master thesis - reward-based crowdfunding on kickstarter (mila valcheva and julia bondareva)

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1 Executive Summary The purpose of this thesis is to improve understanding of the novel phenomenon of reward-based crowdfunding. We investigate how creators can exploit the full potential of their creative idea on the Kickstarter platform. In order to do that, this paper combines existing theories within the fields of entrepreneurship, startups and marketing communication, and applies them to the phenomenon of reward-based crowdfunding. Moreover, this paper includes a crowdfunding expert’s point of view on the phenomenon in Denmark. Interviews with eight Danish creators of Kickstarter projects are analyzed in order to gain insights into the campaign process that these creators undergo from the birth of their idea until the end of their campaign. Out of these eight cases, four are in the process of collecting funds (at the time of the interviews), and four are successfully funded. The main findings suggest that in order to exploit the full potential of a creative idea on KS, creators must adopt a startup mindset in the ‘Pre-planning’ phase of their campaign. Moreover, it has been discovered that creators possess four obligatory entrepreneurial characteristics that serve as the basis for bringing a creative idea on Kickstarter. Furthermore, the research reveals that ‘uncertainty’ characterizes the ‘Pre-planning’ phase, and is being replaced by ‘learning’ in the ‘Execution’ phase of a Kickstarter campaign.

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Page 1: Master Thesis  - Reward-based crowdfunding on Kickstarter (Mila Valcheva and Julia Bondareva)

1

Executive Summary

The purpose of this thesis is to improve understanding of the novel phenomenon of reward-based

crowdfunding. We investigate how creators can exploit the full potential of their creative idea on

the Kickstarter platform. In order to do that, this paper combines existing theories within the

fields of entrepreneurship, startups and marketing communication, and applies them to the

phenomenon of reward-based crowdfunding. Moreover, this paper includes a crowdfunding

expert’s point of view on the phenomenon in Denmark. Interviews with eight Danish creators of

Kickstarter projects are analyzed in order to gain insights into the campaign process that these

creators undergo from the birth of their idea until the end of their campaign. Out of these eight

cases, four are in the process of collecting funds (at the time of the interviews), and four are

successfully funded.

The main findings suggest that in order to exploit the full potential of a creative idea on KS,

creators must adopt a startup mindset in the ‘Pre-planning’ phase of their campaign. Moreover, it

has been discovered that creators possess four obligatory entrepreneurial characteristics that

serve as the basis for bringing a creative idea on Kickstarter. Furthermore, the research reveals

that ‘uncertainty’ characterizes the ‘Pre-planning’ phase, and is being replaced by ‘learning’ in

the ‘Execution’ phase of a Kickstarter campaign.

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Acknowledgements

First, we would like to thank our supervisor, Tore Kristensen, for his excellent guidance and help

during this project.

We are very grateful to all the project creators we met during the process of writing this thesis

and thank them for the interesting discussions about crowdfunding on Kickstarter and their own

projects in particular. The valuable inside information they provided inspired us and greatly

affected the direction of this paper. We want to thank Michael Flarup for his meticulous

presentation of THERMODO, Nicolas Aagaard for his interview regarding PLUK and for the

prototype products he gave us, Troels Fonsboel for the fascinating discussions regarding his

WALLZ project and also gifting products to us, Chris Gojal Krogsgaard for her extensive help

with interviews, presentation and email correspondence regarding the BAKE ON project as well

as the gifted products, Jess Christian Fleischer for sharing with us the success story of SON OF

A TAILOR, Jens Juhanson - the Online Coordinator for ME MOVER, for also sharing the

success story of that project, Marcus Vagnby for discussing the VIA 3-IN-1 project, and Nikolaj

Bak for the interview regarding SITPACK. Lastly, we want to thank Casper Arbøll, a Danish

crowdfunding expert and founder of ‘HeartReacher’, for an interesting and inspiring discussion

on crowdfunding and the campaign process.

Finally, we would like to thank our family and friends for their continuous support and patience

during the writing process.

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Table of Contents

Executive Summary .......................................................................................................................1

Acknowledgements ........................................................................................................................2

Table of Contents ...........................................................................................................................3

Glossary ..........................................................................................................................................6

Tables and Figures .........................................................................................................................7

1. Introduction ........................................................................................................................8

MOTIVATION ........................................................................................................................8

NON-LINEAR APPROACH ....................................................................................................10

ERROR OF THE THIRD KIND (E3) .........................................................................................10

PROBLEM FORMULATION ...................................................................................................11

RESEARCH QUESTION .........................................................................................................11

2. Literature review ..............................................................................................................13

3. Theoretical Framework ...................................................................................................17

PART 1: Entrepreneurship ................................................................................................18

CREATOR AS AN ENTREPRENEUR ............................................................................18

PART 2: Startup ..................................................................................................................21

DEFINING A STARTUP ..............................................................................................21

CUSTOMER DEVELOPMENT APPROACH ...................................................................24

PART 3: Marketing Communication ................................................................................25

CAMPAIGN DEVELOPMENT ......................................................................................25

ONLINE COMMUNICATION.......................................................................................26

4. Method ...............................................................................................................................28

INTERPRETIVIST APPROACH ...............................................................................................28

OBJECTIVITY OF INTERVIEW KNOWLEDGE ........................................................................29

RELIABILITY .......................................................................................................................29

VALIDITY ............................................................................................................................31

GENERALIZABILITY ...........................................................................................................32

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5. Data Collection ..................................................................................................................33

SECONDARY DATA ..............................................................................................................33

PRIMARY DATA ...................................................................................................................33

Interviews ................................................................................................................34

Interview structure...................................................................................................37

CODING OF THE QUALITATIVE DATA..................................................................................38

6. Analysis I ...........................................................................................................................39

CROWDFUNDING ON KICKSTARTER ...................................................................................39

CREATORS’ CHARACTERISTICS ..........................................................................................43

DISCUSSION PART I .............................................................................................................59

7. Analysis II ..........................................................................................................................62

Campaign process ..............................................................................................................62

PHASE 1: Pre-planning......................................................................................................62

PRODUCT DEVELOPMENT ..................................................................................................63

VALUE PROPOSITIONS ........................................................................................................70

CAMPAIGN LAUNCH PREPARATION ...................................................................................77

DISCUSSION PART II ...........................................................................................................82

PHASE 2: Execution phase ................................................................................................85

CUSTOMER DISCOVERY .....................................................................................................86

COMMUNICATION ..............................................................................................................92

DISCUSSION PART III ........................................................................................................101

8. Conclusion .......................................................................................................................110

FURTHER RESEARCH ........................................................................................................113

Bibliography ...................................................................................................................114

Appendices

APPENDIX 1: ‘THERMODO’ PRESENTATION TRANSCRIPTION

APPENDIX 2: ‘PLUK’ INTERVIEW ABSTRACT

APPENDIX 3: ‘ME-MOVER’ INTERVIEW ABSTRACT

APPENDIX 4: ‘WALLZ’ INTERVIEW ABSTRACT

APPENDIX 5: ‘VIA’ INTERVIEW ABSTRACT

APPENDIX 6: ‘BAKE ON’ INTERVIEW ABSTRACT

APPENDIX 7: ‘SON OF A TAILOR’ INTERVIEW ABSTRACT

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APPENDIX 8: ‘SITPACK’ INTERVIEW ABSTRACT

APPENDIX 9: CASPER ARBØLL INTERVIEW ABSTRACT

APPENDIX 10: ‘BAKE ON’ FOLLOW UP INTERVIEW ABSTRACT

APPENDIX 11: ‘WALLZ’ FOLLOW UP INTERVIEW ABSTRACT

APPENDIX 12: ‘CAPITAL C’ MOVIE ABSTRACT

APPENDIX 13: PANEL AFTER ‘CAPITAL C’

APPENDIX 14: KS VIDEO TRANSCRIPTION

APPENDIX 15: CODES AND CATEGORIES

APPENDIX 16: STRUCTURE OF CODES AND CATEGORIES

APPENDIX 17: INFORMATION ON THE ESTABLISHMENT OF THE COMPANIES

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Glossary

The abbreviations used throughout this master thesis are listed below.

Abbreviation Description

CF Crowdfunding

DDI Design-Driven Innovation

DK Denmark

DKK Danish Krone

EUR EURO

GBP British Pound

KS Kickstarter

ROI Return on Investment

SME Small and Medium-sized Enterprises

UK United Kingdom

USD United States Dollar

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Tables and Figures

The tables and figures used throughout this master thesis are listed below.

Table 1: Previous Research on Crowdfunding and Own Contribution

Table 2: Presentation of the Chosen Cases

Table 3: Theory Overview

Table 4: Creators’ Characteristics

Table 5: Ethos, Logos, Pathos in the KS Videos

Table 6: Overview of Execution Phase Findings

Figure 1: Campaign Process

Figure 2: Holistic View of Findings

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CHAPTER 1 Introduction

MOTIVATION

The idea of crowdfunding is not something new - Mozart, Beethoven and other 18th century

authors would go out to the audience and offer subscriptions for people to gain early access to a

new concerto or get their names on the first edition1. Even though crowdfunding has been in the

shadow for the past hundred years, the idea came back into the spotlight in 2008, when Obama

managed to raise 48% of the total USD 118.8 mio for his election campaign from donations less

than USD 2002. We direct our attention to one particular crowdfunding platform, Kickstarter

(from here on we refer to it as KS). Perry Chen, one of its founders, expressed a great amount of

joy about bringing back crowdfunding in some way by introducing the KS platform3.

KS is a global reward-based crowdfunding platform, founded by Perry Chen, Yancey Strickler,

and Charles Adler in 2009 with headquarters in New York City (U.S). It is the biggest platform

supporting reward-based crowdfunding4, and came to Denmark in October 20145. The founders

of Kickstarter explain it as: “more than just a funding tool. It’s a community of millions of people

who love to share and support creative things.”6 The platform is a novel way of funding creative

projects through the direct support of online users, also referred to as backers. The funded

projects can be from any of the following categories: Art, Comics, Crafts, Dance, Design,

Fashion, Film & Video, Food, Games, Journalism, Music, Photography, Publishing, Technology,

and Theater7. Since the launch of the platform (2009), more than 7 million people have pledged

over $1 billion and funded more than 70,000 creative projects. Out of those 7 million, over 2

million are repeat backers8. So far, about 44% of Kickstarter projects have reached their funding

1 Chen, Perry. How to Change How Ideas Are Funded. Video Published on 24 Jun 2012. Available at: https://www.youtube.com/watch?v=OHhq-NuG4ps 2 Source: http://www.emandp.com/post/single/political_crowdfunding_and_the_election_that_could 3 Chen, Perry. How to Change How Ideas Are Funded. Video Published on 24 Jun 2012.

Available at: https://www.youtube.com/watch?v=OHhq-NuG4ps 4 Source: http://crowdfunding.about.com/od/Crowdfunding-definitions/fl/What-is-rewards-based-crowdfunding.htm

5 Source: https://www.kickstarter.com/blog/kickstarter-in-scandinavia-and-ireland

6 Source: https://www.kickstarter.com/help/handbook/hello

7 Source: https://www.kickstarter.com/rules

8 Source: https://www.kickstarter.com/help/stats

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goals9, which is an optimistic success rate for the platform’s future. If a project is successfully

funded, Kickstarter applies a 5% fee to the collected funds. There are additional 3-5% payment

processing fees10. Empowered by Web 2.0, KS allows project creators (a person or a team

behind the idea) to receive monetary contributions from many users, referred to as backers, often

in exchange for future products or other rewards. Each Kickstarter project has a clear funding

goal and deadline set by its creator, and if backers like a project they pledge money for its

development. Projects can offer different rewards - “a creator's chance to share a piece of their

project with their backer community. Typically, these are one-of-a-kind experiences, limited

editions, or copies of the creative work being produced”11.

It is important to differentiate reward-based crowdfunding from equity-based crowdfunding, as

the latter focuses on the exchange of equity for investors’ money. Reward-based crowdfunding

is a novel approach that gives hope to people who cannot or choose not to follow the traditional

way of funding their idea. A crowdfunding platform, such as Kickstarter, enables project creators

to go directly to the crowd and convince people all over the world to like and support an idea that

cannot come alive without their help.

What makes Kickstarter attractive for research is not only that it is the dominant crowdfunding

platform, but also the way it helps project creators deliver innovative ideas in front of a larger

audience. Some of these ideas get overfunded by 1000%, some barely reach their goal in time,

and some get little to no support - the crowd is the judge (by crowd is meant people all over the

world that are at the same time potential backers). We set on a journey to discover how not only

we, as researchers, but also entrepreneurs and people in general can understand the

crowdfunding phenomenon and its potential. As a side note, it is important to mention that from

now on, we refer to reward-based crowdfunding simply as crowdfunding. The Kickstarter

platform (KS) is our point of departure and we will dive into its good qualities from the point of

view of one of its founders. Based on the data we collect, we identify and work with the concepts

we consider most relevant for our research problem.

9 Source: https://www.kickstarter.com/help/faq/kickstarter%20basics

10Source: https://www.kickstarter.com/help/fees

11 Source: https://www.kickstarter.com/help/faq/kickstarter%20basics

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We set to investigate reward-based crowdfunding from various theoretical perspectives in order

to explain the dynamics behind it. Despite the enormous potential for research, academic

literature on the phenomenon is scarce. We take the stand of explorers and hereby argue that

uncovering even a small part of the grey areas of the phenomenon can help tremendously other

researchers learn how the phenomenon is changing not only human lives, but also society as a

whole. This naturally requires us to adopt a non-linear approach to crowdfunding. Since we

construct the knowledge as we see the need for it without suppressing the context itself, we

acknowledge that the approach itself will be subjective and individual, but we consider it more

appropriate for this novel phenomenon, as we simply cannot deliver content in a linear way so

that it fits all creators on KS into one size format.

NON-LINEAR APPROACH

We apply a non-linear approach to learning, as we consider it very situational. Each of our 8

cases focuses on individuals who experience crowdfunding in a distinct social and psychological

way. Their experience is entirely unique, which is why we do not expect to find a ‘one size fits

all’ solution. At the same time, non-linear learning about crowdfunding can be explained through

the prism of the experiences of various creators on KS. We will direct our attention to the

patterns that emerge, and the deviations from them. The main area of investigation in this paper

is the Danish project creators on KS and their KS campaigns. A KS campaign refers strictly to

the activities involved in a project within a limited period of time, which is the funding period.

From now on when we talk about a Kickstarter campaign, we will also refer to it as a project.

ERROR OF THE THIRD KIND (E3)

Ian Mitroff (1998) argues about the importance of The Error of the Third Kind (E3) in the

business world, which is also known as solving the wrong problem precisely. Mitroff (1998)

argues that it is better to get an approximate solution to the right problem, rather than provide an

exact solution to the wrong problem. In order to tackle E3, problem solvers need to challenge

their own ideas and assumptions. The way project creators on KS perceive their own product and

present it in order to draw attention to it might not be the same as how the audience sees it. Often

little thought is given to this sort of misinterpretations. As will be seen in the ‘Discussion Parts I,

II and III’, it becomes necessary for project creators to further explain their idea and their

product’s use and functionality in private messages or in form of updates on their KS campaign

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page. Project creators have to not only attract as much attention as possible to their video and

campaign page, but also to do so without formulating their idea incorrectly and thus confuse a

large pool of their potential backers. In case of the latter, the author proposes that the only

solution is to frankly admit any mistakes to avoid compounded problems.

E3 can be applied to the case of project creators on KS, under the assumption that they think they

already know best how to design their product, how much time they expect to allocate for

communication with backers etc. While some of these assumptions can be correct, it is important

for these creators to challenge themselves with basic questions about the business they are in,

their mission, who their prime customers could be, how their product would be perceived by

others and other E3 issues.

PROBLEM FORMULATION

We believe that due to the novelty of KS in Denmark, Danish creators do not fully understand

how crowdfunding works. In order to uncover that, they actually need to perform an extensive

research on the subject and read tons of materials with recommendations, which is an endless

exercise. We therefore ask ourselves - is it not possible to actually provide a simpler answer to

what is really important in the crowdfunding process. We consider using the creators’ own

experience and learning in order to partially uncover an answer to our question. What we expect

to find here is that more often than not project creators would have gone further and performed

much better in their crowdfunding campaigns had they known more about crowdfunding itself.

This study will help project creators gain better understanding of crowdfunding on the KS

platform. Despite having the campaign guidelines provided by Kickstarter, and a huge database

of successfully funded projects to compare with, project creators might not fully understand the

dynamics behind crowdfunding due to its novelty, and therefore might not utilize the full

potential of the KS platform for the successful outcome of their campaigns.

RESEARCH QUESTION

We as researchers also need to avoid making the E3 when formulating our problem statement.

We approach the problem by exploring the phenomenon while keeping an open mind and

reflecting on the findings afterwards. Considering the scarce research on the topic, we will aim to

simply provide an approximate solution to the right problem:

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RQ: How can creators exploit the full potential of their creative idea on Kickstarter?

We formulate three sub-questions, which will help us answer the RQ:

1. Do creators possess entrepreneurial characteristics?

2. What goes into the pre-planning of a KS campaign?

3. What are the specificities of the campaign execution?

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CHAPTER 2 Literature Review

Our first step is to explore what has already been done by other researchers in relation to

crowdfunding. Due to the novelty of the phenomenon, previous academic contributions on the

subject are somewhat scarce. We have identified three significant academic papers relevant for

this master thesis - Belleflamme et al. (2014); Mollick (2014); and Kuppuswamy and Bayus

(2014). The first two papers contribute with findings related to the analytical understanding of

crowdfunding (Mollick 2014) and why project creators choose to either use reward-based or

equity-based crowdfunding (Belleflamme et al. 2014). The latter covers a number of important

findings on reward-based crowdfunding and the creators of the projects. Kuppuswamy and

Bayus (2014) take a different perspective on crowdfunding and focus on the dynamics of

backers’ support during the time of campaigning. Moreover, all three papers investigate cases or

data from KS, which is consistent with our research cases.

We start with the definition of crowdfunding, which both papers reflect on. Belleflamme et al.

(2014) assess the phenomenon from an entrepreneurial finance perspective, as an open call

event, mainly Internet-based, for acquisition of financial resources either as donation or in

exchange for some kind of reward to support initiative for particular purpose. Mollick (2014), on

the other hand, points that an attempt to formulate a definition would be limited, because general

and academic comprehension of crowdfunding is continuously evolving: “Crowdfunding draws

inspiration from concepts like micro-finance (Morduch, 1999) and crowdsourcing (Poetz and

Schreier, 2012), but represents its own unique category of fundraising, facilitated by a growing

number of internet sites devoted to the topic. As in any emergent field, the popular and academic

conceptions of crowdfunding are in a state of evolutionary flux that makes complete definitions

arbitrarily limiting” (Mollick 2014:2). Together with accentuating the interdisciplinary aspect of

the phenomenon, the author provides a broad definition in an entrepreneurial concept that gives

space for the flux of the concept - crowdfunding in this case is seen an activity by individuals

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and groups (for profit) to fund their ventures by turning to rather small monetary contributions

from quite a large number of individuals on the internet, without the typical financial middlemen.

It is worth noticing that both papers research crowdfunding in entrepreneurial context and

acknowledge its crucial role as a novel funding mechanism for new ventures that otherwise

would be unrealized, and simultaneously proceed beyond this point of view. Belleflamme et al.

(2014) propose two types of benefits for the creators: monetary and nonmonetary, where the

latter is classified as crucial and is about building a community around a crowdfunding project.

Mollick (2014) as well outlines the distinctiveness of the phenomenon, but in different settings.

He perceives it not only as a funding tool, but also as a specific path for user innovators to transit

into entrepreneurship. He provides an example of the fifty highest funded projects on Kickstarter

in 2012, out of which 45 have transformed into ongoing entrepreneurial firms. Moreover,

Mollick (ibid) outlines other purposes of crowdfunding, such as demonstrating demand for a

proposed product and marketing.

Kuppuswamy and Bayus (2014) investigated funded KS projects and showed that other backers’

funding decisions, what the authors call social information, play a key role in the success of a

project. In relation to the social information, the authors have found strong evidence consistent

with the goal-gradient hypothesis (Hull 1932; Kivertz et al. 2006 in Kuppuswamy and Bayus

2014:3). In simple terms, backers’ support for a project in general increases steadily as it

approaches its end goal. In addition, the authors have discovered that potential backers are not

influenced by the total number of backers supporting a project, but by how much of the funding

goal has been pledged. Another important point for this master thesis is the findings by

Kuppuswamy and Bayus (2014) that further backer support is positively related to project

updates, and that project creators tend to post updates during the first week and the last three

days of the campaign period. Creators are also inclined to use updates more aggressively as their

project gets closer to its goal, but the authors conclude that project updates at any point of the

campaign period are positively related to backers’ support.

Community creation is an important companion of crowdfunding, and in relation to this

Belleflamme et al. (2014) suggest that backers are not exclusively motivated by financial

benefits of receiving a product at a reduced price. They are also interested in the community

benefits, which are linked to the consumption experience and the feeling of being ‘privileged’ to

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be a part of a community for a crowdfunding project. In the absence of these non-monetary

benefits, crowdfunding would correspond to merely seeking money from a bank or a large

investor. Mollick (2014) portrays backers as both patrons and consumers, emphasizing that they

are in fact early consumers and in this regard enjoy such benefits as early access to the product,

reduced price, or other benefits.

Mollick (2014) concludes in his paper on a number of important and relevant insights that he has

found to influence crowdfunding campaigns. Firstly, creators of the campaigns should look for

ways to signal preparedness and utilize social network in order to gain connections to funders

and endorse a project’s quality. Secondly, setting appropriate and contemplated goals will allow

to deliver the product on time to the funders. And lastly, planning of these goals and the

campaigning process is crucial in determining the outcome of a campaign in terms of monetary

success or failure. e

Mollick (ibid) deems necessary to research how entrepreneurs signal quality, legitimacy, and

preparedness in the virtual setting of crowdfunding. This can be investigated in terms of existing

communication theories applicable in this virtual settings. Moreover, Belleflamme et al. (2014)

suggest a secondary function of crowdfunding apart from raising money, which has to do with

entrepreneurs’ information motivations. Under this perspective, crowdfunding can be used as a

promotion tool, as a method to assist mass customization or user-based innovation, and/or to gain

deeper understanding of consumers’ preferences. Thus, the firms can employ crowdfunding to

test, promote and market their products, or as a means for creation of new products or services

altogether. Moreover, Belleflamme et al. (2014) state the need to connect research on

crowdfunding platforms that intermediate between entrepreneurs and potential backers, creating

a two-sided market. It is furthermore suggested by Belleflamme et al. (ibid) to investigate

entrepreneurial learning from the crowd in crowdfunding dynamics.

In Table 1 we present a visual overview of the literature review by authors and add our own

contribution to the research on crowdfunding. In this paper we also build on some of the

perspectives from the three authors, and these have been marked in yellow.

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Authors Mollick (2014) Belleflamme et al. (2014) Kuppuswamy and Bayus

(2014) Own contribution

Crowdfunding

perspectives Micro-finance and

crowdsourcing (interdisciplinary)

Reward- and equity based

crowdfunding Dynamics of backers’ support Entrepreneurial

characteristics of the creators

Entrepreneurial context - funding of ventures

Entrepreneurial finance perspective Social information and goal gradient

Evaluation of the ‘Pre-planning’ and ‘Execution’

phases of a campaign

Innovators transit into

entrepreneurs Monetary and nonmonetary benefits

for creators Potential backers influenced by

% of funding goal reached

rather than total number of backers

Startup perspective

Demonstrates demand for a product

Backers enjoy community benefits Further backer support is related to project updates

Backers as patrons and early consumers

Crowdfunding as a promotion tool

Creators need to signal preparedness

Entrepreneurial learning from the crowd

Planning of goals and the campaign process is crucial

for the success

Table 1: Previous research on crowdfunding and own contribution; Source: own creation.

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CHAPTER 3 Theoretical Framework

We have clarified what we already know about the phenomenon from previous research (Chapter

2). A lot of good knowledge on entrepreneurship, startups and marketing communication already

exists but our study will combine it in a way that can explain new findings about crowdfunding,

which is the reason for doing our research. We want to discover how creators can exploit the full

potential of their creative idea on Kickstarter.

The theoretical discussion follows three parts - ‘Entrepreneurship’, ‘Startup’, and ‘Marketing

Communication’. The theories within are chosen on the basis of the data we collected, as Arthur

Conan Doyle states: “It is a capital mistake to theorise before one has data” (in Smith et al.

2012:17). We combine and interconnect the chosen theories related to the three parts in order to

investigate and interpret different elements of the phenomenon. Firstly, we discuss application

of the concept of entrepreneur to the 8 creators and present distinct characteristics of these

creators. Consequently, the ‘Startup’ part focuses on application of a startup perspective to the

process of developing an idea into a KS campaign, incorporating the learning process from the

creators’ perspective. In the ‘Marketing Communication’ part, we will apply a communication

perspective to the process of crowdfunding. Below we present a visual overview of the

Theoretical Framework in Table 3.

THEORETI

CAL PARTS THEORETIC

AL THEMES CONCEPTS ANALYSIS ELEMENTS

Part I:

Entrepreneur

ship

Creator as an

entrepreneur Entrepreneur (Heebøll 2008; Shaw et al.

2005; McFadzean et al. 2005; Brem 2008) Creators’ Characteristics

Part II:

Startup Defining a

startup Startup (Ries 2011) Uncertainty (Ries 2011) MVP (Ries 2011) Proposal (Verganti 2009) Borderline (Verganti 2009) Early adopters (Ries 2011) Validated learning (Ries 2011)

Product development

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Feedback (Ries 2011; Mullins and Komisar

2009))

Customer discovery

Part II -//- Customer

development

approach

Customer discovery (Blank 2006) Customer discovery

Part III:

Marketing

Communicati

on

Campaign

development Value proposition (Osterwalder and Pigneur

2010) Advertising campaign (Pelsmacker et al.

