Inventing A to Z
Everything you ever wanted to know about making your big idea a marketable reality
URL:
http://www.entrepreneur.com/startingabusiness/inventing/article51616.html
You've got the perfect idea. From here, you can make one of
two major mistakes: 1) think it's way too hard to become a
"real" inventor and just shelve your fabulous doohickey
in a dusty corner of your brain, or 2) think it's way too easy
and waste money and time without doing the proper preparation and
end up with hundreds of unsold fabulous doohickeys in a dusty
corner of your garage.
There is a middle ground, and its name is research. Inventing
is, like most things in this world, something that can be learned
if you put enough effort into it. We're not suggesting that
anyone can necessarily teach you how to have that brain flash, that
Eureka!--but you can be taught how to handle that Eureka.
"Inventors don't realize it's systematized,"
says Jack
Lander, an inventing coach and consultant. "You can gain
systematic knowledge and go out there like anything else in this
world. If you just start out half-cocked and don't pay
attention to [learning the system], you're likely to end up
spending a lot of money and getting nowhere."
That said, we're going to take you through an A to Z of
things you should know about inventing--yes, from attorneys to
zipped lips. This is only an introduction to some of the things you
need to know, so once you're done, check out the additional
resources we've provided in this article and keep learning.
A: Attorneys
Like any businessperson, you'll need one of these folks. In
your case, it'll be so you can build a strong patent. For this
purpose, you can also hire a patent agent. "A patent agent has
to pass the same section of the [bar exam] as the patent attorney
in order to get licensed by the USPTO," says Lander. "But that's
all that patent agent passes, and he or she is not permitted to
litigate." Patent agents are usually engineers who become
enamoured of the patenting process, and they tend to charge less
than their legal brethren.
But James
White suggests you don't base your decision entirely on
this. "I strongly advise inventors to choose their patent
practitioner based on two criteria: 1) Is the practitioner
knowledgeable in the field of their invention? and 2) Does the
inventor feel comfortable with the practitioner?" says White,
inventor, marketing consultant and author of Will It Sell?
One more caveat: Patent attorneys and agents have a vested
interest in encouraging you to patent--they won't make money if
they tell you otherwise and you drop the search. So be aware of
this self-interest, and make an extra effort to find an ethical
attorney. Ask a lot of questions, get references and be cautious
when selecting a patent attorney or agent.
B: Business
Plan
Why do you need a business plan? You're just going to patent
the invention, sell licenses and then reap the rewards, right? Even
if that is your planned course of action (rather than becoming a
business owner and controlling product manufacturing and
distribution yourself), creating a business plan will force you to
know every nook and cranny of your target market--knowledge that
can only help you.
"Once an inventor gets business plan software and they work
through that--maybe they'll never be the entrepreneur, but
they've done their homework," says Andy Gibbs, founder and
CEO of PatentCafe.com, a network of intellectual property
sites. "So when they talk to a licensee, they have a business
plan instead of an idea. Now that carries some weight because [the
licensee is] speaking with an intelligent inventor who's ready
to support the business--not an idea, but a business.
"For you to have a viable product, you really have to make
it viable from a commercial perspective. And to do that, you really
need to do a business plan and learn your industry. You need to
become an expert in your little niche."
C: Contracts
It's near impossible to cover all the contracts you may
encounter in your quest from idea to market in this short
space--that's a task for your attorney and/or your continued
research--so we'll just introduce one in particular you should
know about. (See
Z for information on confidentiality agreements.)
| CLICK
HERE
- The Inventor's Bookstore: Founded by Jack
Lander, the Inventor's Bookstore is now run by the United
Inventor's Association. You can find reports and books
handpicked by Lander.
- Inventor's Digest: Read the
magazine, scan the list of inventor organizations, stay up-to-date
on intellectual property and more.
- PatentCafe.com: Find countless resources, articles,
directories and other information to create a successful
invention.
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If you procure a drafting, design or engineering firm to help
create your product, you can very well end up with a co-inventor.
"If that engineer is required to do any real engineering and
they come up with patentable matter, it must be included in the
patent application," says Gibbs. "To prevent that person
from owning the invention along with you, you simply need an
invention assignment agreement in conjunction with the actual
consulting contract." The agreement says that any patentable
matter that comes out of this relationship will be assigned to
you.
