Student & Worker
Youth in Vietnam rank Virtual/ Mixed/ Augmented Reality
as the top 3 most exciting technology innovation that
will affect their lives.
Source: http://ven.vn/microsoft-survey-vietnam-youth-expect-internet-of-things-to-have-
biggest-impact-on-their-future-25676.html
The survey found that Vietnam youth are looking forward to technologies to help them to (ranked from top):
1. Increase their productivity
2. Improve their physical and mental health
3. Make them more employable
Looking ahead, 3 in 10 Vietnam youth feel Vietnam is not ready to adapt to digital disruptions. To get ahead, they
feel a top priority is to:
43%: Ensure schools prepare students with the right skills to fully leverage future innovations
24%: Making future technology innovations affordable and accessible
19%: Creating conducive business environments to encourage start ups
*Language courses are mostly invested with
updated functions while other skill and
knowledge courses are rather in teaching
video only for a long time.
*Diversify skill and knowledge courses are
becoming more important while for language and
degree courses, the online distance training
sessions are well developed
11
• New source of
business to stay
with Thien Long
promise of
accompanying
Vietnamese
knowledge base
• Focus on 15-25
target group as
now no brand
serve this group.
• Tap into the need
of efficient
education
approach (to
increase
productivity)
• Diversify product
portfolio by
emerging with
digitalization
context of
education
innovation trend
• Should be applied
at school
• Affordable and
accessible
• Education applying
virtual reality
technology
learning tool
• Thien Long take
first step into the
market by defining
it strongly with
strong credential
to penetrate
STRATEGIC DIRECTION
12
2. CONSUMER
UNDERSTANDING 13
They are born within the digitalization and hence,
have integrated technology seamlessly into
their lives, and having used it from the youngest
age, it is almost like the air that they breathe,
permeating almost all areas of their lifestyle and
relationships.
The digital integrator doesn’t look for an
instruction guide but an intuitive process. The
style and the process matter not just the
substance and the outcome.
For the digital integrator, technology has blurred the lines of work and social, of study and entertainment…
GEN Z - THE DIGITAL INTEGRATOR
They live in an open book environment - just a few clicks away from any information, they connect in a borderless world- across countries and cultures, and
they communicate in a post-literate community where texts and tweets are brief, and where visuals and videos get the most cut-through.
Digitalization brought changes to Gen Z approach to education: they craves for experiences
and they tend to not compromise for conventional learning method at schooling.
14
SEGMENTATION
15-17 YO 18-22 YO 23-25 YO
University/ college students
• Have education major to focus
on
• Have need and time to
diversify/ widen learning
• If moving to other career
direction, they can afford to put
100% focus into learning new
skills and knowledge
Highschool students
• Heavy load with knowledge
concepts and application
assignment along for subjects
• Mostly take offline education at
school; go to extra tutor, extra
class (online included) before
heading home
• Gradually define their own
education strength perspective
and preference for selecting
future career at this stage of
education
Graduate/ intern/ staff/ workers
• Focus more on on-job learning
via internship and working
experience
• Follow the corporate training
and knowledge session of the
company
• Extend knowledge relating to
career, boosting career
performance and even
business start-up
15-25 (Generation Z)
Yet, with higher income but these two segmentations can adapt with the current offers of both
offline and online video studies as they provide practical knowledge and the knowledge practice
environment they can find within offline places/ jobs/ communities to conduct. The knowledge
platform for them will take more efforts to develop to meet their specific requirements with some
of the well known competitors.
They are more open to learning basic levels of knowledge
concepts at high school, to study them effectively and
finally to identify the future possibilities they can have from
their education performance and preference. 15
Educational content is
still heavy on theory;
Many content is not
practical.
Teaching methods are
still heavy on theory
presentation, failing to
promote students'
activeness in
discovering, practicing
and applying
knowledge, making
students lack interest
in learning.
Learning time is allocated
in a uniform manner for
all schools in the country,
sometimes not
compatible with the
learning content;
meanwhile, teachers are
not allowed to proactively
arrange teaching time
suitable to lessons,
students and actual
conditions of their
schools and classes.
Students have to deal
with many examinations,
especially high school
and graduation exams,
so they have to study a
lot.
The phenomenon of
pervasive tutoring takes
time to rest, making
students stressed and
tired.
Due to too much desire in
their children and due to
competitive pressure,
many parents force their
children to participate in
too many out-of-school
learning programs.
Reasons Vietnamese students' learning is still becoming overwhelmed.
Source: https://dantri.com.vn/giao-duc-khuyen-hoc/6-bien-phap-giam-tai-cap-hoc-pho-thong-trong-chuong-trinh-pho-thong-moi-20190216170727445.htm
Yet, the heaviness of knowledge theory presentation is one of the main issues in education that students must face
From which, the continuous flow of information contained in daily instruction put more pressure
and easily overwhelm Gen Z, diminish students motivation to pay attention and memorization.
16
According to the theory grew out of the work of Nobel Prize winner Roger W
Sperry: The brain actually works best when both sides of the brain are engaged at
the same time. Neuroscientists have found that the two sides of the brain work
together to perform a wide variety of tasks and the two sides communicate through
the corpus callosum.
We need both sides of our brain working together to create strong neuropathways,
making focus and recall much better and easier.
Complex cognitive functions such as memory, attention,… require the brain
regions to work in integrated fashion, shifting between divergent and convergent
thinking to combine new information with old and even forgotten knowledge.
Some student use both the left and right
side to the full potential. When creating
the mind map on anything, they use
creativity to enhance the right brain
activity. When they mark map with words,
categorize and organize efficiently to
improve left brain activity.
This challenge leads a part of students to create memorization effort
using both of their brain hemispheres
Right brain hemisphere
It’s little known that this traditional education system has their left hemisphere worked dominantly than their right hemisphere
• The right side of the brain is
responsible for creative activities
like arts and connecting to
others in an emotional way.
