Tuesday, July 27, 2010
A Little Summertime Planning
Starting this Friday, July 30, AAH vouchers for Doctor Sam are going on hiatus. Vouchers will still be available for the NIP Community Clinic and, coming very soon, The Cedar Riverside People’s Center!
It’s been one year since Doctor Sam’s office opened and this hiatus will allow him to work with a wonderful team of collaborators to improve upon what is working about his office and to develop solutions for those areas which require them. It is difficult to put a timeline on this work, but please stay tuned to Springboard and Dr. Sam's e-newsletters. To sign up, e-mail us at info@doctorsam.us and nikki@springboardforthearts.org with the word ‘newsletter’ in the subject of the email. We are so proud of what Sam has accomplished in this past year (check out this awesome article by Minnesota Medicine: Face to Face: The Artist as Physician) and look forward to working with him to continue the clinic's development.
Here at Springboard, we’re also in “reflective, planning mode." At the end of every fiscal year, we like to get out of the office and ask ourselves these questions:
In the past year:
What have I accomplished?
What didn’t I accomplish that I hoped to?
What should I let go of (stop doing)?
What new things do I want to accomplish?
In today’s fast-paced working environment, most of us are guilty of continuing less-effective practices because we don’t have time to take a step back, reflect, and do things differently. I encourage you all to find time to take a breather and ask yourself these questions. Sure, you may have to confront some holes in your artistic business, but you also get to reflect on how awesome you are. If you take a time-out now, I promise you’ll end up saving time later.
Note: Last year, Springboard staff ventured to the Lake Minnetonka Visitor Center to have this discussion. I just had to revive the Marshmallows in the Park video that Noah created during the retreat. It goes to show that this conversation doesn't have to be painful:
So go out, buy yourself a drink and hang out on your favorite patio. Or, spend the morning on the beach. Whatever clears your head. And please let us know how we can help you move forward! Beginning September 14, we've lined up guest presenters to teach a variety of professional development topics for artists at our first-ever Extension School. So, if it's not a topic we cover in our Work of Art: Business Skills for Artists workshops, don't fret! We can find the experts. If you have a suggestion for a workshop topic, please let me know by emailing nikki@springboardforthearts.org or by replying to this post.
Stay tuned in the coming weeks for more info about our Extension School and partnership with Cedar Riverside People's Center. Thanks everyone and remember to breathe! : )
Labels: AAH, extension school, health, retreat, sustainability
Wednesday, July 21, 2010
Kickstarter: Funding Creativity in a New (Old) Way
By Nina Simon
NOTE: While Nina Simon was in Minneapolis this past June as a guest speaker for the launch of the Walker's Open Field and her new book, The Participatory Museum, I had the pleasure of chatting with her about some of her ideas and share some of Springboard's. In anticipation of our second pick-up event for the CSA program, Nina generously gave us permission to repost her blog post about Kickstarter. A wonderful breakdown and analysis. enjoy! - Noah
Let's say you want to make a documentary about the World Cup. Or sail around the world. Or produce an art exhibit with elementary school students. Or build an open-source PCR machine for copying DNA. How would you fund it?
Kickstarter is a website for creative folks to find funding for their dream projects. The site doesn't link them with foundations or grant applications; instead, it makes it easy to reach out to regular people for donations of as little as $1. Currently, the site supports US-based projects only. A Kickstarter project has three parts:

- Project description. This is typically a video plus text, although some projects just use a simple image instead of a video. Project creators can also write updates (a kind of project-specific blog) to share either privately with backers or openly with all.
- Funding goal. Kickstarter is an "all or nothing" funding scheme. If you make or exceed your goal in the timeframe you set, you get the money. If not, the backers' credit cards are not charged. Kickstarter makes money by taking a percentage on projects that succeed.
- Pledge levels. While backers can fund you at whatever level between $1 and $10,000 they desire, most Kickstarter projects offer rewards at discrete pledge levels to motivate people to give specific amounts.
For the most part, Kickstarter projects are managed by young, creative individuals with small projects (and smallish funding goals) in mind. When I first started exploring the site, I assumed it was mostly a place for charismatic hipsters and a few star artists with enough social media savvy and clever video production capabilities to produce enticing pitches. But then I started finding more humble projects related to broader issues, and I began to see Kickstarter as a potentially fascinating space for museums and cultural institutions.
Why should cultural and arts organizations care about Kickstarter?
- Kickstarter is a symptom of changes in donor culture. They are tapping into a large audience of people who don't care whether their donations are tax-deductible or not. Kickstarter backers aren't investing in companies or projects. They are making donations--in most cases, to entities that are not non-profits. These backers are excited by specific, near-term projects and want to support them directly. These are people who like to have a personal connection to a specific project and may be less interested in museum-style donor levels that are more about general (and vague) support for the institution.
