Copyright 2016 by Steven Heller and Lita Talarico
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COVER AND INTERIOR DESIGN BY
Anderson Newton Design
Library of Congress Cataloging-in- Publication Data is available on file.
Print ISBN: 978-1- 62153-508- 9
Ebook ISBN: 978-1- 62153-514- 0
Printed in China
DEDICATION
Nicolas Heller SH
Julian Friedman LT
Contents
Terms in Current Use
Maker, Making, Made
SIDEBAR
By Ken Carbone
By John Carlin
With Ken Carbone
SIDEBAR
By Anthony DAvella
By Zack Yorke
With Ben Blumenfeld/The Designers Fund
Benjamin Gadbaw
SIDEBAR
by Steve Kroeter
With Linda Holliday
Master of Many Mtiers
Making the Best Stuff
Her Passion Cometh
Healing Birds
New Model for Bookmaking
Kubaba Bespoke Books
Barking Up The Paper Tree
The Go-Comb Experience
Making Diaries
The Reality of Creating a Business
The Digital Marketplace
Frontier Woman Online
Products in the Wild
A Digital Feast
Games for a Living
Being Acquired to be Hired
Making Cooties
Visual Storyteller
Nano Blogging
The Entrepreneuriral Advocate
Design Nerd
Design History as Commodity
Toys With an Edge
A Sixteen-Page Adventure
Saving Lives, One Prescription at a Time
Design Restauranteur
Dating Adventure
By Frank Martinez, Esq.
By L. Lee Wilson, JD
By L. Lee Wilson, JD
By L. Lee Wilson, JD
SIDEBAR
Preface
W hen we began using the term design entrepreneur, the two words were rarely uttered together. Now the next big thing in graphic designin fact, in all design disciplinesis entrepreneurship. The United States is a land of inventors, and entrepreneurs and designers have virtually all the skills needed to conceive, develop, research, and producein short, make products for a marketplace. What was missing when we began were business, presentation, and promotion expertise.
This book builds, in part, on the curriculum of The School of Visual Arts MFA Design/Designer as Author + Entrepreneur program (which we founded and co-chair). With the help of our faculty, alumni, and staff, we have fine-tuned this material for nearly twenty years. It is part handbook and part casebook, addressing how designers can accelerate their concepts as marketable in the analog and digital worlds.
Entrepreneurship is risky yet empowering. Taking ownership of ideas and fabrications, either alone or in collaboration with others, is a goal worth pursuing and an opportunity worth taking. Even failure is an opportunity. Entrepreneurship is a learning process. The designer must learn to incorporate design talent with business skill to ensure the outcome of any sustainable venture.
SH + LT
Acknowledgments
F irst and foremost, we thank David Rhodes, president of the School of Visual Arts, for his continued support of design entrepreneurship throughout the school, and for his generosity to the MFA Design (MFAD) program and its students, past and present.
We are grateful to Tad Crawford, publisher of Allworth Press, for his unflagging enthusiasm for graphic design and design in general. This book is a tribute to his dedication.
Without our co-workers at MFAD, Esther Ro Schofield, director of operations, and Ron Callahan, technology director, we would be at a huge loss. Thank you for your dedication to our program and students. For their design and typography, thanks to Gail Anderson and Joe Newton of Anderson Newton Design.
Warm wishes to the faculty members, both current and past, who have added their own imprimaturs to design entrepreneurship, either by engaging in it themselves or encouraging others.
And to all those who were interviewed, analyzed, and otherwise probed about their entrepreneurial highs and lows, we are sincerely thankful for your generosity.
SH + LT
An Entrepreneurs Glossary
TERMS IN CURRENT USE
ACCELERATOR Company that fast-tracks start-ups to launch their ventures
ANGEL Investor who looks for early-stage ventures to provide capital in exchange for equity in the venture
ANCILLARY An extra that adds to the core product of the venture in hopes that it will attract a target audience
ASSET Something that has value or can generate income
BRANDING The narrative that identifies a product, venture, or service
BRAND PLATFORM Items that define a products core attributes
BUSINESS MODEL (aka Value Exchange) Definition of the product and how it will make a profit
COLLATERAL Different types of marketing products that support a venture
COLLABORATION Working with others to accomplish a task
CORE CONCEPT The idea that drives all the parts of a product
DECK Series of Keynote slides or PDFs showing key elements of a pitch or proposal
DELIVERING VALUE Promise of what you will provide to an audience
ECOSYSTEM (see Stakeholder) All the participants in a venture, from the creators and founders to the various stakeholders, who will provide sustenance and sustainability
END USER The intended audience for a product
ENTREPRENEUR Person who starts a new business venture that requires initiative and risk
ELEVATOR PITCH Quick summary used to define a product
ETHNOGRAPHY Research that is conducted to provide in-depth understanding of the culture of a targeted audience
EXPERIENCE Response a user has to a venture
FOUNDER Originator of the idea and creator of the venture
IDENTITY Look and feel of the product (also Logo)
INCUBATOR Entity that attempts to nourish potential ventures
INNOVATION Term used to describe new ventures
INTELLECTUAL PROPERTY Legal rights for protecting ideas including trademark, copyright, trade dress
ITERATION (experimenting to iterate the experience) Developing a version of the product
LOGO Identity mark of a company
MARKET TESTING Evaluating responses to a product prior to releasing it
MINIMUM VIABLE PRODUCT (MVP) Core elements of product that launches early for feedback in order to iterate
MISSION STATEMENT Essence of a businesss goals and philosophy
PITCH Defining a venture in a way that excites and generates interest
PRODUCT End result that is offered to meet the needs of the intended audience
PRODUCT NARRATIVE Story behind the venture
PROTOTYPE Early iteration of a product