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Project Canvas

1. The document proposes launching an innovative streaming service called WaveStream targeting young audiences aged 18-30. 2. Key aspects of the proposed solution include user profiling, social media integration, personalized recommendations, and exclusive interactive content. The platform will be built using scalable, secure technology. 3. Stakeholders that would be involved or impacted include users, investors, the project team, content providers, technology partners, and competitors in the streaming industry.

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0% found this document useful (0 votes)
31 views15 pages

Project Canvas

1. The document proposes launching an innovative streaming service called WaveStream targeting young audiences aged 18-30. 2. Key aspects of the proposed solution include user profiling, social media integration, personalized recommendations, and exclusive interactive content. The platform will be built using scalable, secure technology. 3. Stakeholders that would be involved or impacted include users, investors, the project team, content providers, technology partners, and competitors in the streaming industry.

Uploaded by

agwoorkk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
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NAZWA PROJEKTU:

OPIS:

PODSTAWA
CEL
Smart:
Specific: Launch an innovative streaming service targeting a young audience
between the ages of 18 and 30 with a unique set of features including social media
integration, personalized recommendations, and interactive content.
Measurable: Reach 1 million subscribers and 5 million views per month within the first
year of launch.
Achievable: Ensure a library of at least 1,000 hours of content, including exclusive
shows and movies, as well as affiliate content.
Realistic: Launch is supported by an extensive marketing campaign including digital
advertising, social media, partnerships with well-known bloggers and events to engage
target audiences.
Time-bound: Launch the service over the next 12 months with KPIs evaluated every 3
months to adjust strategy and improve user experience.
WARIANTY
ALTERNATIVE OPTIONS
1 How else can I cover the need?
- Developing a mobile app with multimedia streaming features that focuses exclusively
on short-form content and video clips, instead of full-length movies and series.
- Creating a video-on-demand (VOD) platform with a focus on educational and self-
development content that can attract a different market segment.
- Partnering with existing streaming platforms to provide exclusive content in addition
to their current services.
2 What options did I analyze before recommending the final option?
- The option of partnering with existing streaming services to integrate our unique
content.
- The option of creating a niche streaming platform specializing in specific genres or
interests, e.g. documentaries, gaming, music.
- The option of developing augmented reality or virtual reality applications for deeper
user engagement.
3 Why didn't I choose them?
- The option to collaborate with other platforms did not give enough control over the
brand and user strategy.
- Specializing in one genre could limit market growth potential and target reach.
- AR/VR technologies require more investment in development and may not yet be
widely available to all users.

BUDŻET
Budget:

1. Market analysis and expert opinion: $20,000 - $50,000


2 Design and concept: $50,000 - $150,000
3. Permits and licenses: $10,000 - $100,000 (depending on region and scope of content)
4. Software development (including salaries of developers, testers, UX/UI designers): $500,000 - $2,000,000
5. Server infrastructure and cloud: $100,000 - $500,000 per year
6. Content licenses: $100,000 - $1,000,000+ (depending on the amount and type of content)
7 Marketing and advertising: $200,000 - $1,000,000
8. Personnel and operations (including customer service): $150,000 - $500,000 per year
9 Platform maintenance and upgrades: $50,000 - $200,000 per year

The total sample initial budget for the project could be approximately $1,180,000 to $4,500,000, not including ongoing opera
1 Project genesis (project need)/business context:
The market for multimedia streaming services is growing, but there is a gap in the segmentation of offerings in term
creating a new business context in the digital entertainment space.
2. General characteristics of the proposed solution, including technical aspects:
- Proposed design elements: the platform will include features such as user profiling, interactive voting options for c
- Technical solutions (technology) along with basic parameters (efficiency, size, area, coverage, etc.): The platform w
computers and smart TVs.
- Limitations and exclusions: The project will not be available globally at first, instead it will be launched in selected m

LUDZIE
SPONSOR/ PKS
Stakeholders in the end results of a project, often referred to as project stakeholders, are a group of
individuals or organizations that are directly or indirectly affected by the project's results. In the case of
a content streaming project, these may include:

- Customers/consumers of the service - who will use the platform.


- Business owners or investors - who are funding the project and expect a return on investment.
- The project team - who are working to develop and implement the service.
- Business partners and content providers - who may provide content or technology for the platform.
- Competitors - who may be interested in the strategy and market impact of the project.
ZASOBY
The project will be managed by the Project Manager (PC), who is responsible for the planning,
execution and closure of the project. The Project Manager works under the supervision of the Project
Sponsor and is tasked with ensuring that the project is completed within the specified time, budget and
quality requirements.