Left brain hemisphere
• The left brain hemisphere
is needed for rational
thinking and logical skills such
as mathematics and language.
Reason behind: Traditional instruction in education has long been about words: the professor's lecture, the textbook descriptions, the writing assignments and the examinations.
These activities make use of the left side of the brain.
TRUTH: Left hemisphere is used more while right hemisphere is almost neglected in education, especially in high-school
when students are overloaded with knowledge concepts all 3 school years to prepare for graduation/ university exam
KEY FINDING
17
So it is important to recognize that a balance between both hemispheres of the brain can maximize efficiency including the ability to
focus and store information.
Left brains are already there but how to bring out the right brain?
The key implication is that use of a variety of techniques that appeal to
both areas of brain function will improve student learning. Enhancing
lectures with graphical aids or using color, music or other sensory
experiences with a presentation or assignment will touch both logical
and creative brain processes.
RIGHT BRAIN FORMAT TO LEARNING
AND WHERE IS THE POTENTIAL PLOT?
Science is about the real world but they are treated as a theorical, wordy subject. The
process require understanding the structure, phenomena to fully capture the knowledge.
Many topics in science are notoriously difficult for students to learn. Mechanisms and processes outside
student experience present particular challenges. Learners must master not only the individual components of
the system or process (structure) but also the interactions and mechanisms (function), which may be complex
and frequently invisible. If the phenomena are macroscopic, sub-microscopic, or abstract, there is an
additional level of difficulty.
Education theory: explanation both inside and outside the process, in word
Education experiment : outside the process, in outer observation
THE GAP: AR - visualize science - observed nature, interaction process from inside
It helps with the science visualization reflected from theory.
THE CURRENT LIMITATION IN LABORY EXPERIMENT
Science experiments are the major form of visual explanation have been facing issues:
• Limited time and sessions, limited in sessions, limited in selected experiment, limited
in facilities to perform it…
• Only a number of students selected to perform the experiments
• The loop of understanding science to perform it safely without accidents
• (…)
THE OPPORTUNITY:
When students use the right brain (imagination, creativity, tone, color,
emotions, movement, etc.) in learning, the two brain hemispheres create
reciprocal effects that help each other take advantage of.
At the same time, learning also becomes more interesting and exciting. Scientists have proven
that the human brain is able to remember information with images and sounds better than words
and mere numbers.
THE DIRECTION:
If educators can exercise the entire brain, the student should be able to
learn and remember more.
Hence the need for a variety of stimuli-aural, visual, tactile-has a scientific basis, just as the
findings of behavioral psychology support the need for activities in addition to other means of
presenting information.
SCIENCE
SCIENCE
18
Consumer truth:
Gen Z is born and grew up with
digitalization so they can integrate
digital seamlessly in almost every
aspects of their lives.
Category truth:
Traditional high school science
knowledge is now mostly in
theory and logical thinking, limited
with real experiment which makes
the only way to achieve academic
performance is focus and
memorize knowledge
theoretically.
Product truth:
Augmented reality provides users
with scientific knowledge
visualized inside out in 3D
models, which helps students to
learn science via interactive visual
so they can use both of their brain
hemisphere together for effective
learning (focus while learning and
knowledge memorization)
Highschool science is hard-work to me because it’s heavy with concepts and must be understood implicitly,
under logical thinking in the form of word and word. I wish knowledge can be reflected in reality-form visuals
so I can focus and memorize them more proactively.
INSIGHT
AR represent a platform where students can observe science structure/ transformation/
reaction in 3D format which aids students in interacting with knowledge and develop both
hemispheres for focus and lasting learning of science concepts.
AR role
Support science learning via inside out simulation
19
Brand role – Science 3D simulation for effective learning
Conquer the knowledge by
making changes in the method of
absorbing knowledge
Empower innovative approach to
knowledge for effective learning
Pioneer in utilizing both left
hemisphere (logical knowledge)
and right hemisphere (3D models
visualization) learning style
ACTIVATE BOTH BRAIN HEMISPHERES FOR EFFECTIVE LEARNING
Proactive in absorbing knowledge by transforming knowledge into digestible one.
How we elevate from Thien Long brand?
Taking a 2D image and making it 3D to give students more interactive learning experience by activating both hemisphere while
learning, which can help them with focus and memorization.
20
3. BRAND PROPOSAL
21
New sub-brand:
Designed to support efficient learning of generation Z and later
generations, Thien Long introduces the reAR360 product set
(mobile app and card collection) to promote the effective learning
style integrating both side of brain hemispheres.
The concept:
Science knowledge simulation via AR
Used to trigger right hemispheric via 3D models
Designed based on current standard education curriculum
Designed for the effort of effective learning
Easy to interact
-----
AR (Augmented Reality) technology to programmatically
simulate science knowledge on the basis of reality that
promotes effective learning flexibility for students.
Product offer
Mobile app Learning cards
Not only showing single
card model but can combine
card to see the interaction
Turning 2D cards into 3D
model
Easy to zoom in-
out for effective
observation
Fit with curriculumUsing the app to read
the code on the card
to show 3D model
EXPLORE
SCAN
LABORATORY
Log in
reAR360
Each card has a different
code that application can
identify to set up the
visualization
Not separate but can also
how each element in card
interact with each other
Help to develop
perspective
invisible structure,
phenomena,
connection
Designed to reflect
knowledge covered in current
curriculum
22
REASON TO BELIEVE
PRODUCTIVITY:
AR has international credit for trigger exciting learning and effective
thinking in both education and other category by providing users with virtual
image in real world (Google translate AR, Pokémon Go AR, Museum AR…)
PROACTIVENESS:
AR with its outstanding feature helps to interact with the
knowledge, not only reading especially the hard to see,
hard to imagine, hence helping the knowledge engagement
between teachers and students, students and the lessons.
