Process impact: This document
helps identify potential customers and their defining aspects. That
helps to suggest and give weight to requirements. The list of
benefits gives the sales team information on how to sell the product,
and highlights important use cases and test cases.
TODO: Fill in the information above and below. Provided answers
are only examples. Delete them and answer in your own words.
- What market segment is this product in?
- Console video games. Specifically, first-person shooters.
- Anti-virus software for cellular phones.
- Open source development tools for SQL database design.
- What is the target market for this product? Include specific
- Experienced console game players age 13-35 who enjoy
first-person shooter games with detailed character animation models
and cinematic segments.
- Cellular phone users who frequently download ring-tones, video
games, and other content to high-end phones and who are concerned
about the potential for viruses.
- What is the size of the total available market? Cite references
- 10,000 users [magazine article].
- $10M, growing annually at 4% [industry
- What are some other customer options or leading products that
address the same needs?
- Are there any known customers for this product?
Benefits to Customers
TODO: List high-level benefits that this product will provide. For
each, identify the type of customer or user that will benefit. Each
benefit should be in real-world terms, not involving just this
product itself. You may want to highlight benefits that are not
offered by competing products. Benefits to the development
organization should be listed in Risks and
TIP: If you can rank benefits by value, use numbered lists (the HTML
<ol> tag), otherwise use bullet lists (the HTML <ul> tag).
- Increases play-value
- Many players enjoy games more when they play as a team.
- Clans can greatly extend the time that a player plays one
game, thus reducing the expense of buying new games.
- Improves customer population
- Clan players often encourage their friends to play the same
game, which gives game vendors more revenue.
- Clans help to organize the customer population and create
channels of communication so that vendor information (e.g., about
future releases) spreads more quickly with less advertising
expense and delay.
- Clans attract the more experienced players who can give better
feedback to game vendors.
- Reduces current costs
- Reduced staffing costs
- Reduced training costs
- Reduced maintenance costs
- Reduced infrastructure costs
- Makes current processes more efficient
- Avoids penalty clauses of current contracts
- Opens new business opportunities
- Opens new sales opportunities
- Improves sales success rate or size
- Opens partnership opportunities
- Triggers bonus clauses current contracts
- Satisfies stakeholders
- Satisfies shareholders
- Satisfies partners
- Satisfies management or executives
- Satisfies government regulation or corporate policy
- Improves morale
- Helps take advantage of changing marketplace
- Reduced inventory or need for advance planning
- Speeds time-to-market
- Optimizes supply chain
- Reduces fixed costs
- Type of benefit
- Most valuable benefit
- Type of benefit
TODO: Could anyone be harmed or put at a disadvantage because of
your system? List as above. Note, these are not risks to the
success of your implementation, assume that you build the system as
specified on time.
- When players opt into clans, they also opt into receiving
marketing information from game vendors. Usually this is a good
thing if the players are interested, but it can also be
- Cheaters will be publicly named as cheaters and blocked from
game servers, thus they lose the ability to play/cheat.
- Type of downside
- Worst downside