At the end of the course, students will be able to … (between brackets the number of the corresponding intended learning qualification of the programme):
- develop a business case for an app centered around a societal or human behaviour problem, in a team of students (3.1, 3.6, 4.2, 4.3);
- persuasively present a business case for entrepreneurs in order to convince them and receive financial support (4.1, 4.2, 4.3).
In this course, students are trained to communicate with investors that may be interested in collaborating with the student team to further develop the prototype of the persuasive app. Students learn how to inform and convince potentially interested companies to invest in new technologies in general and in their business proposal in particular.|
At the beginning of the module, students define the goals of the app; for which behavioural change do they aim? After students have done this, they analyse different aspects of the context of use from a business point of view to be able to formulate a value proposition (4S1). Then, they design the app in the project, employing a user-centered design process (4P1, 4P2 and 4P3). At the end of the module, they will present their proposition and the result of the design process to investors that may be interested in collaboration. Students present their work on paper (4S2) and in a competitive pitch in a Shark Tank presentation format that will be followed by the negotiation of a possible deal (4S3).
This study unit is part of the module Design for user experience. Because the four study units, which are part of the module, are highly related to each other it is not possible to follow this study unit separately.