← VentureWrist
User Guide

VentureWrist

A smart-watch business simulation for business schools. Students run a company quarter by quarter against AI rivals in a shared market — designing the product, pricing it, funding it and taking it to forty countries — while you watch every decision and read the reasoning behind it.

Audience students & instructors Covers 14 decision screens · the instructor console Figures 27 Demo class MGMT 480 · Global Strategy Lab
Part 1

For students

Signing in

Accounts are email and password. If your instructor has reset your password, they will hand you a temporary one to sign in with.

The VentureWrist sign-in screen
Fig 1Sign in with the address your instructor has on file.

Creating your own account instead? Choose Student in the “I am a…” selector — that choice decides which side of the app you see and cannot be changed by you afterwards.

The sign-up form, with the role selector highlighted
Fig 2The role selector is the one field worth slowing down for.

Joining a class

Your instructor gives you a join code. Enter it on your dashboard and you are in.

The student dashboard with the join-code field highlighted
Fig 3One code is all you need — no invitations, no account linking.
  1. Create or join a team. A team can have one to three members — classmates running the same company together.
  2. Start a game — name the company and pick a starting strategy. A team runs one game at a time; once it finishes, the same team can start another.
  3. Click Play.

The game shell

Every screen sits in the same frame, so the things you check constantly never move.

The game shell, with the tab bar, cash and quarter indicators highlighted
Fig 4① the fourteen decision screens · ② cash on hand · ③ where you are in the run.

Beside those sit Brand — your reputation, which builds slowly and decays if neglected — and Composite, the overall score your instructor’s leaderboard ranks on.

Pinned to the bottom is the submit bar. It is always visible, and it always tells you how many decisions you have staged but not yet committed.

How a quarter works

This is the one thing to understand before anything else.

The core rule

Your edits are staged, not applied. Changing a price, queueing research or opening a market does not take effect when you click. It goes into a draft for the current quarter. The screens preview what those decisions would do — nothing is committed until you press Submit.

  • Move between tabs freely and revise anything before submitting.
  • The counter in the submit bar tells you how much is pending.
  • Reload the page before submitting and your staged decisions are gone. Submit before you walk away.
  • Once you submit, the quarter resolves on the server. There is no undo.
The Overview screen showing portfolio, news and the strategy journal
Fig 5Overview: your standing position, the quarter’s news, and the strategy journal.

Overview is where you start each quarter: portfolio, latest news, last quarter’s headline figures, and the strategy journal where you write what you are trying to do and why. Instructors read those entries alongside your decisions and they usually count toward your grade — so write them as you go, not at the end.

The decision screens

Fourteen screens, each owning one part of the business.

OverviewStanding position and journal
DesignBuild the product
PricingPrice each generation
ProductionHow many, and where
MarketingBudget, channel, creative
SupplyComponent suppliers
DistributionForty country markets
LogisticsWarehousing and freight
R&DUnlock better components
FinancingDebt, equity, cash
IntelWhat rivals are doing
ReportsFinancials and scorecard
My ActivityYour own decision log
AcademyLessons and knowledge checks

Design Studio

A model is a product line; a generation is a frozen version of its hardware. Once a generation ships, its components lock — to change them you start a new one.

The Design Studio with the 3D watch viewer and component catalogue
Fig 6Every component is a real trade-off. The viewer is live — drag to rotate.

A faster processor costs more per unit and may need research first. A bigger display lifts quality but hurts battery life and weight. The panel tracks unit cost, price and margin, battery life, weight, quality index, and segment fit — how well this design suits the customers you are aiming at.

Pricing

Set the price for each generation. The screen shows your margin and the price points the choice contributes to your rating: under a segment’s reference price you gain points, over it you lose them, scaled by how price-sensitive that segment is.

The Pricing screen with per-generation sliders
Fig 7Watch the ladder rule: an older generation priced at or above a newer one is ignored.
SegmentReference priceReads as
Value Seekers$110Price above all
Athletes & Fitness$240Sensors and battery
Health Guardians$300Accuracy and trust
Professionals$420Performance and polish
Style Icons$520Brand and materials

Production

How many units to build, and where. Under-build and demand goes unserved; over-build and you pay to hold the inventory.

The Production screen
Fig 8Production volumes are set per generation, per plant.

Marketing

Budget, channel and creative per product. Marketing builds awareness, and awareness decays — a campaign is not a one-off purchase.

The Marketing screen
Fig 9Channel and creative should match the segment you are courting.

Supply

Choose a supplier per component category. They differ on cost, quality and reliability, and the cheap one is not always the wrong answer.

The Global Supply Chain screen
Fig 10Supplier choice quietly sets the floor on your unit cost and quality.

Distribution

Forty country markets, and four ways to reach each one.

The Distribution screen showing coverage and the country table
Fig 11The screen tells you, bluntly, how many customers your coverage gaps cost you last quarter.
RouteStrengthCost of it
OnlineReaches everyoneReaches them weakly
DistributorsFast to set upThey take 28%, and your campaigns don’t apply
CarriersA separate route to marketTerms vary by country
Own storesFull controlTie up capital, per-quarter running cost

It also flags white space — country-and-segment cells where no competitor has meaningful distribution.