SURREAL REALNESS:
Especially, strongly attached with scientific subjects is the experiment limitation
of current educational facilities. AR with its interactive feature helps student
own a platform to conduct experiment and access to knowledge, discover
and create understanding effectively on their own that no other products can
offer. Experiment is known as the combination of both side hemisphere.
23
PRODUCT PORTFOLIO DEVELOPMENT
Chemistry Physic
Biology
Science subjects (Chemistry, Physic, Biology) with
high amount of theory and knowledge theory is:
• To be reflected: Knowledge is visualizable in 3D as
they’re from the real world
• To be observed: Attached with phenomena,
reaction to simulate the process of science
• To be interacted and created: Have interaction
(chemical experiment, body structure experiment…)
24
MARKETING MIX
PRODUCT PRICE PROCESS
• Trial for free with limited basic
session
• Users can unlock further
levels by achievement of
higher performance in science
subjects with education
institution collaboration or
online competition of
reAR360.
• Need further price research
• Highschool curriculum science
knowledge 3D simulation
• Apply AR technology
• Format: Mobile app and card
collections by each science
subjects
• Testing result/ international
credit for credibility of
developing hemisphere in
learning
• Workshop in school/
technology exhibition for
usage guidance
• Video of usage guidance
PLACE PROMOTION PEOPLE
• Fitting high school curriculum
• Message: Develop both brains
hemisphere for effective
learning of science subjects
• Displayed in distribution
system for engagement via
interaction
• SEO and search ad, Youtube
ad to online class
• Working and pushing product
development by science and
education expert
• Reviewer from hot student
face, science/tech reviewer
PACKAGING
• Using QR code showing 3
main functions on cards
packaging on device
• Comparison of old vs new
thinking of learning science
using both brain hemisphere
PHYSICAL EVIDENCE
• Using LED screen to show the
‘inside’ perspective that
human eyes can’t see/
imagine of familiar science
substance, phenomena
• Putting large size AR screen
in mall to attract attention
when they look through the
screen
25
BRAND POSITIONING STATEMENT
WHAT NEEDTO WHOM DIFFERENTITATED BY
• 15-17, gen Z
• Urban, sub-urban
• The digital integrator
• Highschool students, who
experienced problems in
focus and memorizing
education knowledge due to
the current education
teaching system.
Functional benefit:
More efficacy in focus and
memorizing science
knowledge differently from
conventional education theory
Emotional benefit:
More excited to approach
knowledge
• The first ever augmented
reality applied learning tool
to bring scientific knowledge
alive and interactive in
Vietnam.
• The effort of utilizing
knowledge approach of
Thien Long corporation in
the context of digitalization.
RTB
• Science based truth of
triggering right hemisphere
working with left hemisphere
by scientific knowledge
visualized in 3D models
• Fitting with standard
education curriculum
26
BRAND PROPOSITION
Effective learning by activating both brain hemispheres
BRAND ESSENCE
Technological transformation for approaching knowledge
BRAND COMMUNICATION IDEA
Technology empowers knowledge approach
BRAND ACTIVATION PLATFORM
Technology brings knowledge alive
27
9. ESSENCE
Technological
transformation for
approaching
knowledge
6. VALUE, BELIEFS & PERSONALITY
Modern, Dynamic, Improvising, Creative
5. BENEFITS
Functional: More effective in focus and
memorizing science knowledge
via 3D visualization
Emotional: More exciting in improvising
knowledge approach challenges
8. DISCRIMINATOR
• AR – the technology to render objects into 3D models
• Designed to fit high school science curriculum
4. INSIGHT
Highschool science is hard-work to me because
it’s heavy with concepts and must be understood
implicitly, under logical thinking in the form of
word and word. I wish knowledge can be
reflected in reality-form visuals so I can focus
and memorize them more proactively.
3. TARGET
• 15-17, high school students, nation-wide
• The digital integrator
• Highschool students, who experienced
problem in memorizing education knowledge
due to the focus in left hemisphere of current
education teaching system.
2. COMPETITIVE ENVIRONMENT
Indirect competitor: Online high school
science lesson for getting into
college/ university objective
1. ROOT STRENGTHS
Strong credential for Vietnamese
knowledge base contribution inherited from
Thien Long
7. REASONS TO BELIEVE
• Science based truth of triggering right hemisphere
working with left hemisphere by scientific
knowledge visualized in 3D models
• Brand under Thien Long with the mission of
represent the power of knowledge that Vietnamese
make to utilize their capability/ productivity and then
achieve their dream/ actualize it.
28
BRAND COMMUNICATION IDEA
Technology empowers knowledge approach
The brand with knowledge visualized in 3D model empowers
Vietnamese students to be more confident for knowledge
approaching challenges with tech-based visualization.
With technology, knowledge is no longer with conventional limit but
to be visible and everyone can share it, learn it together with
excitement and transparency.
Objective #01
Consistently and constantly
educate about the role of
working with both brain
hemisphere instead of only
the left one to increase
memorability in education
Objective #02
Drive excitement via new
way of approaching
knowledge via AR 3D
visualization to conquer
traditional difficulties in
offline education
29
BRAND ACTIVATION PLATFORM
Technology brings knowledge alive
An interacting game simulating Pokémon GO activated on streets near schools and
students education centers to show that there’s education science knowledge
everywhere in the real world that we fails to realize from theory knowledge.
With it, reAR360 helps consumer to explore more knowledge, refresh the knowledge
approach and remember more deeply than written/ verbal lessons. Furthermore, we
can put ‘Do you know that…?’ to trigger excitement and engagement.
