Editing TIme tracker

MatRich

Active member
Hey guys I need your help on this one, please give a serious read, Im thinking about starting something that would seriously benifit editors.

If your in a rush at least start reading at the point form part.

In video editing we often charge clients according to the time it will take to edit a project or by the minute of final video. However, the time spent on video editing is often estimated or poorly timed manualy or with help of time tracking software. Manual tracking is a distraction and completely lacks precision. Time tracking websites need to be manualy activated and still require action from the editor in order to track time. The result is that editors very rarely track time and as a result, they have very unprecise estimations of the time it takes to edit.

Here is where my program or plugin would come in and become a serious tool for editors.

-it would open during every project and track every time

- selectable project types (wedding, videoclip, sports) can provide refined pricing according to the project

-multicamera average time would give you a simple way to price an extra cameras editing costs

- The ability to include or exclude internet use would seriously refine the precision of editing time by taking out wasted time

-the ability to exclude or include rendering time for pricing

- the ability to calculate your rate according to your average time in a certain category.. ex: average time for wedding:40h times 20$/h=800. this is done simply by entering editing rates per hour or per minute of final video. by entering rate, every category is then automatically calculated and you have a list of how much to charge for every type of video.

-the ability to track your improvements.

Now this is the idea, what I need to know from you guys is first of all, if this is something that you would be interested in using as an editor. would you see the benifits?

Most importantly I would like to see how much people would be willing to pay for program or plugin like this in order to have a good pricig strategy if I move forward with this.

PLEASE MAKE SURE YOU WRITE WHAT YOU WOULD PAY FOR THIS

thanks guys!

 
This is a really good idea. As of right now I edit for fun and do not charge so I can't say I'd buy it...but I could see it being really helpful!
 
Thanks for the feedback guys, Il try a new system for the pricing. what price do you see yourself buying it at: YOU MUST PICK ONE. please

20$/50$/75$/100$/150$/200$

please be realistic and imagine you had a page open with these prices if you would actualy purchase a well produced version of this software at what price

 
Also, usually the cheaper you sell, the less likely you have your program to get pirated (people are more willing to buy)
 
yah the pirating factor is definately something I thought about. I just want to see what people think is a good price for them, most people will factor that in.
 
kind of a neat idea. to me it seems like it would be more of like a plugin type thing or like an "app" in a way. its kind of like the tip calculator on a phone but at a larger scale with more options. for me, i realistically wouldn't pay more than $20 for it only because you could easily create your own script that calculated the amount of time you had a program open for. then just do the easy math yourself, you know what i mean?

i know what you are saying would be much more integrated and probably look nice too, but for a software like that, its not super practical at a high price. i do like the idea tho. would be handy for setting prices for future projects. could be sweet, but seems like a desktop widget tool sort of thing more than a software to me.
 
Yah im seriously looking into havin it in a plugin form. There might be issue though since with adobe for instance, certain plugins seem to require a license of 50 grand per year. It is possible like you said to get time tracking software however these can not track the time the program is actualy in use vs internet time wasting or rendering without destracting the editors all important flow. Important video oriented features include the ability to measure average time for specific project types. Information recorded and refined every single time you edit. A good quality promotional video would accompany a kickstarter campaign and would better sell the idea so its well understood.
 
damn thats expensive for a license. and i do like your idea i think that would be a great tool to have. i think kickstarter would be a pretty good chance to get that going
 
A few points if you are seriously looking at this as a business start-up:

- I like the idea and have contemplated this on many occasions while trying to track time, though I personally have since moved to flat-rate, tier structured pricing models.

- If you are looking for concrete answers and guidance on your potential demand, as well as information on price sensitivity, perform STRUCTURED MARKET RESEARCH. That is, do not ask open-ended questions on a single thread. Determine your industry, market, then segment, and create a survey (or surveys) to administer to a REPRESENTATIVE sample of your population. Make sure you have a large enough response rate, given your sample size. The results you will get will actually represent what your target market's desires, opinions, etc. are. That being said, open discussions with potential users in a community like M&A on Newschoolers is a fantastic way to gain general beginning insight, (and in some cases a pretty solid idea of a starting point). Just be mindful that the responses you are getting are simply anecdotal, not statistical.

- I hope the majority of that was information you have already thought about, and if so, I mean in no way to offend, just trying to give a little guidance on your initial moves so you're not kicking yourself for making an ill-supported business decision.

