Showing posts with label OUGD601. Show all posts
Showing posts with label OUGD601. Show all posts

Tuesday, 21 January 2014

GOOD NEWS.



It took Kickstarter a bit longer than expected BUT. It's finally ready to be launched, and the launch day is Thursday as I just started doing a video and now want to finish it off before launch.

Did an announcement on facebook and Tumblr to kickstart a movement with these pictures



Friday, 17 January 2014

Evaluation.

1. What skills have You developed throughout this module and how effectively do you think you have applied them?

I have developed research and analytical skills. It has changed and improved my understanding of theory being applied to practice. I've also understood that undertaking more research and analysing the topic, you have - become more informed and your work will be better. I also have improved my writing skills and learned. i also have learned so much about Kickstarter which I'll use more often in the future. I think I applied myself really well in this module, obviously trough struggle but eventually managed to dedicate myself and really try to deepen my understanding about the subject that I chose. I've also learned to ask for help from other people, especially when you are stuck with something.

2. What approaches to/methods of design production have you developed and how have they informed your design development process?

I've learnt to apply theory into practice and tie them both in. I've tried an absolutely different platform for my idea and a different role as the curator of the project. I've learned project management skills that involves a lot of contacting and arranging, also re-arranging. I realised that that is probably my strongest yet skill that I have, that never explored as much as trough doing this project.

3. What strengths can you identify in your work and how have/will you capitalise on them?

I have identified my strengths in time.project and equipment management. I have gathered a team during the Christmas period and I never even though that is possible. For that reason I think - I could become a very good curator. I again capitalised on video as well, and will definitely be exploring this medium much more in the future. I don't think academic writing is my strongest skill yet again I have enjoyed it more than expected. I do really enjoy researching into the topic. I realised I do enjoy writing though and will be writing more often in the future.

4. What weaknesses can you identify in your work and how will you address these in the future?

I am really bad in blogging and I don't think I'm going to become better. I realised that I research more than I will ever show and I am not as consistent with documenting it on bog, yet again I really enjoyed different ways of documenting such as making notes and analysing texts on paper and discussing my topics with REAL people. But I would definitely address my weakness in bogging. And I changed my topic exactly 5 times and only decided on my final one a month before the deadline. I did really enjoy the one that I chose, I don't think it's a weakness but it might be seemed as one in the academic world, so I ill address it as one.


5. Identify five things that you will do differently next time and what do you expect to gain from doing these?

1. Never try to convince people to help you, if they are not interested in the very beginning - leave it. Even if they say "Yeah, I would like to be part of this". Only choose the people who can be 'BOTHERED" and motivated to do projects with you and come back to you first with an offer!

2. I would probably try to blog more though I would probably end up not doing that, but I could try.

3. Find a different way to present your research as blogging seems to put my mark down every single time. Maybe scanning notes in? Or handing in your research folder, or maybe just scanning in the research folder and uploading it to issu.

4. I would leave more time to think trough the video and plan it out more. Which could have probably effected the campaign.

5. Start the dissertation writing part earlier, even tho I did start last year, still wasn't enough time. And find out more guidelines as I seemed I didin't know what I was doing half of the time.

1 - lowest, 5 - highest


Attendance 5

Punctuality  4

Motivation  5

Commitment  5

Quantity of work produced  5

Quality of work produced  5

Contribution to the group  5




Wednesday, 15 January 2014

KICKSTARTER CAMPAIGN RESEARCH (ALL CAMPAIGN WORTH LOOKING AT)



1. Wipebook 


One of the first campaigns I looked at and definitely wanted to 'GET'!

"Generate amazing ideas with our reusable whiteboard notebook!"
The video demonstrates the product clearly. Frank Bouchard - is the creator of the idea. They use a very old method of selling. Problem ----> problem solution. You can see they put a lot of effort into creating all the gift illustrations and making the idea as clear and as 'needed' as possible! The campaign is really detailed



2. THE 2014 WALL ASR CALENDAR - A Unique Circular Calendar


Within the Graphic Design area, the most impressive thing that I've seen and has been fully funded is this calendar! It ahs a very detailed description of the design and the process and again. Problem -----> solution.

3. I wonder what it's like to be dyslexic 

Another great Graphic Design campaign - the book of how dyslexic people feel made by Sam Barclay who is a dyslexic graphic designer!  It again has a already prepared design solution and ready made product. Also has a detailed explanation and charts as well as what have people said about this already.

4. Final Quest Part 2


Yet again there are campaigns like this that got funded but I'm not too sure should it be ranked as a successful campaign? As the pledge was small and I'm not even sure why the money was needed?

5. Double Fine Adventure 

This is probably the video that I analysed most! I absolutely enjoyed the video and actually got a lot of ideas from it from my own video! Double Fine and Player Productions have done two videos and both of them were really strong and GOT FULLY FUNDED WITH NOT MUCH INFORMATION tho! There are only previews of the work and the idea is mainly explained. I definitely played on the factor "I'm already successful" 

6.Wish I was Here

This video brought in a lot of controversy as it was made by Zach Braff and although the reason behind him doing a kickstarter was to be intendant from  other sources of financing - few weeks after he got funded thsi happened ---->  http://www.theguardian.com/film/2013/may/16/zach-braff-kickstarter-controversy-deepens

7. Above the game: A guide to getting awesome with women.

This is another contraversial campaign that has been funded trough Kickstarter. After this campaign Kickstarter banned 'seduction guids'  http://www.theguardian.com/technology/2013/jun/21/kickstarter-above-the-game-ban as the book clearly encourages violence against woman which Kickstarter clearly stated are against. 

8. The Veronica Mars Movie

This campaign is 'classed' as the most successfully crowdfunding campaign yet. As it raised the most budget in a short period of time. And though kickstarter said that it is a good thing that a lot of fans come to Kickstarter as they usually end up funding more than one project - so it's useful to everyone. Obviously, cound out 5% and figure out why it's useful to Kickstarter. 

