Title: IMVU
1IMVU
- Customer development process lessons learned
2A Long Story - Will Harvey
- Electronic Arts
- Music Construction Set (age 15), Marble Madness
- Rocket Science
- Sandcastle
- There.com
- Stanford PhD Computer Science
3A Short Story Eric Ries
- CatalystRecruiting.com
- There.com
- Yale Computer Science
4Lessons Learned - Sandcastle
- Sandcastle
- Solve a big enough problem
- Dont confuse technology with a business
5Lessons Learned There.com
- There.com
- Dont scale without customers
- Dont build without customers
- Dont bring in the suits before execution phase
- Keep it real small until the hockey-stick
- Dont assume customers will get it later
- Focus on core values, test your hypotheses
6Lessons Learned IMVU
- IMVU
- Small lt7 team
- Great Business Advisory Board
- Pass the Hat funding model. Viewed early
financing as a bridge to profitability - Go for World Class VCs at the Hockey-Stick
- Take a small amount of funding
- Sell some of your stock in Series A, right to
sell more at Series B - Pursue the big vision in small, focused steps
(1-2yr) - Ship a product early get real reactions from
real customers - Expect to iterate
7Lessons Learned IMVU
- Customer Discovery and Validation
- Founded company in April 2004
- Sat in this class Fall of 2004
- Started with the founders vision
- Online socializing with avatars
- Shipped in 6 months
- Charged from Day 1, despite barely-functional
beta
8Landscape before IMVU
Social networks and Communities (Myspace)
2D paperdoll avatars
Social games and virtual worlds
- Sticky, but...
- No realtime interaction
- Low barrier to entry
- Hard to monetize
- Interactive, but...
- Subset of games market, not superset
- Expressive, but...
- No person-to-person interaction
- Hard to monetize in US
9IMVU model
- Online socializing with avatars
- Viral and sticky
- Combines person-to-person interaction and social
networking - High barrier to entry
- High switching costs once you invest in your
avatar - Easy to monetize
- Mass market appeal
3D IM and casual games
Interaction and animation
Customizable 3D avatars
2D snapshots
Avatar home pages with messages, blogs, photos
103D IM with avatars
Customizable avatars and thousands of virtual
clothes for sale
IM Buddy list
Interactive 3D IM windows showing your text in
bubbles
Fun scenes and animations
11Social networking with avatars
Customizable home pages with avatar pictures
Messages, gifts, blogs, picture galleries,
rankings, stickers, wish lists, etc.
12Customer Discovery ValidationQ4 2004
- Product
- 3D IM add-on for hanging out online with friends
- Piggy back on existing buddy lists and IM
programs - Our customers told us
- Avatar customization is the key appeal.
- Add-on concept is confusing. They actually
want a separate buddy list. - So we
- Ditched the IM add-on idea
13Customer Discovery Validation Q1 and Q2 2005
- Product
- 3D IM service for hanging out with friends and
meeting people - Introduced Chat Now feature (instant matching)
- Our customers told us
- Meeting new friends is as important as talking
with existing friends (50/50) - Not enough people on IMVU
- Retention is a problem
- So we
- Scaled up our advertising budget (to 40/day)
- Learned about retention from market leaders
(Cyworld, Myspace)
14Customer Discovery Validation Q3 2005
- Product
- 3D IM service plus avatar home pages
- Introduced avatar home pages, plus messages,
gifts, picture galleries blogs - Our customers are telling us
- Avatar home pages are highly addictive
- 2D and 3D complement each other
- Messages in home pages and realtime interaction
complement each other - Revenues continue to grow
- June 1,661
- July 3,721
- August 9,267
- September 15,700 (approx.)
- October 25,000 (est.)
15Todays Dilemma
- VC Funding
- Sell 33 of the company
- 14MM pre-money valuation
- Raise 8MM
- Realize the vision on our own
- Buyout offer
- Sell 100 of the company to A Big Company
- 16MM valuation earnouts
- Build the vision inside A Big Company