 The course is like looking at entrepreneurship skills which is very difficult to learn without the sort of project on hand or it's a theory course. And then the students have got a lot of inputs from various sources, you know, from various incubators, various people. So you have a lot of information in mind but you know they're synthesizing it still in the process of synthesizing. You know, this interaction would also, you know, make them much more aware of how their work is going on and, you know, and of course get a good direction. Hi, we're from Scoop and we're team six and we're a team of four and our vision is to make feeding experiences fun. And talking about our team, we have Abhishek and Nish, Siddharth and I, Tanya, and we have our strengths in very different fields. But when we started talking, one thing that really resonated was that one experience of having that nagging feel while eating as kids. And our mothers used to get irritated and even our fathers and it was a really stressful time for us. So and even our parents. So then we thought of identifying that as a need. And, you know, understanding those feeding difficulties that are suspected and when toddlers actually show these signs of meal rejection and then this stressful prolonged meal times. And now we have even larger meal times because we have introduction of iPads and iPhones. And then of course we have these problems of independent feeding. So the kids do not know by the age of four also they do not know that there is something called independent feeding and they fail to even finish their lunchboxes at school. And then there's also this another need of, you know, failure to progress with from maybe from mashed potato to broccoli. So that's very, you know, that's the transitional phase, the phase, the stage one, when you're a toddler. So identifying these needs, we started thinking of how might we, you know, bring in or reimagine these tangible ways to make eating experiences for toddlers more interactive, more playful, while also reducing the stress for these caregivers and parents. And then we sort of divided that. So of course our customers then become the caregivers and the parents and users become our toddlers, which is one to three. And coming to the customer discovery part, we went through these 10 interviews and these are the kids of the people we interviewed. And what is interesting about this whole phase till now is that the assumptions that we had while facing, you know, phrasing that need identification. For example, we said that this problem in independent feeding, but while talking to one of the people we interviewed, she said that my daughter is four-year-old but she cannot have food, even now because she never had the right spoon to have it. So that's one of the latent needs that we found. So we did not assume it. So then pulling all these insights together, we thought of understanding how might we create, you know, value from these insights. So far we had properly gazed that we want to intervene very naturally in a very tangible way and hence we identified who our customers will be. So these could be parents and caregivers who are vigilant and look out for the kids and then they are intuitive. They are very selective while choosing their products and they are a bit experimental in nature as well to try out new ways to, you know, help better their kids' life during play or even eating. So from the interviews we conducted, we laid out a few of the gains and pains. So from the pains and gains, we already had some assumptions and then there were some new discoveries. So we set out to solve or help parents and caregivers to help reduce stressful eating and the time consuming aspects of it. There are many working professionals nowadays and they don't have time early in the morning to sit with their kids and just spend some time in the beginning of their day. And hence we were also trying to see how we can relieve these pains through a very fun product or could be an intervention in general. And hence we set out to map out a business model. Now that we know that the intervention is going to be a tangible product, we then know we can collaborate with manufacturers and even learn from the craftsmen and artisans and how they have been making toys traditionally. And we also question why is it that this problem occurred in the very first place and even went back to how early humans tried to feed their children. And then going on to the key activities. So we thought of developing certain ideas and products and then to channel them through different e-commerce platforms and websites. The segments could be very different from it could be even sold to affluent customers as well as in the middle income group as well. So and then we could we have the revenues through the product sales and even we could reach out to Instagram and social media influencers nowadays who have a very large influence over a mass crowd. And now after having this in place, we thought of then coming up with certain ideas. So now that we actually have, as Abhishek said, all the theory that we gathered from all these interviews, we felt like we owe it to the people to actually conceive a tangible product at least and not just end it at a theory. So at this stage, we were not being very practical with, is this possible? Can we injection mold it? And we did some fantasy analogy. And we tried to capture the things that a lot of mothers said like storytelling is something I think we all remember. You know, it's always like, oh, plain Aya. That whole aspect of fun, the whole feeding experience is something so joyous and happy. And that's what we wanted to capture in these products. So even things like kinetic and mobile. So it's usually all mothers and children associate feeding time with something mobile. Either the kid is running around, but that itself is a very wonderful experience we wanted to capture. So then we started sketching out all these posters that we had. So again, at this stage, it was not, not trying to go very practical and even think of a seesaw. You know, what if a parent is having meal with their children in a seesaw form? Yes, the food will probably spill out. But what if that's another fun activity? What if there's an actual football? You know, kid actually play with football, but a football. Siddharth, I remember one of your parents saying, what if it falls down? Remember, other people around on the table were saying, no, no, no. You should keep it clean. Because it's all fun. You know, as long as your child is eating, learning, it's fun. You know, no one's really worried about, oh, this is not right. So even a fidget plate, the plate, the sketch on the top right, the plate could be stuck to the table and that could just be a simple fidget on the side of it. So the kid is kind of occupied instead of looking at the iPad. He's actually interacting near the food. So one example we saw was that light boy hand wash with a simple color changing hand wash. So kids were encouraged to wash their hands for 30 seconds till the color changes. So a very simple cue like the color change makes them interact with the, you know, activity more. So what if every time you lift the spoon up out every time you take a bite, there's a small color change in the spoon or the plate. So the kid is not, you know, they don't need any digital distraction. They're not eating alone. They're not wondering about just a small interaction with the product. So then we started to actually deep dive a little more into the forms and how we could actually prototype from this fantasy analogy. So the whole storytelling aspect, what if we actually have a little spoon on it? And so there were some concepts around shaping the spoon like an airplane. But why not use the propeller to actually cool the food? We thought of practical uses forms could have, you know, kids could probably see a fork as a snail because nowadays we see a lot of graphics onto spoons. But what if we just shape the spoon accordingly? So I remember a scene from Toy Story 4 where this kid actually makes a DIY fork and it's called 4G. So, you know, she just sticks these two eyes on the fork and it becomes her favorite toy. And just some personal association because why shape a fork like a fork? And we sketched out a jelly fork. You know, the whole aim of a fork or a spoon is just to take the food. It doesn't have to be shaped like a fork because we are telling the kids, okay, this is how a fork is. But that's not how a fork should be. So just animals and a multi-ball. You know, the reason kids actually, they usually just use a spoon even to pick up fruits. But why not give them like a multi-tool kit to just play around and explore the food well? So then we did a quick matrix to look at the pains and gains of the current market because obviously there's a lot of work being done around, you know, this industry and we identified a lot of the positives from the current products and then we started to kind of take all the pros together and the final sketch that we have on the next slide is an amalgamation of concepts of, you know, helping the kid hold it better and being inspired from ancient toys. I think Vamira and Anish can further elaborate. Yeah, thanks Sita. So yeah, moving forward, so when it came to a tangible product that we had to look at that could be released in the market, we again, in this particular idea, we started off looking at what the feeding patterns used to be back in the days because now we were looking back in evolution how, you know, the ancient used to feed them and probably that is where we branched into what we are right now. But we were questioning why, you know, children are repelled by the habit of eating. There is something wrong that we are doing. You know, there could be some sort of, you know, it's natural inherent that, you know, the kid is repelled by the act of eating or feeding and we were trying to understand by looking back in time into these objects that you can see in the top corner of the screen, which were these feeding balls, which were made for children back in the days and also the one towards the left, which is again a form of a hole which has a suckling output through which the baby sort of drinks the milk. So that itself was sort of very striking because it was very natural and inherent of babies to hold with both their hands and sort of suckle it like how they drink breast milk. So we sort of started ideating this product line with associations with animals which we picked up from one of the interviews and which we can also see in these replicas of these olden pots that animals were something that was inherently very attracted, babies were attracted to animals and their forms. So we started looking at animals and how we can economically make a baby empowered of the whole feeding process and sort of eliminate the parents' involvement and make them empowered and be attracted to the product and be able to handle and operate it by themselves. So we are looking at a series of products in different phases where we also look at transitioning these shapes and modules that are attached so that it fits and helps the baby feed in their different transition phases starting from liquid foods to semi-solids and to solid foods. So this particular product we are focusing on liquid and thick fluid food. So we started off with looking at simple geometric shapes of vessels that is easy for the baby to hold and sort of operate with and started making it, chisel it to create animal forms over it and then we gave it a basic form and we actually sent it back to our customers whom we had interviewed and asked for their opinion and they had a few interesting suggestions as on to making the opening larger on the top where they fill in the stuff and how they'll be able to clean it and stuff. So we tried to incorporate that point also and see how the baby could be holding it and interacting with it. So this was a sort of 3D prototype that we came up with based on incorporating all these comments with an openable, you know, spill-proof tight lid that once is filled it doesn't come out and the baby can play with it and eventually also use it to drink on its own and you know make the feeding, hold the feeding process become very like independent and not dependent on the parents standing and making them drink it. So since it's also a toy and kids are very joyful and very playful about it they will be, we are guessing they'll be interacting with them while they play with it and also be drinking and having their food. So this is just a quick render of how a product lineup would be of different animals and how these modular clips or how the snoots can be replaced depending on the food types and the age of the