Facebook launches Brand Collabs search engine for sponsoring creators

Facebook wants to help connect brands to creators so they can work out sponsored content and product placement deals, even if it won’t be taking a cut. Confirming our scoop from May, Facebook today launched its Brand Collabs Manager. It’s a search engine that brands can use to browse different web celebrities based on the demographics of their audience and porfolios of their past sponsored content.

Creators hoping to score sponsorship deals will be able to compile a portfolio connected to their Facebook Page that shows off how they can seamlessly work brands into their content. Brands will also be able to find them based on the Top countries where they’re popular, and audience characteristics like interests, gender, education, relationship status, life events, or home ownership.

Facebook also made a wide range of other creator monetization announcements today

  • Facebook’s Creator app that launched on iOS in November rolled out globally on Android today. The Creator app lets content makers add intros and outros to Live broadcasts, cross-post content to Twitter and Instagram, see a unified inbox of their Facebook and Instagram comments plus Messenger chats, and more ways to connect with fans.

  • Ad Breaks, or mid-video commercials, are rolling out to more US creators, starting with those that make longer and original content with loyal fans. Creators keep 55 percent of the ad revenue from the ads.
  • Patreon-Style Subscriptions are rolling out to more creators, letting them charge fans $4.99 per month for access to exclusive behind the scenes content plus a badge that highlights that they’re a patron. Facebook also offers microtransaction tipping of video creators through its new virtual currency called Stars.

  • Top Fan Badges that highlight a creator’s most engaged fans will now roll out more broadly after a strong initial reaction to tests in March.
  • Rights Manager, which lets content owners upload their videos so Facebook can fingerprint them and block others from uploading them, is now available for creators not just publishers.

Facebook also made a big announcement today about the launch of interactive video features and its first set of gameshows built with them. Creators can add quizzes, polls, gamification, and more to their videos so users can play along instead of passively viewing. Facebook’s Watch hub for original content is also expanding to a wider range of show formats and creators.

Why Facebook Wants Sponsored Content

Facebook needs the hottest new content from creators if it wants to prevent users’ attention from slipping to YouTube, Netflix, Twitch, and elsewhere. But to keep creators loyal, it has to make sure they’re earning money off its platform. The problem is, injecting Ad Breaks that don’t scare off viewers can be difficult, especially on shorter videos.

But Vine proved that six-seconds can be enough to convey a subtle marketing message. A startup called Niche rose to arrange deals between creators and brands who wanted a musician to make a song out of the windows and doors of their new Honda car, or a comedian to make a joke referencing Coca-Cola. Twitter eventually acquired Niche for a reported $50 million so it could earn money off Vine without having to insert traditional ads. [Disclosure: My cousin Darren Lachtman was a co-founder of Niche.]

Vine naturally attracted content makers in a way that Facebook has had some trouble with. YouTube’s sizable ad revenue shares, Patreon’s subscriptions, and Twitch’s fan tipping are pulling creators away from Facebook.

So rather than immediately try to monetize this sponsored content, Facebook is launching the Brand Collabs Manager to prove to creators that it can get them paid indirectly. Facebook already offered a way for creators to tag their content with disclosure tags about brands they were working with. But now it’s going out of its way to facilitate the deals. Fan subscriptions and tipping come from the same motive: letting creators monetize through their audience rather than the platform itself.

Spinning up these initiatives to be more than third-rate knockoffs of Niche, YouTube, Patreon, and Twitch will take some work. But hey, it’s cheaper for Facebook than paying these viral stars out of pocket.

from Social – TechCrunch https://techcrunch.com/2018/06/19/facebook-brand-collabs/
via SEO & Social Media

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Facebook launches gameshows platform with interactive video

Rather than build its own HQ trivia competitor, Facebook is launching a gameshow platform. Today the company announced a new set of interactive live and on-demand video features that let creators adds quizzes, polls, challenges, and gamification so players can be eliminated from a game for a wrong answer. The features could help Facebook achieve its new mission to push healthier active video consumption rather than passive zombie watching that hurts people’s well-being. Creators and publishers who want early access can sign up here.

