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Universities and vocational training institutions operate government-funded XR/metaverse education programs but lack standardized tools to quantify learning outcomes. A single staff member spends 2-3 weeks per cohort preparing performance reports. Relying solely on student satisfaction surveys makes it difficult to demonstrate actual skill improvement, frequently resulting in disadvantages during reselection for the following year's government funding.
The platform integrates with XR education platforms (Unity/Unreal-based) to automatically aggregate learning logs including session duration, interaction counts, and assignment completion rates. These metrics are mapped to NCS (National Competency Standards) skill categories to auto-generate individual and cohort-level performance reports. A PDF export function formatted for government program reporting requirements is included.
| N Novelty | 1-5 | How uncommon the service is in market context. |
| U Urgency | 1-5 | How urgently users need this problem solved now. |
| M Market | 1-5 | Market size and growth potential from proxy indicators. |
| R Realizability | 1-5 | Buildability for a small team with realistic constraints. |
| V Validation | 1-5 | Validation signal quality from competition and demand data. |
| Tech Complexity | / 40 | Difficulty of core implementation stack. |
| Data Availability | / 25 | Practical availability and cost of required data. |
| MVP Timeline | / 20 | Expected time to ship a usable MVP. |
| API Bonus | / 15 | Bonus for viable public API leverage. |
| Competition | / 20 | Signal quality from competitor landscape. |
| Market Demand | / 20 | Demand proxies from search and mention patterns. |
| Timing | / 20 | Fit with current shifts in tech, behavior, and regulation. |
| Revenue Signals | / 15 | Reference evidence for monetization viability. |
| Pick-Axe Fit | / 15 | How well the concept serves participants in a trend. |
| Solo Buildability | / 10 | Practicality for lean-team implementation. |