Of course, we've seen lots of uses for twinkle lights during the holidays, and even some great ideas for using them year round in your house. But we also love twinkle lights for kids' rooms, where you can use them to make the room a little more special, created a themed room, or even create a custom night light.
MoreShow your love for Doctor Who, even in the darkest night, with these awesome Doctor Who Glow in the Dark Molded Decals. They are all timey-whimey and glowy. You get a set of 24 glow-in-the-dark molded stickers in the forms of a Dalek, the TARDIS, a Weeping Angel, and more. They charge by day and [...]
In what is effectively a follow-on round, Brightpearl, the cloud software provider for multichannel retailers, has raised $8 million in Series B funding from previous backers Eden Ventures and Notion Capital. Both Eden and Notion seed-backed the UK company, before adding a further $5 million Series A in May 2011. This brings the total raised by Brightpearl to $14.5 million.
Brightpearl provides cloud software for small to medium-sized retailers, which integrates orders, inventory and customer data across multiple retail channels — both online and bricks ‘n’ mortar. The problem that it’s set out to solve is that whilst it’s arguably easier than ever to start an e-commerce business, even a blended off-line/online one, there’s fragmentation in terms of the number of channels that you’re expected to sell into. The headache here occurs when trying to manage stock/inventory across channels, and dealing with things like double-selling, support, delivery, and tracking customers from one channel to another.
Brightpearl’s cloud offering aims to take care of this heavy lifting, helping businesses scale and manage a multitude of SKUs across all of their online and brick-and mortar channels, with a “unified system for inventory, order, and customer data.” The customer data element is particularly noteworthy.
To that end, earlier this month, Brightpearl announced further multichannel support by adding integrations with Amazon, Bigcommerce and Shopify, claiming to make it even easier for retailers to accelerate growth through “more effective merchandizing, better customer data and fully synchronized inventory management”.
Since 2011, the company says that more than $600 million of gross merchandise value has been traded on its Brightpearl Commerce Acceleration Platform.
Guest author John Fearon is CEO of Dropmyemail.com, which backs up emails in the cloud and Dropmysite.com, a cloud-based backup company.
At any startup, the first hurdle is the lack of resources - lack of funds, lack of manpower, lack of time. Outsourcing – or relocating - the work can be a great to overcome those obstacles while controlling costs, increasing efficiency and even making workers happier
But it’s not a simple, one-size-fits-all process. In building my company - Dropmysite / Dropmyemail – I found that managing outsourcing was an ever-evolving combination of local and remote capabilities that stays flexible enough to meet changing conditions.
(See also Are Crowdsourcing And Outsourcing No-Nos For Startups?)
Learning The Hard Way: My Outsourcing ExperiencesWhen we launched two years ago, for example, the whole development team was based in India. As a one-man founder bootstrapping the business, this allowed me to hire a team for much less money.
Plus, with India being 2.5 hours behind my Singapore headquarters, my productive workday was effectively extended. In the morning, I conducted business deals and meetings. Then, in the evening - as the team returned from their lunch - I would concentrate on working with them in real time over Skype on building our product.
After six months, I was able to sign up a local CTO to help build a Minimum Viable Product (MVP) that enabled me to secure funding. With some cash in hand, I started building a local team of developers to be able to improve the product more quickly.
At that point, I had two teams of technical workers in different locations – which started to cause problem. We had constant confusion, communication issues and lack of control. At this stage of the business we needed top talent, no low cost workers, so I ended the contract with the Indian team to focus on the local team.
So far so good, but soon my lead technologist decided to go back to Argentina for family reasons. He had consistently delivered good work so we decided to try a long-distance relationship. He hired a few ace developers for the Argentinean team and everything seemed like smooth sailing.
Eventually, though, the 12-hour time difference started to take a toll. Meetings were impossible to schedule and both teams were exhausted. Work delays proliferated, as even the assignments were received 12 hours later. We closed the Argentinian office, bringing one developers to Singapore.
