Hi guys, I have taken the feedback that I received from my proposal for WorldBand, and updated my proposal, which can be found here.
Please, feel free to comment or review! Thanks for your input! Special thanks to Kishore and James for reviewing my proposal version 1.
Wednesday, February 12, 2014
Monday, February 10, 2014
Software Design Patterns: How useful are they?
Hi there, I'm here tonight discussing the article on wikipedia for Software Design Patterns, that article can be located here.
A software design pattern is basically something you can design or draw out as a template for a piece of software that you are currently developing. This template cannot be followed instruction by instruction to achieve the desired result, rather it is more of a general direction to begin in, with milestones along the way. This is important because it gives some structure to the overall design of what you are doing, aiding you to not be lost when looking for the next step in the program.
I have user software design patterns before, mostly for outlining object oriented related objects. Diagrams I have done detailed how classes interacted, helper classes, and their basic designs. This is cool because when you start programming a class, you have it outlined before it's even done. This means if you have two classes interact with each other, you can program one before the other since you already know what functions the other will have that need to be interacted with. This was very important in a project where a group of us were working on a program together, and we didn't necessarily all work at the same time. Since we knew all of the basic class outlines, our programs could interact with each other quite easily, even if we weren't in constant communication.
Some criticism has come from the fact that these diagrams oversimplify things and this becomes a problem when you're actually implementing according to simplified diagrams. These problems can arise from thinking you needed extra functionality that wasn't necessary, or not foreseeing a certain problem. Though both of these things can happen, I don't think it is valid criticism. Problems will always arise when programming something complicated, and I think it's very useful to have an overarching structure to the program before you delve into the nitty gritty.
So, overall, I think software design patterns are awesome. I think they are useful and you will almost always be very happen you decided to make them before you get into the full body of code.
A software design pattern is basically something you can design or draw out as a template for a piece of software that you are currently developing. This template cannot be followed instruction by instruction to achieve the desired result, rather it is more of a general direction to begin in, with milestones along the way. This is important because it gives some structure to the overall design of what you are doing, aiding you to not be lost when looking for the next step in the program.
I have user software design patterns before, mostly for outlining object oriented related objects. Diagrams I have done detailed how classes interacted, helper classes, and their basic designs. This is cool because when you start programming a class, you have it outlined before it's even done. This means if you have two classes interact with each other, you can program one before the other since you already know what functions the other will have that need to be interacted with. This was very important in a project where a group of us were working on a program together, and we didn't necessarily all work at the same time. Since we knew all of the basic class outlines, our programs could interact with each other quite easily, even if we weren't in constant communication.
Some criticism has come from the fact that these diagrams oversimplify things and this becomes a problem when you're actually implementing according to simplified diagrams. These problems can arise from thinking you needed extra functionality that wasn't necessary, or not foreseeing a certain problem. Though both of these things can happen, I don't think it is valid criticism. Problems will always arise when programming something complicated, and I think it's very useful to have an overarching structure to the program before you delve into the nitty gritty.
So, overall, I think software design patterns are awesome. I think they are useful and you will almost always be very happen you decided to make them before you get into the full body of code.
Sunday, February 9, 2014
My ideal project team
Here I am today, once again talking about the project proposal I have put fort, WorldBand. You can read that proposal here.
If I were to describe the perfect team for this project in three words, those words would be:
Knowledgeable, communicative, and inspired.
Knowledgeable because the work that I'm looking to do is going to be quite complicated. They don't necessarily need to know everything before the project starts, but they need to be able to learn fast and teach others.
Communicative because the whole team needs to work together to make a project work. Everyone needs to be communicating for the site to be made correctly. This does not mean that they need to be talking more than coding. Part of being communicative means knowing how to be concise and direct, making the process easier and less time consuming.
Inspired because you have to want to work on a project to work on it. Some inspiration will come from it being a requirement for the class, and therefore to graduate, but I'm hoping a lot more inspiration will come from actually wanting to complete the project to the best possible degree. With this kind of inspiration I know the team will work hard without anyone having to enforce it, they'll all enforce themselves.
