Pixate - beautiful native mobile apps with CSS
kickstarter.com
kickstarter.com
If I did somehow miss the point and this seems like a cynical response then obviously I apologise in advance, but that's how it came across.
Edit, cancel the nicety... I just saw that it's retailing for $299. It all feels rather cynical. Perhaps I have too much of a rose-tinted view of the attraction of Kickstarter?
The risk, of course, is that a huge goal is less likely to be reached than a smaller goal. The ideal situation is that you have a reasonable goal that will actually help maybe some outsourcing or consulting costs or distribution set-up or what have you, blow away the goal early, and keep interest to drive revenue.
Personally, I don't find this kind of Kickstarter project very interesting, and I believe it's a suboptimal way to launch a product that could instead just be released as a MVP and iterated on based on user feedback.
Yes, that is the risk with Kickstarter and any other investment. It's just there seems to be less visibility into the viability of the company or person behind the project than most investments. Since I rarely go beyond the $20 range, I only feel mildly burned on the ones that don't go anywhere. For folks who hit the maximum (I've seen some with $10K options), I suspect the hurt is a little more real.
I don't believe all products should do this, but they'll receive valuable feedback, and if they don't meet their goal, they'll be better off with decent feedback from potential customers.
Q. What's your background?
Paul and Kevin were accepted into Y-Combinator this summer to launch Pixate into it's current prototype phase
You later get the option to take a $150,000 convertible note at extremely good terms. This isn't mandatory, but the terms are designed to make it almost a no-brainier to say yes.
Don't get me wrong, I absolutely love the Kickstarter concept. But in practice, their scaling seems to quickly be turning hem into a sales platform that has no controls or accountability.
And I have nothing bad to say about this project in particular, but they are a YC company, and the state of the prototype shows that they already have all they need to make it happen. This project doesn't need money. The campaign seems to me to be nothing more than a simple "I'm making something cool, so give me cash". And I'm not saying there's anything wrong with that -- by all means, people should be free to do what they wish with their money, and the Kickstarter campaign will probably work out beautifully for them. That's great.
But this whole perception of Kickstarter being a place for bootstrapping interesting projects is turning into a dangerous myth. Like many things before it, Kickstarter is becoming a place for people with money (and/or obvious ability to make money), to make even more money, though marketing under a vague guise of "bootstrapping", with no checks or balances to keep people honest.
This isn't an accusation leveled at Pixate -- I don't believe they're doing anything wrong and I have huge faith in YC's filtering. But once enough clever people figure out that you can earn a killing or huge bonus on top of anything, just by tacking on a nice Kickstarter campaign, it will become impossible to separate the wheat from the chaff. And then people will move on to the next thing, and the cycle will repeat.
</bubble-y doomsaying>
I fully agree. Honestly, I hope both that this campaign fails and that the guys at Pixate are able to develop and launch their product successfully. The point of Kickstarter is to enable creative endeavours that would have trouble succeeding in a market environment -- a talented friend of mine financed his first short film via a similar site, which will hopefully get him a foot in the door of filmmaking. In his case, the Kickstarter idea is a great thing: It guarantees artistic independence and audience involvement.
This app, however, already has backing and will easily make plenty of money on the market. It's not a catastrophe in the long haul, but I sincerely hope this doesn't catch on: That's not audience involvement, that's a commercial transaction. You give me money, I give you product. On a larger scale, it's abusing opportunities for people who have few, which is particularly nefarious if it comes from people who have no need to beg.
I see an interesting title on HN. I visit it and start reading. I start reading the copy and see some interesting screenshots/mockups, keep scrolling, and then realize a bit later that there isn't actually anything ready for me to try out, but they want me to give them some money.
Then I close the tab.
Very few of the software projects I've seen linked there have seemed interesting or novel enough for me to care to put up some cash up front. There are tools that cost hundreds of dollars out there that will let me try them, fully-featured, for free. These guys want $50 for beta access or $100 for a full license for something that doesn't exist yet?
It's probably somewhat irrational, but I'm even more annoyed by the ones with real slick demo videos and such. Why not put the time spent making that towards making a product I can actually try?
There is a balance to be made between 'we have this idea and need money to build it' and 'we are serious about this, we have done X much already, we need money to go over the finish line'
Huh? For a $99 pledge, you get the $299 license when it launches, it looks like.
This looks like every other product kickstarter, which essentially are saying, "We've invested considerable time and money. We're committed. We'd love to have you pitch in to help accelerate us and get us over the finish line. In exchange, your pledges entitle you to discounts and other favors."
By the way, what is up with every project talking about "beautiful"? "Beautiful Javascript", "Beautiful native apps", "Beautiful text icons", etc. Is this just the Steve Jobs school of selling?
As to performance, it depends how they do it. I wouldn't want to comment until they revealed some more technical details about this 'graphics engine'. They say 'style native apps and components', but it's unclear to me whether this means they are interpreting CSS and applying these styles to UIKit elements or rolling their own UIKit-like elements (I suspect the latter, but I might be wrong).
They also failed to really communicate how the app changes your normal development workflow. Does it replace interface builder processes? Besides styling with CSS, how does it help in creating complex vector elements that would normally be made in Photoshop? Is it a standalone dev environment or a lot of pieces? Can you mix assets (pixel and vector)?
Also, I don't see why they need Kickstarting at all. If they are going to sell the product, then sell the product. They appear to already have a product that is finished or near completion, and are in Y Combinator and thus have funding. It doesn't make sense.
My real hope is that one day we get an open source tool like this for writing native UIs in CSS.
It's not like this eliminates any of the complexity of ios development. Stuff like animating properties of controls is one of the things iOS handles beautifully. Any graphic workflow that doesn't eliminate rework and isn't WYSIWYG is a step backwards.
I have a hard time imagining there are, say, 2000 people willing to pay $100 in advance for this with no guarantees. This isn't a sexy video game which can build up lots of viral demand...
Despite that, I wish them the best of luck! From what I understand, CSS-style formatting of native iOS components is sorely needed...
The $5 minimum should be $10 or $15, and there needs to be a tier between this one at the $50 tier.
And the rewards themselves? For $2k, I get "Access to a private forum to influence product direction." For two grand, I can't get a phone call to the CEO? I get access to some forum?
I like the idea of doing it properly but to be honest I'd expect that someone would release an open source version that does something similar that I can contribute back to.
I'm very impressed by your demo, but I'm also skeptical about performance, how well this integrates into existing apps, and what happens to my apps built on your framework if you go out of business or get acquired.
Along the same lines, I'd love to be able to pitch this to my clients, but I can't in good conscience without knowing that they're never going to get screwed in the process.
Can you address these concerns? I'd love to back your project, but I need to know I'm not going to be left holding the bag in 12-18 months.
Thanks! Aaron
Also code once run anywhere doesn't work for native apps. You usually get an Android app that looks like iOS. Barf. Or your have to use some new UI paradigm foreign to both. Chance of being featured in either market without conforming to UI guidelines: 0%.
This only really works for games and Unity has that covered.
Also, does it provide any benefit over Quartz2d other than familiarity that comes with CSS?