(See also The Pros And Cons Of IT Outsourcing: Globally, Nationally And Locally.)
6 Outsourcing Lessons LearnedMy experience with outsources taught me a variety of valuable lessons:
1. Keep Teams Together In One Place. Specific functions should be grouped in the same office and time zone to reduce miscommunications or time lags performing urgent work done. It also makes brainstorming sessions easier to coordinate to create better products.
2. Not All Functions Need To Be Together. That said, it may not be necessary for different function teams to be together. Front office teams (sales and marketing, for example) should be in their home market while the back office (IT and operations) can be anywhere.
3. Give Each Team A Focused Goal. Beyond stating the obvious, all teams need clear directions and key performance indicators (KPIs). Just as important, local and remote teams work better when staffed with self-starters who need less direct supervision.
4. Contract Remote Teams On A Per Project Basis. This frees them to do their work without having to rely on other teams to proceed. The offshore work should be completed parallel to that done onshore. If the remote team isn’t pulling their weight, this approach contains the impact, reducing contamination of other teams and projects. Finally, per-project deals make it easier to replace them if necessary.
5. Daily Communication/Alignment Is Critical. There needs to be constant two-way communication between teams. Remote technology development teams must make frequent reports back to the home base. The lead tech officer has to ensure that their work remains aligned to the overall company direction. Communication between business functions is also essential. Tech teams having to speak to each other, and also keep the salespeople in the loop so clients and partners stay informed.
5. Outsourcing Strategies Must Continually Evolve. Currently, Dropmysite / Dropmyemail keeps core functions and technical development in Singapore, but we have business development staff in India, Japan, and the U.S. And we have outsourced side projects to other locales, including Vietnam. The key is to find and execute the right strategy at the right time.
Lead image courtesy of Shutterstock.
The barrier to entry for the Unity game rendering engine for developers on iOS, Android and BlackBerry 10 has gotten lower, as use of Unity tech is now free on both mobile platforms. Unity CEO David Helgason announced the changed terms today during the Unite Nordic trade conference, according to Pocket Gamer’s Keith Andrew. The dropping of licensing fees for the engine’s basic tier means that features which once cost $800 now carry no charge at all.
The change in pricing structure is all about building momentum for indie game creators and studio, according to Helgason. Unity has shifted to a free licensing structure on the web and on desktop platforms, and has long hoped to bring the same model to its mobile platform products, according to Pocket Gamer. Later on, the same deal could be made available to Windows Phone 8, the company says.
Unity 4 on mobile offers a number of impressive features, including real-time shadows and multi-screen AirPlay support for building unique game experiences. For Unity, offering the basic license free to game devs is essentially also lowering the barrier to their revenue-generating paid tiers and offerings, including assets for in-game use and Pro and Basic add-ons, team licenses and more.
For mobile devs, it gives them a level of access to tools used by some of the biggest and most successful gaming studios on Android and iOS, including Rovio (which uses Unity for Bad Piggies), as well as those used by hit indies like Year Walk, The Room and more.
This is a good thing for the independent games development community, and hopefully it means we’ll see even more top-tier titles coming out of brand new places. The iOS and Android mobile software stores aren’t quite the Wild West of new and exciting indie content they once were, but they still provide small developers more exposure and opportunity than other platforms, and maybe this will help that continue to be true in the face of increasing investment in mobile software from big name game studios.
The barrier to entry for the Unity game rendering engine for developers on iOS, Android and BlackBerry 10 has gotten lower, as use of Unity tech is now free on both mobile platforms. Unity CEO David Helgason announced the changed terms today during the Unite Nordic trade conference, according to Pocket Gamer’s Keith Andrew. The dropping of licensing fees for the engine’s basic tier means that features which once cost $800 now carry no charge at all.
