Monday, January 14, 2013

VIDEOS: Rope'em Quick, Tie'em Down

Videos have quickly become the most important section on your project page, because it's the FIRST THING PEOPLE LOOK AT. Full stop.

Without a good video, you're not gonna keep those wandering strangers who happened to click over to your page from a Facebook link they stumbled across. These are the people who will make up most of your backers, so IMPRESS THEM!

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The main things you need to consider are:

1. Grab Their Attention QUICKLY
2. Tell Your Story WELL
3. Keep It BRIEF and CONCISE (3min or less is ideal)

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1. Grab Their Attention QUICKLY!

Notice how a Shakespearean play always started with a sword fight, or shipwreck, or something spectacular? It's because he knew his audience would start throwing stuff if they were bored from the get-go. Or worse...they would leave!

Be like Shakespeare, having something attention grabbing right at the start.

Oh, so great...!

"The Goon" Movie
Just watch it...I don't even have to tell you how fantastic this is!



The Invention of Cloudsurfing
Amazing concept, just the thought of surfing through the clouds makes me want to know more.



Not so great...

Ryan Meagher's Bloomsday 
Notice how wordy it is, without any real visuals. He's a musician, show us you singing or something.




Tru Love: The Film
Though kind of cute, this is just a couple women talking about their project in front of a white background. From filmmakers, you'd expect a bit more cinematography and creativity.


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2. Tell Your Story

After you've got their attention, now you have to make them like you. This is called "Building Rapport" in any sales environment. You know that classic cliche; "you're not selling a product, you're selling yourself" 

It's as true now as it ever was. If people don't like you or can't relate to your story, they're gonna find someone else who does.


So, tell your story and do it in a creative way!

Oh, so great...!

The TGT (Tight) Wallet
We've featured these guys before, but the way they tell their story - with the cut scene montage - is fantastic!
It's funny and it makes you like them.




The Cicada Princess
This is a brilliant example of a filmmaker putting his good skills to work. The cute, yet mysterious way they tell the story of the creation of the project, and the behind-the-scenes look at how they've made it is awe inspiring!



Not so great...

Pollyana's Tear Soaked Battlefields...
Perhaps it's a good story, but not a great story teller. He holds the camera on him self and just talks into a rather blurry camera. This is the equivalent of sitting and listening to a writer yammer on at a party about his manuscript, when all you want to do is grab a beer and chat to the pretty girl in the corner.





Switchpin - New Album!
Two guys sitting on a sofa, making fart noises with their hands and then rambling on about their music experiences. This goes on for nearly 10 minutes!





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3. Keep It BRIEF and CONCISE (3min or less is ideal)

Don't ramble on about nothing. Get the pertinent information out quickly and visually and then let your backers get on with their lives.

Oh, so great...!

Amanda Palmer: The new RECORD
A very simple video, and a good model for those of you without video making skills. It's to the point and gets the information across in an easy to understand way. Placards...who'da thunk it?



Not so great...

Zamlate (Tv Series...)
If you're going to make your video a 33 minute long episode of a foreign language show, don't post it on an English language Crowdfunding site. Wow! 33 minutes and no English in the video. Strange, as all the page updates and rewards levels are in English. :-\



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In a video, it's your responsibility to hook someone fast, get your story out effectively and creatively, and then give'em the direction towards the rewards section.

The write up in the project page is important, but don't expect the bulk of your Backers to read everything you wrote. Make it as quick and easy as possible for them to back you.

Hope this helps...please share this blog post :-)

Thursday, December 20, 2012

Choosing Your Funding Goal: Under Promise, Over Deliver

Choosing your goal can be one of the trickiest parts, because you can't know how popular your project will be until you've already got going. At that point, you can change your rewards around, but not your goal.

In this post, we'll discuss how to choose your Funding Goal by taking as much variation and risk out of your choice as possible.

Worksheet
This worksheet was adapted from the book The Kickstarter Handbook by Don Steinberg. We've changed it a fair bit to create a range of estimates wherein you'll find your ideal Funding Goal.