Some other contenders were thorough and hard-working.
Thorough because the team should care about all aspects of the site and should not just be throwing the site together as quickly as possible. I did not choose this because if you're communicative and inspired they will definitely be thorough.
Hard-working is obvious, of course I want team members who are actually going to work on the project and not slack off. However, I didn't choose this word because if they are inspired, hopefully that will force them to be hard-working.
Tuesday, February 4, 2014
What it Means to Review a Proposal
How is it that someone can read a 15 page proposal, and summarily score it in less than a page? A few concise sentences is all that it deserves? Well, maybe not, but it is pointless to restate the entire proposal in a proposal review. In fact, though it may seem harsh when there is less content in the review, this often is a good thing (for your proposal, at least) because it means there wasn't as much to talk about. If you have a solid project, then there just isn't as much to talk about. This cuts the other way too, though. If you have a truly horrible project, then there won't be much to talk about either, even if there is plenty to rant about. You usually know when a project is truly horrible though, so if you don't think this about your project chances are nobody else does either. This also doesn't mean, though, if there is a lot to talk about, your project isn't good. Sometimes, there are great projects that could almost be perfect with a few changes, and then the reviewer might just be enthusiastic to talk about these changes and why they need to happen. Sometimes, this will mean extra criticism or extended thoughts, but that does not necessarily show a decreased amount of interest in the product, sometimes it shows more.
So, in summary, the length of a review doesn't necessarily mean much. You have to look at the content of it. If the reviewer is saying this isn't going to work, then maybe you need to rethink it.. Or maybe the reviewer is just bad. But it's something you need to consider at least.
So, in summary, the length of a review doesn't necessarily mean much. You have to look at the content of it. If the reviewer is saying this isn't going to work, then maybe you need to rethink it.. Or maybe the reviewer is just bad. But it's something you need to consider at least.
Proposal Review: Mechanapp
I'm here reviewing a proposal put forth by James Vickers, a fantastic fellow student in the cs department. You can find the proposal here.
Review of Proposal: “Mechanapp”
Proposal author: James VickersReviewer: Ronald Shaw (wraith55@gmail.com)
Part 1: Proposal restatement
The proposal is to create an application that can assist in the diagnosis of a car problem using probabilistic diagnosis based on other entries into the system. This will help for both professional and amateur car owners and enthusiasts to fix any problems on their own, while paying as little as possible.Part 2: Reviewer reaction
The idea is a good one. Car repair is a mystery to a large majority of the populace and even the good ones are shooting in the dark a lot of the time. I kind of like to think of it as a “WebMD” for cars, a simple diagnosis tool so that you can get quick and easy advice.Part 3: Quantitative scores
Format: 4
The format was good, though some information seemed to be repeated. Nothing too drastic though, and easy to look through and know the scope of each section.Writing: 5
Very easy to read, and explains the project very well. Solid writing.Goals and tasks: 4
The target audience was well defined, and the product was well laid out from a front end perspective. I think more analysis needs to go on on what needs to be done behind the scenes though, on the technical side.Scope: 3
I think more thought needs to go into the platform and the technical side of the project (even if you're not sure on the platform, pick one and if your team decides to change it once you form, that's fine), but the scope of the marketing and attracting customers is good.Plausibility: 5
Everything talked about could easily be done and is being done for different applications already.Novelty: 4
Similar to other diagnostic tools out there, but none that I know of for cars. Seems like a very solid and novel idea.Stakeholder identification: 2
The stakeholders are not identified, though the target audience is outlined very well.Support and impact: 4
This could easily make an impact on anyone who works on cars, so good job there. But how will the application be supported once the product is done, and the twelve weeks are up?Evidence: 4
You did a good job of talking about other tools out there for mechanics, but you also could have talked about other diagnostic tools out there.Challenges and risks: 3
Technical challenges weren't addressed. A lot of marketing and viability challenges were though, such as having customers enter previous solutions into the database, which was good, since that will be a major problem upon starting up.