baby. Yeah, so we had a prototype and that is how the baby is happy and interacting with the product. The scale is sort of understood where they'll be able to lift it and sort of use it on their own. I think it's definitely a large problem and in that you're trying to solve two of them. You are trying to do making meal times more fun and making toddlers more independent. I would split hair and say take one of them and don't take one of them from what you like but from which has larger attraction to the audience where you stand to sell more and make more money. So unfortunately it will be the wrong one meaning it won't be the make children independent one because the make children independent is one solution whereas make meal times more fun will be multiple things. So I actually imagined as you were speaking that you were making toys for meal times. I did not, I mean you were saying things and they were coming across to me as toys for meal times. I think that budget that you know one hand strong thing that you had so I would seriously recommend think harder about which is larger business opportunity. Do I want to sell one scoop to hundreds of people or is there a larger business opportunity in selling five different toys to a smaller customer set and I actually think A the answer on that is simple but I think even from a creativity point of view you all will have more fun with creating meal time accessories that make feeding fun or no feeding is not fun that make feeding less stressful or eating fun whatever is the English for it. So even as you were doing the budget whoever was presenting I was seeing almost like you know we all used to do this I don't know if your generation did these big things which yeah and then you open and there was something so and then you said a story about that thing so the concepts of storytelling the concepts of play all that can come alive wonderfully but then I'm only I'm solving for helping mothers make feeding less stressful very large business opportunity and you don't have to restrict yourself to the cutlery cutlery is made by many people nobody has tried telling me how to combine cutlery with play that's what you're telling me that's what you're telling me but then why do you want to make it one product at the end of it and I don't know if this is the feedback you wanted to hear or not but that's the in fact it's interesting it's also the student dynamism like Anish made that, did sketches no I agree they have to put it together now absolutely also just to add our main idea ultimately we detailed one model but our main idea was to like create a series of products I agree but you know the same customer won't buy all the products unless you give her a story to buy so you have to give them a story which can be collect them all these are this family collect them all even as I grew up in a very middle class family we used to collect binaka toys which came in our toothpaste we took a zoo so collect them all always works but storytelling is a bigger hook for the mother and so you have to not just solve her physical problem you have to solve her that's the time when a mother or even a caregiver is telling stories and it is knowledge in marketing it is not just of course there is a pain of feeding but when the pain starts transitioning to not so painful then we start telling stories so I think the opportunity you have is wider the audience in your case is definitely tighter it's the upper audiences those who don't have time they have double income jobs all that you kind of articulated so I have no argument with that I wouldn't I understand that there are segments which can be daycare centers totally agree they have a larger problem but somehow children behave better in daycare centers because daycare centers don't give them the bhao that moms give them so maybe they behave better but don't know so I would only leave you this thought that you can make a whole range which combines storytelling play all your learnings on how to feed better with independence being a nice thing to have and not the needed dimension but that's my point of view it may be completely wrong you have to validate it with customer research but hajaar promise like the idea in fact being a designer and a professor in creativity my second lesson in this business class was to talk about creative ideation we call it fantasy analogy where Siddharth used it very effectively in this presentation Nakul please go ahead final comments as Anumma also mentioned for me coming from business side looking at these design things I get to learn new things so maybe our discussions will be further enriched by what Anumma suggested and it depends on Siddharth, Tanya, Anish, Abhishek to actually look for opportunities to take it forward rather than just keep it in the project state I concluded the discussion yesterday with them and it is thought only that it may be a challenging affair but if you can take it forward you might make a fortune out of it so maybe taking in your input I am sure the team will be able to work further and I got an interesting thought from you I never thought that these are two different problems I was still looking at a cutlery because they were focused on the three parts but the moment you mentioned that there are two parts the mealtime being more fun and the toddlers becoming independent so I realised that parents would not like the toddlers to be very independent at that stage so tackling that issue psychologically will also be a kind of a talent but yes, making mealtime more fun would be a much more bigger proposition which they can target and since they come from the design side as you said more number of designs more number of options and I think the analogy that you gave that paper I don't even know how to call that that thing can be taken further ahead by the team and looking at the business ideas there is a huge potential and it's like the off market it's like the real you can really skim them so thank you so much Anu for your time it was very nice to meet you in fact the way you committed Anu was fabulous on the nail all our eight days of learning was coming blaring at us so okay students hello everyone we are team number six our team consists of four members Abhishek, Siddharth, Tanya and myself Anish our product is called scoop a product scoop helps caregivers and parents with toddlers who want to make the feeding experience more playful and interactive scoop improves the toddlers eating experience and minimizes stressful mealtimes our product is much more engaging unlike the feeding sessions that happen with the usual cutlery made for kids that's the pitch for our product thank you so much we'll go to our next group and we have our colleague Professor Ashok Panwalkar here with us as mentor and supporter for this project students please go ahead and we want to see how you progress on your backpack good afternoon everybody I would like to thank Professor Chakravarti and Mr. Ashok Panwalkar for their guidance and support throughout this project so our project is based upon providing the right backpack according to each individual's needs and requirements and we are focusing on kids section so let me just introduce you to the team I am Armit Nawid I come from architecture background and my teammates are Gaurav Singh he is a lifestyle accessory designer and Karan Raj Singh he is a product and UX designer our mentors are Professor BK Chakravarti and Mr. Ashok Panwalkar so our journey started with an initial idea of trying to make kids' backpacks fun, engaging and playful and taking that idea forward we did customer discovery and we interviewed kids and their parents because kids are the actual users of the products but they are not the buyers of course they entrance the choice of the purchase but their parents are the actual buyers after going through the customer discovery we found out certain insights and we found out that that is not where the problem lies and we found out many pain points and to cater and to solve those problems our final idea came to be as providing the right backpack to each kid based on their needs and requirements so we know that backpacks and school kids are forever together but most of the cases they don't use the right backpack according to their needs some have way bigger backpacks some have smaller than what they need and some have the backpacks of weight so much that it pulls them back so we try to give them the right backpack and we try to give them happiness we started with brainstorming and looking at many of the problems it was the stage of creating a hypothesis from our understanding before doing the customer discovery so we tried to jot down as many pain points or possibilities where we can tap into to create or give a product to our customers our assumption was that kids want a backpack that is really fun, engaging and playful and our target group audience was primary and pre-primary school kids of age group from 3 to 12 years old we talked to many kids and their parents as well and we got some insights that majority of the people felt that the size of backpack sometimes was as big as the kid themselves weight was another issue most of the times they had issue of spelling of lunchbox spoiling both the books and stationery they did not have dedicated pockets for lunchboxes and we found out what are the things that kids are attracted to for example, certain colors certain video games, superhero movies cartoon characters and the number of books and stationery that they have to carry to this school even in the time of pandemic when they were right at their home and they were attending classes from the PCs or laptop screens they still had their backpacks with them because they were organizing their all the books and notebooks and stationeries in the backpacks so we believed that if we make a cool looking and fun backpack it will attract more buyers and the sale will increase and after doing customer discovery we observed that majority of the parents were not aware of what kind of backpacks they need in terms of functionality, ergonomics even material and the needs of the individual kids based on the grade they are in and they only looked at the aesthetics material durability and size and price while buying even that there is a mass consumer segment that we can tap into by making our offering of a range of backpacks that is really customized according to the individual requirement of each kid so therefore we will design a modular backpack with a wide range of backpack offerings that will be based upon each kid's personal requirements so after interaction and user survey with parents and kids majority of parents found difficulty for getting the perfect size for their kid's backpack and another insight that we found that majority of kids found face difficulty because of the kidding of their lunchbox food in the backpacks and another thing is that majority of parents buy their backpacks merely offline rather than online to get their look and feel and size but then also they have problem with proper size and another main feature that parents found in their backpacks is how their backpacks can be less weight these are some major problems that we found from the insights that from user service the size of the backpack is not right there is no customization not enough number of pockets there is not weight distribution also options available are focused on aesthetics more than functionality options which are functional but aesthetically appearing to the kids and no awareness amongst the user about the parameters for good backpack and limited options in terms of functional clarity and after that we came up with a solution and fun and easy modular backpack according to the personal needs and requirements of each kid with a wide range of backpack available on customized needs why we make a backpack because it can easily customize personal wide range of available catering to everyone needs and minimal ease in production so how do we provide a perfect backpack by innovating in materials design and production so we develop a lean canvas model for our backpack so customer segments are kids 4 to 12 years and parents and the problems we found that size no customization less functionality more components and different style it use a production efficiency and thus also decreases the cost and of the backpack the solutions we thought about modular backpack easy to customize according to the need of these kids for parents reduce number of components so that it can increase the efficiency and also decrease the cost and the unique value propositions was our modular backpack will help to consumers in customizing backpack as per need and by power and changeable front printed design will keep newness