2010) Unique and emotional selling propositions (Pelsmacker et al. 2010) Ethos, Logos, Pathos (Higgins and Walker

2012)

Value Propositions Campaign launch preparation

Part III -//- Online

communicatio

n

Online communication (Guldbrandsen and

Just 2011; Spencer and Giles 2001) Wired audiences (Spencer and Giles 2001)

Communication

Table 3: Theory Overview. Source: own creation

PART 1: Entrepreneurship

Part 1 is inspired by the works of John Heebøll (2008) - ‘Knowledge-based Entrepreneurship’,

McFadzean et al. (2005) - ‘Corporate entrepreneurship and innovation part 1: the missing link’,

Shaw et al. (2005) - ‘Corporate entrepreneurship part 2: a role- and process-based approach’,

Schumpeter et al. (2003) - ‘Entrepreneur’.

CREATOR AS AN ENTREPRENEUR

Novelty of crowdfunding as a phenomenon does not only open research opportunities, but also

urges us to regard it in non-conventional ways. We start with a theoretical discussion of the

intrinsic nature of the creator as an entrepreneur. In this master thesis we consider the individual

creator as the cornerstone of any crowdfunding activity on KS and believe that creator’s

characteristics are distinctive and resemble those of an entrepreneur. Brem (2008) argues that

there is a tendency in literature to emphasize the concept of entrepreneurship and pay little

attention to personality-driven or psychological characteristics of an entrepreneur. We expect to

discover certain similarities in the behaviour of creators and entrepreneurs, based on which we

will formulate characteristics of a creator. McFadzean et al. (2005) highlight the problem of

identifying an entrepreneur due to the lack of generally accepted standard definition of the

concept.

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We are influenced by the view of Powell and Bimmerle (1980 in McFadzean et al. 2005)

regarding two sets of intrinsic attributes that initiate entrepreneurship - descriptors and

precipitating factors. Importance of examining an entrepreneur as an individual has furthermore

been stressed by Brem (2008), who notices a trend in literature to focus on the concept of

entrepreneurship rather on the entrepreneur. Therefore we choose to investigate characteristics of

the individual creators as entrepreneurs, which can be summarized and visualized in Table 4.

Set of attributes Element Variables

Descriptors Individual

characteristics

Entrepreneurial alertness, wide social network, and prior knowledge

of markets and consumer needs

Personal fitness Work hard and have an understanding family

Knowledge and

skills

Own abilities, partners

Precipitating

factors

Motivation Intense need for freedom, finds joy in creating, desire to see concrete

results, earning a living by doing what you love

Table 4: Creators’ Characteristics. Source: own creation.

The first set of attributes includes such elements as individual characteristics, personal fitness,

knowledge and skills, and each of these elements consist of one or several variables, which will

be discussed in more detail below.

Individual characteristics relevant to our 8 cases are entrepreneurial alertness, wide social

network, and prior knowledge of markets and consumer needs (Ardichvili and Cardozo 2000 in

Shaw et al. 2005; Heebøll 2008). These traits are fundamental for recognition of opportunities,

accommodating the emergence of new ideas, and exploitation of their value (Shaw et al. 2005).

When considering entrepreneurial alertness, we focus precisely on creators’ recognition of

opportunities, which arise when they identify a pain that they want to solve. We use Heebøll’s

definition of a problem, which precedes the birth of a good idea: “A problem is a need, a demand

or some pain put into words. Thus, the problem formulation is the art of turning the recognition

of a need into an exact and quantified account of what the pain is about” (Heebøll 2008:50). The

author emphasizes the importance of identifying the pain in a market, and that in itself is the

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most difficult and time-consuming part of the creative process. Therefore, only when creators

understand the nature of the problem, will they be able to solve it. In the analysis we will clearly

demonstrate how each creator has identified a pain, whether their own or a customer’s.

Personal fitness refers to the creator’s ability to work hard and have an understanding family

(Heebøll 2008). We expect to discover that campaigning on KS takes a lot of time and is hard

work. Therefore, not only should the creator be able to perform under conditions that require an

exceptional effort, but we also assume that he/she needs support from close family members to

be able to do that. Knowledge and skills include the following traits: own abilities, extent of

network, and partners. Many ventures are founded by a team. The benefits of having a partner is

that the entrepreneur’s access to networks increases, as well as the knowledge and skills

available with each new member (Heebøll 2008).

The second set of attributes, precipitating factors, focus on motivation as a necessary

characteristic (McFadzean et al. 2005 and Heebøll 2008). Heebøll (2008) proposes a list of

possible motivations of an entrepreneur, from which we deem important: ‘an intense need for

freedom’, ‘finds joy in creating’, and ‘desire to see concrete results’. We supplement the above

motivations with McFadzean et al. (2005), who state that entrepreneurs are driven by two set of

goals: financial and non-financial goals. According to the authors, evidence suggests that the

non-financial goals prevail with entrepreneurs. We believe that for the creators the most

important motivation would be passion to make the idea come true. We assume that most of the

creators would like to be able to earn a living by doing what they love.

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PART 2: Startup

Part 2 is inspired by Eric Ries (2011) - ‘The Lean Startup’, Steven Blank (2006) - ‘The Four

Steps to the Epiphany. Successful Strategies for Products that Win’, Mullins and Komisar (2009)

- ‘Getting to Plan B. Breaking Through to a Better Business Model’, Roberto Verganti (2009) -

‘Design-Driven Innovation. Changing the Rules of Competition by Radically Innovating What

Things Mean’,

DEFINING A STARTUP

The reason for looking at startup theories is that the process of designing, making a prototype,

preparing a campaign, contacting the media, and other elements discovered from the data closely

resembles the process that entrepreneurs go through from their idea to making a venture. In his

book ‘The Lean Startup’, Eric Ries (2011) regards startups as ‘human institutions’ operating in

the context of extreme uncertainty. Ries (ibid) reflects on this uncertainty by concluding on a

common characteristic of most startups - they do not know precisely who their customer is

(despite having some ideas about who they will be), they do not know how the product should

look like exactly (and how it will change due to feedback), and they use a ‘just do it’ approach.

In this regard, Ries (ibid) highlights the importance of finding the early adopters instead of the

average customer when dwelling in the ocean of uncertainty. Early adopters are the customers

“who feel the need for the product most acutely” (Ries 2011:62), and because of that they are

more forgiving of mistakes and more eager to provide feedback than average customers.

“Startups’ early contact with potential customers merely reveals what assumptions require the

most urgent testing” (Ries 2011:88). Creators get the chance to understand who these early

adopters (backers) are and to know them better during the campaign period. “The goal of such

early contact with customers is not to gain definitive answers. Instead, it is to clarify at a basic,

coarse level that we understand our potential customer and what problems they have. With that

understanding, we can craft a customer archetype, a brief document that seeks to humanize the

proposed target customer” (Ries 2011:89).

Ries (ibid) views products as experiments, which in turn enable learning necessary to build a

sustainable business in the long run. This learning is vital for startups, and we expect to find that

it will be much more valuable to the creators on KS than money, as it reshapes their future

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actions. The author argues that the main focus of startups is to receive feedback on the idea as

soon as possible. Mullins and Komisar (2009) further complement the importance of quick

feedback by underlining how the speed of bringing a product to market is related to a better

chance of customers’ preferences still being the same as during the design phase of the product.

In order to generate feedback, it is important to find customers that will engage in this process.

On KS, the offered product is what Ries (2011) calls the minimum viable product (MVP), the

first product (batch one) which enables fast learning. The author notes that the MVP “lacks many

features that may prove essential later on … it is inadequate to build a prototype that is

evaluated solely for internal quality by engineers and designers. We also need to get it in front of

potential customers to gauge their reactions. We may even need to try selling them the

prototype” (Ries 2011:77). And this is exactly what crowdfunding does. KS provides creators

the opportunity to go and see for themselves whether their business idea has a potential for

growth, and therefore business decisions during (and after) a campaign can be based on first-

hand knowledge. Ries reflects on the traditional approaches of interaction design and design

thinking as being “highly experimental and iterative, using techniques such as rapid prototyping

and in-person customer observations to guide designers’ work. Yet because of the way design

agencies traditionally have been compensated, all this work culminates in a monolithic

deliverable to the client”, which means that suddenly “the rapid learning and experimentation

stops; the assumption is that the designers have learned all there is to know. For startups, this is

an unworkable model”. The author argues that “No amount of design can anticipate the many

complexities of bringing a product to life in the real world” (Ries 2011:90).

In contrast to the traditional approach of bringing an idea to market, we consider crowdfunding

as a novel approach, which directly involves potential customers. This idea is not new in the

academic circles, as we discovered that Roberto Verganti (2009) argues for tossing away the

traditional approach of bringing an idea to market by instead speaking of ‘proposals’ that

radically change the meaning attributed to products in an ever evolving business context. We

take as our point of departure the view that that project creators on KS bring their ideas in front

of an audience (on KS and outside of KS) by precisely making such a proposal in the form of

their KS campaign.

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Roberto Verganti’s idea of ‘proposals’ (ibid) inspires us to think of this as a novel way of

companies pushing forward their vision to an audience, while operating near a thin ‘borderline’

of uncertainty whether these ideas could potentially become real through KS or not. And some

ideas that will never do, because they are too far from what customers are ready to accept or

want. We believe the same logic applies to crowdfunding when a creator presents the idea to an

audience of potential backers. The project creators operate in the land of consumers’ desires,

which is still mostly undiscovered. In order to reach people’s hearts, creators choose the novel

path of crowdfunding to live out their dreams, but “these proposals, however, are not dreams

without a foundation. They end up being what people were waiting for, once they see them”

(Verganti 2009:10). Furthermore, customers often seem to love these proposals much more than

traditionally developed products based on conventional market research of consumer needs.

Operating near the borderline is beneficial for startups. Verganti (ibid) explains this as an

opportunity to learn where the borderline actually was, in case of a creator failing to crowdfund

his/her project. By learning about the borderline, the creator can perform better with the next

project, and probably better than the competitors. Such type of ‘proven’ learning is referred to by

Ries (2011) as ‘validated learning’. He underlines that validated learning is important in order to

gain an understanding of the customers and is an essential competitive advantage for startups.

“Validated learning is the process of demonstrating empirically that a team has discovered

valuable truths about a startup’s present and future business prospects” (Ries 2011:38). Ries

(ibid) points out that getting to understand potential customers and their needs at a basic level is

a good starting point.

Inspired by Ries’ (ibid) reasoning of why startups fail, we can apply the same logic to investigate

important elements of pre-planning a crowdfunding campaign that if not executed correctly

would have a negative impact on the campaign’s execution. These can be summarized into the

following: lack of a good plan (lack of pre-planning in the case of Kickstarter projects), lack of a

solid strategy (lack of prepared stretch goals, updates, failsafe plan), lack of thorough market

research, and unwillingness to learn from customers’ feedback (acquired during a Kickstarter

campaign).

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CUSTOMER DEVELOPMENT APPROACH

In ‘Four Steps to Epiphany’, Steven Blank (2006) argues for a new entrepreneurial model that

shifts the focus away from the rather traditional ‘product development approach’ to a ‘customer

development approach’. Whereas the product development model is used by almost every

company when launching a new product, the same model is causing startups to fail miserably,

because it ignores the fundamental truth about startups - the greatest risk in startups is not so

much the product development but the lack of customers and a proven financial model. We

appreciate the novelty of the customer development approach and find it especially valuable in

relation to crowdfunding. The mere concept of crowdfunding and the traditional product

development approach are mutually exclusive. In Blank’s point of view, the difference between

the new and the traditional approach is a matter of winners and losers.

We are only investigating the ‘Customer Discovery’ step (which is the first step from the model),

because we want to investigate whether the creators identify key visionary customers, their

needs, and whether the product solves their problem, and “you start development based on your

initial vision, using your visionary customers to test whether that vision has a market. And you

adjust your vision according to what you find out” (Blank 2006: 31). What we expect to discover

is that the main purpose of a KS campaign is to get access to potential customers, the backers.

We cannot investigate the other 3 steps of the ‘Customer Development Approach’, as they

happen after the Execution phase of a campaign. What happens with the campaigns after the KS

timer hits 0 (the campaign period is over) is not included in this paper.

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PART 3: Marketing Communication

Pelsmacker et al. (2010) - ‘Marketing Communications. A European Perspective’, Guldbrandsen

and Just (2011) - ‘The Collaborative Paradigm: Towards an Invitational and Participatory

Concept of Online Communication’, Spencer and Giles (2001) - ‘The planning, implementation

and evaluation of an online marketing campaign’.

CAMPAIGN DEVELOPMENT

A KS campaign can be treated as a marketing/advertising campaign, because it follows similar

development path of pre-planning, launch, and end, and has to do with attracting backers in order

to reach its main objectives. Osterwalder and Pigneur (2010) stress the necessity to make a value

proposition to potential customers in order to attract them. A value proposition can be described

as a bundle of benefits offered by the company to serve the customers’ needs. In the context of

crowdfunding, it is important for the creators to make a clear value proposition to the potential

backers to make them support the idea.

We look into the advertising objectives of the 8 KS campaigns, which point to the reason ‘why’

creators communicate, what is their goal. The message strategy reveals ‘what’ is going to be

communicated to the consumers. The message is very important because it has to be convincing.

The customers should clearly understand why they need the product, why it is special, what are

its benefits, and what value it offers. Among other things, Pelsmacker et al. (2010) states the

need to think about media coverage of an advertising campaign, and we can apply the same

logics to a KS campaign - the creators need to spread the word about their campaign.

Simultaneously, the advertising message should not confuse consumers and therefore it can

promote a functional benefit (unique selling proposition, i.e. USP) or a non-functional benefit

(emotional selling proposition i.e. ESP). In crowdfunding the message is often communicated in

the video, which is in the beginning of every KS campaign page. We expect to find that project

creators indeed focus on either a functional or a non-functional benefit. Furthermore, special

skills are required for production of a campaign’s video, which means that the video is often

carried out by technical experts. We will investigate whether this is the case on KS.

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In relation to the videos’ appeal, we will include Aristotle’s rhetorical appeals to ‘ethos’

(credibility), ‘logos’ (reason), and ‘pathos’ (emotion) (Higgins and Walker 2012). Ethos suggests

of the credibility of the creator clearly stated in the video, in other words anything that might

reveal his reputation and work experience. Logos means that a campaign’s video appeals to the

logic of the potential backers and clearly highlights the problems that the product solves and its

functionality features. Lastly, pathos of a video appeals to the backers’ emotions invoked while

watching the video, and is represented by sympathy, desires or fears. We expect to find that

pathos prevails in KS videos, which makes them more convincing.

ONLINE COMMUNICATION

It is important to clarify the sort of online communication that takes place on a crowdfunding

platform, such as KS. Guldbrandsen and Just (2011) mention five distinct features of online

communication that distinguish it from the more traditional mass and interpersonal

communication. First, it is observed to be negotiable and uncontrolled. Internet facilitates the

creators easy access to backers all over the world and allows them to constantly generate content,

which cannot be controlled by anyone at the moment of its production as well as at its reception.

At the same time this content is negotiable because it can be stored, edited, replicated, deleted

and restored by both creators and backers. Secondly, enabled by Internet, online communication

is not dependent on any temporal or spatial constraints and can develop rapidly at any time from

any user, based on the fact that all projects are international. The third feature is that

communication is hypertextual. The concept of hypertextuality refers to users’ ability to actively

read available links/references as a part of a complex and interconnected network of links and

nodes, among which users move at ease (Gaggi 1997 in Guldbrandsen and Just 2011). In relation

to that idea, users, in our case both creators and backers, can be passive or active information

seekers on KS (Spencer and Giles 2001). The next characteristic of communication is its hyper-

public nature, which facilitates participation on a much larger scale, integrating what used to be

private into the public sphere. Lastly, the authors describe it as a two-way mass communication,

where an individual user interacts directly with a few actors and at the same time indirectly with

the majority, and this view is furthermore supported by Spencer and Giles (2001). The above

features lead to what Guldbrandsen and Just (2011) call the collaborative paradigm.

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We understand communication as a process, which has certain implications for crowdfunding.

We expect our data to demonstrate an ongoing interaction between creators and their backers, as

they share and exchange meanings through a collaborative, interrelated and creative flow of

communication. However, despite their willingness to participate, users (in this case backers) are

forced by KS to overcome one barrier of communication - they need to first back a project in

order to become part of and communicate with its community. Therefore, we argue that online

communication also differs in the context of crowdfunding on KS in the sense that this open

invitation to participate is conditioned by ‘an entry fee’ and is therefore not free. But there are

nodes outside of KS where communication about a project also takes place and that is also open

and uncontrolled.

Spencer and Giles (2001) advocate for the importance of ‘pushmi-pullyu’12, where successful

marketing depends on ‘pushing’ great online content that can be ‘pulled’ by the audience. Here

the authors pay specific attention to what they call ‘wired audiences’, which can be very

effective in ‘pulling’ the content. By wired audiences are meant specialists and opinion formers,

such as journalists, and in the case of KS opinion leaders like forum administrators, journal

editors, bloggers, other creators etc. According to Spencer and Giles (2001), it all comes down to

research, which is considered the key to planning, implementing and measuring of a campaign.

As we have previously discussed in ‘Part 2: Startup’, it is very difficult for startups to conduct

such research, because they do not know exactly who their customers are, but they have an idea

of who they might be. However, this perspective on startups does not eliminate the possibility of

conducting a limited market research on alternative solutions and potential customers.

12 From the film ‘Doctor Dolittle’, describes a two-headed creature that advances as long as they ‘push’ and ‘pull’ in one direction (Spencer and

Giles 2000:288).

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CHAPTER 4 Method

INTERPRETIVIST APPROACH

We view the phenomenon from an interpretivist approach. We will focus on searching subjective

meanings and focus on the social side of crowdfunding, resulting in details of project creators’

subjective perspectives on crowdfunding as the cornerstone of our analysis. Reality in this case is

socially constructed and subjective, which will require us to look at the way creators as social

actors perceive the phenomenon and what they have learnt about crowdfunding through their

experience. Because research is value bound, we are also subjective and part of the phenomenon

(especially as being backers of two of the case projects). We will focus on small samples and in-

depth qualitative data from interviews. Our interview questions will in turn shift to a more

detailed view of creators’ personal experiences, resulting in different findings about them as

entrepreneurs and what motivates their actions.

In this exploratory empirical study, we seek new insights about the novel and evolving

phenomenon of crowdfunding with the use of multiple campaign cases on Kickstarter. In doing

so, we question what is happening during the crowdfunding process and assess the phenomenon

in a new light. Moreover, the advantage of the exploratory research according to Saunders et al.

(2009) lies in its flexible nature, which not only provides a deeper understanding of the

phenomenon, but also helps to progressively narrow the focus of the research. To better conceive

the complexities of the phenomenon, we build on previous research and investigate the substance

from project creators perspective, and supplement it with a crowdfunding expert’s point of view.

Validity of the results will be discussed in Research Reflections (Subchapter 4.2).

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OBJECTIVITY OF INTERVIEW KNOWLEDGE

It is important to address the epistemological question whether knowledge produced through our

interviews can be objective. Qualitative research distinguishes between different meanings and

uses of objectivity. Objectivity can be viewed as freedom from bias, which implies that we

produce reliable knowledge not distorted by personal bias and prejudice. Another use of

objectivity is being reflexive about our own contributions to the production of knowledge,

acknowledging that we can only make informed judgements based on our prejudices in order to

understand the phenomenon. We focus on objectivity in terms of allowing ‘the object to object’

borrowing the idea from Latour (1997). We attain a degree of objectivity because the objects (in

this case the human beings - interviewees) reveal themselves by countering (objecting) our

preconceived ideas. This is also the reason why it proved a challenge to strictly follow the

prepared in advance interview questions during the interviews. Instead, we seeked and

encouraged rare and extreme statements, allowing interviewees the maximum protesting and

capacity to surprise and exceed what we as researchers had to say. Thus semi-structured

interview technique allowed us to uncover themes and concepts unknown to us during the course

of the interviews. The world is always greater than our limited representations of it, which we

constantly remind of during our data interpretation in the analysis.

RELIABILITY

Reliability refers to the ability of our data collection technique and analysis to result in consistent

findings, or similar information revealed by other researchers. One concern is whether our

interview subjects might change their answers with different interviewers. Because we were not

aiming to obtain feelings and emotions of the interviewees, but mostly information regarding

their KS experience, we evaluated that it would be suitable to use English instead of

interviewees’ native language. We believe that the timing of the conducted interviews when the

campaign is still ongoing does influence interviewees’ answers, which is demonstrated in the two

follow-up interviews in two cases - ‘Wallz’ and ‘Bake On’. We attribute such difference to the

fact that the interviewees’ knowledge of the phenomenon grew with their experience during the

process. In other words, they knew more and could give more detailed accounts of the

phenomenon with each day (‘Wallz’ and ‘Bake On’). This is not to say that their answers

changed considerably, but rather that their answers were based on different details from their

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experience. At the same time, we are convinced that the interviewees, whose campaigns were

already successfully funded months ago (‘Thermodo’, ‘Me-Mover’, ‘PLUK’, and ‘Son of a

Tailor’), provide similar answers as the creators of the ongoing campaigns (‘Wallz’, ‘VIA’, ‘

Bake On’ and ‘Sitpack’), even though interviewees, creators of the successfully funded

campaigns, would always be able to reflect on their experience in a retrospective way and have a

clearer grasp of the whole picture. At the same time, we acknowledge that interviewees, creators

of the ongoing campaigns, are not able to reflect fully on their experience until their campaign is

over.

However, as Saunders (2009) points out, our findings from the semi-structured interviews are

“not necessarily intended to be repeatable since they reflect reality at the time they were

collected, in a situation which might be subject to change” (Marshall and Rossman 1999 in

Saunders 2009:328). Because crowdfunding is a dynamic process that is constantly changing,

and KS as a digital platform undergoes changes as well, we argue that reconstruction of our

interviews by other researchers might lead to different results than the current and also different

interpretations.

Another aspect is the interviewer reliability, related to imposing our own beliefs and frame of

reference through the questions we ask, as well as our interpretation of the responses. Our

leading questions may influence interviewees’ answers, if these questions are not part of an

interviewing technique. Weiss provides a different angle on the subject (1994:13) and

emphasizes the importance of grasping the storyline as it evolves during the interview, and thus

not following the structured questions, because “the fixed question-open-response approach

would have succeeded in getting a headline but would have missed the story”, and we are

interested in the story. We conduct semi-structured interviews, which allows us to have a partial

control of the interview setting and flow, but simultaneously leaves enough space to manoeuvre

between the known areas and the dark spaces of their experience. We are particularly interested

in the latter, because we are convinced that discovering and acknowledging what we don’t know

contributes to how convincing our findings are.

While coding the same interviews, different researchers are likely to produce non-identical codes

(Subchapter 5.3 Coding of the Qualitative Data). Too strong emphasis on reliability might hinder

our creativity and variability with fixed and predetermined structures. Instead, these are more

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likely to follow when we are allowed to implement our own interview style and follow our own

promising hunches to contribute to the overall production of knowledge in the matter

(Brinkmann and Kvale 2015).

When deciding how many creators to contact and what method to use for the analysis of the

interviews transcripts, we considered Brinkmann and Kvale’s (2015) ‘the 1000-page question’.

Inspired by that idea, we thought about the method of analysis before we collected the data. We

decided to interpret the analysis ‘as we go’, while pushing forward some of the pre planned

analysis parts as the interview situation evolved. This in turn made our final analysis a lot easier

to manage as it was already based on solid ground. The authors argue that the ideal interview is

already analyzed by the time the sound recorder is turned off and this is exactly what we aimed

at. We chose just enough interviewees for the research to be reliable, but also just enough to be

able to process it in a coherent and meaningful way.

VALIDITY

To validate is to check, to question, and to theorize the interview findings. Validation is

embedded in all stages of the production of knowledge, which leads to transparency of the

research procedure and convincing results (Brinkmann and Kvale, 2015). Concerning the

validity of interview answers, we consider the possibility of our interviewees not relaying the

whole truth about facts and experiences, but we consider their statements expressing the truth of

their view of themselves. In order to validate what they said, we often asked the same questions

in different parts of the interview, and if some of them changed their statements, we would ask

them to clarify their answers. In the case of Me-Mover, since the project creator (Jonas Eliasson)

was unavailable for an interview, we provide the point of view of one of his employees - Jens

Juhanson. This might raise certain validity concerns regarding his answers distorting the truth

about what really occurred based on his personal experience and his interest in presenting the

best image of the company and his employer. However, Jens joined the company a few months

before the campaign, and as an employee he was also an important part of the journey of Me-

Mover and provided valuable help and knowhow in bringing it to life during the campaign,

therefore we will consider his answers convincing and relevant.

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Validity refers to our ability as researchers to gain access to the interviewee’s knowledge and

experience. We conducted the interviews by carefully clarifying our questions, probing the

responses’ meaning, and discussing the topics from various angles. However, Saunders (2009)

points out that qualitative research using semi-structured interviews “will not be able to be used

to make statistical generalisations about the entire population...where this is based on a small

and unrepresentative number of cases. This is often the situation when adopting a case study

strategy” (Yin 2003 in Saunders 2009:327). This view is further supported by Weiss (1994), but

we must admit that through customization of each interview and our attempt to uncover the full

story, meanings and feelings of the creators, we are very much aware of the specificities of each

single case. Therefore, with the help of the triangulation method (Saunders 2009), we are able to

cross-check the data and avoid the above-mentioned issues.

GENERALIZABILITY

The next question we need to consider is whether these results can be generalized to other

subjects, contexts and situations or are they of a local interest only. From a humanistic and

behaviorism point of view, every situation and every individual person are unique (Brinkmann

and Kvale, 2015), however certain common characteristics and repetitive patterns of behaviour

emerged from the analysis. We can generalize based on certain entrepreneurial characteristics

that the KS project creators are likely to possess. Moreover, we can generalize on the campaign

process itself, as there are certain elements that need to be considered in a certain timeframe. We

believe that our findings from this interview study and can be used as a basis for other similar

cases within the context of crowdfunding.

Because we are dealing with human beings and human affairs situated in local contexts

(Flyvbjerg 2006 in Brinkmann and Kvale 2015), we argue that the context-dependent knowledge

we produce is more valuable than searching for general and universal truths. Furthermore, we are

able to generalize by choosing an extreme or critical case - ‘WALLZ’, a ‘black swan’ based on

which we can logically deduce what is valid for all other cases and falsify any taken-for-granted

assumptions (preplanning of a campaign is critical for its successful funding).

