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2. There have been numerous developments in the realm of Augmented Reality in the past few
years and there is constant research to improve it. IKEA Place is an example of an Augmented
realty application. Users can try many different products, styles and colours of furniture in real-
life setting and experiment how that design looks in a certain space like home, office, school
or studio. The app automatically scales products – based on room dimensions – with 98%
accuracy. The AR technology is so precise that you will be able to see the texture of the fabric,
as well as how light and shadows are rendered on your furnishings. Similarly, in the ed-tech
app, the organs and systems of the human body and their movements are shown in real time
using the AR technology. With all these advancements in the AR space, there is also concern
of all the challenges that come with them.
Infrastructure Capability of Institutions
Many schools and institutions may not have the necessary hardware required to run this
application. Not all students have a mobile phone and not all institutions allow students to carry
a mobile phone with them. This restricts the use of this app to only the students from families
having middle and high-level income and the institutions allowing students to carry mobile
phones. So, there is a need to target institutions while taking these factors into consideration
and also to market the product such that the value of the product is communicated to the
institutions. Also, all students do not have the same mobile phone, they differ in brands,
resolution, camera quality, software compatibility, etc. The company must ensure that the app
is compatible with all operating systems like IOS, Android, Windows, etc. and that the quality
of the display can be maintained across devices.
High power consumption
Since the application requires the user to keep their camera and mobile screen switched on for
a prolonged period of time, it will cause a lot of power consumption and battery drainage. This
excessive drainage of battery negatively affects the battery life of the device. A similar problem
occurs with the messaging application Snapchat which uses the phone camera to take pictures
and videos, enable filters and send those snaps as messages to people. The app continuously
checks for location updates in the background which is why it becomes a battery hog. A
solution for this could be to develop a ‘lite’ mode of the ed-tech application which works by
using lesser battery, lower resolution and may not make use of all the features of the application
at a time. This can be a good option when the application has to be used for a long period of
time.
Revenue Generation
A drawback for all AR based apps is the high cost of research, development and maintenance
of the app. Given the high costs involved in production, it is necessary to generate adequate
revenue from the application. So, it will be very difficult for the company to operate on a free
model and sustain the business with its high-cost structure. The company will have to use a
subscription-based model and further go on to provide discounts and other incentives to
institutions. Most of the institutions will accept a trial run first before incorporating the
application in their study infrastructure which will lead to profit generation after a long time
period.
ed as-As visible in the table, the total number of students using the app is taken as the milestone
in a period of 5 years for an initial investment of Rs.50,00,000. If the company only reaches
milestone 1 in 5 years, the conversion rate will be 25%. If the company takes 5 years to reach
milestone 2, the conversion rate will be 19%. In the case where the company reaches milestone
3 in a span of 5 years, the conversion rate will be 14%. If the company is successful in achieving
the 4th milestone in 5 years, then the conversion rate will be 8%. The conversion rates are
rangebound since the actual rate will depend on the number of students added within a certain
range.
4. The Customer Acquisition Cost for the ed-tech AR app will mostly be driven by the
promotional discounts given by the company to institutes like free trial periods, and other
marketing activities like website development, digital marketing, etc. The Customer
Acquisition Cost can be calculat
We use 3 variables to calculate the Customer Lifetime Value which tells us the value of the
customer to the company – average value of customer’s purchase, customer purchase frequency
and time period of a customer’s purchase.
The company incurs a Customer Acquisition Cost of Rs 1600 per customer and earns Rs 850
per customer to achieve milestone 1. As shown in the table above, the company stops making
losses year 2 onwards. This indicates that the business needs to keep a customer loyal for at
least 2 years in order to make some profit on it.