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title: Vision and SOTA Presentation Outline

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# Vision and SOTA Presentation Outline

## Presentation checklist (from Ufora)

- [x] What problem are you solving?
- [x] Who is your end-user or customer (the customer pays, the end-user uses the product; sometimes these are the same people)?
- [x] Why is your solution different from the existing solutions or alternatives?
- [x] How does your solution work? How will a user interact with it? What are the key features?
- [x] How does your idea/product differ from the current state of the art?
- [x] Explain shortly how this idea is new compared to existing alternatives or competitors and why you think it is feasible to make a prototype of this. 
- [x] General group presentation (1 slide with team members & group name & number)
- [x] Product vision board content. You should address the different parts of it; the way you do this is up to you, but they all need to be in there. 

## Presentation timeline

1. Short fun, relatable intro (Viens)

2. Segue into the "BUT": museums are facing many new troubles (Viens)
    1. It turns out that museums are not really prepared for worldwide pandemics
    1. On top of that it becomes harder and harder to engage with younger generations
    1. Museums have a limited exhibition space, so every m² counts: experimental curation or exhibiting young artists is a big financial risk

3. We offer a solution for those problems by introducing CUBE (Who is your end-user or customer) (Mex)
    1. We offer a mobile application which allows museums to bring exhibitions to the outside
    1. Using mobile AR to visualize exhibitions pieces with which you can interact with (**put phone in slide**)
    1. In a playful way which triggers the end users curiosity
    1. Engaging with many exhibits takes a lot of energy and mental fortitude -> reading plaques, looking at artwork intently
    1. This only engages the people who have an inherit urge to learn and find this form of communication engaging1.
    1. We wish to create an experience that is an interactive dialogue between the museum and the user, challenging the visitor to think critically about the exhibition.

4. Concrete ideas for gamification (Mex)
    1. Guide the user by leading them to next points of interest by letting them solve puzzles or riddles
    1. Challenge the user to think about the exhibition matter by asking questions
    1. Showing the users their progress along the tour
    1. Gold, silver or bronze medal depending on the engagement/puzzles and riddles solved, and/or score which can be compared with other users/groups.
    1. On top of that, we can offer the activity to groups
    1. **for all of the above: use short fun examples!!**

5. Our competitors (Viens)
    1. Unfortunately we are not the only ones who came up with this idea
    1. Our biggest competitors are GuidiGO and Overly. Both offering a platform which allows for integration of AR in exhibitions and museums. They require the museum to build the tours by themselves for which te museums need a knowledgable IT-department.

6. Differentiation (Viens)

    1. Our app will offer uniquely curated experiences that are tailored to the platform, rather than being an optional extension to the existing exhibition.
    1. Our app is focused on *outdoors experiences*. The outside factor is also important to us, since it makes the museum available at all times; even when it is closed (due to pandemic).
    1. We will focus heavily on the gamification aspect, challenging the user intellectually and stimulating them to explore. In essence, our app will be a “game”, with the tours/exhibitions being “levels” that the user can “beat”.

7. Pretty closer (Mex)
    1. We believe that museums and exhibitions should be available at all times. Even when there is a pandemic going on xd. 
    1. This allows people to stay engaged with museum content at all times (rephrase)
    1. Allowing for a continued stream of visitors in a safe and reliable way.




TO PUT IN TIMELINE:

- our product (max)
- competitors (vince)
- our differentiation factor 

## Short context outline and intro

## What is the problem we are trying to fix?

- Museums are too often a one-way street of information
    - Engaging with many exhibits takes a lot of energy and mental fortitude -> reading plaques, looking at artwork intently
    - This only engages the people who have an inherit urge to learn and find this form of communication engaging
    - We wish to create an experience that is an interactive dialogue between the museum and the user, challenging the visitor to think critically about the exhibition.
- Museums suffer from corona
    - Less visitors allowed
    - Expensive equipment for decontamination
- New artists -> no space in museum
    - Get no exposure
    - Lost revenue
- When museum closed, no museum?
- Current generation not interested in museums?

## What is our idea?

- Digitization using AR
    - Availability
    - New source of income -> Small extra price?
- Outside walk, discover city
    - Availability
    - Tourism with a goal
- Playful way -> gamification
    - Extend to younger generations
    - A 'reason' to do it (Engaging)


## Why is it better than competitors? (who is the competition)
- Focus more on game/interactivity aspect
    - Challenges (riddles, puzzles, etc)
    - Rewards
    - 'Completion trophy' (Ex: wood, bronze, silver, gold, platinum) depending on how well you did on the tour
- Often IT needed for development -> museums dont always have this
    - We hide the technical from the museum
    - Use crowdsourcing for delegation of certain tasks
    - The public helps building the ex: 3D-models

- Museum collaboration.
    - Is there interest? YES
        - Huis van Kina
        - GUM (possibly)

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Prepare answers to questions:

- Possible monitization strategies
    - Museum can earn
    - We can earn
    - Visitors can earn? (rewards?)