You still need to name the engineer or prototyper on your
patent, but if you have the agreement completed before you file,
then that person has no rights to your patent. Seems like a small
formality, but if you neglect to do it, the engineer could have
equal rights to your invention. (And don't think you can get by
with not naming the person on your patent--that's fraud, and
you can lose rights to your invention.)
D:
Distribution
Simply put, this is how your product ends up in a store--except
it's not nearly so simple, as you'll find out when you
start researching it. But understanding your product's
distribution chain is absolutely vital, as it will have a direct
effect on how much your product sells for. Every step in the chain
takes a chunk of the cash, and if too many chunks are taken out,
you may find that your hot new kitchen gadget needs a price tag of
$200 to make a profit.
"Work backwards from the store shelf," says Gibbs.
"How does that particular channel work? How much does the
store get? The store gets 50 percent of the retail price. Who do
they buy it from? What do they get?" The answers to these
questions will, of course, depend on your product category.
E: Evaluation
Before you hire a patent attorney and shell out the cash for a
prototype, shouldn't you get your product evaluated by someone
a little more impartial than your mom? Jack Lander thinks so.
"The first step I always recommend is to have it evaluated by
an indifferent nonprofit organization," says Lander, former
president of the United Inventor's Association (UIA). He
specifically recommends the UIA's innovation assessment, which
determines the commercial potential and risk of your invention. The
service costs $275, which may seem expensive until you calculate
how much you might spend trying to put out a product that might not
make it.
F: Funding &
Finances
Speaking of money, how much does it take to get a product on the
market? The ballpark figure, says Lander, is at least $10,000, and
most inventors tend to be self-funded at this stage. Here's a
quick breakdown of that:
- $275 for a product evaluation
- $500 to $3,000 for a prototype
- $4,000 to $10,000 for the patent, depending on the complexity
of your invention
G: Groups for
Inventors
Inventors groups can be a crucial resource. You can find moral
support, information and more. Find your local group (look in
Inventor's
Digest and on the UIA's Web site
http://www.uiausa.com/) and join up. "Network with others who
have gone before you. It won't keep you from making mistakes,
but it will keep you away from scam marketing companies, and
you'll learn from others who've gotten products on the
market," says Joanne Hayes-Rines, publisher of
Inventor's Digest.
H: Hot
Markets
"The hot areas are whatever sells. Products for the elderly
have expanded because there are (and will be) more of them, and
they have more money than [they did] years ago," says
Hayes-Rines. "The key to inventing is to find a real problem
that affects a good percentage of people. Solve that problem
elegantly (don't over-invent), be sure it's priced right
and market it well."
I: Intellectual
Property
There are three main types of intellectual property: patents,
trademarks and copyrights.
- Patents, as you probably already know, protect inventions, and
there are a few different types: Utility patents (new methods, new
devices or new chemical compositions); design patents (for the
shape or look of an object, like the outside of an iMac); and
provisional patents (a patent that is never examined but gives you
a year to apply for a regular utility patent). Patenting will suck
up the majority of your funding and time, so you want to be as
educated as possible on the subject. Scour the USPTO Web site, inquire
at your inventor group meetings, read books like From Patent to Profit, and double- and
triple-check everything with your attorney or patent agent.
- Trademarks exist to protect your brand image. Names, slogans,
phrases and images can be trademarked. Use TM after your trademark
and SM after a service mark (which is used for service features).
After you register your trademark with the USPTO, use an ®.
You can do trademark searching at the USPTO site, but you should
use a trademark search service once you get serious and want to
begin building your brand.
- Copyrights protect writings and other visual work, such as
catalogs, books, brochures and pamphlets. You can copyright by
marking your work with "Copyright 2002 by Jane Doe Inc. All
rights reserved." If you register it (which isn't required
but does add extra protection and costs $30 per work), you can
instead use "© Jane Doe Inc., 2002." Visit the
U.S.
Copyright Office for more information.
J: Journals
From the moment you think of your idea, you should keep an
inventor's journal--a bound notebook with sequentially numbered
pages so that you can't insert pages later. "It's like
a diary," says Gibbs. "Even before you file a patent,
keep your journal up-to-date: Every idea, note, drawing, everybody
you talk to, all of your marketing ideas. Date everything, and
every so often, have somebody sign and witness it. These [journals]
stand the evidentiary requirements in court to determine the date
of invention." The journal will also help your attorney or
agent when it comes time to patent by providing them with a lot of
information to develop a solid patent.
