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Kickstarter Introduces New Hardware and Product Design Project Guidelines

OakDragon writes "Kickstarter has introduced some more stringent guidelines and requirements specifically for the Hardware and Product Design categories. These new requirements are laid out in a blog post called 'Kickstarter Is Not a Store.' Simulations will now be prohibited. Video cannot show a proposed product, action, etc. — only a real product and what it does at the time. Product renderings and other simulated illustrations also will not be sufficient — the project creator will have to have photographs of a real prototype."

37 of 157 comments (clear)

  1. You can probably thank "Orbit" for this... by Anonymous Coward · · Score: 5, Informative

    I'll bet most of these changes came out of the failures which is "Orbit":http://www.kickstarter.com/projects/832784035/orbit-a-swiveling-smartphone-suction-mount

    Nearly a year after getting their funding, their product is nowhere in sight, promises made were not kept, the funders are upset, the project owners are MIA and all of it gives Kickstarter a black eye.

    Posting as AC because I'm a funder, but not related to the project or Kickstarter in any other way.

    1. Re:You can probably thank "Orbit" for this... by Mitreya · · Score: 3, Insightful

      Nearly a year after getting their funding, their product is nowhere in sight, promises made were not kept, the funders are upset, the project owners are MIA and all of it gives Kickstarter a black eye.

      Maybe Kickstarter just needs to make this notice in large and blinking letters:

      Kickstarter does not investigate a creator's ability to complete their project. Backers ultimately decide the validity and worthiness of a project by whether they decide to fund it..

      I remember seeing that notice, but it isn't on the page you referenced (somewhere in the corner when you finalize backing/paying, but not shown you just browse projects).

    2. Re:You can probably thank "Orbit" for this... by h4rr4r · · Score: 5, Insightful

      Looks to me like they updated their page less than a month ago. $60k to fund something like is going to lead to delays.

      Kickstarter is not buying a finished product, it is donating to get something hopefully created.

    3. Re:You can probably thank "Orbit" for this... by FatAlb3rt · · Score: 3, Informative

      You're being a bit over dramatic - they sent an update less than a month ago, that's really not MIA. Looks like they just did a crappy job at foreseeing potential delays in the design process.

      Not a funder, and not related to the project or KS in any way.

    4. Re:You can probably thank "Orbit" for this... by 0100010001010011 · · Score: 2

      Don't forget about CamCrate. There are a few others out there that the project creator went MIA.

      Now I'm part of a few projects that have had delays. Most of the problems come from the fact that they are outsourcing to China and it's hit or miss what you get. Some of them have overly optimistic timelines also. Most have never done a project like this before and get in way over their head.

      Couple this with KickStarter getting linked to non-tech websites and it's just a recipe for disaster. For example I backed the FirePiston. And it got linked to a bunch of outdorsy websites where I'm sure most people thought that they were actually pre-ordering something. So they're all up in arms about not getting something they were 'promised' in April.

    5. Re:You can probably thank "Orbit" for this... by hack++slash · · Score: 4, Interesting

      Also, The AmbioLight I think is also to blame for the rule changes: http://www.kickstarter.com/projects/bc26/ambiolight-a-one-touch-room-makeover/

      People discovered that the two scammers who setup the campaign hadn't innovated anything at all and were just acting as resellers of an existing product from a Chinese manufacturer as they had doctored exiting promotional images by removing the original manufacturers name. Oh and they added on an extortionate markup to the product.

      Read: http://hackaday.com/2012/08/27/theres-trouble-brewin-on-the-ol-kickstarter-site/

      --
      To do something right, you often have to roll up your sleeves and get busy.
    6. Re:You can probably thank "Orbit" for this... by 0100010001010011 · · Score: 2

      Kickstarter is not buying a finished product, it is donating to get something hopefully created.

      People see prototypes and mockups and don't understand that.

    7. Re:You can probably thank "Orbit" for this... by 0100010001010011 · · Score: 2

      unintended issues with the final design that didn't appear in the prototypes

      A prototype designed one off in a machine shop vs something cranked out in China. The guys in China didn't understand tolerances or the need for them to be very very close. "Pin fits in hole. Good enough." Which means that the firepiston didn't work.

      So lets assume they're as fast as Deal Extreme. 3 weeks a part comes. It's bad. He talks to the one guy in the shop that speaks English. They get it resolved. 1 week to make it. 3 weeks back to the states. Or the anodizing wasn't right in one batch IIRC.