(To DOWNLOAD a copy of this spreadsheet Click Here)
(To VIEW it on Google Docs Click Here)

We'll walk you through it here. We used the example of making an iPhone app. Nice n' simple.

1) Fixed Costs
These are the costs that won't change. They're fixed amounts and NOT percentages of your final total.

- Our main cost here is to develop the app, which will cost us $5000 to pay the software developer.
- We're setting up a website and paying a professional to do it, that's $750.
- We have also built in a bit of a cushion of $500 for the things we can't foresee.

2) Reward Costs
This is where it gets a bit complicated, because you can't know how many of each Reward your Backers will go for. And unless they all cost the same amount, it's very difficult to create a proper estimate of costs vs. revenue.

So, our answer for this is making two different estimates.

YOUR JOB is to fill in the orange areas...

Pledge Amount is how much money Backers give you for that Reward.
Estimated # is how many of each reward you THINK you'll sell.

Low Estimate is how many of that particular reward you THINK YOU CAN sell at a minimum.
High Estimate is how many of that particular reward you WOULD SELL if you did really well (not viral well, be realistic, most projects don't go viral)

Cost per Reward is how much money it costs you to create, do or otherwise make that reward happen (but not Shipping!)

Shipping per Reward is how much money it costs to get the physical reward into the hands of the Backer.

PAY ATTENTION HERE. For our shipping costs we ASSUME EVERYONE IS INTERNATIONAL. The reason being that if you can't know how many people from abroad will order and how many from your home country. Thus, if you plan for the highest possible cost then you will always be left with a surplus (unless 100% of your Backers are international...unlikely).

The Areas in Grey are pre-coded equations

 Pledge Revenue = Estimated # x Pledge Amount
This is how much you take in from this Reward Level

 Rewards Cost = (Cost per Reward + Shipping Cost) x Estimated #
This is how much money you pay from this Reward Level

Total Reward Revenue is how much money you have made from THIS reward level + all levels BEFORE
Total Reward Cost is how much money it will cost you for THIS reward level + all levels BEFORE it

REMEMBER: These numbers are not what YOU get, because the Crowd Funding Platform (e.g. Kickstarter) still needs to take its fees.


Now we have 4 IMPORTANT numbers --> 
1) Total Reward Revenue High Estimate - $17,700
2) Total Reward Revenue Low Estimate - $5,050
3) Total Reward Cost High Estimate - $1,250
4) Total Reward Cost Low Estimate - $625

BUT!!! 
Before we take the Cost away from the Revenue, The Crowd Funding Platform has to take its fees.


3)  Percentage Costs
These are the fees you pay as a percentage of what you just raised. We have these set to the high estimates.

Platform Fee - Usually 5% of what you raise which goes to Kickstarter or Indiegogo or others for allowing you to put your project on their site

Payments Fee - Usually 3-5%  (we used 5%), which goes to Paypal or Amazon payments for processing the money from your Backers.

Consultants or PR Manager - If you hire a consultant, often times they take a percentage of what you've raised. If you're doing your project on your own, you can delete this section.

Total Fixed Costs (from above) - Now we're adding in the fixed costs which are not a percentage of your funds raised.

Total Reward Cost - This is taken from the Rewards Section. Now, after the fees are taken out, we can subtract this.

Surplus After Costs - These two numbers tell you how much you will have left over after all your costs are inputted.

As you can see, the Low Estimate Surplus is -$1957.50 and the High Estimate Surplus is $8795. This means that if you hit your Low Estimate numbers exactly then you would still be almost $2000 short of what you need to make your project happen.

If you hit your High Estimate numbers exactly then you will have $8795 to play with after the whole project is paid for. Fun, huh?


....AND NOW YOUR MAGIC NUMBER
This means, you need to take your Low Estimate Final Total Reward Revenue of $5050 and the amount you're short $1957.50 (making it a positive number) and add them together, which is $7007.50

This is your magic number --> $7007.50

This means your Funding Goal MUST BE AT LEAST $7007.50!!!
If it were me, I'd add on at least $500, maybe an extra $1000 just to be sure.