Another important (and easy and cheap) way to protect yourself
during the inventing process is to file a disclosure document with
the USPTO--a thorough description and appropriate drawings of the
invention, along with a $10 fee. "This document doesn't
'protect' anything, but it does provide some relatively
unimpeachable evidence of the approximate date of conception of
your invention," says White. "It also puts the inventor
under a two-year gun since the document will be destroyed if not
referenced in a formal patent application within two years of
filing."
K: Knock-Offs
So your product is a success. The next inevitable step in the
process? Fighting knock-off artists. "If you have a money
machine, someone's going to want to get in on it," says
Gibbs. "And they'll get in on it even if they do it
willfully and blatantly. To protect yourself, get intellectual
property insurance, which costs about $1,200 to $1,500 per year and
will provide about $250,000 in attorney's fees. "The
minute there's an infringement, the insurance company attorney
knocks on their door and says 'OK. We're ready to go to
court.' And at that point, the infringer suddenly becomes a
very willful licensee."
L: Licensing vs. Going
Independent
There are two basic things you can do with your patented product:
Create a business to manufacture and distribute it yourself, or
license your product to other companies and let them handle the
details. Since creating your own venture requires substantially
more work and risk, the benefits are higher. "The venturer not
only gets to keep the profits from their enterprise; they often
have the opportunity to sell it for a substantial gain within a few
years," says White. In contrast, the licensor-inventor gets a
small royalty (often about 5 percent of the manufacturer's, not
retail, sale price) for a few years until the licensee drops the
product.
So why would you want to license your product? Simply put, you
perhaps don't want the work and risk of putting the product out
on your own. You just want to have some money coming in so
you can continue to invent, and royalty fees from license
agreements fit that bill.
When searching for licensees, Lander advises to go against your
instincts: Don't approach a mousetrap maker with your better
mousetrap. Your product competes with their current line. Instead,
approach the rat poison company. "They have a marketing
program in place to distribute rat poison, but they don't have
a mousetrap in their line," says Lander. "So you
don't always go to the guy who's in the business. Sometimes
you go to a complementary company."
M:
Manufacturing
If you're licensing your invention, it's highly unlikely
that you'll ever have to deal with this side of the business
(though you'll still need to know how much your production
costs will be; see
X for more information.) "I would say that 95 percent of
all licenses are to corporations that either have their own
manufacturing facilities or prefer to do their own subcontracting
in order to control the production quality," says Lander.
But if you distribute your product yourself, say hello to your
newest partner: "In most cases, the venturer secures or
provides the funding for a subcontract manufacturer to create
manufacturing tooling and also pays for the manufacturer to produce
production runs of the product, maybe including assembly and
packaging," says White.
As for finding your manufacturer, Gibbs likens it to finding a
needle in a haystack. Start searching the Thomas Register,
ask people in similar fields (protoypers, CAD designers) for their
recommendations, and search online (PatentCafe.com has a
manufacturing center and directory).
N: Networking
"Networking is a key to success," says Hayes-Rines.
"Start with inventors groups and industry groups. For example,
if your product is toy-related, get connected with the toy
industry. It's just like anything else you're trying to do
well. If you love golf, you read golf magazines and you go to
stores to learn what's new. Same with inventing--get connected
with the community of independent inventors." This will be
especially crucial when you begin to "assemble your
team"--no inventor goes it alone, and referrals to attorneys,
patent agents, prototypers, manufacturers, etc. will be a lifeline
when you're in need.
O:
Originality
Your first major step after you get that burst of lightening will
be to determine if it really is an original idea. "First,
understand what problem your idea solves. Then thoroughly search
the marketplace for solutions to that problem," says White.
"Do not just look for your invention; look for all competing
solutions so you can compare the user benefits of your solution
against them. Start with keyword searches on the big Internet
search engines. Then visit appropriate stores and ask the clerks if
they carry any solution to that problem. Search catalogs and ask
experts in the field, too. It may be disheartening, but 90 percent
of the time, a new inventor will often find their
'invention' or a better one is already on the
market."