30
EXECUTIVE SUMMARY
Learning supporting
tool in the context of
digitalization for
education
THE TREND OF INNOVATION
Augmented reality is
within e-learning whose
market is on the growth
THE POTENTIAL PLOT
15-17, high school
students
Digital integrator
THE SEGMENT
Mostly use left brain for
every education
subjects, find it hard to
focus and memorize
THE PROBLEM IN EDUCATION
Visualized knowledge
help the both the brain
hemisphere work and
increase learning
efficacy
THE INSIGHT
Highschool curriculum
science knowledge 3D
model simulation via AR
technology
THIEN LONG OFFER
Develop both brain
hemisphere working
together by integrating
AR technology
THE BRAND IDEA
Technological
transformation for
approaching knowledge
THE ESSENCE
Technology empowers
knowledge approach
THE COMMUNICATION
SIZE OF PRICE
2.5 – 3 MIL Number of High school students03 BIL USD VN E-learning Market in 2023
300 BIL VND means 0,4% share with 100.000 VND value per student
31
YOUNG MARKETERS
DEVELOPMENT PROGRAM 7
Mid-term assignment
Quan James Tran32

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YME7 - Thien Long Individual Mid-term assignment

  • 1. YOUNG MARKETERS DEVELOPMENT PROGRAM 7 Mid-term assignment Quan James Tran 1
  • 2. Develop a new brand or develop brand extension on current key brands to target on high school and university/ college students, first jobbers (16-25 YO) for study supporting/ knowledge approaching products, services • Build brand positioning • Develop marketing mix • Develop brand communications & brand activation platform • Build product portfolio To earn have incremental revenue of 300-500 billions VND. BRIEF RECAP REQUIREMENT BUSINESS OUTPUT 2
  • 3. 1. BRAND & MARKET UNDERSTANDING 3
  • 4. Since 1981 Background: 40 years of experience in research, production and strong distribution with stationery products: • Writing pen • Office stationery • Study tools • Art tool • Brand positioning statement: The power of knowledge (Sức mạnh tri thức) • Brand activation platform: Knowledge help us to make our dreams come true • Brand role: Help you conquer the pinnacle of human knowledge • Business vision: To become the no. 1 stationery brand in SEA • Business strategy: Widening business, sustainable growth • Value: Pioneer, Enthusiastic, Fair, Integrity, Humanized Technology in production: Auto- production enhancing, green and energy saving, quality check… Advanced in distribution: Over 110 distributors and 65,000 retail place across Vietnam and been around 60 countries in 6 continents. Online market is Flexoffice.com. Display and POSM is invested. TOM brand when mentioned of stationery in Vietnam Invested in R&D: Sustainability, adaptability to consumers’ need and innovation 4
  • 5. Clever color Ready to learn well Smooth work Products for office world Rise up Viet shape Category • Art tools for creativity and thinking (wax color, oil color, color pencil...) • Student regular study tool (chalk, board, ruler, compa, eraser...) • Writing pen and convenient stationery • Office stationery (paper, writing pen, file…) • High-class point pen, mechanic pen Target user Preschool, Primary and Secondary school Primary school, Secondary school Mass (Secondary school to university, and office workers) Office workers Managers, heads of department, businessman, high-income, entrepreneurs Target shopper Parent Parent Parent/ students Office operation department Office workers, office operation department Product benefits Help observe knowledge and thinking better, trustworthy, ensured quality, various variant and safe. Fitting curriculum, famous cartoon image, ensuring health safety. Quality, reasonable price, easy to use, value for money Quality, convenience, professional service Unique, high-class design, detail delicate. Bold strokes, continuous, outstandingly long and replaceable ink cartridges. Thien Long brands are used by clever consumers due to its ensured quality, affordability and Vietnam knowledge base contribution. Thien Long pled to accompany, develop along with Vietnam knowledge base (nền tri thức Việt). Five key brands with feature of creativity and knowledge for targets of children to successful businessman. Thien Long currently has no brand serving specifically 15-25 YO target and this indicates no brand connection yet with them 5
  • 6. Thien Long together with domestic brands are winning in mass segment. They’re well perceived with High quality, accessibility (via distribution) and affordability. But the category is facing a stagnant growth rate. Brands Advantage Disadvantage Premium Imported quality Close and relevant with aesthetic design Easy to attract consumers with goute High price Mass Mostly Vietnam made brands High quality, affordability Wide distribution Diversified in portfolio Limited in design and packaging style Economy & Trendy Thai and Chinese brands Cheap price Trendy image Low quality Probably not safe for health APAC region is expected to have the SLOWEST GROWTH rate between 2019-2024: 8.1%*Especially in the Writing Instruments & School supplies So how should Thien Long deal with the situation? Let’s look into the product lines contribution 6
  • 7. We witnessed the movement of Colokit brand role from serving children pure art making to the learning support tool with its promise ‘Color helps thinking’: Safe art tool to develop kid’s wisdom, thinking and talent along with entertainment from art making But with art tool, Thien Long has taken initial actions on developing its brand purpose which give the product more specific reason to purchase to consumers Update the packaging trend to keep the relevancy and engagement By collaborating with famous character owners to put them on packaging, especially for preschool and primary school A series of outstanding products such as pens using the two-ball pen tip technology to help smooth ink out, high-tech ballpoint pen for office objects, play dough for children to achieve non-toxic certification by US standards ... Effort to tap into different needs and even sophisticated needs Fact: Office supplies and equipment – stationery in particular – are taken for granted every day and it’s only when something fails, is lost or gets broken that we realize their importance to completing both simple and complex tasks. → To leverage the importance Two main revenue groups divided by objective are: • Standard tool serving daily study/ work (writing pen, office tool, art tool) • Learning support tool (learning tool as a method, needful to advanced/ innovative study). → Learning tool share is limited at 8%only Art tool Learning tool Office stationery Writing pen For learning tool, Thien Long invested innovation on different new needs but rather for younger target of under high school students only Besides reinforcing the key product line Writing pen, it’s either learning tool or art tool that Thien Long need to prioritize to address more efficiently We can make them more (1) Physically desirable or tapping into (2) New need of consumers Office stationery together with writing pen are the dominant contributor to Thien Long revenue 7
