just some ideas, probably good and bad that i want to share, maybe someone can do something with some of them!
1. The severity of need addressed by your product or service.
2. The number of people who have that need.
ideal...
The best—and often the most successful—ideas service a huge need for a huge number of people. These are highly profitable as Internet treasures. They practically sell themselves—and grow customers organically. They're viral because everyone who encounters them tells everyone else about this great new thing that makes your life better. The cost to acquire users can often be very low.
risky...
The next-best sort of start-up ideas service a huge need for a smaller number of people. These types of ideas can be highly profitable as enterprise businesses. [...] "There's no software priced between $1,000 and $75,000. [...] The minute you charge more than $1,000, you need to get serious corporate sign-offs. You need a line item in their budget. You need purchasing managers and CEO approval and competitive bids and paperwork. [..] the cost of making one successful sale is going to average about $50,000. If you're sending salespeople out to customers and charging less than $75,000, you're losing money."
manageable...
The next-best ideas service a smaller need, but serve a huge number of people. These are profitable, and will likely throw off enough cash to be an awesome lifestyle business. Since they're less essential to customers, though, it can be tougher to make money running one.
not good...
The yet next-best ideas service a small need for a small number of people. Not to bear the bad news, but there just isn't enough firewood around to light this kind of blaze.
change your plan...
The worst ideas are the ones that don't solve a problem, or create more problems than they solve. People neither want it nor need it. Zero times zero equals zero. Many arrive on this path when they've focused too much on capabilities (i.e. "wouldn't it be cool if?") or what they want (i.e. to be rich, admired, successful), rather than what other people actually need or want. Change the problem you're solving. Address a different, bigger need that more people have.
So there you go - where does your idea fit?
- A sustainability strategy orchestrates the Key Entities in order to ensure a curation activity has sufficient resources to meet its long-term goals.
- Achieving sustainability means meeting the BRTF’s five sustainability conditions.
- To design a successful sustainability strategy, planners must understand the properties of the Key Entities; identify the key economic risks associated with the properties; and identify appropriate remedies to address the risks.
- No sustainability strategy is perfect; it can only maximize the prospects of achieving sustainability, not guarantee it.
- A sustainability strategy must evolve as conditions evolve.
Good principals when building a business model...
Immediacy -- Sooner or later you can find a free copy of whatever you want, but getting a copy delivered to your inbox the moment it is released -- or even better, produced -- by its creators is a generative asset.
Personalization -- A generic version of a concert recording may be free, but if you want a copy that has been tweaked to sound perfect in your particular living room -- as if it were preformed in your room -- you may be willing to pay a lot.
Interpretation -- As the old joke goes: software, free. The manual, $10,000. But it's no joke. A couple of high profile companies, like Red Hat, Apache, and others make their living doing exactly that.
Authenticity -- You might be able to grab a key software application for free, but even if you don't need a manual, you might like to be sure it is bug free, reliable, and warranted. You'll pay for authenticity.
Accessibility -- Ownership often sucks. You have to keep your things tidy, up-to-date, and in the case of digital material, backed up.
Embodiment -- At its core the digital copy is without a body. You can take a free copy of a work and throw it on a screen.
Patronage -- It is my belief that audiences WANT to pay creators. Fans like to reward artists, musicians, authors and the like with the tokens of their appreciation, because it allows them to connect.
Findability -- Where as the previous generative qualities reside within creative digital works, findability is an asset that occurs at a higher level in the aggregate of many works.
A software called babylon now connects their users together in a way that one can ask how to translate something. Cool but it's a software.
Bring this to the web, clean and simple interface, queue up the request by language and by newest and let users jump in to help you figure out how to pick up a girl at a bar during your trip in Italy :) Mobile app, with push... you get the idea.
Users can earn points for the good translation and maybe you could even let them record it so you know how to pronounce it. You'll get the real way to say something by real people, and even learn different ways.
Now pull all this back into a simple directory type structure to learn the essentials of each language...
You could go as far as making to top users earn points to win free flights around the world.
Monetizing could focus on travel, language learning softwares and so on... pretty easy.
That's it. That's my idea of the day.