General information


Subject type: Mandatory

Coordinator: Maddalena Fedele

Trimester: Second term

Credits: 6

Teaching staff: 

Jaume Teodoro and Sadurní
Robert Barti Domingo 

Skills


Specific skills
  • E10_Apply processes, methods and techniques to develop creativity and innovation in audiovisual production, multimedia development and video game programming

  • E12_Planning business strategies related to the economic and social phenomena typical of the welfare society and the digital entertainment industry. Turn ideas into actions in a creative and innovative way

  • E19_Creation, administration and management of audiovisual companies in their industrial structure of production, distribution and exhibition

Transversal competences
  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources

Description


The subject introduces the student to the basic concepts of entrepreneurship and innovation. The importance of innovation as an essential component to be competitive in the current market is discussed and innovation is worked on in the entrepreneurial context. The essential elements of entrepreneurship are worked on: from market analysis and customer focus, the discovery of business opportunities, the generation of business ideas, the business model, feasibility and communication of the same The aim is for the student to have the skills to develop as an entrepreneur with their own company or as an intrapreneur in an already established company.

Learning outcomes


At the end the student should know:

  1. Carry out a market study identifying opportunities and / or unmet needs.
  2. Plan strategic decisions related to a business project, based on the correct diagnosis of the competitive environment
  3. Stimulate and/or participate in idea generation sessions and evaluate their development possibilities.
  4. Present, communicate and defend ideas of multidisciplinary working groups.
  5. Design business rules framed within a specific business model.
  6. Describe the general structure of a business plan and develop the most important parts.
  7. Assess the interest and viability of an audiovisual and multimedia project by evaluating different resolution possibilities

Working methodology


The subject's methodology combines classes in the classroom, with activities and group work inside and outside the classroom. It is a methodology entirely based on "the case" (business case) so that the student discovers the concepts for himself in a Learning By Doing environment.

There are three classroom formats in the classroom:

  • Master class (30 hours from the teacher to the class): the teacher explains the concepts in the classroom, with the support of transparencies, videos and other resources.
  • Participatory classes and exercises (10 face-to-face hours with a teacher and 30 hours of individual dedication and tutorials): the teacher proposes activities in the classroom based on practical cases specific to the sector. These activities can be: readings of current articles, case studies, role-playing games, audiovisuals, exercises and oral presentations by students in the classroom.
  • Practical group project in the classroom (20 hours in class and 20-30 hours in group outside of class): part of the classes will be devoted to the realization of the project by the students. In these cases, the student will have to do group work and the teacher will monitor their progress. Group work must be completed separately in personal dedication outside the classroom

In the environment of Innovation and Entrepreneurship there is a theoretical corpus that is also accompanied by specific methodologies including two Lean StartUp and Design Thinking. Both with different orientations and scope and that converge in the base of the model Business Model Canvas. To make the most of them, Design Thinking is used in a transversal way, adding a deepening in canvas and the use of LeanStartUp. This gives rise to our own methodology called "Lean Design Thinking" which makes the course in 3 blocks. With Design Thinking as the main theme throughout the course, there will be practical sessions based on custom-made tools. 

Contents


The content is structured in 3 blocks that follow a scheme of 1) Creativity / Innovation 2) Design / Generation of business model and 3) Development / Generation of clients.

Each block groups together a set of theoretical and practical sessions. The theoretical sessions have individual activities that are delivered by Virtual Campus. Practices are group activities. The method he follows is LEAN DESIGN THINKING which provides Design Thinking and Lean StartUp tools.

 

 

Content title 1. Generation of ideas / Creativity

Dedication: 15

 

 

 

 

Description

 

BLOCK 1: Generation of ideas   

 

We will work on creativity. Let's talk about the meaning of innovation. We will stimulate creative thinking. Let's talk about personality traits. As a guiding thread we introduce Design Thinking and its tools to create.

 

Session 1.1. We

Introduction to Person Centered Design and Design Thinking. Values. skills attitude motivation personality Examples of innovators and entrepreneurs. leadership Entrepreneurial skills

Session 1.2. Our environment / Innovation

trends Market analysis. value chain Invention vs. innovation Type of innovation. Value proposition. Innovation resources. Innovation process. Open innovation. Innovation roles. Co-creation Innovation in the video game sector and the entertainment industry in general

 

Session 1.3. Design Thinking

Design centered on the person (listen, create and deliver). ethnography creativity Steps of design thinking. Principles of design thinking. Phases: observe, define, devise, prototype, test. Tools

 

 

Internships

Tool 1: Map of the entrepreneurial team

Tool 2: Mind Map / trends

Tool 3: Map of empathy

 

       

 

 

Content title 2. Generation of the Opportunity

Dedication: 10

 

 

 

 

Description

BLOCK 2: Generation of business models 

 

An in-depth presentation of the method of generating business models is made to provide tools that help to organize the concepts that pivot around any economic activity. Examples and case studies are presented.