Gameshow launch partners include Fresno’s What’s In The Box where viewers guess what’s inside, and BuzzFeed News’ Outside Your Bubble where contestants have to guess what their opponents are thinking. Plus, Facebook is testing the ability to award prize money with (Business) INSIDER’s Confetti, where viewers answer trivia questions and can see friends’ responses, with winners splitting the cash.

“Video is evolving away from just passive consumption to more interactive two-way formats”, Simo tells TechCrunch. “We think creators will want to reward people. If this is something that works will with Insider and Confetti, we may consider rolling out payments tools.”

When asked if Facebook was inspired by HQ, Simo repeatedly dodged the question and avoiding mentioning the startup’s name, but relented in saying “I think they’re part of a much broader trend that is making content interactive. We’ve seen that across much more than one player.”

Facebook won’t be taking a share of the prize money in this test. For now, it’s also forgoing its cut of its $4.99 per month subscriptions option that lets fans pay for exclusive content, which rolls out today to more creators. Facebook also just launched its Brand Collabs Manager that we scooped in May, which helps brands browse creators by demographic and portfolio so they can set up sponsored content and product placement deals.

Initially Facebook is not taking a cut there either. For all three of these features, though, Simo says “that doesn’t mean we never will.” Creators can sign up for these monetization options here.

The new interactive video features will be available to all publishers and creators, alongside the global launch of the Android version of Facebook’s Creator app for web celebs. The tools range from offering basic in-video polls to creating a full trivia gameshow. Creators and will be able to write out their trivia questions and designate correct answers, as well as “write down the logic of the game” says Simo.

While polls will work for Live and on-demand videos, gamification that impacts the outcome of the broadcast is only for Live. Brent Rivera and That Chick Angel are two creators who will be testing the features in the coming weeks. Facebook already found that fans enjoyed polling on its Watch show Help Us Get Married, which let viewers influence the wedding planning decisions about themes and the venue.

Facebook’s last attempt at original video, its Watch hub, saw mediocre adoption as the content felt also-ran rather than something special or must-see. That’s why Facebook is expanding Watch to offer a broader range of shows for more creators, including potentially longer or non-episodic content. That includes bringing Facebook videos originally only hosted on Pages into the Watch destination.

Facebook’s family of apps will get another chance at an original video home run when Instagram launches its long-form video hub tomorrow, according to TechCrunch’s sources.

What we’re seeing here is positioning that diverges Facebook and Instagram’s video efforts. Facebook’s might be more interactive, about playing and watching with friends, and embrace more novel new formats like mobile gameshows. Instagram, with its history of polished photos, could house more traditional high-end entertainment content.

“We’re not trying to do one show or one trivia game. We’re trying to get every creator to create such gameplay. The beauty of the creators space is that they each have a unique audience” Facebook’s VP of video product Fidji Simo tells me. With 2.2 billion users, making an in-house one-size-fits-all game may have been impossible.

from Social – TechCrunch https://techcrunch.com/2018/06/19/facebook-gameshows/
via SEO & Social Media

Pew: Social media still growing in emerging markets but stalled elsewhere

Facebook founder Mark Zuckerberg’s (so far) five-year project to expand access to the Internet in emerging markets makes plenty of business sense when you look at the latest report by the Pew Research Center — which shows social media use has plateaued across developed markets but continues to rise in the developing world.

In 2015-16, roughly four-in-ten adults across the emerging nations surveyed by Pew said they used social networking sites, and as of 2017, a majority (53%) use social media. Whereas, over the same period, social media use has generally been flat in many of the advanced economies surveyed.

Internet use and smartphone ownership have also stayed level in developed markets over the same period vs rising in emerging economies.

Pew polled more than 40,000 respondents in 37 countries over a roughly three month period in February to May last year for this piece of research.

The results show how developing markets are of clear and vital importance for social behemoth Facebook as a means to eke continued growth out of its primary ~15-year-old platform — plus also for the wider suite of social products it’s acquired around that. (Pew’s research asked people about multiple different social media sites, with suggested examples being country-specific — though Facebook and Twitter were staples.)

Especially — as Pew also found — of those who use the internet, people in developing countries often turn out to be more likely than their counterparts in advanced economies to network via social platforms such as Facebook (and Twitter) .

