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INFOSYS.110 BUSINESS SYSTEMS:


DELIVERABLE 2: BUSINESS SECTION
2014

Name Dhaval Patel
NetID Dpat502
Group Number: 129
Website Link: http://infosys110group129.blogspot.co.nz/
Tutorial Details
Tutor: Day: Time:
Helen Tuesday 1pm
Time Spent on
Assignment:
14 Hours Word Count: 1644

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INTRODUCTION
The problem that we found was the long waiting times in queues at theme parks. The fact
that there is no entertainment while waiting in line means that people get bored and
irritated. One of the solutions that we came up with and choose to use was creating
distractions in queues, we would do this by adding objectives and advanced motions sensor
games to the walls of the queues and on the ground to make the wait more enjoyable for
customers.
3.1 Vision
Our vision is to create convenient user friendly motion sensor games to satisfy and keep
customers waiting in long queues happy and make their experience more enjoyable.
3.2 Industry Analysis: Telecommunications
Industry: The industry that we choose is Telecommunications. The reason we chose this
industry is because everything around us consists of internet and communications which
means that to develop a user friendly product for customers this industry is required.
Telecommunications play a big part in the creation and developing of games in todays
world.
Force: High/Low: Justification:
Buyer power: Low Low , because even though there are several
telecommunications providers in New Zealand
they keep the pricing stable and very similar as
they are each happy with the market share they
have.
Supplier power: High High, there are several providers but they do not
try and out price each other to the extent that
they can and therefore have that advantage over

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customers as they have to choose one either way.
Threat of new entrants: Low Low, eventhough there are little barriers to entry
to enter the market it can be very costly and
therefore there are not many new companies
willing to enter this industry.
Threat of substitutes: Low Low, because there arent any products that could
substitue telecommunications in the market at
the moment and there wont be going intot he
forseeable future.
Rivalry among existing
competitors:
Low Low, rivalry at the moment as competitors
choose not to lower there prices as they are
happy with there current market share and price
that they are providing there product for.
Overall attractiveness of the industry:
The telecommunication industry is attractive as buyer power is low and seller power is high
as exisitng competitors choose not to be as competitive as they can be and threat of new
entrants and substitutes is low. By being associated with a product such as ours it can boost
the companies competitive advantage as they are supplying a different product.

3.3 Customers and Thei r Needs
Our products target group is anybody that goes to theme parks. The problem that these
customers face is going to theme parks and having to wait in lines for long periods of time.
Our product satisfies customers needs which are to make waiting times more enjoyable by
adding advanced motion sensor games to the lines. This is backed up by research and
surveys conducted where people were asked what they thought. Lauren Hayhurst said
Long queues - esp. those in a boring queuing area, those with distraction are not so bad
another customer AJ Hummel said -Unnecessarily long lines: I don't mind waiting but when

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the length is due to slow operators or only running one train I get annoyed. By adding
these advanced motion sensor games and activities to queues we are eliminating the
boredom caused and making theme parks even more enjoyable for customers.
3.4 The Product and Service
Our product is advanced motion sensor gaming and activities that help customers waiting in
queues interact with each other and reduce boredom and irritation. The products consists
of high level technology motion sensors that are user friendly and best rated for all ages and
consumers. One of the main features of our product is the motion sensor which turns on as
soon as a customer steps into line at one of the queues. As the customer advances in line so
does the sensor, this enables obstacles and movement more enjoyable for customers.
Another function is connecting the games to your phone via Bluetooth meaning that
customers can save high scores etc making the games more competitive and even more
enjoyable.
3.5 Suppliers and Partners
The Suppliers of Raw materials for our product are:
Microsoft: Xbox Kinect:
We choose Xbox Kinect because it is the latest in motion sensor technology for video games
in the industry and allows for players to play games without controllers using body motion.
Kinect is user friendly allowing anybody to use it whether they are a gamer or not it is fun
for everyone.
Ubisoft, Sony Computer Entertainment and Nintendo:
These could also be potential suppliers as they are leading in the current gaming industry in
terms of creating games and software for consumers from all age groups. These companies
make games that are top ranked all around the world.
Partners:
Vodafone and Telecom:
These two companies would be our 2 main parteners as they are he largest companies in
New Zealand in terms of telecommunications. Telecom are more advanced technology wise

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and therefore it allows us to be able to use that technology as a foundation to network our
games properly.
3.6 Strategy:
The strategy that we decided to use is Focused High Cost. This is based on the fact that our
solution is focused high cost as to enter this market successfully and get the product up and
running it involves high costs and is only useful to a narrow market. This solution is only
useful to theme parks therefore the narrow market. This is why our Strategy is High
Focused Cost.


