Learning Launch- Gaming device

Challenge and selection The most useful tool to my team has been the learning launch, or marketing prototype, to make  sure the idea we has is feasible and viable in the current market. Learning launches involve  small test groups and can prove useful in low cost scenarios were there are low stakes with our  potential customers and users. Our learning launch would include a classroom of friends and  relatives who are working with us to test the gaming device my team would like to produce.  During this launch, we would use video recording of the scene as the gaming device is being  played. We would also include surveys of the students in the classroom to make sure the  purpose and key elements of the game are identiﬁed by the players. This learning launch would  help us gather real life understanding of how our customers (schools) and users (students)  would interact with the game in a controlled setting.

Application

We would start the process by inviting the students in the school to an after school activity which  would be monitored by our team and school ofﬁcials. To develop the launch we would allow  students to play in teams of up to three but no less than two, with one adult facilitator. Each  team would receive one set of the gaming device and one set of instructors on the three types  of games they could play with the dice. The materials would include a survey for the facilitator of  the response from the children and how easy each of the games were to understand. After each  team has played for 30 minutes to 1 hour. The test student groups could range from ages 7-14.

The facilitator could collect the survey data from each group to ensure that all the questions  have been answered. The ﬁve questions in the survey could include: How exciting was this  game? (1-10 scale), How is easy was this game to understand (1-10), Did you learning a lot  about math? Did this game teach you to think quickly about math? (1-10), Do you think math is  fun? (1-10 scale), What do you wish was included in the game? These questions could be  asked before and after the games are played to make sure that the information collected can  provide us with insights into how the game feels to be played in a target audience in a  monitored setting.

After the demonstrations are completed it may be useful to offer a forum for all the children to  receive a presentation on what this gaming devices purpose, functions, and applications are  from the creator’s perspective. For instance. the creator of the gaming device could talk about  the games and show the students how the games could help the students. We could then ask  the students to brainstorm with the presentation team about the effectiveness of the game with  regards to creating an excitement for math, teaching them to think in their minds about answers  to math problems, and further applications about statistics and math. We could share also  insights about the survey with them and use this information to gauge how receptive our  audience would be to paying any amount for the gaming device.

It may be best to record all of this process to gather insights both during and after the launch  sessions. It may be difﬁcult to garner approval for video information to be made public in the  public school setting involving children but if at all possible the video could be used for further  marketing purposes and the video would ensure robust interpretation of our target audience

reaction to the gaming device. I would incorporate this feedback on the gaming device into our  portfolio about the idea and use the feedback to inform whether we have the right target  audience. I would also set up scales to organize positive feedback of the data 90% positive and  above would lend conﬁdence to pursuing the idea and 89%-70% would be lend more careful  research into the gaming device and anything below 69% positive response according the the  scaled data would cause me to advise our team of tabling the idea and revisiting the framework  by which the idea was developed.

Insight and approach

I have learned that learning launches give business venture a new and fresh outlook to  exploring an idea. Rather than investing on projections our team can invest based on  information and surveys. Using this framework we can garner more support and information  early on and not waste time making faulty or fraudulent assumptions. Instead, we can use  surveys, video, and collaborative brainstorming to investigate early on, details we may have  missed while developing the idea.

Moreover, we can identify real needs with the consumer to make sure the need is present and  that our gaming device addresses this real unmet need. We can also identify what we don’t  know, what we need to know more about, and how reliable are our assumptions about this  game. Analysis of buying patterns and the likelihood that our target market would purchase the  gaming device would help us develop more information about the ﬁnancials for this venture.  This learning launch is very useful in insuring that before large investments are made in the new  product, we have tested the product with our target audience and insured that the need exists in  the market. This resource and information is invaluable to a new venture.


Learning Launch- Gaming device Challenge and selection The most useful tool to my team has been the learning launch , or marketing prototype , to make sure the idea we has is feasible and viable in the current market . Learning launches involve small test groups and can prove useful in low cost scenarios were there are low stakes with our potential customers and users . Our learning launch would include a classroom of friends and relatives who are working with us to test the gaming device my team would like to produce . During this launch , we would use video recording of the scene as the gaming device is being played . We would also include surveys of the students in the classroom to make sure the purpose and key elements of the game are identiﬁed by the players . This learning launch would help us gather real life understanding of how our customers ( schools ) and users ( students ) would interact with the game in a controlled setting . Application We would start the process by inviting the students in the school to an after school activity which would be monitored by our team and school ofﬁcials . To develop the launch we would allow students to play in teams of up to three but no less than two , with one adult facilitator . Each team would receive one set of the gaming device and one set of instructors on the three types of games they could play with the dice . The materials would include a survey for the facilitator of the response from the children and how easy each of the games were to understand . After each team has played for 30 minutes to 1 hour . The test student groups could range from ages 7 - 14 . The facilitator could collect the survey data from each group to ensure that all the questions have been answered . The ﬁve questions in the survey could include : How exciting was this game ? ( 1 - 10 scale ) , How is easy was this game to understand ( 1 - 10 ) , Did you learning a lot about math ? Did this game teach you to think quickly about math ? ( 1 - 10 ) , Do you think math is fun ? ( 1 - 10 scale ) , What do you wish was included in the game ? These questions could be asked before and after the games are played to make sure that the information collected can provide us with insights into how the game feels to be played in a target audience in a monitored setting . After the demonstrations are completed it may be useful to offer a forum for all the children to receive a presentation on what this gaming devices purpose , functions , and applications are from the creator ’s perspective . For instance . the creator of the gaming device could talk about the games and show the students how the games could help the students . We could then ask the students to brainstorm with the presentation team about the effectiveness of the game with regards to creating an excitement for math , teaching them to think in their minds about answers to math problems , and further applications about statistics and math . We could share also insights about the survey with them and use this information to gauge how receptive our audience would be to paying any amount for the gaming device . It may be best to record all of this process to gather insights both during and after the launch sessions . It may be difﬁcult to garner approval for video information to be made public in the public school setting involving children but if at all possible the video could be used for further marketing purposes and the video would ensure robust interpretation of our target audience reaction to the gaming device . I would incorporate this feedback on the gaming device into our portfolio about the idea and use the feedback to inform whether we have the right target audience . I would also set up scales to organize positive feedback of the data 90 % positive and above would lend conﬁdence to pursuing the idea and 89%-70 % would be lend more careful research into the gaming device and anything below 69 % positive response according the the scaled data would cause me to advise our team of tabling the idea and revisiting the framework by which the idea was developed . Insight and approach I have learned that learning launches give business venture a new and fresh outlook to exploring an idea . Rather than investing on projections our team can invest based on information and surveys . Using this framework we can garner more support and information early on and not waste time making faulty or fraudulent assumptions . Instead , we can use surveys , video , and collaborative brainstorming to investigate early on , details we may have missed while developing the idea . Moreover , we can identify real needs with the consumer to make sure the need is present and that our gaming device addresses this real unmet need . We can also identify what we do n’t know , what we need to know more about , and how reliable are our assumptions about this game . Analysis of buying patterns and the likelihood that our target market would purchase the gaming device would help us develop more information about the ﬁnancials for this venture . This learning launch is very useful in insuring that before large investments are made in the new product , we have tested the product with our target audience and insured that the need exists in the market . This resource and information is invaluable to a new venture .