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Estimate High Costs and Low Revenues...

...So You Can Finish Up Happy :-)

The reason this is such an effective formula is because even the Low Estimates are actually also High Estimates.

- Remember, we put in a $500 Others charge just in case
- We assume all shipping is International, much of it won't be
- We planned for 5% Paypal fees. If you're only paying 3%, that will make a difference

Building higher costs into your estimates will ensure that you have a surplus, not a deficit, at the end of your project.

It's always better to assume you'll be paying more than you're planning for because, let's face it, nothing ever goes entirely to plan. Something will come up that you'll have to shell out for, and WHEN that happens, you'll be happy you planned for it.

In the unlikely case that nothing happens to cost you extra money, GREAT!, now you've got a bigger surplus at the end to help carry your project to its next stage.

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Stretch Goals

A new trend is creating multiple Funding Goals called Stretch Goals, where you show what EXTRA STUFF you will do if your Funding Goals are surpassed.

Take a look at this project called GODUS, a video game project that surpassed its goal of ₤450,000 and made more goals to encourage people to keep the funding coming.



This is a great technique to keep Backers involved and giving you money after you've reached your Funding Goal. This also helps people trust that you're not going to just take the surplus money and bank it...well...maybe not all of it ;-)


Split Campaigns

I can't find any examples of this at the moment, but I've seen a few before. It's where someone needs, say, $20,000 and instead of trying to do one big campaign, they split it up into two $10,000 projects.

This can be useful if you don't think you'll get enough support to raise all your money at once, but it goes a bit against the philosophy that your Funding Goal should be enough to help you fulfill your project.

Another argument against is that these projects are considerably more time consuming then ever. A good campaign will take up months of your time and days of conceptualization. Breaking that into two isn't always a great idea.

That being said, if you have a product and need money for a prototype, it's not a bad idea first to do a campaign for that before you start setting goals for mass manufacturing.


Having an Income for Yourself

If your campaign is a big one - like epic video games - it's not a bad idea to factor in an income for yourself and your team.

In all likelihood, the main cost is labor. But in other projects - creating a manufactured project or artistic production - people often forget to pay themselves or at least have enough money to subsist on while they're implementing their idea.

There's no shame in this, but it does have to make sense. If your project costs $10,000 and will take one month of your life after the Crowd Funding Campaign, don't add $5,000 just for your bank account. That's not cool.

But if the project will take 6-12 months at 45 hours a week to implement after you're finished the campaign, it's not a bad idea to have some of your Funding Goal reserved for your living costs.

If you don't, you'll have to get a job or live off of savings (if you have any) and your project will suffer.

I personally, would rather see $0.20 out of every funding $1 go towards helping this project get implemented in a timely manner, rather than run into the Project Leader at the local McDonald's flipping burgers while I still haven't received my stuff. Wouldn't you?

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Your funding goal is perhaps the most important part of your campaign to plan well because it's the only thing you can't change once you've launched the campaign.

Plan for hiccups and be realistic and you should do just fine.

--Timo
 




Monday, December 10, 2012

Removing Barriers for Backers - Helping People Give You Money



In sales, we always say that the best time to deal with a customer's objections are before they've said them. This requires some experience, a little foresight and a lot of thought.

Many philosophies have different names for creating a path to make it easier for people to do something you want.

Two groups that provide good background are:

1) The Fostering Sustainable Behavior website - Community Based Social Marketing
 It teaches to first identify, quantify, research and then remove barriers to the behavior you'd like.
I've personally used this during my work in the Not-For-Profit sector and it's fantastic!

2) Switch: How to Change Things When Change is Hard - Book from the Heath Brothers
This is one of the most life changing books I've read and has helped me so much in my career. Excellent background reading on how to make things happen that you want to happen. 


When getting serious about a Crowd Funding campaign, it pays dividends to sit down and brainstorm a little about what gets in the way of your potential backers.