9. Battle of Brooklyn

"Battle of Brooklyn chronicles a six year community fight against a massive real estate development that uses eminent domain to take people's homes."
A social problem and again a solution. It's amazing how Kickstarter does social problems as such. 

10. Building our own classroom:Studio h at the REALM Charter School

I would say a very friendly and wishful project. Has a great feel of community and care and is something for the YOUNG GENERATION. 

11. Happy Canes - Spring '13 - Canes for grandma

This is the best and shortest Kickstarter video I have ever seen. It just proves that Kickstarter is such an amazing place! And it creates the possibilities for everyone to bring their ideas to life, no matter what age you are! 

12. GoldieBlox: The engineering toy for girls. 

Another successful and brilliant campaign yet again from an established engineer Debbie Sterling, creative, a great idea and an absolutely brilliant toy for girls who want to be more than a princess! 

13. A Night of Graphic Design Straight talk with Aeron Draplin

Another Great example for successful graphic design campaigns. Aeron Draplin is a very exiting graphic designer who absolutely loves old school signs. Again we are looking at the 'already achiever' selling point and YET again not the creators but the person involved in the talk. A bit of a different approach.

14. My reincarnation

A film proposal. A little less stereotypical for a Kickstarter video as the director is never shown on the video. It's become a standard for the creator to be on the film. But this campaign shows that's it's not about the creator. In some cases it is. 

15.Theft resistant bike light by Gotham Bicycle Difence

In the product design category. Again the same thing problem ----> solution. Very simple idea as well. Well executed and really easy to understand video! 

 










Articles. Kickstarter

http://inspirationfeed.com/articles/design-articles/10-most-successful-graphic-design-kickstarter-projects/

<- I visited many other page such this in order to find the right projects that I could discuss.

Friday, 10 January 2014

Video. Goldieblox



Probably the best Kickstarter video that absolutely defines the fact that it's becoming more and more about selling and making a good video or a good advert.

Tuesday, 31 December 2013

DISSERTATION/FINAL PIECE.


Name: Greta Medelyte

Degree Programme: (BA) Graphic Design
2013/14

Title: “To what extent has Kickstarters success as an online crowdfunding resource influenced and affected the success rate of a Kickstarter campaign?”
























6,291 words
Content:

Introduction ……………………………………………………………………...…..3
Chapter One. The phenomenon and controversy of Kickstarter ……….….…..4
Chapter Two. Successful Kickstarter campaign techniques …………….……..8
Chapter Three. Kickstarter project success through Kickstarter brand
equity and strategic management ………………………………………………..13
Bibliography …………………………………………………………………...……19
























Introduction.
This research project will explore Kickstarter as a leading crowdfunding online resource. It will also look at the influences on the success of a Kickstarter crowdfunded campaign and to what extent Kickstarters brand equity contributes to campaign success.  A historical and analytical approach will be taken as well as a pragmatic one and action research will be carried out through analyzing a number of Kickstarter campaigns. Moreover, the author will refer to campaign she has personally set up.
Chapter one will investigate and define Kickstarter as a crowdfunding resource and why it has become an online phenomenon despite all the controversy. In addition it will  look into the history and the origins of the crowdfunding idea.
Chapter two will investigate the process of starting a Kickstarter campaign. In addition it will study a series of successful campaigns and inspect the reasoning behind them regarding why campaigns on Kickstarter are more successful than any other crowdfunding resource.
Chapter three will examine Kickstarters brand equity through analyzing their strategic brand management. It will also explore the Kickstarter user-centered interface design and why Charles Adler is one of the co-founders of Kickstarter. (something to do with interface design experience)
The following glossary is provided below in order to understand the terminology used in Kickstarter (Steinberg, 2012, p 18):
campaign - posting a creative project on Kickstarter to raise funding and setting it up to run for a certain number of days
creator - someone who launches a campaign in Kickstarter.
backers - people who donate money.
pledge - the money given by the backers.
funded - when a project reaches its final target.
rewards - items that backers receive as a thanks for the pledges


Chapter One. The phenomenon and controversy of Kickstarter
This chapter will explore the definition of Kickstarter and the basic functions of the website. It will include the history of crowdfunding before the digital age. It will investigate the phenomenon and the controversy of Kickstarter and what effects it havs had on Kickstarter in order to understand the essence of Kickstarter.

The focus of this study is an online crowdfunding platform for creative projects called Kickstarter. The site was formally launched in 2009 by Perry Chen, an entrepreneur, Yancey Strickler a music  journalist and Charles Adler, a user-interface design expert. Kickstarter is one of those “so-crazy-it-just-might-work” ideas that actually succeeded. The principle of Kickstarter is simple. A project is created that fits within the 13 categories that are further sub-divided into 36 subcategories of Kickstarter; no charity projects are allowed. The creator of the Kickstarter campaign pledges money to back up the campaign of whatever creative project they had in mind. Basically the public is asked to provide funding for a campaign and, if they are impressed they may contribute. It is interesting that  a website like this can exist as  everything these days  online is for free - google, twitter, facebook etc. (Steinberg, 2012, p. 11)