of the backpack for longer time and also help to engage in backpack to the kids unfair advantages was highly automated production cycle and use of silicon rubber for molding water bottle pouch and lunchbox pocket the channels through which we going to sell would be a swag pack websites e-commerce retail shops distributed networks the key matrix would be a number of backpacks sold in peak seasons customer rating on e-commerce website followers on social media the cost structure for model was marketing and advertisement employees production development and transportation and technology platform the revenue from which we generate will be sale of the backpack to the end users via website e-commerce retailers partnership with schools making websites open to the backpacks that can change our commission on our sale so basically then what we did we tried to develop 4 types of personas and different age group of personas where one was 4 year old, second was 6 year old third was 9 years old and the fourth one was 11 year old and accordingly with that persona the problem of parents that they were facing with each of the different personas that we created then we went to the next part of it you know developing an idea generation of sketches we were trying to brainstorm what type of bars we should make and what features that can be included in a bar because what happens we have to think in all the directions where product should be something that can be production efficient also it should be new something design should be new and material also something new can be used so we came up with this design where we tried to mix if you remember the initial days when the bags used to come for the kids we used to be in a horizontal manner and after a time the came where we got this vertical shape backpacks so somehow we tried to mix the both essence of those horizontal also and the vertical also and to create something new or perfect and we came up with this idea where we will try to construct and reconstruct the pockets and the panels of the bag according to the need so basically this was the final prototype that we came up with so basically what happens in this the front panel that you are seeing can be changed to a different different types of panel or the print as per the kids requirement of the kids lighting and the features that we tried to put into us like detachable ID card holder sternum strap on the shoulder strap because what happens when the weight of the bar increases usually the shoulder strap tends to fall from the shoulder so we tried to introduce the sternum strap that will hold the shoulder strap for them and will maintain the balance of the bag and then put in the GQ strap because we found out with some parents that they are worried about the safety of the kid with the technological expect of it like a voice assistant to make it a little more engaging for a kid where it says like hello swag pack and swag pack says hello Gaurav so if I ask what time it is then it tells me it's 12 o'clock and then giving a very important features like selectors in the backpack and also a lot of kids said they want some secret pockets a lot of pockets so we tried to introduce the secret pocket also also to increase the sales of the whole brand we introduced the additional merchandise where we can buy lunchbox separately pencil pouch separately wet pouches or the wet water pouch separately and replaceable front panels that can be customized according to your kids need so this is the size chart we took for this age group where one is around 151 cm and other is like 135-132 and how the bag size is not changing much we have tried to make the construction of a bag in a way where the size can remain constant and only the required components can be attached and can be desired from the bag so basically then what we did we tried to not give so many features with such a low cost price so we divided those features into three where we made a premium range mid range and low cost range so premium was around 2900 to 3500 we were trying to give voice assistant GPS tracker, modular backpack print customization 5 replaceable front panel and then the medium range was around 1500 to 2900 we were trying to give only 2 replaceable front panel and a detachable organizer and at the lower cost we were just giving 1 replaceable front panel modular backpack and secret pocket and also our idea was keeping the design over all the skeleton of the bag same and just adding features to it so what will happen when kids will see other kids buying it they will try to push their parents also please buy more pockets for us please add this also in our bag this can be something that can increase the sale of a overall brand so then we tried to develop the business model canvas of this where we tried to distribute the customer segment which is pre school kids who don't have a proper size backpack and our parents who cannot get proper size and capacity backpack for the newly going school kids parents who want safety features school kids who wants to play with backpack parents who doesn't want to buy a backpack for kids every year and kids who like customization in their backpack and our key partners will be studying in pre school and parents whose kids started going to school and key activities that we have to focus on is like bag development testing with user production setup material panelization and marketing content around it and our key resources were innovative material, minimum components for user production because our product should be production friendly so we are trying to cut down the unnecessary components that increases the operation of a product so definitely we are going to save money on it so that we can make more profit out of it and then improving design as we test over a period of time engaging in attractive backpack creating a brand image overall and our value proposition will be perfect size fit modular design durability and quality that is very foremost easier to customize, easier to produce and ranging for kids and cost friendly customer relationship will try to feedback, take feedback from retailers and distributors and social media platform where we will be promoting a brand and product and also we will set up a team of a customer support which can directly is the problems of a user or a customer then finally the channels where we will try to promote will be our our own website word of mouth social media and media coverages then cost structure will become like setting our R&D team where we can set up and we can test this idea then unit setup accordingly and marketing cost because we need to promote the brand and the production cost if we go for a production of like 100 or 200 bucks then the revenue stream for us the brand will be e-commerce website like Amazon, Flipkart Mindren etc and then making our own backpack website partnering with school institutions for bulk order selling range of products like stationary pouch, lunch box, water bottle etc as a combo and partnering with retailers and distributors from maximum part of India so that we can have a wider range of audience scalability and future scope so what will be the scalability and future scope of this backpack so right now we are focusing on 3 to 12 year and accordingly we will increase the age group from 12 to 18 19 to 25 and then including professional operate bags as well into this and then collaboration with different brands for merchandise like Cartoon Network, Disney, Marvel, Warner Bros video gaming industry so that we can bring those characters into our bags then partnering with public schools and government schools we can have a more bigger audience then opening a retail stores in mall, airport and major shopping areas of cities and then achieving circular economy that will be our further goal where we will try to recycle and we will try to get the bag after a bag cycle gets over we will try to take that bag and we will try to bring in some reward points of movement so that they can buy again a bag from our own brand so this is all about swag pack thank you so much I think I am happy that whatever points which I suggested you incorporated I was looking for ever you have forgotten anything so almost all points covered so I have not many questions but still couple of things which I just would like to highlight since this is your business plan or business model I think which is good but I think you should also highlight what is the message you are going to give to the market or maybe the potential customers maybe parents basically you should highlight like a safe flexibility and easy to use also what is important is the washable because children you know they keep their usage is different when they return home they throw it you know at home so it is the machine washable or something you should because you have mentioned though it is a canvas but still if you add something that it is washable then the parents will be very happy I want to ask you one question you have indicated this slide that collaboration with other brand merchandise have you ever checked up how much they charge you got all one of those charging was around 50 lakhs for getting the joker's face so it sounds good but I think there is a catch and they are they squeeze out too much so if it is start up then you can't afford to spend as much money on that so you people are smart designers so you should not use the same character which are popular but you can bring some similar and make cartoon out of it and children will be happy because they will immediately connect the way it looks fair enough okay but great job I am happy thank you sir yeah so I have a direct question to the group if you look at your business model what is the amount that you would seek to start this venture we need a key type to start this venture I am primarily concerned with this cost structure your idea is excellent this market requires something like this even though there are many players in this market there are many local players also regional players also right my only concern is one which Prof Ashok also mentioned being designers you have to design your own character the second is in order to make it a reality much sooner wouldn't be better to have subcontractors to whom you let them know how to manufacture and you get hold of that stuff and you just take the responsibility of connecting it back to the marketer yeah that also we can do it's a very good thing to do but still if we have our own setup we can control the quality won't my lack be a meager amount to setup but still if we can because we have to develop something if we have to develop on Bakal so we have to get the development cost given to the vendor for the mold making so for the initial step we need this much because once the mold is developed and things are made mold and all again initial step we need this much to make to develop mold and all if you look at the market there are many players I am not sure whether none of them provide these customization because there are high end players also I was just searching on the net customize cool back patch right so they also have an array of offering wherein they have a design maybe I as a parent maybe I as a fit and choose and pick and choose and have a bad mate for myself so you would have to see how close are you looking at the reality perspective and for that you would have to actually look at what are the number of players and that once you look at the number of players what they offer probably your pricing would also change if you go back to the pyramid inverted pyramid this might also accommodate the market scenario yeah and is it why are you only focusing on the students why not directly start from professional and come down because these are questions which you need to answer I don't know what answers right away these are like food for thought because there the per ticket size of a bag may be much larger yeah and your value capturing will be much more higher the school market you are looking at volume you will be able to decide which market to enter which market not to enter avoid or enter in future depending on looking at that market yes because this is a space which will exist as a gap forever right even if you come with your solution there will be something on the other which might be expected right the desire from the user from the design thinking perspective from the desire of the user is unending for all these kind of utility right so I think the only gap which I see is probably you should look at the outside market right and start bringing more realistic perspective so that you get much more confident to take this forward thank you sir before I think it are good initiatives I suggest you need to even test the market and