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Canvas Model

MindQuest

- Adams Pérez García


- Alexis Quezada Castellanos
- Gina Acosta Gutiérrez
MINDQUEST
1. CUSTOMER SEGMENTS

- Schools
- Academies
2. VALUE PROPOSITIONS

Our "Video Game" product helps schools that want to improve their learning methods using
virtual reality techniques that gives them new tools to impart knowledge to students in a different
way from the current but more practical and fun.
2. VALUE PROPOSITIONS
2. VALUE PROPOSITIONS
3. CHANNELS

- We will reach our customers


through ads on social
networks, virtual stores and
websites.
3. CHANNELS
● Social Network (A,E,AS) -Awareness,
Evaluation, After Sales
● Virtual Store (P, D) - Purchase,
Delivery
● Webpage (A, E, AS) - Awareness,
Evaluation After Sales
4. CUSTOMER RELATIONSHIPS
- We will offer customer service and support on how to obtain maximum
benefits of the usage of the videogame.

- We will get our potential customer by promoting


our app by going to different schools and
educational institutes.
5. REVENUES STREAMS

Subscription
Fee
6. KEY RESOURCES

Game Web
Salespeople
Developers Developers
7. KEY ACTIVITIES

Salespeople

Game
Development
8. KEY
PARTNERSHIPS

Teachers
9. COST STRUCTURE

Variable-Cost Fixed-Cost
THANK YOU

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