Design an inflight entertainment system
- Kane Morgan
Suppliers of entertainment content – Brands, TV channels, Influencers (Social media),
Demand side – Target Persona – Age – Children – 5-10, Teenage – 11-17, Adults – 18-50, Elders – above 50; Seat type – Economy, Business and First class.
Delivery modes – Seat screens and/or app and wifi
Goals – Revenue? Referrals? Engagement? – Revenue
Phases – (a) User logs in using his boarding ID/QR code. The application stores user’s age and seat type (to personalize offerings)
(b) Consumption time starts
(c) Tiered pricing model :-
Paid – Ads free, User billed on time spent, access to premium content
Free – ads, incentives on next flight/flight meals
(d) USP – Personalized content, various options – comedy, thriller, romance, horror etc.
(e) Rewards are transferred to customer’s account and user is billed after consumption stops
Revenue model – Advertising views/clicks, consumption charges
Metrics: –
For ads – Total click-through contribution, ad inventory, sponsorship contribution
People – number of passengers tuning in per flight, average revenue per passenger, conversion rate (number of people that access premium services), highest grossing creator
Recommendation effectiveness – Recommendation acceptance, top search items and keywords, trending content