The next step is to start doing patent searches on the Internet
using the USPTO site and its links to foreign patent search sites.
"Searches take four to eight hours for simple things and
[sometimes] considerably more. Manual searching at the nearest
Patent Trademark Depository Library is also
highly recommended," says White. "An inventor who spends
15 minutes to a half hour doing keyword searches is only fooling
themselves--and that counts for nothing when the Patent Office does
its prior-art search after patent drafting and filing costs have
been paid."
P:
Prototyping
After you've done your market research and determined the
originality of your idea, you'll want to prototype it. The most
obvious reason for creating a prototype is to have something to
present and demonstrate to potential licensees and buyers. Gibbs
notes these prototype purposes as well: 1) to prove the design or
size of your invention; 2) idea "reduction to practice,"
which will complement your journal; and 3) to discover more
patentable details of your invention before you file your
application.
If you can get a prototype made in a way that creates a
"looks-like-works-like" version of your product in a
small quantity, that's even better. "There are two huge
advantages to having multiple 'product quality' prototypes:
You can have multiple people looking at them and not worry much if
one gets broken or doesn't come back, and you can put some on
the market for sale for real and see what actually happens when
buyers have the opportunity to purchase," says White, adding
that the provisional application for patent should be filed before
this test marketing. "So what if selling prototypes loses
money at retail prices? Actual proof that the product will sell
before spending large amounts on production tooling substantially
reduces the risks of such a costly decision."
When you're looking for a prototyper, you'll go about it
in much the same way as looking for a manufacturer: lots of
networking with similar professionals, looking on PatentCafe.com or
in Inventor's Digest ads, or searching under headings
like "designers, industrial" and "engineer, product
development" in the Yellow Pages.
Before you contact them, you'll want to have a solid idea of
what you need. "I prototyped for several years, and people
would come to me with lunch-bag and napkin sketches or, even worse,
just a verbal idea," says Lander. "Get a draftsperson to
make drawings. They don't have to be real fancy, but they
should have all the dimensions. It's a lot cheaper to erase a
number on paper than it is to try to repair something that's
already in metal or plastic."
Q: QVC &
HSN
QVC and HSN are two coveted
outlets for inventors. HSN alone featured 25,000 new products in
2001, and QVC hosts a National Product Search (the last one was
held April 26-28 at the Mall of America). Visit their Web sites and
search for vendor information for further details.
R: Royalties
This is what you get--usually a percentage of their sales
(not retail)--from your licensees. That's a simple
definition for a very important figure that could make or break
your invention. First, a piece of advice: Understand your industry
norms for royalty fees, because if you blanche at the figure they
offer you without understanding the reasoning behind it, you may
appear not only greedy, but uninformed and unprofessional as
well.
Second, figure the manufacturing costs before you ever
start the patent process. (See
X for more details.) If it's so much that neither you nor
your manufacturer will turn a decent profit or so much that
you'll be overpriced compared to your competition, you'll
need to either reassess your manufacturing process to try to cut
costs or just go back to the drawing board.
Once you know how much your product will cost to make, use this
handy formula (courtesy of Gibbs) to figure prices: Multiply the
production costs by 4.5 for products sold through retailers. For
commercial products, multiply it by 3.5. If this price is
competitive, start looking for licensees. The more profitable your
invention, the more leverage you have in royalty negotiations. (For
a more detailed explanation, read this article on PatentCafe.com.)
And finally, note this piece of advice: "An inventor must
always be careful to get some kind of guarantee for a minimum
[royalty] so the licensee can't simply tie up the invention and
never do anything with it," says Lander. "There has to be
an incentive for them to actually do something with it. Or if they
want to leave it on the back burner, they at least have to pay the
inventor a minimum annual figure."
S: Sales
Outlets
You're a brand-new inventor and you want to become a Wal-Mart
vendor? Good luck, because you've got a rough path ahead of
you. Mass retailers are often loathe to add one-line companies to
their vendor roster because it costs them more money to do business
with you and you have yet to prove yourself a reliable supplier. It
can happen, but you have a much better chance at building
your brand by focusing on smaller, local retailers and catalogs.