Not only that but Kickstarter is one of the world’s largest crowd-funding platforms. One of the reasons for this is that, unlike other investment sources or crowd funding Kickstarter does not claim  ownership of the project or the work the creators produce which creates absolute independence. On the other hand there is no guarantee that creators will deliver on their projects, use the money to implement their projects, or that the completed projects will meet the backer’s expectations. That is why backers are advised to use their own judgement when supporting projects. In many cases it  becomes surprising how the creators build up such a strong community of backers that believe whatever the creator will ‘say’ or ‘promise’.
The second key for success in Kickstarter is community. Vistors to www.kickstarter.com website get a sense of social networking. Kickstarter has built an amazing bond between the backers and creators. They encourage the backers to support campaigns and the creators to be generous by giving them great rewards. For this reason, Kickstarter has created a support network and they are at the peak of crowdfunding. Michael Galinsky who did a ‘Battle of Brooklyn’ Kickstarter (Rumur, 2009, www.kickstarter.com)  also wrote an article, ‘The Kickstarter Effect: Fundraising as Game Theory’ which states that there is not only a financial but an emotional investment when people pledge to kickstart a project.
“People who pledge towards a project become invested in seeing the project succeed, so they are likely to reach out to others to help reach the goal.” (Galinsky, 2010, ‘www.documentary.org)
However, If the goal of the pledge is not reached, the creator does not receive anything and that itself utilizes the power of game theory to raise fundraising energy. From July 2013 the success rate of Kickstarter projects that reached the goal was 43.66%. (Alexa Internet inc., 2014, www.kickstarter.com) By that time Kickstarter had generated $717 million of pledges 5% of which goes to Kickstarter and 3-5% to Amazon which collects the pledges. Through out the year 2013 alone, three million people pledged $480 million to Kickstarter projects. (Alexa Internet inc., 2014, www.kickstarter.com) Who would have thought that such a simple idea as that would change the creative industry and to some extent revolutionise the way projects are supported?

Kickstarter, being a crowd-funding resource, creates the possibility of independence and circumvents decision makers and gatekeepers and most importantly traditional sources such as business loans, venture capitalists, angel investors also public and private grants. (Grant, 2010) Consequently all of these sources include shared ownership and the decision of allocating funding will depend on amount of revenue the ideas are projected to produce. (Steinberg, 2013, p. 10) For that reason Kickstarter creates a new platform that allows the creator to proceed without sharing ownership. It is becoming the 21st century way of sharing wealth and ideas in ways that were not possible before the online culture. (Steinberg, 2013, p. 12)

Nevertheless the idea of crowd-funding is not absolutely new as it is a throwback to  much earlier times when artists would have wealthy patrons. Classical composers such as Mozart and Beethoven occasionally relied on “subscriptions”  that were similar to the Kickstarter system. As Steinberg explains in  “The Kickstarter Handbook” (2012), these subscriptions allowed them to advertise for pledges to finance concerts and printed editions of their work. As an example, in 1783 Mozart wanted to perform three recently composed piano concertos in a Viennese concert hall and he published an invitation to prospective backers offering manuscripts to those who pledged. Apparently he did not succeed the first time. However he tried again the following year and received 176 backer pledges to make the concert happen. (Kazmark, 2013)
There are many more examples like this that can be found  in the past that shows crowdfunding was popular and necessary before the digital age although maybe not  as much as it is now. It does not fall within the scope of this study to explore these. Obviously online platforms such as Kickstarter have made it easier to find the right people and created a virtual heaven for entrepreneurs who do not want to be reliant on an agency or person that would strip away their freedom and vision of what the product, piece of art or any other body of work could potentially be. It has also outrivaled its competitors with project success. According to the crowdfunding success rate chart, more than half of the projects that raised the most funding were in Kickstarter. (n.d., crowdsourcing, www.wikipedia.com)

Kickstarter also hosts a lot of popular names and social figures that have attracted a lot of press whiles it also fans a great deal of controversy. One of the most successful campaigns in the film section, “Veronica Mars Movie”, has raised a lot of questions about the clarity of Kickstarter goals and intentions. “Veronica Mars movie” became one of the most funded movies in Kickstarter reaching of $5,702,153 while the goal has been $2,000 000. There was a lot of press involvement and many different opinions were shared around the internet which obviously was a good way of marketing Kickstarter.  After the Veronica Mars campaign, another star, Zach Braff, did a campaign of his own movie, “Wish I was here” claiming that he wanted to make an independent movie sponsored by the fans so he could have the creative freedom. The Kickstarter video of “Wish I was here” has a lot of interruptions of famous people just ‘walking’ into the shot. (Braff, 2013, www.kickstarter.com)  This is a very good selling point. It became an even bigger controversy when, after the campaign finished,  Worldview Entertainment sponsored the movie with extra funds that took the movie’s budget up to $10 000 000. (Child, 2013, The Guardian) Yet again Kickstarter stated on their blog:
“The Veronica Mars and Zach Braff projects have brought tens of thousands of new people to Kickstarter. 63% of those people had never backed a project before. Thousands of them have since gone on to back other projects, with more than $400,000 pledged to 2,200 projects so far. Nearly 40% of that has gone to other film projects.”  (Chen, Strickler and Adler, 2013, www.kickstarter.com)
The question remains, was this a well-thought out trick to get more attention and a bigger money flow? These are only a few examples of controversies that Kickstarter has had in the past. One of the greatest scandals concerned the book “Guide to getting awesome with women” which was funded through Kickstarter, but was called by critics ‘the guide for rapists’ as the book had a lot of references to violence against women. (Hoinsky, 2013, http://web.archive.org) Later the author, Ken Hoinsky, made an apology  and yet again, the book was funded even though Kickstarter had been asked to remove the campaign. Kickstarter later wrote an apology in their blog in which they explained the reasons for their actions and took full responsibility by making sure they would not repeat this kind of mistake in the future. (Kickstarter Team, 2013, www.kickstarter.com) They now prohibit “seduction guides” or anything similar.
“This material encourages misogynistic behavior and is inconsistent with our mission of funding creative works. These things do not belong on Kickstarter.” (Kickstarter Team, 2013, www.kickstarter.com)
Before starting  a Kickstarter campaign the creator needs to agree on a set of rules and guidelines that are legal. Kickstarter has existed for five years nows. They are still developing and adding rules with every mistake they make. The interesting thing about all of the controversies are the Kickstarter Blog comments which are updated continuously, making sure that the community of Kickstarter are aware of where Kickstarter stands and what its opinions are. The second reason why Kickstarter is a phenomenon and different from any other crowdfunding website – community, is that , upon registering with Kickstarter, the participant becomes a part of the community that has two sides, backers and creators but the user is encouraged to be both. This encourages the user to be more involved which creates care and community which adds to Kickstarter success.