Which in turn suggests there are major upsides for social platforms getting into an emerging Internet economy early enough to establish themselves as a go-to networking service.

This dynamic doubtless explains why Facebook has been so leaden in its response to some very stark risks attached to how its social products accelerate the spread and consumption of misinformation in some developing countries, such as Myanmar and India.

Pulling the plug on its social products in emerging markets essentially means pulling the plug on business growth.

Though, in the face of rising political risk attached to Facebook’s own business and growing controversies attached to various products it offers, the company has reportedly rowed back from offering its ‘Free Basics’ Internet.org package in more than half a dozen countries in recent months, according to analysis by The Outline.

In March, for example, the UN warned that Facebook’s platform was contributing to the spread of hate speech and ethnic violence in crisis-hit Myanmar.

The company has also faced specific questions from US and EU lawmakers about its activities in the country — with scrutiny on the company dialed up to 11 after a major global privacy scandal that broke this spring.

And, in recent months, Facebook policy staffers have had to spend substantial quantities of man-hours penning multi-page explanations for all sorts of aspects of the company’s operations to try to appease angry politicians. So it looks pretty safe to conclude that the days of Facebook being able to pass off Internet.org-fueled business expansion as a ‘humanitarian mission’ are well and truly done.

(Its new ‘humanitarian project’ is a new matchmaking feature — which really looks like an attempt to rekindle stalled growth in mature markets.)

Given how the social media usage gap is closing between developed vs developing countries’ there’s also perhaps a question mark over how much longer Facebook can generally rely on tapping emerging markets to pump its business growth.

Although Pew’s survey highlights some pretty major variations in usage even across developed markets, with social media being hugely popular in Northern America and the Middle East, for example, but more of a patchwork story in Europe where usage is “far from ubiquitous” — such as in Germany where 87% of people use the internet but less than half say they use social media.

Cultural barriers to social media addiction are perhaps rather harder for a multinational giant to defeat than infrastructure challenges or even economic barriers (though Facebook does not appear to be giving up on that front either).

Outside Europe, nations with still major growth potential on the social media front include India, Indonesia and nations in sub-Saharan Africa, according to the Pew research. And Internet access remains a major barrier to social growth in many of these markets.

“Across the 39 countries [surveyed], a median of 75% say they either use the internet occasionally or own a smartphone, our definition of internet use,” it writes. “In many advanced economies, nine-in-ten or more use the internet, led by South Korea (96%). Greece (66%) is the only advanced economy surveyed where fewer than seven-in-ten report using the internet. Conversely, internet use is below seven-in-ten in 13 of the 22 emerging and developing economies surveyed. Among these countries, it is lowest in India and Tanzania, at a quarter of the adult population. Regionally, internet use is lowest in sub-Saharan Africa, where a median of 41% across six countries use the internet. South Africa (59%) is the only country in the region where at least half the population is online.”

India, Indonesia and sub-Saharan Africa are also regions where Facebook has pushed its controversial Internet.org ‘free web’ initiative. Although India banned zero-rated mobile services in 2016 on net neutrality grounds. And Facebook now appears to be at least partially rowing back on this front itself in other markets.

In parallel, the company has also been working on a more moonshot-y solar-powered high altitude drone engineering to try to bring Internet access (and thus social media access) to remoter areas that lack a reliable Internet connection. Although this project remains experimental — and has yet to deliver any commercial services.

Pew’s research also found various digital divides persisting within the surveyed countries, related to age, education, income and in some cases gender still differentiating who uses the Internet and who does not; and who is active on social media and who is inactive.

Across the globe, for example, it found younger adults are much more likely to report using social media than their older counterparts.

While in some emerging and developing countries, men are much more likely to use social media  than women — in Tunisia, for example, 49% of men use social networking sites, compared with just 28% of women. Yet in advanced countries, it found social networking is often more popular among women.

Pew also found significant differences in social media use across other demographic groups: Those with higher levels of education and those with higher incomes were found to be more likely to use social network sites.

from Social – TechCrunch https://techcrunch.com/2018/06/19/pew-social-media-still-growing-in-emerging-markets-but-stalled-elsewhere/
via SEO & Social Media

IRL wants to get people together offline

Social planning apps are a dime a dozen, but none have risen to become a mainstay in our digital lives. IRL, founded by Abe Shafi and Scott Banister, is looking to break the pattern, focusing on positivity to get people excited about hanging out offline.

