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Daniel Benoni

VolunteerSpot - Video Tour - 0 views

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    volunteerspot a useful way to track and manage volunteering
Daniel Benoni

Charitable Checkin Turns Your Good Deeds Into Rewards - 0 views

  • aking the checkin and making it philanthropic
  • lets users post their actions via SMS, web, email, Foursquare or Google Talk.
  • ach act earns the user points that can be redeemed for actual rewards and discounts
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  • choosing to snack on an apple rather than a piece of cake
  • or larger projects like volunteering your time to a non-profit
  • users start to build a social identity based on their actions.
  • where users flesh out profiles based on their philanthropic interests.
  • This concept of a charitable social layer has taken off on other online platforms like Jumo or Causes.com. People are becoming more conscientious of how they’re perceived online. This social layer based on philanthropic interests is both an easy way to track causes and a positive way to self identify.
Daniel Benoni

Causes Raises Another $9 Million To Help Spread Philanthropy Online - 0 views

  • s transitioning from living primarily as a Facebook canvas application to running off of its standalone website Causes.com
  • led to a two-fold increase in the amount of money the site raises in donations from its ‘Birthday Wish’ feature on a daily basis — $20,000 a day, up from $10,000 two months ago.
  • Causes gift cards in every Safeway and Vons location in California.
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  • uses has now raised over $16 million, including a previously unannounced $5 million Series B round led by Case Foundation and philanthropist Ray Chambers’s MCJ Foundation, with participation from Founders Fund
Daniel Benoni

Organizers - 0 views

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    5000hands.com : They are basically in the same directions we are in... except they don't involve companies and institutions
Daniel Benoni

Green, Healthy & Safe Product Ratings & Reviews | GoodGuide - 0 views

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    Good Guide
Daniel Benoni

Build, market, measure in parallel - LaunchBit - 0 views

  • First-time web entrepreneurs often tell me "Oh we're moving really quickly...we're launching in just 6 months."
  •  The trouble is that product traction isn't just about getting a product out the door.
  • Your biggest competitor isn't any company or individual.  It's time -- the duration you have before you run out of money, morale, and the enthusiasm your significant other/family has for your endeavors.
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  • The trouble with my last company was that our experience in software development came from large companies, where your job is just to ship code.
  • So we thought that a launch was just about writing the code.  And, we did that in 6 months.  But, what we didn't account for was that in a startup, you don't have a ready large group of users just waiting to use your product. So, your launch time must also include a cycle of user experience and marketing.
  • So, if you do everything in series in a drawn out way like we did: build, market, measure, it's a cycle that can turn months into years.  Eric Ries suggests that shortening an iterative loop and going through such a loop multiple times quickly is the key to success.  I would take that a step further and suggest not only cutting activities to shorten that loop, but to do as much of this loop in parallel.
  • Our workflow looks like this: get your Unbounce or LaunchRock page up from Day 1 and start marketing before you have a product.  You can gauge interest and get signups from the very beginning until you're done with the first iteration of the product.  Start getting the Craigslist posts out there on Day 1 to get feedback and potential customers immediately.  Once you have enough of an idea of what to build, start mocking up your idea.  Get those mocks back out to potential customers to make sure you're on the right track.  Iterate as much as possible on paper before building, because it's much faster to re-draw than to re-code.  "Delete features" on your paper prototypes as well, reducing what you need to actually build in code.  Try to code as little as possible to shrink that build time to about 1-2 weeks.  By the time you're done building your first prototype, you've already acquired users from doing marketing in parallel.  This puts you in a position to start measuring usage and gauging interest immediately before iterating through that loop again.
  • Build, market, measure should happen as much as possible in parallel to reduce your launch time and keep your money, morale, and support up.
Daniel Benoni

The Goodness - 1 views

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    They apparently do the same game dynamics that we are doing...
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