  • 8. As for learning tool, we can (3) Incorporate with digitalization trend in education where stationery serves its purpose The category direction/ movement: usage experience via human development/ education objective rather than passive tool only The power of knowledge means Thien Long deliver quality, accessible and affordable products to satisfy the Eagerness of learning/ acquiring knowledge. In the time of change, Thien Long new role is to satisfy and adapt with the updated need of Vietnamese in education so Thien Long can represent the power of knowledge that Vietnamese make to utilize their capability/ productivity and then achieve their dream/ actualize it. We’re living in an changing world of digitalization. People start to use digital tools across stages to support their education to achieve academic purposes for management, knowledge transferring and expanding knowledge, better education quality… The process of achieving dream is renewed along, people can start either from physical world or digital world with the other support. People are given the freedom to thrive And in fact, Thien Long has been seeking for ideas via ‘Young intellectuals for education’ contest SCOPES: • Innovating teaching and learning, researching methods (possible for each subject, grade, teaching and learning method, acquiring effective knowledge). • Invent tools for teaching and learning, researching (new or innovative inventions show superiority compared to current educational tools). • Research works in the field of educational science (highly practical). In 2019, the idea of ‘10th grade biology book applying augmented reality technology’ were one of the top 5 highest prized projects The route: Learning with basic stationery → Learning with digital supports (video) → E-learning (technology, digitalization integration) The meaning of ‘The power of knowledge’ The trend of innovating education comes along with the task of developing stationery. Potential role for Thien Long to renovate to 8
  • 9. Online learning is not only a temporary solution to pandemics but also an opportunity to rethink education, expand the distance learning model, and make education more open, more creative, and adapt faster. E-learning has 2 formats: 1. for some learners who do not have the opportunity to go to school directly so they study distance. 2. the combination of direct classroom access and access to materials on cyberspace. E-learning requires the integration of four important elements: devices connected to the Internet (computers, iPads, smartphones), Internet access, lecture content - teachers, and learners. In 2020, Thien Long encouraged new projects and initiatives on online training In the context of the times, education must continually develop to create leverage for the society to go up. "In particular, in the past few months, the Covid-19 pandemic has made us somewhat aware that technology is a tool to help people through difficult times. So we hope, in this 5th year, young intellectuals will come up with technological "breath" works such as creating distance learning platform, online teaching software…” Mr. Trinh Van Hao, Marketing Director of Thien Long Group expected. Increase in Internet Penetration in Vietnam According to the Statista database, internet penetration in Vietnam is further expected to go up to 75.0% by the year ending 2023 thus, depicting a greater number of internet users along with advanced communication infrastructure in the future. 75.0% of the population having internet implies that it will broaden the scope of E-learning market to penetrate through Vietnam in future. Smartphones is more popular to Vietnamese The people of Vietnam will embrace the idea of going digital in the near future as the smart phone penetration rate in Vietnam is also estimated to increase to 48.0% by 2023 (Source: Statista Database) which is close to half the population of Vietnam. Increased affordability of people for smart phones will benefit the E-learning market to further penetrate within Vietnam. Adoption of modern technology by the learners, rising government efforts to grow E-learning in Vietnam, along with increasing number of internet users, and the growing use of learning management systems by the corporate sector to integrate their process are expected to drive Vietnam E-learning industry in the future. Source: https://www.prnewswire.com/in/news-releases/vietnam-e-learning-market-is-expected-to-reach-around- usd-3-0-billion-by-the-year-ending-2023-according-to-a-market-research-report-by-ken-research-873638144.html Vietnam has one of the strongest economic outlooks in Asia and the Pacific and the E-learning market of Vietnam will be open to more technologically advanced teaching methods such as augmented reality, gamification and virtual reality over long term. The previous nCoV pandemic has addressed the importance of e-learning/ online learning 9
  • 10. AR – HOW IT WORKS Augmented reality (AR) is when using the device's camera to identify images, planes, depth in real space, from which appear 3D virtual images displayed in our real space. help viewers gain more information, or increase their real-world experience, enriching reality with useful information. Thien Long applied The AR in product with close, real 3D images • Step 1: Download and install • Step 2: Activate • Step 3: Start coloring For preschool Has ENG and VIE languages AR is most applicable in the following two cases: (1) When the phenomenon cannot be simulated in reality (2) When real experiments have conspicuous shortcomings, such as the convex imaging experiment In fact, VR has been touted as being the way to “bridge the gap between theoretical knowledge and practical implementation” through the ability to simulate real-life situations and provide immersive experiences to students. APPLIED IN COLOKIT INNOVATION AR – PURPOSE MAIN APPLICATION OF AR FOR EDUCATION AR technology has an ability to render objects that are hard to imagine and turn them into 3D models, thus making it easier to grasp the abstract and difficult content. This is especially good for visual learners and practically anyone to translate theoretical material into a real concept. Augmented reality (AR) – The most effective tool for visualize 3D virtual images in our real space 10
