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Buzzcat. Caitlyn Carney, Patrick DeStefano , Kazuhiko Koyanagi , Catherine Rojas, Gregory Swenson. General Context . Problem:
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Buzzcat Caitlyn Carney, Patrick DeStefano, Kazuhiko Koyanagi, Catherine Rojas, Gregory Swenson
General Context Problem: Limited budgets of local citizens, businesses and community service organizations lead to an overall lack of exposure and interest retention; leading to a disconnect in the community as a whole.
Approach 1. Conduct research to identify the target market for our solution, and the potential impact of our solution 2. Interview key stakeholders to identify their associated keywords, needs, and issues 3. Evaluate existing solutions and applications 4. Create a prototype that serves the needs of the end user
Problems & Customer Segments • Early Adopters/Target Market: • College students ranging from 18-22 • Young professionals ranging from 22-30
Interview with Community Service Organizations “Word of Mouth is Usually the Best way” • Manager, Ernst & Young “In Need of Physically Qualified Volunteers” - Share Food Program Findings: • Accurate estimates of volunteers • Equal dispersion of volunteers • More volunteers always better
Interview with Local Businesses “Current Challenge: Turning First Timers into Regulars” - Doggy Style “Questionable Effectiveness of Advertising on Media” - The Quick Fixx Findings: • Many just beginning e-commerce platform • Willing to give discounts to get people in the door
Interview with Potential Users “Hand-in Devices Make Us Feel Closer to Local Businesses and Community Service Events” “The Power of Gamification Keeps Us Participated” Findings: • Limited attention and patience for smartphone tools • Interested in savings, entertainment, and benefits • Always on the move
Overview: What is Buzzcat? • A mobile application with a gamified bidding interface that offers consumers discounts while promoting local businesses and community service events.
Solution: Buzzcat • Check-Ins • Anywhere in Philadelphia to earn points • Significant points for community service events • Sharing capability through social media platform i.e. Facebook • Events • Sponsored by foundations & non-profits • User created • Bidding • Use points to bid on exceptional discounts • Tools used for competitive edge
Value Proposition • Community: • Bring people togetherthrough common interests • Establish bonds • Reinforce bonds Gamification: Engaging User Preferences Power Ups Point Packages Ad Free interface Social Media: Established Platform Large User Base Sharing Ability “Check in” Ability