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CHAPTER 5 Data Collection

In this exploratory empirical study, we aim to build on previous evidence about the nature of

crowdfunding from three perspectives - entrepreneurship, startups and communication. We use

both primary and secondary data. The collected data is both qualitative and quantitative, with

main focus on the qualitative data. The data will be described in more details below. Next, we

describe how the data is being collected and coded. An interview structure is then presented

before we introduce a small experiment conducted as part of one interview.

SECONDARY DATA

Our goal is to understand what actually happens during the crowdfunding of a campaign on the

KS platform. During our initial research online, we discover two youtube video presentations

with one of the founders of KS - Perry Chen, who explains the vision behind KS, what the

platform stands for and what it wants to achieve. We also find more information on what to look

out for when making a crowdfunding campaign from various articles online. Moreover, we learn

about KS’s planned launch in Denmark on 21st of October 2014, which gives us the idea to

include ongoing campaigns to our research. We expect that access to such will be vital to

experiencing first-hand the intricacies of the campaign process from day 1 and also enable us to

draw a more detailed picture of the changes occurring during the process, particularly in between

the first and any follow up interviews we get access to.

Additionally, we collect available campaign data from some of our 8 cases. Additional data on

crowdfunding is based on the ‘Capital C’ movie, which was crowdfunded on KS, and is about

crowdfunding.

PRIMARY DATA

The primary data in this thesis consists of 7 interviews with project creators on Kickstarter: 3

successfully funded projects (‘Me-Mover’, ‘Son of a Tailor’, ‘PLUK’) and 4 ongoing projects

(‘Wallz’, ‘Bake On’, ‘VIA’, ‘Sitpack’), 2 follow-up interviews (‘Wallz’, ‘Bake On’), 1

presentation of a successfully funded campaign (‘Thermodo’), and 1 interview with a

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crowdfunding expert (Casper Arbøll).

Interviews

Our sampling technique is in line with Weiss’ (1994) categorization of potential respondents. We

identify two relevant groups for potential interviews. The first group’s representative is an expert

in the field of crowdfunding and also the founder of a consultancy firm on crowdfunding in

Denmark - Casper Arbøll. The second group consists of people directly affected by the

phenomenon we want to investigate, and who can provide inside information about the campaign

process based on their experience, namely the creators of KS campaigns. We assume that these

two groups can provide a broader panel of knowledgeable informants. We expect that each

respondent views the topic from a different perspective, thus contributing with new aspects of

the phenomenon.

As a first step to acquiring specific information on crowdfunding in Denmark, we conduct an

extensive online search of the upcoming crowdfunding events in Copenhagen. As a result, we

attend a ‘Meetup’13 on Sep. 24th, 2014, organized by members of the Danish Crowdfunding

Association and supported by the Danish Chamber of Commerce14. This is a public presentation

specifically on the subject of reward-based crowdfunding, featuring one of the successfully

funded campaigns on Kickstarter - Thermodo, by the Danish company Robocat, whose product

is a temperature measuring device for smartphones. This presentation acts as an inspiration and

as base for the following interviews, because it provides details on all three stages of a

crowdfunding campaign on KS: before, during and after. It lasts approximately two hours and is

very thorough, its purpose being to finalize and perfect the full story of the journey of Thermodo

in one final recorded version.

After uncovering some of the basics of reward-based crowdfunding and details from the

campaign process from a project creator’s point of view, we next focus our attention on face-to-

face interviews with other Danish project creators. Our first consideration is easy geographical

access to the project creators, which is why we focus only on KS projects from Denmark. The

projects are selected on the basis of several variables: campaign status (ongoing, successfully or

unsuccessfully funded campaigns), industry type, and product price range. Application of such

13

Source: http://www.meetup.com/Copenhagen-Crowdfunding-Meetup/events/206349322/ 14

Source: http://www.meetup.com/Copenhagen-Crowdfunding-Meetup/members/?op=leaders

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variables allows us to also eliminate the possibility of having near duplicates (Weiss, 1994), and

instead focus on gaining new insights into the phenomenon from each case. Establishment of

such variables enables us to identify and analyze both similarities and differences among the

projects relevant in answering the research problem.

We email 17 selected interview candidates, following up with a phone call. We start by

contacting a total of 7 creators of successfully funded Danish projects, 3 of which agree to an

interview. It is important to mention that our decision to include also ongoing KS projects into

our sampling is entirely due to KS coming to Denmark. The sample of ongoing campaigns

coincides with the initial hype of this new phenomenon in Denmark, to which we attribute the

positive answers from 4 out of 7 contacted project creators despite them being very busy during

their campaigns. We also attempt to reach out to 3 project creators of unsuccessfully funded

projects, but none of them replied. We conduct a total of 7 interviews from creators of both

ongoing and successfully funded projects. All interviews are conducted throughout the period of

three months - September, October and November 2014. Table 2 represents an overview of the

actual interviews and the selection variables. The reason we do not apply KS project categories is

because it does not give any valuable information due to the fact that most of the cases fit the

same design category, therefore we divide them by industries instead.

Name Company

referred to on KS

KS Product’s

Name KS Product description

Industry type Successfully funded

(SF) or Ongoing

(ON)

Product Unit

Price on KS

(USD)

Michael Flarup

(creator,

interviewee)

Willi Wu (creator)

Robocat THERMODO Electrical

thermometer for a

mobile device

Technology SF 19

Nicolas Aagaard

(creator,

interviewee)

Kåre Frandsen (creator)

FACO CPH PLUK Hanging fruit basket Product design SF 35

Jens Juhanson (on-line

coordinator,

interviewee)

Me-Mover ME-MOVER Step driven vehicle Transport SF 899

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Jonas Eliasson

(creator)

Troels Fonsbø (creator,

interviewee)

Troels Fonsbø WALLZ A set of colourful

cubes for creating

wall art

Home decor ON 22

Marcus Vagnby (creator,

interviewee)

Karina Mencke

Vagnby (creator)

ShapingYourDa

y VIA 3-IN-1

LAMP A lamp with three

changeable light

shades

Product design ON 134

Chris Gojal

Krogsgaard (creator,

interviewee)

Gojal

Krogsgaard BAKE ON TEA TOWELS

Screen printed

baking tea towels

with step-by-step

recipes

Product

design/home decor ON 18

Jess Fleischer (creator,

interviewee)

Andreas Langhorn (creator)

Jess Christian

Fleischer SON OF A

TAILOR Premium

handcrafted T-shirts

tailored in

customer’s size

Apparel SF 57

Nikolaj Bak (creator,

interviewee)

Jonas Lind

Bendixen (creator)

Mono+Mono SITPACK Foldable seat on a

stick that fits in a

pocket

Furniture ON 20

Table 2: Presentation of the chosen cases. Source: own creation.

It must be noted that the creators of the successfully funded projects had to set up a company

abroad in order to run their campaign on KS, because KS was not in Denmark. The remaining 4

projects are based in Copenhagen, Denmark, launched their campaign after the arrival of KS to

Denmark, and were still ongoing at the time of the interviews.

The recorded interviews are transcribed partially, which allows us to ‘cut away’ any small talk,

side topics and sensitive information out of ethical considerations. At the same time, we are

aware that by doing so we put our interpreter lenses on, however we still believe that this method

provides similar results to the analytical process researchers undergo when analyzing full

transcripts. We supplement the creators’ interviews with a crowdfunding expert’s point of view

to gain additional insights on the aspects of the phenomenon in DK.

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Interview structure

We aim at loosening the borders of the traditional semi-structured interview. The conducted

interviews do not strictly follow the order in which we preplanned to ask our questions, because

the interviewees quite often gave thorough explanations that already pre-answered some of our

later questions. At times we had to ask again by rephrasing some questions in order to confirm

that we understood the response correctly, and to ensure that the questions were understood by

the interviewees.

Firstly, we focus our attention on finding out how the creator got the idea to design and produce

their own product. By asking such a question, we simultaneously gain information on the

creator’s background, which will allow us to make a creator’s profile in the analysis. Secondly,

we inquire on their reason for crowdfunding the project. The next step is to gain insights into

their pre-planning process and their considerations for the needs of the customer. We also ask the

creator to describe their customer/user and their needs. Another question is on whether they have

protected their product from being imitated, due to crowdfunding being an open process where

information becomes publicly available. Subsequently, we inquire into any professional help

they have received in planning and preparing of the KS campaign, and particularly the campaign

video. This question is important in regards to the creative execution of the campaign page.

Furthermore, we complement that area by also focusing on storytelling in the campaign, which

includes not only the video, but also the updates and taking the backers along the project’s

journey. Another important question is on tipping off the media before and during the campaign,

with supplementary questions of blogger contacts and social media, which follow naturally

during the interview. We also ask the creators why they limit their funding period to about 30

days, depending on the particular case. We aim to find out whether their decisions have been

influenced by KS guidelines and rules, and indirectly discover what sort of comparison they did

with other projects in their preparation. In regards to the ‘Execution’ phase of the campaign, we

ask how much time they spent on campaigning, or in other words communicating with the

backers and posting updates. Lastly, if the campaign has finished successfully, we ask on the

interest for their project after the end of the KS campaign - this includes potential investors and

distributors, media etc. If the campaign is still ongoing, we inquire of the creator’s plans for the

future.

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CODING OF THE QUALITATIVE DATA

Based on suggestions from Harding (2013 in Brinkmann and Kvale 2015), our first step is to

read the transcripts and identify initial categories, write codes alongside the transcripts, review

the codes and categories, and then look for larger themes and findings in each category. An

important critique of coding (MacLure 2013 in Brinkmann and Kvale 2015) is that it reinforces

certain epistemology, reducing multiple meanings of long interview statements to what can be

captured into a few simple categories, which betrays the indescribable nature of reality. We are

aware that certain meanings can be lost or omitted based on what we as researchers deem

important to be coded. This points to us being biased by our own perceptions of the content. The

coding is both concept-driven, derived in advance by using existing theories, and data-driven -

arising ad hoc during the analysis from the interviewees’ own idioms.

Coding of the qualitative data is centered on data from the 8 chosen cases - 7 face to face

interviews and 1 ‘live’ presentation. We do not include data from the interview with a

crowdfunding expert in the coding, but it will act as a supplementary data in the analysis. The

goal is to find repetitive patterns and consistencies, while staying alert for any deviations. The

summarized version of the coding system can be viewed in Appendix 15 and in full details in

Appendix 16.

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CHAPTER 6 Analysis I

In Analysis I we first view crowdfunding on Kickstarter from the perspective of one of its

founders, Perry Chen, and this would provide the reader with a more general outlook on the

specificities of this platform. We will do so by implementing secondary data from two Youtube

presentations with Perry Chen, as well as secondary data from the platform. Next, we move to a

more specific view on crowdfunding by drawing the attention to 8 cases. We will examine these

project creators’ characteristics in order to answer the first sub-question: ‘Do creators possess

entrepreneurial characteristics?’

CROWDFUNDING ON KICKSTARTER

What better way to explain crowdfunding on KS than take the words of one of its founders for it:

“When we started Kickstarter our goal wasn’t to start another company. It was to create a way

for artists, musicians, filmmakers, chefs, craftspeople, designers, adventurers, and other creative

people to fund and build community around their ideas. A belief in the immeasurable importance

of art and creativity is core to who we are as a company. Our mission is to help bring creative

projects to life. We exist so that other people’s ideas can exist. We've remained independent and

founder-led so that we can pursue this mission fully”15.

Perry Chen explains that KS is a “fundraising platform for creative projects”16, where people

put their creative ideas and ask the audience, the community, creators’ fans and friends, to help

fund the project. Funding on KS is not investment, because nobody gets a stake, and it is neither

a donation. Perry Chen explains that usually people tend to shy away from the word donate, but

the transaction happening between a creator and a backer lies somewhere in between patronage

and commerce. It is a trade - backers receive goods or services in exchange for their money, but

this kind of trade is associated with risk since it is based on the promise of the creators.

15 Source: https://www.kickstarter.com/blog/not-just-another-company 16 Chen, Perry. How to Change How Ideas Are Funded. Video Published on 24 Jun 2012. Available at:

https://www.youtube.com/watch?v=OHhq-NuG4ps

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Funding on Kickstarter is based on all-or-nothing rule, which means that project creators get to

keep the pledged amount only if the project reaches its goal within a limited funding period,

current average being 30 days. The all-or-nothing rule has certain advantages. First, “It's less

risk for everyone”17. This means that backers get to keep all their money if the project fails to

reach its goal, and at the same time this protects the creators from the difficulty of keeping only

part of the funds while still having to complete the project. Second, the all-or-nothing rule

motivates people to spread the word if they want to see the idea come to life. And lastly, “It

works.” Kickstarter points out: “Of the projects that have reached 20% of their funding goal,

81% were successfully funded. Of the projects that have reached 60% of their funding goal, 98%

were successfully funded. Projects either make their goal or find little support. There's little in-

between”.18Kickstarter also points out three rules19 that must be followed: “Projects must create

something to share with others.” This rule points to the necessity for projects to have a general

plan of what they will accomplish and how they will do it. “Projects must be honest and clearly

presented.” The second rules emphasizes the importance of trust for the creation of community

around the projects. Whenever projects aim to manufacture something, Kickstarter requires that

project creators show prototypes so that the project can build trust and present facts without

misleading the backers. Thirdly, “Projects can’t fundraise for charity, offer financial incentives,

or involve prohibited items.” Kickstarter refers financial incentives in the sense of equity or

repayment and offers a list of prohibited items20, some of which are political fundraising, resale,

contests, coupons, and gambling. Unless limited for backers only, anyone can read comments

and updates within each KS campaign page, see a list of backers, where they are from, and how

many other projects they have backed. One important limitation is that only backers are allowed

to comment on the campaign page, which gives communication a quality of being exclusive,

such that creators can directly talk to their ‘paying’ customers, rather than everyone else. During

the campaign period, creators have at their disposal project video stats provided by KS for

tracking and monitoring all the numbers of their project.

And there has been a significant growth of the KS market during the past two years. The number

of backers has increased from 2,2 mio (2012) to 3 mio (2013) and 3,3 (2014). The total amount

17 Source: https://www.kickstarter.com/help/faq/kickstarter%20basics 18

Source: https://www.kickstarter.com/help/faq/kickstarter%20basics 19

Source: https://www.kickstarter.com/rules 20

Source: https://www.kickstarter.com/rules/prohibited

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pledged has increased from USD 320 mio (2012) to USD 480 (2013) and more than USD 500

mio (2014). At the same time the number of successfully funded projects has increased from

18,109 projects (2012) to 19,911 projects (2013) and 22,252 projects (2014). It is clear that the

market has a lot of potential and is constantly growing.

In the section ‘Creator Handbook’, KS explains the importance of updates: “Throughout the life

of your project, you’ll be communicating with backers and keeping them updated on your

progress. That’s where project updates come in. They’re your project’s blog, and how backers

can follow along with you from start to finish. Being part of this journey is one of the best things

about Kickstarter!”21. Three kinds of updates are further pointed out. ‘Updates that build

momentum’ are about informing the backers about new developments and funding milestones.

‘Updates that share the process’ is about keeping backers in the loop after the project is

successfully funded. ‘Updates that celebrate success’ after the project is successfully funded

become part of a fully customized spotlight page - “a central hub for news, updates, links to

your finished work, and anything else you want people to know”.

Perry Chen also talks22 about the meaning of donating small amounts, like the average $25

pledge: “What small amounts allow us to do is to be really disruptive”. The traditional approach

is to look for an investment, and when we are talking about investing relatively large amounts of

money, it is a very high bar and the question is whether this will return the money, or whether

this risk is worth the reward. Since KS is not about investment but about small amounts, when

looking at projects backers simply have to decide whether they like the person and their passion.

KS is trying to facilitate a low-cost and low-friction way of people helping each other to make an

idea come to life. One year later, in 2013 the average pledge fluctuates around USD 7023.

Perry Chen also give the 99% example, which illustrates the high bar of investment versus the

low bar of affinity. This 99% is “what I believe the amount of ideas that are not conceived to

generate revenue. The overall majority of ideas are not conceived to generate revenue. Now

many are contorted to generate revenue because they must. And it’s not always bad. But ideas by

21

Source: https://www.kickstarter.com/help/handbook/updates 22 Chen, Perry. How to Change How Ideas Are Funded. Video Published on 24 Jun 2012. Available at:

https://www.youtube.com/watch?v=OHhq-NuG4ps 23

Chen, Perry and Isaacson, Walter. Kickstarter and the Economics of Creativity (Full Session). Video Published on 29 Jun 2013. Available at:

https://www.youtube.com/watch?v=3R7mTFHEs1k

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nature do not necessarily have a revenue generation part of them as they come out of your brain.

And so we’re trying to really not just serve the 1%, because musicians and filmmakers they are

often in business and they like making money off their art, but also there’s a lot of ideas that we

have, so to say, for the most part have, you know, no desire and relatively little hope of

generating revenue and they also need sources of funding.”

Raising, for example, four times more money than the funding goal, according to Perry Chen

“talks again to whether this is charity or something different, and why I think this kind of

underlines that it’s something different. Because people didn’t stop giving her money, that means

that they were receiving value from participating”. Perry Chen explains that KS is about pure

creativity, which can be found in many categories, not just art or film. The founders of KS

realized that “creativity in itself is a niche. People who come to the site, they are not like ‘I just

wanna look at film, or ‘I just wanna look at music’. They wanna see creativity, they wanna see

passionate people, they’re not just interested in categories and things in tiny little boxes”. Perry

Chen also reflects on the traditional model of working on a concept, building it, and then

releasing it on the market, hoping that the world embraces it. “And I think a lot is lost there… I

think you’re working a lot in the dark, you’re working a lot in a vacuum, and as you all know as

creative people it’s very hard to work in a vacuum, feedback is really important.”24 And it’s

important to get that feedback and support before the release of the product.

In June 2013, a year later in a different session with Walter Isaacson (president and CEO of the

US based Aspen Institute - an educational and policy studies organization25), Perry Chen adds to

his former explanation of what happens on KS that it is not simply an idea or a project that is

being put out there, but a proposal to people. What makes crowdfunding on KS fundamentally

different is the web and the speed with which information is able to move through, what Perry

Chen calls a social graph, a network of people on the web. According to the founder, KS started

as a funding platform, but has evolved into something larger than that, namely creating

communities around each project. Many project creators do not realise this inevitable feature of

24

Chen, Perry and Isaacson, Walter. Kickstarter and the Economics of Creativity (Full Session). Video Published on 29 Jun 2013. Available at:

https://www.youtube.com/watch?v=3R7mTFHEs1k 25

The Aspen Institute: http://www.aspeninstitute.org/what-we-do

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KS in the beginning26, thus it seems that the creators are unable to plan in advance the necessary

activities needed to sustain and nourish their project’s community.

CREATORS’ CHARACTERISTICS

We want to investigate the individual creators, but at the same time we are curious how many of

them actually resemble entrepreneurs. Anyone can launch a campaign on KS, but not every

creator is an entrepreneur. Moreover, when we examine creators’ characteristics, we will

approach creators of a specific project as a team and therefore one entity, even if there are

several people in the team. Based on all collected data from the 8 cases and combining theory

from Powell and Bimmerle (1980 in McFadzean et al. 2005), Brem (2008), and Heebøll (2008),

we study characteristics of the creators focusing on the four elements from Table 4 (Chapter 3) -

‘individual characteristics’, ‘personal fitness’, ‘knowledge and skills’, and ‘motivation’.

However, rather than examining each element one by one, we believe that we can make better

sense of the data if we combine some of these elements, especially due to them being closely

related. We remind that these entrepreneurial characteristics are fundamental for recognition of

opportunities, accommodating the emergence of new ideas, and exploitation of their value (Shaw

et al. 2005).

In order to make it easier to recognize the 8 cases we refer to, we use the first names of the

members of the teams. We have previously outlined along with their project’s name and

description in Table 2 in Chapter 5 (Data Collection). We need to remind the reader that when

we refer to the case of Me-Mover, we talk about the project creator (Jonas Eliasson) from the

point of view of one of his employees - Jens Juhanson, and the implications of this have been

considered in the ‘Validity’ subchapter (Chapter 4).

26

Chen, Perry and Isaacson, Walter. Kickstarter and the Economics of Creativity (Full Session). Video Published on 29 Jun 2013. Available at:

https://www.youtube.com/watch?v=3R7mTFHEs1k

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Set of attributes Element Variables

Descriptors Individual

characteristics

Entrepreneurial alertness, wide social network, and prior knowledge

of markets and consumer needs

Personal fitness Work hard and have an understanding family

Knowledge and

skills

Own abilities, partners

Precipitating

factors

Motivation Intense need for freedom, finds joy in creating, desire to see concrete

results, earning a living by doing what you love

Table 4: Creator characteristics. Source: own creation.

The creators’ characteristics start with the first variable from individual characteristics -

‘entrepreneurial alertness’ of the creators, which we relate to their ability to recognize an

opportunity for a creative idea.

Michael and his team recognized an opportunity for a new product (Thermodo) as a consequence

of a negative review on one of their previous products. This ‘1 star’ customer review, as the

Robocat’s team found out, was caused by the customer’s misunderstanding about the purpose of

the app - that it could actually measure real-life temperature [it could not, ed.]. The team of

perfectionists, as they call themselves, challenged themselves to “solve this guy’s issue”. They

knew that they “wanted to build a little thermometer… and we also knew that we wanted to

make a platform that other people could develop on if they wanted” (Appendix 1). Nicolas’

partner, Kåre, was already selling the metal version of the space-saving storage fruit basket

(Pluk), but they saw an opportunity for designing a plastic version, which would be three times

smaller, lighter in weight and thus a cheaper version of the metal one. They wanted to create

something “more affordable, and less expensive to ship” that is “cheaper in production”, which

would also make it cheaper for the customers (Appendix 2). Jonas solved his pain of having to

use public transport for a short distance, which was too time-consuming and inefficient, and that

gave birth to the idea of inventing a new transport vehicle (Me-Mover): “he [Jonas, ed.] thought

there should be an alternative for that, which is also fun. Because we all know bicycles are there

but he [Jonas, ed.] wanted something new” (Appendix 3). Troels wanted to solve his own

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problem as well - not being able to find cool things for the walls in his apartment. The available

wall decorations were “either too boring or I didn’t think they match the cool furnitures”, so he

decided to create his own wall design that people “could do whatever they want [with them, ed.]

instead of like keeping it steady picture all the time”. Moreover, Troels wanted to create a design

central, “where you can download new designs… upload pictures, or designs you made yourself,

and get inspiration and ideas for new things” (Wallz) (Appendix 4). Marcus and Karina’s idea

for a new product (VIA 3-in-1 lamp) was based on a previous product, which is also a do-it-

yourself kit lamp. They “wanted to make something that was still very small in packaging …

something, where you didn’t see it as a kit lamp”, but also “something that actually can change

the light setting”, which would solve people’s problem of getting bored with the same lamp.

Their creative idea was born as a part of their regular work process, “as usual we do product

design” (Appendix 5). Chris’ idea for Bake On tea towels started as a project about redesigning a

recipe when she was at a design school in London. During the assignment she discovered how to

optimize her baking process and “designed a collection of tea towels that has recipes printed on

them… and you have a spot for each and every single ingredient - it makes it easy for everybody

and anybody to follow the steps” (Appendix 6). Jess found it difficult to find the perfect T-shirt:

“when I went to a shop to buy T-shirts I alway felt it was a bit difficult, because you found a T-

shirt you would like, and then you tried it on and found out that the shape didn’t fit you that

well”. That gave him an idea to create a premium handcrafted T-shirt that is perfectly tailored

according to a customer’s unique measurements (Son of a Tailor) (Appendix 7). Nikolaj’s

partner, Jonas, got the idea for a compact foldable seat (Sitpack) after realizing his own pain at a

concert after “having standed for hours and hours your knees start to hurt and your back as well,

and the most common solution today is weird foldable camping chairs or inflatable chairs of

some kind. And what’s really bad about them is that they put you very low, very near to the

ground, so you cannot see anything”. They wanted to create something that people would

“accept to carry around, and also something that would put you in a sitting position where you

can talk to your friends or you can see a concert”. So they started working on their vision by

putting it together from “the inner tubes from toilet paper rolls… and the outer shells are from

beer can”. (Appendix 8).

Next, we combine the variables ‘wide social network’ and ‘prior knowledge of markets and

consumer needs’ with ‘own abilities’ and ‘partners’ (Table 4). We unite them because they are

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derived from the creators’ backgrounds, and we cannot separately examine creators’ social

network without also mentioning their partners as part of that network. Moreover, their own

abilities are closely related to their prior knowledge, to which the partners also contribute greatly.

In terms of knowledge and skills, Michael founded (and still owns) ‘Pixelresort’, worked as a

graphic designer at ‘Retouch ApS’, and in the IT support at Roskilde university.27 In 2008 Willi

founded his own company, ‘Icelantern’28, at which he is still working, and prior to that he was a

mentor at Startup Weekend Copenhagen. Earlier he worked as an application developer at

‘Polyteknisk IT’, software IT architect at ‘IBM Denmark’, IT consultant at ‘Previ Partners’ and

web application developer at ‘Balthazar’. Michael (the lead designer) and Willi Wu (the lead

developer) co-founded ‘Robocat’, a Danish software studio, in 2009 (Appendix 17). Since then

they have built quite a few weather apps and have accumulated a large customer base, as well as

many loyal fans. To illustrate, their previous weather app - ‘Thermo’, has about 4.5 mio users.

They have also won the ‘Danish App Award’ for the design of the ‘101 Airborne’ game

campaign. Their experience at ‘Robocat’ comes with access to a wide range of other partners,

distributors, retailers etc. With their KS product, which combines both software and hardware,

they moved into the unknown waters of the hardware industry. Michael mentions the benefits of

their existing loyal fans and customer base when running their KS campaign, which provide

insights into customer needs. Michael and Willi got another partner for development of the KS

product - Marcus, who is an electrical engineer. In relation to the KS product, they collaborate

with Danish engineers, and various other partners in Denmark and China (Appendices 1, 15).