Now, my *anecdotal* response to your initial post and general product idea:

- Not sure the scope you are looking at, but it seems to be a rather niche segment. First question would be is there enough demand?

- Given there is enough demand, what are your costs and time for development? Is this going to be a large undertaking, or simply you doing some coding for a few weeks on your own? Additionally, if the barriers to entry are in fact very low, what is to stop someone else from creating the same plugin, but better? Why/how are you going to make yours different (i.e. how will you differentiate your product from other current or potential competitors).

- If you're looking to make this a plugin type product, what platforms are you looking into? Would there be a way to develop one version that integrates well across various platforms - think about FCS3, FCPX, CS6. Now Mac platform vs. PC. Also, what about the older versions. Will a smaller filmmaker with CS5, for example, be able to use the plugin as well? Think about the possibility of alienating potential customers - not everyone is currently operating on the newest software. Also then consider the cost of development, if that means more efforts to make the plugin compatible with the older software suites - do the revenues from those potential customers justify the extra development costs?

- Additionally, what about other media professionals. Will the plugin work in, say, Adobe Illustrator? That could be an entirely different market - graphic designers. Then there are Photographers with Photoshop and Lightroom. Even further, would it be possible to extend the plugin across to other arenas within these media industries? Possibly colorists, or sound designers? What about music producers, with the surge of electronic music and so much production occurring on computers today - maybe apply the plugin to programs like Logic and Ableton. Going back to Creative Suite, some additional targets could include web designers, book designers, platform designers, animators. Specifically within the Creative Suite collection, there is pretty much a profession aligned with almost every program offered. (sorry for that abundance of possibilities, more and more came to mind as I was writing).

As for pricing, I see a few options on the business end: Premium/differentiated image, Price competition, Freemium model, or an Acquisition play.

- Premium: This seems to be the model you are currently thinking about - basically figuring the willingness to pay from your market and trying to best match that, while covering your costs. This would, realistically, be selling a relatively few number of plugins (subscriptions, perhaps?) for a relatively high price. Generally a safer bet because each unit sold brings you significantly closer to your break-even point and then the subsequent units sold yield higher returns (with the price roughly equaling profit per additional unit sold after break-even).

- Price: On the flip-side, you could offer a low price with the intent to sell on a larger scale. Your margins would be significantly lower on a per-unit sale basis, so you would have to sell more of them in order to become profitable. However, with the lower price, you would (in theory) be able to capture a much larger portion of the market, which could far exceed the profits of the aforementioned "Premium" model. This is what happened with the massive initial success of iPhone Apps when they were originally released at the $.99 mark. From the app developers' perspective, they invested tens of thousands of dollars to create the app. They then needed to make that investment back in order to be successful, so selling the app at a dollar per unit was a terrifying idea. However, from the consumer's perspective, it was much easier to justify downloading a useless game for just a dollar, rather than putting serious thought into the price vs. reward they would get from the app. As a result, that notion of "it's only a dollar" shared by millions of users led to millions of apps downloaded, which translates to millions of dollars in profits.

- Freemium: This is somewhat of a hybrid of the first two and is where most mobile apps have gravitated in the past year or so and continue to move towards. This pricing structure would include multiple tiers of the plugin. The plugin would be made available for free download (or whichever implementation method you chose) as a basic, or 'lite' version. This also could help protect against piracy, since you would be giving away the basic version for anyone who wants to try it out (a great example can be found with Black Magic Design's DaVinci Resolve line). The money lies, then, with the more performance-oriented users who want more out of the plugin. These users could then upgrade to the full version for, say, $9.99 to gain all of the features. This would take some careful thought as to the different features offered in the full vs. the lite version. Generally in image-focused plugins (MB Looks, etc.), the free version might have a MASSIVE watermark across the screen, forcing the user to buy the premium if they want to use it for results, posting, etc. I personally am against this route, as it can actually anger the free users and detract them from the brand/product as a whole. What you would want to focus on is getting the free users to use the plugin enough for it to become a staple in their workflow and then when they need to use it to get to the next level, they cannot move forward in their work without it. Taking Black Magic Design's model with DaVinci Resolve Lite - they offer the entire program in full functionality for free, but limit the number of nodes you can use in a given color grade, a feature only needed by high-performance users. This could be applied to your plugin in the following way: The lite version could offer full tracking of time editing, but only for 1 or two projects per month, but unlimited use with the paid version. As a result, the full use of the lite plugin motivates users to effectively track time to accurately bill clients, which (in theory) ultimately leads to higher volumes of work. The plugin has now been implemented into the editor's workflow successfully, which has led to additional work, which the editor now needs to continue using the plugin for. As a result, the editor now needs to upgrade to the paid version. With this model, the strategy is all about initiating use of the plugin and then establishing a dependency on it.