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Some Common Barriers to Backers


1. "Dude, sorry, I'm really low on money right now."
 
"No one has "No Money," not even really poor people...
...well...uh...okay some really poor people actually have no money, 
but most people have at least some. 
This is a perception and a pricing problem. Nothing more."

If you don't believe me, try reading reading C.K. Prahalad's The Fortune at the Bottom of the Pyramid.  

It's your job to try and involve even the most cash strapped of friends and well-wishers.


1. Have a $1 donation level
As Don Steinberg points out in his book The Kickstarter Handbook:  

Everyone has a dollar

AND...When people become a backer you also get their email address. BOOM!
Now you've got access to their network, all you need is to entice them to share your project.

In sales, ONE good reference is worth more than a sale, 
because a good reference can lead to TEN sales. 

Maybe your friend Tommy doesn't want to part with his money, but he might have 10 friends who do. If your rewards start at $100, you lose the possibility of gaining from Tommy's network.

For some great examples, The Official Kickstarter Blog has an entire blog post on people offering $1 rewards.

But when you offer Dollar Rewards, make sure they're really cheap (or free) and NOT time intensive. Because if you get 3000 Backers at $1, you don't want to be writing 3000 "Thank You" notes.


2. Create Perceived "Need"
Why do we buy that new, expensive jacket when "oh, geez, I really shouldn't, but I..."
NEED IT!!!
That's why! Or...at least...You feel like you need it.

When you can create the feeling of "NEED" in people, it won't matter what the price is...
...well...within reason.

Example 1- SwiftNotify
Believersfund.com

They create need by showing you a problem most of us have in daily life and then offer their product as the solution. This guy has done sales before...




2. Low Attention Span -  People Leaving Quickly

When you're browsing through Indiegogo or Kickstarter's projects, how long do you actually spend on the page? Try it, probably not more than a minute or two, if that.

Toronto's Search Engine Optimization (SEO) Guru Allan Pollett reckons that websites lose 50% of their visitors within the first 8 seconds. Yikes!

So, what do you do?


1) Cool Picture for Video Clip Cover

I know it seems kind of picky, but this is actually really important because your video is your hook and far too often people overlook this very simple and easily fixed detail.

NOT Great Example 1: 
If the video comes up and it's just someone's head covered by a play button, it's not as enticing as seeing something awesome...ANYTHING AWESOME...just not some person's head or some random unidentifiable object. 

Pretty Darn GOOD Example 2:  This one has the product as the main screen. More awesome is better, but at least this creator is showcasing his product, which entices us to click "Play" and learn more.









2) Space Your Writing - Easy to Read - Concise - Logical Progression

We've touched on this before. The writing is where serious people look for more info and no one wants to read a novel. Even novels are well-spaced, so why are so many project pages just a blanket of writing?


NOT Great Example 1: 
All in bold, which should be saved for the important points.
No headings, and it's all smashed together.

Please don't do this, because no one will read it!




FANTASTIC Example 2:  

Very clear, not lengthy, headlines are easy to read. 

Putting in pictures helps a lot, too.

Great job here!


  






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There are loads more objections, barriers and annoyances that keep people from becoming your Backer. Each project has its own unique barriers.

The more thought you put into what they are and how to deal with them BEFORE they're an issue, the more likely you'll be successful.


Comments below please...if you know of common barriers or solutions, please share.

Thanks all






Sunday, December 9, 2012

CrowdFund Quick Tip 1 - Launching Date

 Be careful when you launch. It will decide when you end. Have a party or an event to mark both and take donations.

Thursday, November 29, 2012

Getting the Word Out Right - Social Networking and Partnerships


In this post you'll learn some of the most effective ways to get your message out; and not just to anyone, but to the right type of person who will want to be your backer.