Competencies needed in the project team to achieve the expected deliverables/products include:

1. Project management skills: project planning, risk management, cost control, time and resource
management, communication and coordination of activities.
2. Technical knowledge: understanding of the applicable technologies, platforms and tools needed to
develop a streaming platform, including knowledge of programming, databases, IT security, network
infrastructure and cloud solutions.
3. Analytical skills: data analysis, market research, identification of user needs and development of
business and technical requirements.
4. UX/UI competency: designing user interface and user experience to provide an intuitive and
enjoyable service experience.
5. Multimedia content knowledge: understanding the entertainment industry, multimedia content
trends and copyright.
6. Soft skills: communication, teamwork, problem-solving, adaptability and negotiation skills.
7. Legal and business competencies: understanding of regulations, umi

BUDŻET
e of content)
esigners): $500,000 - $2,000,000

type of content)

000 per year

80,000 to $4,500,000, not including ongoing operating and maintenance costs once the service is up and running.
The streaming service "WaveStrea

in the segmentation of offerings in terms of younger audiences who are familiar with technology and are looking for more inte

pects:
profiling, interactive voting options for content, social media integration, personalized AI-based recommendations and exclusiv
ize, area, coverage, etc.): The platform will be built on a state-of-the-art technology stack that allows for scaling, security to ens

t, instead it will be launched in selected markets with the possibility of further ex

LUDZIE
INTERESARIUSZE
Project stakeholders are individuals or groups who benefit from, are influenced by, or can influence
the course and results of the project. Stakeholders associated with a content streaming project:

1. Users/Customers: They will benefit through access to new content and a streamlined streaming
platform that can offer a better user experience and new functionality.
2. Investors/Owners: They will gain financially if the project is successful. Their investment may
increase in value if the platform becomes popular and profitable.
3. Project Team: Including the Project Manager and technology specialists who will influence the
project through their actions and decisions, and develop their skills and experience.
4. Content Providers: Content creators and distributors can gain new distribution channels and a
larger audience for their products, and can also influence the project through content rights
negotiations.
5. Technology Partners: Companies that provide technology, infrastructure or support services,
such as servers, cloud, software or security, which can take advantage of new business
opportunities and influence the project through technical specifications and solutions offered.
6. Competitors: Other companies in the streaming industry that can be influenced by the launch of
an innovative product in the market and can influence the project through competitive activities
The streaming service project will produce both financial and non-financial results. The success of the pr

Financial Effects:.
1 Increase in revenue: Number of new subscriptions, increase in monthly revenue.
2. Cost reduction: Operating costs to revenue, cost effectiveness of marketing activities.
3. Increase efficiency: ROI (Return on Investment) from investment in technology and marketing.

Non-financial effects:.
1. Environmental: Reduction in carbon footprint through the use of energy-efficient technologies in infra
2. Social: Number of jobs created, customer and employee satisfaction.
3. Image: Positive media coverage, brand recognition, number of positive reviews.

running. KPI for the project:.


1 Number of active users: The number of people using the site on a regular basis.
2. Churn rate: Percentage of users unsubscribing in a given period.
3. Customer Acquisition Cost (CAC): The average cost of acquiring a new customer.
4. Customer Lifetime Value (CLV): The expected value a customer will bring over the lifetime of the servi
5. Net Promoter Score (NPS): A measure of customer loyalty and the likelihood of users recommending t
The streaming service "WaveStream"

ith technology and are looking for more interactive and integrated experiences. Our project aims to meet these needs by creati

zed AI-based recommendations and exclusive interactive productions.


y stack that allows for scaling, security to ensure user privacy, and real-time data analysis to improve the recommendation syste

TWORZENIE
PRODUKTY/ REZULTATY
The project will create a new streaming platform that will offer the following:

1. User Interface: Designed to be intuitive and user-friendly for easy navigation and access to
content.
2. Recommendation System: Using artificial intelligence algorithms to personalize content for
users based on their preferences and viewing history.
3. Content Library: Containing a wide selection of movies, series, documentaries and exclusive
productions that will be available for on-demand viewing.
4. Community Features: Such as the ability to comment and rate content, create favorite lists,
and interactive elements that allow users to engage with content.
5. Social media integration: Allowing users to share their experiences and content from the
platform directly on their social profiles.
6. Mobile and other device apps: Available for a variety of platforms, including smartphones,
tablets, personal computers and smart TVs, providing users with access to content wherever
they are and whenever they want.
7. Technical Support and Customer Service: Providing assistance for technical problems or
questions about using the platform.
8. Business model: Including pricing structure, subscription plans, and marketing strategy to
attract and retain users.
9. Content Management Platform: Enabling users to get
ZAŁOŻENIA I OGRANICZENIA
In the case of a new streaming platform project, these may include:

Assumptions:.
1. there is an ongoing demand for a new streaming platform, especially among younger
audiences.
2. The technologies used to build the platform will be accessible, stable and scalable.
3. The project will have access to enough high-quality content to attract and retain users.
4. the project team will have sufficient knowledge and experience to implement the project.
5. The project budget will be approved and will not change during project implementation.
6. market trends and consumer preferences will not change drastically during project
implementation.
7. the project will comply with all applicable laws, including copyright and data protection.

