Apps for Good - JESLR's Pitch Presentation - ART APP
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Transcript of Apps for Good - JESLR's Pitch Presentation - ART APP
Art App
By Sarah Jane, Eboni, Luke, Rueben, Jeevan
Who will the App help? People interested in art. What is the situation behind the problem ? People want to improve their art skills with out expensive lessons. When does the problem occur? Most days. Where does the problem occur? At home. Why does the problem occur? People want to improve their art skills without paying for expensive art lessons.
Background
Many people want to improve their art skills or become more involved with art, however art lessons/tutoring are quite expensive so many people can’t afford lessons/tutoring. Our app provides very cheap art ‘lessons’ and tutorials.
Problem
The key question our team is trying to answer is:
How can we provide cheaper art lessons/tutorials through an app?
Key question
Following the Scoping phase; Our key findings are the
following:
You can cheaply and easily get art tutorials wherever you are.
Key insight statements
“Our team, JESLR, is developing a mobile app to help anyone wants to improve their art skills or become more involved with art easily and cheaply wherever
they are.’’
Mini elevator pitch
After analysing the results of the surveys we sent out to potential users, we found the following:
• Most people would want our app to be free.
• 80% would find this app useful. • The most amount of money people would spend on this
app would be £1.00
Our results
After researching other apps like ours we found 2 that were similar • Art studio • Sketchbook pro
However, these apps do not give lessons or tutorials or a colour wheel like our app would these apps only let you draw on your mobile device.
Competitors
Screen map
Key wireframes- Welcome screen
Key wireframes- Search Browser
Key wireframes- Tutorials
Key wireframes- Video Browser
Data: Be able to have sound tutorials/a person speaking to the user
Technical Feasibility:
Our solution is technically possible to build because it does not require functions that do not exist on mobiles. A professional developer would be able to build our solution in less than 2 months.
Data and Technical Feasibility
Business case hypothesis:
“We think most people interested in art would use our app”
Business model choice:
Statement: My team‟s app will operate on a business model in which all users pay a small amount. Justification: My team, „JESLR‟ has identified that parents and teachers are willing to pay up to £1.00 towards the app.
Business case
Our team will use the following three main marketing strategies to reach our specific users:
1. Advertising on social media e.g. Facebook and Twitter.
2. Word of mouth.
Marketing