for that if you need some few quantities say 50 or whatever the business to get it done is at Dharavi in Bombay if you go to Dharavi you will get cost effect exactly do as per your requirement the quality quantity everything you can do it and you get a better rate so to stress with for testing purpose I think you can get it made there tested you go around with the dealers and the real user get validated and then probably you will feel confident and then you can make an investment that's a good point yeah yeah so you want Professor Bipakjohn you would like to quickly say something to the students I have just compliment not as much like the citizens are pushing so very excellent ideas in terms of like very very interesting proposal when you are looking at this as a customization is one of the major U.S.P. of this whole product so and I agree with like Nakul suggested you should instead of looking from the children's perspective why not just go to the professional and come down because they are the people who are going to pay you and if you I can look at your like segment the most of the things which you are incorporating which is going to work like the vice assistant GPS and all those you have to pay for that okay so maybe first pitching with the professionals and then modifying and then coming down to the children that is another thing that can be done but excellent proposal thank you professor are you purchasing the right bag for your child how can you tell if the backpack is right as per your child's requirements that is what swapback does it caters to all your demands from selecting the proper backpack to the concept of a do-to-do product presentation and offering online product customization to empower customer decision making and participation on the digital platform when a user personalizes a backpack they will have the option to customize the bottle pocket shoulder strap print utility pocket rain cover and more they will also have the option to choose from the different doorstep display variation for which they will be charged a small fee which we will refund to the customer after they purchase the backpack now taking all of the numbers into account from the initial setup of a work environment to the final delivery of a bag to the consumer we will need a sum of 12 lakhs INR so for the next group we have Unmesh very very glad yeah yeah, Unmesh here so let me quickly introduce Unmesh to all of you Unmesh also is along with Devdeep here experienced global design professional with specialization in design for new business he worked in numerous large companies across India and China designing variety of sector categories he is my junior in IDC we are together over a year a very close friend and he's worked in healthcare consumer, lighting, automotive industrial and FMCG crafts and education space and of course last time I met him when he was in Honeywell and of course he's proficient in UX strategy he's proficient in facilitating end-to-end collaboration and multiple areas welcome Unmesh and please along with Devdeep we would like you to give some comments students please be very clear we have to finish your presentation in 10 minutes just to see what you are doing I would like to take feedback from both Devdeep and Unmesh right away hello world I hope everyone is having a pleasant morning so we are a team we are content that's what we are calling ourselves we are positioning ourselves as we are content studio that is focusing on educational content at the moment so why educational content so we've always had knowledge passed on generations to generations who was through parents, through schooling etc but we seldom analyzed those analyzed that knowledge and hardly or never have synthesized them to create something new out of it so this sort of ignited something within us and we went along that tangent to discover more about education and how we could aid as a studio to that particular segment so through we are content what we plan to do is to enhance learning through virtual reality content so our product through the use of virtual environment caters to institutions who wish to aid and enhance high order thinking skills by providing visual stimulus and filtering abstract perception unlike other digital learning materials so these were from few of the problems that we identified from discussing within us within ourselves so these were primary assumptions that we still needed to be tested so from these assumptions our learnings were that less learning outcome overall more emphasis on road learning than practical utility learning level is not the same and lack of skill based education so our problem statement was condensed down to learning modules to enhance cognitive skills for grades 5th to 10th and why grades 5th to 10th primarily because 5th grade is a shift from your primary to elementary education and that is when we believe the child moves on from the home to the universe that is the child looks at things questions things asks a lot of has questions within themselves etc so this problem statement why we primarily try to answer or question ourselves with why how and who so why many schools continue to promote traditional one size fits all approach in teaching and not all students can adapt to rigid and fast-paced style of learning how do students and their respecting learning environments jointly contribute in cognitive and psychomotor skill development was something we were questioning ourselves with and who do we cater to classrooms independent learning was still a question for us so this was very initial stage of business model canvas this was as in when through Prof. Takthavati's module when we were going through a certain flow we thought why not make a draft for us to see how we move from this to a final canvas which is also a draft at the moment but so here you can see from the view of it that it is so full it is so complete it has so many things in it and we were very content we thought we have everything sorted what is like we have all the channels specified revenue stream specified etc and then moving on to that one thing that disrupted everything for us which was customer discovery moving on to Sneha Sneha will take over now so as personally we started we had three customer segments that were parents who were schooling their kids teachers and school management we also looked for potential company customers which can content and incorporate in their business so we personally talked to a very young parent who is schooling their kids so there were some assumptions we started with that were that we our experience will increase cognitive skills and learn by doing approach will aid or improve cognitive skills so these were some of our assumptions that we were testing through these customer discoveries and the questions we were looking answers for like what how they will define good education or what are the skills they will focus on more so from this interview we actually learned that for a young parent who is advanced in technology says that technology is a must for learning nowadays and how they focus on learn by doing approach more theoretical skills so after this customer discovery and the few more we did we narrowed it down to three things we want to focus upon that were that how communication can be put in simpler terms how we can incorporate activity related to subjects and how we can promote independent learning which caters to specific child's needs so after these customer discoveries we thought of doing a potential buyer or potential competitor study for that we looked into photon VR and Sasha will explain from there so we look down to our competitor that is going to be a photon VR and currently what photon VR is doing so we when we were doing the competitor study we actually learned that photon VR is currently generating interesting and animation videos that actually make education interesting exciting and joyful and that and because of that they have an immersive experience of this 3D environment they also create like 3D environment where they take you to walk through and you can actually experience and they have some interactive activities that you can feel you can touch and you can enjoy that by doing this we also by when we are doing the competitor study we found out like what photon VR is currently focusing on so they actually they are currently focusing on like 6 so they have like 6 schools that they are focusing on 4 from Bujrat and 2 from Karnataka and they have like more than 2000 students currently that are using it and we also found out that they have government generated funds as well as some self-financed schools that are funding them and currently what they have done is like a 500 activities that they have generated and they are getting into this the 6 schools and from the last year they have generated like 1 crore of investment and then they are targeting around 36 crores of investment and they actually did one test in which they actually tested their VR on a deaf and dumb school and with that they found out like the students that were deaf and dumb they actually found out that the activities that they have tested was really beneficial and interesting moving on we actually have the segments divided there were the students schools and industries and schools what the things that they are going to the value proportion that they are going to have is like alternative tuitions increased retention of topics and immersive learning in schools they are mainly going to encourage collaborative learning and there should there will be a dedicated VR lab where you can go experience and have a realistic and a 360 view and the channels that they can focus on is like app website social media with that they can have customer relationship and they can there will be a 10-year period that they can lock their time period for there can be a recurring relationship with schools as content is given like 1 year content will be given moving on to Ragul the next few slides shows how we iterated from the lean canvas model to the business model canvas I will quickly tell you guys about how we plan to make our modules and how we plan to sell it we are not going to be this maintenance management and other factors we rather have for example say 10 artists and designers who have full creative control and we use digital networks such as Upwork and Fiverr.com to make our content in terms of how we plan to sell it we initially want to go to school management and get pre-orders as an initial investment to also motivate investors to invest even more to talk about two of our revenue streams one would be a standardized library of VR content that the whole the school can purchase as a whole or we can make customized content for the schools individually as well in terms of how the content strategy that we followed in making our modules we sort of saw few control factors such as a degree of control the anticipation of events the physical environments modifiability some sensory factors that involve environmental business multimodal presentation of the content that would make sure that we are unique compared to our competitors of course there are interaction factors such as isolation selective attentiveness and of course interface is going to be completely new for everybody so the awareness is always important and we do have some realism factors that inform consistent information is consistent with the objective of the virtual environment we made and the meaningful of the experience as well can we just quickly take 20 seconds to show one small segment that we created in the structure of the forest at ground level there are shrubs and creeper plants then you will find short trees of around 20 to 30 meters high and then tall trees which goes to 60 meters high these trees are tall because there's a competition among the trees for sunlight the taller ones enjoy the maximum amount of sunlight they constantly struggle and fight to grow taller so they can have maximum sunlight usually the uppermost branches of the trees act as an umbrella which looks like a canopy these canopies allow little sunlight to reach the ground leaves of the tall trees tend to be large long and have a narrow ending at the tip the reason the shape of the leaves is like this is because they have adapted to high rainfall the shape of the leaves make the raindrops run off quickly if that doesn't happen then there will be fungus and bacteria on the leaves due to the warm temperature remember water and heat creates moisture and moisture is good for bacterial growth very good we see your action plan too Vinisha there very nice and I told you this is a lifetime journey so you're expecting a lot of you to take this as your student projects later on you want to