Propuesta de digitalización de mercados de abastos
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2021-09-29
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Pontificia Universidad Católica del Perú
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Los comerciantes de los mercados de abastos en el Perú carecen de las capacidades y de las herramientas necesarias para satisfacer a los consumidores, cuyos hábitos de consumo son propios de la era digital, ya que muchos de ellos dejan de comprar en los mercados de abastos porque las ventas se realizan solo de forma presencial. Por ello, los consumidores y los comerciantes de estos mercados requieren la creación de un canal virtual que les permita realizar sus transacciones sin que el consumidor pierda los beneficios de adquirir productos
en los mercados de abastos y que, a su vez, ayude al crecimiento del negocio de los comerciantes.
En el presente trabajo se aplica la metodología Design Thinking, que mediante entrevistas y encuestas permitió encontrar insights relevantes en los comerciantes y consumidores, minimizando los riesgos sobre las preferencias de ambos usuarios. La solución surgió como una respuesta oportuna a las necesidades de ambos usuarios, ya que el enfoque
se centró en vincularlos digitalmente manteniendo todas las ventajas que se ofrecen en los mercados de abastos. Por ello, el producto mínimo viable del aplicativo móvil “Qhatu” tuvo una gran aceptación por parte de los comerciantes de los mercados de abastos y de los consumidores, lo que hizo posible validar la hipótesis planteada.
Para concluir, el modelo de negocio propuesto genera un triple impacto: social, pues se generarán beneficios para la comunidad alineados a los ODS; económico, ya que en el lapso de tres años se proyecta un VAN de S/ 860,000, una TIR mensual de 6.90 % y un índice de rentabilidad de 477.82 % en 36 meses, y ambiental, pues influirá en la reducción de los Gases de Efecto Invernadero (GEI) por el menor desplazamiento de los consumidores a los mercados de abastos.
Grocers in the food markets in Peru lack the skills and tools necessary to satisfy consumers, whose new consumption habits are typical of the digital age, as many of them stop buying in the food markets because sales are made only in person. For this reason, consumers and grocers in these markets require the creation of a virtual channel that allows them to carry out their transactions without losing the customers' benefits of acquiring products in the food markets and, at the same time, helps grocers with their business' growth. In the present work the Design Thinking methodology is applied, which allowed through interviews and surveys to find relevant insights in grocers and consumers, minimizing the risks on the preferences of both users. The solution emerged like an opportune response to the needs of both users, as the focus was on linking them digitally while maintaining all the advantages offered in the food markets. For this reason, the minimum viable product of the mobile application “Qhatu” was widely accepted by grocers in the food markets and consumers, which made it possible to validate the hypothesis stated. To conclude, the proposed business model generates a triple impact: in the social sphere, benefits will be generated for the community aligned to the SDGs; in the economic sphere, in the period of three years it is projected a NPV of S/ 860,000, a monthly IRR of 6.90 % and a profitability index of 477.82 % in 36 months, and in the environmental sphere, it influences on the reduction of Greenhouse Gases (GHG) due to the lesser displacement of consumers to the food markets.
Grocers in the food markets in Peru lack the skills and tools necessary to satisfy consumers, whose new consumption habits are typical of the digital age, as many of them stop buying in the food markets because sales are made only in person. For this reason, consumers and grocers in these markets require the creation of a virtual channel that allows them to carry out their transactions without losing the customers' benefits of acquiring products in the food markets and, at the same time, helps grocers with their business' growth. In the present work the Design Thinking methodology is applied, which allowed through interviews and surveys to find relevant insights in grocers and consumers, minimizing the risks on the preferences of both users. The solution emerged like an opportune response to the needs of both users, as the focus was on linking them digitally while maintaining all the advantages offered in the food markets. For this reason, the minimum viable product of the mobile application “Qhatu” was widely accepted by grocers in the food markets and consumers, which made it possible to validate the hypothesis stated. To conclude, the proposed business model generates a triple impact: in the social sphere, benefits will be generated for the community aligned to the SDGs; in the economic sphere, in the period of three years it is projected a NPV of S/ 860,000, a monthly IRR of 6.90 % and a profitability index of 477.82 % in 36 months, and in the environmental sphere, it influences on the reduction of Greenhouse Gases (GHG) due to the lesser displacement of consumers to the food markets.
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Mercados de abasto--Perú, Comportamiento del consumidor, Aplicaciones--Dispositivos móviles
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Licencia Creative Commons
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