Final Project Final Powerpoint
Final Project Final Powerpoint
Group 2
August, Austin, Bryce
Finding a Problem
“I hate it when…” is a phrase that has guided us throughout this whole project. We began by
finding problems with our everyday items and thinking about what could be improved. This
led us to finding patents for our everyday items and analyzing what we would like to
improve about them as well as having the class vote on the validity that our objects need
improvement. After the vote, we compared our items keeping the number of votes for each in
mind and rested on trying to improve the Meta Quest 3 head strap.
Problem Statement
No part of our project could start without defining a clear problem statement of what we are
trying to fix. This led us to some surface level research about VR and Meta Quest headsets.
Each team member then created a problem statement, and each was compared until we
settled the best parts of each draft. In the end, the final problem statement is, “VR gamers
around the meta-verse have spoken. Based off of research by RoadtoVR we found that over
69,000 people bought the Meta Quest 3 in November 2023, many of them have complained
about the head strap. With this being a new product, now would be the perfect time for us to
create a product that isn’t as expensive, uncomfortable, and unreliable for the wearer. This
can be a huge improvement that can make all current and future users have a better VR
experience while not breaking the bank in the process.”
Researching Our Problem
Now that we had the problem statement cemented out, we realized that finding a solution to
it would take deeper research than what we’ve previously done. We looked for patents of
other inventions or products that possibly already solved our problem but more accurately
gave a similar solution to our problem that we could improve upon further.
Justifying Our Problem
A step towards establishing our market and target consumer is getting user feedback and
what they want from a new product. For this task we developed a quick survey and posted it
in select classrooms and internet forums where we believed the greatest number of users
would see the survey. Unfortunately, our survey responses were seen by over four thousand
people, but we received less than forty responses which is less just less than one percent of
those who saw the survey. Because of this, we determined that our survey was an
inconclusive representation of the market, but we did our best to incorporate the needs of
those who did answer the survey into our solution.
Looking for a Market
It’s important to know that people want the product you are producing and the best way to do
this is to try to find a market. Looking for a market includes finding competitors and
analyzing the difficulty of competing with them. It is also important to look for people who
want your product and are willing to buy it. It’s also important to know how many similar
products are out there and if our product will stand out among them. After looking for our
market, we found that our major competitor would be Meta and that there is a limited
number of similar products with a user base who is willing to pay for a product like ours.
Researching Similar Products
As we neared the final stages of our product, we realized we would need a business plan to
guide the creation of our product. A business plan is important for getting investors and
banks to give you money to help with our product. Our business plan outlined what we
would like to do in the future with this product and what we hope to accomplish in certain
time intervals.
Contacting Experts/Users/Clients
Contacting people with experience in the VR field is important to the success of the
development of our product. This involved finding people we considered to be experts in the
VR field and messaging them asking for their input on our project and product. We also
attempted to contact users who would use our product and get their feedback along with the
feedback of people we thought would like to invest in our product and what they want to see
out of our product. All communications with these people was recorded in a detailed log for
documentation.
Reverse Engineering