say something about this yes yes so I'm glad I'm entering your team because I think my work is quite easy which I have not done anything I think this is wonderful I mean I think you used all the tools and process that is required to you know reach a business plan and I think that's really impressive I think this is great you know so what I feel is your business model canvas in lean canvas as you said made you think you know very precisely and I think you identified the problems and I'm assuming you know you identified these as very high value problems for which people would be willing to invest right and there are no good solutions yeah what what I also noticed normally I encourage you know if there's a strong need and the problem that you identified then you find a tech solution or a solution to that whereas you started with AR, VR or whatever you know some sort of immersive learning kind of a thing and what I find interesting in that is you know typically you know that's kind of a core technology trend and people want to do something in AR, VR so only the downside of such thinking is sometimes people don't need that technology they might be simpler way to solve the same problem so I think that's the place where you need to be a little bit more careful and that you're not overwhelmed only with the technology and don't miss the challenge of actual learning actual interaction that happens either between the content and students or the teachers students and the content or you know and and such like things I think that's a very important thing when you if you build a solution forward I like the way you also target you divided your target customers from consumers to you know the content places like schools to more like businesses and to me I feel if it could be evolved as a tool learning tool I think it will be valuable not just for education industry the target that you're planning 5th to 10 but it could also be valuable in the corporate sector and there are a lot of complex things corporates need to train people their maintenance engineer their production engineers and this amount of money spent on such trainings is humongous so if similar principles could be applied on such training then you could create specific content now what you to remember is you know it's very easy to talk about AR and VR or you know mixed reality as a as a you know core technology but the content creation becomes a fairly huge challenge you know and I think it gets into completely different realm in terms of how you mix realities right and reality and virtual so I think there lies the challenge and I think you need to really work around that and how do you combine that because if it's just a virtual content then it might be as good as watching a video and you know something like that right but how do you you know build an interaction between the real and the virtual I think there lies the success and the immersive whatever nature of this kind of tool you know so I think overall I'm very happy to see your business plan very happy to see the flow identification of problem and also how we plan to build solution I think it has a lot of potential and I think you should keep it up and as Professor Chakravarti said you know turn it into your not just final project but I think turn it into your startup yeah thanks there and you know we would like to take your feedback and comments for the students and I think what I in addition like to everything that Unmesh said was that you know you admitted your kind of your failure but not really a failure because you learn from it because you said this was our earlier BMC and we had the moment we went out and realized here are all the things that is probably wrong assumptions and so on I think that's part of the learning curve you know you start with probably idea ABC you talk to customers you go to BEF then go to some more customers you go to GHI and finally what you take to market will be XYZ so I think that's part of and the fact that you are upfront about it so I think that's very good I think our customer discovery or competitive landscape you know you studied this photon VR so again repeating what Unmesh said for the content itself I think again you know there are two parts to the story one part is the tool called VR and there's a whole body of experiences out there on Google Glass to Oculus to Valve and all of them used in different applications there's a mix between AR VR and I think the niche that's kind of taking off from what I sense is the gaming the you know the participant participative gaming where few people are coming in and kind of gaming so I think there's a tool aspect and there's a content aspect and I think what you probably need to figure out again just reinforcing what Unmesh said was that you know what kind of content will lend itself to that additional experience of a VR tool and what is that incremental value see when we went from offline to online and there's already things like zoom fatigue and all coming in so people you know are sick and tired of zoom and they want to get into the real world okay so you're going from online to offline sorry offline to online going to go back to offline before it stops and now taking it to zoom where it's even more kind of individualistic so you have to find content where that additional value comes in yeah second thing from a design perspective also it suggests that go through the experience of why did Google Glass and all or Oculus live which is a more sophisticated version of Oculus Quest why did it not take off from mass adoption experience it empathize with it you've done the competitive study fantastic looking at the laptop screen is already strenuous for the student for 8 hours so when you expect someone to look at or especially a school kid or someone to look at put on this goggles for 4 hours 3 hours 2 hours 1 hour 8 hours what does the experience look like to summarize I think fantastic I think that you've got you've nailed the process okay you just have to go deeper on the on the unique value problem and even for industry segments okay a lot of companies have tried teaching through this AR VR to my knowledge it's not really mass adoption so it goes back to what is the unique content niche where you can add value and then experience the tool itself how comfortable or how adaptable it is you're very early you have already covered a lot of ground you have gone from ABC at a pivoted once not a pivoted kind of refined to BF expect a few more twists and turns by the time you get to market and you've probably got to market with XYZ that's okay Thanks Devdeep and thank you so much I think students you're extremely lucky and I'm very grateful for both DevDeep and all the others SK and who joined from far off location you can just imagine the type of backgrounds which DevDeep has come from and they could be really valuable so please be in touch and we could continue our journey This is theme VR content we imagine, enhance and extend what's not there our team includes me, Vinisha, Kumar and Ragul a virtual reality learning module catering to grade 5th to 10th aims at providing a customized alternative to the otherwise traditional classroom learning environment using which students are focused on increasing their cognitive skills we stand out because we aim to enhance learning through virtual reality content and our product through the use of virtual environment, caters to institutions who wish to aid and enhance high-order thinking skills by providing visual stimulus, filtering abstract perception, unlike other digital learning materials Thank you We'll go to the next team so we have the next team our colleague from the Center for Entrepreneurship DevDeep, are you there? I said good morning Good morning, very good to see you and let me quickly introduce you, introduce you first to the students. DevDeep is a senior business executive with three decades of experience in global leading corporations for the last several years dedicated developing next generation leaders and entrepreneurs at the Indian Institute of Technology Bombay and Enactors India. Currently of course he's a professor of practice conducting entrepreneurship courses and workshops mentoring startup teams and developing industry partnerships. Wonderful, in fact I was in touch with DevDeep a couple of years back too but then again after DevDeep has come in here now with us so we treat him as our colleague now so we will hopefully that will rub much more entrepreneurship skills into our otherwise very mundane academic you know the paradigm. So team 9 Go ahead, go ahead, please start Yes, so hi everyone we identify our startup as Sofa which is the Hindi for gift so we identify our ethos in preserving the cultural aesthetics of the country. We started off as with the collective vision to preserve to do something that preserves the traditional arts and culture of the country so this is our small team we have two engineers, two designers one interior architect and so I think we probably say we are a diverse team who are collectively working towards this game now you know how Mattel is known for its Barbie although it manufactures a lot of different kinds of toys and same way Fun School is mostly known for its Lego set but you know there is no Indian toy market toy giant that has made its mark in the world so and in fact Indian toy market just takes up about 0.5% of global industry so we at Tofa we hope to make our mark in a way that you know Indian toy market is also known among people so this is our collective vision we decided we need to do something to uplift the traditional Indian toy market so in order to do that we will be promoting, we will be capitalizing the whole market, we will be endorsing and also in the process educate the people about our cultural ethos, aesthetics everything so after a number of customer surveys interviews we finally carved out a problem statement so just working towards the upliftment of a traditional craftsman and artisans won't work in a business setup so we decided our problem statement should be promoting Indian handcrafted toys among new age parents and in turn build a market for Indian toys so in this process we will be uplifting the overall everything for traditional craftsmen and also we hope to disrupt the Indian toy industry so we move on to our customer discovery we started off with the hypothesis that to promote, that we will promote and disrupt the industry by remodeling the traditional toys so it's mostly, we realize it's very mundane, it's very boring, it does not have any variety probably that's why people do not buy it, do not tend to buy it also so moving on to the customer and product hypothesis mostly parents do not care what toys their children play with so the only thing that they care is about the safety standards of these toys so when a parent goes to families or when they go to fun school or purchase a toy that has a branded image over there they are only looking at the safety standards mostly and you know so when they see this brand they are convinced that this will be safe for my child and that's all they care about now in terms of distribution hypothesis these traditional Indian toy market they don't have that endorsement that could help them promote their products so from this we do our assumptions that probably remodeling how these toys function will help us better promote the better market there remodeling in the sense that they do much more than just going from here to here better functions so it's in competition with tech toys toys that have multiple functions multiple stimuli so we need to do something more in it in order to market these toys coming to our market segmentation now this is the overall market segmentation for toys this is our product offering so finally we decided toys should be something that's safe that helps with skill development and in turn also promotes Indian arts and culture now I will ask Ananya to take over after the customer interviews we could summarize everything on the basis of customers needs, demands, color and choices so we could infer that every child is different and we need to cater to everyone and their likes and dislikes depends on the conditioning how they are brought up and kids usually prefer characters and the characters which are very much in demand are Peppa Pig, Poppet Role PJ Mas and they also like superheroes and unicorn is one character which doesn't require license so we can get that and even parents are preferring BIS certified that is third party guarantee needs to be there for quality and children and parents both want engaging and interactive toys and every time the kids are visiting a store they want a new thing with the same character which they like and they usually