Chapter Two. Successful Kickstarter campaign techniques
This chapter will analyze the process of setting up a Kickstarter campaign and the process of building a Kickstarter page. It will also include tips and examples of other campaigns that have reached or even overgrown their goals. Furthermore, it will look behind the factors of success in these campaigns. Also the question  will be raised as to shy KIckstarter crowdfunding campaigns are more successful than any other crowdfunding  website.
A large amount of online and published material about Kickstarter undoubtedly contributes to its success. Kickstarter even has a ‘Kickstarter school’ where enquirers can find answers to many questions. It seems that they are trying to prepare the creator’s projects and really help in making them successful.  After reading handbooks and guides as to how to make a Kickstarter campaign successful it is obvious that there is a certain approach to a successful campaign. First the creator decides on the idea and creates a clear concept and deadline for the campaign. It is very important for the campaign to be a project which has a clear ending so the creator is advised to start out with really good planning and calculations of how much he will need to pledge, as Kickstarter, Amazon and gift fees have to be included in the price otherwise the campaign might be more detrimental than useful.
Kickstarter always encourages people to try and fund their idea and gives many examples of successful campaigns. They warn that having a Kickstarter campaign online is a full-time job and it will be hard work promoting it. Then, if the creator is still interested in pursuing the idea, he or she has to check if they have the rights to start a Kickstarter, for example they are over 18. Once the creator is eligible for a Kickstarter, he needs to check if his project meets all of the Kickstarter criteria, for example “Projects cannot offer genetically modified organisms as a reward.” (n.d, www.kickstarter.com) Once the project is approved,  the creator has the right to start a Kickstarter campaign and the amount of pledges needed are estimated, it is safe to proceed to the other phases which will be divided into three sections: the video, the Kickstarter page and the promotion.
The video is probably one of the key factors of the campaign. After researching many Kickstarter videos and looking at their success, a few common  factors that lead  to a successful video have been found although they may vary between different categories of Kickstarter. If the creator has an already established reputation, the best selling point is going to be their character and previous achievements, for example Tim Shafer is an American computer games designer with an established reputation in gaming. He had two Kickstarter campaigns and not only funded both of them but exceededthe pledge. Analyzing the videos that he produced for both of the campaigns, ‘Double Fine’ and ‘Double Fine’s Massive Chalice’ (Double Fine and 2 Play Productions, 2012, www.Kicksrater.com) it is clear both had the experience and elements required for a quality video. The product design category will not be analyzed as it is a completely different sector and even has a different set of rules. It is however one of the most funded categories in Kickstarter. Another important key figure in making a successful Kickstarter video is to state what the idea is and its purpose.
The ‘Kickstarter School’ encourages the creator to be enthusiastic about their project  and convey their excitement to people. A good example of this is within the graphic design category. The video “Bucketlistmap: putting the awesome back in maps”, by Simon Schuetz demonstrates that really well. (Schuetz, 2013, www.kickstarter.com)  To addition there is another trend within the graphic design category that involves the product attracting funding designed and produced in advance of the campaign. Kickstarter was created for people with passion so, for that reason, another key factor to a successful video is the creator. It is highly recommended by the site creators to show and share the enthusiasm and personality within the video. Backers want to see who are they giving their money to. Nano Whitman who raised money to take his band on tour states that rewards are secondary but the video is key to the campaign.
Kickstarter has also stated that, as in life, same in Kickstarter appearance is key although there are some examples of successful campaigns where the creator chose not to appear in the video.(Steinberg, 2013, p. 94) For example Jenifer Fox for her campaign for her documentary movie “My Reincarnation” showed a trailer of the movie and included the reactions of people that have seen the movie. (Fox, 2011, www.kickstarter.com)  In this case her work represented her and there was no necessity for her to be involved in the picture.  Nevertheless  that is only the case if the work has already been done in advance as some of the projects might not even be in production but rather be an idea or a vision of what the creator intends to do with the funding.
Kickstarter tries to be honest whilst preparing project creators for the video. In the book ,“The Kickstarter Handbook”, (2012) there is a paragraph stating that appearance matters and “attractiveness can attract things”. (Steinberg, 2012, p.94) They encourage the “cool guy/cute girl” factor which can be traced back to advertising. This raises the question, could a Kickstarter video be treated as an advert?Certainly, as the first and foremost reason for making a video is to get funding and investors, in order to achieve which the creator needs to sell. Not only sell the idea but sell himself as a character worth investing in, also selling the confidence that he will proceed with the project after it has been funded. Even though there is no right or wrong way of doing the Kickstarter campaign video the creator is strongly recomended to look at videos that have been successful and learn from them. (Kickstarter School, n.d, www.kickstarter.com)
Once the creator completes the video, a Kickstarter page has to be built. Prior to 2012 creators would submit a proposal to Kickstarter and, whilst waiting for approval, build the rest of the campaign page. (Brand, 2013) Now the creator builds the campaign page and it functions as the proposal. After submitting the campaign, the Kickstarter Community Team will take a few days to approve or reject it. The creator will be able to share a private preview link to advisors and edit the campaign if necessary. (“Gold Again”, Madline, 2014, www.kickstarter.com)  Kickstarter has a very simple layout for the campaign. First the creator fills in the basics: a short 135 character description, location, category, duration and the amount to be pledged. Then rewards follow; the creator is encouraged to take time with this part as it is very important. Even before starting the campaign the creator has to figure out the rewards that he or she will be giving for backers as that will affect the amount the creator  needs to raise. The rewards can only be things associated with the project, for example if the creator is asking for money for a movie, one of the rewards could be the movie itself. The next step is ‘story’ where the creator is asked to give details about the project in more detail, for example a breakdown of where the funding would go, links, images or any other material that would support the video and the campaign. The story section can be updated any time through the campaign. (“Gold Again”, Madline, 2014, www.kickstarter.com)
The last part of the Kickstarter campaign page is the Amazon account that needs to be established. This part of Kickstarter is very much self explanatory. Kickstarter was designed in a way that the creator could not tamper with the layout, for example the typeface is standard and only has the options of bold or italic. It makes it clear what the project is about by making the creator fill in details following the layout of the page. It is clear that Kickstarter thought through this second section of how to make it easy for the creator and useful for the backer to create or view the project by guiding them and having a clear structure.
The third part is probably the most important of all three. This part of the project is not as visible but creators receive a lot of information and it is highly advertised and a lot of advice and useful approaches are offered to creators. After the creator launches the Kickstarter the Kickstarter Team suggests  promotion tactics.  As stated in the “Kickstarter handbook” by Don Steinberg (2012) in 2012 Kickstarter statistics showed that 11% of funding came from Kickstarter and 89% from external sources. Promotion is the key factor of a Kickstarter and the Kickstarter team are more than happy to share other campaign secrets and advice on how to promote the campaign in many different ways. To a certain extent it is a school of business and marketing. In “Kickstarter School”online (n.d., www.kickstarter.com) or in “Kickstarter for Dummies” by Wiley Brand (2011), also in “The KIckstarter Handbook”  by Don Steinberg (2012)  there is a lot of  coverage about many possible ways of promotion, step by step guides and very detailed charts and “how to’s”. Andrew Gale who launched a Kickstarter on how to create a successful Kickstarter stated that the success to a campaign is by selling a story. (Clendaniel, 2013, http://www.fastcoexist.com)
That relates back to a TED talk “How great leaders inspire action” by Simon Sinek that claims “People don’t buy what you do they buy why you do it”. (Sinek, 2009, www.ted.com) In many ways a lot of Kickstarter sources teach people to use effective marketing tools and advertising to raise awareness of their project. Kickstarter gives the creator many options and approaches which he or she can choose from, for example getting picked by the Kickstarter staff might be a good way of boosting pledges, direct e-mailing to potential backers, starting off by asking for money from friends and family, getting the campaign reviewed by bloggers, press-releases and many other ways to get a Kickstarter campaign noticed.
There are many tips on “how to make your Kickstarter campaign a success”, many of which describe similar approaches. Gotham Bicycle Defense Industries launched a Kickstarter “Theft-resistant bike light” and hit their goal of $18,000 in one day. (Menn, 2012, www.kickstarter.com) Obviously many were questioning  how the company managed to achieve such incredible success. The company discussed the strategy in an article “The 6 Variables Behind a Kick-Ass Kickstarter Project” (2012) in which they explained that before launching the campaign, the company spent six months researching and looking at other successful Kickstarters and by doing so that they have learned from and ‘hacked’ Kickstarter. Gotham Bicycle Defense Industries even created an equation of Kickstarter success which included story, friends, video, rewards and media to make their project a success and, as they proved, it was right. Nevertheless whilst analyzing  the article again there was another factor involved - research and ‘brand’ management skills and knowledge. For example Gothem Bicycle Defense Industries state:
“In the book Made To Stick: Why Some Ideas Survive and Others Die, authors Chip and Dan Heath write, “a credible idea makes people believe, an emotional idea makes people care.”
 A similar idea may be found in the book “ Strategic Brand Management” by Richard Rosenbaum-Elliott, Larry Percy & Simon Pervan in which they state: (2011)
“...the separation of the concept of the brand into a functional domain as a representation of what the product actually does for us and an emotional/symbolic domain as a representation of what the product means to us.”
 It is probably not a surprise that so many Kickstarter project success pointers are closely related to management, marketing and advertising  guides. These skills are essential when dealing with selling an idea or any financial investments, the only difference is the media it is done in and the independence that Kickstarter offers.  Rather than that, the creator still needs to convince the backers that his idea is worth the investment. This is never an easy task as it requires not only a good idea but the knowledge of marketing that Kickstarter “shares” publicly with every creator through strategic updating, social media, news media and useful handbooks and guidelines. There are reasons why Kickstarter not only hosts and attracts the most successful projects but why they have became the most successful crowdfunding platform and are constantly growing in popularity.

