Assignment 4

This is my Fourth assignment about Design and Testing.


Since the problem statement that emerged from the previous analysis is: How might we make a coach who wants to learn about basketball in her free time (who) address the problem of gathering information on different platforms, often considered incomplete and pointless, (what) so that she/he can save time and have access to what she/he wants whenever she/he (what) so that she/he can save time and have access to what she/he wants whenever she/he wants to make a change (why)? So the scope of the future journey and story mapping iterates as follows.
1) Find a tactic
2) Review and decide on one
3) Match a training plan
4) Apply it in practice
5) Provide a strain reference in the real world
6) Share your experience in the community

In response to this process, the supposed solution aims to monetise it by developing a business model of paid content for member subscriptions. The aim is to significantly save the time that users have to waste integrating information across different platforms. With a paid subscription to the platform, users can browse content from a wide range of platforms that have already been compared and filtered.

I also conducted usability tests to validate the monetisation logic for attracting targeted players to subscribe to the community membership. More descriptions can be found in my journal.