Monday, February 3, 2014
Proposal Review: Backpacker
Hi there, today I will be reviewing the proposal put forth by Alan Kuntz, a very talented and intelligent individual, that can be found here.
Reviewer: Ronald Shaw (wraith55@gmail.com)
Review of Proposal: “Backpacker”
Proposal author: Alan KuntzReviewer: Ronald Shaw (wraith55@gmail.com)
Part 1: Proposal restatement
The proposal is to create a mobile app that will specifically gear to a backpacker's needs. These include tracking consumables, keeping battery life low, and the possibility of sending out an emergency broadcast. This application would be a lightweight accessory for a relatively new market.Part 2: Reviewer reaction
This idea is simple and lightweight, and exactly the kind of mobile app that will hit a niche market. Because the proposer has experience in backpacking, he clearly knows the needs that should be met when developing a mobile application geared to backpackers. The emergency broadcast alone, though not new, could be extremely helpful when applied to backpackers. I really do think that this idea has potential to change the world.Part 3: Quantitative scores
Format: 4
The format is easy to read, though sometimes sections seemed to be repeated and it was not clear upon referencing which section I read something in. However, there were still clear sections that the writer did not write outside the bounds of.Writing: 4
The writing is clear, and very conversational. I really like how the proposer didn't get caught up in the technical aspects of the proposal (that being said, there were some issues with this I will address later), and the whole thing gelled very well. Sometimes I felt the proposer was repeating himself, however.Goals and tasks: 5
This section was excellent. The proposer clearly thought through his target audience, and exactly what he wanted to achieve. The different features of the application are well defined and fleshed out.Scope: 4
The features are fleshed out very well, as mentioned previously, but one thing that bothered me was there was not a mention of what platform would be used, or how the thing would be programmed. Given, though, in the timeline there was time dedicated to discussing with the team, but I would say you should pick a platform and it can be changed later.Plausibility: 5
Everything proposed is very doable on a mobile platform, and there are other services out there that perform similar functions.Novelty: 3.5
On one hand, it seems like the application of this to backpacking is actually very new and I would like to applaud that. On the other, I feel like many other applications out there can do very similar things. Still, though, I think that it is different enough it can find a niche market.Stakeholder identification: 1
The stakeholders are not identified, and this needs to be addressed.Support and impact: 4
Great job talking about how this could impact, with the emergency broadcast system having the possibility of saving a life, there will always be impact. Not much about supporting the application was covered though.Evidence: 5
You gave evidence of other applications, all of the functionality is clearly capable with mobile technology, and just well justified in general.Challenges and risks: 3
Technical challenges weren't really addressed, though this could be because you did not really see them as a challenge. Still, they should at least be mentioned.Proposal Review: A/V Synthesizer
Hello all, today I will be reviewing a proposal set forth by Trent Small, a brilliant programmer in my software engineering class. You can find his proposal here.
Reviewer: Ronald Shaw (wraith55@gmail.com)
Review of Proposal: “A/V Synthesizer”
Proposal author: Trent SmallReviewer: Ronald Shaw (wraith55@gmail.com)
Part 1: Proposal restatement
The proposal is to create a synthesizer that incorporates both audio and visual components, as to streamline the process of creating a visual presentation for performers.Part 2: Reviewer reaction
This is a seemingly great idea, though admittedly I know very little about the product's market and why this is necessary. I think what's really missing here is a better explanation of what the product is and why people would buy from a non-technical standpoint. Though the proposer does talk about current problems with the industry, it's very hard for me to understand these problems because I do not know much about how these synthesizers work in the first place. I'm assuming what the proposer is saying is that this synthesizer will automatically create a visual “show” based on the music that is played, but I'm honestly not sure.Part 3: Quantitative scores
Format: 5
Extremely clean and professional looking. Everything is separated nicely and it has a table of contents for easy reference.Writing: 4
The writing is very good, concise and to the point. That being said, some fields could be expanded and described a bit more in-depth.Goals and tasks: 3
Obviously a lot of work has gone into the thoughts of this project, and the reviewer has the technical aspects of the product down quite well. However, a lot of questions remain to be asked. How will people here about the product? Why will people want to buy this beyond its technical superiority?Scope: 2
I'm confused as to what the product does and does not do, so this area should be fleshed out more.Plausibility: 4
This seems very realistic, though some of the hardware might be difficult to get a hold of or incorporate.Novelty: 4
I'm not very sure of the current state of the industry, but this seems like a novel and useful concept.Stakeholder identification: 4
The stakeholders are clearly identified, although I feel like there are other stakeholders not represented, like shareholders or investors.Support and impact: 2
The proposer could go into more detail about how this will affect the music industry, and what kind of lasting support the product will offer.Evidence: 4
The proposer provides evidence of similar products, and he is using realistic technology, so it seems that this product is plenty realistic.Challenges and risks: 3
A lot of the technical challenges are addressed, but the risks of investing in hardware and marketing aren't addressed.Sunday, February 2, 2014
WorldBand: A Social Music Website
- Project Drivers
1a.