Chapter Three. Kickstarter project success through Kickstarter brand equity and strategic management

This chapter will investigate Kickstarter’s Brand equity and how that affects campaigns and creators who choose to use Kickstarter for their projects. Also it will examine into how Kickstarter uses marketing and promotion to attract target audiences and create a community. By doing so how they ‘keep’ the social networking within the website through centered interface design understanding and applications.

First of all, to understand the rising value of Kickstarter there is a need to understand the value of internet growth within business.  Kickstarter is an online crowdfunding resource which is directly linked to the internet as a whole. “Internet traffic is doubling every 100 days” (Harpin, 2000, p.1). As explained in the “Kickstarter.com the definite European start-up guide” there are a few factorswhich explains this, for example convenience, different shopping experiences and lower prices. The growth of the internet is essential as it gives businesses wider opportunities and larger audiences. Kickstarter project success is not only defined by how the project is managed by the creator or how it is improved by Kickstarter after it has been submitted for evaluation but by Kickstarter having a strong brand equity overall. Brand equity is defined by the consumer and financial value as stated in “Strategic Brand Management”. (Rosenbaum-Elliott, Percy and Pervan, 2011) Further research into the topic John Pagano in ARF Brand Equity workshop (1990) has defined brand equity as the value of worth that resides in a particular brand name, trademark or product:

“It is all the elements created by marketing, advertising, research, and production, that over the years have made the product or service what it is in consumers minds today”. (Pagano,1990)


Kickstarter has used new media and social networking to build a brand strong enough to support other brands. By having a strong brand equity they create a platform and possibility  for other brands or products to have strong value and recognition.

