November 22, 2010
“Product/market fit has always been a fairly abstract concept making it difficult to know when you have actually achieved it.
I’ve tried to make the concept less abstract by offering a specific metric for determining product/market fit. I ask existing users of a product how they would feel if they could no longer use the product. In my experience, achieving product/market fit requires at least 40% of users saying they would be “very disappointed” without your product. Admittedly this threshold is a bit arbitrary, but I defined it after comparing results across nearly 100 startups. Those that struggle for traction are always under 40%, while most that gain strong traction exceed 40%. Of course progressing beyond “early traction” requires that these users represent a large enough target market to build an interesting business.
 
Once you have achieved product/market fit, it’s time to accelerate through the next steps of the pyramid and then begin scaling your business. Here’s a brief description of what to do at each of the steps before scaling:
Promise: Highlight the benefits described by your “must have” users (those that say they would be very disappointed without your product).
Economics: Implement the business model that allows you to profitably acquire the most users.
Optimize: Streamline a repeatable, scalable customer acquisition process by testing multiple approaches and tracking to improve the right metrics.
Effectively executing these pre-scale steps often improves the conversion rate to transactions by 5X or more. This directly boosts the effectiveness of every future marketing initiative by the same proportion. Just don’t rush into this fine-tuning phase until you have first achieved product/market fit.”
[this is a repost from Sean Ellis’s “Startup Marketing Blog”]

“Product/market fit has always been a fairly abstract concept making it difficult to know when you have actually achieved it.

I’ve tried to make the concept less abstract by offering a specific metric for determining product/market fit. I ask existing users of a product how they would feel if they could no longer use the product. In my experience, achieving product/market fit requires at least 40% of users saying they would be “very disappointed” without your product. Admittedly this threshold is a bit arbitrary, but I defined it after comparing results across nearly 100 startups. Those that struggle for traction are always under 40%, while most that gain strong traction exceed 40%. Of course progressing beyond “early traction” requires that these users represent a large enough target market to build an interesting business.

Once you have achieved product/market fit, it’s time to accelerate through the next steps of the pyramid and then begin scaling your business. Here’s a brief description of what to do at each of the steps before scaling:

  • Promise: Highlight the benefits described by your “must have” users (those that say they would be very disappointed without your product).
  • Economics: Implement the business model that allows you to profitably acquire the most users.
  • Optimize: Streamline a repeatable, scalable customer acquisition process by testing multiple approaches and tracking to improve the right metrics.

Effectively executing these pre-scale steps often improves the conversion rate to transactions by 5X or more. This directly boosts the effectiveness of every future marketing initiative by the same proportion. Just don’t rush into this fine-tuning phase until you have first achieved product/market fit.”

[this is a repost from Sean Ellis’s “Startup Marketing Blog”]

November 22, 2010
The Pilot Report: 12 Mile Radius

The Pilot Report is a blog  series which details some of the stuff our pilot companies have been working on. This week our post is from the 12 Mile Radius blog. Click here or the title of this post to visit the 12 Mile Radius website. 

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Many mobile game these days are heading towards the freemium model of purchasing. According to one article (see it here) almost 40% of the top 100 games on the app stores are freemium model. So why the trend? It seems that Freemium model games get more profit, as it lures someone in with a free game and then offers enticing rewards for only a dollar or two. And then it’s a steep descent into pumping a lot more money into the game. Check the example of Stardunk, a game by Godzilab. They now have over 1.7 million downloads of their game and are netting much bigger profits than when the game followed the premium model.So how do the companies make more money this way? Seemingly people would be more willing to pay a one-time fee of 1$ and then have unlimited access to content rather than having a free game with restricted content for which you have to pay.

They make money from two different ways: outliers and the “lost investment” phenomenon. Outliers just refer to those people who will spend hundreds of dollars on a game merely because they have nothing else to do with it. If you think about it, one person spending $1,000 is the same as 1,000 people spending $1. So when the business analytics get released, these things don’t get mentioned.

The “lost investment” phenomenon is the idea that people don’t like to lose something that they’ve spent so much time on. For example, people will continue to play a game such as Farmville, even if they no longer find it enjoyable, merely because they don’t want to lose all of the things they’ve grown and everything they’ve worked so hard to achieve when they stop playing.This applies to the freemium model in that it requires a continuous amount of revenue to maintain the game in the way they want. Most games you can’t really get away with one-time purchases if you wish to have the best. You have to keep pouring money in, and once you’ve already done it once or twice, you don’t want to stop. 

So is it a good business model? Only if done correctly. As it says in the Godzilab article mentioned above, you have to go about it the right way, and many games don’t lend themselves to that correct manner of freemium model.

We at 12 Mile Radius, however, think that the freemium model will not lend itself to the games we are trying to make. Additionally, the freemium model doesn’t work with the games that we want seen in the  market. Next week we’ll have an article explaining this more and explaining our view on the market of mobile phone games.

