Live data from Hacker News

Why Build Toys

blog.aaronkharris.com

81–84 of 84 posts

Re: Why Build Toys

#81
I love this idea to get at least a pipeline of people to talk to in order to get closer to PMF. Sometimes its abysmally hard to even get people to get feedback from in the early days of a product it's like the great filter for pre-seed/early-seed startups are you actually building something someone, anyone, even just like one person wants to use? However, this could be a huge trap for founders or people with passion projects which they just want to be passion projects.

I guess the one thing I've realized is the problem with this is the one more feature trap. Sometimes those people who like your toy will never pay for it, which may be fine depending on your goals, but the issue is there just as relentlessly demanding as paying customers. It's demoralizing to have a side-hobby project which you don't want to monetize but still has all the demands from "adopters/customers" that a paid solution would. It just destroys your passion for that project because it ultimately it just becomes work.

Really charging for a product is great and I think hacker culture seems to dismiss it because its not in the ethos but if there's anything in retrospect I think I've learned so far with my many failed side-projects is charging for them is the best way to have a great personal experience and best experience for who your building that product for. Mostly because it aligns incentives appropriately.

As much as I've enjoyed some of my passion projects I can't think of one I ended up "finishing" which I wouldn't get some monetary gain from. Because let's be honest whose passionate about setting up a Jenkins server, or implementing git checks, writing unit tests or creating onboarding documentation for cranky free or OS users? At a certain point a successful side-project/product requires you to do things you wont enjoy doing, and honestly some of those things may be the most important things you do for the "success" of that side-project/product.

I'd rather be spending that time with loved ones, enjoying the sun, which is ultimately far more rewarding than a few git stars or upvotes for ego. With that being said I think if you utilize this approach which is basically just freemium for B2B like projects it could be a powerful step towards finding your ideal customer and getting paid users, but it has to be just that a step towards acquiring paid users.

Just my 2c

Re: Why Build Toys

#82
post #30

Earlier quoted context omitted.

I loved that article!! Ever since then I've been playing with some techs that I've been curious since forever but without a "project" to try them I hadn't... The notion of doing something for which I don't care about github stars or readability or even good programming practices (1000L files!) it's SO FREEING! Thanks for that article, it has helped me found the joy I had when I was just poking around on the computer,…

I noticed the same about myself but I still wonder if this isn't just a character weakness. Why exactly can't I be just as careless and free about a project that I'm serious about in the sense of its potential to make money if executed fully? I do think it's a weakness.

Interesting take. I used to think that but looking at psychology, things like the "flow" state or the book "Deep Work" there's something to be said about out enjoyment of something and the motivations for why we do them.

When my motivation to do something is money, even if I find whatever I do interesting, I'm only doing it for money. Looking at it differently, if I wouldn't do what I'm doing if I wasn't being paid for it there the motivation is not the activity itself but the result.

Doesn't "careless" and "serious" are opposite to each other? I find that when I'm working on a project that I'm "serious" about the focus/motivation/purpose is not the project but the result. The "serious about it" is usually something outside of the project.

You know, intrinsic vs extrinsic motivation.

On the other side, I'm right now working really hard to be careless an free about a new project that I'm actually serious about, even as I'm working for it to make money, but the only way that I can accomplish that for myself is by approaching the project as an experiment/adventure and after exploring the worst case scenario realizing that even if I lose $x finite amount, I'm fine with that.

It's quite hard for me tho, maybe you have stronger character than I!

Re: Why Build Toys

#83

I'm not sure about you, but the more experienced I am, as a developer or "builder", the smaller things I end up making. For instance, I launched a bunch of games that are, frankly, more fun to watch, than to play (e.g. an All-hands meeting simulator: https://rafsters.itch.io/all-hands ) or little tools this one https://sonnet.io/posts/reactive-hole/ (it's stupid, completely replaceable, but somewhat adorable). I come…

That all-hands simulator is fantastic. We once worked together and have attended some of the same all-hands meetings. Your game is about as painful as the real thing, which makes it even more hilarious.

> your game is about as painful as the real thing, which makes it even more hilarious.

Hi Aaron! And, yes, you're 100% correct--I've had more of those recently so needed an outlet. I'm (mildly) sorry you had to go through this again.

Re: Why Build Toys

#84
post #50

I'm not sure about you, but the more experienced I am, as a developer or "builder", the smaller things I end up making. For instance, I launched a bunch of games that are, frankly, more fun to watch, than to play (e.g. an All-hands meeting simulator: https://rafsters.itch.io/all-hands ) or little tools this one https://sonnet.io/posts/reactive-hole/ (it's stupid, completely replaceable, but somewhat adorable). I come…

Out of curiosity, what did you use to make the all hands simulator?

Procreate -> Photoshop -> Unity

It's a really fun workflow: I doodle on my tablet, airdrop the psd, convert to PSB (makes skinning/rigging easier) and import into Unity to animate.

What makes it fun/rewarding is the short feedback loop, in less than 1-2 minutes you get something to play with.

Post reply on HN