When users first sign up, they’re asked a series of multiple choice questions about their friends: “Who is the best at building pillow forts?” or “Who has the best style?” with four of your contacts as possible answers. These ‘nominations’ are meant to catalyze making plans with those friends. Those nominations stay anonymous.

From there, users can choose from a wide variety of interests like “Netflix and Chill,” “Grab Burgers,” or “Watch the World Cup.” Once they’ve chosen an interest, they can mark the time (today, soon, or pick a date) and send an invite to friends, at which point the group comes up with the right time and place for the plans.

According to cofounder and CEO Abe Shafi, the structure of IRL is meant to take the pressure off of any one person from being the ‘host.’

“We designed IRL so that people could send out lightweight invitations,” said Shafi. “We want people to be able to say ‘hey, I want to do something’ and send it out to a larger group of friends, letting people opt in and decide what they want to do. Creating a safe container that lets people opt in helps with social anxiety around making plans.”

This isn’t Shafi’s first go-round in the world of tech startups. Shafi sold his startup GetTalent to Dice in 2013. Shafi said that one of the difficulties in enterprise software was that he felt less and less connected to the problems he was solving, and knew that he felt at his best spending time with friends and family.

“I knew I didn’t want to participate in the distraction economy,” said Shafi. “More and more articles came out saying the healthiest thing you can do is spend time with people. I thought more about creating an app to help people get together, which in many ways is the white whale of consumer web.”

That’s how the idea for IRL started. But it wasn’t always called IRL. In fact, Shafi first launched an app called Gather, which we wrote about in early 2017.

Gather did an incredibly poor job of notifying users when it was sending out texts to their friends and contacts to join the app. While social apps have a limited window to get people on the app with their friends, Gather’s approach was reckless and ended up backfiring.

“That was our biggest mistake,” said Shafi. “We had a lot of really bad UX and UI that didn’t make it clear at all when you were inviting someone to Gather whether they were on or off the app, and it made people really confused.”

Shafi says that he and the team have learned a lot from Gather, and have implemented much more clear notifications around when a button in the app might send a text to someone who isn’t already on the IRL app. For example, during onboarding when the app asks you to send out nominations, it’ll show a couple of people already on the app and a couple of people from your contacts that haven’t downloaded the app. Those who aren’t on IRL will have an asterisk next to their name with a note on the page saying that those with an asterisk will be sent a text.

Some people still don’t do a great job of reading the fine print, so there are still some users in the app’s review section expressing their displeasure. But IRL has done a much better job of clarifying any step or action that might initiate a text send to a contact off the app.

Today, IRL launches its Android app, which you can find in the Google Play store.

IRL has received an undisclosed amount of funding from Floodgate and Founders Fund, and Cyan Banister (Scott Banister’s partner) led the Founders Fund round.

from Social – TechCrunch https://techcrunch.com/2018/06/19/irl-wants-to-get-people-together-offline/
via SEO & Social Media

Entrepreneurs And Mental Health – We Need To Talk

Do you struggle with self-doubt and depression? How do you relate to the news of Anthony Bourdain’s death? How does your work and ambition influence your mental state?

As entrepreneurs we are constantly struggling within ourselves – it is part of the calling. With what feels like more and more frequent news of high-profile suicides or overdoses, the topic of depression is becoming a bigger part of the conversation everyday. The conversation is an indispensable one.

In this episode, we tackle this sensitive but necessary discussion from the viewpoint of business owners, but really look at in a way that is relatable for almost anyone. The team discusses their own struggles and experiences of depression and then go on to unpack some of the ways they each manage these challenges.