      You see it time and time again with numerous projects. The one project that I funded I got the part less than a week after it closed. The guy was making stuff in a machine shop in Minnesota. He already had the processes down for cranking out a lot of them. I'm sure as soon as the kickstarter was 'fully funded' he started to crank out batches.

    8. Re:You can probably thank "Orbit" for this... by ottothecow · · Score: 2
      Yeah, that makes sense. I didn't realize he was making them in china (huh, it takes a boat *how long* to get here?)

      The only kickstarters I have funded have been more like art or film projects where you really are just giving them money with no real expectation in return. Heck, I've yet to even watch the videos made for one (I keep waiting until I have time...and then forget that I want to watch them when I have time).

      I've considered others that are more like the one you described...somebody is a leatherworker or something and has an idea but it won't be profitable unless he can buy full hides and a bulk order of hardware. There's nothing really stopping it from being successful--If he doesn't get enough money to meet his minimums, everybody gets their money back, otherwise he just starts cranking them out.

      --
      Bottles.
    9. Re:You can probably thank "Orbit" for this... by CastrTroy · · Score: 2

      Sounds a lot like this Android TV dongle I saw on kickstarter. Looks like it got fully funded, and then some, but people could have just gone out and bought something exactly the same off numerous chinese websites, for cheaper. I think the only thing that was original here was the case.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    10. Re:You can probably thank "Orbit" for this... by Asic+Eng · · Score: 3, Insightful

      I don't see how these changes help in those cases at all. If you are simply copying another person's idea, having a prototype and showing how it works is trivial. It's only hard to do if you actually invent something.

      The whole thing seems really puzzling, it wants to differentiate kickstarter from being a store by moving it closer to being a store. And if you want to develop something you can't show how you envision the final product to look like. Why is that useful?

    11. Re:You can probably thank "Orbit" for this... by petermgreen · · Score: 2

      Yes it will take a while to send stuff by ship from china but small packages can be flown over in a few days. If it's taking weeks then either your supplier is using it as an excuse or you were too cheap to pay for fedex.

      The bigger problem is there seems to be a culture of "do as little as you can get away with" rather than "do what the customer specified" and from what I can gather you really need someone who works for you (not for your contract manufacturer) and is fluent in both languages and comfortable with both cultures on the ground in the production environment to counter that.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
  2. Chip Design? by K.+S.+Kyosuke · · Score: 4, Informative

    "Product renderings and other simulated illustrations also will not be sufficient"

    So, say "bye bye" to any useful home-grown ASIC project? (An open design GPU, perhaps?) Or am I expected to build a microCVD unit right next to my microbrewery in the basement?

    --
    Ezekiel 23:20
    1. Re:Chip Design? by Algae_94 · · Score: 4, Insightful

      Just post a picture of an unrelated chip and say its your prototype. There are a million ways to break rules if you try hard enough.

    2. Re:Chip Design? by tnk1 · · Score: 2

      They probably need to make sure that tiers are not only amounts of money, but also represent investment in stages of the process of building it. In short, having a tier where at the end of it, they have a prototype and the prototype must be delivered to the satisfaction of the prototype tier funders before the rest of the money for production tier is freed from their account. This allows them to raise money for prototyping and production in parallel (to prove to themselves there is demand for the product), but at the same time, the funders don't lose money if they were mostly interested in supporting the product only if it exists.

      You could also have the funders designate a panel of funders who would certify the prototype does exist before funds are released.

      At that point Kickstarter makes it clear that investment in the prototype/research tier is high-risk and that the funders are essentially acting like venture capitalists or angel investors who put money into projects they really want to see work, but who may not get anything out of it. The project owner would then be responsible for making it desirable for people to invest in at that level.

  3. Doesn't make sense by Mitreya · · Score: 2

    Offering multiple quantities of a reward is prohibited.

    So people would have to create multiple accounts if they want multiple quantities??

    Today we added a new section to the project page called "Risks and Challenges".

    That's a great idea! There should be some understanding that the creators may or may not succeed even if they honestly try.

    1. Re:Doesn't make sense by suutar · · Score: 2

      It prohibits things like the 'reseller kit' levels, where you get multiple of the item and a display case.

