Kickstarter | Feel Three http://feelthree.com Virtual Reality Motion Simulation Fri, 06 Feb 2015 22:27:26 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 http://feelthree.com/wp-content/uploads/2019/04/cropped-logo140-1-32x32.png Kickstarter | Feel Three http://feelthree.com 32 32 Improving your minimum Crowdfunding pledges http://feelthree.com/2015/02/improving-your-minimum-crowdfunding-pledges/ Fri, 06 Feb 2015 21:38:01 +0000 http://www.feelthree.com/?p=2147 I would guess a lot of people find an interesting (but expensive) project on Kickstarter and want to see it succeed. They might not be able to afford the standard pledge to buy the device outright since some are rather expensive.

For example, the OneWheel managed to raise a very healthy $630,862, over six times it’s goal. They had 431 pledges over $1,200, all of whom got a skateboard, but they also had 527 pledges for stickers, caps and t-shirts.

Chances are that these people didn’t really want a poster, but they pledged $25 and this was their reward. The problem is that they had a limit of 500, but only ‘sold’ 10. Of course they can still order 500 and give them away as promotional items, but if 500 posters cost $2k to print that’s a pretty big shortfall. They might be able to print a smaller run but if they end up costing more than $25 (with worldwide postage) the posters have lost them money.

343 people pledged just $1, with no expectation of reward. In total they took about $6,513 in pledges from 527 people.

Our suggestion is to remove these low cost rewards and encourage people to throw in a little more money. So instead of a t-shirt you give everyone the chance of actually getting something cool, like a skateboard or motion simulator.

People will still just throw in $1 to get updates but I would bet quite a few others would possibly pledge more.

So, the idea is simple. The lowest unique pledge receives the ‘standard reward’ such as a simulator. If you want to be even more generous then you can do it again when you get to 200% and so on. So someone might get a simulator with $23 and someone else with $42… People who like the project and were willing to give $1 might be given a push to give a little higher.

For the skateboard campaign this would mean making 6 more skateboards, easily covered by the $6k in pledges, although I would suspect that they would have taken even more. Of course the major advantage is that campaigns don’t need to start sourcing t-shirts and other rewards, they can use all the funds to complete the project.

Kickstarter has lots of rules so this might fall foul of them but I’m sure this would be fine on Indiegogo who seem to be a lot more relaxed about what they allow.

If anyone wants to try it, please let us know and tell your backers about us for our future campaign….

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How many pre-signups before launching my crowdfunding campaign? http://feelthree.com/2014/08/how-many-pre-signups-before-launching-my-crowdfunding-campaign/ Sun, 31 Aug 2014 04:49:46 +0000 http://www.feelthree.com/?p=1198 I posed this question over on reddit and got an interesting response.

“A crowdfunding campaign, in itself and providing you manage it properly, will attract sign ups. Based on my own experience, I now use this rule: 1/3 of the funding goal, based on the expected average pledge.

If your goal is 25k for a $25 average, then (25’000 / 25) / 3. So roughly 300 sign ups.”

 

If this is true, and you need $25k then you could perhaps expect to be 100% funded on day 1 and end up with at least 300% at the end…. right?

Read the full thread here

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Currently re-writing my Kickstarter campaign pitch http://feelthree.com/2014/08/currently-re-writing-my-kickstarter-campaign-pitch/ http://feelthree.com/2014/08/currently-re-writing-my-kickstarter-campaign-pitch/#comments Sun, 31 Aug 2014 00:30:57 +0000 http://www.feelthree.com/?p=1185 I did a draft ages ago so it’s time for an update, seems like the project has changed somewhat too. The real key will be having a snappy cool video… I might need a haircut! :p

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Competition http://feelthree.com/2014/08/competition/ Wed, 13 Aug 2014 01:29:40 +0000 http://www.feelthree.com/?p=840 I’ve been thinking about the giveaway, I would probably print a list of the backers emails with most of the characters XXXX’d out along with their contribution and position on the list. Then I can set a date for a live stream on Twitch if people want to watch and I can prove it’s live :p

Then I can roll some huge dice I printed ages ago to generate the winning number, which everyone can check on the website.

Let me know if you’ve got a better idea :p

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My kickstarter profile http://feelthree.com/2014/08/my-kickstarter-profile/ Tue, 12 Aug 2014 20:17:50 +0000 http://www.feelthree.com/?p=829 In case anyone cares….

is here

 

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Decided to run a giveaway http://feelthree.com/2014/08/decided-to-run-a-giveaway/ Mon, 11 Aug 2014 20:09:38 +0000 http://www.feelthree.com/?p=828 It seems like I’m getting quite a bit of traffic but the people giving me their email for the kickstarter notification wasn’t really huge. I’m extremely spam wary so don’t just give out my email willy nilly either but I thought people weren’t quite as paranoid as me….

Anyway, I figured that I should give people a good incentive to give me their details. It’s no use someone seeing my site and thinking ‘wow, I’m 100% going to back that’ and then forgetting to check back… only to find out they missed it. So a giveaway gives someone a reason to not only give me their mail but gives them a reason to back me too, even if for only a small amount.

So, full details at the top of the page, in red where no one can miss it…. right?

