2. Survival App
We are developing an application/game
to help children of 6+ know the basic
necessities of living in the wild with exciting
games added on to provide extra entertainment
and fun and so will appeal to a larger age
range.
3. Who – a lone survivor
What – deserted in the wilderness
When - 2020
Where – in the middle of nowhere, an unnamed place
Why – lost on an expedition
4. When faced with a possible existence in
the wild, minds often go blank and
people forget how to use their
prehistoric senses. A majority of users
prefer games over factual apps so by
merging the two together the public will
receive the entertainment side but still
understand the necessary information.
5. User profiles
Peter Bread 33 M
Sam Oak 50 M
Miles Edgeworth 24 M
Dick Gumshoe 33 M
Ash Ketchum 12 M
Misty Fey 45 F
Cilan Green 15 M
7. Survival App: the public – i.e. lost with no direction in
the wild or with no Wi-Fi – more user friendly than
most apps of a similar nature
8. We have researched different apps under
the tag ‘survival’. We have found that the
apps are either all fact or all game, hence
why we have decided to merge them to
create the ultimate survival app.
9. The technical feasibility of our product is very
high as the design has been made very simply
yet with high quality features
We don’t foresee any data issues as the app has
been specifically made for all brands of phone
10. Free version plus a Premium at the cost of 69p
because no one wants to pay for a costly game
when there are free alternatives of a similar kind
but the positive side is that if a user enjoys the app,
they have the opportunity to pay for the bigger and
better version.
We got 5 out of 7 customer pledges during our
scoping investigations and we didn’t have to
change anything in our app, as the general public
thought it was great the way it had originally been
designed.
11. We are doing a amazingly cool yet easy video to
show off our new app. The video will be shown
on social media and hopefully on other apps.
Also the app is free and very easy to use
Editor's Notes
Use your key insights statements from your findings during Scoping to provide evidence that your app is solving a genuine problem in a different way for users.
Examples:
Buzzer Buddiez: you wake up to hit snooze/ switch off the alarm, but don’t get up. Friends and family i.e. social pressure can help to push you to actually get out of bed.
Transit: parent- teacher conferences are not open-ended conversations. You can map the key areas of negative feedback around attendance, behaviour, results etc. to bridge the conversation between parents and teachers.
Oyster on the Go: Oyster travel data can already be accessed online, the key trick is to make it easily accessible on the go.
Cattle Manager: You can keep a simple record of your actions on your phone
Summarise what you have learnt about data, content and technical feasibility.
This is crucial, if your product relies heavily on any of these areas. If your product does not rely on them heavily, please explain why. This will show that your team has really understood feasibility well.