Business Bootstrap
I’ve been absent from these pages tending to other matters. One of these is now interesting enough to write about. So here it goes.
For the past year and few months, I’ve been conducting a real-life experiment in bootstrapping a business. The original impetus for the experiment, aside from wanting to make money of course, was Apple’s creation of the App Store. The App Store is a remarkable market place. It provides a structured environment where I thought the kind of startup experiments I had in mind could be carried out cheaply.
I wanted to see if a series of applications could be made at minimal cost to generate enough interest and revenue to become self-sustaining. This would be a very low-cost way to try out my ideas about the experimental way of bootstrapping a business. The business entity I set up, Mentiva LLC, has now created three applications that are available for sale at the App Store: Swoop, Galaxy Wars, and Doodle World. The first two are games, the last offers a combination of drawing and physics simulation. The sales and reviews of these apps have been less than stellar, but the patterns and lessons that emerge are very interesting and valuable.

Swoop
The first game, Swoop, was aimed at pushing the iPhone and iPod to their limits by creating a true 3D environment. This actually turned out to be fairly challenging given my self-imposed cost and time limits. The app was done in about 3 months by one person (yours truly) working on it off-and-on using the least expensive tools available. The out-of-pocket costs for the app were less than $2000. The experimental question was: would a true 3D simulation be enough to generate interest and sustain upgrades? I had my answer within a few days of releasing the app: No. It became clear that App Store customers were interested in other aspects of games. Pushing the devices to their limits with 3D simulations was actually a negative, not a positive attribute. I’ll expand on the lessons below, but one interesting point was that the object of the game itself, parachuting, did generate interest, as in “good idea, but…”

Galaxy Wars
The second game, Galaxy Wars, was aimed at using the multi-touch capabilities of the devices in an interesting way. I had never considered myself a “gamer,” but I had enjoyed games like Asteroids, so the next experimental question became: would a multi-touch game in the Asteroids genre generate enough interest? Galaxy Wars was created at an even lower out-of-pocket cost: a few hundred dollars for an additional second-generation iPod. The time to create it was also fairly short: about a month from idea to app. Again I had my market answer within a couple of days of the release: No. The multi-touch controls were unusual enough to actually turn people off instead of generating interest.

Doodle World
The third and most recent app is Doodle World. Here the question was: would an unusual combination of already-successful features generate interest? The two features I chose were “glow doodling” and physics simulations, both of which had been successful in existing apps. With Doodle World, a clear answer hasn’t emerged yet. There is one very negative review of a version of the app, but it says more about the approach than the specific market question.
Three experiments are not enough for sweeping generalization. But some patterns are emerging. I’ll expand on one of these that I think is most important: it’s challenging to carry out low-cost experiments in a commercial setting. This is true even in a very structured environment like the App Store. The reasons have to do with the way we make purchasing decisions. We go into a transaction with a set of expectations about both what’s on offer and the seller. Low-cost experiments taint these expectations, they can “damage the brand” even if there is no brand yet. The challenge is to do just enough initially to pique interest and not damage the brand. To do this one needs to know the market well enough to push the right buttons and avoid pushing the wrong ones. But those are really the questions we want our experiments to answer, hence the challenge…








