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Maker Business – No Leeway

You get no leeway for being a Maker

Rule #5: You get no leeway for being a Maker.

Hmmm, so part of Rule #5 says “The customer is always right. Even if they’re being a jerk” which causes me some concern, and here’s why. When I first published the code and instructions for my button I was more than happy to answer questions on the blog post, and even via email, because I’m all about being open, and sharing, and helping other people make awesome things… that’s just who I am. But… I’m also a business, and yes, I do need to make money, and yes, I do try to make customers happy, but I do realize I can’t do it at the expense of the company itself. If this whole endeavor goes down the tubes and makes my life a living heck I’d like to think I could walk away from it. (People who know me are now laughing, knowing that I’m terrible at quitting and tend to keep things going way too long on occasion.)

All that said, I don’t expect any leeway for being a maker, but I guess I am hoping for some leeway because I’m just one guy trying to help people out by providing a product they want. I’ll go above and beyond to help customers if things don’t work right, and I hope they’d be understanding of the fact I’m just a small business trying to make simple things, and not some huge corporation trying to make a million dollars. Maybe that’s my expectation because that’s how I look at things. I do tend to give makers leeway because I usually believe that they are in business doing what they are doing more for the love of it than for the money, and I value that, and want to see them succeed, and if it means I give a little leeway, than so be it.

So going back to “The customer is always right. Even if they’re being a jerk” line… I try really hard not to be a jerk customer, and I just hope other people do the same thing.

(See all the posts in this series: Begin, Stock, Buy Smart, Basic Rules, No Leeway, Be Open, Community, Manufacturability, Marketing, Shipping, Lessons Learned, The Real Costs.)

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Maker Business – Basic Rules

Basic business rules still apply

Rule #4: Basic business rules still apply.

Since my company has been around for quite some time, we’re legit, and I’m familiar with the basic rules of business, though I do need to brush up on the selling of physical goods and what that entails, such as taxes to charge when selling in Wisconsin (where the company is located.)

I do need to write up a disclaimer of sorts for the product I’ll be creating, and I plan on doing quality assurance and testing every unit before they go out. Since it’s not exactly a kit (as in, a pile of components that is non-functional until fully assembled) I think I can be fairly certain that I won’t be shipping non-working products. Of course crazy things can happen during shipping, and other weirdness is possible, but hopefully all will go well, and if it doesn’t, I’ll do my best to take care of it.

(See all the posts in this series: Begin, Stock, Buy Smart, Basic Rules, No Leeway, Be Open, Community, Manufacturability, Marketing, Shipping, Lessons Learned, The Real Costs.)

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Maker Business – Buy Smart

Buy smart

Rule #3: Buy smart.

If we look at rule #3 we see:

The real difference between a hobby and a business is that businesses don’t buy retail. Just as you’ll be selling wholesale to other stores, you’ll need to buy your components wholesale to keep your products affordable. That means buying in volume, and the discounts typically get a lot better in units of thousands than in hundreds.

Well, right now I’m much closer to “hobby” than to “business” as far as purchasing. I certainly don’t have the capital to buy parts in the thousands, or even the hundreds. Let’s be honest, not even the dozens. As I mentioned previously, I’m not going to have much stock to begin with, which I think is fine. It keeps the risk low, and since demand is sort of an unknown factor at this point, I’m all for keeping risk (and expenses) fairly low.

That’s not to say I haven’t investigated things like bulk discounts, and with at least one component, I’m already saving (a little bit) by ordering larger quantities. The most expensive component has a discount starting at 25 units, which is more than twice as much as I’ve ordered so far. If I sell out the first run immediately, I’d consider 25 for the next order. The discount isn’t huge until you get into 100 units, which is a lot of cash right now.

At some point looking at alternate suppliers might make sense, but that also means checking that new/replacement components are of a high quality. I’m a bit picky about quality, so I really want to avoid cheap/unreliable components, or things that are aesthetically unappealing. Over the years one thing I’ve come to realize in business is that if you compete on price, it’s just a race to the bottom, and who wants to be on the bottom? Some folks do, but not me.

So yeah, it’s smart to buy smart, but it also costs quite a bit of cash to buy smart… So for now, I’ll just do my best to not buy dumb.