3.7 Value Chain Activity:
The value chain activity that we chose for our business is research and development and
technology development, because our strategy is Focused High Cost, in order to be able to
complete this it is crucial that enough research and development has been done so that new
features and advanced technology can be delivered in the final product. Technology and
development aids this and also provides a user friendly product to fulfil customers needs.


3.8 Business Processes

One of our businesses chosen process is the Customer Selection Process (CSP) , this process allows
customers to chose the type of game that they want to play and if they want to do an activity what
kind of activity. This allows for customers to have a variety of options to choose from. In turn helping
our product gain value and increase customer satisfaction.

Another business process that we could use is the Motion Sensor Process (MSP), this relates to the
development of Value chain activity and the advanced technology involved with our product. These
motion sensors will start as soon as someone walks into the queue. MSP is important to our product
as it allows for customers to play the games and activities while waiting in long queues at theme
parks to keep them distracted and make it more enjoyable and increase customer satisfaction.

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3.8.2. CUSTOMER SELECTION PROCESS

Customers step into Queue, they get asked whether they want to play a game or complete
and activity. After they have chosen this games or activities that relate to the ride show up
and the customer then selects what game/activity they would like to play. Game or Activity
starts up and the customer selection process has finished.


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3.8.2. MOTION SENSOR PROCESS-

























After the customer steps into the queue, the motion sensor then activates which allows for
customers to choose what game/activity they want to play. This leads to wait times being more
enjoyable and customer satisfaction is increased.


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3.9 Functionalities
3.9.1 CUSTOMER SELECTION PROCESS
1. Choosing to play games
2. Choosing to complete activities
3.9.2 MOTION SENSOR PROCESS
1. Motion Sensors pick up customers and used to play games
2. Video games that customers play while in queues

3.10 Systems

3.10.1 Facial Scanning System:
This uses facial scanning to save a customers profile onto servers so that everytime they
play a game or activity their scores get saved and can be compared to others, making them
more competitive and enjoyable. Also picks up when customers arrive in queues.
3.10.2 Game/Activity System:
This uses the facial scanning system to link your profile to previously played games in order
to bring up games/activities that you might enjoy as suggestions. Personalises a customers
experience.
3.10.3 Data Analysing System
This combines with the other two systems to link your profile with others who have played
similar games to you and allows you to challenge them etc. Displays highscores and
rankings.








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3.11. Summary Table: Value Chain to Systems

Value
Chain
Activity
Processes Functionalities Specific
Information
System(s)
Broad
Information
System(s)
1. Customer
Selection
Process
1. Choosing to play
games
2. Choosing to
complete activities
Game/ Activity
System


Customer
relationship
management


1. Motion
Sensor
Process
1. Motion Sensors pick
up customers and
used to play games
2. Video games that
customers play while
in queues
Data Analyzing
System
Game/Activity
System
Facial Scanning
System

Transaction
processing
system

Executive
Information
systems

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CONCLUSION

Our problem was the long waiting queues in theme parks, which caused boredom and led to
a decrease in customer satisfaction. Our idea was to use motion sensor gaming and
activities to make queues in theme parks more enjoyable for customers of all age groups
and to increase customer satisfaction. The specific systems, processes, partners and
industries that will be required in order to get this product going and into theme park have
been clearly stated and detailed within this document. It is necessary for all these to be
acquired in order for our product to meet our businesses vision which is to create user
friendly motion sensor games to increase customer satifaction and make their experience
more enjoyable.
REFERENCES


1. Vodafone (2014)
http://www.vodafone.co.nz/?gclid=CNjatqyZx74CFcSTvQodOkwAuA
2. Telecom (2014)
http://telecom.co.nz/
3. Quotes about waiting in Queues (2012) (customers needs)
http://www.themeparkinsider.com/news/response.cfm?ID=945508497
4. Xbox Kinect (2014)
http://www.xbox.com/en-NZ/Kinect
5. Most Successful Gaming Companies
http://www.therichest.com/business/the-worlds-most-successful-video-game-companies/
6. Facial Recognition Softwares
http://findbiometrics.com/solutions/facial-recognition/
7. How Facial Recognition Systems Work
http://electronics.howstuffworks.com/gadgets/high-tech-gadgets/facial-recognition.htm

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