MOV'R - Project for Newtopia

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MOV’R By: Team Homeostasis Project Lead: Shalini Sahi Anuj Tandon Hari Murali Hisahito Otsuka Daniela Turcotte Matej Losic


Executive Summary Challenge: Understand the health and wellness needs of women in the age group of 20-30 and help them achieve those needs. Opportunity/AHA: The target audience exhibits a ubiquitous internal motivation towards wellness which is consistent across this demographic. They require ‘constant motivation’, ‘structure’ and ‘comfort’. Essentially they want a seamless yet structured way to approach their health and wellness to keep them constantly motivated. Game changing idea and Key components that create value: Through a personal progress tracker / organizer integrated to the website platform, MOV’R will encourage and support users in achieving their desired lifestyle change. The idea is to seamlessly integrate within current lifestyle and create a health and wellness ecosystem. We create value for the customer through seamlessly integrating healthier options and by incentivizing and strengthening those healthier options through this like the reward system, MOV’R wearable, community goals and the personalized plan. Value to Newtopia and competitive advantage: MOV’R generates value for Newtopia through expanding their current the consumer base. The social media platform and its integration with the fitness trackers would help establish the MOV’R platform as the de facto leader among the health focused social media platforms also serving as a platform for customer acquisition. It also gives Newtopia access to a significant amount of health data received through APIs. With the market for data and its uses exploding in recent years, this data can be used internally to understand consumer habits to better solve the health and wellness problems. Also, by using the physical rewards system, we expect that Newtopia will see an increase in the quality of customer engagement and an improvement in follow though for their existing customers. Strategy to win: The key to win for Newtopia lies in creating a user experience that would seamlessly fit into the user’s life. Also in order for Newtopia to offer an unequaled product it would need to understand consumer habits through the user data it acquires from the wearable and use that data to help solve their consumers health & wellness problems and create even better seamless solutions for their clients which would create greater engagement. Newtopia experiments: To test the viability and the effectiveness of the MOV’R system, Newtopia should run two experiments. The first experiment should test whether young women would enjoy wearing a stylish bracelet that would show-off their health and wellness achievements. This can be tested by having a group wear a test bracelet and measure their engagement with the device. The second experiment should be aimed at validating the Charms and the home-base as an effective positive feedback loop. By tracking a focus groups engagement level with the products, Newtopia can deduce if these devices will have a lasting impact and if it provides a continual positive feedback loop that can create the intended behavioral change.

Next Steps: - Build network of technology experts - Enroll users for experiments - Contact team Homeostasis for help!


“I just want to feel good, with more energy and still be able to indulge!� - Shelly, 23


SHELLYS ROUTINE


NEEDS Motivation: To commit to stay healthy and pro-active. A reason to get going!

Comfort: Finding balance in all aspect. Pleasure: Being able to see tangible results and to sustain the positive moments in life.


VALUE PROPOSITION Through a personal progresstracker and a tangible rewardsystem, MOV’R will encourage and support users to achieving their desired lifestyle change while being the best they canbe.


PRODUCTS BRACELET A personal tracker that a user would be proud to own.

CHARMS A reward system that would show a users lifestyle achievements.

HOME BASE A personalized home system that would provide comfort at home through a showcase of all their achievements


CAPABILITIES AND VALUES OUR TARGET WOMEN 20 - 30 YRS

VALUE CREATOR

KEY TO WIN

MOV’R PRODUCTS

USER CENTRIC DESIGN

WEBSITE PLATFORM

CUSTOMER DATA MINING

REWARD PROGRAM

CUSTOMER ENGAGMENT

EVENT OFFERING

PERSONALIZED COACH

CAPABILITIES UNIFIED CUSTOMER EXPERIENCE TEAM

TECHNOLOGY/ DATA SCIENCE TEAM

RELATIONSHIP MANAGEMENT TEAM


DEVICE

WEBSITE/APP

MOTIVATION PLEASURE

USER DATA

INFO STRUCTURE PLEASURE

CUSTOMER

PLAN AND SUPPORT

$$$

NEWTOPIA


EXPERIMENT ONE HYPOTHESIS

Young women would enjoy wearing a stylish bracelet that would show off lifestyle achievements.

EXPERIMENT

Have a group wear a testbracelet and track if they enjoy it and if others engaged with the product

RESULT

Positive feedback from both the group wearing and friends who found it interesting would prove the product has a market


EXPERIMENT TWO HYPOTHESIS

Charms and a home base would be a benefit ones life

EXPERIMENT

Track focus groups engagement levels with each product

RESULT

High levels of interest and pleasure would indicate a want for such products


Thank You!


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