General Conclusions
- Education space seems "ok", but seems dominated by hardware-enabled apps
- Creating a new instrument is visionary, but unlikely. Could be more fun than useful, eg. a keys/theremin for your computer?
- Production seems pretty out of reach
- The amount of added functionality would be multiples what's been invested so far
- Hypothetical markets
- Is there room for a super-casual music production element?
- Should we just market AS a game?
- osu.ppy.sh
- They have a community around beatmap reviews, etc.
Considerations / Risks
- Inherently solution-first
- Hardware limitations
- N-key rollover? Mac keyboards do <6 keys. Seems ok. My Windows bluetooth & wireless only does 4, seems tougher
- Latency? Would be a deal-breaker for using this like an instrument
- Much better on wired than wireless/bluetooth, but ever so slight. bit jarring
- Production likely more forgiving on fidelity / latency
- Relative sizing vs. complexity. Music production greater market than education(?) Music production $1bil
- Whatβs the easiest music production software out there? Lil Nas X has a tiny keyboard β seems more doable!
- Next steps on music production:
- Try making music ourselves
- Talk to people who could have produced music
Compete
Music Production
Assume our space is casuals.
- Competitors: FL Studio, GarageBand, Ableton
- All pretty intimidating
- Hour-long "simple" tutorials
- Limited interoperability between these solutions
- bounce.town is picking up traction, but what is it?
- https://twitter.com/vidythatte/status/1341575228774871041?lang=en
- Using web:
- A lot more screen space
- bounce only gets 20% of the feature set
- Pick a few tones, pick where the beat goes, loop
- Inclination β we can go a lot farther
- Production layout - tilted 90 degrees
- Familiar with other production software
Games
- A market for this exists on mobile. Rhythm tap games are a dime a dozen. All monetized, probably decent entry even for a copy if we have an angle
Music Education
Landscape: hardware-enabled vs. software-only
Perceived pain points
- It's difficult to learn a new instrument in a "fun" way, but not impossible.
Piano hardware-enabled
- Synthesia, Phase Shift, Yousician
- Mobile: Simply Piano, Yousician
- Midi Interop between piano keyboard <> software.
- Low-latency, full-capture
- All seem to have pretty similar UIs, Synthesia might be most popular
- Hardware-enabled apps have larger audiences others (eg. Simply Piano has 328k reviews). No substitute for the real thing
Guitar hardware-enabled (for reference)
- Good
- Plugs into existing guitar
- Guitar-hero-esque. Nice!
- Reviews are generally positive
- Bad
- Super busy β is guitar truly learnable in this interface?
- Chord work is tough, but maybe not impossible
Various iPhone apps
- Pretty crowded overall
- Tactile, non-game, non-hardware: Reviews ~6k range (600k users optimistically? Seems high)
- Touchscreen better than keyboard? Prob not
- Examples: Piano Academy, Yokee; Piano for iPhone
- Instructional:
- How do these guys have installs?
- Flowkey
- General observations:
- Pretty crowded overall
- [Peter] On a phone, apps are pretty commoditized
- Download a couple apps, never reuse it. Low stickiness, low switching costs
- Need some really meaningful differentiation
- Organic traction on an iPhone is niche
- Everyone wants to learn an instrument
- Hard to disrupt from inside the app store
- Price range: $3 lifetimes - $30 yearly (Piano, Impala Studios)