From our first assignment we got some criticism about out target group. At that point our target group was people between 15 and 30 years of age. This big undefined target group made it difficult to be concrete and we tried to make a product like "one size fits all".
Instead of this broad target group like the whole graph, we should rather focus on a niche like the 10 percent of the graph. Therefore we had a brainstorm session just on the target group. This brainstorm resulted in the target group we have today: 15 to 30 year old gamers.
Now when we have a focus to motivate gamers to exercise it is easier to make a product to fit their need or the need of their parents.
Our concept is to have a physical object called DareBox which is a center of information. With daily challenges, challenges for friends and achievements. When challenges are completed achievements are received. These achievements are used as in-game awards or the like. When writing our second assignment we figured that we had to make a computer game ourselves but we been told that we could have a fictional partnership with a game company. This fictional partnership will make our product easier to accomplish.
Today we have discussed many possible forms for our physical product and also the interface. Tomorrow we will write the third assignment.

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