(See all the posts in this series: Begin, Stock, Buy Smart, Basic Rules, No Leeway, Be Open, Community, Manufacturability, Marketing, Shipping, Lessons Learned, The Real Costs.)

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Maker Business – Stock

It takes lots of cash to stay in stock

Rule #2: It takes lots of cash to stay in stock.

After I built the button, I got an email from a guy asking if I could build one for him, and I did. At the time I didn’t follow the pricing rule of 2.3x and didn’t account for shipping (but I also didn’t do the programming, as he wanted to do that.) In the end, after I charged too little, and didn’t account for shipping, I ended up making so little money that I was getting paid minimum wage (or less) for the work I did. As a one-off thing, this isn’t too bad, as it was an interesting experience, but as a business it would be a complete failure.

So I’ve already established a price, and now I need to actually have items to sell. I’m starting with just 10 units. I’ve ordered the parts (from 4 different companies) and when everything gets here, I’ll do the soldering, programming, painting, and assembly, and then have 10 units to sell. (And yes, I did factor in the shipping costs I paid into the price I need to charge.) If I can sell 4 units, that will cover the costs of the materials, though not the cost of my time. I’m assuming right now that if I sell all 10 units, I will have covered my costs, and actually be able to cover my time at a reasonable rate. (That’s the theory anyway.)

I really don’t anticipate needing a huge amount of stock. I mean, demand isn’t overwhelming (yet) for what I am selling, and if I run out, well, I can choose to make more (or not) and it shouldn’t affect my overall business too much. It might annoy people if I’m out of stock, but hey, that’s all a part of selling physical goods, right?

(See all the posts in this series: Begin, Stock, Buy Smart, Basic Rules, No Leeway, Be Open, Community, Manufacturability, Marketing, Shipping, Lessons Learned, The Real Costs.)

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Maker Business – Begin

2XL Networks

You may or may not know that I’ve run a company for the past 8 years or so, and while our primary business has been related to web development and services, we’re looking at branching out a bit, driven by the fact that more and more I seem be getting requests to help build, or just straight out sell, a button.

There’s a page over on the Sparkbooth site about USB Button Keyboard Replacements that has a number of solutions, and mentions a few of my blog posts, so based on this, I’ll be building a bunch of buttons and putting them up for sale.

I don’t have a ton of experience selling physical products (though I did silk screen shirts and sell those years ago) but I’m going to be jumping into this, and we’ll see where it goes.

I’m not ready to become the next Adafruit Industries or Makerbot, but I’ll be writing up my experiences dabbling in the area of being a “Maker Business” and besides those two companies (which I admire) I’ll be looking at others, and hey look, this piece about Ten Rules for Maker Businesses has some advice for me, so I’ll be using it as a bit of a guide.

  1. Make a profit.
  2. It takes lots of cash to stay in stock.
  3. Buy smart.
  4. Basic business rules still apply.
  5. You get no leeway for being a maker.
  6. Be as open as you can.
  7. Create a community to support and enhance your products.
  8. Design for manufacturability.
  9. Marketing is your job.
  10. Your second most important relationship is with your package carrier.

OK, let’s get started! I won’t tackle all of these in this post, but we’ll start with #1: Make a profit.

Yeah! Money… it’s great! But seriously folks, I’m not in this to make a big pile of money, but I’m also not in this to lose money, or just break even. In my original post about the button I outlined all the parts used, and provided the code. My hope was that others who wanted to make one could, and some have, but there are a bunch people who either just want a final product that “just works” or want someone else to do the “hard work” of soldering and programming. I can handle that…

As for the actual pricing of the product, my initial estimate (before I even read the rule of 2.3x) was pretty darn close. Setting prices can be hard, but I’ve become a firm believer that charging too little is an idea that will do more bad than good in the long run. Yes, some people will think it’s overpriced, but they are more than welcome to buy another product or make their own. I’ve even provided all the info needed for people to make their own. (Yeah, you could mention something about open source hardware here if you’d like.)

So in this whole “experiment” I’ll keep in mind that I need to make a profit. I’ve got no plans to get rich from this endeavor, but if I’m lucky, I’ll provide people with something they want at a reasonable price.

This should be interesting…

(See all the posts in this series: Begin, Stock, Buy Smart, Basic Rules, No Leeway, Be Open, Community, Manufacturability, Marketing, Shipping, Lessons Learned, The Real Costs.)