Camp BizSmart is the only business and entrepreneur academy where students work with award winning companies and their executives to create innovative solutions to current in the news issues and challenges.
At Camp BizSmart students age 11-15 will have the opportunity to work with very cool CEO’s and Founders from some very hot companies to design and build a new product innovation for real world problems provided by four great companies: Linden Lab, Nuheara, Atmotube and Slice. We are very excited about the four business case problems that Camp BizSmart students will use to be “game changers”.
Students work in teams and take on executive roles to design an innovative product solution; and then pitch their product design in competition at Microsoft. Parents are invited to a showcase, awards and graduation ceremony also at Microsoft.
Full business cases with details on objectives and outcomes are available to students who enroll in Camp BizSmart. Read on to get an overview of the four business cases student teams will select from:
Linden Lab, Sansar Project: Virtual Reality Innovation Case. Problem: Students learning in school has not changed for over 100 years. According to a 2015 survey, the United States ranks 17th in learning among developed nations. Students question the relevance of formal learning, missing any connection to real life. Know-how is measured in grades not actual master of retained knowledge. Courses are seen as something to endure rather than embrace and enjoy. Technology has been too expensive or complicated to make a difference. Opportunity: Virtual reality (VR) allows students to have unique educational experiences – beyond the limitations of the physical world. Research has shown that virtual experiences can make learning more enjoyable and effective. Before now, the cost and complexity of VR limited its use in education. Now, consumer VR hardware like Oculus Rift and a new platform codenamed, Project Sansar, from Linden Lab- the creators of Second Life – makes it possible for people to create, share, and monetize their own multiuser social VR experiences. Challenge: Students will use Project Sansar to create and educational experience in VR to bring a school subject to life and measure students’ understanding and mastery of the topic information presented. Student teams will select one subject from among history, geography, science, history, math, health or language. They will make a highly interactive and engaging VR learning experience and include a way for one or more individuals to participate and to challenge your level of learning. They will create a way to monetize ( make money from ) your VR experience. The learning experience should be fun and social.
Nuheara, IQbuds, Controlling How You Hear the World Innovation Case. Problem: 20% of the population suffers from significant hearing loss, and most people complain about not being able to hear in loud restaurants, big conferences and noisy meetings. The market is already overcrowded with headsets which have limited technology differentiation for audio quality enhancement or noise cancellation capabilities. The new crop of ear-oriented devices boasts enhancements that will create new business opportunities and solve a wide range of consumer problems such as accurate hearing in noisy rooms and hearing loss. Think mini-computers with sensors, intelligent use of microphones, audio digital signal processing, smart battery miniaturization and other technologies more commonly associated with computers, not headsets. Opportunity: Hearables are more than just variations on existing headsets. Nuheara’s intelligent earbuds allows users to hear what they want to hear in a world around them in their digital world. Nuheara describes IQbuds as a cross between an assisted listening device, noise cancelling headset and a bluetooth earpiece in two totally wireless earbuds. With Nuheara’s IQbuds consumers will be able to augment their hearing according to their personal hearing preferences and connect hands free with their voice enabled smart devices. Challenge: Students will create the next generation product design and basic physical prototype intelligent earbuds that allow users to hear what they want to hear in the world around them, or in their digital world. The product must be simple to use and have an app to personalize hearing settings and track ambient noise and sound in different environments,
Atmotube, Personal Air tracker to Measure Air Pollution Innovation Case. Problem: Air pollution is a global problem and awareness about its impact on our health is growing as worldwide monitoring has increased. The World Health Organization’s (WHO’s) urban air quality database covers 1600 cities across 91 countries – 500 more than in 2011, revealing the worldwide focus on monitoring outdoor air quality, and air pollution’s significant health risks. Missing is a way for the average person to track air quality in their environment t make informed choices to protect their health today and tomorrow. Air pollution comes from many sources, gases, materials, etc. and while we may think it is momentarily uncomfortable, it can be serious for anyone with lowered lung function and over time cause serious health consequences for all of us. Opportunity: Air quality monitoring is more than a $4B market. Atmotube is the first truly personal, affordable and compact air quality tracker. Atmotube constantly monitors the environment around you. It detects air pollution, a wide range of volatile organic compounds (VOC’s) and harmful gases like Carbon Monoxide (CO) as well as air temperature and humidity. It can even react to mold by detecting the chemical reactions mold growth creates. Challenge: Students will create the next generation Atmotube’s design and create a basic prototype to illustrate a solution that works for the personal air quality measurement. It must be simple to use and can provide the information, interface and security that the consumer needs. Identify why the data collected is useful and beneficial beyond personal use and how that might strengthen the Atmotube business strategy.
Slice, Safety Knife Innovation Case. Problem: Cutting processes are basic to all organizations, and yet we find they are often overlooked, causing employee injuries and lost production. Occupational hand injuries as well as injuries ( cuts, lacerations and puncture wounds) to other parts of the body are rampant, and employers need to do everything in their power to promote safety and reduce these accidents. Cut injuries generally are every company’s No. 2 injury category, driving up costs and injury rates. The most common cause of accidents related to box cutters occurs when an employee uses a standard knife and is distracted or slips while cutting the top of a box and strikes his or her forearm or thigh with an exposed blade. It is estimated that more than $32,000 worth of direct ( health care, worker’s compensation costs) and indirect costs (wages paid to injured workers not covered by workers’ compensation, wage costs related to time los/work stoppage, administrative time spend by supervisors following accidents, employee training, replacement costs, lost productivity related to new employee learning curves, accommodation of injured employees and replacement costs of damaged material/property, can be attributed to just one cur or laceration. Opportunity: The use of utility knives and box cutters are extremely common in today’s workplace and home. They are used by warehouse personnel in shipping and receiving departments, retail/grocery store checkers and stock clerks, restaurant and fast food workers and construction and emergency rescue workers. They are used in home to cut open packages and cartons, cut string or strapping material, cur tape down the center of boxes, open bags, tear away shrink wrap and to cut seatbelts in cases of emergency. In short, they are being used for everything. Challenge: Students will use the ceramic blade technology from Slice, Inc. to create a sage and versatile box opener for use in the home and industrial settings. You many also chose to extend the ceramic blade technology to other jobs in the medical profession to reduce costs, improve safety and reduce infection.
For students 11-15: Camp BizSmart operates 2 week Silicon Valley academies at premiere locations for students who are 11-15 years of age: Stanford University, June 13-24; July 11-22; and July 25-Aug 5, at Santa Clara University July 4-15; and at the Silicon Valley Community Foundation Executive Conference Center in San Mateo on June 13-24. Residential housing is available for the Santa Clara session on July 3-16 and at the Stanford session for July 24-Aug 6. Spaces are filling fast, but a few spaces remain. Don’t miss your opportunity to work with cool executives of hot companies to create an awesome. To sign up visit Camp BizSmart : http://campbizsmart.org/apply-now/
For Teens 16-19: under BizSmart Global, a one week product design and crowdfunding video pitch competition for teens 16-19 is also available at Stanford University July 18-23, 2016. For more information and to sign up http://campbizsmart.org/our-camps/upcoming-programs/aspiring-young-entrepreneurs-16-19/stanford-university-cajuly-18-23-2016/
For more information on all sessions and Camp BizSmart see: www,campbizsmart.org.