Demographics

It's marketing, and it's not as much rocket science as you'd think. Sure, marketing companies have teams of professionals paid many thousands of dollars to create quantitative research so that they have something to show their boss. But really, just sit down with a pencil and paper and brainstorm who you think your target market is. Ask yourself these questions:
  • What kind of person is my target backer? 
  • What do they appreciate? Quality? Utility? Innovation? Hilarity? 
  • Is my target backer rich or poor or somewhere in between? 
  • How much do I expect the average backer to give?
  • Are the people in my close network - friends and family - also my target backer?  
  • Where do I go - online and offline - to find my target backer?


Now...Assess YOUR Network


The most important thing in networking is not how many contacts you have, but the quality of contact.

How many times do you ignore Facebook posts, even from good friends of yours?
I DO IT. WE ALL DO IT.

Other people excited doesn't necessarily translate into YOU excited, and vice versa. 

This networking technique has been adapted from Stephanie Palmer's amazing book Good in a Room.

First, break down your network into three groups:
  1. VIPs - These are people who have direct access and influence into the networks you're looking for
  2. Good People To Know - Not the people you give the most attention to, but helpful nonetheless
  3. Everyone Else - These are the people who get blasted by your Facebook posts, but that's about it

Once you have these categories, you're going to approach these people in different ways:

VIPs
The VIPs, if you already have a good relationship with them...GREAT! If not, start learning about them, read what they've written, check out their Facebook and LinkedIn pages. You also need to be sure that they are, in fact, the right person to be on your VIP list. They need to be important to your project.

Example 1: If your project is a book and your sister is dating a publisher. Put in some extra time with that person.

Example 2: If your project is a new restaurant and your best friend is friends with someone who is an official at the local Rotary Club or Commerce Club, then ask for an introduction.


BUT DON'T TALK BUSINESS TOO QUICKLY!
These are the sorts of people you need a relationship with first before you ask for an endorsement or to borrow their network.

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The idea behind VIPs is that you will PERSONALLY ask them to help you spread the word.
Write them a personal letter, take them out for lunch, ask for a meeting, use the telephone; either way you choose, you are going to CLEARLY and CONCISELY tell them why you value them and if they would please help you in your project.
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Good People To Know

These are people who are helpful, though not the sort of linchpins that you really need.

Example 1: If your project is a new app and an acquaintance is a big video gamer

Example 2: That friend of yours who seems to know everyone. The one who brings a party wherever they go

The way you ask for their help doesn't need to require as much effort, but they should not be left out.
Using a mass email, Facebook or LinkedIn message, or a group SMS. Try to make them feel valued without spending hours and hours to do so.

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The idea behind Good People To Know is that you're shooting to get most of them on your side. These people are a large part of your target market, and if you can get most helping to spread the word and half of them backing your project, you're doing fine
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Everyone Else

Now we get to where most people tend to start: Marketing Blasts. 

It's a mistake to think that simply putting a link on your Facebook page is going to bring enough backers to your project. Most likely, it won't. But, it's necessary nonetheless, because it doesn't take much time and effort to reach a lot of people quickly.

Using a Marketing Blast is simple. Create a small blurb that can be put pretty much anywhere on the web. If you have the time you can tailor it a bit to appeal to whatever place you're putting it on, but for the most part, this should be quick and easy. You're going for volume here.

Places you should consider:
  • Facebook
  • LinkedIn
  • Twitter
  • Other Social Media Sites
  • Blogs
  • Forums
  • Buying Ad Space
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The idea behind Everyone Else is that you're trying to reach as many people as possible in the hope that some of them will like your project enough to either help you spread the word or become a backer.
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Back to the Real World

It's an odd habit these days that projects which start on the internet stay on the internet. It's easy to understand why; the internet is safe and comfortable. A few clicks on your computer while you're at home in your pajamas and you're on your way to success, right? Well, sometimes yes, but rarely. 

The fact of the matter is that the real world still has a lot to offer. And if you're really serious about making your project a success then you'll read this next bit carefully


Partnerships

It's a simple idea, and an effective one. It goes like this:

Find people and organizations who are doing something similar and create a Win/Win partnership with them.

Example 1: If your project is a new fashion line, approach the local design school and get them involved. 