The change in pricing structure is all about building momentum for indie game creators and studio, according to Helgason. Unity has shifted to a free licensing structure on the web and on desktop platforms, and has long hoped to bring the same model to its mobile platform products, according to Pocket Gamer. Later on, the same deal could be made available to Windows Phone 8, the company says.
Unity 4 on mobile offers a number of impressive features, including real-time shadows and multi-screen AirPlay support for building unique game experiences. For Unity, offering the basic license free to game devs is essentially also lowering the barrier to their revenue-generating paid tiers and offerings, including assets for in-game use and Pro and Basic add-ons, team licenses and more.
For mobile devs, it gives them a level of access to tools used by some of the biggest and most successful gaming studios on Android and iOS, including Rovio (which uses Unity for Bad Piggies), as well as those used by hit indies like Year Walk, The Room and more.
This is a good thing for the independent games development community, and hopefully it means we’ll see even more top-tier titles coming out of brand new places. The iOS and Android mobile software stores aren’t quite the Wild West of new and exciting indie content they once were, but they still provide small developers more exposure and opportunity than other platforms, and maybe this will help that continue to be true in the face of increasing investment in mobile software from big name game studios.
ONLY NY -- the New York City purveyor of classic, made in USA street apparel -- returns with a fresh selection of goods just in time for summer. The label is known for its throwback, Big Apple appeal, and this season's new 5-panels, tees, tanks and sweaters don't disappoint. From seagull-printed caps and nautically-inspired graphic T-shirts to retro-style crewnecks and tri-color rugby sweaters, it's a vibrant, warm-weather collection that will take you from the water to city streets with ease. As always, each item is made domestically from premium materials and available in limited numbers.
Look for ONLY NY's new Spring/Summer 2013 releases now at our online store.
Last week we reported that MessageMe, one of the latest messaging apps to hit the smartphone market, had picked up a $10 million Series A round of funding, and today, the company is officially confirming the news, along with some more details on how it’s been doing in the 2.5 months since it launched. It now has 5 million users across both iOS and Android — a five-fold increase on the 1 million that downloaded the app in its first 10 days.
MessageMe aims to carve out a name for itself by offering more ways than the rest of the pack — which includes WhatsApp, Line, KakaoTalk, Viber and Facebook (from which MessageMe gained some notoriety when it was restricted from using Facebook’s social graph API to find friends to use the app) — for users to communicate with each other on its messaging platform. In its case, this is done through notifications via text messages, but also pictures, doodles, video, voice, location and music sent from one user to another. Altogether, usage of these has risen three-fold, to 1,500 per second from 500 65 days ago.
From what we understand, although MessageMe is partly founded by people with extensive gaming experience — Arjun Sethi and Justin Rosenthal both worked together at social games company LOLapps (acquired by 6waves in 2011) — it will be messaging, not games, that will be the revenue driver for the company. Also: no plans to add in advertising, nor to charge for the app. Instead, it will build out premium messaging features such as stickers and money transfers.
The latter is shaping up to be a particularly interesting area, with not only Google swaggering into the ring, but as of yesterday Square as well, alongside a number of other companies like Venmo and established names like PayPal and Western Union already dabbling in features like this.
As we reported last week, and as confirmed by the company today, this latest round was led by John Lilly, the former CEO of Mozilla who is now a partner at Greylock; Lilly now joins the board of LittleInc Labs, makers of MessageMe. Other investors in the round include previous backers True Ventures (where MessageMe was first incubated), First Round Capital, Google Ventures, SVAngel, Resolut.vc, Andreessen Horowitz, and Social+Capital Partnership. The company’s angels also include Airbnb’s Brian Pokorny, Hiten Shah, Eric Wu and TinyCo CEO Suleman Ali.
The company is still in an early and small stage: currently there are only 10 people working for TinyInc Labs.
I caught up with co-founder Sethi to speak a little more about the direction of the company:
About those greyed-out tabs on your app. When are you launching stickers and money?