October 27, 2010

12 Ways To Add Design Thinking Into Your Project - Tom Hulme

October 27, 2010
The Pilot Report: 12 Mile Radius

The Pilot Report is a blog series which details some of the stuff our pilot companies have been working on. This week our post is from the 12 Mile Radius blog. Click here or the tile of this post to visit the 12 Mile Radius website. 

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So we’ve been kind of MIA over the past few weeks. This is mainly due to the fact that we’ve really been trying to figure out where we’re going with this company. We’ve decided to take a slight detour down the path of least resistance (that of making a microgame) in order to help us achieve our longterm goal of making a macrogame in order to change the mobile phone gaming industry.

But wait! What are microgames and macrogames?! Who knows? We do. We’ve coined the terms to help us and our customers understand the difference between where the mobile gaming industry is now and where we want it to be after our 2nd game launches. A microgame is a small game that is played for maybe 5-10 minutes, you make a lot of progress in that small amount of time, and you don’t think about the game again for a while, for example, Angry Birds, Plants vs. Zombies, etc. While these are great games, we want to take mobile phone games one step further into the land of macrogames.

Macrogames are big, expansive games that can (and we emphasize the word can) be played for long periods of time. This includes things like Final Fantasy, World of Warcraft, and Kingdom Hearts. This is where we think the mobile phone gaming industry is lacking (or, at least, it’s lacking in good macrogames).

All that aside, the main point of this post is to let you all know we’re back in black and we’re taking off again. We’re going to start off with a microgame in order to generate some revenue so that we can fully accomplish our goal of making a macrogame on a mobile phone.

On a side note, Greg got a haircut.

August 15, 2010

The Lean Startup has evolved into a movement that is having a significant impact on how companies are built, funded and scaled. As with any new idea, with popularity comes misinterpretation.

Here are the top five myths about The Lean Startup, and the truth behind each misconception:

Myth 1: Lean means cheap. Lean startups try to spend as little money as possible.

The reality is the Lean Startup method is not about cost, it is about speed.  Lean startups waste less money, because they use a disciplined approach to testing new products and ideas. Lean, when used in the context of lean startup, refers to a process of building companies and products based on lean manufacturing principles, but applied to innovation. That process involves rapid hypothesis testing, learning about customers, and a disciplined approach to product development.

Myth 2: The Lean Startup methodology is only for Web 2.0, Internet and consumer software companies

Actually, the Lean Startup methodology applies to all companies that face uncertainty about what customers will want. This is true regardless of industry or even scale of company: many established companies depend on their ability to create disruptive innovation. Those general managers are entrepreneurs, too. And they can benefit from increased speed and discipline.

Myth 3: Lean Startups are bootstrapped startups

There’s nothing wrong with raising venture capital. Many lean startups are ambitious and are able to deploy large amounts of capital. What differentiates them is their disciplined approach to determining when to spend money: after the fundamental elements of the business model have been empirically validated. Because lean startups focus on validating their riskiest assumptions first, they sometimes charge money for their product from day one – but not always.

Myth 4: Lean Startups are very small companies

This focus on size also obscures another truth: that many entrepreneurs live inside of much larger organizations. As I’ve written elsewhere, I believe the proper definition of a startup is: a human institution creating a new product or service under conditions of extreme uncertainty. In other words, any organization striving to create disruptive innovation is a startup, whether they know it or not. Established companies have as much to gain from lean startup techniques as the mythical “two guys in a garage” (and, as I’ve witnessed in my consulting practice, sometimes even more).

Myth 5: Lean Startups replace vision with data or customer feedback

Truth: Lean startups are driven by a compelling vision, and they are rigorous about testing each element of this vision against reality. They use customer development, split-testing, and in-depth analytics as vehicles for learning about how to make their vision successful. Along the way, they pivot away from the elements of the vision that are delusional and double down on the elements that show promise.

The old model of entrepreneurship was dominated by an over-emphasis on the magical powers of startup founders. Usually, the stories we hear about successful startups describe a brilliant visionary, fighting valiantly against the odds to create a new reality. As employees gradually fall under his or her spell, they execute his or her master plan, which leads, in the end, to world domination.

Anyone who has spent time around real startup successes knows this story is usually wildly untrue. Founders benefit from historical revisionism and survivor’s bias: we rarely hear the stories of the thousands of visionaries who failed utterly.

The Lean Startup moves our industry past this mythological entrepreneurship story and towards a methodology that is more scientifically grounded and accessible.

People who are truly committed to a vision of changing the world in a significant way can’t afford the luxury of staying in that cozy, comfortable place of building in stealth mode without outside feedback. If you really believe your vision needs to become a reality, you owe it to yourself to test that vision with every tool available.

Via Reuters.com

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