#18. MJ’s Thesis — Value Proposition & Roadmap

Prototype Timeline + Plan

My timeline for prototypes

  • Feb 24
    v1 — Proof of Concept (POC)
    1. Proof of my concept
    2. Functionality: Key interactions should be done by
    3. Design
    4. Ideal User Experience
  • Mar 23
    v2 — Looks-Like Feels-Like (LLFL)
    1. All of the rest of the product design looks done
  • Apr 13
    v3 — Looks-Like Acts-Like (LLAL)
    1. The final prototype before the presentation
  • Design for Manufacture (DFM) or Design for Deployment
  • Production
  • Interview about experiences of mentoring or planning with engineers in diversity at work
  • Research / Execution of video flatform
  • Video answering features
  • My thesis advisor and I wouldn’t discard the concept of a STEM quiz quite yet. That information is engaging, and valuable data. Again, let’s think of data as part of this product.
  • I need to conduct my own research as I work through this including User Testing with a mini prototype.
  • Aspects of AR features
  • My current advisor’s team at work is making some considerations like my first prototype. For them, the problem is asking employees to make time for career planning. So, I would love to hear feedback from them as well.
  • Privacy issue (Casual Animoji could be interesting)
  • Who is processing this app? How could I gather mentors first?
    > If I want to go the current route of a mentorship-focused product, I’ll need to think about design is the user is a mentor. How does a mentor sign up? It will require a mentor onboarding experience.
  • The real nugget I thought in my first presentation was in slide 10: Increasing numbers of teenage girls studying engineering from age 16–23. = “Girls don’t pursue STEM careers.” I think this is the key issue to solve. I would like to think more about this as a how might we question.
  • DATA: What kind of people will make this product? = Which data can we gather?
  • Not many features for now.
  • Re: Business aspect in other fields:
    > It could be bonus points if I can think about how to monetize the product. I know it’s not part of my thesis scope, but I’m aware of this opportunity and giving thought to product viability is a big part of UX.
  • Being access to talk with women mentors in a digital way.
    > Especially, mobile. I need to think about the device. How could this product work on a phone?
  • Brainstorming for AR aspects with an Oculus designer
  • In the second mini prototype, focusing on the idea of telementoring is still interesting. Access is an advantage. If I could push the AR aspect — I wonder what the advantage of using something like Animoji would be?

Example 1) AR Mentor: https://www.sri.com/publication/ar-mentor-augmented-reality-based-mentoring-system/

Example 2) AR as a Medium for Improved Telementoring.: https://www.ncbi.nlm.nih.gov/pubmed/30901394

Value Proposition

Young women don’t pursue engineering careers. Even though they have interests, they easily lose it due to the lack of role models and tend to feel demoralization due to traditional gender stereotypes.

It’s hard to overestimate the need for programs that help girls foster a love for science and technology. Given the barriers and challenges, it is critical to provide support to girls in the steps they need to reach a STEM career.

How might we make young women imagine everything they can become beyond the stereotype of an engineering career? Again, how might we give young women the resources they need to pursue engineering careers?

<hello,w> is a platform with AR games, resources, and mentors encourages young women to pursue engineering career paths. Users can play engineering-related games and connect with real mentors to get inspired, enhance a supportive mindset, and better define their career paths for the future.

<hello,w> brings the various types of AR games in a range of engineering parts, and real voices of talented female engineers right in front of young girls to help them enhance the supportive mindset, increase self-confidence, and better define their career paths and options.

Unlike, being in school, or going to conferences, <hello, w> helps young women get access to gain helpful knowledge about being a confident engineer based on their curiosity and advice from role models anytime anywhere. <hello, w> is thrilled to provide you a glimpse into the future through the AR game series and video conversational mentoring system virtually which will highlight young girls’ possibilities and access to the role models from the real industry all across the United States.

: AR training on-boarding / Virtual questions and answers within an async system

Re: Business aspects in other fields where need more women’s leadership such as in design, bank, film, government, and etc. Needless to say, yet tech companies have experts in finance, marketing, sales — not just programming. And women account for nearly 40% of all MBA graduates. Moreover, many financial services companies hire equal numbers of men and women at the entry-level. Among MBA graduates, fewer women than men choose to go into tech-intensive fields. And when women with MBAs do opt-in, they tend to start out in lower-paying, lower-level positions than their male counterparts do. They also are significantly more likely to leave. At the same time, data cited in the report shows that, in Europe, only 1 in 5 films is directed by a woman and only 16% of the funding goes to films directed by women. The film industry is arguably the most high profile of all the creative industries, with considerable cultural, social as well as economic weight. The film industry is also a powerful medium that in many ways both reflects and shapes society and culture. Diversity and gender-parity are, thus, crucial to the re-business process if <hello,w> is to reflect the experiences and perspectives of various groups in society.




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A platform with AR games and mentors encourages young women to pursue engineering career paths