Virtual Assessment Center
Reference number | |
Coordinator | PLAYITFAIR AB |
Funding from Vinnova | SEK 300 000 |
Project duration | May 2017 - April 2018 |
Status | Completed |
Venture | Innovative Startups |
Call | Innovativa startups fas 1 Våren 2017 |
Important results from the project
The project´s goals are met - and exceeded as we were able to work with broader involvement with potential customers than we thought was possible. According to plan, there is now a prototype for evaluating and developing skills in power and gender, which has received extra attention in organizations related to #MeToo. In addition, the design-process has stimulated other small-scale parallel projects with other potential clients with the feature of evaluating and developing employees´ skills in customer relations or to respond with respect to citizens with functional variation.
Expected long term effects
According to plan, the project has resulted in a prototype to evaluate and develop skills in organization. The focus is on power & gender is relevant to many organizations, and has received extra attention due to #MeToo. There is a great need to work with these issues with maximum impact through the immersive experience - and deep learning as a result - that this business idea is offering organizations. The solution is: the user puts the mobile phone in a VR headset and through a gamified solution inquire power & gender and evaluate and develop their skills.
Approach and implementation
The project´s development process complies with the principle of interactive design and user experience, as planned. This has been done in close collaboration with researchers as well as key persons in large, qualified and relevant organizations. Researchers possesses a variety of expertise: design method, content (organization theory) as well as technology (VR, gamification). In addition, there has been some interaction with the rest of society through communication, that also resulted in feedback from more organizations.