How did Kickstarter become the most renowned crowdfunding brand online? First of all it is necessary to analyze the name from which the brand starts to exist in the consumers heads. They have adopted their name to suit three purposes; the website is called ‘Kickstarter’, a campaign can be called “a Kickstarter” and a person that launches a campaign can be called “a Kickstarter”.(Steinberg, 2012) One word that describes a website, a campaign and a brand will make the brand name, in this case “Kickstarter” appear constantly in newspapers, comments and any other written or verbal communication. That means that the brand will be noticed and mentioned enough times in different ways. As a result that will create recognition. In a study among business managers, where they were asked to identify factors that provide substantial competitive advantage, brand recognition was the third most frequent consideration. (Rosenbaum-Elliott, Percy and Pervan, 2011) For that reason Kickstarter has the advantage over other crowdfunding websites and has overtaken them in such a short period of time.

There is a very interesting analysis of why some ideas survive in the industry and others die in the book “Made to Stick: Why some ideas survive and others die” by Chip Heath and Dan Heath.(2007) It is not a big surprise that Kickstarter ticks all the “boxes” of the guide of the surviving ideas. The book states that in order for an idea to survive it has to communicate the core of the idea, the problem usually being people not understanding even though the creator has taught and evaluated the problem and the solution. The main factor is to communicate the purpose clearly to the target audience. The book illustrates a study conducted by Elizabeth Newton in 1990 as her PhD in Psychology in Stanford University. She undertook an experiment in which one half of the participants were asked to ‘tap out’ famous songs and the other half were asked to listen and identify. ‘Listeners’ only guessed 2.5 percent of the songs even though before the experiment the ‘tappers’ were asked to predict how many songs people would guess correctly and they estimated 50%. (Joffe, 2012, http://amelearning.com)

“What happened, of course, is that the tapper sings the song in their head and thus thinks he has the right rhythm, but the person hearing the taps cannot hear the song inside the others head and therefore has no idea of what the taps mean.” (Random House, 2007)

For this reason it is essential to communicate ideas and thoughts clearly in order for the audience to fully understand the core and purpose of the idea. To highlight this the first sentence when visiting www.Kickstarter.com  is “Bring Creativity to life. Curious how Kickstarter works?” . This communicates to both audiences - the creators and the backers that Kickstarter is a place for creative projects to come to life and also straight away offers an explanation to those who have not yet used Kickstarter and wondered about the website.

There is another method leading to success described in the book “Made to Stick: Why some ideas survive and others die” by Chip Heath and Dan Heath, that Kickstarter uses widely - statistics. (Alexa Internet inc., 2014, www.kickstarter.com) Prof. Ethan Mollick wrote an article about Kickstarter failures that according to the professor are  difficult to find because Kickstarter intentionally prevents failed campaigns from being indexed by the search engines. Prof. Ethan Mollick received many of responses  to his first article but later admitted he has failed to calculate the statistics correctly, leaving him with false statistics. (Jeanne, 2013, http://www.appsblogger.com) All of this attention led Kickstarter to launch a Statistics page in order to clarify any confusion. Statistics have been part of Kickstarter from the launch days. They have been used constantly to ‘show’ the project success rates to backers and creators which to date are 55,025 successfully funded projects (2014) and the income is $943,000,000 (2014). Every year Kickstarter also does a review of the year “Best of Kickstarter…” which includes a lot of statistics and accomplishments from that year specifically, for example in “Best of Kickstarter 2013” 3 million people pledged $480 million to Kickstarter projects (Kickstarter team, 2014, www.kickstarter.com)
This leads to another important successful idea, “Testable Credentials”. (Random House,2007) If people can see that an idea has been tested out and worked, they will believe it more. That means they will use the project for their own purposes. In this case if a project creator  decided to launch a project to be crowdfunded they would choose Kickstarter for three main reasons. Firstly, they will find a lot of information about it when they type ‘crowdfunding’ in the search engine online. Secondly, they will see a clear description of what Kickstarter is and how it works. And finally, they will see statistics and tested credibility - already successful campaigns and they will make a decision based upon that and of course other circumstances, such as is the project being appropriate and fitting in to Kickstarter project criteria.

It is not only a case of successful and strategic brand management but user interface experience as well. The Kickstarter website is very simple to navigate both for creators and backers. The Kickstarter page user experience includes all the main goals for success as outlined in “Interactive Design an introduction to theory and application of user-centered design” by Andy Pratt and Jason Nunes.

“One of the first steps in any design process is to understand what you are building <...> Focused design is important. A prioritized set of goals helps create focus” (Pratt and Nunes, 2012, p 36)

Once a user enters the Kickstarter page it is easy to identify the main priorities. The first goal is to inform the user about Kickstarter as a whole and what it does. Straight after - the users are split into either creators who want to start a campaign or a backer who wants to find campaigns and fund them. This is the second most important element in user-centered design experience - the user. Defining and prioritizing users is as important as prioritizing goals; in both cases Kickstarter has placed both of them on the top of priority pyramid. (fig. 1) (Pratt and Nunes, 2012) When Perry Chen thought of the Kickstarter idea and after meeting Yancey Strickler the two men connected with Charles Adler who is a user-interface design expert which was probably a well thought through idea as it is essential to any website, even more to a website such as Kickstarter. It demonstrates that well translated design practice can lead to the full potential of websites, in this case Kickstarter.


Conclusion.