Nicolas owned ‘Siljan ApS’, worked as business development manager at ‘Trollbeads United

States Inc.’, as a project manager at ‘Forlagshuset ApS’, and in customer service at

‘Trollbeads’29. Moreover, he has a bachelor degree in economics from Copenhagen Business

School and studied at European Film College. Nicolas’ partner worked at ‘Engelbrechts A/S’,

which is a company that cooperates with designers and other specialists to develop and market

27

Source: https://www.linkedin.com/in/michaelflarup 28

Source:

https://www.linkedin.com/profile/view?id=7198477&authType=name&authToken=GDus&trk=Skyline_click_NBM&sl=NBM%3B37189570%3

A1422736954835%3B0%3B9396212%3B 29 Source:

https://www.linkedin.com/profile/view?id=104650427&authType=NAME_SEARCH&authToken=4uQJ&locale=en_US&trk=tyah2&trkInfo=idx%3A1-1-1%2CtarId%3A1422739003526%2Ctas%3Anicolas+aagaard

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furniture30. Both studied at Danmarks Designskole31. Nicolas founded ‘FACO CPH’ in 2011

(Appendix 17) together with his partner, Kåre Frandsen, who had developed and was already

selling the metal version of the hanging fruit basket. This provides sufficient knowledge of both

the market and their customer base. Apart from that, they work with partners in China and

Poland. Regarding the KS campaign, Kåre’s brother is a filmmaker who helped with making the

video (Appendices 2, 15).

Jonas, the creator of ‘Me-Mover’, is an architect, inventor and entrepreneur with many products

and startups behind him32. He has worked as an architect, as a design consultant, and as a mentor

at Startupbootcamp. He has founded a number of companies within the industries of high-tech

and cloud solutions. The ‘Me-Mover’ company was founded in 2014 (Appendix 17) by Jonas

and his partners Jacob Thilo (engineer) and Morten Svensson (workshop manager), who were

hand building the ‘Me-Mover’ prototypes33. He has educational background as VR specialist, in

project sales, and a master degree in architecture from Chalmers University of Technology and

Arkitektskolen in Aarhus. He is also a certified life and business coach from ‘Manning Inspire’.34

He has received the ‘Best Presenter Award’ at Nordic Venture Summit (2005), and was

Cleantech Finalist at ‘Cleantech Open Denmark’ (2001). Me-Mover was a finalist in ‘Red

Herring European top 100’ of the ‘100 most important startups in Europe’, and was nominated

by the INDEX awards 2013. Jonas was in contact with a gaming company whose KS campaign

failed. Jens specifies: “we got the guy into our company and we had a discussion meeting with

this guy, and he told us what he learnt and what he would do differently next time”. This

valuable knowledge of a previous KS campaign helped them to prepare better for their own

(Appendices 3, 15).

Troels has been working as a dealer in ‘Casino Copenhagen’ for the past 15 years.35 He founded

‘Wallz’ in February 2010 (Appendix 17) and had a webshop selling the cubes prior to KS, while

having his full-time job at the casino at night. His partner in London is the salesperson for

30 Source: http://www.engelbrechts.dk/da/om-engelbrechts 31 Danish Design School (in Danish: Danmarks Designskole), now renamed to ‘The Royal Danish Academy of Fine Arts Schools of

Architecture, Design and Conservation’, source: https://kadk.dk/en/kadk 32 Source: http://me-mover.com/the-team/ 33 Source: http://me-mover.com/the-team/ 34 Source: https://www.linkedin.com/in/jope1 35 Source: https://www.linkedin.com/profile/view?id=215953515

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‘Wallz’. Troels met an accountant manager from ‘Deloitte’ at Creative Business Cup, while

being engaged in entrepreneurship-related activities. His brother helped him with the video for

KS, and his cousin works at ‘Wallz’ as an intern. Troels admits that he likes art and being

creative, rather than the business and administration side of the company. He prefers spending

his time making special designs. Troels’ personally owned company was selling the KS product

before the KS launch, which points to some knowledge of the Danish market and customer needs

(Appendices 4, 15).

Marcus and his wife Karina are both product designers and have experience as entrepreneurs.

They founded ‘Mencke & Vagnby’ in 1989. Apart from that, Marcus was a part owner and

designer at ‘SpecialEdt ApS’. He studied at Kunstakademiets Arkitektskole (Art Academy’s

Architectural School) and Danmarks Designskole36. The duo created ‘Shaping Your Day’ in

2012 (Appendix 17). During the KS campaign they work with a factory in Hong Kong, which is

going to ship the KS product. VIA is not the first lamp they have designed, so they have solid

knowledge of the market (Appendices 5, 15).

Chris has a bachelor degree in graphic design, has her own venture for freelance graphic design,

and founded ‘Bake On’ in April 2013 (Appendix 17). Moreover, she worked as an assistant

teacher at a Danish kindergarten and during that time she tried to crowdfund her ‘Bake On’

project on IndieGoGo but her campaign was unsuccessful. She admits that she learned a lot from

that failure. She believes that the campaign failed for several reasons: the funding goal was too

high (twice as much compared to the current KS campaign), she did not do any PR for her

IndieGoGo campaign, and she reflects on not spending enough time on the campaign after

coming home from work. As a result, for her KS campaign she cut her initial collection of 15

towels to 10 in order to cut production costs and ask for less money. At the Danish kindergarten

Chris met a mother, who was a PR person, so they decided to make a trade off - free PR services

for the KS campaign in exchange for Chris designing a logo. Chris also went to the opening of

KS in Denmark, where she showed the towels and the KS representatives really believed in her

idea and gave her the moral boost to go for it. Chris had no knowledge of how to make and edit a

video for the campaign, nor did she know anyone who could help her with it, so she decided to

36 Source:

https://www.linkedin.com/profile/view?id=11139815&authType=NAME_SEARCH&authToken=Gc1q&locale=en_US&srchid=3718957014227

40689391&srchindex=1&srchtotal=1&trk=vsrp_people_res_name&trkInfo=VSRPsearchId%3A371895701422740689391%2CVSRPtargetId%3A11139815%2CVSRPcmpt%3Aprimary

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pay for it. Chris’ husband, Jesper Gojal Krogsgaard, works in the IT industry and has his own

company ‘Xanares.com’, which is a freelance web-agency doing everything in web-development

(Appendices 6, 15).

Jess has a master degree in engineering, manufacturing and management, and worked in a

number of large companies in positions that had to do with strategy and business development.

His occupations prior to ‘Son of a Tailor’ among other things concern strategy and business

development. Jess’ partner, Andreas, is a co-founder of ‘Star Athlete Music & Sound Design’,

which specializes in visual media content across all digital platforms. Jess founded ‘Son of

Tailor’ in October 2012 (Appendix 17). He started spending all his time on it in January 2013,

when he and his partner Andreas launched a beta webpage, which is the first launch of the

company. They hired a PR agent in the UK to help them with the KS campaign, for which she

brought her own network of contacts with journalists. The video for KS was made with the help

of Andreas and some friends, and he used the contacts of a former KS creator in order to

establish and manage a UK-based company in order to run the campaign (Appendices 7, 15).

Nikolaj has extensive experience, among other things, with online communication as event, staff

and brand manager from his previous occupations and studied a large number of courses that

deal with communication, management, innovation. At present, he is a partner, business

developer & marketing manager at ‘Takaokami’. Jonas has experience being an entrepreneur and

owns a company, ‘MJ Kompagniet ApS’, which is a brand management and distribution agency.

He also worked as a commercial assistant (concerned with partner searches, market analysis and

creating promotional events for Danish companies interested in the Chinese market). Jonas

studied business, language and culture; management; organization design; and economy. They

founded ‘Mono-Mono Design’ in January 2014 (Appendix 17). In March 2014 Jonas and Nikolaj

got a third partner, Theo, who is a student at DTU and has been creating all the technical

drawings for them, as well as perfecting all the internal components of the product. One of their

friends was a professional photographer who helped them with making the video for the

campaign. They also got help from another friend, who is a really good editor and edits videos

for a lot of big companies (Appendices 8, 15).

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Lastly, we examine a list of motivations of an entrepreneur that includes ‘an intense need for

freedom’, ‘finds joy in creating’, ‘desire to see concrete results’ and ‘earning a living by doing

what you love’ (Heebøll 2008). Moreover, it has been underlined that the entrepreneurs are

driven by financial and non-financial goals, with prevalence of the latter. Personal fitness,

another characteristic, consists of two variables: ‘work hard’ and ‘have an understanding

family’. We believe that creators’ personal fitness is closely connected to what motivates them to

work hard in the first place, which is why the variables related to personal fitness and motivation

will be combined in order to explore creators’ motivation for crowdfunding their project on KS,

whether they are able to work hard under pressure, and the role their families play during the

campaign process.

THERMODO

Michael and his team wanted to raise funds in order to start the production of Thermodo and they

“felt that trying to sell this idea directly to the consumers was an appealing way of getting it

built”. They did not want VC or commercial funding for this product, “at least not in this part of

the process”, so they turned to crowdfunding instead:“so while you are still working with your

idea, you want to maintain financial independence and you can get that by selling directly to the

consumer”. This shows the creator’s intense need for freedom as an entrepreneur - he did not

want to go through the regular channels of commercial funding. The point of using KS was to

skip the middleman and connect directly with the backers on a personal level, because human

connection matters a lot to the creator. In terms of sharing the idea with friends and family,

Michael says that he did not receive actual feedback from them, but rather moral support: “I told

my mom and she would be like: “Yeah, sounds great. Fantastic idea!”. Moreover, Michael

shares that he went to Bali with his girlfriend (for vacation after she finished her master thesis) at

the time of the launch of the KS campaign, and instead of having a vacation he “set up a

workstation that I put in that wonderful place [Bali] that I did not get to enjoy at all”. This

illustrates not only the support from his girlfriend, who did not insist on him not working, but

also demonstrates the hard work that he put into this project. In relation to his determination and

hard work during the KS project, Michael also admits: “we had to make a company in the US

back then to actually do this”, and that they “worked for months and months of overcoming a lot

of obstacles... a lot of back and forth” with their partners in Denmark and China. Michael points

out that iterative hardware development is very tricky and takes a lot of time. He further points

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out that KS is a lot of hard work: “running campaigns isn’t just something that happens in that

one month when you’re collecting money”. Michael finds joy in working on new ideas: “ever the

perfectionists that we are in Robocat, we wanted to see if we could solve this guy’s issue”. Since

the creator has his own company ‘Robocat’, he points out that “we treated the campaign as any

other digital product we’ve built in the past”. This shows that Michael indeed earns a living by

doing what he loves. We can safely assume that he would have brought the product out anyway

through the company just like Robocat’s other products - he wanted to see results, but he felt that

“trying to sell this idea directly to the consumers was an appealing way of getting it built”. This

attests to the creator’s desire to see concrete results through his crowdfunding campaign

(Appendices 1, 15).

PLUK

Nicolas and Kåre thought that producing the product themselves would pay off better than just

receiving royalty for the design, and they wanted the freedom to control both the design and the

product itself. Moreover, they wanted to test the viability of the plastic version, and used KS as a

marketing platform to spread the word and get possible offers for retailing of the product.

Nicolas says that he “wouldn’t go on Kickstarter because of the economic benefits” but

“because of the marketing potential”. Nicolas believes that the financial incentive is “a better

selling point than knowledge” to persuade creators to put their campaign on KS, however after

the campaign he points out:”With Kickstarter you kind of see dollar signs when you go in, but

then you see the potential when you come out”, and “you are gonna come out not richer, but you

are gonna come out more experienced”. Nicolas explains that the campaign broke even for them

- they didn’t get any money (despite being 200% overfunded), but he acknowledges that it has

been a “learning experience, and … made us stronger as designers as well, because it teaches

you… how it is actually to get something to put into production”. Because of this learning

process, they discovered that they find joy in creating and earn a living by doing what they love,

in their case - designing, and are therefore now considering to sell the design for PLUK and

focus on their core - design. Nicolas admits that they “don’t have time to produce, manufacture

and sell the product”. Nicolas and his partner were determined to make their KS campaign a

reality from the very beginning and they “had to fly to England, set up a company, set up a bank

account, and then come back”. Nicolas also admits that KS was more work than they initially

thought it was. We believe that Nicolas and Kåre had the desire to see concrete results, because

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they were determined to produce and sell their product even in case their KS campaign would

fail - they already had the money prior to KS. According to Nicolas, what would have been

different would be the way the product was marketed. In the case of PLUK, support from friends

and family was expressed in Kåre’s brother (filmmaker) making the video for them, and Nicolas’

girlfriend being the one demonstrating how to assembly the basket and she was spreading the

word about the basket on social media37 (Appendices 2, 15).

ME-MOVER

In terms of financial motivation, the Me-Mover team were raising money on KS to be able to

take orders from China and they made “some money in that [KS, ed.] because our costs that we

put in there were pretty low, and of course we get something on each order”. In other words,

they wanted to make a living by doing what they love. Regarding non-financial motivation, Jess

says that “for us one of the big things was to find the first customers who really believe in this

product”, and that they also wanted “to get the word about this product around the Web, and

maybe even around the world”. Moreover, they were interested in building a customer base and

community around their project. The ‘Me-Mover’ team worked hard to prepare the KS

campaign. They got in touch with a creator of a different crowdfunding project that failed, and

“he told us what he learnt and what he would do differently next time”, and they had to set up a

US company to be able to put their project on KS. Additionally, Jess “personally looked through

the guidelines… read a book about it… did quite a lot of stuff”, and they were “postponing our

launch at Kickstarter for quite a several times. Because we weren’t satisfied with the result that

we had” and “it’s gonna take a long time because the more you prepare, I think, the better you

are gonna perform”. Because they had backers from all over the world, they had “to be there all

the time, day and night”, and they were often getting contacted by interested potential partners

(not so much investors). So the team worked hard on everything related to the KS campaign, and

Jess points out that “it was really important for us to get the funding, the 100,000 to survive and

to get this thing going”. Getting this money with the help of crowdfunding “gives you some kind

of freedom. With investors you are really tied to that kind of old-fashioned business relationship,

but with crowdfunding you are shaping actually everything”. We believe that Jonas and the team

had the desire to see concrete results in the sense that: “if we wouldn’t have had the funds raised,

37 Source: http://ink361.com/app/users/ig-212173874/patricialomholt/photos/ig-705125786314378336_212173874

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we would have done it anyway”. Jess notes that apart being free from “that kind of old-fashioned

business relationship” when there are investors in the company, “you get really good touch with

your customers”, and “and getting the word about your product around, this is so important.

Even if you fail, you have done it... “. We interpret this as Jess being sure that even if a creator

fails to reach the monetary goal, he has still gained something from running a crowdfunding

campaign. Regarding creator’s joy in creating, the way Jess talks about Jonas and Me-Mover

assures us of the creator’s passion for building something new and fun, instead of settling for a

bicycle: “The first prototype he [Jonas, ed.] completed by himself. It’s looking really funny, it’s

full of metal”. Jess recalls Jonas’ friends and family supporting this project even before KS

launch: “Before we went to Kickstarter we didn’t have any orders. I think we had an order of 30,

which was I think Jonas’ friends and their friends and stuff like that” (Appendices 3, 15).

WALLZ

Troels was not very confident in his idea in the beginning, but encouraged himself to dedicate

“2014 for like go through with it, really work hard with this concept, this company [Wallz, ed.],

and then through this year if you don’t get enough feedback, if you don’t get enough people

saying ‘This is really cool’ then just slow it down”. Troels’ financial motivation for

crowdfunding his idea on KS is to collect money for a design central - a platform, where one can

download new designs, upload pictures or designs made by customers, a place to get inspiration

or ideas from. In other words, he wants to see concrete results, and he says that “it’s not a lot of

funding I’m asking for. It’s only like the minimum amount of money for the new order and for the

design central”. His non-financial motivation is to spread the word about his idea and see if

people like it: “the most part of the campaign is for awareness, it’s like explain the concepts,

show the brand, show your idea”. Troels worked hard to build the prototype of the product - it

took him about a year, and he did lots of tests back and forth with a factory in China - “it was

like from scratch - test materials, test shapes, test colours, and the most difficult part was the

adhesive”. After having accomplished the prototype, he just wanted to put it on KS, see what

happens and then take it from there: “I just put it on, I said OK, let’s make some money, and I

was sitting back and waiting. But nothing really happened and luckily Mila and Julia came

along from CBS with some questions for an interview and they said ‘Well you really can’t just sit

and relax, you have to work for it”. So Troels was not well prepared for the campaign “a lot of

people asked questions, I had to answer all the time, and it’s great fun but I’d wished I was more

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prepared for this”, and therefore “had to work and work a lot” on the campaign while also

handling a full-time job at night, and spending time with his family: “I work nighttime at the

casino, and then in the daytime I’m with family, I’m working with this project. I wasn’t prepared

for this”, but he “worked, it paid off”. He is motivated to work so hard because he wants to

make a living by doing what he loves: “It’s been a really nice campaign... but I’m really looking

forward for this to end, and then to start working like a real company. Start making some

business model and do some orders for China. It’s going to be a lot of hard work afterwards”.

His dream is to have the product in retails, in shops, and also have a design office where he

would create art - he finds joy in creating: “I’m not really that into business and stuff, more like

a creative guy”. He emphasizes his passion for creating designs several times: “I started to

create my own wall designs”, “I really like doing special designs”, and “I’ll be the one doing

the special designs - the creative part”. Troels’ family and friends are very supportive with the

project - his brother helped him to make the video, his cousin is an intern at ‘Wallz’ helping with

spreading the word (cousin is educated in communication), and both brother and cousin keep an

eye on feedback on the Web: “on forums my brother and cousin read it [the negative

feedback]”, and Troels’ daughter “loves the project”, but campaigning is hard for his closest

family - “my wife is really tired of it… and she wants this project to be over soon…”. He even

got advice from“some of my colleagues [in the casino] who pledged” not to put so many

updates, because it feels like spam (we assume that the colleagues were trying to be helpful with

advice). Moreover, “an accountant manager… has been helping me a lot before with the

Creative Business Cup… so I had some sessions with him for free”. Even the Chinese factory is

“really nice, really helpful. I was really surprised that the Chinese factory would do all that

stuff. I thought they just thought about money and production… But they were really helpful”

(Appendices 4, 11, 13 and 15).

VIA

Marcus says that in terms of the financial goal of the KS campaign, “the funding is the least

interesting part, the other values are much bigger”. Therefore, the non-financial and more

important goals for Marcus are “the feedback… and also we wanted to be first-movers… on the

way how you take products to the market with the crowdfunding in between, or with the crowd in

between. You can actually make a better product”, and “in terms of getting these backers, you

get small ambassadors .. they are very important in this process, so when they get the product,

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we’ve got some very good salespeople out there on the market”. So Marcus and Karina expected

concrete results from running the KS campaign - feedback and making a better product as a

result, backers acting as sales people, and the creators being first-movers on bringing the product

to the market through crowdfunding. They succeeded in the latter being featured in the morning

show ‘Go’Morgen Danmark’ that was about KS’ arrival in DK: “They were speaking about

Kickstarter… So I was in there speaking about my role and David, who just walked out here

[interview place, ed.], is kind of their gadget expert, so he was going to talk about Kickstarter

and then I was the example”. Another aspect of being ‘first-movers’ as described above is

freedom from being tied by the traditional approach of bringing a product to the market. This, in

fact, opens a lot of opportunities: “before we have tried a lot launching products kind of the

ordinary way, and this actually gives you another dimension… this is an amazing way for a

small company or for new idea to go another way, where it’s not the typical brands, and you

don’t have to be approved by the media, you don’t have to be in the right magazines and all that,

which takes years. But it’s actually a bit shorter way”. Marcus and Karina find joy in creating,

which is expressed in their wish to “make something that actually can change the light setting”.

However, this shorter way still requires hard work to make a working prototype“as usual we do

product design… So from the first sketches… it’s two years back now”. Not only that, but they

also didn’t receive any professional help regarding the campaign: “we did it all ourselves”, and

the campaigning itself is also hard work: “it takes a lot of effort - be on all the time and actually

answer … communicating, answering emails, or writing media”. Throughout this demanding

crowdfunding process Marcus and Karina support each other: “Karina and I, my partner in

crime, and partner in life”. Marcus is determined to see concrete results of the hard work and

launch the product anyway in case the KS campaign fails: “Then I will still launch the product.

Then I will go to the bank and get the money there. I will not crowdfund it for a second time”

(Appendices 5, 15).

BAKE ON

For Chris Kickstarter was never about the financial goal: “the Kickstarter was never to get a

profit to me”, and she admits that she is “not earning anything on it”. She focused on the non-

financial goals instead: “to get the production started”, her dream of having “a million people to

have my tea towels”, and “always wanted it to be about the community, about what they

[backers, ed.] wanted the towels to be”. Chris finds great joy in creating and is extremely

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passionate about her project. Her desire to see concrete results is expressed in her strong

determination not to give up after her failed crowdfunding campaign on IndieGoGo, but quit her

job and launch a new campaign on KS, all for the sake of bringing her idea to life. As she puts it:

“If you are not passionate enough to do it, then you’re not passionate enough, you don’t deserve

the money… my husband and I live, breathe Bake On”. The fact that she chose to quit her job

and dedicate all her time to Bake On illustrates her desire for freedom of being an entrepreneur

and earning a living by doing what she loves. It took 3 years of hard work and “absolute

dedication to what you do” for Chris to have a working prototype of her tea towels. Chris and

her husband, Jesper, “paid for the video out of our own pocket, we’ve paid for different

production rounds to make sure that towels were nice and the printers were good etc … It’s been

my passion for 3 years”. Chris’ dedication to the project is not only expressed in her willingness

to invest her own money into the preparation of the campaign, but also in the fact that she “read

so much about crowdfunding”, and did all the other content for the campaign on her own. The

campaigning process itself is a time-consuming hard work - “campaigning … that’s all you do”.

She adds that “if you don’t work on your campaign, it doesn’t work”. Chris believes that “if I

have had my job still, I don’t know if would have been able to do it” and this is also the reason

why she is “kind of looking forward to the campaign being over, because I am absolutely

knocked up”. During the whole time of working on Bake On, her husband has been a great

support to her - not only did he register the campaign in his name (because of the formalities

Chris was unable to register it herself despite having a company and an account in DK), but he

also worked on the campaign with her and motivated her to work even harder: “whenever I want

to go to bed, it’s like 10:30 p.m. and I am tired and my husband is just: “No, you have to work,

you have to work”. And, I mean, he has a full-time job… and then he is gonna come home in the

evening and keep working on Bake On, I mean he cares about it as much as I do”. This makes

Chris feel guilty when she does anything else. Apart from Jesper’s support, Chris recalls one of

his friends being “very supportive this entire time”. Furthermore, Chris’ accountant is her

husband’s best friend, as she puts it: “keep it in the family”. And the reason why Chris works

this hard to make her dream come true is because she wants to earn a living by doing what she

loves. She wholehearted confesses that the backers on KS “have enabled me to do what I love”,

otherwise she “would not be able to do what I love” (Appendices 6, 10, 13, 15).

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SON OF A TAILOR

Jess had strong faith in his idea, which he “had for a very long time, at least the last 10 to 15

years”. Reaching the funding goal on his KS campaign was very important for him, because he

“needed the money”, part of which he wanted to use for funding his website. He reveals that he

started spending all his time since January 2013 on the idea of creating the “perfect tailored T-

shirt”. He had no doubt that his campaign would go above the funding goal on KS, but in the

end, as he admits, the campaign broke even for him. However, rather than focusing solely on the

money, he outlines a number of non-financial benefits that he wanted to get from KS, for

example using the platform as a marketing tool “to create awareness”, “to get kind of a group

of customers, to … get me started for real and start doing the network effects”, and getting

media attention. Regarding the latter, Jess says that he was disappointed about not receiving

much media attention on his KS campaign. According to him, “funding is not your biggest

problem. That is marketing and branding”. He believes that failing a crowdfunding campaign

should not lead to giving up on the idea entirely, and that hard work is actually not wasted: “a lot

of Kickstarter projects, even if they fail, they are going to launch anyhow, because they have

everything pipelined”. Seeing that preparation is the key for success on KS, Jess was working

hard to make his idea become viable. He “spoke to a previous Danish Kickstarter founder, who

set it [campaign] up in UK, and I used all his contacts”, and setting up a company abroad did not

only cost money, but discovering what to do with taxes, shipping, import duties etc. took time as

well. In addition, he had to make a video, set the right prices, get media and social networks in

place before launch, “make everything look good in terms of the wording and the text and the

graphical material around it [campaign, ed.]” - “all that stuff took tons of time”. He notices that

“these kind of things tend to take much longer than you think. But we kind of had the set-up

ready”, because they launched “a beta web page, in April, 2013 [approximately 1 year before

the KS campaign, ed.]”. Jess’ desire to see concrete results was so high that he hired a PR

consultant to do PR in UK and “a student from CBS actually to do some of the Latin-speaking

countries”, whereas he himself “had some experience … doing PR in the Danish market”. Jess’

partner, Andreas, made the video for the KS, and the rest they did themselves. His need for

freedom and desire to earn a living by doing what he loves is also expressed in his determination

to quit his previous well-paid job in order to go through with his creative idea as an entrepreneur:

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“...before I became an entrepreneur, when I earned better money than I do today...”

(Appendices 7, 15).

SITPACK

Nikolaj and Jonas got the idea for the product 3 years ago, and they started working on it full-

time since January 2014 [9 months prior to the campaign launch, ed.]. The goals for

crowdfunding it on KS were both financial and non-financial. The financial part was about

reaching the funding goal, which Nikolaj admits to not even be the minimum money to start

production - “to start a production we need 750,000 DKK”, while their goal is only 450,000

DKK. The point of getting that money, as Nikolaj points out, is more because “it would actually

just prove our business”. Apart from testing the viability of their idea, they want to get people’s

awareness about the product and “get their ideas, and put into this product that we’re making”.

In other words, they wanted to improve the product itself based on backers’ feedback. The

creator clarifies: “I would say even though if you are an established business that can develop

your products internally and just pay off everything... The value that you get from having so

many users come up with ideas and involve themselves into the development, it’s worth way

more”. Reaching the funding goal would also enable them to “easier get a loan if we want that”,

but at the same time they admit that they “don’t know where this Kickstarter is going to take us”.