- Kickstarter backers are mostly young adults with money who are broadly interested in supporting the arts and creative practice. While arts professionals moan about the erosion of support and the disinterest of younger potential donors, Kickstarter is a fertile ground for research into the kinds of projects, presentation styles, and pledge gifts that appeal to this much-desired demographic. (For example, check out the charming way this comic book artist personalizes his relationship with potential backers in this video, minute 2.)
- Kickstarter may be a good place to fund small experiments or to jump start campaigns. The all-or-nothing funding approach makes many project creators conservative about their ambitions. A documentary film crew might use Kickstarter to pay for travel costs, or a dance troupe to pay for recorded music so they don't have to hire musicians for their live performances. While Kickstarter is not likely to be the best solution for a huge fundraising project, it could be the perfect way to fund a discrete part of a capital project with high public appeal or a small wacky experiment that doesn't fit into the budget.
Success on Kickstarter: A Tale of Two Projects
To illustrate some of the key elements of a successful project on Kickstarter, I want to compare two projects that look very different on the surface: Jim Babb's Socks Inc. game and the Neversink Valley Museum's capital campaign launch materials. Please take a look at their pages and then come back.
In their presentation, these projects appear completely different. Jim's is a fun game involving sock puppets. He has a very catchy video pitch and pledge gifts that include things like a "sock clone" of you ($200, three backers so far). The museum's page is much simpler. There's no video, just a picture of the planned new community cultural center. The pledge levels include membership to the museum and traditional donor gifts--books, tickets to a party, naming opportunities.
At first glance, I assumed that a project had to be hip like Jim's to succeed on Kickstarter. But both these projects made their funding goals ($11,000 for the museum, $6,000 for the socks), and in the case of the museum, director Seth Goldman told me they raised an additional $7,000 for their campaign from less web-savvy people who preferred to write checks instead of donating online through the Kickstarter site.
So what do these projects have in common?
- They picked sensible funding goals. Seth needed $25,000 for the capital campaign materials, but he felt that $10,000 was more reasonable in terms of what he could drum up online. After researching the fees and determining the true costs of all the gifts, he set the amount at $11,000 so they could net $10,000 for the campaign. Similarly, Jim focused on what he actually needed (and it looks like he will far exceed his goal in the time allotted). Not all projects are successful--I recommend this blog post for a sobering look at what happens when a project doesn't quite make it.
- They developed pledge levels that were scalable and supported the project appropriately. Some projects on Kickstarter offer such fabulous thank you gifts that it's unclear how the creator will actually recoup any money for the project. Jim and Seth were very smart with their gifts and pledge levels. Jim noted to me that $25 is "the sweet spot" for donations, so that's the level at which he offered his first physical item (a patch featuring one of the socks from the game). Seth made the same decision--at $25 you get a book as well as a museum membership. Both of these projects offer gifts at levels below $25, but they're "free" for the project (membership in the museum's case, digital thank you's and behind the scenes blog access for the socks). Jim also told me that "the most important gifts to think about are between $25 to $250, since people donating amounts higher than that are contributing because they really want to support the project." In the museum's case, Seth capitalized on this by inviting funders at the $200 to a party hosted by a board member on the capital committee. As Seth noted, "we reversed the party concept. Instead of saying there's an admission fee for the fundraising party, we'll make it if you give $200 on Kickstarter the reward will be an invite to the party."
- They were willing to aggressively "beat the drums" to promote their projects. Both Jim and Seth made it clear that you have to do the work marketing your project to be successful. For Seth, that meant emails and frequent Facebook updates out to museum members, whereas for Jim it involved a Twitter campaign and some guerrilla marketing to players of his past games. Jim noted that only 20% of his backers were people outside of his professional and personal networks, so it's essential to focus on people you know and not on "going viral." Jim told me "people are much more likely to check out a project and donate to it if a personal friend encourages them to pledge, so start there and encourage people to share in their communities." In Seth's case, this paid real dividends as the adult children of some museum members began donating and spreading the word. In one case, a man in Texas donated $1,000 to the campaign. Seth contacted him to thank him and express his incredulity that a stranger from far away would make such a gift, but then the man explained that his mother was a museum member and that she loved the museum and he wanted to do this as a gift for her. She had forwarded the link from the museum newsletter to her son, and he had taken it from there.
- People who pledge have the opportunity for ongoing engagement with the project. The thank you gifts are invitations for deeper involvement over time. For Jim and the sock puppets, backers have the opportunity to test the game and eventually develop new levels and missions for other players. At the Neversink Valley Museum, every backer at the $15 level or higher received a museum membership. As Seth commented, "I can give you a better answer next year for how fabulous this is. A lot of people who wanted to come to the party got all the benefits below $200… so now they’re all members of the museum. So we’ll see how connected they are to the institution, will they renew their memberships, and will they donate above basic membership when it comes time to renew." The hope is that Kickstarter is the beginning not just of a project but of new relationships that can support the organization over time.
