Strategic Design + Brand Strategy & Identity
“Toward a natural future.”
The Room is a biomimicry focused consultancy that seeks innovation through collaborative & nature-inspired means. In this way, The Room sheds light on practices such as biomimicry while weaving a network of experts from various & disparate fields, like design, business, engineering & biology.
In collaboration with: Alex Majagranzas, Alejandra Díaz Zulueta, Yoko Hwang & Bianca Bracceti
What is Biomimicry?
Biomimicry is a practice that learns from and mimics the strategies found in nature to solve human design challenges — and find hope along the way.
By: Biomimicry Institute
The Room
The Room consists of two interconnected areas. On the one hand, The Mushroom works as a consultancy and co-working space in which companies and professionals are able to come together to solve market challenges by imitating natural strategies. On the other hand The Playroom is an exhibition space, dedicated to showcasing biomimicry projects as well as projects developed by The Mushroom. Both areas work alongside one another and provide different experiences to our diverse customer segments.
Visit our Website
On our online site, the customer can get an instant look at some of the projects developed within The Room, learn more about our experts, purchase tickets for exhibits and fairs, and much more.
Let’s dive into the details
Business Plan and Strategy
Creating The Room
Research & Insights: PESTE / Market Forces / Industry Forces / Expert Interviews
We conducted an Environment Analysis to better understand the Industry, the Market and the possible Opportunities and Challenges that we might face in the current context.
Insights
Even though we are seeing a development in new technologies, there still exists a differential gap between consumers and technologies that creates a fear of utilisation. This is why we believe that including users within the creation processes and creating AR / VR exhibits that are well implemented will help the user overcome this fear. Unfortunately another problem that we have encountered is the saturation of use of technologies, which means that in order to bring customers to see exhibits these have to be multi-sensorial and not just limited to AR/VR.
In the same way we have seen the trending popularity of biomimicry and how it can reshape businesses. Because the use of biomimicry within business models is quite niche, this supposed a big competitive advantage from a business standpoint. Bio mimicry or bio centred museums are pretty much non -existent and would therefore be of big interest to the general public.
User Experience
After getting a well rounded view at the market, we created User Personas and User Journeys to understand the potential customers.
Service Offering Map & Business Blueprint
Additionally, we wanted to clarify what the service specifically provides to the users, detailing the value proposition into more specific clusters of features. Also, we needed to documents in detail the scope of business scenarios, business processes, process steps, requirements, etc
Business Model Canvas
We used this tool to holistically visualize and align all of our business blocks.
KPI’s (Key Performance Indicators)
Ultimately, we proceeded to measure performance with the help of KPIs, analyzing the different elements implied within the The Room and its activities.