  4. Netcraft confirms Kickstarter is dead? by dgatwood · · Score: 5, Insightful

    So basically, what this new rule says is that if you don't already have a working prototype, don't bother to use Kickstarter. Otherwise, you'll have nothing visual that you would be allowed to show, and nobody will take an interest in your project. The whole purpose of mock-ups and other things is to help people quickly see the potential of your idea. Without that, the amount of effort required to sort the wheat from the chaff is excessive, and most people won't bother to donate to anything.

    Make no mistake, it can certainly get awkward if people show mock-ups that can do twenty things and end up with a final design that can only do three, or that otherwise fails to live up to the expectations set by the mock-ups, but I don't see how that's any different from a textual description of what you hope to accomplish. So all this rule change does is ensure that Kickstarter is only useful for projects near the end of their product design lifecycle. And if you're that far along, you really don't need something like Kickstarter to reach the end.

    So what is the purpose of Kickstarter again? Because I can't see any useful purpose for the site anymore. At this point, the entire model is broken beyond repair.

    --

    Check out my sci-fi/humor trilogy at PatriotsBooks.

    1. Re:Netcraft confirms Kickstarter is dead? by h4rr4r · · Score: 4, Informative

      Not at all, you can still have drawings and pre-production units. Just not renders, since they can easily confuse people into believing you have a near complete product.

    2. Re:Netcraft confirms Kickstarter is dead? by preaction · · Score: 4, Insightful

      From prototype to full production is a major undertaking. Just ask the Raspberry Pi folks.

    3. Re:Netcraft confirms Kickstarter is dead? by Joehonkie · · Score: 4, Insightful

      Your thinking makes no sense to me. Kickstarter is designed to get funding for a commercial endeavor. I dare you to go to any venture capitalist or investment firm without a working prototype. And no, "being that far along" that you can make a working prototype is exactly when you need an investment to mass produce something. Being able to make one working geegaw and being able to make 1 million geegaws to identical specifications and with a low margin of failure are not in any way the same thing. Investing in a product that lacks a working prototype isn't even gambling. It's throwing your money away.

    4. Re:Netcraft confirms Kickstarter is dead? by Mike+Buddha · · Score: 3, Insightful

      If all you have to show for your work is 3D renderings, then your hardware project isn't ready to solicit for donations or funding of any sort, Kickstarter or otherwise. There's nothing wrong with Kickstarters model. These new rules simply bring it more in line with the rest of the funding world.

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
    5. Re:Netcraft confirms Kickstarter is dead? by Lunix+Nutcase · · Score: 3, Insightful

      You didn't understand him. 3D renders can be made such that it looks like a picture of a competed product which can be deceiving. No one will confuse a drawing with a picture of a completed product.

    6. Re:Netcraft confirms Kickstarter is dead? by hawguy · · Score: 2

      If all you have to show for your work is 3D renderings, then your hardware project isn't ready to solicit for donations or funding of any sort, Kickstarter or otherwise.

      What if your concept is complex, and you need funding to produce the prototype? By your criteria, no one would ever create anything they cannot afford to create on their own. Care to try again?

      Since you're "required" to return the funding if your project doesn't ultimately succeed, if you don't have the money to create your own prototype, Kickstarter might not be the right place to get funding -- if it turns out that the project is harder than you thought and after spending $100K on trying to get the prototype working, you just want to call it quits, how will you refund that $100K to your Kickstarter backers?

    7. Re:Netcraft confirms Kickstarter is dead? by erice · · Score: 2

      Your thinking makes no sense to me. Kickstarter is designed to get funding for a commercial endeavor. I dare you to go to any venture capitalist or investment firm without a working prototype.

      Actually this is how it is usually done. For any non-trivial hardware project, the costs required to produce a working prototype are far beyond what the founders can handle without major investment backing. You don't seriously believe that Nvidia produced first silicon before seeking investment do you?

      Of course, that's what it is no very hard to get a hardware startup going these days. Investors are spoiled by e-commerce where a couple of guys can put together a new site and attract customers in months with no equipment at all beyond their personal PC's.

      Kickstarter's promise is get past this obstacle. Really, though, it has come to be a means to polish and manufacturer moderately advanced hobby projects. The winning recipe seems to be keep the actual hardware content as trivial as possible.

  5. I'm starting a new site by Compaqt · · Score: 5, Funny

    Simulations will now be prohibited. Video cannot show a proposed product, action, etc. â" only a real product and what it does at the time.

    Since Kickstarter won't let you raise funds to create a product, I'm starting kickstarterstarter.com to allow people to crowdfund being able to get onto Kickstarter.

