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Homerun MLB: Catch & Collect:
Product Plan

1. What platform will the solution be made for?

The solution will be made for Android and IOS platforms. Future platforms or operating systems of the same app, such as desktop, can be built once Android and IOS platforms become successful.

 

2. Will the solution be text only screens or will it be animated?

 

The features of the solutions are:

  1. There will be animated NFT cards and experiences.

  2. There will be small animations added though out its usage.

  3. Text will be added for accessibility and inclusiveness.

 

3. What devices will be used for the product (AR/VR/mobile headsets)?

 

The devices used for the product are:

  • Phone app

  • AR aspects

  • Mobile devices (mostly). Most users carry mobile everywhere they travel.

  • iPads/Tablet devices

 

4. What will be the inputs and outputs?

  • The inputs come from a user’s surroundings, such as video, depth sensor data, tracking, and audio.

  • Outputs are the visual, audio, or haptic feedback, directly on the user’s perception of the real world, through devices like smartphones and tablets.

 

5. What are people's behaviors with this type of technology?

  1. Age 16yrs to 25yrs:

  • They are super active on social media platforms, interested in creating content and posting on different social media platforms.

  • Interested in outdoor activities with friends and in groups.

  • Early adopters: People who may not understand all the technical details of new innovations but see the potential impact. They are usually younger, wealthier and better educated than the rest of the population. They like taking risks, being valued uniquely, and usually have a high social status. They are tuned with cutting edge technologies.

 

       E.g.: cool kids, trendsetters, influencers

  • Innovators: who like and take interest in innovation and like learning about new technologies. They usually buy early models of gadgets and enjoy testing out new technologies.

  • Augmented Reality is new and exciting for most of them, and they want to see what all can be done / created using AR.

 

   2. Age 25yrs to 35yrs:

  • They are super active on social media platforms, interested in creating content and posting on different social media platforms.

  • Interested in outdoor activities with friends and family members.

  • Their activities involve family time, work hours, and chores.

  • Mix of early adopters and mass adopters of technology.

  • Augmented Reality is new and exciting for many of them and they want to see what all can be done / created using AR and how it can positively benefit them and be applied to enhance their life.

 

  3. Age 36yrs to 50yrs:

  • Not many are super active on social media platforms, but most have some kind of online presence eg: Facebook accounts, emails, YouTube accounts etc.

  • Usually have a learning curve with new technologies.

  • Their routine is mostly around family time, work hours and chores.

  • Many may have never heard before about AR and are completely unaware, making them skeptical about the technology.

 

6. Will you include audio or voice aspects in your design and, if so, how?

  1. There can be audio/voice aspects for the visually impaired.

  2. Voice command to switch to voice user interface for easy interaction for accessibility. We can build earcons to communicate task completion, download time, sign in options, positive feedback, the NFT transaction, and the option of turning off earcons.

  3. Earcons will communicate on user interface for most users:

  • Task completion

  • Positive feedback

  • Transaction completion of NFT

  • Option to turn off earcons.

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