Purpose of the Project
There
are plenty of socially uploaded media sites out there, but none that
focus on the needs of bands. One thing that I've always thought was
necessary was a site that could act as a banding together of
musicians from around the world and allow them to work together
through the internet. There are millions of musicians in the world,
just waiting to be recognized or just wanting to express themselves.
However, it is not easy to form a band with a person in another city,
let alone another country. The internet lets us connect these people
in a novel way. In my site, people can upload music they've recorded
or record it fresh, and tag it with an instrument and their unique
username. In this way, they can upload an guitar part, for example,
that they have written and thought was very cool. In a different part
of the world, a drummer may listen to this piece and make a drum part
and attach his part to the guitar part, forming a duo but with each
part being credited to its respective writer. People can sample each
others work without stealing it, and still give credit to the
authors. The idea of an international band is realistic, with members
each from a different country in the world.
1b.
Goals
1b.1
Purpose:
We want to attract users who want to create content to the site.
Advantage:
More content will attract more customers
1b.2
Purpose:
We want to attract users who want to listen to content generated by
other users
Advantage:
More customers means more money from ad revenue
- The Client, the Customer, and Other Stakeholders.
2a.
The Client
Users
who are looking to upload music and work with others around the
world.
2b.
The Customer
Users
who are looking for new sources of music, and are willing to purchase
them.
Ad
agencies looking to advertise on the site.
2c.
Other stakeholders
2c.1
Positive stakeholders
Users
looking for free content
Investors
in the site
The
programmers
Users
uploading music
Users
selling uploaded music
2c.2
Negative stakeholders
Pandora
Soundcloud
iTunes
2d.
Users of the product
Music
creators
People
who want to listen to music
- Constraints
3a.
Solution constraints
For
the environment of the site, we will be using HTML5 for the front end
with a PHP and SQL back end. HTML5 is very robust with a lot of
functionality and we want to take advantage of this to make a very
nice looking site without sacrificing capability. PHP is a popular
language to write a site's backend in, though we could just as easily
use Ruby on Rails or Django. PHP was chosen because of a likelihood
of more people being familiar with it, which means less
familiarization time necessary for the programmers. However, this
could easily be changed once the project group is chosen. SQL,
similarly, was chosen because of the likelihood of programmers being
more familiar with it rather than other languages.
3b.
Time constraints
Timeline:
In-depth
timeline:
For
each week, I will budget 75 hours of time based on the assumption of
5 members of the group. This means a half hour meeting will take 2.5
man hours as it is .5 hours for 5 people.
