European TEams CHallenges +

Etech

 

European TEams CHallenges +

 

European Teams Challenges is the innovative and virtual activity designed by the OUTDOC consortium to replace the mobility due to the Pandemic caused by Covid 19. 

16 students from the four universities will be selected and will have the opportunity to participate in this activity in which they will be able to continue putting into practice the employability skills acquired in the training phase.

The 16 students will work in 4 multicultural and multidisciplinary teams on solutions to a real challenge/problem proposed by a company. Each team will be mentored by a Digital Project Manager, belonging to a company, who will assist them throughout the 4 weeks of the activity. At the end, the solutions to the challenges will be presented in pitch format to the University-Company committee.

Students who participate in the activity will receive a certificate of participation, a letter of recommendation and a comment on their Linked-in profile.

 

This challenge consists of designing a Scape Room that can be offered as an entertainment and educational product to clients. The ScapeGTRoom will be distinguished by containing challenges related to energy saving, environmental conservation and the reuse of resources by means of technological approaches.

The students will have to design the ScapeGTRoom as a product and determine which users will be targeted by the challenges; like schoolchildren, young people, university students, business professionals or the elderly. They will think about the type of client who would want to hire such service, i.e. companies for their own events or with clients, extracurricular activities in educational institutions, groups of friends, free time, etc. They will also decide the format, e.g. on-site, website or videoconference, and the corresponding marketing strategies among others.

In order to achieve an optimal development of the ScapeGT Room, each competence, trained during the COP, must be employed. During the design of the challenges for the ScapeGTRoom, the initiative, creativity, flexibility and adaptability will be of capital importance. The quality and success of the final product will depend on the  responsibility, motivation and work ethics of the students at the individual level. On a collective level, work management and teamwork will determine that the product can be finished during the four weeks. Oral and written communication will be necessary both during the development of the project and in the final presentation of results.

The development of the ScapeGTRoom is open to be commercialized by the team as a product. After the four weeks of product development, the ScapeGTRoom will be the starting point for the team of students to start their own start-up in entertainment services and technology pedagogy.

 

European Commission published DIRECTIVE 2019/904 OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL of 5.06.2019 on the reduction of the impact of certain plastic products on the environment.

This Directive promotes circular approaches that give priority to sustainable and non-toxic re-usable products and re-use systems rather than to single-use products (SUP), aiming first and foremost to reduce the quantity of waste generated. Such waste prevention is at the pinnacle of the waste hierarchy enshrined in Directive 2008/98/EC. This Directive will contribute to the achievement of United Nations Sustainable Development Goal 12 to ensure sustainable consumption and production patterns, which is part of the 2030 Agenda for Sustainable Development adopted by the UN General Assembly on 25.09.2015. By retaining the value of products and materials for as long as possible and generating less waste, the economy of the EU can become more competitive and more resilient, while reducing pressure on precious resources and environment.

Objectives of this Directive are to prevent and reduce the impact of certain plastic products on the environment, in particular the aquatic environment, and on human health, as well as to promote the transition to a circular economy with innovative and sustainable business models, products and materials, thus also contributing to the efficient functioning of the internal market.

Team should prepare the proposal of measures to inform consumers and to incentivise responsible consumer behaviour, in order to reduce litter from SUP, and shall take measures to inform consumers of the SUP:

  • the availability of re-usable alternatives, re-use systems and waste management options for SUP as well as best practices in waste management,
  • the impact of littering and other inappropriate waste disposal of SUP,
  • the impact of inappropriate means of waste disposal of those SUP on the sewer network.

Poloniq is a software as a service startup which provides the opportunity to restaurants to digitalize the relation they have with clients using a mobile and web app for building their own shop, managing orders and deliveries, manage reservations, and a QR code menu solution.

We have reached the point where it aims to move to a new level and to further develop as a service system based on phygital experience (the concept of using technology to bridge the digital world with the physical world with the purpose of providing unique interactive experiences for the user). 

The phygital experience should apply to all types of off-restaurants, especially those that make deliveries.

Your challenge is to define the phygital experience for restaurants, to analyze and describe the potential behavior, to identify what are the basic factors that can help to implement the phygital experience in restaurants, to identify Poloniq competitors, and analyze similar software internationally. 

And finally the creation of a proposal for MVP modules (minimum viable product). The whole process will be developed from two perspectives - of the restaurant and of the client.

Aligned with SDG Goal 2 “Zero Hunger”, this challenge aims at developing a business plan for a blockchain based traceability solution for the agri-food sector supply chain thriving towards one of the targets of goal 2, adopting measures to ensure the proper functioning of food commodity markets and their derivatives, and facilitate timely access to market information.

For this challenge, to make it feasible on four weeks, the solution will be limited to the traceability of the Iberian pig.

The suggested solution is a software that may integrate with the information systems of the different agents of the supply chain of the Iberian pig products (farms, slaughterhouses, vets, processing industry, distributors…) in order to unify all its records in the system so all the end-to-end information is available. The solution will also provide with the necessary interfaces so that all records may be manually incorporated in case any of the agents involved in the supply chain is not digitized yet. The authenticity of the information included in this tool is blockchain based, which will act as certifier (notary) of the information recorded in the system. The ultimate objective of the tool is to bring transparency to the sector of the Iberian pig and strengthen food security.

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