Not quite, someone emailed me through my contact form really excited about the project and then I noticed they hadn’t signed up :p

Can’t win em all! 🙂

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Thoughts on Kickstarter http://feelthree.com/2014/07/thoughts-on-kickstarter/ Tue, 29 Jul 2014 02:50:20 +0000 http://www.feelthree.com/?p=272 It might seem strange to post about making a successful Kickstarter having never actually run one but I think I’ve picked up a few tips and ideas that might help me get there eventually.

Priorities:
I guess the first question is what your goal is? This may seem obvious but you have two tasks with a Kickstarter, making your project and keeping backers happy. They are not the same thing. If you try to keep your backers happy at the expense of your project failing then clearly your priority was wrong.

Example: I launch a campaign and need something to fill my $25 reward slot, so like many, many people I offer a t-shirt. A month later my project is funded and I eventually send out the t-shirts since they’re the easiest thing to fulfil. However five months later I run out of money and cancel the project. So people have a t-shirt that is pretty irrelevant and the project was cancelled so the main people wanting to see the actual idea work get nothing. The ‘profits’ on the t-shirts were a few dollars and it took 2 weeks of messing around to get them all mailed out.

Two Lessons: Don’t offer t-shirts but if you do make them expensive and ship them last. If someone wanted to see your project succeed they would have backed it and bought a ‘widget’. Chances are they don’t care about a t-shirt really so concentrating on making and mailing t-shirts at the expense of the idea is wrong. Idea first, everything else last. If you just run out of money but scrape through with the project you’ll have succeeded despite the t-shirts still being missing. You can sell extra widgets and fund the t-shirts later, but if you spent the t-shirt money on t-shirts… you could fail the whole thing.

So? Make cheap rewards virtual, a key-chain you can print at shapeways or a t-shirt design you can download and print yourself. These are essentially ‘free’ items for people who want to back your idea but not buy your idea.

Are you making your amazing widget or producing t-shirts???

Time and Money:
Everything takes more time and costs more than you think. Especially if you want something quick, it’s more expensive and if you want something quality, it is slow. So take your best schedule and economic projection and add some pi…. ie triple it.

If you think it will take a month then after 30 days you’ll have people asking ‘where is my widget’ and dealing with them will slow you down even more. Say 3 months, try for a month and when you deliver after 6 weeks everyone is happy…

If you think your widget will cost $8 to make so you can sell it for $10 then think again. If it ends up costing $10.05 you’re screwed. If you expect to sell 100 and sell 10,000 you’re even more screwed. You may as well not have run the campaign. So, make your widget $30. Now if everything goes wrong and your costs triple (which means you’re really bad at this :p) then you still have a $6 buffer.

Now you think ‘they’re not worth $30’… if your idea is so bad that someone’s not willing to pay triple what its could then maybe it’s not a very good idea. Your total sales will suffer, so you might only sell 3,000 but do the Math. 10,000 at $10 earns you $20k profit, but 3,000 at $30 earns you $72,000 and you’ve cut your customer support to a third of what it was.

Completing the project is all that matters, so when you’re done you sell the widget for $20 to 3,000 people who didn’t want to pay $30 and later sell 4,000 more to the people that would only have paid $10. Plus you’re now guaranteed to deliver, the product is out and available, it’s not a $10-20 gamble as to whether you can really deliver.

Don’t run a Kickstarter for fun or ‘get my idea out there’. Run it strictly for cold profit, otherwise you’re wasting your time and other people’s money.

The Curse of the stretch-goal
When you’ve hit your initial funding goal it seems people go crazy at the money they’re about to get and start spouting stretch-goals like a fountain. Feature creep can be deadly to a project. The most important thing is to fulfil the original promise, not ruin it with features no one wants. If you decide ‘we’ll add this feature, it’s probably cheap and quick’ without being 100% sure it is you could derail your hole project. It’s far better to promise to add on something once the original project is done than say you’ll do it at the same time. Again, virtual ‘rewards’ are far better and cost nothing.

Our solution is to talk about Vision Goals.

Patents and Prototypes
So your amazing idea hits you in the middle of the night, it’s going to change everything! You start making prototypes, printing samples, you hire a patent lawyer and mortgage your house….. stop!! You now need to run a massive campaign for moulds and machines… don’t spend 12 months and thousands of dollars developing something to launch on Kickstarter, just launch it on Kickstarter. Show your models and mock-ups in a quick $2,000 campaign offering the prototype samples as rewards. Get the first lot of backer to pay to develop the idea. If no one is interested then you’ve just saved your mortgage and 12 months of your life. You might gain some insight as to why your idea was fundamentally flawed to start with and tweak it into a success. Better to accept failure quickly than waste your life on the assumption everyone will love your idea.

Start early
Make your basic campaign with a couple of pictures, some rewards and a good description and submit it for approval early. It takes a few days and you can edit it afterwards anyway. Don’t waste time crafting a perfect campaign only to get rejected for some weird KS rule. You can always appeal if rejected.

Back some campaigns
Someone might waltz into your project page with $10,000 to spend but find that since you’ve never backed a project they might not think you’re interested in the Kickstarter philosphy, just yourself. So back some projects if you expect people to back yours.

Pay it forward
This tip is slightly sneaky but you need to use what you can to get the project going. Kicking It Forward started a couple of years ago and is a great idea. People that get their projects funded with put 5% into other projects. So a couple of months before your campaign goes live head over and back some projects. Now when they’re funded and ready to kick it forward themselves they might see your campaign on the same page and kick some of your funds right back to you. Not the whole 5% of course but if someone likes your idea to the tune of $200…. winner!

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