Business Plan: A platform integrating art education into daily routines through the creative exploration of surroundings and cultural spaces.
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Gualandris_41632000_2026.pdf
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- Most people engage with art yet lack the confidence to discuss or interpret it meaningfully, a gap that existing digital products have largely failed to address. In response to this opportunity, this master’s thesis develops a business plan for Prisme, a gamified mobile application designed to build visual literacy through daily photography challenges and micro-learning tracks. The study draws on two sequential surveys, a concept validation survey (n=129) and a financial insights survey (n=114), alongside secondary research. Results confirm both the problem and concept desirability, with 55% of respondents reporting low confidence when discussing art and 73% finding the concept appealing. However, willingness to pay proved structurally low, which informed a sequenced revenue strategy that prioritises B2B institutional partnerships ahead of a B2C freemium-to-premium model. Consequently, financial projections forecast break-even by 2029 and a profit margin of 30% by 2031. Notwithstanding these findings, two key limitations should be acknowledged. Convenience sampling across both survey phases may overstate concept desirability, while revenue projections remain grounded in market benchmarks rather than primary sales data, introducing uncertainty around adoption timelines. MVP testing with a broader user cohort and deeper engagement with target customer segments are therefore recommended to strengthen the empirical foundation of the commercial case.