(Try Google's catalog search here.)
http://catalogs.google.com/
A warning: "Catalogs usually have the advantage of not
initially requiring retail-quality packaging, but there is often a
substantial delay in getting into their publication cycle,"
says White. "Independent local stores will often be delighted
to take on a local's product--on consignment, meaning they pay
you only after the product sells. If the product starts getting
repeat orders and other stores start asking for it, then it's
almost certain that the big box stores will eventually come
knocking."
T: Trade
Shows
For new inventors, attending a trade show will be a lot more
beneficial than trying to be a vendor at one. "Industry shows
are essential," says Hayes-Rines. "As an attendee, you
can pick up business cards of sales managers. As a vendor, it's
tough. These shows are usually high-priced, and you must have
product. Invention shows offer lots of opportunities--some market
testing, learning from others [through networking], and learning
how to present yourself at a trade show. It's not as easy as it
looks."
U: UPC Code
If you're selling your product retail, you'll need to talk
to your retail contacts and get their approval of your packaging
design before you set a launch date. Retailers usually won't
buy a product that isn't packaged to meet their needs, which
include graphics, size and how it is displayed. Another crucial
part of your packaging is a UPC code. To obtain a UPC code for both
your company and your product, visit the Uniform Code
Council's Web site.
V: Virtual
Prototype
Complicated inventions can be particularly expensive to prototype.
Instead, check into virtual prototypes, i.e., demonstrating via
computer. This option is also useful for inventors who may wish to
present their invention to several companies at once but are unable
to create several prototypes; sending DVDs or CDs out in the mail
or e-mailing a URL is much easier. Click here for more information.
W: Web Sites
Think brochure, not e-commerce. It's unlikely that you can
build a profitable e-commerce site for your one or two products,
but building a professional calling card for your product is
crucial. It will give you something to stick on that business card
and everywhere else you can think of (a few ideas: look for free
invention directory services, and always include your URL in
message board posts and e-mails). Make it professional the first
time by forgoing the free services so you can get your own URL and
offer ad-free viewing for visitors. And keep it updated!
X: X Amount of
Dollars for Manufacturing
A crucial figure in your road to success will be your production
costs. No matter how amazing your invention is, if it costs too
much to make and can't be sold at a competitive price, it's
a no-go.
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"The easiest way to start is to figure out approximately
what it will take to make the invention--say three molded plastic
parts and one little metal part," says White. "Go
shopping for anything that is made similar to what the final
product will be without regard to what the [products] found with
the parts are--or even what field they're in. Find five to 10
[items] and then look at their prices. Ignore the ones with
unusually low or high prices. The average price is typically what a
consumer might expect to pay for the invented product based on
their experience with the similar goods the inventor examined.
"Now, what will it cost the inventor to get it produced?
The typical answer is, the direct costs of whomever
subcontract-manufactures the product will be about 10 percent of
the consumer price. However, the manufacturer needs to cover their
own overhead costs and make a profit, so they'll charge the
inventor typically about two to three times the direct cost. In
other words, the production costs for the product will be about
one-fifth or one-fourth of the eventual retail price."
Y: Your New Home Away From
Home: The USPTO Web
Site
Yes, we've already mentioned the USPTO site several times, but
we can't help but reiterate: Almost all research you do
regarding your invention will lead back here. Trying to determine
originality? Ready to do a thorough patent search? Looking for
information on filing fees and applications? Need to register a
trademark or just want to brush up on the rules? It's all here.
Start with their FAQs and then let your finger do the clicking.
Z: Zip Your
Lip
A standard non-disclosure agreement (NDA) can protect you from the
greatest of all inventor fears: Someone ripping off your idea.
"Whenever an inventor talks to someone about the invention,
whether to get feedback or to get a prototype made or whatever,
they should have the other party sign an [NDA]," says White.
"It's a simple agreement that essentially says the party
receiving the information agrees to keep it confidential."
White suggests that you have an attorney in your state check your
NDA to make sure it's legally sound.
Gibbs does say, however, that being paranoid about having a
manufacturer rip off your idea is probably unfounded. "If you
deal with reputable manufacturers, they have too much at stake to
rip off your idea. If you sue them, they're in the wrong, and
the courts are more and more favoring independent inventors.
It's better business to just do the deal with you and get the
product out in the marketplace."
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