Example 2: If your project is creating a line of Eco-friendly dishes, get in touch with your local environmental NGOs or interest groups. 

Never underestimate the value of partnerships. These are people you can be relatively certain already have an interest in what you're doing and will be therefore more inclined to help you. That is, if you can help them, too. 


Advertising

If your project is a large project - a feature length movie production or epic video game - consider buying some advertising. Target it, of course, to those you're trying to reach. These days there are so many avenues for cheap advertising it's ridiculous.  

Example 1: If you're making a magazine project, find a similar publication and advertise in them (but explaining how you're different)

Example 2: If you're in a small town and it's a local project, ask some of the local businesses if you can flyer at their door or put up posters in their window


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The idea behind the real world is that it's very easy to ignore information online because there is just so much of it. Getting into reality adds legitimacy, efficacy and shows people that you're really willing to do the leg work for your project. That's big these days where too often businesses and organizations never have a human face to them anymore. 
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Crowd funding is fast saturated with projects. There are people who are willing to back them. The money is there, but you have to make yourself known to those who are willing to part with their hard earned cash.

Follow these steps and your chances of success will increase dramatically.

Good Luck :-)
--Timo

Wednesday, November 21, 2012

Making Great REWARDS

You get attention with the video, but you get money with the prizes.

You have to make sure your prizes are appropriate and well thought out, otherwise they'll tank.

For a broad overview of Giving Rewards and Prizes, start HERE at Kickstarter School

In this Blog Post you'll find a much more detailed look into the world of Crowd Funding Rewards.

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General Points to Think About
  1. Keep It Simple - Don't write a huge paragraph explaining the reward. Use as few words as possible.
  2. Make It Visual - Put pictures or drawings in the blog section
  3. Use Symbols and Capitals - The words get mashed together. So use all the tools you have to highlight the important information.  
Use CAPITAL LETTERS to draw attention.
Use $YMB@L$, 
Use....dots....,
Use ***Asterisks***,                                                                                                                
Use      spaces       to make your point
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More Specific Topics

Your Product is Your Center Piece

Aside from family and friends who will support you no matter what, the main motivation for people supporting a project is that they're interested in what you're doing

Put simply, if you're project is an app, that should be your main reward. 

Have a look here at The Shine, a brilliantly engineered device. 

Notice, the product makers only gave one low level reward item and then jumped to their product. Backers aren't forced to read through three or four paragraphs of rewards they don't want. 
The Shine
Notice the Visuals!

The Nature Diary

If you've got a good product, it should be offered in the first, second or third reward
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However, don't go nuts with the amounts you're giving away. Notice here in The Nature Diary, they're trying to give away 38 copies. That's too many. What would anyone do with all those books?







Make Your Rewards Visual

Pictures say a thousand words. It's still true.  

Reading through paragraphs of description is putting up barriers

Instead, put pictures of your Rewards in your blog section

Check below to see the blog section of Australian Block Dice, who managed to over-fund by 500%. 

True, they went a little nuts with giving away Eighteen sets. There was only 1 claim for Eighteen, 11 for the Twelve Sets, 20 for Six Sets, 47 for Three Sets, and 46 for One Set. See how that works?  

People want the product. Make it easy for them to get it. A couple of pictures could mean the difference between reaching your funding goals and falling short. 

Australian Block Dice
 


Thank Yous

Offering a simple Thank You is nice, but doesn't work for every project. This goes for a shout out on Facebook and Websites as well. It's intangible and so it has certain limitations.

Here's the rule we've found:
If you're offering a product, don't bother with a Thank You unless it's a very low amount (<$5).
Example, Quickboats have done massively well, but haven't gotten a single Thank You 

The only time a Thank You works well at >$10 is for charitable causes.
StarForge
Example, Help Robin Cerebral Palsy victim --> She got a bunch of Thank Yous at $10 each


Cumulative Prize Amounts

A trend is developing. 

People offer Prize A for $10, then Prize A + Prize B for $20, and so on.This is a fantastic idea!