  • 11. Competition stage within the Vietnam E-Learning market was observed to be highly fragmented among several players within Vietnam’s E-learning space. Market size and competition (AR is within e-learning market) Vietnam E-learning industry is projected to register a positive CAGR of 20.2% during the forecast period 2019-2023. Vietnam E-learning Market is Expected to Reach Around USD 3.0 Billion by the Year Ending 2023 Vietnam has few renowned companies which were able to establish their brand in the market. Companies are launching gamification content for smart solutions to gain competitive edge but video lessons with recording voice, video and according evaluation along with virtual connection still are the most popular offers. Source: https://www.kenresearch.com/education-and-recruitment/education/vietnam-e-learning- market-outlook/248568-99.html#details Highschool and under Student & Worker Youth in Vietnam rank Virtual/ Mixed/ Augmented Reality as the top 3 most exciting technology innovation that will affect their lives. Source: http://ven.vn/microsoft-survey-vietnam-youth-expect-internet-of-things-to-have- biggest-impact-on-their-future-25676.html The survey found that Vietnam youth are looking forward to technologies to help them to (ranked from top): 1. Increase their productivity 2. Improve their physical and mental health 3. Make them more employable Looking ahead, 3 in 10 Vietnam youth feel Vietnam is not ready to adapt to digital disruptions. To get ahead, they feel a top priority is to: 43%: Ensure schools prepare students with the right skills to fully leverage future innovations 24%: Making future technology innovations affordable and accessible 19%: Creating conducive business environments to encourage start ups *Language courses are mostly invested with updated functions while other skill and knowledge courses are rather in teaching video only for a long time. *Diversify skill and knowledge courses are becoming more important while for language and degree courses, the online distance training sessions are well developed 11
  • 12. • New source of business to stay with Thien Long promise of accompanying Vietnamese knowledge base • Focus on 15-25 target group as now no brand serve this group. • Tap into the need of efficient education approach (to increase productivity) • Diversify product portfolio by emerging with digitalization context of education innovation trend • Should be applied at school • Affordable and accessible • Education applying virtual reality technology learning tool • Thien Long take first step into the market by defining it strongly with strong credential to penetrate STRATEGIC DIRECTION 12
  • 14. They are born within the digitalization and hence, have integrated technology seamlessly into their lives, and having used it from the youngest age, it is almost like the air that they breathe, permeating almost all areas of their lifestyle and relationships. The digital integrator doesn’t look for an instruction guide but an intuitive process. The style and the process matter not just the substance and the outcome. For the digital integrator, technology has blurred the lines of work and social, of study and entertainment… GEN Z - THE DIGITAL INTEGRATOR They live in an open book environment - just a few clicks away from any information, they connect in a borderless world- across countries and cultures, and they communicate in a post-literate community where texts and tweets are brief, and where visuals and videos get the most cut-through. Digitalization brought changes to Gen Z approach to education: they craves for experiences and they tend to not compromise for conventional learning method at schooling. 14
  • 15. SEGMENTATION 15-17 YO 18-22 YO 23-25 YO University/ college students • Have education major to focus on • Have need and time to diversify/ widen learning • If moving to other career direction, they can afford to put 100% focus into learning new skills and knowledge Highschool students • Heavy load with knowledge concepts and application assignment along for subjects • Mostly take offline education at school; go to extra tutor, extra class (online included) before heading home • Gradually define their own education strength perspective and preference for selecting future career at this stage of education Graduate/ intern/ staff/ workers • Focus more on on-job learning via internship and working experience • Follow the corporate training and knowledge session of the company • Extend knowledge relating to career, boosting career performance and even business start-up 15-25 (Generation Z) Yet, with higher income but these two segmentations can adapt with the current offers of both offline and online video studies as they provide practical knowledge and the knowledge practice environment they can find within offline places/ jobs/ communities to conduct. The knowledge platform for them will take more efforts to develop to meet their specific requirements with some of the well known competitors. They are more open to learning basic levels of knowledge concepts at high school, to study them effectively and finally to identify the future possibilities they can have from their education performance and preference. 15
  • 16. Educational content is still heavy on theory; Many content is not practical. Teaching methods are still heavy on theory presentation, failing to promote students' activeness in discovering, practicing and applying knowledge, making students lack interest in learning. Learning time is allocated in a uniform manner for all schools in the country, sometimes not compatible with the learning content; meanwhile, teachers are not allowed to proactively arrange teaching time suitable to lessons, students and actual conditions of their schools and classes. Students have to deal with many examinations, especially high school and graduation exams, so they have to study a lot. The phenomenon of pervasive tutoring takes time to rest, making students stressed and tired. Due to too much desire in their children and due to competitive pressure, many parents force their children to participate in too many out-of-school learning programs. Reasons Vietnamese students' learning is still becoming overwhelmed. Source: https://dantri.com.vn/giao-duc-khuyen-hoc/6-bien-phap-giam-tai-cap-hoc-pho-thong-trong-chuong-trinh-pho-thong-moi-20190216170727445.htm Yet, the heaviness of knowledge theory presentation is one of the main issues in education that students must face From which, the continuous flow of information contained in daily instruction put more pressure and easily overwhelm Gen Z, diminish students motivation to pay attention and memorization. 16
  • 17. According to the theory grew out of the work of Nobel Prize winner Roger W Sperry: The brain actually works best when both sides of the brain are engaged at the same time. Neuroscientists have found that the two sides of the brain work together to perform a wide variety of tasks and the two sides communicate through the corpus callosum. We need both sides of our brain working together to create strong neuropathways, making focus and recall much better and easier. Complex cognitive functions such as memory, attention,… require the brain regions to work in integrated fashion, shifting between divergent and convergent thinking to combine new information with old and even forgotten knowledge. Some student use both the left and right side to the full potential. When creating the mind map on anything, they use creativity to enhance the right brain activity. When they mark map with words, categorize and organize efficiently to improve left brain activity. This challenge leads a part of students to create memorization effort using both of their brain hemispheres Right brain hemisphere It’s little known that this traditional education system has their left hemisphere worked dominantly than their right hemisphere • The right side of the brain is responsible for creative activities like arts and connecting to others in an emotional way. Left brain hemisphere • The left brain hemisphere is needed for rational thinking and logical skills such as mathematics and language. Reason behind: Traditional instruction in education has long been about words: the professor's lecture, the textbook descriptions, the writing assignments and the examinations. These activities make use of the left side of the brain. TRUTH: Left hemisphere is used more while right hemisphere is almost neglected in education, especially in high-school when students are overloaded with knowledge concepts all 3 school years to prepare for graduation/ university exam KEY FINDING 17
