Introduction

Within the framework of PLUGGY an app challenge will take place in the first semester of 2019 in order to invite external developers to develop pluggable applications for demonstrating the pluggable nature of PLUGGY and its exploitation potential.

PLUGGY as a place for sharing and bringing culture closer to everyone allows developers to create enhanced and non-traditional experience for all the users via exploring content with their applications. As 3rd party developer you can create two types of applications:

  • Plugin integrated within PLUGGY social platform
  • Standalone desktop or mobile or web application connected to PLUGGY back-end

These applications will be available to wide audience and promoted via PLUGGY. Currently, everybody can use PLUGGY’s API but registration process for developers will be opened during the 3rd week of January. Every registered users on PLUGGY social platform (https://beta.pluggy.eu/) will be able to apply for developers account that will bring more information and examples how to start development.

For more information about how to start developing a PLUGGY app visit:          

PLUGGY App Challenge webinar from PLUGGY EU Project on Vimeo.

 

Stay tuned to PLUGGY and have eyes wide open to culture.

Disclaimer: Please keep in mind that PLUGGY is still in development process.

 

Short Overview of the process

Applicants will prepare an “app description” and send it to app-challenge@pluggy-project.eu. The application should be comprised of 1000 words + pictures/graphs + optional video/other data till the end of February 2019.

The app evaluation committee will choose 6 finalists till the end of March, which will receive 1000E each after the completion of the app.

The criteria for the selection are presented below and they fall under the following categories:

  • Integration with the PLUGGY backend
  • Educational potential
  • Commercial potential
  • Social and cultural impact
  • Creativity and innovation

3 months of app development will be provided till the end of June 2019, when the developers will need to submit their app to the committee.

An evaluation of the app for exclusion criteria (check them out!) will take place in July.

Finally, a public competition for the best app through voting, which will take place in September and October will choose the best app, which will receive as price a further 4.000E in a public event organized in Athens in November 2019. Check the publicity terms!

Detailed description of the app challenge will be published on this page, beginning of January 2019.

 

Milestones

19/2: 11.00 CET a dedicated webinar to answer any questions!

24/3: Deadline for submitting the app description (1000 words + pictures/graphs/video etc) to app-challenge@pluggy-project.eu

31/3: The PLUGGY committee will choose the 6 finalists 

30/6: Deadline for uploading the final apps in https://www.pluggy-project.eu/app-challenge/upload

31/7: PLUGGY committee will have checked the uploaded apps

 

Criteria

Category/Criterion Weight Description – Criteria

FAIL

score = 0
Failing categories 1 or 2 results in the proposal being rejected

PASS
score = 1
INTERMEDIATE
score = 2
EXCELLENT
score = 3
1. Integration with PLUGGY backend 25%

The application should be able to retrieve existing content (e.g. assets and exhibition) from the back-end, and create new content to be uploaded and used. 

 

Does not read any content from back-end Can read assets OR can read exhibitions Can read assets and exhibitions OR Can read  and write assets OR Can read and write exhibitions Can read assets and exhibitions AND write assets and exhibitions 
2. User Experience 20%

∙Easy access to all functionalities in short time.
∙App does not lead the novice users to make mistakes (catastrophic not catastrophic).
∙Functions are easy to remember. App is fast to use.  ∙Mental model of user is reflected in UI.
∙Simple & natural dialogs.
∙User feels in control. System always gives feedback.
∙No excessive but sufficient information.
∙Consistency: same controls always do same thing across app.
∙The app has no dead-ends.

 

∙More than 6 criteria are not met at all.
∙The app shows significant bugs which do not allow normal use
At least 3 criteria have been met, and the others have been at least identified and partially addressed. At least 5 criteria have been met, and the others have been at least identified and partially addressed. At least 7 criteria have been met, and the others have been at least identified and partially addressed.
3. Educational potential 10%

∙The app clearly addresses an identified learning community.
∙There is a specific methodology (e.g. gamification) employed to engage learners.
∙The app is aimed at young students (children or teenagers). 

 

No educational function The app has an educational function, but it is unclear to which community this is addressed AND it is not possible to identify any methodology for engaging learners The app is clearly addressed to a specific community OR the app shows a specific methodology to engage learners All identified criteria are met. 
4. Commercial potential 10%

∙The application includes a business model, where specific revenue streams are described.
∙The idea addresses a specific market, whose size is estimated in billions.
∙The customer segments are described and linked with exploitation models, accordingly (i.e. buy / donate buttons for users).
∙The application also includes a go-to-market / launch strategy to penetrate the appropriate market.

 

No revenue streams are described. ∙Some revenue streams are described and executed through specific exploitation models clearly visible in the application.
∙The market may be small and its customer segments not described in detail.
∙The app clearly presents a exploitation model.
∙It addresses a big (e.g. billion-euro) market.
The application includes a clear business model, with details on customer segments, go-to-market strategy and a target market of billions.
5. Social and cultural impact 15%

∙The application aims to counterfight or address a societal challenge (behavioural awarenes, tourism dispersal, illiteracy, pollution, etc) preferably exploitating or re-using cultural content from PLUGGY.
∙Specific tangible or intangible KPIs are described (likes, shares, comments) and executed through application features.

 

∙Not oriented towards specific social challenges.
∙No cultural impact described.
∙The application addresses a societal challenge.
∙Cultural content from PLUGGY is re-used, but no specific KPIs are described.
Some KPIs are specified, but no application features that a user can interact with are included in the execution. ∙KPIs are clearly specified for each challenge.
∙There are application features a user can interact with that directly affect measured KPIs.
6. Creativity and innovation 20% ∙The application “invents” new ways of presenting PLUGGY cultural content or presents an out-of-the-box thinking.
∙The app may include features that boost users’ creativity while interacting with the app.
Nothing new The application presents content in revolutionary ways and encourages users. Content is unusually promoted or users are invited to interact with it in an entirely new way. A jaw-dropping app 🙂