It works on the simple marketing psychology that if you get more, you're willing to pay more.

One Project that's down this really well is StarForge (Pictured Right)
They make it simple and easy to read.






 
Reward Headlines


The Sun Movie Theater project has a great idea: use clever headlines for each prize. Yes! That is a great idea, except that some of the headlines don't give any description as to what you're getting. 

The "Popcorn" Level is $20, and it contains popcorn, but it also contains a Free Movie Pass. Is that not more of a selling point, especially considering it's their second tier of prizes. Perhaps "Movie & Popcorn" would've been more appropriate

Further down, look at the "Lights" Level. No connection at all to the actual prize, just a cute name. 

These headlines are the hook to generate interest

Save the Sun Theater
It's as important as the title of a book. 

Crappy Headline = fewer readers. 

Simple.  
















Advertising and Product Placement

This is one of the best ideas we've seen so far. This is not just a name in the credits at the end of the film or a shout out on a website. 

No, this is putting a company's logo or information directly into your product

If you've got an app, beautiful, the logo could be in the background. It could be putting a sticker with a swoosh on every product you ship, or having you send a personal message or email to all your backers with a shout out to your sponsor

Some might think of this as selling out, if you think so, don't do it. But it's a viable option, and no one says it has to be a big, faceless corporation. It could be the local shop two blocks from your house. 

The Internet is already built on advertising revenue. Tap into that and the rewards can be great.

***Apologies that we don't have an example for this. We like to give examples with every recommendation. We saw this a couple weeks ago and it worked very well, but neglected to write down the address. If someone finds one, please send it to us. Thanks****


Blackberry Market
Geographically Appropriate 

This one should be a no-brainer, but you'd be surprised how often we see local rewards for international products, or vice-versa

The Blackberry Market is a good example. It's a very local project - a small restaurant - and nearly all of their rewards are geared towards people who are close enough to come into the restaurant and enjoy the food. Basically, they're gifting their product, which is what we like to see.

However, look right here and you can see in the breakfast club option, that they've made provisions for people from out of town

One step further would be to create one or two entire rewards for people from far away, so you're not excluding people (make sure it says it in the headline, too).  





Including the Actual Value of the Rewards


Save the Sun Movie Theater
This isn't a recommendation, nor a rejection...merely an observation. 

Recently, We've seen some projects putting the actual dollar value of the rewards they're giving. The Sun Theater from above was doing this (see right)


This way, you can see how much their mark up is, which is questionable. 

We haven't gathered enough evidence to say one way or another, but our sense is that it's NOT a good idea, simply because people could disagree with how much you're charging for something and feel "ripped off."


No one can tell if you're being truthful in your valuations, so it takes away the added element of transparency. 

Moreover, even if you value them as almost exactly what you're charging for the reward, how could you make enough to fulfill your project goals - unless the goal is a very small amount?

Stores generally don't advertise their costs, and for good reason.

Readers thoughts on this are welcome...







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 That's it for this post. Tune in NEXT WEEK and we'll be talking about: 
Using Social Media and Building Partnerships












Monday, November 12, 2012

Marketing Your Crowd Funding Gimmick 101


One of the biggest pitfalls we see are people with great ideas, who think their idea will sell on its merits. It won't!
You may have the biggest game changer in a decade, but if you can't sell your idea, forget it. No one will give you money. 


This is not just some gimmick, this is Marketing and Sales 101, and these techniques have been proven by business to be effective. 

One approach we've become fond of is applying the Sales Cycle to your project. 

The Sales Cycle is a few easy steps - that can differ depending on who you're talking to - that run you through the process of selling something effectively. Professionals tweak it, depending on what kind of sales they're doing (face to face, online, by snail mail...yup, that still happens, or by telephone).

The basic skeleton, is a great place to start if you have no experience in sales or marketing.