  • 18. So it is important to recognize that a balance between both hemispheres of the brain can maximize efficiency including the ability to focus and store information. Left brains are already there but how to bring out the right brain? The key implication is that use of a variety of techniques that appeal to both areas of brain function will improve student learning. Enhancing lectures with graphical aids or using color, music or other sensory experiences with a presentation or assignment will touch both logical and creative brain processes. RIGHT BRAIN FORMAT TO LEARNING AND WHERE IS THE POTENTIAL PLOT? Science is about the real world but they are treated as a theorical, wordy subject. The process require understanding the structure, phenomena to fully capture the knowledge. Many topics in science are notoriously difficult for students to learn. Mechanisms and processes outside student experience present particular challenges. Learners must master not only the individual components of the system or process (structure) but also the interactions and mechanisms (function), which may be complex and frequently invisible. If the phenomena are macroscopic, sub-microscopic, or abstract, there is an additional level of difficulty. Education theory: explanation both inside and outside the process, in word Education experiment : outside the process, in outer observation THE GAP: AR - visualize science - observed nature, interaction process from inside It helps with the science visualization reflected from theory. THE CURRENT LIMITATION IN LABORY EXPERIMENT Science experiments are the major form of visual explanation have been facing issues: • Limited time and sessions, limited in sessions, limited in selected experiment, limited in facilities to perform it… • Only a number of students selected to perform the experiments • The loop of understanding science to perform it safely without accidents • (…) THE OPPORTUNITY: When students use the right brain (imagination, creativity, tone, color, emotions, movement, etc.) in learning, the two brain hemispheres create reciprocal effects that help each other take advantage of. At the same time, learning also becomes more interesting and exciting. Scientists have proven that the human brain is able to remember information with images and sounds better than words and mere numbers. THE DIRECTION: If educators can exercise the entire brain, the student should be able to learn and remember more. Hence the need for a variety of stimuli-aural, visual, tactile-has a scientific basis, just as the findings of behavioral psychology support the need for activities in addition to other means of presenting information. SCIENCE SCIENCE 18
  • 19. Consumer truth: Gen Z is born and grew up with digitalization so they can integrate digital seamlessly in almost every aspects of their lives. Category truth: Traditional high school science knowledge is now mostly in theory and logical thinking, limited with real experiment which makes the only way to achieve academic performance is focus and memorize knowledge theoretically. Product truth: Augmented reality provides users with scientific knowledge visualized inside out in 3D models, which helps students to learn science via interactive visual so they can use both of their brain hemisphere together for effective learning (focus while learning and knowledge memorization) Highschool science is hard-work to me because it’s heavy with concepts and must be understood implicitly, under logical thinking in the form of word and word. I wish knowledge can be reflected in reality-form visuals so I can focus and memorize them more proactively. INSIGHT AR represent a platform where students can observe science structure/ transformation/ reaction in 3D format which aids students in interacting with knowledge and develop both hemispheres for focus and lasting learning of science concepts. AR role Support science learning via inside out simulation 19
  • 20. Brand role – Science 3D simulation for effective learning Conquer the knowledge by making changes in the method of absorbing knowledge Empower innovative approach to knowledge for effective learning Pioneer in utilizing both left hemisphere (logical knowledge) and right hemisphere (3D models visualization) learning style ACTIVATE BOTH BRAIN HEMISPHERES FOR EFFECTIVE LEARNING Proactive in absorbing knowledge by transforming knowledge into digestible one. How we elevate from Thien Long brand? Taking a 2D image and making it 3D to give students more interactive learning experience by activating both hemisphere while learning, which can help them with focus and memorization. 20
  • 22. New sub-brand: Designed to support efficient learning of generation Z and later generations, Thien Long introduces the reAR360 product set (mobile app and card collection) to promote the effective learning style integrating both side of brain hemispheres. The concept: Science knowledge simulation via AR Used to trigger right hemispheric via 3D models Designed based on current standard education curriculum Designed for the effort of effective learning Easy to interact ----- AR (Augmented Reality) technology to programmatically simulate science knowledge on the basis of reality that promotes effective learning flexibility for students. Product offer Mobile app Learning cards Not only showing single card model but can combine card to see the interaction Turning 2D cards into 3D model Easy to zoom in- out for effective observation Fit with curriculumUsing the app to read the code on the card to show 3D model EXPLORE SCAN LABORATORY Log in reAR360 Each card has a different code that application can identify to set up the visualization Not separate but can also how each element in card interact with each other Help to develop perspective invisible structure, phenomena, connection Designed to reflect knowledge covered in current curriculum 22
  • 23. REASON TO BELIEVE PRODUCTIVITY: AR has international credit for trigger exciting learning and effective thinking in both education and other category by providing users with virtual image in real world (Google translate AR, Pokémon Go AR, Museum AR…) PROACTIVENESS: AR with its outstanding feature helps to interact with the knowledge, not only reading especially the hard to see, hard to imagine, hence helping the knowledge engagement between teachers and students, students and the lessons. SURREAL REALNESS: Especially, strongly attached with scientific subjects is the experiment limitation of current educational facilities. AR with its interactive feature helps student own a platform to conduct experiment and access to knowledge, discover and create understanding effectively on their own that no other products can offer. Experiment is known as the combination of both side hemisphere. 23