In addition to crowdfunding their idea, Nikolaj says that they attended Creative Business Cup

2014 and have two investors interested in the project. This demonstrates that the creative duo

wants to see concrete results of their efforts. Nikolaj and Jonas worked hard to make a working

prototype of the product: “But also we’ve been working on finalizing the product, making it

ready for production, and there’s a lot of work just to talk to people, and writing contracts and

stuff like that…” The journey from toilet paper rolls to a patent not only once again demonstrates

the desire of seeing concrete results by working hard and protecting the idea from being imitated,

but also in the wish of Nikolaj and Jonas to earn a living by doing what they love. They went to a

meeting in New York with the KS HQ, among others, 3-4 weeks prior to the platform’s launch in

DK. KS liked their product from day 1, “because some of our friends pitched it to some guy just

because of word-of-mouth…”. Moreover, KS even made them an offer 6 days before the

platform’s arrival in DK: “ if you [Sitpack, ed.] can launch your product the same day that we

launch our site in Denmark we will really gladly help you get the word out there… they

[Kickstarter representatives, ed.] offered us to put us in their newsletter and put us out there on

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many different platforms”. The duo was working hard to prepare the whole campaign in these 6

days. Apart from that, in the process of searching information about crowdfunding on KS,

Nikolaj declares that “it’s a lot of time, too much time. There’s so much information out there

and I am struggling with that because I tend to do exhaustive searches no matter what I’m

working with… we read thousands and thousands of Kickstarter guidelines and there are so

many ideas out there”. Moreover, apart from working on the campaign, the duo simultaneously

worked on the product as well. This is demonstrated by the fact that they changed the product

name from ‘Mono Chair’ to ‘Rest’ and then to ‘Sitpack’, after collaboration with a digital agency

to create a new look for their campaign. During this turbulent time, friends’ support meant a lot

in terms of making their dream come true and finalizing the campaign on time: “one of our

friends is a professional photographer, a video photographer … So we shot the video on Sunday,

and then Monday we went to another one of our friends, who is a really good editor … and the

job was finished Monday night at 1 o’clock or 1 hour after Kickstarter launched” (Appendices 8,

15).

DISCUSSION PART I

The purpose of this chapter was to discover creators’ characteristics, certain patterns and

deviations from those. We established that these characteristics are fundamental for recognition

of opportunities, accommodating the emergence of new ideas, and further exploitation of their

value.

In Chapter 3 we outlined that entrepreneurial alertness revolves around the identification of a

pain to be resolved, and the ability to turn this recognition into an exact and quantified account

of what the pain is about. Being able to do that is the art of problem formulation, which leads to a

solution to the need (Heebøll 2008). In the context of KS, as inspired by Perry Chen, we instead

differentiate between creators who just want to start production of their idea, and creators who

want to make a profit out of it and are entrepreneurs. In terms of ‘entrepreneurial alertness’, all 8

creators saw an opportunity for their idea, and were all able to clearly formulate what they

wanted to create and which problem they would solve. 3 out of 8 creators identified and set to

solve other people’s pain, and 5 out of 8 creators identified their own ‘pain’ that they wanted to

resolve.

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In terms of the variables ‘wide social network’, ‘prior knowledge of markets and consumer

needs’, ‘own abilities’ and ‘partners’, we can conclude that in 7 out of 8 cases, each creator or

the team of creators has some business or educational skills, and/or experience that has to do

with business development. Furthermore, 7 out of 8 cases (apart from Troels) have experience

managing their own business prior to the KS. Only one creator, Troels, does not have a business

background and started his idea from scratch. What is common for all the creators is that they all

knew someone in their network, who was able to help them in one way or another with

materializing the idea. Moreover, all of the creators find joy in creating due to the mere fact that

they work hard on their creative idea on their own accord 7 out of 8 creators have a backup plan

to realize their idea in case they fail to reach their funding goal. This tells us about the creators’

motivation, and their commitment to the idea. Troels does not have a backup plan and expresses

the intention to slow things down in case the funding goal would not be reached. This might be

because he demonstrates uncertainty about the viability of his idea, and associates the possibility

of not reaching his funding goal with not enough people liking his idea. Moreover, we can see

that creators of 3 projects (Thermodo, Me-Mover and Wallz) were involved in entrepreneurial

activities prior to their KS campaigns.

In Chapter 3 we presented a number of motivations for entrepreneurs, and stated that the non-

financial goals prevail (McFadzean et al. 2005). We expected to discover certain similarities in

the behaviour of creators and entrepreneurs. Remarkably, we discovered that all four motivations

can be attributed to the 8 creators. What we uncovered is that ‘an intense need for freedom’

varies in its meaning depending on each case. Freedom, according to the 8 creators, is expressed

as independence from investors and middlemen, liberation from the traditional approach of

bringing a product to the market, freedom to control the design and the product, and freedom in

being an entrepreneur. In terms of financial and non-financial goals for the KS campaigns, we

discovered that 1 case (VIA 3-in-1) focused only on non-financial goals, while the other 7 had

both financial and non-financial goals. It was interesting to learn that none of the creators

considered money as their most important objective, but instead clearly expressed such goals as

finding the early adopters (to get started and to start doing network effects), getting customer

feedback (to make a better product), testing the viability of the idea, marketing (create

awareness, spread the word), building a customer base, building a community, and/or being a

‘first-mover’ in this new way of bringing a product to the market (crowdfunding). Therefore, we

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conclude that overall the non-financial goals prevail. This also makes it even more interesting to

investigate in detail the 8 campaigns’ pre-planning and execution phases, because there we

expect to be able to conclude whether the 8 creators also follow the behaviour of startups.

Another element of creators’ characteristics is their readiness and ability to work hard - in all 8

cases the creators described the process of developing their product and their KS campaign as

hard work. Furthermore, they all emphasized the importance of being well-prepared for the

campaign. We discovered that this preparation is project specific for each case. In 6 out of 8

cases the family and friends acted as important moral support to the creators, whereas we have

no data on this for the other 2 cases (PLUK and Son of a Tailor). Furthermore, in 1 case (Wallz)

such support from the family and friends was also mixed with Troels’ wife having a hard time

during the campaign. 1 case (Sitpack) chose to change its product name during the campaign,

which is unusual, as, f.ex. the video still featured the old name.

Based on the analysis we can conclude that all 8 creators possess different entrepreneurial

characteristics. Troels stands out as a deviant case, because he is the only one who lacks business

background, experience in managing own business, and he has the intention to slow things down

if his project fails to get funded. Therefore, it will be interesting to observe Troels’ deviant

behaviour in the next two parts of the analysis - ‘Pre-planning’ and ‘Execution’. Based on the

identified deviant case, we can conclude that there are four obligatory entrepreneurial

characteristics in order to bring a creative idea on KS, and those are entrepreneurial alertness,

wide social network, ability to work hard, and finding joy in creating. This answers our first sub-

question. Furthermore, whether these creators can truly evolve into entrepreneurs based on these

characteristics can only be determined in the ‘After’ phase of their KS campaign, where they can

choose to continue working with their creative idea in a startup context (if they were not already

a startup before the KS).

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CHAPTER 7 Analysis II

Campaign process

After uncovering general insights about crowdfunding on KS and entrepreneurial characteristics

of 8 project creators, we direct our attention to what happens with their creative ideas on KS. We

investigate the campaign process in terms of two phases - ‘Pre-planning’ (‘Idea birth’ until

‘Kickstarter campaign goes live’), characterized by uncertainty, and ‘Execution’ (‘Kickstarter

campaign goes live’ until ‘End of campaign period’), which incorporates learning. What happens

after ‘End of campaign period’ is not investigated in this paper, but is included in Figure 1 below

to illustrate the whole campaign process.

Figure 1: Campaign process. Source: own creation.

PHASE 1: Pre-planning

In Chapter 3 it was established that pre-planning is crucial for the entire campaign (Spencer and

Giles 2001) and consists of everything that a creator accomplishes in terms of work on his

creative idea before he hits the ‘go’ button on KS. This phase is individual and among other

things depends on the creator’s characteristics (Chapter 6). Furthermore, in Literature Review we

found that Mollick (2014) emphasized the need for creators to signalize preparedness for

campaigning, but it must be taken into account that creators operate in the context of extreme

uncertainty not knowing who their customers are, nor how their final product will look like. This

uncertainty affects the whole ‘Pre-planning’ phase and is released in the moment the creator

launches the campaign, when the uncertainty is replaced with learning about where the

borderline is (Verganti 2009), even if the 100% funding goal is not reached. We have identified

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three major pillars that signal preparedness of the creators: ‘product development’, ‘value

propositions’ and ‘campaign launch preparation’, which will be investigated in order to answer

the second sub-question: ‘What goes into the pre-planning of a good campaign?’ Moreover,

these three pillars incorporate the path of innovation, consisting of an idea, invention, and

commercialization of the invention (Ries 2011; Brem 2008). It must be mentioned that each

creator has incurred various costs in relation to their campaign. These costs are case-dependent

and will not be a part of the analysis.

PRODUCT DEVELOPMENT

We investigate how the 8 project creators turn their ideas into minimum viable products (MVPs)

destined to be presented to potential customers and be modified according to the feedback

accumulated during the ‘Execution’ phase of the KS campaign (Ries 2011). We will now explore

how the creators embrace product development by investigating their market research and

potential customers considerations; design and prototype phases; and their considerations

regarding protection of the product. In respect to the latter, it must be noted that all 8 cases obtain

a design registration, which happens automatically when a new product is put on the Web.

THERMODO

Michael searched for existing solutions on the market and came to the conclusion that “there

were some clunky solutions out on the market, but nothing that had the simplicity that we

wanted…. we kind of needed something that was simpler, simple way of communicating device”,

so he decided to build a thermometer and a development platform. In terms of considerations

regarding who their customers would be, Michael says: “I think we all thought it was kind of like

a fun little thing that you had with you and you could take the temperature and that be it”.

Robocat has built quite a few weather apps over the years, and initially Michael did not expect

there would be a large market for ‘Thermodo’ and worried that “people might be a little tired of

listening to Robocat and weather in the same sentence”. Michael adds that “we had some

people, some very loyal fans that follow what we do”, so when the Robocat team sent emails to

them asking for their support: “we build weather apps. And now we want to build weather

hardware - you want to support us?”, this message was retweeted and spread on social media,

which indicates some initial interest in the idea. Nevertheless, the team’s fears and anxieties

about people not liking the product were groundless - the funding goal was reached within 7

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hours. Thermodo’s first prototype was solved with parts that Marcus (electrical engineer) had at

home. Michael points out that it wasn’t very pretty, but it worked. And then Michael himself

“got to design some hardware”. Danish Engineers helped with the design in CAD, a 3D model.

Then they went to small factory in Høje Taastrup, ‘Damvig Develop’, “and they do rapid

prototyping”. They got some 3D prints out and painted them. After that they did a number of

prototypes until they got the final one that they were happy with. Furthermore, Michael

confesses that they designed the product around the knowledge about “the sweet spot, where

people really want to invest - $25-30, around that”, so that they wouldn’t have to ask people for

a lot of money. Michael mentions their engineering partners and overseas production in relation

to the produced prototype: “ we’ve constantly been working with our partners, both in Denmark

and in China, in the game of ‘let’s iterate hardware over long distances’... We worked for

months and months of overcoming a lot of obstacles... a lot of back and forth... the iterative

development hardware is very very tricky. You change one thing, wait a few weeks for shipment

of new samples, which might then have other things that were wrong with it...”. The final

prototype was tricky to complete and took a long time, and ‘Thermodo’ got a patent for the

product38. Michael concludes that the open process [of crowdfunding on KS, ed.] is viable for

copycats, it’s easy for someone who likes the idea to integrate it in an existing product,

especially bigger companies (Appendices 1, 15).

PLUK

‘Pluk’ is the only product that Nicolas and Kåre produce and sell themselves, and because Kåre

had already been selling the metal version for 2 years, they knew that“a lot of people were

interested in it and they wanted to produce it so we decided to do it ourselves”. In the KS video,

Nicolas explains that the metal version “got 25.000 likes on fancy.com, but people thought that it

was too expensive and they wanted it in more colours. So now we want to give them just that”.

This shows that they performed market research on the product. In general, Nicolas thinks that

“you don’t need that much money to start up a product. You just need a little bit of know-how

and then you need to know some people that can actually help you do this”. They assumed the

plastic version would sell because it would be the cheaper version of the same product: “more

affordable, and less expensive to ship”. Nicolas is aware of the fact that KS customers are

38 Information on the patent: “Electrodynamic transducer with a slim form factor”, Denmark, patent application number 20090141925,

publication date June 4, 2009 (Source: http://www.faqs.org/patents/app/20090141925 ).

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different from average customers: “the Kickstarter customer is very gadget-oriented”, and

“Kickstarter demographic is first-movers”, and he was “going after KS customers”. He

considered the most successful KS products being either “new idea, or better versions of existing

concepts”, which is why he really believed people on KS would love ‘Pluk’: “It’s new, you

haven’t seen it before, and it’s functional… because there are a lot of beautiful things on

Kickstarter, that don’t do very well simply because they don’t have a function. So it had to do

something that you could actually use for something specific, not just be something…”.

Therefore Nicolas says that “we’ve been considering other products as well that I feel don’t fit

as well [as ‘PLUK’, ed.] to Kickstarter”. The reason for this is his belief in a balance between art

and functionality in a KS product: “If the idea becomes too artsy, and not practical enough, I

think it falls off a little bit... And I think this is exactly where it needed to be for a product on

Kickstarter”. Regarding protecting the product, Nicolas thinks that it doesn’t make sense for

them apply for a patent, because it is expensive, and the product is still easy to imitate despite the

patent, and it costs too much to legally pursue eventual imitators. If Pluk gets copied, they would

move on, or move their segment, or sell their version (Appendices 2, 15).

ME-MOVER

According to Jens, the ‘Me-Mover’ creator found existing transportation solutions on the market

being too inefficient, time-consuming or not fun. Later on, they also found that there are similar

products around the world that they weren’t even aware of - Jens was “looking around the Web

about our product, and someone told that it’s been in China for 10 years now… But we didn’t

know anything about that and we couldn’t find any backup for this argument. But there are some

similar things around the world that you don’t even know, that’s also very interesting to find

out”. Regarding the KS campaign, they “weren’t completely sure at the beginning if we’re

gonna even get the 100,000 USD, that was set our goal”. In terms of potential customers, the

‘Me-Mover’ team wanted to find the first customers “who really believe in this product”, and

build the community on KS. Jens points out that it is difficult to sell a such an expensive physical

product that you don’t have stocked and people have to wait for it for quite some time to receive.

Even though they knew there were people interested in ‘Me-Mover’,“we weren’t particularly

sure where they are and who they are, so this was like a testing tool. And the really good thing

about this is that you can reach everyone around the world”. Jens adds that before KS: “we

didn’t have any orders. I think we had an order of 30, which was I think Jonas’ friends and their

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friends and stuff like that”. These initial prototype sales indicate that there was interest in the

product. The creator completed the first prototype by himself, and Jens adds that “It’s looking

really funny, it’s full of metal. I don’t know exactly how long it took but we have it in the office”.

It was a long process until the final version of the product. They had filed a patent a year or two

before KS and got the patent during the campaign39, and they had a copywriter at the LA-based

PR agency that helped them during the campaign (Appendices 3, 15).

WALLZ

When Troels worked on the prototype cubes, he: “started to work with shapes, first of all, started

with...hexagon shapes and circles and triangles. And of course I finally found out that squares

are like the easiest one, it works just like pixel”. He did everything from scratch on his own -

tested different shapes, tested the materials, tested colours, and the most difficult part was

finding the right adhesive - he tested 20 different types before he found the right one. It took him

about a year from idea to prototype. He worked with a factory in China and they did a lot of

testing back and forth until they sent a test with the final cubes and then he placed an order,

mainly for the Combi Boxes. This decision was a direct result of market research: “both kids and

adults like it, but mostly kids - the test subjects I’ve been running with... so I thought let's keep

main focus on the children and order a lot of boxes for those”. Moreover, he “tested the Combi

Boxes in 10 different kindergartens just to see how it worked for kids, with their imagination and

creativity, the playground. They were really positive about it”. Despite the market research,

Troels was still unsure “if people like it”. He focused on the kids with the first order to China,

but “on Kickstarter it’s probably mainly for focus on the adults customers. It’s like 50-50, it’s

good for both parts”. Apart from wall decoration, he considered another use of his product: “the

designs are pinned on the walls, so it works also as an info board because of the thickness and

the material”. Making new designs is easy for him - he draws in hand in a computer program or

just plots on a picture and it changes the picture into pixels. Troels only protected the brand’s

name with trademark in the EU for 10 years, because “you can’t patent a square”. If someone

just changes a millimeter, then it’s a different product already. Troels is not worried about

copycats - in case the product is a huge success, then even if someone copies it, he says “at least

people know that Wallz was like the first, was the original idea” (Appendices 4, 15).

39 (1) Patent number: 8636293, “Human powered commuter vehicle”, filed: May 28, 2010, issued: January 28, 2014. (2) Patent number:

D695649, “Foldable bicycle”, filed: May 2, 2012, issued: December 17, 2013 (Source: https://patents.justia.com/assignee/me-mover-aps).

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VIA

Marcus and Karina approached this product “as usual… do product design”, because they have

previous experience selling their existing products that include lamps. Therefore they did not

have to perform an extensive market research, however they did investigate the history of light

and lamps in order to design their product to include these three shapes that repeat again and

again in lamp history, while also basing the ‘VIA’ lamp on a previous lamp design. In terms of

potential customers, they aim at a segment age 35 and up “due to the fact that it’s more a living

product, it’s not a personal accessory”. Marcus acknowledges that the ‘VIA’ lamp “is expensive

and it’s not the typical gadget”. They also considered the customer needs, as Marcus explains -

time is changing, the customers are changing, and they might need another kind of light setting:

“you got that plus that you can actually adapt the product to your need”. He points out some

other benefits of the new product - the fact that the lamp can change its shape prevents customers

from getting bored with it, and it’s also easy to clean. It took him around 2 years from the first

sketches to the actual product (Appendices 5, 15).

BAKE ON

In terms of market research, Chris has firsthand experience by running an IndieGoGo campaign,

which only got a third of the funding. It took Chris 3 years to get from an idea to a finished

product, and she points out it was a long and expensive process. Chris is very thorough in her

design process and has very specific design rules for all the towels: “When I designed the first

towel, I created very specific design rules that must be respected no matter what. The spacing is

therefore exactly the same between each ingredient within a group and between the largest

ingredient(s) and the frame”40. The product is screen printed: “You start by making a frame, so

you print one colour at a time. So I have two for each towel …I have two screens and 15 designs,

and can’t order less than 50 towels, because it’s too expensive for them to make it”. The first

prototypes were printed in New Zealand, but she chose to print the future towels in the UK and

not in China “because I value the quality and the working conditions of the people”. Moreover,

she “actually shot large” with her production considerations in order to be well prepared on KS

“if something happens”: “I counted 3 months in printing, and it doesn’t take 3 months. It takes 6

weeks”. Chris expresses notes of uncertainty present prior to the KS, when she “tried to

40 Source: https://www.kickstarter.com/projects/xanares/bake-on-tea-towels/posts/1080968

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approach people before with the tea towels. I tried to approach, I don’t know, House Doctor and

all kinds of places, and most of the time they wouldn’t even answer. And so you are gonna feel

crappy about your project”. Before KS, Chris was not selling the product, so she did not know

who her customer is. In terms of protecting her product, Chris is sure that someday people will

just copy ‘Bake On’ idea, produce it much cheaper and sell it much cheaper. She says she can

protect the design but she can’t protect the idea. She has accepted the fact that there will be

people who will copy her idea and produce it in China, India or Bangladesh, “and there is

nothing I can do about it” (Appendices 6, 15).

SON OF A TAILOR

Jess knew that T-shirts were traditionally available to customers only in the standard 5 sizes. He

could not find a more customized solution that would fit his personal body measurements, and he

“did a few market tests so I could see that it was not only my problem”. He decided that there

should be a market for this kind of product because: “There is a mega trend going on - I mean

modern men are becoming more and more vain. They get all sorts of tattoos, they go to gym all

the time, so my feeling was - for sure, they would like to have their T-shirts tailored as well”.

Moreover, Jess notes that for a KS product “novelty is important, that your product is also

novel”. He had the idea for ‘Son of a Tailor’ for 10-15 years, but started spending all his time on

the ‘Son of a Tailor’ T-shirt concept in January, 2013, and then in April they launched a beta

web page. This gave him the first traction in Denmark: ”I think at that time 90% of my customers

were from Denmark”. In the KS video he points out: “‘Son of a Tailor’ has successfully been

tested on our small home market in Denmark. Our customer feedback makes us humble and

proud and ready to take on a new endeavour and offer our T-shirts to an international audience”

(Appendix 14). He explained his customer archetype in details, as it is based on the demand he

discovered prior to the KS campaign. He discovered several groups of customers. The first one

he mentions is: “So it’s a guy in the 30-ies, he is having a well-paid job, and he is typically

within business or IT. He is normally into kind of style, lifestyle etc. And knows a lot about

brands and also fashion brands, but he is not deep into fashion. I would say like, he normally

doesn’t read fashion blogs etc., but, for instance, that would be the kind of guy that likes

expensive watches etc”. The second group he found is: “we have a large group of older men,

also up in the 50-ies as well, who are probably used to wearing tailored wear, who also have the

same problem with T-shirts. They have a bit of different need - they don’t like any brand, but on

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the other hand they are also very insensitive to price, and they will pay whatever… Normally, it’s

probably the kind of guy, who has a lot of money, and now just retiring, and it is easier for him

to order T-shirts this way”. The third group of customers consists of: “people, who are actually

deep into fashion, who like it from a fashion curiosity standpoint”. The fourth group embodies

“also some people within the fitness segment etc”. And lastly, there is a group of people who

“are oddly sized, basically, who are very skinny, very tall. But actually not people with large

sizes… That doesn’t seem to be the case… Some of our customers are extremely skinny, some -

extremely tall… It seems to be more of a problem”. Despite having paying customers already, he

decided to make a campaign on KS because: “I felt it was a good fit between the product and the

platform… I had to get kind of a group of customers, to kind of get me started for real and start

doing the network effects”. He had full confidence that his product would do well on KS and

would attract a lot of backers: “I kind of always thought that I would go above the goal”. Jess

explains that the idea for his product is not very advanced, and therefore: “There is not a lot I

can do to protect it … It has never really been a concern. When you speak to people, who have

founded a couple of startups, they only say it’s better to be open, because from being open you

get so much input, which improves your whole concept, than being close, because then you can’t

speak to anyone, and then you are just yourself, and then you never kind of iterate and improve

your product”. The brand name, however, is a registered trademark (Appendices 7, 15).

SITPACK

Nikolaj and Jonas searched for alternatives for a folding chair and discovered that “most

common solution today is weird foldable camping chairs or inflatable chair of some kind, and

what’s really bad about them is that they put you very low, very near to the ground, so you

cannot see anything… it’s more or less impossible to fold it [alternative chair, ed.] to its original

state”. They thought about what they carry around all the time with them at concerts, and

thought of something to drink, because that has the size, shape, and weight of what people accept

to carry around in their (big) pockets, small bags or rucksacks. So the idea for the design was to

put a chair into a can or a bottle, so that it resembles that shape and size. Jonas came up with the

idea, and they have been working on it for 3 years but started working full time on it from

January until October 2014, when the campaign went live. Another small company (2 guys) from

Copenhagen, helped them for about 6 months and made the first prototype for them, which was

the one before the 3D print. So they made the technical drawings, which made the 3D print

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prototypes possible. The creator points out that the benefit of 3D printing prototypes is that they

can rapidly make new ones, and the final product will be 3D injection molded. Afterwards they

started collaborating with a small company, which was “helping others with building their

prototypes”, proceeding into a new collaboration with “some people there [at SDU - University

of South Denmark, Technical Faculty, ed.] that are mainly researching in 3D printing”. This

collaboration also resulted in the first patent for the product, which Nikolaj points out was “such

a hard work”. There are 2 patents attached to the final version, and 1 design registration. They

wrote the patent themselves before the KS campaign41. It is aimed at the internal geometries of

the product, and it took Jonas about a month of hard work of about 10-15 hours a day. Their third

partner, Theo, a student from DTU, helps to create “all our technical drawings and in all matters

developing the product as it is right now. A lot of the internal components that I cannot show you

here are really really complex. And he’s been working… perfecting them”.

In terms of their potential customer group, Nikolaj hopes that his product can be used anywhere,

but he realizes that “you cannot create a product that’s supposed to hit everywhere and

everyone. So for me it’s really hard just to narrow it down on a target group”. During the

campaign Nikolaj admits that: “What we’re doing is, we made one product and we are creating

different stories to different market segments and different user segments. And what we’re

aiming at right now is primarily golfing, golf tournaments, golfers. Because it’s a super obvious

market, it’s a rich sport, and it has so many users, so many players, so many tournaments. And

we’ve gotten a lot of interest from different golfers and golf industries”. Apart from golfers,

Nikolaj also considers: “hunting, fishing, all that stuff… Also, concerts, which is where we

started, where the idea came from”. He also points out his desire from the beginning to partner

up with breweries “because it’s right down their alley to brand this product as a beer or a soda

for that matter”. But he is also aware that it is very difficult to get into that business (Appendices

8, 15).

VALUE PROPOSITIONS

As stated earlier, the focus of ‘Product development’ was to create a MVP that would be

presented to potential customers. The way in which the creators present these MVPs is in the

41

Patent information: “Transportabel siddeanordning”, Denmark 2057493, filed February 13, 2013 (Source:

https://www.linkedin.com/in/nikolajbak).

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form of KS projects that are considered to be exclusive online proposals - a novel way to put

forward a vision to an audience (Verganti 2009). The KS video is the heart of a creator’s

proposal, that carries the creator’s message. The video must attract backers’ attention and be

convincing with the help of a clear value proposition in terms of promoting a functional benefit

(unique selling proposition, i.e. USP), and/or a non-functional benefit (emotional selling

proposition i.e. ESP) (Pelsmacker et al. 2010). Due to the video’s central role in a KS campaign,

we will examine the value propositions in the 8 videos in a section of its own. We will

investigate whether the 8 videos contain USP or/and ESP and also evaluate how convincing the

messages are in the videos through the prism of ‘ethos’, ‘logos’, and ‘pathos’ (Higgins and

Walker 2012). We expect creators to establish their credibility, in the form of reputation, skills,

and/or work experience, as well as to personally show themselves in the videos (‘ethos’). We

expect to find that the video narrators appeal to the logic of the potential backers by highlighting

the problems that the product solves and its functionality features (‘logos’). Lastly, we expect the

video’s message to focus on invoking backers’ emotions (‘pathos’).