We also talk about belonging and acceptance, exercise and diet and affirmation, all simple ways to give yourself a foot up. This is one of the least business-centered episodes of the show, but we promise it is not one to miss!

https://fireside.fm/s/dtoGH9u7+cHcHAhQJ/iframe

Key Points From This Episode:

  • The constant and rising amount of high profile suicides. [0:04:32.2]
  • The unfulfilling nature of success and having it all. [0:08:17.7]
  • Why money and freedom do not equal happiness. [0:13:12.1]
  • Chase’s own strategies for managing depression. [0:15:25.8]
  • Belonging, acceptance and practice as a way to combat the demons.  [0:20:32.4]
  • Tweaking, trimming and tending your bonsai tree. [0:25:11.2]
  • The different levels of depression and seeking serious help. [0:29:16.1]
  • Taking responsibility for your day to day mental health. [0:32:28.8]
  • The value of exercise and diet as personal tools. [0:36:10.5]
  • Practicing affirmations as a way to release the pressure. [0:37:20.5]
  • Increased public dialogue and proactive approaches to depression. [0:44:40.4]
  • Putting down the things that make you feel trapped. [0:51:15.3]
  • Accepting our blessings and doing the hard work. [0:53:50.2]
  • And much more!

Links Mentioned in Today’s Episode:

from Fizzle https://fizzle.co/sparkline/entrepreneurs-mental-health
via My Media Pal NYC

Bet money on yourself with Proveit, the 1-vs-1 trivia app

Pick a category, wager a few dollars, and double your money in 60 seconds if you’re smarter and faster than your opponent. Proveit offers a fresh take on trivia and game show apps by letting you win or lose cash on quick 10-question, multiple choice quizzes. Sick of waiting to battle a million people on HQ for a chance at a fraction of the jackpot? Play one-on-one anytime you want or enter into scheduled tournaments with $1,000 or more in prize money, while Proveit takes around 10 percent to 15 percent of the stakes.

“I’d play Jeopardy all the time with my family and wondered ‘why can’t I do this for money?’” says co-founder Prem Thomas.

Remarkably, it’s all legal. The Proveit team spent two years getting approved as ‘skill-based gaming’ that exempts it from some laws that have hindered fantasy sports betting apps. And for those at risk of addiction, Proveit offers players and their loved ones a way to cut them off.

The scrappy Florida-based startup has raised $2.3 million so far. With fun games and a snackable format, Proveit lets you enjoy the thrill of betting a moment’s notice. That could make it a favorite amongst players and investors in a world of mobile games without consequences.

“I could spend $50 for a three-hour experience in a movie theater, or I could spend $2 to enter a Proveit Movies tournament that gives me the opportunity to compete for several thousand dollars in prize money” says co-founder Nathan Lehoux. “That could pay for a lot of movies tickets!”

Proving It As Outsiders

St Petersburg, FL isn’t exactly known as an innovation hub. But outside Tampa Bay, far from the distractions, copycatting, and astronomical rent of Silicon Valley, the founders of Proveit built something different. “What if people could play trivia for money just like fantasy sports?” Thomas asked his friend Lehoux.

That’s the same pitch that got me interested when Lehoux tracked me down at TechCrunch’s SXSW party earlier this year. Lehoux is a jolly, outgoing fella who became interested in startups while managing some angel investments for a family office. Thomas had worked in banking and health before starting a yoga-inspired sandals brand. Neither had computer science backgrounds, and they’d raised just a $300,000 seed round from childhood friend Hilt Tatum who’d co-founded beleaguered real money gambling site Absolute Poker.

Yet when he Lehoux thrust the Proveit app into my hand, even on a clogged mobile network at SXSW, it ran smoothly and I immediately felt the adrenaline rush of matching wits for money. They’d initially outsourced development to an NYC firm that burned much of their initial $300,000 seed funding without delivering. Luckily, the Ukranian they’d hired to help review that shop’s code helped them spin up a whole team there that built an impressive v1 of Proveit.

Meanwhile, the founders worked with a gaming lawyer to secure approvals in 33 states. “This is a highly regulated and highly controversial space due to all the negative press that fantasy sports drummed up” says Lehoux. “We talked to 100 banks and processors before finding one who’d work with us.”

Proveit founders (from left): Nathan Lehoux, Prem Thomas

Proveit was finally legal for the 3/4s of the U.S. population, and had a regulatory moat to deter competitors. To raise launch capital, the duo tapped their Florida connections to find John Morgan, a high-profile lawyer and medical marijuana advocate who footed a $2 million angel round. A team of grad students in Tampa Bay was assembled to concoct the trivia questions, while a third-party AI company assists with weeding out fraud.

