Programme Overview

Experiential Entrepreneurship Programme (EEP) is a semi-virtual programme that attempts to build an entrepreneurial orientation and mindset among its participants. The program consists of 3 (three) phases and a majority of the programme will be online sessions, with one offline Graduation & Business pitching ceremony. Each phase has clearly stated deliverables and learning outcomes for participants. This programme attempts to equip participants with key concepts, toolkits, frameworks, knowledge and exercise in Entrepreneurship.

The programme is delivered through 3 phases:

  • Phase 1 dwells into setting Entrepreneurial mindset by helping participants identify and validate problem and target customer through data and market-research driven activities and ideate potential solutions.
  • Phase 2 helps participants develop, test and iterate on solutions with active feedback from potential users.
  • In Phase 3, participants focus on key management domains while realizing market potential, entry strategies and suitable Business Model. Participants also learn to create compelling pitches for different situations. 

The course would start with an Innovation Hackathon – A one day workshop (delivered online) to help participants learn initial problem identification techniques and human centered design principles.     

Who should attend and programme duration?

  • Engineering students – 2nd and 3rd year. 4th year students are also open to apply provided it doesn’t clash with their placements.
  • Degree students – 1 st year till 3rd year

 

The program is not available for working professionals.

Experiential Entrepreneurship Programme (EEP) is expected to run for six (6) months and each phase will be for 2 months (accounting for the students' academic calendars and other committments). The programme will have three (3) phases with each phase having between 4 – 5 modules. The phase wise session plan for the programme with expected learning outcomes is stated below.

Programme objectives and deliverables

Programme objectives:
  • To instill Entrepreneurial Orientation in participants.
  • To promote and nurture the entrepreneurial culture and build an ecosystem of entrepreneurship in the region.
  • To develop lateral thinking and perspective towards problem solving​
  • To link entrepreneurial and innovative behaviour to educational and career pathways

 

Programme deliverables:

  • EEP Course Completion Certificate by ISB
  • Personalized mentoring
  • Learn from ISB faculty and entrepreneurs
  • Interactive self-paced online courseware
  • Be an integral part of innovation workshops
  • Build your own functional prototype and business plan

Course outline and learning objectives

 

Phase

S. No

 

Module

 

Key Highlights

 

Expected Output

 

 

 

 

 

 

1

(Problem Identification and Validation)

1.

Introduction to Entrepreneurial Mindset and Course

  • Program Introduction, Expectation Setting, Participation Guidelines
  • Guidelines for Certification
  • Entrepreneurial Orientation, Thinking, Values, and Thought Process
  • Understand format, expectations, navigation, etc.
  • Participants learn and imbibe key entrepreneurial thought processes and values

2

Problem/Need/Opportunity Identification

  • 5 Whys, Perito Chart, Fishbone/Ishikawa Diagram
  • Problem/Need Analysis in Depth
  • Problem/Need Research
  • Develop ability to dive deep into problem through root-cause analysis.
  • Identify problem indicators and turn observations to insights

3

Problem/Need/Opportunity Validation

  • Breaking Problem into Assumptions
  • Devising and conducting market research/experiments to gather user/problem insights
  • Validating assumptions through experimentation
  • Develop experimentation attitude and data-driven problem validation
  • Learn to conduct Market research to validate assumptions and gather insights related to the problem/need

4

Target Customer/User Description

  • User Archetyping Models (ex:  Say/Think/Feel/Do, etc.)
  • User Research and Interviewing
  • User Persona Building and Discovery
  • Examples
  • Understand users/customers deeper and better in behavior and action
  • Develop User/Customer Obsession

 

 

 

 

 

 

 

 

 

 

2

(Solution Development)

5

Ideation Techniques

  • Ideation of Potential Solutions using Design Tools (Ex: Design Innovation)
  • Design Thinking Process (Empathize, Define, Ideate, Prototype, Test)
  • Understand ideation processes/strategies and apply to validated problem

6

Value Proposition Canvas

  • Value Proposition Canvas
  • Examples
  • Learn & apply Value Proposition Canvas to idea/user for further refinement

7

Solution Prototyping

  • MVP, Low Fidelity Prototyping tools (Blueprint, Wireframes, etc.)
  • Iterative Solution Development using Lean
  • Examples, Frameworks, Sources to develop Low Fidelity Prototype
  • Develop Low fidelity prototype and MVP for solution.

