Be Together Every Step of the Journey
By Jeffrey Xavier Monteiro
The Current Airtime User…
Current Airtime Core Features
Suggested Initiatives
Mindfulness Summary
To improve the the wellbeing of our users, Airtime will launch a mindfulness and mental wellness initiative, offering curated content that focuses on group meditation, mindfulness exercises, and more! Reactions, stickers, and sounds will be adjusted to better align with the content and improve the user experience. In addition, in-app notifications will be limited to promote a quiet space. Users can be together and express themselves in a way that improves their mental wellbeing!
Why Mindfulness?
“Fully 70% of respondents thought anxiety and depression were a major issue among their peers.” - Economist
“‘The current rate of anxiety is 31 percent in adolescents,’ says Dr. Elena Mikalsen, head of the Psychology Section at the Children's Hospital of San Antonio in Texas. ‘It’s an epidemic. It’s a mental health emergency.’” - Voanews
“The American Psychological Association found that almost one-third of teens say they feel sad or depressed and overwhelmed due to stress.” - Apa
“What we found is that while more than a third (36%) of Americans have attended a health and wellness workshop or event in the past 12 months, Generation Z is leading the way when it comes to practicing wellness.” - Eventbrite
"’If students are not mentally OK, they're not going to be able to be successful in the classroom,’ Pertuz said. ‘That's just not possible. … So if you make it a campuswide priority, everyone wins because everyone is able to focus on things they need to focus on.’" - Educationdive
Mindfulness User Stories
Mindfulness Mockups�View Prototype on Figma
Mindfulness Metrics
Games Summary
Introducing games - a new way for users to engage and be together! Users will utilize the stage as a way to make player inputs, whether that’s selecting a correct answer, taking a vote, or playing a new round. Additionally, the stage will show in-game progress and results such as who won the current round and what the correct answer was. The first games to be rolled out are Trivia and Mafia. If the first round of games are received positively by users, new releases will follow, including premium games, which can be bought for a small fee.
Why Games?
“Overall, 84% of teens say they have or have access to a game console at home, and 90% say they play video games of any kind (whether on a computer, game console or cellphone).” - Pewinternet
“Popular group video chat app Houseparty, which rose from the ashes of the now defunct Meerkat, is adding games to its offering, as it looks to generate revenue without relying on intrusive ads.” - Socialmediatoday
From Nerdy to Norm: Gen Z Connects Via Gaming conducted by Whistle, 68% of Gen Z males agree that gaming is an important part of their identity - Aaaa
“58% of HQ Trivia’s most engaged audience is between the ages of 13 – 24.” - Civicscience
“According to eMarketer, mobile is expected to top TV in terms of daily screen time this year. Many of us will spend that time gaming. Those of us who use gaming apps spend an average of 6.5 hours a week on them, and 78% use them daily.” - Thinkwithgoogle
Games User Stories
Games Mockups�View Prototype on Figma
Games Metrics
Premium Movies Summary
Users love watching movies with their friends on Airtime! However, they are limited in selection. To expand the selection and monetize, Airtime will introduce premium movie purchases, allowing users to pay to gain access to a movie with the experience closely matching going to a movie theater. The time a movie is accessible to user is limited to avoid copyright violations. If movie purchases are received positively by users, Airtime can add more movies to their library and make adjustments to pricing vs the mechanism for how long users will have access to the movie / who has access to the movie e.g. a single user can buy a movie for his or her whole room vs pay per seat in a room, 24 hour rental at a low price vs permanently own a movie for a higher price.
Why Premium Movies?
“The members of Gen Z have all but abandoned traditional television viewing, opting to consume shows, movies and other digital content on their phones, tablets and laptops.” - Cnbc
“The group wants deeper interaction with content, as 45% said they like the option of being able to control the content of a movie or TV show.” - Mobilemarketer
“At home teens are consuming an average of 2.2 hours per day on TV and movies, with two-thirds of them watching on a mobile device. What are they watching? Netflix and YouTube were the most cited content destinations.” - Etcentric
“Market research firm Packaged Facts found that U.S. Gen Z teens and young adults have a buying power exceeding $500 billion, a number comparable to the GDP (gross domestic product) of several countries, including Belgium, Poland, Sweden, Thailand and Venezuela.” - Cstoredecisions
Premium Movies User Stories
Premium Movies Mockups�View Prototype on Figma
Premium Movies Metrics
Teams Summary
Helping users be together and experience authentic connection is only the first step. Airtime has the unique opportunity to grow with users, especially as they enter the workforce. Airtime gives team leaders and members a single place to save and engage in shared content. Leaders can give their teams a shared-vision and alignment by curating content using a shared team library. Additionally, team leaders can purchase premium content ranging from ebooks to online courses to level up their teams. Members can contribute and engage in dialogue for each piece of content through comments. Through Teams, Airtime can be with users for every step of their social and professional journeys.
Why Teams?
“Younger generation managers are more likely to embrace remote working, both for their employees and their staff. Three-quarters (74 percent) of millennial and Gen Z managers have team members who work a significant portion of their time remotely...By 2028, 73 percent of all teams are expected to have remote workers.” - Cnbc
“Ninety-one percent of Gen Z said technological sophistication would impact their interest in working at a company.” - Shrm
“Generation Z embraces technology to an extent unmatched by previous generations. Screens and technology have always been a part of their lives and they expect to access information and engage in educational activities through their devices. Nearly 60% of Generation Z sees YouTube as their preferred way to learn. Learning approaches that incorporate technology and online instruction are the way to reach this group.” - Forbes
“But far from isolating themselves through technology, students in Generation Z see technology as a way to engage with others. According to Barnes and Noble College eight out of ten students prefer to study with friends and they mainly use Skype to connect with their peers.” - Bncollege
Team User Stories
Teams Mockups�View Prototype on Figma
Team Metrics