THERMODO

Michael explains that they “treated the campaign as any other digital product we’ve built in the

past” and “knew that the video was key”. Michael wrote the text for the video and narrated it

himself, because “it was more personal that way”. They also shot the video themselves because

“we had our own equipment … we made video before, so it was natural”. He outlines the

importance of making sure that “the video that you present carries the whole message”, because

the video is not only being shown on KS, but “it can be taken out of context, and you need to

make sure that it can stand on its own”. In regard to the content of the video, Michael reflects on

the fact that “crowdfunding isn’t just about the destination, but also about the journey, and when

you launch a campaign you’ve already made a lot of choices, you’ve already had your origin

story. Show your backers that journey in your video”.

The video starts with Michael presenting the team: “Hi. We are ‘Robocat’ - a small development

team from Denmark”, some of their previous products, and ‘Robocat’s’ “fondness for weather

apps”. In this way, creator’s credibility is being established in terms of skills (“love making

digital products”), work experience (“we’ve made a few [digital products, ed.] over the years”),

and reputation (“to this day we’ve had more than 2 mio. downloads, and hundreds of thousands

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of happy users around the globe using it [Thermo app., ed.] every day”). The narrator then tells

about the birth of the idea for ‘Thermodo’, and the prototyping process with “months of

iterations” until the working prototype. All of the described elements contribute to establishing

credibility of the team’s skills, experience and reputation, therefore the ‘ethos’ element is clearly

visible (consists of 15 lines of text). Next, the narrator promotes ‘Thermodo’s functional benefit:

“With this little electrical thermometer you can now record accurate temperature readings from

the palm of your hand”. Technical specificities of the product and instructions for use are further

described. Colour and material options are also presented to the viewers: “We are building

Thermodo in both black and white along with a premium anodized aluminium edition - just like

the iPhone”. Narrator points out that they are building a custom iOS app to ‘Thermodo’. It can

be concluded that the ‘logos’ is clearly visible in the message (consists of 13 lines of text).

Michael addresses the viewers directly: “we need your help”, and explains that “building

hardware is costly”, they have working prototypes of ‘Thermodo’ ready, but they need the funds

“to start producing your new thermometers”. This call for help plays on viewers’ emotions and

sympathy, which signals the use of ‘pathos’ in the message (consists of 4 lines of text)

(Appendices 1 and 14).

PLUK

Kåre’s brother is a filmmaker and helped with making the video. Nicolas and Kåre “wrote the

text for it [video, ed.], we knew what we wanted to show”. The main focus of the video is

“showcasing three different versions… telling the story for each product… tell the basic story”.

In order to avoid misunderstandings about the purpose of the product, they also explain the

functionality of the product, because “a lot of people see it and think it’s a lamp”. The video

starts with Nicolas presenting himself, his company, and the product: “Hi Kickstarters. My name

is Nicolas, and we at FACO have designed a fruit basket that turned out to be so much more”.

This establishes the credibility of the creator, therefore the message only briefly focuses on

‘ethos’ (consists of 1 line of text). Next, Nicolas talks about the story of the product and

mentions a web-page (fancy.com), where users wanted a cheaper version of the metal basket

with more colour options. An emotional benefit is clearly presented by pointing to exact users:

“now we want to give them [users on fancy.com, ed.] just that”. After presenting the metal

version, Nicolas introduces the two new versions of the metal basket - wood and plastic. The

functional benefit of the product is also clearly identified: “PLUK’ is a storage device… can

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hold almost anything that it’s size will allow. The elastic strings make it easy to access and

deposit items into and out of ‘PLUK” (consists of 13 lines of text). The ‘pathos’ of the message

is clear at the end of the video: “Your pledge will make it possible for us to produce this space-

saving design on a large scale. Thank you for taking the time to watch our Kickstarter”.The

narrator also plays on the emotions of the viewers by promising “whichever version of ‘PLUK’

you find most appealing - we are sure that you’ll love it” (consists of 4 lines of text) (Appendices

2 and 14).

ME-MOVER

The ‘Me-Mover’ team made the video themselves. The video starts with the creator, Jonas,

presenting himself: “Hi Kickstarters. I am Jonas Eliasson, the innovator of ‘Me-Mover”, which

is aimed to briefly establish credibility. Later on in the video, ethos is again emphasized in terms

of their skills, experience and hard work: “For 5 years the team and I have been working very

very hard to perfect the ‘Me-Mover’ - the design, the driving feel, the technology behind. We

have set up production, the tooling is ready, we’ve done the test run. Everything awaits for us to

place the first production order” (consists of 4 lines of text). The ‘logos’ of the message is

emphasized in terms of the functionality of the product, which appeals to the logic of the

viewers: “The ‘Me-Mover’ is a cross-over, a transporter and efficient fitness tool - a completely

new type of vehicle”. The functional benefit is clearly identified: “We use it for leisure, for

playing around, commuting to work, but most of all, it’s a fantastic way to get around, to move in

the city”. An emotional benefit is also suggested to the viewers: “Anyone can learn riding it in

10 minutes” (consists of 5 lines of text). Then Jonas emotionally involves the viewers by sharing

the ‘vision’ of the company: “our dream is to enable Scandinavian lifestyle for everyone by

making moving convenient and fit anywhere. That is what ‘Me-Mover’ is all about”. The pathos

of the message continues with “That’s where you come in. We need you as a supporter, a backer

or a customer to deliver the Me-Movers to the world and to make a dream come true” (consists

of 3 lines of text) (Appendices 3 and 14).

WALLZ

Troels and his brother made the KS video themselves. The creator “just wanted to keep it down

to the basic, just explain the concept and both with the kids and with the adults” (Appendix 4).

The video starts with Troels presenting himself: “Hi guys. My name is Troels, I am from

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Copenhagen, Denmark, and I am the founder of ‘Wallz”. The narrator builds on credibility even

more in the latter part of the video by mentioning his work with the factory and programmers:

“So, guys, the factory that helped me make these cubes are ready for a big-scale production. And

I found some programmers, who would like to make an online design central for everyone to

use” (consists of 3 lines of text). In terms of ‘logos’ of the message, Troels immediately

introduces the functional benefit of the product: “Wallz’ is best described as wall art made by

putting wall cubes together in a form of puzzle”. He describes the technical specificities of the

cubes and their use in the video. The problems that this particular product solves are also

underlined: “Because the ‘Wallz’ cubes are reusable, it’s very easy to move or change your

designs if you, for instance, at some point want to redesign your art”. Furthermore, “The back of

the cube is covered with a special adhesive that sticks on almost any wall type, is reusable and

does not damage the wall”. Emotional benefit is pointed out for a specific group of users:

“Wallz’ is also great for kids and their rooms, so I made 2 kinds of boxes, which I call ‘Combi 1’

and ‘Combi 2’ with already mixed colours and a handful of designs for usage or just as an

inspiration. With their imagination and creativity, kids can spend hours of fun with Wallz. And of

course, they end up with great selfmade art on the wall” (consists of 13 lines of text). In terms of

‘pathos’, the video finishes with Troels asking for the viewers’ help and support: “But,

unfortunately, none of them [the factory and the programmers, ed.] want to do it for free. So, all I

need now is your help and your support. Thank you very much for watching.” (Appendices 4 and

14).

VIA

Marcus and Karina did the video themselves and wanted to “tell about the product, and then try

to really get down to the ‘VIA’ story … tried to kind of focus on the main story”. Both say hello

to the viewers, but they do not talk about who they are and their company, and do not establish

credibility of their message. ‘Logos’ is strongly emphasized in the video. Marcus explains the

functional benefit of the product: “The idea for the ‘VIA’ concept was to combine 3 different

light settings in one lamp. By doing that you also get 3 distinctive shapes: the ‘V’, the ‘I’, and the

‘A’”. Marcus also points out to the viewers the option to choose and change between the

settings: “Whether it’s a pendant lamp or the table lamp”(consists of 8 lines). In terms of

‘pathos’, the video concludes with Marcus and Karina saying: “Thank you for checking out the

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‘VIA’ lamp. Now we need your help and support to realize the project. So, please, spread the

word, and buy our lamp. Thank you very much.” (consists of 2 lines) (Appendices 5 and 14).

BAKE ON

Chris decided to pay for the video, because she had “no idea how to do it” and thought that “it’s

better to pay for something and get it well done, especially something as important as the video.”

She used it first on Indiegogo and then reused it for the KS. The video starts with establishing

credibility of the creator: “Hi, I am Chris, and I am the creator of ‘Bake On’. While studying

graphics in London, I picked an assignment for which I had to redesign a recipe” (2 lines of

text). In terms of ‘logos’, Chris clearly states the problem that her product (the tea towel) solves:

“Usually I’d use recipes from a website, so I either would have to bring my laptop to the kitchen

and risk getting it dirty or print the recipe out. And that is if there’s ink in the printer”. The

functional benefit of the tea towel is that it makes the baking process easier: “having all the

ingredients prepped and ready, makes the process way easier… It tells you what you need, how

much, and when you need it”, the product features are outlined: “100% cotton and screen

printed in the UK with quality inks, so the colours will hold for many washes”. She also

underlines an emotional benefit for a specific group of users - the bakers: “I wanted my tea towel

to actually help the baker, not just list the ingredients and steps… The towels are great for every

baker, whatever their age or experience” (12 lines of text). The video ends with an emotional

appeal to the viewers’ sympathy, as Chris says: “Sadly, I can’t afford to launch the production

on my own, and that’s where you come in. I’ve been working on Bake On for almost 3 years now,

and I am really passionate about this project. So I need your help to move it forward. If you like

my idea, please share this video with your friends and family. Spread the word, and if you can,

please consider donating - every cent helps. Thank you so very much for your help and support.”

(5 lines of text) (Appendix 6 and 14).

SON OF A TAILOR

Jess’ partner and friends made the video, but for a price. The creator took extra care with the

video: “because I was selling a fashion product, the video should also look good”. Moreover, he

thought about storytelling in the video, and Andreas being a professional in making videos

helped a lot. They wanted “to tell that this product is about care and craftsmanship … we felt for

a fashion product, a brand that we wanted to establish … me just sitting here in the kitchen

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talking about T-shirts wouldn’t be the right thing” (Appendix 7). The video starts with an

emotional appeal to the viewers, explaining what the product really is about by evoking positive

emotions: “There is something special about the extreme simplicity of a plain well-fitted good

quality T-shirt” and “at ‘Son of a Tailor’ the T-shirt is our one passion”. The pathos of the

message is also indicated at the end of the video: “To take us on this journey, we need your help

to dedicate a full team of tailors and pattern makers. Let us together change how T-shirts are

made and worn. Let us honor the simple T-shirt. Let us put real care, craftsmanship and quality

into one of the most mass-produced items of the world. And let us together create a new

beginning for an old art - the perfect tailored T-shirt. Thank you for sharing our passion.” (18

lines of text). In terms of functionality of the product, both a functional benefit “the perfect

tailored T-shirt” and an emotional benefit “available to everyone across the world” are

emphasized. The USP explains the way the product solves customers’ problem with sizes: “We

simply ask you to type in your measurements and we’ll make a T-shirt that fits you perfectly… At

‘Son of a Tailor’, we hand tailor T-shirts for each individual customer. There are no small,

medium or large sizes.” Furthermore, the narrator makes an ESP by personally addressing a

specific user group: “an international audience of people, who care as much about the T-shirt,

as we do” (7 lines of text). The video establishes credibility of the creator in the middle part of

the message: “At the heart of ‘Son of a Tailor’ are Sten Martin and Jess Fleischer. Sten Martin

is one of the few tailors left in Copenhagen with decades of experience in bespoke tailoring, and

he is one of only a few male bespoke tailors, who is also passionate about creating T-shirts. Jess

is founder of the initiative. Needless to say - he is the T-shirt nerd. ‘Son of a Tailor’ has

successfully been tested on our small home market in Denmark” (5 lines of text) (Appendices 7,

14).

SITPACK

The creators shot the video twice, “Friday we shoot our first video for the campaign, and

Saturday we agree that it was crap - we couldn’t use it for anything. Sunday we shot the next

one”. Furthermore, they did not shoot the video themselves - they had help for free from one of

their friends who is a professional photographer, and another who is a really good editor: ”he

edits videos for a lot of big companies”. The message does not explain who the creator is, nor his

reputation, which means that establishing credibility was not the focus of the video. Though it is

mentioned:“We did that [creating the device, ed.] by combining engineering skills and thinking

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out of the box, and to work with some very complex geometrics and some really strong

materials”. This might indicate possibles skills and thus can act as ‘ethos’ (ethos: 2 lines of text).

The message starts by explaining the idea behind the product, and how ‘Sitpack’ solves potential

customers’ problem: “4 years ago I was waiting for 3 hours at a concert for the performance to

go on stage. 3 hours is quite a long time to wait, and it’s quite uncomfortable actually to be

standing up and waiting. I couldn’t figure out why there wasn’t a product out there that is

actually truly portable that you can put it in your pocket and bring with you to concerts and

anywhere else, where resting is truly needed, while you wait”. The functional benefit of

‘Sitpack’ is clearly identified: “the world’s smallest and most compact resting device out there”

(logos: 15 lines of text). The message appeal suddenly changes to ‘pathos’: “Creating ‘Rest’ [the

product name was changed to ‘Sitpack’ after the video, ed.] has been a really difficult task and

challenging task. And that’s why we need your support”. The creator clearly points out which

need the product solves: “the ‘Rest’ [‘Sitpack’, ed.] device is actually coming from a concrete

need - the need to rest when you’re actually in a situation when it’s most needed”. The video end

with an emotional appeal to the viewers for help and support: “Right now we have some really

awesome prototypes, but to take this product from prototype to production, and send it out to all

of you, we really need your support. We need 6 tons of steel for molding forms. Steel is really

really heavy and it’s also fairly expensive. And that’s why we need your help - every dollar

counts.” (pathos: 5 lines of text) (Appendices 8, 14).

CAMPAIGN LAUNCH PREPARATION

This element follows the previously discussed ‘product development’ and ‘value propositions’.

Due to the limited scope of this project, we are unable to give a detailed account of all aspects of

the campaign launch preparation. We will therefore focus on the elements that the creators

prioritized, and how they spread the word about their upcoming campaigns. We expect to find

that spreading the word starts prior to the campaign launch, proceeds throughout the campaign

process and involves all advertising and PR efforts.

THERMODO

Based on ‘Thermodo’s campaign’s preparation, Michael advises to “make sure that you’ve

planned at least some sort of narrative for the time when you need to execute on your project”.

He also recalls that the team worked hard on the campaign page’s submission “on an all-nighter

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on this project page, making sure that everything was just right”. Michael explains that “in

many ways it was a very international launch, so what actually happened was that we put out a

sort of press embargo on things… So we sent out a couple of our press contacts, and lied it’s a

secret and we pressed like you can’t tell anyone about it, but we’d like it if you can give us some

attention on the launch day“. When their KS project was approved by KS, they set a launch day

2-3 days later, “and then all hell broke loose”, because the media “completely exploded on the

way”. Michael confesses that they got an email: “let me just say it was Gizmodo who tipped us

off that Gadget have posted an actual piece on the thing before it was live. And they were like

hey, these guys broke your press embargo”. Moreover, Michael mentions that “we had some

people, some very loyal fans that follow what we do”, so the Thermodo team sent a lot of emails

to them: “Hey, we build weather apps. And now we want to build weather hardware - you want

to support us?”. This message was then spread further on social media by the fans (Appendix 1).

PLUK

In terms of preparation, the creator of ‘Pluk’ says: “I read somewhere how long a Kickstarter

video should be”, and that they “tried to market it [the product, ed.] during the campaign”.

However, Nicolas admits: “we spent some money on marketing and things like that to get the KS

boosted as well”. In order to spread the word and get his campaign boosted, Nicolas spent some

money on marketing and used a service that “sends a draft of an article out to a lot of different

journalists, but that was like a couple of hundred dollars and then they sent it out to all the email

addresses that they had” (Appendix 2).

ME-MOVER

The ‘Me-Mover’ team expected to have a lot of communication with the backers after the

launch, so they over-prepared: “we were gonna have one employee at night answering the

questions… you can prepare everything and have the timeline, we had this as well … we overdid

it maybe a bit”. Jens concludes that pre-planning should be “very thorough, it’s gonna take a

long time because the more you prepare, I think the better you are gonna perform”. However, he

points out that even if “you can prepare everything and have the timeline, we had this as well”,

it can be very difficult to follow it. He considers preparing as “one of the keys for success on

Kickstarter”. Jens points out that they had planned the press releases, but did not launch them

too early: “It was like a few days before we actually launch. But what we didn’t do was to create

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the awareness months before, that I’ve been thinking that we should have done. For example, a

month before in our communities that we have already, facebook for example, twitter, whatever

social media, our personal networks, start spreading the word, that we were gonna start doing

something like that. So it’s already, the buzz is around”. Furthermore, Jens mentions that they

contacted a PR agency, “who just looked through our text and stuff like that, but the budget was

extremely low for this thing” (Appendix 3).

WALLZ

The creator of ‘Wallz’ did not do extensive research on crowdfunding (“I didn’t read any

links”), but he points out that he saw a lot of other KS campaigns: “I only checked out the

successful ones… I only used reference from the other videos, the other campaigns”. Troels also

looked at KS guidelines: “I saw one video once, it was like a funny way of explaining what you

can do, but in that they also said “Just be natural, just do whatever you like”, but he did not

think about pre-planning “updates and stuff like that”. Even though KS staff offered to look at

his project and give him some comments (a 2 day process), he just said “No. Let’s go!” Troels’

partner in London sent emails to ‘Metroxpress’ (Danish press), and the creator himself wrote to

some news agencies, but only 2 responded. He therefore thinks that he didn’t make the right

announcements and didn’t create a lot of hype. 4 months before the KS campaign, Troels

contacted a blogger, who blogged about Combi Boxes in relation to a competition: “And there

was like 50 people saying “Oh, it’s a really great product, and we really enjoy this, and we’re

gonna buy all” (Appendix 4).

VIA

The creator of ‘VIA’ simply admits that “we didn’t have time” in terms of tipping off the media

prior to the launch, because they only had 14 days to prepare the campaign prior to KS coming to

Denmark: “we didn’t see actually the Kickstarter deadline before 14 days before… So the media

has been the last week. We were running a week behind schedule on media”. The VIA team also

did not prepare any updates in advance, but merely worked on them after their campaign’s

launch. Marcus adds optimistically that “the good thing about being the first on Kickstarter is

that almost everything gets an article. Then we have been mentioned, because there have not

been that many products… projects out there, so people mention all this”. He adds that “it’s

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quite important to go to TV, I mean we are in some of the bigger newspapers coming up, and

that would also help a lot. So that kind of… people just need a little bit of time” (Appendix 5).

BAKE ON

The creator of ‘Bake On’ “pretty much copy-pasted the entire text from IndieGoGo to

Kickstarter”. She considered it to be more authentic not to pre plan everything in advance: “it

feels less genuine, if you plan everything ahead”, she only knew what she wanted her stretch

goals to be. However, she did extensive research on crowdfunding prior to the campaign: “I love

my research… I have read so much about crowdfunding, and the mistakes… I read the

IndieGoGo guide, and the Kickstarter guide, and also a bunch of books”. Chris also contacted

bloggers: “we are gonna have a feature in the Scandinavian Standard … it’s actually a really

really cool blog”. ‘Bake On’ was also “featured in Copenhagen Post, we were on the front page

on their website”. She thinks of this media exposure as: “It’s just an ongoing thing, like trying to

reach out to as many people as possible” (Appendix 6).

SON OF A TAILOR

The ‘Son of a Tailor’ team did their research: “there are these blogs around Kickstarter. There

are tons of advice, and almost too much. I mean, you can die reading all that stuff”. Jess

considered preparation essential and tactical: “It’s not cheating, but having things ready before

you actually need them. It’s a tactic” Furthermore, Jess spent quite a lot of time on “getting

media in place before I launched and also getting social networks in place”. He thinks his

efforts were sufficient in that regard: “I think I did it very diligently. I couldn’t do better than I

did, so I was fully aware that I should spend a lot of time before I launch with media, so I think

two months before I hired a PR consultant, who was rather well connected in UK lifestyles”.

However, that PR consultant was not experienced in crowdfunding: “She has never pitched a

Kickstarter story before, so that was actually an advantage for her, but on the other hand she

didn’t really know the game of whom to contact and how”. Jess himself had experience doing PR

on the Danish market, and he hired a student from CBS to do some of the Latin-speaking

countries. Reflecting back on his media preparation, he adds that “we got connected to a lot of

journalists, but what they said in UK and US was that… There is a guy, a journalist from Times,

who told us: “I get 50 enquiries from Kickstarter founders to pitch a story for them. So now I just

say no to everybody”. It seems to be more and more the case in UK and US, where the concept is

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more mature - that the journalists don’t want to bother, and it’s old news now”. The creator

managed to get through to “Financial Times, the Sun, Highsnobiety and a few big big lifestyle

blogs”. He believes his efforts were not wasted, just some of them will pay off at a later time.

Basing his opinion on the difficult access to PR abroad, he concludes: “I don’t know if

Kickstarter ever provided magic for entrepreneurs. I think for some it does, but it gets more and

more rare that it does. It has less of a hype today than a year ago”. Because getting PR outside

of Denmark is tricky, he believes that “you actually need a lot of ambassadors before you

launch… ambassadors, who want to share your project and talk very positively about it. That’s

probably the most tricky part. And I think also where most founders fail - that is to kind of really

get their personal network flying, and really get it ready for beginning and also to find

journalists, who want to write the story” (Appendix 7).

SITPACK

The ‘Sitpack’ team managed to prepare the campaign in just 6 days prior to KS coming to

Denmark: “While doing that [shooting the video], we of course created the rest of the campaign,

like all the visuals and the whole text part, most of the material we had already because we’ve

been working on this for such a long time”. They did not have time to tip off the media or

contact any bloggers. Nikolaj recalls that preparation takes “a lot of time, too much time. There’s

so much information out there and I am struggling with that because I tend to do exhaustive

searches no matter what I’m working with”. The summer before the campaign the Sitpack team

attended Creative Business Cup and a PR agency fell in love with their idea: “they kind of

pitched to us if we want to be their faces outwards when the media needs some guys to talk about

entrepreneurship”. They also went to a meeting in New York, at Kickstarter HQ, where the KS

staff liked their product and offered to put it in the newsletter and many different platforms. The

product was in KS’ international newsletter at the time of KS’s launch in Denmark, which the

creators see as a huge PR bonus. Other than that, they didn’t have time to tip off the Danish

media prior to the campaign’s launch. They did not contact any bloggers, nor had time to spread

the word on social media. (Appendix 8).

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DISCUSSION PART II

PRODUCT DEVELOPMENT

6 cases performed a market research on existing solutions (‘Thermodo’, ‘Pluk’, ‘Me-Mover’,

‘Wallz’, ‘Son of a Tailor’, and ‘Sitpack’). 2 cases (‘Pluk’ and ‘Son of a Tailor’) had customers

prior to KS, which means they had tested the market. On this basis, we can conclude that they

had already tested their MVP prior to KS. All of the cases have a working prototype ready,

which qualifies them to be on KS (as we discussed earlier in ‘Crowdfunding on Kickstarter’).

The complexity and length of the design and prototype phases vary for each case, and only 3

cases have patents for their products (‘Thermodo’, ‘Me-Mover’ and ‘Sitpack’). The remaining 5

cases only have an automatic design registration and patents are not important for their specific

products. What can be learnt about protection of the intellectual property of our 8 cases is that

crowdfunding is an open process and as such is viable for copycats. Patents are very expensive

and it also costs too much to go after imitators. It is very easy to change a minor detail in the

product and then it becomes a different product already. You can protect the design and the

brand’s name but not the idea. This confirms Heebøll’s (2008) argument about the difference in

patent strategies between well-established businesses and new businesses, where new ventures

simply cannot compete on the same scale. In terms of customer considerations, 3 cases had not

tested the market prior to KS and did not know who their customers would be (‘Thermodo’,

‘Bake On’, ‘Me-Mover’). 2 cases performed market tests prior to KS (‘Wallz’ and ‘Sitpack’).

The creators of ‘VIA’ simply aimed at a specific customer segment, which could be attributed to

the fact that they are aiming at existing customer segment for their other products. Even though

‘Pluk’ had discovered customers prior to KS, they were going after the KS customers anyway,

because they are different (“very gadget oriented” and “first-movers”) from the ‘average’

customers.

VALUE PROPOSITIONS

It is important to mention that creators usually have a 2-3 minutes video (as recommended by

KS), which means they cannot relay the whole story. The video was shot by a professional in 4

cases (‘PLUK’, ‘Bake On’, ‘Son of a Tailor’, and ‘Sitpack’), whereas the rest of the videos were

shot by the creators themselves. We evaluate how convincing the message is in terms of ethos,

logos and pathos. 1 case treated the video as key (’Thermodo’), and knew that it should stand on

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its own whether seen on KS or off-site. From the table below it is visible that ‘Thermodo’ uses

‘ethos’ more than any other case, but there is also an equal emphasis on ‘ethos’ and ‘logos’ in the

message, which points to the video presenting the whole message. In terms of value propositions,

the message in 6 cases (‘Pluk’, ‘Me-Mover’, ‘Wallz’, ‘Bake-On’, ‘Wallz’, and ‘Son of a Tailor’)

contains both a USP and an ESP. The other 2 cases (‘VIA’ and ‘Sitpack’) focus only on

functional benefits, and not ESP. We expected to find that ‘pathos’ prevails in all cases. All cases

used ‘pathos’ in their message, but only 1 case (‘Son of a Tailor’) emphasized ‘pathos’ to an

extreme, while the rest of the cases focus on ‘logos’ instead (Table 5). In 7 cases (except

‘Thermodo’), establishing credibility of the creators was clearly not that important for the

message appeal. We can conclude that all videos deemed important to show and explain the

benefits of their product, or the value proposition (both functional and emotional), which means

that the creators tried to appeal to the logic of the viewers and convince them why they need this

product. Judging by the ‘pathos’ in the 8 videos, we can conclude that 5 cases asked for support

in order to start the production of their product, while 3 cases (‘Pluk’, ‘Son of a Tailor’, and

‘VIA’) wanted to either produce the product on a larger scale, to an international audience, or

simply to realize the project in terms of sales and spreading the word.