8

Solution Testing and Iteration

  • Solution Testing frameworks
  • Observation, feedback & insight collection
  • Incorporating feedback for further development from focus and control groups
  • Understand different testing frameworks
  • Develop suitable testing for proposed solution

9

Business Modeling

  • Build Detailed Business Model
  • Innovations in Business Modeling
  • Validation for all Business Model components
  • Understand Business Model Canvas in Detail and apply to personal idea.
  • Understand Revenue/business models
  • Identify and Validate relevant Revenue Models

 

 

 

 

 

 

 

 

3

(Business Modeling and Pitching)

10

Go to Market Strategy

  • Components of Go-To-Market Strategy (Barriers to Entry, Market Size, Complexity, Sales Channels, Value Chain etc.)
  • Growth Hypothesis
  • Customer Learning Journey
  • Understand nuances of value chain
  • Develop a practical plan to take the product to the market
  • Forecast potential barriers and create strategies to overcome challenges.

11

Basics of Finance

  • Value Pricing Strategies (Premium, Skimming, etc.)
  • Customer Price Sensitivity
  • Pricing Structures and Financial Management
  • Learn pricing strategies and apply to idea/solution
  • Understand competitive pricing, Market viability and cost optimization
  • Learn basic venture financial management

12

Marketing 1-0-1

  • Marketing Definition, Strategies, tools
  • Digital Marketing Basics and Tools
  • Channel/Partner Marketing
  • Understand basics of marketing and apply to idea

13

Operations Management

  • Operations Cycle
  • Back-end and Front-End Operations
  • Efficiency Management
  • Understand how to build seamless operations to ensure smoothest value delivery.

14

Pitching

  • Pitching to Customers, Investors, Channels/Partners
  • Elevator Pitch
  • Business Pitch Deck
  • Understand key components of the pitch deck and learn important tips in creating business pitch

Programme fee

The Programme fee is INR 80,000 per student plus GST @ 18%* (= INR 94,400/-)
*GST rates as applicable at the time of fee payment.

The programme fee covers:

  • Online courseware
  • Faculty costs
  • Guest speakers/Industry Mentors
  • Technology expenses
  • Course completion certificate
  • Weekly doubt solving sessions online
  • In-Person Graduation ceremony and Business pitching ceremony [Subject to the existing government and ISB mandate on account of Covid-19, this ceremony may be conducted online or via appropriate channels]

 

Note:

  • During the graduation / Busines pitching ceremony, the participants are expected to make their own travel arrangements and accommodation, if needed. The ceremony will be conducted subject to the existing government and ISB mandate on account of Covid-19.
  • Programme fee is a one-time payment, subject to admission, prior to the commencement of the online course.
  • Programme fee does not include accommodation, travel, local conveyance, or food.
  • Certificates of the Experiential Entrepreneurship Programme will be provided upon successful completion of all the phases of the programme. There is no participation certificate.
  • The programme has a few deliverables for which the student may require physical interaction with their target audience for interviews. ISB encourages virtual conversations and if at all physical interaction is needed, it shall be done by the student following all government guidelines of social distancing. Student discretion is advised.
  • The programme has a few deliverables for which the student may have to purchase components to build their prototype. Programme fees does not include the cost of these components and the same shall be borne by the student.
  • The programme advises students to work individually on their prototypes because they will be graded only on their solo performance. If at all any student finds the need to form a team, working virtually is advised.
  • ISB shall not be responsible for any Covid-19 cases arising due to student negligence.                          


 Other terms and conditions apply. For further details, please click HERE.

 

ENROLL HERE!

 

For Frequently Asked Questions (FAQs), please click HERE.