visit weekly or twice twice in a week or maybe one monthly and most of the parents and children they want to like parents want a price range between the range 300 to 1000 that's very reasonable and parents also suggested that there needs to be functionality and utility in the product because otherwise it will just be a toy and lie in one corner of the room and it should also have a story to tell so for the marketing we thought that we'll do events in the mall and we'll also do digital campaigns and we'll also try circulating pamphlets and we'll publish it in the newspapers or magazines and we'll also have chaos at the airport to promote it and we can also have holdings and promote it on social media and television is something that most of the students see so we'll also promote on that so sales strategy we thought of initially coming up with a product on our own company's website and will be direct to consumers, no third party will be involved and later to expand it we are thinking of like selling it on e-commerce sites like Amazon and even Hamleys we had gone through Hamleys website and they had been selling a lot of traditional craft products and on first try also we'll be on these e-commerce websites and later we'll be expanding it on offline stores and multi-brand stores and we'll also give franchise so our pitch would be that we'll be targeting kids between the range 3 to 5 years and we'll be doing design intervention to make these traditional toys more appealing, catchy and interactive so that kids can cajole their parents into buying such products and we'll also accentuate on the functionality so it will also serve a purpose of utility so our toys can also be utilized and the price range would be very reasonable and sufficient amount of these products would go to the artisans to help them and we'll cater to each customer because we'll cater to the needs of each customer because every person is different and the likes and dislikes are different and we'll be selling it on companies website and later penetrating into e-commerce sites and offline stores. In short, so this is the first solution like after getting the customer reviews we thought of using this is an example of as a means be who culture like small cute toys so we thought of making and making it an inflatable toy like it doesn't fall down if like if somebody push it down so so it can be opened on this part as you can see on the top part the head can be opened and one can use it for as a box for their student properties so this is a simple car made of wood but the main thing is that the top roof is made of a plastic transparent plastic through which one can just get interact with the mechanism going on inside so it can just giving an unique feel to the the moment of the wheels and the gears that will get some give some interest to the inquisitive mind of this children so this is this is a nostalgic gun that we used to play in our villages so I tried to we thought of adding this also if I think this will be five plus all the product with the help of air pressure one can just use it like play with one another so that's the thing I like to hand it over to shooting meter for the next these are the wooden toys of Bengal so they made wooden owls and stuff so I added some features like on the wings we can hang any bangle or the top head can be removed and you can use it as a pen stand and the base also can be used as a agar vati stand and also it can be assembled this is basically a candle stand and the parents wanted utility so this top is inspired by the Thor's hammer and the bottom part of the top is inspired by the Captain America's shield so this is inspired by Peppa Pig yeah so we finalized on segmenting our target audience because there's in parents also there's like still huge range we needed to cater to one particular audience and we sorted that beach head analysis would be the best way to go by it so this is a small slide on that so we thought of finding that sweet spot big enough to get the positive cash flow and positive response towards our idea and whatever we are doing here okay so here's an analysis of our beach market segment a quick analysis I'll just quickly run through this so well funded target group so we finalized on that after the interviews that mostly the parents are really well funded and they are willing to put their money into the traditional toys environment with it easily accessible target groups so mostly our target audience should be easily accessible be it D2C or be it in person when they are walking in the stores so the target audience the reach should be easy scaling to the adjacent market after we conquer this market after we are successful in selling our traditional toys with the interventions we should be able to step up and if we want to expand in terms of scaling maybe we want to maybe the government industry or maybe expanding our horizon from 3 to 5 years or maybe more so we should be it will be easy for us to scale up compelling reasons to buy a product our customers should be really happy the parents should be happy the kids who are using the products the toys should have been really happy because we have done design intervention here and with design intervention comes the tech upgradation features and other factors which make our product as feasible and as attractive as any physical toy delivering a complete product here meaning that we also want to desire desirable product which will not only just solve the purpose which will also give the customer and the kid who is playing with it full satisfaction happiness competition block here means like are we good enough to break the norms and to actually target the leaders like Hamleys and other brands which are selling products but are not in the traditional market segment so we got to have that competition block here as well and lastly passions and goal infested in the market so the thing here is that we are starting this and we don't know until when this is going to continue but we shouldn't be losing the hope and we should be sticking straight towards it that this is our idea this is our notion and we are willing to work for it for the upcoming decade or so. After defining the beachhead market we went on finding our end user group so this is a cute illustration here and a very descriptive user profile I'd like to talk about yeah so it says that person who chooses two rabbits catches neither so like it's illustrated here we are the dog here and we are trying to catch two target audience segments which is not feasible and we will not be successful and then user study would be really helpful so the gender is like parents anybody could be a parent ranging the age range from 25 to 35 because they are more inclined towards producing and letting their kids play with toys which infest learning and which have some feasibility and features. Occupation doesn't matter are they working or not working income should be 5 to 7 lakhs per minimum. Geographical location is pan India because we are focusing on a D2C sort of channel so they can buy it from anywhere. Motivation here is that they really want their kids to be in touch and at par with the traditional arts and crafts of India which are almost fading away of the kids who are being born after 2000s they don't know much about it. Fears are that they are going to miss on something. Fears are that like somebody's Sandra I think initially described that they only want non-toxic and basic products basic toys for their kids so their fear is that they want to cater to that and have more than that. Interest areas being not only playing with digital products and not only playing with physical products which are available in the market but also having that inclination towards traditional and soft forms soft forms of products. Zaya Tawfa because we are we are trying to we are trying to cater here and we are trying to promote here something which is already there but with design intervention so that it uplifts and it is at par with the sales of other physical toys. So very good I think like let me also like introduce Devina. Devina is our you know like alumnus from IIT Bombay. So there is a very short excise we want to make them meet people so you know it's from that point of view and Devina also has her own founded her own company Joanne Design and she is very passionate about design and business so thanks Devina for joining and it's a very short assignment for the students so Devina we will have your comments now please. Thank you so much sir it's been a pleasure interacting with the entire team. I think they have done a good job in shutter such a short span and I have shared couple of pointers with them over an email and to help them out in the following weeks where they can detail it out because as you rightly said design is probably just one person more important to know what the customer wants, where the market is and the price point and analysis and stuff that we usually do although there is no short way towards a successful business it's an iterative process just like design but when we do our you know like if you follow certain methodology then our chances of success really increase many folds. So Devdeep like all to you now. So first of all I'm really really impressed so I was just blown away both from a theory perspective because I think you have covered all the steps you know all the way from customer discovery through to solution design through to go to market and you know the BMC itself I'll give you some feedback on the and it's more of a dialogue okay I never pass comment on an idea because you know I think it's a brilliant idea and actually may fail and I may think it's a stupid idea and someone can make a unicorn out of it so I stay away away from passing judgment on the idea I focus on the process because if you follow the process chances hit success who am I to judge an idea so from the process perspective not two comments which you may want to think of one is if you look at go back to the first step okay the business model and the go to market and all comes later go back to the very first step you know you have already done a bit of it because you mentioned it I would ask you to spend a little bit more time in terms of deciding who the customer is okay because you said you are targeting young new age parents and also the children remember there are two different sets of customers one will buy because they will pay the money one will use the kids will use it the parents will buy it they may have very different needs the parents may want their children to grow up in the traditional way learn about traditional values and so on the children may not be interested the needs of the children may be fun creativity showing off in you know to the parents to the kids and to the you know so the needs of the new age parents which will be in the 20s versus the kids in the 5 to 7 may be very different but unless you win with both of them even if the kids like it the parents may prioritize something else because you know all these robotics things are coming coding is coming in a class 6, class 7 so the kids may like it parents may not want it parents may like it and buy it so I would suggest that you spend a lot of time and then you use what is this concept of design thinking the first step of design thinking is the empathy and the insight I would urge and I don't know whether Millie or Shrutinita or Ananya or Sandra or Anubhan any of you have actually played with the kids I don't know all the diagrams that you showed I don't know whether you actually played with them you got samples and played and became a child yourself and did you play with your nephew or your niece or your neighbor's 5 year old kid and did you film it and when you filmed it so you know I would encourage Millie and you know one of you to go out and play with the youngster you will also become a child okay and then once you become a child and you play I would encourage one of you to film it and I would like you to encourage and see what exactly is working with the child is it the joy the sheer joy fun joy is it creativity what is it something to do with the class project education so debrief the student with the parents permission film it and watch it very closely so I would suggest that in the dialogue and the discovery process please go and play between 5 of you what comes up with this so I think that is very important in terms of understanding I would suggest that you also spend a lot of time with young parents your brother, your sister, your cousin whoever it is your neighbor and try and understand how does the young parent think you have made a lot of hypothesis so you know just go deeper you have covered all the steps so you have got a very good plan I