  • 24. PRODUCT PORTFOLIO DEVELOPMENT Chemistry Physic Biology Science subjects (Chemistry, Physic, Biology) with high amount of theory and knowledge theory is: • To be reflected: Knowledge is visualizable in 3D as they’re from the real world • To be observed: Attached with phenomena, reaction to simulate the process of science • To be interacted and created: Have interaction (chemical experiment, body structure experiment…) 24
  • 25. MARKETING MIX PRODUCT PRICE PROCESS • Trial for free with limited basic session • Users can unlock further levels by achievement of higher performance in science subjects with education institution collaboration or online competition of reAR360. • Need further price research • Highschool curriculum science knowledge 3D simulation • Apply AR technology • Format: Mobile app and card collections by each science subjects • Testing result/ international credit for credibility of developing hemisphere in learning • Workshop in school/ technology exhibition for usage guidance • Video of usage guidance PLACE PROMOTION PEOPLE • Fitting high school curriculum • Message: Develop both brains hemisphere for effective learning of science subjects • Displayed in distribution system for engagement via interaction • SEO and search ad, Youtube ad to online class • Working and pushing product development by science and education expert • Reviewer from hot student face, science/tech reviewer PACKAGING • Using QR code showing 3 main functions on cards packaging on device • Comparison of old vs new thinking of learning science using both brain hemisphere PHYSICAL EVIDENCE • Using LED screen to show the ‘inside’ perspective that human eyes can’t see/ imagine of familiar science substance, phenomena • Putting large size AR screen in mall to attract attention when they look through the screen 25
  • 26. BRAND POSITIONING STATEMENT WHAT NEEDTO WHOM DIFFERENTITATED BY • 15-17, gen Z • Urban, sub-urban • The digital integrator • Highschool students, who experienced problems in focus and memorizing education knowledge due to the current education teaching system. Functional benefit: More efficacy in focus and memorizing science knowledge differently from conventional education theory Emotional benefit: More excited to approach knowledge • The first ever augmented reality applied learning tool to bring scientific knowledge alive and interactive in Vietnam. • The effort of utilizing knowledge approach of Thien Long corporation in the context of digitalization. RTB • Science based truth of triggering right hemisphere working with left hemisphere by scientific knowledge visualized in 3D models • Fitting with standard education curriculum 26
  • 27. BRAND PROPOSITION Effective learning by activating both brain hemispheres BRAND ESSENCE Technological transformation for approaching knowledge BRAND COMMUNICATION IDEA Technology empowers knowledge approach BRAND ACTIVATION PLATFORM Technology brings knowledge alive 27
  • 28. 9. ESSENCE Technological transformation for approaching knowledge 6. VALUE, BELIEFS & PERSONALITY Modern, Dynamic, Improvising, Creative 5. BENEFITS Functional: More effective in focus and memorizing science knowledge via 3D visualization Emotional: More exciting in improvising knowledge approach challenges 8. DISCRIMINATOR • AR – the technology to render objects into 3D models • Designed to fit high school science curriculum 4. INSIGHT Highschool science is hard-work to me because it’s heavy with concepts and must be understood implicitly, under logical thinking in the form of word and word. I wish knowledge can be reflected in reality-form visuals so I can focus and memorize them more proactively. 3. TARGET • 15-17, high school students, nation-wide • The digital integrator • Highschool students, who experienced problem in memorizing education knowledge due to the focus in left hemisphere of current education teaching system. 2. COMPETITIVE ENVIRONMENT Indirect competitor: Online high school science lesson for getting into college/ university objective 1. ROOT STRENGTHS Strong credential for Vietnamese knowledge base contribution inherited from Thien Long 7. REASONS TO BELIEVE • Science based truth of triggering right hemisphere working with left hemisphere by scientific knowledge visualized in 3D models • Brand under Thien Long with the mission of represent the power of knowledge that Vietnamese make to utilize their capability/ productivity and then achieve their dream/ actualize it. 28
  • 29. BRAND COMMUNICATION IDEA Technology empowers knowledge approach The brand with knowledge visualized in 3D model empowers Vietnamese students to be more confident for knowledge approaching challenges with tech-based visualization. With technology, knowledge is no longer with conventional limit but to be visible and everyone can share it, learn it together with excitement and transparency. Objective #01 Consistently and constantly educate about the role of working with both brain hemisphere instead of only the left one to increase memorability in education Objective #02 Drive excitement via new way of approaching knowledge via AR 3D visualization to conquer traditional difficulties in offline education 29
  • 30. BRAND ACTIVATION PLATFORM Technology brings knowledge alive An interacting game simulating Pokémon GO activated on streets near schools and students education centers to show that there’s education science knowledge everywhere in the real world that we fails to realize from theory knowledge. With it, reAR360 helps consumer to explore more knowledge, refresh the knowledge approach and remember more deeply than written/ verbal lessons. Furthermore, we can put ‘Do you know that…?’ to trigger excitement and engagement. 30
  • 31. EXECUTIVE SUMMARY Learning supporting tool in the context of digitalization for education THE TREND OF INNOVATION Augmented reality is within e-learning whose market is on the growth THE POTENTIAL PLOT 15-17, high school students Digital integrator THE SEGMENT Mostly use left brain for every education subjects, find it hard to focus and memorize THE PROBLEM IN EDUCATION Visualized knowledge help the both the brain hemisphere work and increase learning efficacy THE INSIGHT Highschool curriculum science knowledge 3D model simulation via AR technology THIEN LONG OFFER Develop both brain hemisphere working together by integrating AR technology THE BRAND IDEA Technological transformation for approaching knowledge THE ESSENCE Technology empowers knowledge approach THE COMMUNICATION SIZE OF PRICE 2.5 – 3 MIL Number of High school students03 BIL USD VN E-learning Market in 2023 300 BIL VND means 0,4% share with 100.000 VND value per student 31
  • 32. YOUNG MARKETERS DEVELOPMENT PROGRAM 7 Mid-term assignment Quan James Tran32