Chapter one explored Kickstarter as a crowdfunding platform and the basic functions of the website. It further discussed the importance of the independence that Kickstarter provides to each creator that successfully funds their campaign. It is one of the main things that  differentiates Kickstarter from all other crowdfunding resources. The chapter also recognised the benefits of networking  that visitors receive whilst becoming part of the community of Kickstarter. It discussed the controversies that Kickstarter has experienced and analyzed the reactions and actions that Kickstarter has taken in response to these events. That leads to an understand that it is very important for Kickstarter to inform and notify their social community and familiarise them with their opinions on each topic. Therefore community is one of the main key factors of Kickstarter phenomenon. As Henry Ford has said: “Coming together is a beginning; keeping together is progress; working together is success.” (Ford, 1914)

Chapter two explores the successful Kickstarter campaign techniques and through action research explains the step by step tasks of setting up a Kickstarter campaign using principles that the author has undertaken herself. It explores the main factors of why Kickstarter campaigns are such a success as well as analyzing the elements which explain Kickstarter’s success as a brand. It discusses how it provides more than enough information on every single topic on how to prepare and get ready for the campaign. The focuses on promotion and  project management that Kickstarter provides at the beginning of each campaign to every creator is hlighted. Creators are encouraged to learn and research to make the campaign the best possible.

Chapter three investigates Kickstarter project success through Kickstarter brand equity and strategic management of the website. It also looks into the marketing and media tools that Kickstarter choose to promote themselves. It analyzes factors of communication  through a simple “Tapping” and “Listening” experiment undertaken by Elizabeth Newton that explains the essence of core principles and ideas being expressed in an understandable manner which Kickstarter has adopted well in their practice and website. (Joffe, 2012, http://amelearning.com) This leads to user-centered interface design well built by one of the co-creators of Kickstarter Charles Adler who demonstrates the importance of  understanding the design principles and applying them to the full potential.

To sum up, this research project has informed about many different, some unexpected andunforseen, factors of Kickstarter success such as strong brand equity and strategic management through guided and well linked theory into practice. It was a surprise to come to a conclusion that even though individual campaign success depends on how well the idea is executed, or explained, or promoted the first and foremost factor of Kickstarter success is the Kickstarter itself. The way it has been set up to communicate the core of crowdfunding idea, the way it has built a strong online community and how well it teaches every creator the basic project management and promotion skills has led Kickstarter to become the dominant crowdfunding resource and help “bring creativity to life”. (n.d., www.kickstarter.com)


Bibliography


Books:

Akers, S. (2012). The secrets of crowdfunding. [S.l.]: Sean Akers.
Baddeley, J. M. (1983). Understanding industry. London: Butterworths in association with    the Industrial Society.
Cebulski, A. (2013) . Kickstarter for dummies.New Jersey: John Wiley & Sons Inc.
Pratt, A. and Nunes, J. (2012). Interactive design. Beverly, MA: Rockport Publishers.
Rosenbaum-Elliot, R., Percy, L. and Pervant, S. (2011). Strategic Brand Management.      2nd ed. New York: Oxford University Press Inc.
Steinberg, D. (2012). The Kickstarter Handbook. Philadelphia: Quirk Books.

Websites:
Appsblogger.com. (2013). The Untold Story Behind Kickstarter Stats [INFOGRAPHIC] | Appsblogger.com. [online] Available at: http://www.appsblogger.com/behind-kickstarter-crowdfunding-stats/ [Accessed: 16 Jan 2014].
Child, B. (2013). Zach Braff Kickstarter controversy deepens after financier bolsters budget. [online] Available at: http://www.theguardian.com/film/2013/may/16/zach-braff-kickstarter-controversy-deepens [Accessed: 16 Jan 2014].
Clendaniel, M. (2013). A Kickstarter To Teach Kickstarter Wannabes How To Launch A Successful Kickstarter. [online] Available at: http://www.fastcoexist.com/3018698/fund-this/a-kickstarter-to-teach-kickstarter-wannabes-how-to-launch-a-successful-kickstarter [Accessed: 16 Jan 2014].
Henry Ford. (n.d.). BrainyQuote.com. Retrieved January 16, 2014, from BrainyQuote.com Web site: http://www.brainyquote.com/quotes/quotes/h/henryford121997.html


Galinsky, M. (2010). The Kickstarter Effect: Fundraising as Game Theory | International Documentary Association. [online] Available at: http://www.documentary.org/content/kickstarter-effect-fundraising-game-theory [Accessed: 16 Jan 2014].
Grant, L. (2010). Four Traditional Funding Methods for Small Businesses - NASDAQ.com. [online] Available at: http://www.nasdaq.com/article/four-traditional-funding-methods-for-small-businesses-cm40099 [Accessed: 16 Jan 2014].
Joffe, N. (2012). The REAL reason your students are dropping out of class |. [online] Available at: http://amelearning.com/blog/academic-blog/accounting/the-real-reason-your-students-are-dropping-out-of-class/ [Accessed: 16 Jan 2014].
Kazmark, J. n.d. Kickstarter Before Kickstarter. [online] Available at: http://www.kickstarter.com/blog/kickstarter-before-kickstarter [Accessed: 16 Jan 2014].
KEANE, E. (2013). Kickstarter: Stop blaming us for Zach Braff and “Veronica Mars”. [online] Available at: http://www.salon.com/2013/05/10/kickstarter_stop_blaming_us_for_zach_braff_and_veronica_mars/ [Accessed: 16 Jan 2014].
Kickstarter. (2013). We were wrong. [online] Available at: http://www.kickstarter.com/blog/we-were-wrong [Accessed: 16 Jan 2014].
Kickstarter.com. n.d. Kickstarter Stats — Kickstarter. [online] Available at: http://www.kickstarter.com/help/stats?ref=help_nav [Accessed: 16 Jan 2014].
Kickstarter.com. n.d. Guidelines — Kickstarter. [online] Available at: http://www.kickstarter.com/help/guidelines?ref=footer [Accessed: 16 Jan 2014].
Kickstarter.com. (2014). Kickstarter Stats — Kickstarter. [online] Available at: http://www.kickstarter.com/help/stats [Accessed: 16 Jan 2014].
Kickstarter.com. (2014). Kickstarter — Kickstarter. [online] Available at: http://www.kickstarter.com/projects/484261395/2142696656/edit#the-basics
Double Fine and 2 Player Productions. "Kickstarter." Kickstarter. N.p., (2012). Web. 16 Jan. 2014.