Week
1:
Budget:
Introductions
and learning each other's skill sets: 5 hours
Weekly
client meeting - 5 hours
Concept
and Basic Design: 20 hours
Basic
skills acquisition (understanding AWS, learning HTML5, figuring out
what algorithms, including Fourier transformation, are necessary,
etc.): 40 hours
Setting
up server: 5 hours
Goals
for end of week:
Finish
initial design blueprint for the site
Make
final decision of framework and skills needed for site
Set
up the AWS server
Week
2:
Budget:
Weekly
client meeting: 5 hours
Design
development, including planning out features very fully, and modeling
site: 30 hours
Code
development and documentation: 40 hours
Basic
framework for site in html5: 25 hours
Back
end and AWS: 15 hours
Goals
for end of week:
Finish
framework of site (not functional, but a bare bones of what we want
it to look like)
Week
3:Budget:
Weekly
client meeting: 5 hours
Sound
file manipulation design, how we're going to save files and attach
headers: 45 hours
Algorithm
implementation: 20 hours
Documentation:
5 hours
Goals
for end of week:
Have
a better idea of how we're going to save sound files and how the
algorithm will work
Week
4:Budget:
Weekly
client meeting: 5 hours
Sound
file implementation programming and documentation: 50 hours
Algorithm
implementation: 20 hours
Goals
for end of week:
Have
significant code for the implementation of recording or converting
sound files to be compatible with site
Week
5:Budget:
Weekly
client meeting: 5 hours
Sound
file implementation programming and documentation: 50 hours
Figure
out how to manipulate lengths of files to change beat of songs
uploaded: 20 hours
Goals
for end of week:
Finish
up the code for sound file manipulation, ready for implementation in
week 6
Week
6:
Halfway
mark
Budget:
Weekly
client meeting: 5 hours
Implementation
of sound code onto website: 25 hours
Working
with site and AWS to make sure clients can upload files: 40 hours
Documentation:
5 hours
Goals
for end of week:
Working
prototype released
Will
be able to upload files through the site
Will
be able to manipulate files through site
Will
be able to mash sound files through site
Week
7:
Budget:
Weekly
client meeting: 5 hours
Front
end touching up, making UI nicer: 35 hours
Back
end reinforcing, bug fixing, making more robust: 30 hours
Documentation:
5 hours
Goals for end of week:
Goals for end of week:
Website
looks good, performs well
Week
8:
Budget:
Weekly
client meeting: 5 hours
Bug
testing, content creation and bug fixing: 50 hours
Marketing,
and seeing market response: 15 hours
Documentation:
5 hours
Goals
for end of week:
Get
a market response
Measure
market response (positive/negative and why)
Week
9:
Budget:
Weekly
client meeting: 5 hours
Adding
new features based on market response: 50 hours
Continuing
marketing: 15 hours
Documentation:
5 hours
Goals
for end of week:
New
features implemented
Week
10:
Budget:
Weekly
client meeting: 5 hours
Finishing
new feature implementation: 35 hours
Testing
and bug fixing: 30 hours
Documentation:
5 hours
Goals
for end of week:
Version
1 released
Full
version with all features wanted
Should
be relatively bug free
Go
live with site to public
Week
11:Budget:
Weekly
client meeting: 5 hours
Bug
fixing from new release: 20 hours
Testing
public response: 30 hours
Any
additional features requested by client or users: 15 hours
Documentation:
5 hours
Goals:
Attempt
to handle the amount of users on site
Fix
any user problems in a timely manner
Week
12:
Budget:
Weekly
client meeting: 5 hours
Touch
up front end: 20 hours
Finish
all back end and server code to make sure users have no problems: 30
hours
Testing
and bug fixing: 15 hours
Documentation:
5 hours
Goals:
Final
version released
- Scope of the Work
4a.
The Current Situation
Currently,
music creators are uploading their music to sites like Youtube and
Soundcloud, where people can view it. On sites like this, there is no
functionality of using the internet to connect with other music
creators, only listeners. Furthermore, if someone were to mix someone
else's song, the mixer would get all money from ad revenue and
downloads, because there is no way to credit the original artist.
There are programs like GarageBand that allows music creators to
create different tracks for parts of a song, but users are limited to
working with other musicians that they know. There are sites like
iTunes, where bands can display their songs for others to download,
similar to the projected way on this site. However, once again there
are no ways to collaborate with other's work, or at least do it
without stealing someone else's work. Though iTunes is able to
connect to a person's iPod or other mp3 player, the files downloaded
from the site proposed will be able to connect into iTunes and still
have the same functionaliy. There is no current platform that allows
the display of music while simultaneously allowing users to work with
each other and still give credit to the original artist.