- Acquisition: This would be a potentially higher risk, higher reward play. The ultimate goal is to create a plugin, development team, infrastructure, and/or anything else unique to your plugin, or the way it is created, and license or sell it outright to the companies themselves. Acquisition as a plan/exit strategy would be the cleanest way to monetize the plugin, but the most risky. You essentially would create, develop, build, test, etc. the plugin within the entire Creative Suite (let's pick Adobe as the example), and then propose to Adobe that they buy the rights to the plugin (more likely), or buy full exclusivity to the plugin, its concept, etc. (less likely) to implement it directly in the software as an included Adobe plugin. At this point you would negotiate a contract and walk away with a lump sum, rather than hinging your returns on units sold/subscribed. Getting acquired would not be nearly as easy to accomplish as it sounds, or as any of the other monetizing/pricing strategies. A major risk involved is that if you invest all of the time and costs to create the plugin and they turn you down, you have no recourse of action. There will remain little opportunity for you to bring the plugin to market on your own, as you would need Adobe's cooperation, which is a bridge you have then more-or-less burned.

- You could, however, enter the market under one of the first three pricing strategies in hopes of gaining enough exposure, following, and use to get onto the radar of the companies themselves, in which case acquisition could come onto the table from them approaching you (even less likely, but a possibility). This would be best implemented under a low-price or even free structure to get the plugin used by enough people who, in turn, would create a "pull" on the companies to implement it directly into their software (rather than a "push," which would be you telling the company that they need it for their software).

Some thoughts on this from a business perspective. If you were already aware of the majority of my points, I'm sorry. I also apologize to everyone for the extensive length of this post. You seemed to want some serious thought and ideas about your concept, so I figured I would share.

Best of luck in all of your endeavors, and let me know if you have any questions or would like clarification on any of my points.

- Chase
 
good stuff right there^^ If you think it can be done easily by yourself, or are willing to focus on this for a while and hold onto the idea and rights go for it. But Id say development and selling the rights outright to a bigger company can make you $$$ faster then hinging success on how many people buy it/dont pirate.
 
quote reply is fucked but thank you so much for this buisness answer. few things i knew, I also lerned quite a few things.
 
motherfucking phone posts whenever i want to make a paragraph. anyways i have developped a strategy that i think will be successfull. i will meet a programmer, offer him a percentage of royalty for designing this. probably 10 to 20% . before this i need to get the idea pattented and onve the algorythmes are designed, pattent the fuck out of this and contact adobe or other companies to buy me out. if this doesnt happen, develope and sell it individually. maybee design other little applications or reorient it towards buisnesses. at this point i can continue or my exit strategy would be to sell the name of my buisness. tell me what you think about this action plan.
 
just be weary of how you present this to a programmer. my roommate is a programmer and pretty good at it on several platforms and languages but he has been asked by several "business buffs" or entrepreneurs to design some crazy apps that require tons of hours of work and thousands of lines of code and they don't present a deal worth his time and efforts. just somethin to think about since they are the ones doing the "bulk" of the hard work.
 
I haven't been overly active here for quite a while, but I just came across an extension called "TimeTracker Pro" and immediately thought of this thread. I'm not sure if you continued with the concept and this is a result of your hard work or someone else had the same vision. Either way, automatically tracking time is now possible.
https://creative.adobe.com/addons/products/2611

Edit: It looks like mostly design-based applications are supported. I'm not sure if it works with Premiere Pro.

Cheers,

Chase
 
I would not buy it, but thats just me. I charge flat rate for everything thing I do based on rough estimates and I dont do very much freelance anymore, basically just skiing shit.

Now, I can imagine a situation where this would be cool, but I dunno how everyone else does hours for a project, but when we do something at work that requires recorded hours, we just round up to the nearest 1/2 hr for everything so we never need to be precise.
 
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