just suggest that you go into step 1 okay establish the customers so now I think you have got into psychograph economics you know 7 lakhs and so on one of the suggestions I would have is go to market and I have volunteered to present Chakraborty to spend time separately if he wants me to in the go to market you have got some very expensive propositions go to the airport and kiosk they are very expensive okay get into what is called at a start up you don't have the money so go into what is called Fugel, Lean, Network kind of marketing approach which basically means that in a building in Hyderabad, Bombay or wherever the kids the mothers will hang out together right the kids will hang out you know all the mothers are hanging out the kids are hanging out they play groups crash schools okay get one or two kids playing in that group one or two mothers really excited about your proposition then the mothers talk to the other mothers and the kids talk to the other kids okay so make your customer your salesperson because you will not be able to afford you know all this high expensive stuff so you know there are ways of being very digital there are ways to get into Instagram etc but leverage the power of networking go to a school, go to a crash, go to a play group win that then the world will spread into a building or a community or a club interact club okay then slowly get into Instagram groups okay and get into what is called Lean digital so that your margins there are a lot of challenges last comment I know there's a lot of challenges in trying to revive the traditional you know the toy industries okay the Chinese toys actually killed it the low-cost electronic with this music and light and you know actually destroyed a tradition so there are some challenges around the economics okay but I think if you crack the psychographics of the child and the mother and the father okay you can overcome the economics and the go to market and the supply side of it okay but this is what India needs okay this is what will help millions of people who have gone out of business because of the Chinese low-cost electronic and now the phones and everything you will also create a culture of do it yourself so I think it's a fabulous project to work on and Prasad Chakravarti you may want them to put on the website of an NGO which I want to run which works a lot of these kind of social projects, social entrepreneurship it's called Enactus India or Enactus I'll send the link to you so Enactus basically works with several of the IITs IIT Hyderabad may have a team I'm not sure but all the BIT, all the private colleges also with arts and science colleges and you will see a lot of these projects which are social entrepreneurship projects okay it's a global one it works around the world this is the the global website okay it works in 35 countries okay and for toys itself SRCC which is a very good they do college commerce college they are working on these reviving toys actually agile craft forms and I would encourage that as a tech college those of you who are in IITs or any of the tech colleges you may want to ally with a design college a NIFT or National Institute of Design or whatever and then arts and commerce college so get the diversity of technology you know and arts and commerce so I can talk more I know I'm out of time sorry good job Millie so thank you so much hello everyone we are team 9 we call ourselves Tofa we are Sandra Millie Shrutan Gita and Anirban our product is handicrafted modular toys our product helps new generation parents and traditional linear artisans this is beneficial for people who want to have safer toys that promote motor skill development for their kids and it also benefits artisans who want to improve platforms to sell their crafts our product helps in increasing a traditional artisans revenue it also helps changing the mindset of parents about traditional toys our product also promotes unknown artisans name and craft forms our product is unique and is unlike other factory made industrially manufactured toys and it is also different from toys which don't provide cultural learning and modularity so that's the pitch for our product thank you so much hi so good to see you Sunil wonderful to catch up and we have our IIT Delhi student Akanksha saying she's also the class representative as well as as a leader for the course and it is her team which is going to be presenting today and it's also a learning objective for all of us so hello everyone our group is very thankful for each of you that you're here and I'm Akanksha along with my teammates Saurabh, Riya, Senjuti and Shubham and we're all very excited to share our ideas with you but before that I would need two volunteers from the audience to have a small activity so I'd request one of the mentors or panel members and to be player one and just one student to be player two it's not a very difficult activity so let us begin here is a series of different emoticons for different modes and I want you to choose one number that depicts the emotion that you're feeling right now most appropriately Vanima, 5 and Daneja what about you 6 okay let's do one more round of say bingo so player one Vanima I would like to ask you a few questions and you have to say yes or no or a statement regarding the scene so have you had breakfast or dinner or dinner yeah for you I think I'll ask have you had dinner today yes okay and have you ever been to a TV show yes okay do you stay up late yes and do you have a pet my daughter has so he's kind of a pet yes yeah and would you live on the North Pole if you had the chance no would you ever do a stand up no okay thank you for your answers I'd go to player two so Nisha have you had a fracture no and have you ever slept through a class honestly yes do you stay organized kind of yes do you think do you give names to your things or belongings yes okay and would you be an Avenger if you had the chance maybe yes would you buy a telescope I'm not sure about it okay so thank you for the answers and thank you both of you for being such a sport so basically what this activity is about we wanted to show how gamification makes interactions fun quick and easy they are here to help us interact without the boundaries of feeling awkward or weird about it within the span of just a few minutes we found out several things including you know how and Nisha were feeling what they like what they want and all this gives us a number of conversations starters and icebreakers to interact with them in future if we wish to which is why we as a group bring to you lucid converse while playing and play while conversing I hand over to Rihanna yes thanks Akansha so as was mentioned our vision here was to make conversations easier we went on to further discover why there is a need for conversations in the first place the way we interact with others and build relationships it has a major impact not only on our social lives but on our physical mental and emotional health while for some this could be a cakewalk it might not be the same for all we identified various areas where communication gaps could occur in our society and from there it was rather easy to narrow it down further because we looked at the in the most basic unit of a society which is a family literature suggests that new media has the potential to and is actually already creating a monumental shift in communication among young adults and young people and the communication culture within an Indian conventional family is in a swirl the question is not if the parents and children are engaging or communicating rather it is how they are communicating and the quality of it parents and young adults that have moved out of home for studies or for jobs have not just the generational gap to deal with the distance and busy schedules also adds on to the earth in their communication and in their conversations as to identify our problem statement which is how might we bridge the generational gap between parents and young adults perhaps using gamification to understand the nuances of this particular segment we interacted with people and users falling in this category Sanjithi will take us further into customer discovery Thank you Riya so folks now that we arrived at our problem statement it was time for us to understand our customers better in this video for the same he is just trying to explain it is a two way thing they are presents like what did you eat when did you sleep how was your classes going I have learned a lot important than maybe around 10-15 minutes I am growing but yes sometimes I just at conversation you need your mindset to be there so good to talk to you all these were a few snippets from interactions with the parents their children or young adults from different cities across India we try to understand how often do they communicate with each other and through what modes what are the topics of the discussion what is their daily should you like do they even do activities together if so what kind and the topics of discussion so this exercise brought us closer to understanding the pathos of our users we understood that Indian parents use whatsapp and facebook as their most preferred medium to connect they are very active on whatsapp group chats they prefer audio or video calls over text they usually play online games like chess or ludo and they usually avoid talking about sensitive societal topics they also do miss asking their children for advice on simple topics once they move out whereas the young adults have really hectic schedule they want to talk more to their parents they want to bring up sensitive societal topics but before they do that they kind of assess their parents mood before discussing these things and usually on a daily interaction their common topics use updates about their meals their academics or work so this exercise brought us to our final customer segments the parents and young adults and we will take you through this journey through the point of view of our parent Damini age 47 and the young adult Nupur so hi guys my name is Saurabh and I am going to run you through how our product comes into contact with and functions within an individual's life so Nupur comes to learn about Lucid through our friends she installs the app and opens it up so during onboarding she is asked to input basic details like her name age and how much time she would like to spend on the app in her day so she gets to choose what topic she would like to talk about while deciding who she wants to play with she has the option to either play with an existing connection add a new connection from a contact or invite a new person altogether in this case she adds her mother that is Damini from the contact and she adds Damini as her parent and selects the level of understanding she has with her mother so this in turn structures the experience of the game around her unique preferences so the game is divided into various levels and first few levels are easy to get the user acquainted with the game later on each level kind of delves deeper into the individual's preferred topics of discussion so there are points for answering and even for answering first and you can redeem these points for rewards in return so the technicalities of the game and the rest of the details will be explained by my friend Shubham we try to keep the interaction simple and we also try to use a major popular media notification to use the system so let's consider this example so Nupur gets the notification that today is your task and you have to ask the question so this can be a dice rolling and he gets the question of how do you feel today so this question will send to her mom Damini and Damini gets this on her whatsapp as she doesn't have the app and she doesn't have the expertise to use the app so how do you feel and she has to react with an emoji and she reacts with it with that signed emoji with number 4 and the app the chat board registers this and the responses register with the points rewarded to her she can also roll the dice herself and ask Nupur the question also and as this level the conversation becomes more impactful so the next question the next game can just spin the wheel and she gets here the number 8 and the mom asks what do you miss the most so this level 5 and the level 5 is the sender trigger where the parents and the kids spend most of their time and the question gets more personal as it level up so you can see who what makes you the most happiest and the question can be about the life partner it can be more personal that have you ever cried or something and this all will be the icebreaker because it starts and as you play the game you also collect the points and for example Damini collected 1000 points so the redeem system can be there are