Logistics

Warehouses and freight: where stock sits, and what it costs to move.

The Logistics and warehouse network screen
Fig 12Stock in the wrong hemisphere is stock you cannot sell.

R&D

Fund research and queue technologies. Completed research unlocks better components in the Design Studio — and it takes quarters to pay off, so starting late rarely helps.

The Research screen
Fig 13The queue is a bet on which quarter you will need the technology.

Financing

Debt, equity and cash management. Interest is a real line on your income statement.

The Financing screen
Fig 14Running out of cash constrains every other screen at once.

Intel

What the competition is doing — their products, prices and positions.

The Market Intelligence screen
Fig 15You are not pricing in a vacuum; neither are they.

Reports

Income statement, balance sheet, and the balanced scorecard that drives your composite score across eight dimensions.

Reports and financials, with the income statement and balanced scorecard radar
Fig 16Profitability · Market share · Brand · Quality · Satisfaction · Operations · Innovation · Financial health.

A company can be profitable and still score poorly if it is thin on brand, quality or innovation. That is deliberate.

My Activity

Your own quarter-by-quarter log: what you decided, what happened, and your journal entries.

The My Activity screen
Fig 17The record your instructor sees, from your side.

Academy

Short lessons with knowledge checks. Scores are recorded and may count toward your grade.

The Academy screen with lessons and a knowledge check
Fig 18Worth doing early — the lessons explain the levers before you pull them.

Submitting a quarter

The submit bar, with the staged-changes counter and Submit button highlighted
Fig 19① what is staged · ② the commit. There is no undo.

The server resolves the market against your rivals and shows you the result.

The quarter results panel
Fig 20Revenue, profit, share, units, composite and cash — plus the events that shaped the quarter.

Read it before clicking through. This is the feedback your next set of decisions should be answering.

The Final Performance Review

After the last quarter the game closes and opens the Final Performance Review: your final market standing, the journey quarter by quarter, and a report card across the eight scorecard dimensions. The submit control stays on screen but is disabled — the run is over.

Part 2

For instructors

Creating a class

Name the class, set how many quarters it runs (1–40, default 16) and choose the opponents. VentureWrist generates a join code — share that, and it is the only thing your students need.

There is no cap on class size — every student with the join code can enrol, and the class can hold as many teams as needed. Each team can have up to three members, and a team runs one game at a time; once a run finishes, the same team can start another.

The instructor dashboard listing classes with their join codes
Fig 21Each class carries its own join code, length and roster.

The class console Instructor

The header carries the join code, roster size and length. Below it, five tabs.

The class leaderboard ranking three students
Fig 22The leaderboard ranks on the cumulative balanced scorecard, not on revenue alone.

Students

The roster and each student’s progress. Also where you reset a password: the system issues a temporary one, shows it to you exactly once, and revokes all of that student’s existing sessions.

The Students tab
Fig 23Progress per student, and the password reset.

Teams

Which teams exist and who is on them.

The Teams tab
Fig 24Every team in the class, listed with its members.

Grading

Enter or override a score per student. The default weighting combines the balanced scorecard, quiz results from the Academy, and journal entries — and you can change those weights in Settings.

The Grading tab
Fig 25Grades are an override, not a replacement — the components stay visible.
The class Settings tab
Fig 26Rename the class, change its length, edit the brief, set the weights.

The review drilldown

The most useful screen for marking.

The per-student review drilldown showing decisions and journal per quarter
Fig 27Each quarter’s decisions, with the journal entry the student wrote alongside them.

Review → on any leaderboard row opens that student’s run quarter by quarter: what they decided, and what they said they were doing. It shows you not just what they scored but whether their reasoning held together — usually the thing you actually want to assess.

Export CSV on the class header pulls the leaderboard out for your own gradebook.

Running a session

  • Every team’s quarter resolves against the same market and the same rivals, so results are comparable across the class.
  • Resolution is deterministic: the same game, quarter and decisions always produce the same outcome. A disputed result can be checked rather than argued.
  • Students cannot see each other’s decisions, and cannot resolve a quarter locally — the server is the only place a quarter is computed.
  • Insist on journals early. They are what turn a leaderboard into something you can grade fairly.

Access & roles

CapabilityStudentsInstructors
Join a class by codeYes—
Create a class—Yes
See other students’ decisions—Own class only
Resolve a quarterVia Submit—
Reset a password—Own class only
Export the leaderboard—Yes

Instructors can only see and change classes they own — a second instructor gets a 403 on someone else’s class. Students can only reach classes they are enrolled in.

Sizes & limits

Limit
Students per classNo limit — anyone with the join code can enrol
Teams per classNo limit
Classes per instructorNo limit
Members per team1–3
Games in progress per team1

Each team can have one to three members. The setting exists in the data model but the class form does not expose it yet.