7. What is and what is not Why TapSmack? Why Now? What is new and different? Who are we? TapSmack IS… A Platform for co-creation U-site savvy for Gen C Fueled by Consumers & Prosumers Personalized Branding Scalable TapSmack is not Just another website for art (deviantart, ZazzleThreadless) Simply social networking (Myspace, DIGG, Facebook) A consumer driven effort Going away soon
8. Executive Summary TapSmack wakes the “sleeping giant of social activity” TapSmack is a platform that activates an organization’s social channels and user communities. Improved Communication –creation and leverage of social advocates Improved Marketing - micro-demographic craft messages peer to peer Reduced Design Costs – member driven talents, creativity and community vetting New Fundraising Channel - Personalizing your cause – stickiness and return donors
9. Collective Creativity Creativity is seeing solutions that others may not see Collaborative Thinking Exceeding Boundaries Productive Power VALUE Bridging people and ideas in innovative environments to create that which is unknown
10. How TapSmack Works You, the Prosumer Creative input Co-creation Production Personal Brand Recognition Fame ($$) Post Submission Voting Community input Co-Creation Review: Personal Brand
11. TapSmack Today… “Hatched” with apprx. $250K in funding Our first public release in beta January 15th2010 THE only company offering the next wave to social networking and co-creation that is “Prosumer-Ready” Blogging has begun (Less than 40 DAYS - 3 independent write-ups as “hottest” “hot and up-coming”) Almost .5MM hits per month and climbing More important generating $$, almost $1 per user Production platform and capability has been validated Already successfully deployed in non profits, organizations, 2 active schools and general smackers Getting to be a lexicon as a verb… “Did you Smack Today”, I am proud to tell you “I also Tap and Smack my duck daily”
13. Markets TapSmack currently targets: General Smackers, Non-Profits, schools, Brands Musicians, Independent Artist/Songwriters Long term, TapSmack intends to target: Brands i.e. Southwest Airlines, Miller Beer
21. Virtual galleries (low commission entry high return for artists)$$$$ $$$ $$ $ FREE Low hanging fruit are easy to attain, but give lower return ($) The entry cost is proportional to the return
22. Testimonials “We were fortunate to discover TapSmack and we wouldn't hesitate to recommend them to any organization.” -- John Williams, Marketing Manager, Stanford Blood Center “TapSmack more than exceed our expectations. It was easy to work with TapSmack’s to engage our community students and artists. We will be using TapSmack for all of our future events.” -- Gigi Tate, Principal, Stratford School “We worked with TapSmack to design face tattoos for our annual Bay Area Dream Mile fundraiser. We were so impressed with co-created design that we’ve decided to use it for all Dream Mile fundraisers throughout the US.” -- UmeshLakshman, Action Coordinator, Vibha - Bay Area
23. Free Offer Additional Venues Freemium Limited non-commercial rights use ($0.50-1.00/idea idea) Limited commercial rights usage ($1-10/piece/unit time) Exclusive rights usage ($1K - $50K) Product profit sharing negotiable options (eg. $2 per product on average) Regular - $5/month Artists submit up to 3 pieces for wearable designs with interactive feedback Premium - $15/month In addition to regular benefits, a book of all ideas and submitted art will be provided to the user monthly/quarterly Uber- $5000/month Open access to 2 artists of the user’s choosing for a specified time period or 3 artist who will produce a master project piece – A variant of Contracted Art No Subscription Fee Ability to multiple artists but cannot directly purchase art Regular users cannot hire an artist to post an art for other people’s ideas Revenue Source – Corporate buyout, advertisement, sponsorship, vendor and/or social advertisement
24. Revenue Model Primary Sources of Revenue Revenue Sharing on all goods Artist (30%), Idea Creator (30%), Partner (10%), TapSmack (30%) Example: If 10,000 Virtual Designs (@ $1) are sold to support WWF, the WWF (Idea Creator & Partner) gets $4,000. Licensing of TapSmack platform Secondary Sources of Revenue Value Added Services Managed Design Campaigns
Editor's Notes
WOMM - Law of Few - 10% influence purchasing behavior of the other 90%. 92% likely to make a decision after recommendationRed, Blue and Yellow