Difference between revisions of "Kick Starter"

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m (Created page with "'''Defining the Project''' Projects must be finite Building the Photobooth '''Creating Rewards''' *Copies of the thing: the album, the DVD, a print from the show. These items ...")
 
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'''Defining the Project'''
 
'''Defining the Project'''
  
Projects must be finite
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*Projects must be finite
Building the Photobooth
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*Building the Photobooth
  
 
'''Creating Rewards'''
 
'''Creating Rewards'''
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The importance of creative, tangible, and fairly priced rewards cannot be overstated. Projects whose rewards are overpriced or uninspired struggle to find support.
 
The importance of creative, tangible, and fairly priced rewards cannot be overstated. Projects whose rewards are overpriced or uninspired struggle to find support.
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To date the most popular pledge amount is $25 and the average pledge is around $70. Small amounts are where it’s at: projects without a reward less than $20 succeed 35% of the time, while projects with a reward less than $20 succeed 54% of the time.

Revision as of 17:31, 10 May 2012

Defining the Project

  • Projects must be finite
  • Building the Photobooth

Creating Rewards

  • Copies of the thing: the album, the DVD, a print from the show. These items should be priced what they would cost in a retail environment.
  • Creative collaborations: a backer appears as a hero in the comic, everyone gets painted into the mural, two backers do the handclaps for track 3.
  • Creative experiences: a visit to the set, a phone call from the author, dinner with the cast, a concert in your backyard.
  • Creative mementos: Polaroids sent from location, thanks in the credits, meaningful tokens that tell a story.

The importance of creative, tangible, and fairly priced rewards cannot be overstated. Projects whose rewards are overpriced or uninspired struggle to find support.

To date the most popular pledge amount is $25 and the average pledge is around $70. Small amounts are where it’s at: projects without a reward less than $20 succeed 35% of the time, while projects with a reward less than $20 succeed 54% of the time.