Proveit launched early this year, but beyond a SXSW promotion, it has stayed under the radar as it tinkers with tournaments and retention tactics. The app has now reached 80,000 registered users, 6,000 multi-deposit hardcore loyalists, and has paid out $750,000 total. But watching HQ trivia climb to over 1 million players per game has proven a bigger market for Proveit.

Quiz For Cash

“We’re actually fans of HQ. We play. We think they’ve revolutionized the game show” Lehoux tells me. “What we want to do is provide something very different. With HQ, you can’t pick your category. You can’t pick the time you want to play. We want to offer a much more customized experience.”

To play Proveit, you download its iOS-only app and fund your account with a buy-in of $20 to $100, earning more bonus cash with bigger packages (no minors allowed). Then you play a practice round to get the hang out of it — something HQ sorely lacks. Once you’re ready, you pick from a list of game categories, each with a fixed wager of about $1 to $5 to play (choose your own bet is in the works). You can test your knowledge of superheroes, the 90s, quotes, current events, rock’n’roll, Seinfeld, tech, and rotating selection of other topics.

In each Proveit game you get 10 questions, 1 at a time, with up to 15 seconds to answer each. Most games are head-to-head, with options to be matched with a stranger, or a friend via phone contacts. You score more for quick answers, discouraging cheating via Google, and get penalized for errors. At the end, your score is tallied up an compared against your opponent, with the winner keeping both player’s wagers minus Proveit’s cut. In a minute or so, you could lose $3 or win $5.28. Afterwards you can demand a rematch, go double-or-nothing, head back to the category list, or cash out if you have more than $20.

The speed element creates intense, white-knuckled urgency. You can get every question right and still lose if your opponent is faster. So instead of second-guessing until locking in your choice just before the buzzer like on HQ where one error knocks you out, you race to convert your instincts into answers on Proveit. The near instant gratification of a win or humiliation of a defeat both nudge you to play again rather than having to wait for tomorrow’s game.

Proveit will have to compete with free apps like Trivia Crack, prize games like studen loan repayer Giveling and virtual currency-based Fleetwit, and the juggernaut HQ.

“The large tournaments are the big draw”, though, Lehoux believes. Instead of playing one-on-one, you can register and ante up for a scheduled tournament where you compete in a single round against hundreds of players for a grand prize. Right now, the players with the top 20 percent of scores win at least their entry fee back or more, with a few geniuses collecting the cash of the rest of the losers.

Just like how DraftKings and FanDuel built their user base with big jackpot tournaments, Proveit hopes to do the same…then get people playing little one-on-one games in between as they wait for their coffee or commute home from work.

Gaming Or Gambling?

Thankfully, Proveit understands just how addictive it can be. The startup offers an “self-exclusion” option. “If you feel that you need to take greater control of your life as it relates to skill-gaming”, users can email it to say they shouldn’t play any more, and it will freeze or close their account. Family members and others can also request you be frozen if you share a bank account, they’re your dependent, they’re obligated for your debts, or you owe unpaid child support.

“We want Proveit to be a fun, intelligent entertainment option for our players. It’s impossible for us to know who might have an issue with real-money gaming” Lehoux tells me. “Every responsible real-money game provides this type of option for its users.

That isn’t necessarily enough to thwart addiction, because dopamine can turn people into dopes. Just because the outcome is determined by your answers rather than someone else’s touchdown pass doesn’t change that.

Skill-based betting from home could be much more ripe for abuse than having to drag yourself to a casino, while giving people an excuse that they’re not gambling on chance. Zynga’s titles like Farmville have been turning people into micro-transaction zombies for a decade, and you can’t even win money from them. Simultaneously, sharks could study up on a category and let Proveit’s random matching deliver them willing rookies to strip cash from all day. “This is actually one of the few forms of entertainment that rewards players financially for using their brain” Lehoux defends.

With so much content to consume and consequence-free games to play, there’s an edgy appeal to the danger of Proveit and apps like it. Its moral stance hinges on how much autonomy you think adults should be afforded. From Coca-Cola to Harley Davidson to Caesar’s Palace, society has allowed businesses to profit off questionably safe products that some enjoy.