 

Session 2.1. Opportunity and business model

      General presentation of the canvas method of generating business models. The nine modules of the model. The customer The Value Offer. The Resources. The Operations. Strategic partners.  

 

Session 2.2.  Resources / finance for entrepreneurs

                  Sources of funding for start-ups. debt Capital. own funds investment Participatory credit leverage Risk capital / seed capital. Business Angels. Membership agreements. Subsidies for entrepreneurs. Investment process (entry, exit and permanence of the investor). Valuation of the start-up 

 

 

Internships  

 

Tool 4: Canvas / value proposition

Tool 5: Validation and Action Canvas and LeanStartUp

       

 

 

Title content 3: Generation of customers

Dedication: 15

 

 

 

 

Description

 

BLOCK 3: Lean Startup and customer generation

 

Development of the main concepts of the customer generation methodology for customer discovery and customer validation. We work on the Lean startup, startup development methodology that starts from the peculiarity of these organizations that work on innovative products and services in markets with a lot of uncertainty.

 

Session 3.1. The LEAN method

                  The Lean Startup method. Minimum viable product. Build-measure-learn. Customer discovery. Assumptions of the business model. Confirm the problem. Confirm the solution. Validate the model. Pivot/continue.

Session 3.2. The start-up

                   the sale Scalability. Metrics: activation, retention, conversion, customer acquisition cost, life cycle, profitability...

 

                 

 

 

 

Internships

 

Tool 6: User experience map

Tool 7: Elevator pitch

 

Learning activities


1. Comprehension test 

At the end of each subject, there is a 10-minute comprehension test to stimulate attendance and attention in class (RE1 to RE7)

2. Individual activities with Business Cases

Weekly and through the virtual campus, individual activities are planned based on practical cases specific to the sector. In general, the subject is taught through the case method as a Learning By Doing system where the student becomes the center of the learning process based on the case methodology (business case)

- Activity to study trends in the sector (RA1, RA2)

- Entrepreneurial case study activity in the sector (two cases) (RE3, RE4, RE5)

- Visit to the incubator (RA6)

- Role-playing activity with business video game (LA5, LA7)

- Economic and financial plan excel activity (RA7)

 

3. Entrepreneurial Project group practice (40%)

This activity is developed throughout the course in groups of 3 people. As the different concepts are seen in class, the student will have to integrate these concepts in his entrepreneurial project. The activity is done in groups. At the end of the course, all students have their real business case of a detected and analyzed business opportunity that they present publicly. The practices therefore follow the guiding thread of an entrepreneurial project that is specified based on the tools of the Lean Design Thinking method.

Tool 1: Team map (RA1, RA3)

Tool 2: Map of trends and identification of the challenge (RA2, RA3, RA4)

Tool 3: Empathy map and idea identification (LO4 LO3)

Tool 4: Canvas of the opportunity and the business model (RA5)

Tool 5: Financial Plan Canvas (RE7, RE8)

Tool 7: Elevator Pitch (RA8, RA3, RA4)

 

Evaluation system


The evaluation of the subject is as follows:

  • Exam: 40% Demonstrating the understanding of the theoretical and practical aspects (a minimum score of 5 is required to average with the other scores)
  • Individual activities via virtual campus and tests: 20%. Delving deeper into concepts to achieve cutting-edge knowledge
  • Practical work (in groups): 40%. Demonstrated ability to solve complex problems by applying creative and innovative ideas

Class attendance is mandatory. If a student has less than 75% attendance, the grade for class activities counts as a 0.

Each activity, as well as the partial practical work, must be submitted within the deadline set by the teacher (which will be published on ecampus). Activities delivered late will count as a maximum of 5.  

 

Recovery: 

  • The recovery is only for the exam (40%) and it is not possible to recover the individual activities or the practice night.
  • In order to average the mark of the recovery exam must be more gtran than 5

REFERENCES


Basic

Osterwalder, A., Pigneur, Y., In Clark, T., & Smith, A. (2010). Business model generation: A handbook for visionaries, game changers, and challengers.

Ries, E. (2011). The lean startup: How today's entrepreneurs use continuous innovation to create radically successful businesses. New York: Crown Business.

Teodoro, Jaume. 2017. Collection of class notes 

Teodoro, Jaume. 2018. Collection of case studies (business cases) 

Complementary

Blank, SG, & Dorf, B. (2012). The startup owner's manual: The step-by-step guide for building a great company. Pescadero, Calif: K & S Ranch, Inc.