cards where you can redeem this points for example Damini has 1000 points for example picked the outfit of the day so Damini here picks the card of payment visit and because it's a game it can be a fun thing and Nupur has to give visit to her home and Nupur gets phone and spend good time alone so because the conversation are more personal and privacy is the key the messages will be encrypted and the system won't be able to see the messages the messages will be seen by the users thank you Shubham so to get to the heart of our idea and to plan it better we then charted out lead models for both our primary customer segments the parents and young adults we tried to eliminate all the unnecessary areas to increase the success rate of the venture and to reduce the risk of the failure here the young adult who wants to be able to make time and have conversations with their parents is our earlier doctor from the customer segment he is captured by channels like influencer marketing, AdWords and such channels that are more relevant to them the value proposition here comprises of privacy, personalization non-intrusive prompts and so forth in the lean model for the customer segment of the parents of these young adults the problem area is quite different it addresses the challenges of not being able to consult their child for any health or doubt in relation to new age technologies not being aware of their schedule to have a conversation or a deep conversation with them and also apprehension about discussing sensitive topics and so forth the channels here would be word of mouth various tie-ups that are the applications already in use by the parent the value proposition here comprises of ease of use personalization and facilitating ice breaker conversations under unfair advantages we have the relative novelty of our idea and also the popularity of smartphones and internet usage that we aid us some of the key metrics that we would look into to evaluate our success or our performance are the number of monthly active users average revenue per user number of downloads user retention and customer rating these lean models helped us to zero in on our problem to solution business plan and Akan Shah will take us further towards the business model canvas so with the business model canvas we were focusing on outlining what the advantages were the targets and costs and opportunities would be of our businesses and to interact and communicate with our value propositions to the consumer we focused on the get, keep and grow framework of the customer relationship and then we mapped our key activities that would be supporting the business like game designing and then creating and managing a tech infra and customer profiling for the personalized experience that we have been talking about we also listed out our key partners which are the next step to building or bringing our product to reality which would be app stores and automated chat boards the substitutes to our app could be the card and board games that are available or the different gaming apps that already exist but there are also the compliments like phones and video calls and existing messaging platforms that will add on to our product and build its value we also listed the profits and the revenues of how we would generate the revenue so the in-app purchases the scenario based expansion packs that we plan on bringing forward we also have a free and premium based model looking into affiliate marketing as well but from that we also fixed a cost structure which was based on what we would have to invest based on R&B play store hosting marketing and advertising, server handling and operational costs so with this we'd sum up our presentation and hope your interaction with us was interesting and now I would like to open the floor for questions thank you so much thanks Akank Shanti that was wonderful very good presentation we will request SK saying now to just check out basically see what he has to say about the whole journey yeah so as you said Chakku even it is interesting presentation a lot of work and thought gone behind it and it seems like a pretty cool idea that you can tonight two different generations and open a dialogue through gamification so Kuros on that one thing I wasn't very clear who's the audience of the presentation that we just saw right it was not an investor it was discussing our initial idea with probably an audience to get their feedback so we can work on it better so maybe like an official pitch not an investment okay so you're just trying to figure out like how to pitch this to investors and you're looking for inputs okay so one thing I would say that I mean investors whether they are in Bangalore or Silicon Valley you'll be lucky if you get two minutes with them let alone a one hour presentation so what would really help is articulate your concept which talks about what the idea is and why should I care and how will it make money those two or three things if you can say in short paragraph you have heard of the term elevator pitch I mean there's a reason people use that terminology because you're going from ground floor to 10th floor probably you have two minutes three minutes depending on how fast the elevator goes but if you can articulate in one slide with not more than I don't know just throwing out there like two sentences two and a half sentences that would force you to crystallize what you really care about and what you're pushing for because you know some of this looks kind of just because you want to make value proposition like five bullet points so ease of use is given in this day and age you don't get points for bringing ease of use because if you don't have ease of use you shouldn't be in the business of creating any app so that nobody will buy that kind of a fluff focus on what is the real value proposition and also I mean in this I think what would really help punch up the presentation like we understand the generational gap and not being able to communicate it's not a new problem now it's like whether our parents and us or it was our parents and their parents they've always been that generational gap so and somehow if you can kind of break through that like quickly and in an argument or a pitch that would go a long way in terms of you know convincing somebody that you know you have something worthwhile to consider or at least even if you know if I was a VC even though I may not write a check immediately after that but I'm willing to sit down for a further conversation so you're like the first pitch should be interesting enough from these point of views that if you talk to a VC or somebody close to a VC they're willing to sit down with you and indulge you to explain or invest some more time questioning you so that would go a long way and those like the boards are good for just collecting your thoughts but you know when you're ready to present it you have to go for the Jagular go for the kill very nice and I think being a very sort of in fact we should have given the whole context should have been the elevator pitch situation where you know from the customer whatever discovery they do they can do an elevator pitch so maybe you could do a pitch right now in two minutes I can't say this is the last kill you can do it so if I had to do a pitch I'd really say that you know how often do you talk to your children about their sexuality so and if you do or if you do that's great but if you feel like there's still a gap or where your child feels like they can't come up and talk to you about it here's a game and you can do it through this game without any trouble without any you know awkwardness you just have to play it and you would get through that phase of awkwardness and then the conversation can get deeper eventually so if you want to buy it yeah good pitch and I would say like instead of just focusing on the problem because the moment you say that parent and children immediately you don't have to convince anybody that there is a communication gap but focus more on like how you will solve that I mean just saying that gamification will solve it it's not like the right answer because theoretically one could say that about any problem or any challenge but if you can somehow boil it down like this is why our game will solve it and yeah so what I was saying is the first part is like we can quickly say that you know there is a the problem statement right I mean that doesn't need much explaining so that that's cool but what we need to kind of focus more on like next two things one is why our game is the answer not somebody else's game and you know everybody I mean if you give the strong answers yeah if you give strong answers we did research we did that you know that's good but we don't get points for that I mean we need to kind of say that we are doing this and somehow connect the dots there and the third thing is any VC they want to know how and why will they make money using you know through that game because you know in app purchases or you know partnership that's again like everybody does that but why somebody would be able to somebody would be willing to advertise with you or willing to buy something have at least one or two concrete examples there which will help complete that story okay can I get to like rephrase after this I just thought of something so okay so I'd rephrase it in a way that most of the most of the conflicts arise from conversational gaps and it is present all around us we provide a solution that is personalized to your dynamic and can be applied to all sorts of situations so if you feel like there are there are conflicts if you feel like there's a gap a personalized solution to your kind of dynamic would be what our game is providing and which is why you should you know take interest in our product yeah I mean I mean my feedback still stands like try to get to specifics and narrow like eventually you can diversify and solve all the world's problem where two political heads of state can solve the problem to your games versus neighbors and you know whatever choose one segment and specific stick with that so thanks SK this is wonderful SK to you know like listen to you and students see like hit on the nail you know you have to we have to understand the pitch in that focus area and of course we want to know the game play a little bit more the idea in the game which is doing the kill also needs to be showcased much much more you know strongly you did play it and you know of course I must tell you very good presentation you know thought about it very well within this short time I think it has come up very nice of course you know all credits to you for that but I think you know we focus on what SK is saying Anmani final remarks from you yeah great presentation guys amazing amount of work and ground you guys have covered from a very hazy concept to you know you're getting it much more clearer ditto to everything SK mentioned he I think that's exactly right what I would add to that and probably he alluded to it already was that you have to articulate your concept at the beginning this kind of stuff that's happening where we are all playing games through even zoom to keep it interesting or things unless we come up with either a shocker of a game or something so different out of the box the first part of the presentation I think it needs a little more what can what can I say to use the term in design so to speak to get that punch otherwise I think SK put it all out very clearly thanks Anmani and SK this is so grateful for your support and with very little timelines and very little things and we wanted to make the students experience this whole beauty of talking to a mentor talking to an investor SK is like an investor so it was lovely it was lovely thank you so much also I think if I could just say it was like a very heartening to see the current students in design I wish I could present like the students what they did today when I was a student so I think we have come a long way in terms of education and communication skills and so on so who was all around on that I'd also like to thank Anmani ma'am because I think like she said when we presented to her our concept and our presentation was all over the place and then she helped us frame it better and make a structure out of it so thank you for your inputs as well Hello this is team 10 a group of individuals with diverse skillset who came together to build a service called Lucid how often do parents and children strike a heart to heart conversation our service Lucid helps facilitate effortless interaction between parents and young adults who live separately to reduce the generational gap between them unlike the current modalities of conversation Lucid uses gamification to make interactions easy and fun