Menn, S. (2013). Theft-Resistant Bike Light by Gotham Bicycle Defense. [online] Available at: http://www.kickstarter.com/projects/gotham/theft-resistant-bike-light-by-gotham-bicycle-defen/posts [Accessed: 16 Jan 2014].
Schuetz, S. (2013). Bucketlistmap: Putting the Awesome Back in Maps. [online] Available at: http://www.kickstarter.com/projects/simonj/bucketlistmap-putting-the-awesome-back-in-maps [Accessed: 16 Jan 2014].
Wikipedia. (2014). List of highest funded crowdfunding projects. [online] Available at: http://en.wikipedia.org/wiki/List_of_highest_funded_crowdfunding_projects [Accessed: 16 Jan 2014].

Video:
Simon Sinek: How great leaders inspire action. (2010). [video] TEDX.





Friday, 27 December 2013

Video. Brand management

https://archive.org/details/TheCenturyOfTheSelf

Abbas told me that if I want to know everything about brand and identity I should look up this video.

Thursday, 19 December 2013

Articles. Kickstarter equation

http://www.good.is/posts/the-6-variables-behind-a-kick-ass-kickstarter-project


Gotham Bicycle Defense Industries wrote an article on 6 factors to Kickstarter success and they came up with this equation that is actually true - the product if looking at other Kickstarter categories, not only product design. 


Practical. Prefundia

http://prefundia.com/ <---- I read about this in one of the comments that it's always useful to start a page here before you launch a project. They showcase projects that are about to Kickstart. It's interesting because their business is based around Kickstarter. I'm going to submit 'Gold Again' project here.

Tuesday, 17 December 2013

Articles. Crowdfunding.

http://www.inc.com/magazine/201306/eric-markowitz/how-to-choose-a-crowdfunder.html

a very useful chart to make a decision about which crowd funding resource should you choose depending on the project that you are doing, don't think it represents Kickstarter very well but it does answer a lot of questions.


Friday, 13 December 2013

NEED A TEAM. A CALL OUT.

If you recieved this link you should watch this:






This is Kicstarter----> http://www.kickstarter.com/

The project would go under the catagory of ART as it is an exhibition.

The video can be really creative as there are no rules, the only rule is to explain what you are doing ----> http://www.kickstarter.com/help/school#making_your_video

Deadline for the video would be pretty soon  but the video would be the main focus for now (as well as developing the idea further and counting out how much money we would need ,GIFTS for the backers (that need some consideration) ---> the 3rd of january would be a perfect day to launch the campaign! so the video would be needed for that day!

some examples of the previous project:






More of the project ---> http://www.behance.net/gallery/St-we-dont-need-but-still-love/9822225

I can't do this alone!

What do you think? Wanna join in and make this better and bigger and of course successful!

MSG me with any feedback you may have or any questions you might have?

Sincerely Greta





Thursday, 12 December 2013

E-book. How to make ideas stick?

http://www.engineerguy.com/white-papers/pdf/made-to-stick.pdf <--- it not only helped my research but it helped to understand how to build and capitalise on your ideas in general (in life).

Wednesday, 11 December 2013

Practical Start.

For my practical in order to test out and try different marketing and production approaches to Kickstarter I wanted to come up with a boring idea and see if Kickstarter is really about ideas or is it more about how you present yourself?

Yet again, I realised that there is no such thing as boring ideas, only people can make ideas seem boring. So?

I needed Idea and absolutely freaked out went to Suzanne with my notebook with the ideas I had by that time and point. I thought the best way would be is to write down ideas I thought of before, but they were to expensive to actually make it happen! Or too big to make them happen on my own, so why not kickstart them? Obviously I didn't leave myself too much time. So i thought Suzanne would be the best person to help me out as I she could give me an honest perspective on the ideas.


So I had an idea to kickstart the band that we (me and Suzanne) are working with. Apparently, you can easily kickstart a concert or album which we are still gonna do in the future. BUT for now Suzanne said that the band might not be ready for it yet.

The second ideas is for e website that I'm still gonna do but don't want to share this idea yet. But it's a website for more or less students, or students - to be.

Apparently you cannot kickstartrt your own studio, it's one of the rules of kickstarter.

Or a movie that would be a documentary about entrepreneurial movement after college. Which actually is quite a good idea, just no time to prepare for it.

After we discussed and kind of 'scratched' all the ideas  - Suzanne suggested to do 'one other idea' that I always had in mind. I always wanted to spray in room in gold and I just need to find why would anyone want to do that with me - to raise awareness? I decided to go with the idea as if it gets funded I get to spray a room in gold!

Tuesday, 10 December 2013

Articles. Brand

How do you judge a brand such as Kickstarter? first of all you need to understand how to judge any brand that's where the book ' Strategic Brand Management' came in handy. I read trough quite a few chapters of the book but the most useful one was about brand equity.



http://www.investopedia.com/terms/b/brandequity.asp

Definition of 'Brand Equity'


The value premium that a company realizes from a product with a recognizable name as compared to its generic equivalent. Companies can create brand equity for their products by making them memorable, easily recognizable and superior in quality and reliability. Mass marketing campaigns can also help to create brand equity. If consumers are willing to pay more for a generic product than for a branded one, however, the brand is said to have negative brand equity. This might happen if a company had a major product recall or caused a widely publicized environmental disaster.