Entrepreneurship Failure - Case Study Reference
Entrepreneurship Failure - Case Study Reference
Entrepreneurship Failure - Case Study Reference
Summary:
The experiences of a technological entrepreneur who started the development of
"Lunarbits," an online marketplace for the sale of digital goods, are the subject of this case
study. He has a broad perspective or vivid imagination of what lunarbits might become.
However, as the plot progresses, he finds himself confronted with a variety of obstacles. The
first issue is that the brand name "Lunarbits" is not particularly memorable or catchy on its
own. The Lunarbits platform was put through its paces by Lead to win, and happily, it
prevailed. After the validation, Lunarbits still faced a number of obstacles, some of which
include the following:
1. Validation is not enough
2. Mockups are not enough
3. Going alone may not be enough
4. Scratching your own itch may not be enough
5. Big ideas may not be enough.
And in the end, Lunarbits was unsuccessful because to the typical challenges faced by
humans. In conclusion, the difficulties that can be experienced by a single person or by a
small business are covered, along with some tips and suggestions for overcoming those
difficulties.
Creating a successful technology company requires a lot of hard work. You need allies, both
for accountability and momentum, just like you would need them on any difficult and all-
consuming endeavor. They can't be the kind of supporters who don't comprehend the
problem space you're attempting to address, who have their own focus and projects, or who
can't emotionally and financially detach themselves from any challenges that may arise.
These kinds of supporters are referred to as "friends," and even though they are necessary
for your wellbeing, having friends is not sufficient on its own. Your actual supporters should
be invested in the endeavor for the long haul and be willing to take on the same level of risk
as you. People of this type are referred to as "co-founders," and you will need them if the
kind of company you are constructing offers a solution to an issue that even your mother
can comprehend. If your company is easily understood by non-technical people and it is
attempting to deliver value to "everyone" (which is itself an indicator of immaturity in
business planning), then the market you are pursuing is so horizontal that there is little
possibility of attaining success without a team.
In the case of Lunarbits, the mistake was carrying on despite being unable to assemble a
group of players. When I was left to my own devices for an extended period of time with the
enormous challenge of designing a platform that everyone could use, I lost interest. I
attempted to create a technical support team by isolating components of the underlying
infrastructure and making these components available to others under an open source
license. I did this in the hope that their release would entice other developers to join my
cause and provide technical assistance. This should not be done. Because of the costs
associated with extraction, you are prevented from exporting anything concrete, and the
notion that external contributions would arrive in a timely manner or for areas that truly
require improvement is a vicious one. Crowdsourcing has never, ever been enough to build
a business on its own. When the core product is a platform that is used by other developers,
or when it is seeded to the general population as well-documented and well-loved hosted
platforms like Word Press, open source is an effective strategy for business development in
a variety of situations. This is especially true when the core product is a platform that is used
by other developers. But I propose that, for hosted solutions that are charging monthly
service fees in advance and rely on execution as a key market differentiator, there is simply
too much pressure to ship and too many proprietary aspects that must be carefully
separated from any potentially sharable infrastructure. This is because there are simply too
many proprietary aspects that must be carefully separated from any potentially sharable
infrastructure. Your momentum is the single most important "soft" value you have in the
beginning, and the time and work required to open source your software before you have
launched your first version will have a direct impact on that momentum. Instead of
gambling that the mere concept of open source's potential, with no real examples, will be
enough to attract developer confidence and support, save open source for when you have
already developed a first version and are trying to upgrade it on the cheap.
Quite frequently, the things that we want for ourselves are not generally valuable to other
people, at least not in numbers large enough to justify the amount of time and cost that is
necessary to see a concept through to its completion. Because entrepreneurs have a
tendency to have a narrow and focused view in order to locate markets that are not being
served, we also have specific requirements. My initial frustration with Lunarbits was that
there were no turn-key options for remixing and selling digital content (specifically
instructional videos). Existing solutions either did not have the flexibility of a hosted
storefront or the ability to restrict purchased content to download rather than online
consumption, or they required multiple integrations between shopping carts, storefronts,
and back-end delivery systems. This was one of the reasons why I created Lunarbits. The
disappointment I felt when I realized I would have to build my own platform to solve the
problem of selling my digital content was quickly replaced by the realization that there was
a genuine demand for this in the general public. Rather than the idea that this might be
useful for a smaller group of people who demanded major publisher quality for their
independent video commerce projects, I realized that there was a real need for this in the
general public. This was the realization that helped me get over the frustration I felt when I
realized I would have to build my own In retrospect, I should have been more aware of the
fact that the requirements of this specific subgroup are obviously distinct from those of the
broader population.
The concept of "scratching your own itch" is fraught with complications, one of which being
the fact that desiring something for oneself is not the same as wanting it for everyone else.
Although it is simple to come up with imaginative justifications for the ways in which other
people will benefit from the solution to a problem that you have, and although it is possible
that you represent a large market of people who are looking for solutions, it is a mistake to
believe that a solution that solves your problem will also be generally useful in its current
form. Entrepreneurs are notorious for severely underestimating the amount of time and
effort required to take a notion that is already working and make it broadly available, stable,
scalable, and supported by others. From a design point of view, interactions that are
comprehensible when applied to a prototype are unlikely to be well received by the broader
population if they are not refined. A further challenge is that if the solution is implemented
and proven effective, the issue at hand will be resolved for the entrepreneur. This removes
the motivational leverage, but it leaves behind a significant body of labor that rarely
resembles the initial problem and has more to do with maintenance than it does invention.
Conclusion
In the end, Lunarbits was unsuccessful not because it was a horrible idea, because no one
believed that it would work, or because the team that created it did not have the ability to
create it. It was unsuccessful for typical, human-related reasons. It just couldn't keep up the
effort for the required amount of time. Before deciding to invest budget on a designer, they
did not spend enough time in the beginning to solidify the understanding of founder’s
experience. Despite the fact that the magnitude and work required to implement a full-scale
platform obviously necessitated it, they were unable to recruit a co-founder for the
company. Too much of work was spent broadening the scope of infrastructure details in the
hope of attracting outside involvement through open source initiatives. I persisted in trying
to solve a massive issue, which I was unable to do on my own in a reasonable amount of
time, for the greatest number of people as I could. The lack of movement in the market was
not interpreted by me as a probable warning indication that there was not a strong market
to begin with. My own problem, which was that I needed a flexible content commerce
application, became confused in my head with a problem that warranted a common and
generally wanted solution. I scratched my itch for such a long time that I lost track of what it
was that I was actually itching. After putting in a lot of effort for two years, I was no longer
able to tap into any of the original inspiration that I had previously felt. The issue was and
continues to be "dead to me."
Reference: https://timreview.ca/article/447