Limitations:.
1. The project must be completed within a certain time frame due to the planned market entry.
2. The budget is limited and may not allow all desired features to be implemented immediately.
3. Access to some content may be limited due to exclusivity or high licensing costs.
4. Market entry may be hampered by intense competition and existing agreements between
content creators and competing platforms.
5. The speed and quality of users' Internet access may affect their experience with the platform.
6. Changes in the law, such as stricter privacy and data regulations, may affect the project.

EFEKTY
ancial and non-financial results. The success of the project can be assessed by various key performance indicators (KPIs).

s, increase in monthly revenue.


effectiveness of marketing activities.
om investment in technology and marketing.

ough the use of energy-efficient technologies in infrastructure.


mployee satisfaction.
on, number of positive reviews.

ng the site on a regular basis.


a given period.
st of acquiring a new customer.
ue a customer will bring over the lifetime of the service.
er loyalty and the likelihood of users recommending the service.
Our project aims to meet these needs by creating a streaming platform that combines entertainment with social functionality, t

analysis to improve the recommendation system. It will be adapted for use on multiple devices, including smartphones, tablets

TWORZENIE
PLAN
Schedule:
1. Definition of project requirements and scope.
- Commencement: February 1, 2024
- Completion: February 28, 2024
- Tasks: Gathering requirements from stakeholders, creating project scope documentation.
2. Project Planning.
- Start: March 1, 2024
- Completion: March 15, 2024
- Tasks: Develop project schedule, risk management plan, budget.
3. System and Architecture Design.
- Start: March 16, 2024
- Completion: April 30, 2024
- Tasks: Create user interface design, database schema, system architecture.
4. Development of platform prototype.
- Start: May 1, 2024
- Completion: June 30, 2024
- Tasks: Prototype construction, initial functional testing.
5. Selection of content providers and license negotiations.
- Commencement: July 1, 2024
- Completion: August 31, 2024
- Tasks: Negotiating with creators and distributors, signing contracts.
6. Development of the final version of the platform.
- Start: September 1, 2024
- Completion: October 31, 2024
- Tasks: Coding, systems integration, function implementation.
7. Testing
Commencement: November 1, 2024
Completion: December 31, 2024
Tasks: Usability testing, performance testing, security testing, bug fixes.
8. Preparation for implementation
Start: January 1, 2025
Completion: February 28, 2025
Tasks: Server optimization, preparation of technical and user documentation.
9.Marketing and promotional campaign
Start: March 1, 2025
Completion: April 30, 2025
Tasks: Create advertising materials, launch social media campaign, work with influencers.
10. Implementation and launch of the platform
Start: May 1, 2025
Completion: May 15, 2025
Tasks: Launching the platform for users, monitoring the system, collecting the first user feedback.

RYZYKA
Phase of implementation:.
1. Legal Risks: Changes in data protection legislation may affect the platform's security and privacy requirements.
2. Technology risk: Problems with integrating disparate systems may delay implementation of the platform.
3 Financial risk: Underestimating the cost of the project may lead to budget overruns and the need to seek additional funding.

Opportunities during the implementation phase:.


1. Technological innovation: The discovery of new, more efficient technologies can speed up the process of building the platform and reduce
2. Strategic partnerships: Establishing partnerships with key technology partners and content providers can increase value proposition and
accelerate time to market.
3. Process Optimization: Using project management methods such as Agile can increase the flexibility and efficiency of project work.

Operation Phase:.
1 Market risk: Strong competition can affect a platform's ability to attract and retain customers.
2. Operational risk: Infrastructure performance and scalability issues may affect the quality of service provided to users.
3 Image risk: Negative user feedback or criticism in the media can damage the reputation of the platform.

Opportunities in the operational phase:.


1. Adaptation to trends: Instant adaptation to changing user preferences and new market trends can increase the platform's popularity.
2. Development of foreign markets: Expansion into new international markets can open up additional sources of revenue.
3. Future technologies: The use of innovative solutions, such as augmented reality, can create new opportunities for product and service
development.

EFEKTY
ance indicators (KPIs).

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