Could you imagine using Kickstarter at your institution? What do you see on the site that helps you think about how your organization raises money or communicates with audiences?
By Nina Simon
NOTE: While Nina Simon was in Minneapolis this past June as a guest speaker for the launch of the Walker's Open Field and her new book, The Participatory Museum, I had the pleasure of chatting with her about some of her ideas and share some of Springboard's. In anticipation of our second pick-up event for the CSA program, Nina generously gave us permission to repost her blog post about Kickstarter. A wonderful breakdown and analysis. enjoy! - Noah
Let's say you want to make a documentary about the World Cup. Or sail around the world. Or produce an art exhibit with elementary school students. Or build an open-source PCR machine for copying DNA. How would you fund it?
Kickstarter is a website for creative folks to find funding for their dream projects. The site doesn't link them with foundations or grant applications; instead, it makes it easy to reach out to regular people for donations of as little as $1. Currently, the site supports US-based projects only. A Kickstarter project has three parts:
- Project description. This is typically a video plus text, although some projects just use a simple image instead of a video. Project creators can also write updates (a kind of project-specific blog) to share either privately with backers or openly with all.
- Funding goal. Kickstarter is an "all or nothing" funding scheme. If you make or exceed your goal in the timeframe you set, you get the money. If not, the backers' credit cards are not charged. Kickstarter makes money by taking a percentage on projects that succeed.
- Pledge levels. While backers can fund you at whatever level between $1 and $10,000 they desire, most Kickstarter projects offer rewards at discrete pledge levels to motivate people to give specific amounts.

For the most part, Kickstarter projects are managed by young, creative individuals with small projects (and smallish funding goals) in mind. When I first started exploring the site, I assumed it was mostly a place for charismatic hipsters and a few star artists with enough social media savvy and clever video production capabilities to produce enticing pitches. But then I started finding more humble projects related to broader issues, and I began to see Kickstarter as a potentially fascinating space for museums and cultural institutions.
Why should cultural and arts organizations care about Kickstarter?
- Kickstarter is a symptom of changes in donor culture. They are tapping into a large audience of people who don't care whether their donations are tax-deductible or not. Kickstarter backers aren't investing in companies or projects. They are making donations--in most cases, to entities that are not non-profits. These backers are excited by specific, near-term projects and want to support them directly. These are people who like to have a personal connection to a specific project and may be less interested in museum-style donor levels that are more about general (and vague) support for the institution.
- Kickstarter backers are mostly young adults with money who are broadly interested in supporting the arts and creative practice. While arts professionals moan about the erosion of support and the disinterest of younger potential donors, Kickstarter is a fertile ground for research into the kinds of projects, presentation styles, and pledge gifts that appeal to this much-desired demographic. (For example, check out the charming way this comic book artist personalizes his relationship with potential backers in this video, minute 2.)
- Kickstarter may be a good place to fund small experiments or to jump start campaigns. The all-or-nothing funding approach makes many project creators conservative about their ambitions. A documentary film crew might use Kickstarter to pay for travel costs, or a dance troupe to pay for recorded music so they don't have to hire musicians for their live performances. While Kickstarter is not likely to be the best solution for a huge fundraising project, it could be the perfect way to fund a discrete part of a capital project with high public appeal or a small wacky experiment that doesn't fit into the budget.
Success on Kickstarter: A Tale of Two Projects
To illustrate some of the key elements of a successful project on Kickstarter, I want to compare two projects that look very different on the surface: Jim Babb's Socks Inc. game and the Neversink Valley Museum's capital campaign launch materials. Please take a look at their pages and then come back.
In their presentation, these projects appear completely different. Jim's is a fun game involving sock puppets. He has a very catchy video pitch and pledge gifts that include things like a "sock clone" of you ($200, three backers so far). The museum's page is much simpler. There's no video, just a picture of the planned new community cultural center. The pledge levels include membership to the museum and traditional donor gifts--books, tickets to a party, naming opportunities.
At first glance, I assumed that a project had to be hip like Jim's to succeed on Kickstarter. But both these projects made their funding goals ($11,000 for the museum, $6,000 for the socks), and in the case of the museum, director Seth Goldman told me they raised an additional $7,000 for their campaign from less web-savvy people who preferred to write checks instead of donating online through the Kickstarter site.
So what do these projects have in common?
- They picked sensible funding goals. Seth needed $25,000 for the capital campaign materials, but he felt that $10,000 was more reasonable in terms of what he could drum up online. After researching the fees and determining the true costs of all the gifts, he set the amount at $11,000 so they could net $10,000 for the campaign. Similarly, Jim focused on what he actually needed (and it looks like he will far exceed his goal in the time allotted). Not all projects are successful--I recommend this blog post for a sobering look at what happens when a project doesn't quite make it.
