Notions in Motion
Itching to turn an idea into reality? You've got to answer the call and take charge to make it happen.
URL:
http://www.entrepreneur.com/magazine/entrepreneur/2002/november/56350.html
Some inventors readily come up with one idea after another, but
then get bogged down trying to market too many at a time. Not
surprisingly, ideas from entrepreneurs who lack focus often
languish in the conception stage and never make it to market.
Luckily, that has not been the case for Randice-Lisa Altschul,
an inventor who, at 42, has invented thousands of products and
licensed more than 200 games, toys and other products, including
board games for Miami Vice, The Simpsons and
Teenage Mutant Ninja Turtles, and the Turbo Fist and Racing
Fist action toys. With her company, Dieceland Technologies Corp. in
Cliffside Park, New York, Altschul is launching her biggest product
yet, the Phone-Card-Phone. GE is set to handle North American
distribution.
So how do you successfully turn your ideas into moneymakers? A
great idea is only part of the process. You've also got to know
in your gut when a concept has real potential to become something
tangible and hit it big. You'll also need perseverance and
ingenuity, as well as a willingness to let your idea evolve until
it's ready for sale.
Making It Happen
Before explaining Altschul's formula for success, let's see
how one seemingly simple idea was able to catch the attention of GE
and earn 2002 Product of the Year recognition from Frost and
Sullivan, a leading publisher of market analysis and
statistics.
The Phone-Card-Phone is a disposable cell phone with a certain
number of minutes that can be used for both outgoing and incoming
calls. (Altschul prefers to refer to her product as "an
enhanced phone card.") Prices are expected to start at $10 for
60 minutes of local calls, and $16 to $18 for an hour of all other
calls. The product was designed to replace phone cards, making it,
as Altschul says, "much easier for people to make a call.
After all, they don't have to find a phone." Her target
customers are not cell phone users, who expect tons of product
features. Rather, Altschul will be targeting "kids who need to
call their parents and people who want protection in case of an
emergency." After developing the product, Altschul also
discovered that an enormous market also exists for
credit-challenged individuals who are unable to qualify for annual
contracts with cell phone service providers.
How did Altschul come up with the idea? "In 1996, I was
driving and having trouble with my phone; I wanted to throw it out
the window. The phone cost too much to do that, but it gave me the
inspiration that a disposable cellular phone would be a great
idea."
Convinced this was her "grand-slam idea," she decided
to risk it all. Rather than license the concept, she decided to
develop the product herself. She funded development with her
savings of more than $1 million, plus $300,000 in credit cards. All
went well until late 1999, when she ran out of money.
Fortunately for Altschul, at that time, a nearly full-page story
on the Phone-Card-Phone ran in The New York Times. A media
blitz followed, eventually leading to additional investors as well
as the distribution contract with GE. Today, the product is in the
testing phase at numerous facilities, including the FCC. Assuming
she gets FCC approval, Altschul expects to be in production 75 days
later. In preparation, Altschul has already recruited several GE
contacts to help run her company, and her management team's
plans for a national rollout have been put in place.
| | WANTED: YOUR BRIGHT IDEAS | |
Ron Perlstein, a 20-year veteran in the direct response TV
industry, is looking for ideas to sell through his company,
Infoworx. Specifically, Perlstein is looking for consumer-oriented
products in the following categories: automotive accessories,
fitness, health, kitchen, household items, pet care and sports.
Perlstein is willing to work with new products in a variety of
ways, such as through a joint venture or a royalty arrangement or
on a fee basis. And for a commission, Infoworx will even represent
products with the potential to sell well on a home-shopping
network. A simple form gets you started; the company will work with you
to develop and produce the product. If all you have is a concept
with merit, Infoworx will team up with Invent-Tech to develop the prototypes and
product models, with Infoworx handling the marketing. |
Here's a closer look at some of the characteristics
you'll need to turn your ideas into big-time moneymakers:
- Great, wacky ideas: A few
years ago, when licensing was slow, Altschul considered going
"inside" and working directly for a corporation. When she
approached Michael Myers, then head of R&D at one of the Hasbro
companies, what he said changed her mind: "Going inside will
destroy you. You have the ability to come up with the unexpected.
You'll lose that inside." In other words, anyone can come
up with variations of existing products, but that's not what
companies look to inventors for. They want a totally new concept
like the Phone-Card-Phone. It's wacky to even consider making a
disposable phone for little more than the price of a phone card.
Most corporations wouldn't take on that kind of product
development challenge. It's just, well, too wacky.
- Willingness to trust your
gut: Altschul looks for one reaction when choosing a
product. "I've got to say 'That's right;
that's so cool,'" she says. "You just know in
your gut that it's right." These days, if she doesn't
have that reaction, she doesn't move ahead. In fact, this is
what has driven her on all her ideas. Altschul's motto is
"Conceive it, believe it, achieve it." She'll tell
you she doesn't believe inventors will have the perseverance or
the passion they need to sell their ideas unless they're
convinced in their guts that their ideas are right.
- Ability to convert an idea into
something tangible: When Altschul comes up with an idea,
she's able to visualize it in her head. If she thinks the
concept has merit, she hires an artist to produce a drawing. One
problem inventors run into is that they see an idea clearly in
their minds, but no one else can. Altschul accepts this drawback as
a fact of life. To counter it, she works to put her concepts into
forms others can understand.
- Plenty of perseverance and
ingenuity: Altschul considers inventing to be "a
lesson in perseverance." She remembers her first success, the
Miami Vice board game, which she created at age 25 when the
show was a big hit. "The licensing company, MCA, wouldn't
release the rights for games for anyone or even consider games from
big companies," she remembers. "So I tracked down the
show's producer, Michael Mann. He told me to meet with his
right-hand man, Don Kurt, who was in Miami. I flew down to show Don
the game. He and Michael Mann approved it and then got MCA to
approve the game."
- Willingness to let an idea
evolve: As with her other concepts, Altschul allowed the
Phone-Card-Phone to evolve as she learned more about the market and
her target customers. As she points out, the product "started
as a replacement for a cell phone and ended up being an enhanced
phone card." Inventors whose first instinct is to stick with
their original ideas would benefit more from such flexibility. You
should also step away from your ideas for a while; doing so will
always provide you with a better perspective.
- A team approach: As
Altschul has learned from personal experience, "People who
think they can do everything themselves are nuts. You need a real
team with the right people to get the job done." Although
Altschul made good progress developing her idea on her own, its
true potential wasn't realized until she teamed up with
GE.
Great concepts by themselves are not enough. Learning how to
take smart ideas to the next level should be what drives you. Sure,
Altschul's record of success is hard to top. But if you look
beyond the glamourous life of any successful inventor, you'll
find the same perseverance and savvy that Altschul has. These tools
of the trade will help you turn your big (and possibly wacky) ideas
into real market winners.
| | MAKING YOUR TRADEMARK | |
| Nolo Press is known for
publishing some of the best-known licensing books available,
including Patent It Yourself by David Pressman and Nolo's
Patents for Beginners by Pressman and Richard Stim. The company
also has a legal encyclopedia on its site, which offers plenty of
helpful advice ranging from how to qualify for the rights to your
creation to what legal action you can take if someone violates your
trademark. The site is particularly good for cash-strapped
inventors, as it discusses how to get a copyright without an
attorney and the easiest way to obtain patent-pending status. For
more information, log on to www.nolopress.com
and enter "patents" in the search window. |
Don Debelak is author of Think Big: Make Millions From
Your Ideas. Contact him at dondebelak34@msn.com.
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