We’ll start rolling out new features in about a month, although we’re already doing some staged rollouts in beta. Stickers will feature our own content, as well as branded content, from companies that we’ll be working with. Money will be done in partnership with someone. A lot of the new features will come first on Android. Although it’s an app that we launched only last week, it’s easier to add and develop new features on Android.
What about Windows Phone and BlackBerry?
We are taking a close look at all the platforms out there, including web, Windwos and BlackBerry. We’ll see where most of the demand is and what users are asking for to decide what the next step will be for MessageMe.
Talk to me a bit about your thoughts on paid messaging services like WhatsApp or those that rely on adds for revenue.
There is no paid version planned. We’re definitely adamant on keeping it free, simple and fast. We’re also not doing any banner ads or third-party data stuff. We want to make sure that everything you do is private and secure. Even with premium services, you will pay or have option to opt out before you see or use it — that will come into play with how we roll out stickers and accessing content.
WhatsApp (200m+ users) has stolen a march on the messaging apps world with its seemingly global appeal, with Facebook Messenger also doing this to a lesser extent. Meanwhile others have a very regional focus. Where do you sit in that spectrum so far?
Outside of the U.S. most of our growth has been in Europe, and the UK specifically. Most of the usage so far is of a younger demographic.
What message apps do you use?
Besides MessageMe, I use WhatsApp because that’s what’s popular in South Africa [where he hails from] and also BBM. Because I worked in Asia, I also use KakaoTalk for friends in Korea and Line for friends in Japan. I think you’ll always have fragmentation, just as you still do in email [that begs the question of interoperability....]. Then again, I’m not your average user, but I use Line as heavily as MessageMe.
Last week we reported that MessageMe, one of the latest messaging apps to hit the smartphone market, had picked up a $10 million Series A round of funding, and today, the company is officially confirming the news, along with some more details on how it’s been doing in the 2.5 months since it launched. It now has 5 million users across both iOS and Android — a five-fold increase on the 1 million that downloaded the app in its first 10 days.
MessageMe aims to carve out a name for itself by offering more ways than the rest of the pack — which includes WhatsApp, Line, KakaoTalk, Viber and Facebook (from which MessageMe gained some notoriety when it was restricted from using Facebook’s social graph API to find friends to use the app) — for users to communicate with each other on its messaging platform. In its case, this is done through notifications via text messages, but also pictures, doodles, video, voice, location and music sent from one user to another. Altogether, usage of these has risen three-fold, to 1,500 per second from 500 65 days ago.
From what we understand, although MessageMe is partly founded by people with extensive gaming experience — Arjun Sethi and Justin Rosenthal both worked together at social games company LOLapps (acquired by 6waves in 2011) — it will be messaging, not games, that will be the revenue driver for the company. Also: no plans to add in advertising, nor to charge for the app. Instead, it will build out premium messaging features such as stickers and money transfers.
The latter is shaping up to be a particularly interesting area, with not only Google swaggering into the ring, but as of yesterday Square as well, alongside a number of other companies like Venmo and established names like PayPal and Western Union already dabbling in features like this.
As we reported last week, and as confirmed by the company today, this latest round was led by John Lilly, the former CEO of Mozilla who is now a partner at Greylock; Lilly now joins the board of LittleInc Labs, makers of MessageMe. Other investors in the round include previous backers True Ventures (where MessageMe was first incubated), First Round Capital, Google Ventures, SVAngel, Resolut.vc, Andreessen Horowitz, and Social+Capital Partnership. The company’s angels also include Airbnb’s Brian Pokorny, Hiten Shah, Eric Wu and TinyCo CEO Suleman Ali.
The company is still in an early and small stage: currently there are only 10 people working for TinyInc Labs.
I caught up with co-founder Sethi to speak a little more about the direction of the company:
About those greyed-out tabs on your app. When are you launching stickers and money?
We’ll start rolling out new features in about a month, although we’re already doing some staged rollouts in beta. Stickers will feature our own content, as well as branded content, from companies that we’ll be working with. Money will be done in partnership with someone. A lot of the new features will come first on Android. Although it’s an app that we launched only last week, it’s easier to add and develop new features on Android.