Case name Ethos (lines of

text)

Logos (lines of

text)

Pathos (lines of

text)

Total no. of lines

THERMODO 15 13 4 32

PLUK 1 13 4 18

ME-MOVER 4 5 3 12

WALLZ 3 13 2 18

VIA 0 8 2 10

BAKE ON 2 12 5 19

SON OF A

TAILOR

5 7 18 30

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SITPACK 2 15 5 22

Table 5: Ethos, logos and pathos in the KS videos. Source: own creation.

CAMPAIGN LAUNCH PREPARATION

The creators from the 8 cases behave differently in regards to preparation of the various

campaign elements (updates, communication topics, stretch goals etc), and we stated above that

we will only focus on the elements that the various creators prioritized. The collected data

indicates that in all 8 cases, creators first investigated the KS rules and regulations in order to

develop their campaigns, which means they have all done at least the minimum amount of

preparation prior to the campaign’s launch (Appendix 15). We can attribute this to the fact that

KS has to approve each project page prior to its launch.

Only 3 out of 8 cases did extensive research and read countless materials about crowdfunding

and how to make a campaign - ‘Me-Mover’, ‘Bake On’, and ‘Son of a Tailor’. In comparison, 3

other cases did very little research on how to run a campaign - ‘Pluk’, ‘Wallz’, and ‘Sitpack’.

Furthermore, 3 cases did special pre-planning of their narrative and other elements that they

would need during the execution - ‘Thermodo’, ‘Me-Mover’, and ‘Son of a Tailor’. On the other

hand, Troels did not really prepare much and had a ‘just do it’ approach, which is clearly deviant

behaviour. In terms of media and PR preparation, 2 cases (‘Thermodo’ and ‘Son of a Tailor’) did

exceptionally well compared to the rest. ‘Thermodo’ is the only case who put a ‘press embargo’

on their campaign, which the media broke prior to the campaign launch and as a result media

completely exploded after the launch. Furthermore, they emailed some of their very loyal fans,

who helped spread the word on social media, and used the full potential of media, news portals

and all network channels. The creator of ‘Son of a Tailor’ could not have done it better - he

managed to cover DK, Latin and UK markets in terms of media exposure. We expected to find

that all creators started spreading the word prior to their campaign’s launch. However, we

discovered that 2 cases did not do so - ‘VIA’ and ‘Sitpack’, because they did not have time.

Troels did not put an effort in spreading the word about his campaign prior to launch. Next, we

are eager to portray how the ‘Pre-planning’ phase will affect the ‘Execution’ phase of the

campaign process.

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The answer to the second sub-question ‘What goes into the pre-planning of a KS campaign?’ is

based on what we discover here to be the most important steps creators take in pre-planning their

campaign. All cases identified a pain, and therefore performed a market research on existing

solutions in order to resolve the pain. After researching the market, the design and prototype

phase begins, the length and complexity of which depends on the type of product. Our data

shows that the majority of the creators is not concerned with patents and protecting their idea.

All creators make working prototypes prior to KS, but some of these MVPs are perceived by the

creators as ‘final’. Next, all creators want to try and sell this MVP to potential customers.

Furthermore, most creators have some considerations regarding their potential customers, and

might even find test subjects for their prototype. Next, all creators present their MVP to an

audience on KS in the form of a convincing KS project. We discovered that a KS video is the

heart of creators’ proposal and contains creators’ message, aimed at convincing this audience to

pledge. The majority of creators presented a clear value proposition in their video by promoting

both functional and emotional benefits in their message. In order to be convincing, the majority

of creators focus on ‘logos’ by highlighting the problems that their product solves and its

functionality features. Moreover, all the messages contain an emotional appeal in order to gain

backers’ support. Most creators actually ask for backers’ help to launch the production of their

MVPs. Prior to the campaign’s launch all creators make at least the minimum amount of

preparation by investigating the KS rules and regulations. Troels does not do any extensive

reading on crowdfunding, he does not put enough effort into creating hype around his project,

and does not prepare in advance any narrative, updates, nor stretch goals.

PHASE 2: Execution

This phase covers the timespan from the moment the campaign goes ‘live’ until the end of the

funding period on KS, and on average is around 30 days (as per KS’ recommendations). Here we

will investigate our third sub-question: ‘What are the specificities of the campaign execution?’ In

the ‘Pre-planning’ phase it was mentioned that creators operate in the context of uncertainty that

is now being replaced by learning about the borderline, which separates ideas into those that can

become real through KS, and those that cannot because customers are not ready to want them or

accept them (Verganti 2009). We look at the KS campaigns as proposals that are creators’

dreams, but they also end up being what backers were waiting for once they see the campaign

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and its video. This learning during a KS campaign is much more valuable to creators than money

(Ries 2011), and stays with them even if the project does not get funded. In Chapter 6, ‘Creators’

Characteristics’, it has been confirmed that creators’ pursuit of non-financial goals on KS

prevails, and we expect to find that creators acquire ‘validated learning’ through the Execution

phase of their campaign (Ries 2011). The elements we will investigate here are ‘Customer

Discovery’ and ‘Communication’. We will go deeper into uncovering what sort of actions the

creators took before and after they reached their funding goal on KS.

CUSTOMER DISCOVERY

In Chapter 3 we demonstrated how significant it is to discover ‘early adopters’ not only to test

whether there is a market for a creators’ idea, but also because these customers are more eager to

provide feedback (Ries 2011; Mullins and Komisar 2009). On KS, as a rule, creators offer

rewards in exchange for backers’ support, and that reward in our 8 cases are prototypes. We will

now explore what the creators discover about their customers, and which sort of feedback the

latter provide.

THERMODO: 8,776 backers42

During the campaign the Thermodo team found out that “there was a much larger market for

Thermodo than we initially have thought”, and this market encompassed three continents and 77

countries with a total of 12,000 units of the product: “all of a sudden, when we got all this

exposure, a lot of people came out of the blue”. The team initially thought the product would be

“a fun little thing that you had with you and you could take the temperature and that be it”. In

terms of project video stats, number of times the video was played on KS and off-site is equal,

which might indicate that a lot of Thermodo’s backers came from outside the KS. Some of

Thermodo’s backers found so many additional uses for the product that the team decided to

actually increase focus on these backers on KS, interview them about the product, and share their

stories with the rest of the backers. Many new new ideas for integrating Thermodo in jobs,

hobbies and even research were presented: “there was a chef… who does ice structures, and he

transports them, and he wanted to measure the temperature in the vans that transport them to

make sure they arrive nicely”. An environmentalist “that taught school children about stuff”

42

Source: https://www.kickstarter.com/projects/robocat/thermodo-the-tiny-thermometer-for-mobile-devices

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wanted to use this inexpensive equipment (Thermodo) so that children can play around with it.

Other new uses were discovered from “long-distance runners, who wanted to correlate and

track you know, data”, “people that would use the sleep-tracking app... for iPhone, where you

could put it on the pillow and see when you are in a deep sleep, and when you are not” wanted

to correlate the data from the room temperature to find the optimal temperature for best sleep.

Michael appreciated this amazing feedback from people who believe in the idea, especially at a

time of the project when they could take on feedback. Meanwhile, the Thermodo team decided to

change their entire production from plastic to aluminium: “it made a lot more sense if everything

is made from aluminium, and we can set up the streamlines of the process, and now when we are

building this many of them”. The premium version also became a bit more premium: “we added

a pretty costly and quite tricky process, which is called electro engraving. We engraved the logo

into the actual metal”. The regular ones got “this ominent grey paint” since they were upgraded

to metal (Appendices 1, 15).

PLUK: 341 backers43

Nicolas mentions that “people have a lot of opinions about your designs. We rarely take those

into consideration. It’s not that we don’t listen, it’s just that people have a very easy tendency to

see something and then not see all the angles”. He points out that he loves to communicate with

the backers, and if they find a new use for the product, for example in the shower, then “that’s

really something we consider.” But the two designers do not take seriously feedback on the

design or the production of PLUK. Nicolas adds: “Because during all the years of me being a

designer I have not had someone externally tell me something that I can actually use to change a

design. It’s simply because it’s more complicated than that. People see a very simple product

and they think that the process of creating it was very simple, but that’s rarely the case”. Nicolas

learns that “it’s end users, and end users are sometimes really a pain to sell to, because they are

critical - you have to ship it to their house, it’s small packages, it’s a lot of different shipping, it’s

a lot of handling… It’s a really big hassle”. Based on learning from the execution of his KS

campaign, the two creators “started considering selling it [the design, ed.] to someone … Our

core focus is to design. We don’t have time to produce, manufacture and sell the product... And

it’s a lot of work, it’s not that we can’t handle it, but it’s really a question of focus”. In terms of

43

Source: https://www.kickstarter.com/projects/193289139/pluk-the-hanging-fruit-basket

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product modifications as a result of backers’ feedback, Nicolas assures that they were done with

the product, they were not in a beta version of it, and they have never done an open design

product. Nicolas concludes that: “Have we not been done with the product, I think it would have

been an entirely different process” (Appendices 2, 15).

ME-MOVER: 366 backers44

They wanted to find the first customers who really believe in this product, which is what they

accomplished as well. Jens adds “we were really surprised we got a lot of backers, for example,

in Asia”. Gathering such information from KS also gave them “the idea that it’s gonna be a

really good product in Asia, when we enter the market there”. According to Jens, the team sold

250 units of Me-Mover on KS, and afterwards they had about 400 people signing up for pre-

order, out of which the team is not sure how many will really buy the product. In terms of

feedback, Jens says that “I don’t think we did any bigger modifications with the product during

or after the campaign. Because this was settled, this is a long process” and they were thus

unable to integrate the feedback on the product itself. Only feedback regarding the accessories

was implemented. The Me-Mover team had a special reward called ‘BECOME A ME-MOVER

AMBASSADOR’, Jens adds that the team got “36 people who are super interested about Me

Mover”. The team refers to each ambassador as “our long term partner in spreading the vision

of a more active and engaging urban lifestyle”. Furthermore, in their FAQ on KS, the team

explains that ambassadors will “be included in our ambassador forum, for in depth knowledge,

support, dialogue and experience sharing… For all the sales you generate, you will recieve a

10% commission”45. Regarding the ambassadors, Jens hopes that “when people really have the

physical product, this is gonna generate itself a lot of hype”. The product was finished “Because

this was settled, this is a long process”, and therefore there was no feedback on the product

itself, but they did some modifications to improve the product after KS “with the chain for

example” (Appendices 3, 15).

WALLZ: 904 backers46

44

Source: https://www.kickstarter.com/projects/107750026/new-compact-step-driven-vehicle-its-your-move 45 Source: https://www.kickstarter.com/projects/107750026/new-compact-step-driven-vehicle-its-your-move/description 46

Source: https://www.kickstarter.com/projects/1521543395/wallz

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Troels discovered that 62% of the backers came from the KS platform, while 38% - from off-site

(Appendix 11). Troels also discovered backers, who helped him with spreading the word: “they

knew a lot of forums and stuff like that, especially those Pixel guys with that retro computer

game Mario… They really seem to love it. So they started spreading the news all over the place.

Yeah, especially one guy… Nigel Allen, he does a lot of comments. He’s been doing a lot of work

and he bought that big one - the Mega Box. So he’s been really helpful”. In terms of feedback,

the Wallz creator received a lot of new ideas from his backers, but he admits “a lot of ideas I

thought of myself”. Troels only received positive feedback on his product: “all of them start with

‘Love the process, love the idea”. The feedback itself could be categorized into shipping, mixing

combos, ideas for design, new pledges and ideas about the campaign. Most feedback was about

“can we mix up the Combi” boxes, as backers state their preferences when such reward option is

not available - “what most people want is, for instance, instead of 4 Combi boxes, they want 2

Combi boxes and 2 single colour boxes”. As a result of this feedback, a common backers’

problem emerged - they wanted to choose more than 1 reward (KS’ limitation is 1 reward per

backer). Troels quickly came up with at least a partial solution - he suggested to backers to get a

friend or a family member pledge for the other reward they want. The ‘Mega Box’ was a

backer’s idea for a reward, which was added very quickly. Another idea that was implemented

was to sort the cubes into 100 instead of 400 packs, based on which the creator “talked to the

Chinese factory asking them… and they said “Yeah, we can do that.” Troels gave this

information in an Update, and then some of his backers advised him: “You should put that in the

front page as well because a lot of people actually don’t actually go and watch the updates, they

just scroll down”, so he put it straight away, because he “always listen to my customers”

(Appendices 4, 11, 15).

VIA: 77 backers47

During the campaign Marcus discovered that “only one third of our backers are from

Kickstarter. And the other two thirds are from different media that we have been bagging with…

And that’s also how people find the product. Mainly people have found it through direct links”.

Among their backers, the VIA team discovered small ambassadors: “Actually, they feel that they

are part of the project. And they are very important in this process, so when they get the product,

47

Source: https://www.kickstarter.com/projects/729082533/via-3-in-1-lamp

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we’ve got some very good salespeople out there on the market, which is obviously a very good

thing”. Marcus highlights also the fact that he is receiving “some very important feedback on

how actually to tell my story”, mainly on “how to explain it”. The creators conceive of their

product’s idea as quite simple, but from backers’ feedback they can see that “it is still an

exercise in getting the explanation right”. Furthermore, the creators changed the KS page a few

times in order to cope with misunderstandings about the product. Due to this feedback, the VIA

team has “learned about how people see our product in this process… we get feedback on

‘Could it be possible to both get the table and the pendel lamp as a set?”. They also get “very

valuable” feedback on the product and are able to “make the last minute adjustments in this

process. So that makes a lot of sense”. Minor adjustment to the product before production are

hereby possible. However, larger changes would bring them back a year and are therefore not

feasible (Appendices 5, 15).

BAKE ON: 356 backers48

Chris highlights the importance of getting backers on KS: “You may believe in your project, but

you won’t really believe in it, until somebody else does”. Based on project video stats, Chris

could see that “It has been viewed mostly on Kickstarter”, which might indicate that most of her

customers come from the KS platform. The Bake On creator considers the backers extremely

important: “Why else would I go to Kickstarter?... These people are helping me, they are

believing in me”. Chris is also appreciating her backers’ feedback: “It doesn’t make any sense to

ask for people’s help and then not listen to them“. She gives an example: “Some guy actually

suggested a carrot cake for the next stretch goal. And I was like OK - carrot cake it is!”. Her

campaign was meant from the beginning to implement backers’ feedback: “from 5 towels on,

people get to tell me, which recipes they’d want me to develop next, and then that would be put

up to a vote at the end of the campaign”. A few of her backers “asked about trying the recipes

out” before buying the product, and the creator did not ignore their request, she “retyped

everything last night, and people will be able to try the recipes out, if they want, so that way they

are sure that they like them”. Based on data, Chris learnt that the majority of her backers are

from the U.S. Based on data available to her on KS, Chris discovered three customer segments

during the campaign process: 1) people who “just like to have nice stuff in their kitchen” 2)

48

Source: https://www.kickstarter.com/projects/xanares/bake-on-tea-towels

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people who “are really bad at baking”, because the towels make baking ‘bulletproof’, and 3)

families with kids, because the towels “are really good for kids”. Chris sums up her feedback as

exciting and motivational: “Can’t wait to receive my towels”, “Super, super product. Keep

doing what you do”. Her backers were also “telling me I was a nice person, kind of taking it to

that personal level”, for example: “Receiving your updates make my day!” (Appendices 6, 10,

15).

SON OF A TAILOR: 199 backers49

When talking about his backers on KS, Jess concludes that backers are better than the average

customers: “our Kickstarters, and that is also what I said in the beginning, they are more

valuable than our average customers… normal customers are a bit shy of speaking directly to

you. These Kickstarter customers, they are not… He also concludes that backers “are more

forgiving”, which is not even the most important thing about them. Jess reflects on their other

qualities: “they have this kind of stuff wired in them, so they really support you in everything you

do, and you get a kind of personal relationship with them, more than you do with a standard

customer”. Furthermore, they are dispersed all over the world “at least mine are, which has also

come in handy as a startup because that enables me to kind of benchmark across countries… So

even though I only have 200 backers I think they came from 20 different countries or so”. The

creator also feels that he knows a lot of his backers, which also enabled him to “get more direct

feedback. And they are also more of ambassadors”. In terms of feedback, Jess recalls

suggestions about more colours, and mostly T-shirts ideas, which they were not capable of

executing: “it was not like that we got any ideas that kind of changed the game for us”. The team

also received feedback on the campaign itself: “well thought through”, because it was not

lacking any information on the product. Regarding the inability to implement feedback, Jess

explains that “we need to aspire to something higher with our brand, than what our customers

actually are. And that makes it sometimes difficult to take all your customers’ advice, because

while they mean it in the best way, you need to get… your own thoughts in this kind of product

are more important than customers’ thoughts”. He believes this is the case with lifestyle

products and fashion products, and adds “it might sound that we disregard the tastes of our

customers, and that’s not the case” (Appendices 7, 15).

49 Source: https://www.kickstarter.com/projects/1098390240/son-of-a-tailor-the-perfect-tailored-t-shirt

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SITPACK: 2,749 backers50

The Sitpack team received a lot of useful feedback from backers. For example, backers asked for

a protective sleeve for the product, and the team is creating it. Nikolaj emphasizes another

important feedback: “some of their comments were “Hey, I cannot google you, why is that?”,

and that made the team to come up with a more generic name for their product. Nikolaj

concludes on the importance of backers: “I think that’s one of the really strong tools about using

crowdfunding. It’s not the money necessarily, it’s getting so many people’s awareness and get

their ideas, and put into this product that we’re making”. Having worked on the idea for this

product for 3 years, Nikolaj points out that before KS it has been only the 2 or 3 of them (the

team), which means “it’s limited how many ideas we can come up within a limited amount of

time”. However, now on KS “thousand and thousands of people are looking at it and

brainstorming, and trying to come up with new crazy stuff, it’s so cool and that’s really

something that you should embrace as super important”. Nikolaj concludes that being on KS

takes a lot of time and is hard work, but for such a short time (limited campaign period)“we

learn so much in the process, so it’s a good thing” (Appendices 8, 15).

COMMUNICATION

The second element of the ‘Execution phase’ is ‘Communication’. Creators on Kickstarter need

to convince potential backers to pledge, and they can do so by communicating with them. In that

regard, KS prescribes that “projects must be honest and clearly presented”51. We will now

investigate ‘Communication’ in terms of three elements: ‘updates and stretch goals’, ‘comments’

and ‘media and PR’. Updates and stretch goals are important because they indicate to backers,

that the project creator is engaged in the project, and actively shares his/her progress. Comments

on KS might lead to development of personalized relationship between creator and backers. We

will therefore investigate communication around each project in terms of number of updates and

comments,52 and how much effort the creators put into communication with the backers.

50 Source: https://www.kickstarter.com/projects/rest/rest-the-worlds-most-compact-foldable-seat 51 Source: https://www.kickstarter.com/rules 52 Number of comments is based on the comments section of a campaign page and does not include comments within updates or private

messages.

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THERMODO: 34 updates; 1,209 comments53

On KS the project reached the funding goal within 7 hours and suddenly expanded in scope and

complexity. The team realized they had to make stretch goals, “which I [Michael, ed.] think is a

really important part of the crowdfund psychology”, and that new manufacturing options were

available now that they had to produce 10 times more than initially planned. The team added a

total of 6 stretch goals, all of which got unlocked by the backers except the last two: “a couple of

new variations of Thermodo kind of arrived, as we hit the various stretch goals”. The creators

made 34 updates, where they included videos of field testing of the product, behind-the-scenes

videos, and current situation information. An example of a fun and tricky update would be when

the team “did some field testing on top of a volcano, which was really cool”. The Thermodo

team “tried to be as open and transparent as possible with these in-depth updates and behind-

the-scenes footage”. Therefore, they also shared a special footage from the factory in China. In

terms of funding progress, Michael illustrated that in the beginning “it’s crazy, everybody is

funding it, and you get that initial push of a lot of people, they are talking about your product,

press sites are covering it, they’ll trickle down to all the small press sites”. During the middle

period of the campaign, “it is your task to make sure that people still engage, they still think it’s

interesting, they still want to pledge, they want to pull in their backers, and you can do that with

many different tools at your disposal - stretch goals are one of them, updates - keeping them

updated on the progress, making sure that it’s interesting and fresh”. At the end of the campaign

period people hurry and buy the product before the campaign ends: “you will also see kind of

like a tiny little curve there… that’s because people are happy. It’s gonna end, I need

Thermodos! I have to own them!”

Michael concludes that “storytelling is everything in crowdfunding... It’s people, it’s not

businesses”, and that the idea is to gather money from the crowd, rather than give a corporate

speech: “You are not selling to a different company or a VC. You are just most likely selling your

idea to the average person. You need to talk directly to them and talk honestly, maybe even with

a dash of humour, and you will get very far”. While communicating with the backers, “every

day new questions were posted”. Michael concludes on campaign that “it’s not entirely unlike

running a political campaign”, because a lot of people tried to reach the team and messaged

53

Source: https://www.kickstarter.com/projects/robocat/thermodo-the-tiny-thermometer-for-mobile-devices

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them on KS, sent emails and tweets, and even stopped them on the street to talk. Michael points

out that just on KS “during the campaign we received 12.830 messages”. The creators had to

“work hard just to stay on top of the communication, answering questions, and keeping updates

flowing”, because campaigning “requires an immense amount of focus… takes a long time, and

it takes a lot of energy out of the team”, in order to maximize the attention and resources.

Michael emphasizes “that human connection matters a lot. And keeping them [the backers, ed.]

in the loop, connecting with them and talking to the community, growing the community means a

lot”. About 9,000 backers of Thermodo “also kinda feel like they own a piece of the product now

and they demand… to be heard about, you know, what they feel the product should be or when

the product should be done”, which is tricky because they do not have all the information at

hand. Michael explains that when the team had to make a decision and then went back on that

decision, they had to worry about how the backers were going to perceive this rather than only

think in terms of what would be best for the product. So they had to explain why that change is a

good idea and convince the backers, rather than just doing the work: “there is a huge

communication burden in terms of bringing the backers on and along for the ride”. Michael

learnt that it is better to be a bit vague in the communication with the backers and also to be

honest about why they are vague, as he found that “there’s a lot of external factors that you

don’t control... you can’t give any exact deadlines and that’s ok”. The team fully harvested

social media benefits and press during the campaign, as Michael quotes one of his colleagues:

“Social media is an unparalleled marketing machine” (Appendices 1, 15).

PLUK: 9 updates; 62 comments54

The Pluk team made no stretch goals during their campaign. Most of the time during the

campaign Nicolas and Kåre spent “with practical things like answering e-mails”. Their backers

had a lot of questions about the product, “some things we didn’t have put up on it, and they

wanted to know about the colours and things like that. It was a lot of answering questions“.

Nicolas concludes that “Kickstarter is a bit more work than we thought it was”, but also it has

been a learning experience that “made us stronger as designers as well, because it teaches you

something about … how is it actually to get something to put into production”. In terms of

promotion of the product, the PLUK team: “were on blogs, talking about it. Then talking to our

54 Source: https://www.kickstarter.com/projects/193289139/pluk-the-hanging-fruit-basket

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friends on Facebook about it and things like that”. They also got “a lot of media exposure for

free”. The creator concludes that for him KS was a marketing tool (Appendices 2, 15).

ME-MOVER: 32 updates; 918 comments55

The ‘Me-Mover’ team was at first unsure whether they would reach their goal, but “we got the

goal very fast and then we only raised more and more and more, and the momentum was going

on for kinda long time”. The ‘Me-Mover’ team made 6 stretch goals, and all 6 got unlocked by

the backers. The team emphasized on marketing during their campaign: “from the half of the

campaign, collaboration with a Los Angeles based agency, and we had a person helping us with

the PR. So we were trying for a long time to approach it, wanted to get the crunch and things like

that, it didn’t work at the beginning. But then we got for example featured in an Asian

crowdfunding portal and immediately we got backers from there. This is a really big market and

if you get to there, you’re gonna get something [from the market, ed.] anyway”. According to

Jens, one of the biggest learning lessons from their KS campaign is that “you have to be there all

the time, day and night, because the problem with us was also that… we had a lot of people in

the United States, and it’s a completely different timezone, so you had to be there at night as

well, because you have to answer the questions in minutes I think or in hours. If you wait for

days it’s gonna be like really bad for you”. Furthermore, the team expected this massive

communication with the backers and spent the 32 days of their campaign mostly communicating.

Jens adds that “the community was also really important for us because we had to build it

anyway”. As mentioned in Customer Discovery, the team created an ambassador package, and

these people were spreading the word about Me-Mover. Jens is of the opinion that “this is the

perfect marketing unit that we got off Kickstarter for example. I don’t think there are many

companies using currently that kind of thing on Kickstarter. Creating like a very specific, I

would call it even B2B relationship with some of the ambassadors” (Appendices 3, 15).