Here we'll give you some specific examples as we start with Step 1:

1. Build Rapport
2. Show Need
3. Create Urgency
4. Offer Solution
5. Close 

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1. Build Rapport
 
In short: MAKE PEOPLE LIKE YOU AND YOUR PROJECT

The first place to start is building the Story of Your Project. 

Advertising these days is based on feeling first before rationality. If people straight up don't trust you, don't like the look of you, or find you or your project uninteresting, you're dead in the water. 

Show common ground and help them identify with you. 
The best place to do this quickly is in your video. This is where people will look first. 
Then the story needs to be re-iterated in the text underneath. 

Think about popular YouTube videos you've seen. Not the cute cat videos (well, even those actually), but ones where people are trying to get some information across. 

Generally Good Internet Videos are:
(we're working on a blog post now solely for videos, that'll be out later in the week)
  • Short (1-3 minutes MAX...think about your own attention span for an internet video)
  • Concise (get the important stuff out quickly and clearly)
  • High Production Value (at least a cut or two, some music in the background and a picture will help, obviously the more professional looking the better)
  • Funny (or in some way entertaining...not a boring, mono toned lecture about your project)
  • Have a Story (people love stories, YOUR story and YOUR PROJECT'S, spice it up, make it interesting) 
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Well Done Examples

Example #1 - Building Rapport and Showing Need Creatively
TGT Wallet (Pronounced "Tight Wallet")

A great example of a project that Builds Rapport and Shows Need simultaneously is the TGT Wallet

This is beautifully succinct marketing. The montage at the beginning is purely visual, but it helps us all identify with our bulky wallet problem and shows us the solution. 

He builds even more rapport afterwards with...you guessed it...The Story of TGT Wallets (Pronounced: "Tight" Wallets). The story is spoken like people speak with a quick photo montage, where the talking points and pictures match completely. This is both entertaining and getting the story across.
 
Two Thumbs up to these guys!


Example #2 - Easily Understood Project
Comida Latina: An Illustrated Cookbook
  
 Great start to the video; a little bit mysterious with the music, but also showing her in the kitchen doing the same cooking that her target audience is likely to want to do as well. We can immediately put ourselves into her place and picture ourselves doing what she's doing.

Within 30 seconds she actually says what her product is: illustrated recipes. It helps SIGNIFICANTLY that it's also in the Project Title. It's simple and easy to understand. I cannot overstate this enough!

The video production value is simple but effective. Anyone could do this with Microsoft Movie Maker. Pictures of her products beside video of her cooking. 

Surely, there is beauty in simplicity!  

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Could Be Better Examples

Example #1 - Know Your Abilities and Your Inabilities (Ahem, public speaking)
Manufacture New York
 
First lesson here, and this might sound a bit harsh, but if you're not particularly charismatic, don't make yourself the focus of the video. It sucks, I know, but it's marketing. You need someone who people want to listen to and watch. If you're a nerd in your basement who is an IT genius, the shots of you talking should be minimal. 

Instead, be creative. Make a short cartoon, use drawings if you have to, have pictures, but recognize that you may be smart, creative and just not a very engaging public speaker. 


Example #2 - Have a CLEAR Message
Tally Ho!


It takes them 30 seconds of a picture montage before they get to the talking, too long. 

Then, the fellow starts talking about people not getting into "the establishment," not bad, helps show need, but then he starts talking about over-sized posters.
Is this a project for over-sized posters?
No, it's for a magazine, but that's not stated clearly and quickly. We have to figure it out.

The talking is very vague. It's hard to discern what it is they are trying to do and why exactly. 
More importantly, it's nearly impossible to figure out where $10,000 USD is meant to be used for. 

Lastly, the worst part is this fellow who's meant to be an expert giving them a good review, put it into the light of "no one does print, but yeah there are still a few left." That, interspersed with the shot of him rubbing his temples as though he's got a headache produces a negative feeling.


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Bottom line, you gotta put some marketing jazz into your project. Create your story and convey it quickly, clearly and entertainingly. 

Even Shakespeare used to start every play with a gripping scene to grab his audience, you'd do well to heed these age old lessons. 

--Timo