4b.
Context of Work
This
model shows how the different stakeholders can interact through the
site.
4c.
Work Partitioning
The
following table partitions the site into 5 business events.
No. | Event Name | Input | Output |
1 | User streams music | -Chosen Music | -Streaming music |
2 | User downloads music | -Pay for Music | -Download music |
3 | Creator gets paid for content | -Upload music | -Get paid for downloaded songs |
4 | Creator collaborates with other creators | -Collaborate with other users | None |
5 | External companies pay for advertising space | -Funding | -Advertising |
4d.
Business use case scenarios
Business
event 1:
User streams music
Business
use case: Stream music for customer
Trigger:
Play music request from user
Preconditions:
User must have account on website, must be logged in
Active
stakeholders: Programmers, user
-The
user requests to play a song either automatically through a playlist,
or manually by pressing play button
-The
website loads music stored on server
-The
site streams music to the user's computer
-Once
the song ends, the song stops streaming or moves to next song in
playlist
Business
event 2:
User downloads music
Business
use case: Download music to user's computer
Trigger:
Download request from user
Preconditions:
User must have paid for song
Interested
stakeholders: programmers, user, content creator
-The
user requests to download song
-Site
loads song from servers
-Site
uploads the file to the user's computer
-Portion
of payment goes to content creator
Business
event 4:
Creator collaborates with other creators
Business
use case: Allow creators to interact through site
Trigger:
Creator requests to collaborate with another creator's content
Preconditions:
Creator must have an account on site, must be logged in
Interested
stakeholders: programmers, content creators
-Content
creator requests to collaborate with another creator's work
-Site
retrieves requested track from servers, streams to creator's computer
-Creator
uploads track tagged with own username and releases song with both
tracks
-Song
is displayed on creator's page for public to listen and download if
desired
Business
event 5:
External companies pay for advertising space
Business
use case: Business provides ad space and receives funding
Trigger:
Company requests ad space from website
Preconditions:
Ads must be reviewed by team running the site, the company must pay
fee
Interested
stakeholders: investors, company advertising, users, programmers
-Company
requests ad space
-Team
examines the proposed ads
-If
acceptable, site places company ads for users to see
-Company
pays for advertising space for an agreed-upon amount of time
4e.
Overview of site functionality
An
example of how the site will work is as follows: a user, who styles
himself a producer, uploads a track of his own making. It has a basic
rhythm with a few instrumental and vocal additions, but a very vague
track without much appeal by itself. A friend of his on his page, a
DJ who has worked with the producer before, decides to take the track
and mix in some electronic music he wrote. Another user, a follower
of the DJ, decides he wants to add his own part to the track once the
dj has modified it. Then with the three users combined, a full track
is completed and other users begin to listen. When a user listens to
the track, all three artists are credited. Though these people may
not know each other, they have created a very popular song that gets
thousands of views, and they may want to work together again in the
future. If they ever decide to monetize the song and sell it, they
would all get a portion of the sales from the song, and would all
profit.
- Project Issues
5a.
Risks and Solutions
Of
course, there are drawbacks to this idea. It's very complicated, and
would require some knowledge of sound file manipulation. This is
addressed in the timeline by giving our programmers plenty of time to
familiarize themselves with the content. Another problem is that
servers would be required to hold user generated content, which in
turn would cost money. However, once a user base gets off of the
ground, it should be an exponentially growing model with more people
joining the site the more users there are. And of course, the main
problem would be getting it off of the ground. Because all of the
content is user generated, before there are many users there would
not be very much content to attract new users. This is always a big
problem with sites that are community driven. We can use several
methods to address this though. Eventually we will get to a point
when users will be able to upload music that they sell through the
site and get a portion of each sale. We will also give rewards to
users who upload more content. The more content you upload or listen
to, or even the more friends you have, the higher your “user level”
is. A higher user level will provide incentives to the user, like
adding additional flair to their user page where people can see their
music. There will also be community contests where users can submit
songs for specific contests that are on a weekly or monthly basis.