- They developed pledge levels that were scalable and supported the project appropriately. Some projects on Kickstarter offer such fabulous thank you gifts that it's unclear how the creator will actually recoup any money for the project. Jim and Seth were very smart with their gifts and pledge levels. Jim noted to me that $25 is "the sweet spot" for donations, so that's the level at which he offered his first physical item (a patch featuring one of the socks from the game). Seth made the same decision--at $25 you get a book as well as a museum membership. Both of these projects offer gifts at levels below $25, but they're "free" for the project (membership in the museum's case, digital thank you's and behind the scenes blog access for the socks). Jim also told me that "the most important gifts to think about are between $25 to $250, since people donating amounts higher than that are contributing because they really want to support the project." In the museum's case, Seth capitalized on this by inviting funders at the $200 to a party hosted by a board member on the capital committee. As Seth noted, "we reversed the party concept. Instead of saying there's an admission fee for the fundraising party, we'll make it if you give $200 on Kickstarter the reward will be an invite to the party."
- They were willing to aggressively "beat the drums" to promote their projects. Both Jim and Seth made it clear that you have to do the work marketing your project to be successful. For Seth, that meant emails and frequent Facebook updates out to museum members, whereas for Jim it involved a Twitter campaign and some guerrilla marketing to players of his past games. Jim noted that only 20% of his backers were people outside of his professional and personal networks, so it's essential to focus on people you know and not on "going viral." Jim told me "people are much more likely to check out a project and donate to it if a personal friend encourages them to pledge, so start there and encourage people to share in their communities." In Seth's case, this paid real dividends as the adult children of some museum members began donating and spreading the word. In one case, a man in Texas donated $1,000 to the campaign. Seth contacted him to thank him and express his incredulity that a stranger from far away would make such a gift, but then the man explained that his mother was a museum member and that she loved the museum and he wanted to do this as a gift for her. She had forwarded the link from the museum newsletter to her son, and he had taken it from there.
- People who pledge have the opportunity for ongoing engagement with the project. The thank you gifts are invitations for deeper involvement over time. For Jim and the sock puppets, backers have the opportunity to test the game and eventually develop new levels and missions for other players. At the Neversink Valley Museum, every backer at the $15 level or higher received a museum membership. As Seth commented, "I can give you a better answer next year for how fabulous this is. A lot of people who wanted to come to the party got all the benefits below $200… so now they’re all members of the museum. So we’ll see how connected they are to the institution, will they renew their memberships, and will they donate above basic membership when it comes time to renew." The hope is that Kickstarter is the beginning not just of a project but of new relationships that can support the organization over time.
Could you imagine using Kickstarter at your institution? What do you see on the site that helps you think about how your organization raises money or communicates with audiences?
Labels: arts fundraising, business models, marketing, Nina Simon
Monday, July 19, 2010
I've been on vacation for the last two weeks (actually a lovely two-week at home vacation, which I highly recommend) but not completely unplugged. I saw a lot of interesting Minnesota arts news cross my blog reader and twitter feed over the last couple of weeks. Who says summer is slow?
So, in case you've been in and out of touch the last few weeks like the rest of Minnesota, here's some things you might have missed:
Euan Kerr of Minnesota Public Radio did a two-part series on the state of Minnesota's Arts Economy:
Arts Economy in the Twin Cities on Uneven Ground (part 1)
Business Not As Usual in Minnesota's Arts Economy (part 2)
Camille LeFevre for The Line Mag (The Line is a new online publication that "tells the story of the new economy in The Twin Cities -- a narrative of creative people and businesses, new development, cool places to live, and the best places to work and play.")
From locavore to art-avore: the local-food movement inspires tasty new forms of art support
A lovely article in Minnesota Medicine about Doctor Sam:
More than Pretty Pictures
This Newsweek article with local connections made the rounds last week:
The Creativity Crisis
4 Minnesota performing arts groups (including 3 Springboard fiscal sponsorship and incubator program clients) take home MAP Fund Awards this year! And Doris Duke continues a second year of providing additional operating funds as part of this program:
Annual MAP FUND Awards Total $1,000,000 to Support Groundbreaking Live Performance
Great press for Springboard's Lowertown neighborhood and our good friend, Joe Spencer, from Politics in Minnesota:
City art czar aiming for new downtown vibe
And heartbreaking news for our friends and fellow artslabbies Bedlam Theater:
Bedlam to Leave it's West Bank Social Hub
Bedlam Theater Loses Space to Mosque
But we know they will move on to bigger and even brighter things ahead...
Bedlam Theatre's West Bank story: The next chapter
And, Matthew Everett writes an eloquent defense of the unjuried for Arts Orbit:
What's Wrong with a Lottery System?
Whew!
-laura