What about Windows Phone and BlackBerry?
We are taking a close look at all the platforms out there, including web, Windwos and BlackBerry. We’ll see where most of the demand is and what users are asking for to decide what the next step will be for MessageMe.
Talk to me a bit about your thoughts on paid messaging services like WhatsApp or those that rely on adds for revenue.
There is no paid version planned. We’re definitely adamant on keeping it free, simple and fast. We’re also not doing any banner ads or third-party data stuff. We want to make sure that everything you do is private and secure. Even with premium services, you will pay or have option to opt out before you see or use it — that will come into play with how we roll out stickers and accessing content.
WhatsApp (200m+ users) has stolen a march on the messaging apps world with its seemingly global appeal, with Facebook Messenger also doing this to a lesser extent. Meanwhile others have a very regional focus. Where do you sit in that spectrum so far?
Outside of the U.S. most of our growth has been in Europe, and the UK specifically. Most of the usage so far is of a younger demographic.
What message apps do you use?
Besides MessageMe, I use WhatsApp because that’s what’s popular in South Africa [where he hails from] and also BBM. Because I worked in Asia, I also use KakaoTalk for friends in Korea and Line for friends in Japan. I think you’ll always have fragmentation, just as you still do in email [that begs the question of interoperability....]. Then again, I’m not your average user, but I use Line as heavily as MessageMe.
Take some Star Wars with you on the road and geek up your ride at the same time with this nice looking Star Wars Darth Vader Steering Wheel Cover. You may not pilot the Millennium Falcon, or even an X-Wing, but you will feel like you do while gripping this steering wheel cover. It fits [...]
Osamu Tezuka arguably created an entire aesthetic within graphic art, having notably innovated various techniques of storytelling and design that have influenced not only his own generation, but those after it. In celebration of Tezuka's pioneering work, Lacoste L!VE teamed up with Tezuka Productions to create a capsule collection for the present season. Accordingly, Designer Hiroaki Ohya handpicked his favorite scenes from three iconic Tezuka works: Astro Boy, The Mysterious Underground Man, and Black Jack, applying the illustrations across a set of premium T-shirts and polo shirts. Enjoy a view at the collection above, set for release later this month.
Appearing as if they had been on the feet of Jackson Pollock in the late abstract expressionist's studio, Maison Martin Margiela's paint-splattered edition of the timeless Replica Sneaker returns as a part of the label's Pre-Fall 2013 collection. Pairing a premium white leather upper with off-white lining and a gum rubber sole, the kicks see a multicolored paint motif across the toe box, laces, and suede mudguard. Lending a bold interpretation to the otherwise refined low-top, the hand-painted take on the sneaker is now available online for £315 GBP (approximately $478 USD).
Beginning last year, Stussy has made a strong effort to merge food and fashion. Starting with last year's inaugural Plan Check burger feast, the quintessential streetwear brand has also counted upon Yardbird in Hong Kong to represent this unlikely intersection. We were recently given privy to another look into this year's efforts that took shape as the "Stussy Pack SSPCB." A well-rounded combo sure to satisfy the cravings across the board, a break down of its construction was also met with a few words with Plan Check founder Ernesto Uchimura. To see our recap of the opening night, head over to our previous post.
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Advances in technology are making excessive wires and cables slowly go the way of the buffalo but, the remote? It looks like we may be stuck with that one for a while. So if you can’t beat it, hide it! (Along with those goofy 3D glasses that seem to come along with every new TV.)
Meridian Brothers - Guaracha U.F.O (Versión Rebajada)
The best album I’ve listened to this year is by Bogota’s Meridian Brothers.
Straddling the line between new and old, Meridian Brothers’ mischievous blend of Latin rhythms and psychedelic grooves is the creation of Eblis Álvarez, one of the key figures of the experimental music scene in Bogota.