WALLZ: 22 updates; 241 comments56 (KS ‘Staff picked’)

After our first interview with the creator of Wallz, he “had to do a lot of Updates, as you told me

to, making new videos. I would have liked to have these videos before I started the campaign, so

I could just put them in but how would I know that we would reach 150 and 250 (thousand

55

Source: https://www.kickstarter.com/projects/107750026/new-compact-step-driven-vehicle-its-your-move 56 Source: https://www.kickstarter.com/projects/1521543395/wallz

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DKK). He added 2 stretch goals, and both got unlocked. He realized: “So actually I’m going to

sit the next 28 days in front of the computer (with a lot of homework), yes! Thanks! I would never

think about this, I would just… I think if you haven’t come here I would just leave the campaign,

maybe it works maybe it doesn’t work. But apparently that’s not the way”. His updates were

about “the promises of what the online central can actually do, and what you can do online. And

it’s a wide area that I can show - it’s design, it’s art, it’s like retro computer gaming, there are

so many forums that seem to be interested in this”. Communication really took off after he made

updates about his online central and what it can do, he found out from his backers that there are a

lot of forums interested in design, art and retro computer gaming etc. He gives his honest opinion

about all ideas that come up - his own and his backers’. While talking to the backers, Troels

discovered that it is hard to explain the concept of Wallz, even though he himself thinks that “it

is, at least it seems like a simple concept to grasp”, but people had a hard time understanding it,

and they had a lot of questions - whether the product ruins the wall, whether it can be reused,

about the designs, they are sceptic because they have never heard of it before. He did not expect

this kind of massive communication. Troels is really looking forward to the online design central

as it will keep the community in one place. People will be making designs and sharing them with

everybody. Reflecting on how Troels would have prepared for the campaign if he had to do

another campaign on KS, he says: “I would have prepared a lot more than I did now. I would

have known that you’re going to do updates, you’re going to need some stuff to keep people

coming in, joining, pledging and do that in advance because then you don’t have to spend time

on it … put out a strategy. That would have been nice”. Furthermore, he wonders “what if I

made professional video, and had some experience, asked some people before I started, had

some consultants and spent some money on how to make the perfect campaign, how much could

I make then”.

In terms of promoting the campaign, Troels “got an intern - it’s my cousin… he’s educated in

communication so he’s been doing a lot of those searching forever, spreading the word. And my

partner in London, he’s been doing the same, and I’ve been doing the same”. Troels and his

cousin “found out that this engineering.com made an article57 about it. And my cousin intern, he

started spreading that and it went from 1,200 hits to 2,600 hits in 5 hours or so”. The article

57

Source: http://www.engineering.com/3DPrinting/3DPrintingArticles/ArticleID/8774/Wallz--customizable-and-reconfigurable-designs-for-

your-wall.aspx

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gave them the first traction, as Troels thinks “a lot of people came from there… the thing about

the online design central they were really happy about that. And then investors started calling,

Dansk Supermarked called, a lot of young entrepreneurs who want to join the party called, sadly

I had to turn them all down”. Troels also had help with spreading the word from his backers:

“some people from the crowdfunding who said ‘We’re going to do this for you.’... they knew a

lot of forums and stuff like that, especially those Pixel guys with that retro computer game

Mario”. He also contacted bloggers. One blogger, with whom Troels had previously worked,

really loved his project and wanted to do some calendar presents, in return she would spread the

word about the product within her community. The project also got staff picked by KS, but he

found out a week and a half later that he had to put the stamp himself (Appendices 4, 11, 13, 15).

VIA: 5 updates; 18 comments58 (KS ‘Staff picked’)

The VIA team had no stretch goals on KS. In terms of making updates, Marcus states: “I am

gonna do an update on obviously what has been happening during the first week. I think updates

every day will be too much - if I was a backer, I would be annoyed. I think one, max twice a week

would be fine”. The creators spent “three hours a day, something like that” on their KS

campaign, mostly “communicating, answering emails, or writing media”. Marcus points out that

“it [communicating on KS] takes a lot of effort - be on all the time and actually answer”, and the

team wanted to also do something else. The team communicated with backers through private

messages, and on Kickstarter: “we get quite a lot on email, Facebook, and also you’ve got some

comments you can’t see. And there is actually an equal amount”. Based on their communication

with the backers, the team started changing the first part of the VIA story: “And that’s actually

also something that is going to be very good for us to take after the project. Because the better

the story, the more preciser story, the easier it is also when the campaign is done”. The VIA

team focused on media and PR during their KS campaign. Marcus participated in Go’Morgen

Danmark on national TV: “They were speaking about Kickstarter [KS coming to Denmark,

ed.]... and then I was the example”, and got featured in a few blogs: “But the good thing about

being the first on Kickstarter is that almost everything gets an article”. The project got also staff

picked by KS (Appendices 5, 15).

BAKE ON: 27 updates; 92 comments59 (KS ‘Staff picked’)

58

Source: https://www.kickstarter.com/projects/729082533/via-3-in-1-lamp

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After reaching the funding goal in 3 days, Chris put great care into writing “a Thank You-note to

every single person. I don’t copy-paste, I actually write it… And I spent 6 hours catching up with

that”. After personally thanking her backers, some of them replied: “a bunch of people wrote me

back. You, know “Oh, how really sweet of you”. Then she made stretch goals: “I didn’t expect it

would go so fast. I busted through 5 stretch goals or something the first day”, and she made a

total of 16 during the campaign (all got unlocked except one). Furthermore, the Bake On creator

had a survey, where she just asked people what they would like to have for the next stretch goals.

After getting 100% funded, Chris worked hard to achieve even more: “at a 100% I am not

happy. I want it to be 500% of my goal, because, you know, I love my project!”. She also made

updates, “on Instagram, my husband and I, whenever we reach a pretty big goal, like… we have

a dancing video. We have four of them now, the latest one was today… The backers see them -

they are part of the updates”. One of her backers “actually launched a campaign himself and

asked me [Chris, ed.] to review it. I was reading the campaign for him today and he was pulling

on me for inspiration”, which points to the creator connecting with backers on a personal level.

Chris confesses: “these people are changing my life… They are special”, because they have

enabled her to do what she loves. “They [people in the community] will stay with me my entire

life”. Communicating with backers is extremely important to Chris and it takes time: “The 30

days of the campaign - you are all in. You don’t do anything else” apart from campaigning. The

creator has “some really cool backers” and mentions “one girl, her name is Elizabeth, she is

commenting on pretty much everything… she is always there to say something. I actually sent

her a message… ‘Hey, I am giving you a free towel. You are such a fantastic backer. You

comment and have been so supportive”, after which Elizabeth answered “Hey, I miss you, when

you don’t write for a few days”. According to Chris, her backers “can feel it’s not just a

project... They can really feel I’m very passionate about BakeOn. They can tell, and a lot of them

kind of made it more personal. They’ve crossed that client - friend kind of line … There is a real

connection… And so many people are increasing their pledges”. Regarding the community, the

creator points out that “I’ve had two members of Kickstarter staff contribute to my campaign…

they are part of the community. They are not just staff”. Despite having a full-time job, Chris’

husband “cares about it [Bake On] as much as I do … I feel guilty when I do anything else”.

59 Source: https://www.kickstarter.com/projects/xanares/bake-on-tea-towels

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In terms of media and PR, “I’ve been asked to talk at a conference here, CPH DOX… a

conference about crowdfunding”, where she gets to tell the story of Bake On. Chris worked hard

on creating hype around her project: “we were featured in Copenhagen Post, we were on the

front page on their website… and in the newspaper… There is Scandinavian Standard going next

week. It’s just an ongoing thing, like trying to reach out to as many people as possible - that’s

what I’ve been doing for the past two days, like getting billion email addresses and just writing”.

The creator also got a bit of traction of social media: “there is the Facebook page. Not that many

people actually liked the page, but a bunch of them did… people send me Facebook messages on

the Bake On page”. She also got in contact with the KS staff when KS came to Denmark, and

she got some PR from the platform itself during her campaign: “staff picks, project of the day,

and, you know, newsletter” (Appendices 6, 10, 13, 15).

SON OF A TAILOR: 12 updates; 14 comments60

The project had no stretch goals. A lot of their updates mention funding progress, media

coverage, a Facebook contest due to getting 100 backers, and FAQ. Jess mentions that “In

everything we do in our communication we are very polite, we are very open”. He was

communicating via emails but also on KS, and in terms of connection with his backers, the

creator confesses: reflects on communication with the KS customers: “they think we have been

very good at communicating in a polite and personal way, and they value that a lot, actually”. In

terms of what kind of story the two creators wanted to tell, they tried to “brand ourselves as

being a lifestyle brand more, where you have all this tailoring and care, craftsmanship put into

the product”. In terms of media and PR, “We were presented in Berlingske, the biggest

newspaper here, and that gave us a nice push for the campaign”. The creators were also on “2

or 3 blogs, and a newspaper article. That was definitely the newspaper article that was most

efficient”. Jess thinks him and Kåre have been too weak on Facebook and social media in

general, and confesses: “I am personally not very good at social media. Andreas is a little bit

better, and that’s the point, where we are trying to seek help, actually”. He is also aware of the

fact that their customer group “are also not very active on Facebook and social media”. His

high media expectations were not met: “I thought I would get more media attention out of

running on Kickstarter than I did” (Appendices 7, 15).

60

Source: https://www.kickstarter.com/projects/1098390240/son-of-a-tailor-the-perfect-tailored-t-shirt

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SITPACK: 16 updates; 344 comments61 (KS ‘Staff picked’)

The Sitpack team made 2 stretch goals, and both got unlocked by the backers. We mentioned in

Customer Discovery, that some of the backers noticed that they could not find the product ‘Rest’

on Google and wrote that in their feedback. As a result, at some point during the campaign, the

creators changed the product name from ‘Rest’ to ‘Sitpack’, and “tried to do a soft shift,

informing all the backers, so we wrote a short story and said “This is why we do it, and this is

what we’re doing, we hope you like it”. They put that in an Update. They got a lot of questions,

in private messages, and answered them as good as they could. Many of the questions were

related to the same information they had put in the FAQ. Regarding communication with the

backers, Nikolaj admits: “Of course, we always think about storytelling, that’s super super

important. Especially these days where we’re trying to get the word out there and creating a

PR”. The team decided to implement all the feedback they get from backers into the story of the

product: “OK, you gave us so much feedback and this is where it took us”. For example, as soon

as the drawings for the protective sleeve (suggested by backers) are finished, the creators will

post an Update on KS.

In terms of media and PR, the team got contacted by the Danish Crowdfunding Association to

speak at a panel about their project: “So we are kind of being put in a position where we are

crowdfunding and entrepreneurship experts, which is absolutely not true but it’s a nice position

to be in and we’re getting there”. They have been contacting bloggers, news sites, TV stations

during the campaign. They haven’t really put much time in their own social media platforms, so

for example their Facebook has only about 200 likes. The same goes for Linkedin, Twitter,

Instagram etc. The creators did not have much time to build up the awareness around their social

platforms, because the KS campaign period is such a short timespan. During the campaign they

focus on going through others’ platforms, blogs etc. They also partnered up with a digital

agency, that “helped us create the new look of our campaign, and we brainstormed together with

them and really really fast came up with a new name - ‘Sitpack’... it is easy to search for”

(Appendices 8, 15).

61

Source: https://www.kickstarter.com/projects/rest/rest-the-worlds-most-compact-foldable-seat

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DISCUSSION PART III

We have previously argued that in the ‘Execution’ phase the context of uncertainty is replaced

by the creators’ learning about their customers and the product. Moreover, KS campaign is an

experiment that enables ‘validated learning’, which is an empirical demonstration of precious

truths about a startup’s present and future business possibilities (Ries 2011). We have

summarized these truths for the 8 cases in Table 6 below:

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Table 6: Overview of Execution Phase Findings. Source: own creation.

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We can conclude that all 8 creators validated their idea by reaching their funding goal on KS.

Furthermore, reaching the funding goal also implies that they were able to discover ‘early

adopters’ (Ries 2011), alternatively called ‘key visionary customers’ (Blank 2006). Casper

Arbøll, a Danish crowdfunding expert, elaborates on the idea validation through crowdfunding:

“It is really hard to market validate consumer products … in consumer products, what kind of

experts can you really ask to validate your concept? There are none. There are no opinion-

leaders, who can do that. But the crowd can, and that’s why crowdfunding becomes so powerful

in this sense” (Appendix 9).

In regard to how convincing the video is (‘Discussion Part II’), it has been demonstrated that

distribution of ‘ethos’, ‘logos’ and ‘pathos’ does not have a significant impact on reaching the

funding goal, whereas it seems that promoting USP and/or ESP has a positive impact. Casper

Arbøll agrees that it is necessary to “figure out the value proposition for the company, the USP,

unique selling point, so to say - what is it really you are selling” (Appendix 9).

We can conclude that all videos deemed important to show and explain the benefits of their

product, or the value proposition (both functional and emotional), which means that the creators

tried to appeal to the logic of the viewers and convince them why they need this product.

The first goal of contact with ‘early adopters’ is to clarify the creator’s understanding of his

potential customers at a basic level. In ‘Discussion Part II’ we discovered that 2 cases (‘PLUK’

and ‘Son of a Tailor’) had been selling their product prior to their KS campaign, and therefore

already knew who their customers were. Furthermore, the creator of ‘PLUK’ knew that KS

customers were different from the average customers, and the creator of ‘Son of a Tailor’

discovered specificities of the KS customers (compared to the average customers) during his

campaign - they are more forgiving, not shy of speaking directly to the creator, and also more

supportive. He, therefore, values them more than his average customers. The remaining 6 cases

learned different things about their customers during their KS campaigns: 3 cases (‘Thermodo’,

‘Me-Mover’ and ‘Wallz’) discovered a larger market for their product than they initially

expected. 1 case (‘Bake On’) discovered who the customers were. 2 cases (‘Me-Mover’ and

‘VIA’) found ambassadors who would act as their salespeople and spread the word about their

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product. Lastly, the creator of ‘Wallz’ got in touch with a ‘wired audience’ (Spencer and Giles

2001) on KS that pulled the creator’s campaign content and helped him market the campaign

(Pixel guys and Nigel Allen). Furthermore, ‘PLUK’ regrets not putting the funding goal a bit

lower to make a better success story for the media by having a higher overfunding percentage,

while Troels did exactly that unintentionally.

The second goal of contact with early adopters is a quick generation of feedback (Ries 2011;

Mullins and Komisar 2009). The feedback can be categorized into the following themes: on the

product modifications (7 out of 8 cases), on the use of the product (2 cases), on how to tell the

story of the product (2 out of 8 cases). In 1 case (‘Bake-On’) the type of feedback was also

motivational, and in a different case (‘Sitpack’) feedback on the product name led to change of

the name itself. Despite all cases having a working prototype (Discussion Part II), 3 cases

(‘PLUK’, ‘Me-Mover’, and ‘Son of a Tailor’) were unable to implement feedback on the product

itself, because the creators perceive this MVP as a final product. This, however, does not exclude

the possibility that the creators will implement this new knowledge in the future prospects of

their startups (Ries 2011).

We have investigated the concept of ‘communication’ in terms of three elements: ‘updates and

stretch goals’, ‘comments’, and ‘media and PR’. That view is partially supported by

Kuppuswamy and Bayus’ (2014) conclusion on a positive relationship between further backers’

support and project updates. We discovered that the number of updates varies from case to case,

but 4 cases were more active (‘Thermodo’, ‘Me-Mover’, ‘Wallz’, and ‘Bake On’) and made 22 -

34 updates, whereas the rest of the cases (‘PLUK’, ‘VIA’, ‘Son of a Tailor’ and ‘Sitpack’) made

5-16 updates. Moreover, 3 cases (‘PLUK’, ‘VIA’, ‘Son of a Tailor’) out of these 4 cases did not

make any stretch goals. It seems that the number of updates and stretch goals might be related to

building community around each project . Creators in the 4 cases with 22-34 updates emphasize

their activities towards nourishing the community around their projects, where comments,

updates and stretch goals also help to resolve any misunderstandings that might occur during the

communication process. Stretch goals encourage funding progress by providing backers with

new perks that might get unlocked if a certain amount of money or number of backers are

reached. Furthermore, we discovered that 6 out of 8 creators developed personalized

relationships with their backers.

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Here it must be noted that in the case of ‘Wallz’, at the time of the first interview on October 24

2014, when ‘Wallz’ was 37% funded (day 2 into the campaign), we advised Troels on how to

improve his campaign. He perceives this ‘experiment’ the following way: “I was sitting there for

a couple of days and waited for the pennies, until I was contacted by two students from CBS, who

were writing their master thesis on precisely Crowdfunding … I told them about my plan to just

sit and wait, and they wouldn’t go along with it! … therefore they gave me a lot of advices and

guided me in how to run a campaign. Their advices were worth gold! According to their advices

I should, among other things, promote the campaign in all groups that could be relevant for my

project on the social media, I should find bloggers that would write about the campaign, I should

contact the media, I should look at others’ campaigns to strengthen my own, I should be active in

my own campaign and answer questions and comments, I should be ready with updates and new

stretch goals etc.”62 Troels’ efforts resulted in his project being 1134% overfunded. This sudden

acceleration of Troels’ campaign progress confirms what Perry Chen says regarding the fact that

many project creators do not realise that communities evolve around each project and it is

necessary to sustain and nourish the project’s community (Chapter 6).

Specificities of online communication have been discussed earlier in Chapter 3, and we have

now discovered that these specificities in turn increase the amount of work during the campaign

period - all 8 creators received a lot of comments during the campaign and report that

campaigning is a lot of work, and that communication takes a lot of time. 5 out of 8 cases (apart

from ‘Bake On’, ‘Son of a Tailor’, and ‘Sitpack’) did not expect the amount of work required

while campaigning. Furthermore, part of that extra work is what ‘Thermodo’s creator calls the

‘burden of the backers’, which is as a communication burden imposed by the fact that a creator

needs to bring his backers along for the ride. In ‘Discussion Part II’ we concluded that

‘Thermodo’ and ‘Me-Mover’ made the most preparation prior to launching their campaigns,

which we expected to reflect on their ‘Execution’ phase. It seems that their preparation efforts

provided them with more time to concentrate on the communication with their backers, which is

also evident from the extremely high number of comments on KS compared to other cases.

Otherwise there is no evidence that preparation significant influence on the ‘Execution’ phase.

62 Source: http://www.crowdnews.dk/wallz-paa-kickstarter/ (translated from Danish).

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In terms of media and PR, first we discovered that in 4 cases the KS video was shown outside

KS. This demonstrates the necessity of the video to be able to stand on its own when taken out of

KS context, and relates to the necessity of a clear message in the video, as discussed in

‘Discussion Part II’. Secondly, 5 creators clearly state that they continued to actively promote

their campaign in the ‘execution’ phase, whereas all 8 creators report free media exposure just

because they were being featured on KS. In the cases of the 4 ‘ongoing’ campaigns (at the time

of the interviews) this free media exposure is related to KS’ arrival in DK, and these 4 cases also

got ‘staff picked’ by KS. This contributes to promotion of the campaigns on the KS platform,

and is also considered as free PR. In ‘Discussion Part II’ it was concluded that ‘VIA’ and

‘Sitpack’ were the cases that did not have time to spread the word about their campaigns prior to

the launch. ‘VIA’s lack of media exposure prior to the launch and their reliance on free media

attention might have reflected on the total amount pledged compared to the other 7 projects

(‘VIA’ is least overfunded with 127%). Moreover, lack of media exposure prior to the campaign

might have also caused ‘VIA’ being the slowest case (compared to the other 7) to reach 100%

funding (on day 25 of the campaign) (Appendix 15). The case of ‘Sitpack’ was different, because

they got an opportunity to be mentioned in the KS newsletter about KS’ arrival in DK. In that

way the news of this project launch reached a tremendous number of potential backers and have,

apparently, countered the lacking media efforts in pre-launch. Relating free marketing benefits of

being on KS to the discussion of the creators’ non-financial goals for their campaigns (in

‘Creators’ Characteristics’), this might indicate a new use of KS as a marketing tool. This is

further confirmed by Casper Arbøll who perceives crowdfunding as “a marketing exercise, and

that’s what we are in. The wonderful thing is that it’s a crosspoint between marketing and

investing” (Appendix 9).

Here we answer the third sub-question: ‘What are the specificities of the campaign execution?’

All creators validate their idea by reaching their funding goal, which implies that they discover

‘early adopters’ on KS. Contact with ‘early adopters’ is meant to clarify the creator’s

understanding of his potential customers (two cases were selling their product prior to KS and

therefore are able to compare their average customer to the KS customer, concluding that the

latter are more forgiving, not shy to speak directly to the creator and more supportive. The

majority of creators received feedback mostly on product modifications. Some of the creators are

unable to implement this feedback due to them perceiving their MVP as a final product. All

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creators worked hard and spent a lot of time on communicating with the backers, and most of the

creators did not expect this amount of work. In the case of 2 creators, we discover that higher

preparedness for the launch of their campaign enables creators to have more time for

communication with the backers, but the degree of preparation does not otherwise reflect on the

‘Execution’ phase. It seems that the number of updates and stretch goals in the Execution phase

might be related to increasing the number of comments by backers and thus to building

community around each project. Higher number of comments simply points to a higher volume

of communication and that creators put more time and effort into communicating with their

backers. Higher number of updates indicates that creators keep their backers engaged and in the

loop. Furthermore, we discover that the majority of creators develop personalized relationships

with their backers. In terms of media and PR, we discover that in 4 cases (insufficient data on the

other half of the cases) the KS video is shown both on KS and off-site, which proves the fact that

the video must carry the whole message and stand on its own and is therefore convincing in front

of any audience. Furthermore, the majority of creators continue to actively promote their

campaign in the ‘execution’ phase, whereas all creators report free marketing benefits from being

on KS, which might indicate a new use of the KS platform as a marketing tool.

Regarding the deviant case, Troels discovered a larger market for his product than he initially

expected, and got in touch with ‘wired audience’ on KS that pulled the creator’s campaign

content and helped him market the campaign, in comparison 2 other cases found ambassadors.

Troels put the funding goal too low unintentionally and made a better success story for the media

by being 1134% overfunded, which is the highest number of all cases. In regard to higher

preparedness prior to the launch, Troels expresses regrets of not preparing campaign elements in

advance so that he would not have to spend time on it while campaigning. Troels’ increased

communication efforts lead to an increased number of backers.

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CHAPTER 8 Conclusion

Perry Chen, one of the founders of KS, realises that “creativity in itself is a niche. People who

come to the site, they are not like ‘I just wanna look at film, or ‘I just wanna look at music’. They

wanna see creativity, they wanna see passionate people, they’re not just interested in categories

and things in tiny little boxes”63. Funding on KS goes beyond the traditional commercialization

of products. It revolves around making a creative idea happen in the real life with the help of a

community of passionate backers. In other words, crowdfunding is a niche market of creative

ideas.

All 8 creators validated their ideas by successfully reaching their funding goals on KS. What is

more, they all overfunded their projects to different degrees. Overfunding already points to

something more than just donating money to a project - giving even more money to a project

means that backers are receiving value from participating in that project’s community (Perry

Chen, Chapter 6). Overfunding leads to stretch goals and updates, and grows a project in scope

and complexity. This also contributes to an increase in backers’ feedback, which enables even

more learning. All 8 creators entered KS with the goal of launching the production of their

product, but what is common for all of them, is that they got out with something much more

valuable than that - namely an improved understanding of the crowdfunding phenomenon, which

in itself is a learning process.

As stated earlier, a KS campaign is an experiment characterized by learning and a number of

activities, which are individual in each case and can be viewed in Table 6. In Figure 2 below we

provide a holistic view of this paper’s findings. We visually illustrate the connections among the

pillars that guide us towards answering the research question: ‘How can creators exploit the full

potential of their creative idea on Kickstarter?’ These pillars are entrepreneurial characteristics,

non-financial goals and the two stages (‘Pre-planning’ and ‘Execution’) of the campaign process.

In sub-question 1 we discover the four obligatory entrepreneurial characteristics that serve as the

63 Chen, Perry and Isaacson, Walter. Kickstarter and the Economics of Creativity (Full Session). Video Published on 29 Jun 2013. Available at:

https://www.youtube.com/watch?v=3R7mTFHEs1k

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basis for bringing a creative idea on KS. In sub-question 2 we examined the most important steps

that creators take in pre-planning their KS campaign. These steps are market research, MVP,

customer considerations, value proposition, and compliance with KS guidelines. In sub-question

3 we approached the specificities of the execution of a KS campaign and discover idea

validation, communication, media and PR. We have discovered that ‘uncertainty’ characterises

the ‘Pre-planning’ phase, and is being replaced by ‘learning’ in the ‘Execution’ phase. The

creators embrace the startup mindset in the ‘Execution’ phase of the campaign.

Figure 2: Holistic view of findings. Source: own creation

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The ‘Execution’ phase appears to be a lot more important for Troels than his pre-planning

efforts. Our experiment had an observable influence on the progress of the creator’s campaign.

Overfunding by 1134% indicates that it was not too late for him to strengthen his campaign.

Troels’ transformation demonstrates a shift in his mindset to one that closely resembles startups,

and that shift enabled him to exploit the available potential of the campaign. Therefore, we can

conclude that Troels was unable to exploit the full potential of his campaign on KS. Though, we

discovered that no amount of pre-planning can help the creators be ready for everything that will

happen after the launch, as reality is often much more complex than one can imagine.

By tracking Troels’ actions from the moment he got his creative idea until the end of the

campaign, we can clearly see that he entered KS as a creator, who just wanted to start the

production of his product. This illustrates Perry Chen’s example of the 99%, as Troels’ creative

idea by nature was not conceived to generate revenue in the beginning, but simply to solve a

problem. However, he quickly saw the revenue potential of his idea and joined the 1%.

On the basis of our analysis, we can provide a partial answer to the RQ - in order to exploit the

full potential of a creative idea on KS, creators must adopt a startup mindset in the ‘Pre-

planning’ phase of the campaign.

“But I’m still wondering what if I made professional video, and had some experience, asked

some people before I started, had some consultants and spent some money on how to make the

perfect campaign, how much could I make then”

(Troels, Appendix 11)

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FURTHER RESEARCH

In order to gain a full answer to this RQ, further research is necessary. We make two suggestions

for further research that would build on the findings in this thesis, as we are aware that we have

barely scratched the surface of pre-planning and execution of a crowdfunding campaign. Firstly,

a thorough investigation of backers’ comments, especially in relation to the various updates

creators make on their campaign page, would provide a new angle to Customer Discovery.

Investigating the various backers’ feedback on each KS campaign page would provide new

insights into their needs, motivations, and allow for building a customer archetype for each case.

Secondly, implementing creators’ experiences from unsuccessfully funded projects on KS would

provide a third perspective on the phenomenon, quite different from that of ongoing and

successfully funded campaigns, the assumption being that their learning is enabled regardless of

whether their campaigns reach the funding goal.

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