For better and worse, Proveit is one of the most exciting mobile games I’ve ever played.

from Social – TechCrunch https://techcrunch.com/2018/06/18/proveit-trivia/
via SEO & Social Media

Prisma co-founders raise $1M to build a social app called Capture

Two of the co-founders of the art filter app Prisma have left to build a new social app.

Prisma, as you may recall, had a viral moment back in 2016 when selfie takers went crazy for the fine art spin the app’s AI put on photos — in just a few seconds of processing.

Downloads leapt, art selfies flooded Instagram, and similar arty effects soon found their way into all sorts of rival apps and platforms. Then, after dipping a toe into social waters with the launch of a feed of its own, the company shifted focus to b2b developer tools — and we understand it’s since become profitable.

But two of Prisma’s co-founders, Aleksey Moiseyenkov and Aram Hardy, got itchy feet when they had an idea for another app business. And they’ve both now left to set up a new startup, called Capture Technologies.

The plan is to launch the app — which will be called Capture — in Q4, with a beta planned for September or October, according to Hardy (who’s taking the CMO role).

They’ve also raised a $1M seed for Capture, led by US VC firm General Catalyst . Also investing are KPCB, Social Capital, Dream Machine VC (the seed fund of former TechCrunch co-editor, Alexia Bonatsos), Paul Heydon, and Russian Internet giant, Mail.Ru Group.

Josh Elman from Greylock Partners is also involved as an advisor.

Hardy says they had the luxury of being able to choose their seed investors, after getting a warmer reception for Capture than they’d perhaps expected — thinking it might be tough to raise funding for a new social app given how that very crowded space has also been monopolized by a handful of major platforms… (hi Facebook, hey Snap!)

But they also believe they’ve identified overlooked territory — where they can offer something fresh to help people interact with others in real-time.

They’re not disclosing further details about the idea or how the Capture app will work at this stage, as they’re busy building and Hardy says certain elements could change and evolve before launch day.

What they will say is that the app will involve AI, and will put the emphasis for social interactions squarely on the smartphone camera.

Speed will also be a vital ingredient, as it was with Prisma — literally fueling the app’s virality. “We see a huge move to everything which is happening right now, which is really real-time,” Hardy tells TechCrunch. “Even when we started Prisma there were lots of similar products which were just processing one photo for five, ten, 15 minutes, and people were not using it because it takes time.

“People want everything right now. Right here. So this is a trend which is taking place right now. People just want everything right now, right here. So we’re trying to give it to them.”

“Our team’s mission is to bring an absolutely new and unique experience to how people interact with each other. We would like to come up with something unique and really fresh,” adds Moiseyenkov, Capture’s CEO (pictured above left, with Hardy).

“We see a huge potential in new social apps despite the fact that there are too many huge players.”

Having heard the full Capture pitch from Hardy I can say it certainly seems like an intriguing idea. Though how exactly they go about selectively introducing the concept will be key to building the momentum needed to power their big vision for the app. But really that’s true of any social product.

Their idea has also hooked a strong line up of seed investors, doubtless helped by the pair’s prior success with Prisma. (If there’s one thing investors love more than a timely, interesting idea, it’s a team with pedigree — and these two certainly have that.)

“I’m happy to have such an amazing and experienced team,” adds Moiseyenkov, repaying the compliment to Capture’s investors.

“Your first investors are your team. You have to ask lots of questions like you do when you decide whether this or that person is a perfect fit for your team. Because investors and the team are those people with whom you’re going to build a great product. At the same time, investors ask lots of questions to you.”

Capture’s investors were evidently pleased enough with the answers their questions elicited to cut Capture its founding checks. And the startup’s team is already ten-strong — and hard at work to get a beta launched in fall.

The business is based in the US and Europe, with one office in Moscow, where Hardy says they’ve managed to poach some relevant tech talent from Russian social media giant vk.com; and another slated to be opening in a couple of weeks time, on Snap’s home turf of LA. 

“We’ll be their neighbors in Venice beach,” he confirms, though he stresses there will still be clear blue water between the two companies’ respective social apps, adding: “Snapchat is really a different product.”

from Social – TechCrunch https://techcrunch.com/2018/06/18/prisma-co-founders-raise-1m-to-build-a-social-app-called-capture/
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