This will allow fans to listen to a variety of songs based on a theme
and be able to vote, and users to have changing community goals to go
along with their own personal or band projects.
5b.
Costs
Funding
is always required with sites like this. Servers cost money, so the
site will obviously take some funding beyond the programmers
compensation. However, this is going to be a variable cost, based on
the amount of traffic to the site. Initially, if we are using AWS and
we are students, we will likely be able to get away without paying
while we are still working on the site. Eventually, once we have a
project ready to show, investors will hopefully chip in to get it up
and running. Once we are established and have reached an acceptable
user base, we can begin putting ads on the site. Also, the music
created on the site will eventually be able to be downloaded for a
small fee, which a percentage of will go to the site for every
transaction. A percentage will also go to each artist who contributed
to the song. This makes it so artists are incentivized to create more
music and are more likely to want to use the site as a platform to
release their music rather than other competing sites or platforms.
The
following table gives an itemized list of items that will cost money
in order of their level of projected cost:
No. of Item | Item name |
1 | Servers |
2 | Programmers |
3 | Marketing |
4 | Domain name |
- Marketing
6a.
Target Audience
The
target audience we want is people who are looking for a different way
of listening to music. The music on the site will not necessarily be
high production value, but rather independent in production and
creation. The site will introduce listeners to bands and musicians
who would not necessarily be able to stand out otherwise. There are
people who are interested in this sort of “free market” for
independently produced content. On YouTube, for example, the content
creators are making new formats to videos and movie never thought
viable before YouTube's popularity. It is very plausible that a large
number of people would enjoy being the explorers on a new horizon of
music release.
On
the other hand, we also want to attract the content creators to the
site as well. This will be important because there is no tool like
this for bands out there right now. This site could potentially
revolutionize the way people look at and delve into the music
industry. Rather than messing with producers and record labels, you
can write a popular song and have producers come to you. Of course,
that was always the ideal situation, but this site could make it a
democratic system of determining popularity compared to what is
played on the radio.
6b.
Marketing strategies
One
of the most important parts of starting the site will be getting a
starting audience. How can we attract people to the site before there
is any content? Ideally, we will reward the early adopters. Since we
will be able to recognize mp3 files and convert them to our own, this
will allow new users to use content that they have already created to
add to the site. As well, we will give them featured spots on the
front page so new users will immediately be able to see their work.
Of course, the lower quality content will immediately be rated poorly
by other users, and then removed from sight, but the initial front
page views will give content creators a good shot at being
recognized.
Since
every song is tied with the creator's unique username, every artist
will be getting credit for his or her work, which makes it desirable
to put on the site. The idea of getting credit for each song that
you're mixed in with gives incentive to both mix in with other songs
and have your songs be desirable to be mixed with, because the more
songs your parts are in the more chance of recognition and reward you
get. This will also help address problems of users who mix minimalist
parts with excellent tracks as to “ride their coattails.” Since
nobody will want to mix with a track that barely has any content,
these users will not likely be rewarded as the other track will get
mixed into a lot of songs and their track will not.
There
will be tons of incentives once the site has content as well. Popular
songs that are responses to site sponsored contests will be featured
on the front page and more likely to garner listens from other users.
The more content created for a content creator will increase that
user's level on the site. The levels will be badges of pride, showing
how long an account has been active and producing on the site. As
well, listeners will similarly be able to gain levels by listening to
music, rating it, and even making playlists. Special badges can be
achieved by listeners and creators by participating in the weekly
contests. All of these incentives together will work as a sort of
gamification, getting the users to use the site more by being
invested in their online profile.
Of
course, besides the online incentives, the site will also allow users
to market themselves and make money through the site through other
users downloading. This will provide monetary incentive to content
creators who are very popular, thus encouraging them to continue
creating content. Because they are being provided a portion of the
money paid to the site for downloading their music, this comes with
basically no cost to the site. Since it is self-sustaining, the site
can afford any amount of users getting paid from other users
downloading their work.
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