    --
    I'm not a lawyer, but I play one on the Internet. Blog
    1. Re:I'm starting a new site by kevkingofthesea · · Score: 2

      Can I get my Turturkeykey business started on there?

    2. Re:I'm starting a new site by Anonymous Coward · · Score: 2, Funny

      Have you put this site on to Kickstarter yet? I'd like to support the development.

  6. Deflating the bubble by hedpe2003 · · Score: 2

    Looks like Kickstarter is trying to combat the idea which seems pretty popular around here - that crowdfunding is a bubble waiting to burst. Clearly, not everyone understands that the point of Kickstarter is to help fund a project's effort - rather than buying goods. The goods only come if the product succeeds. They would clearly be better in the short term to ENCOURAGE the misunderstanding - because people like to feel comfortable that their donations will get something in return. But instead, the improved guidelines trade sustainability for short term profits.

    I think this sounds like a really good fine tuning of their policy, to deal with real world risks.

    Not sure if this is going to hurt or help my soon to be crowdfunding attempt... because I'm not sure how this affects software? Clearly - the new Risks and Challenges section is well needed, though.

    --
    Comprehensive solutions via a competition of ideas like no other.
  7. Change borne out of bad publicity by QuasiSteve · · Score: 4, Interesting

    As one of the comments in the blog post notes, this looks like a change mostly to get negative press off KickStarter's back.

    And yes, projects like Orbit or in fact many iDevice projects that are failing, or have failed - including the Hanfree project (Creator filed for Chapter 7 - quite a development as this is after a Backer sued him) - are an influence there.

    But so are the NPR coverage. The Polygon article (with such bombshells as (paraphrasing) "Even if it is a fraudulent project - who's going to sue over a trivial amount of money?" - even though KickStarter takes a percentage of that fraudulently acquired fund). Their own recent 'Accountability' blog post, and so forth and so on.

    Here's the thing, though. On that blog post, and this new one, they've gotten almost nothing but flack.
    Prohibiting product renders - rather than requiring they be labeled as such - hinders many projects.
    Prohibiting multiples pledge levels - rather than requiring a set limit - hinders many projects.
    Prohibiting selling items based on what you plan for it to be able to do - rather than requiring them to only advertise with current features and allow further features to be added in e.g. updates - hinders may projects.
    Moreover, all of these changes actually make KickStarter more of a store. The verbiage is such that you pretty much have to show a finished product and the only reason to try and CrowdFund is for mass production. That's practically the definition of pre-sales.

    The most striking change, though, is the part where Creators in those categories now have to explain what risks there are and what challenges they face.
    This is orthogonal to the 'accountability' blog post in which it was clarified that a Creator must either A. deliver or B. offer refunds.
    That means there are no risks other than that of the Creator's to bear.
    It's all good and well that KickStarter is trying to get Backers to think that they're really just donating - and Backers are welcome to think this and write off any money pledged that ends up going nowhere - but legally they have set Creators up to comply with, essentially, contract law.

    I understand what KickStarter is trying to seem to do - protect Creators against themselves a little (make sure you have a viable product and production process thought out before you seek funding) and against Backers (by trying to ease them off demanding refunds), and Backers from dishonest Creators or indeed their own gullibility - but I feel like this is not the way to do it.

    I wish KickStarter could decide - especially in legal terms - what it wants to be for these categories; a pre-sale platform, or a donation platform. It can't rely on the goodwill of Backers and Creators to be both.

    1. Re:Change borne out of bad publicity by QuasiSteve · · Score: 4, Insightful

      I understand what you're saying - but, again, their entire verbiage speaks against it.

      Creative projects (I'll take this to be film, books, dance recitals, albums, photo projects, etc.) aren't affected by these new rules.
      So what you have to look at is what KickStarter wants to be for the 'Hardware / Product Design' categories.

      Their old rule was clarified in the 'accountability' post: deliver, or offer refunds. That makes it very much a 'sale' type platform.
      Then the new rule changes - announced in a blog post saying that KickStarter is not a store - reinforce the idea that it actually is a store, by essentially making it so that you must have a finished product that merely needs mass production.

      If they really want the whole 'risks and challenges' thing to fly, then Backers do, effectively, become donators and the 'deliver or offer refund' must not apply.

      I'm not sure if people aren't 'getting' the threshold thing, by the way. Backers understand the threshold just fine - if the project doesn't meet the threshold, nothing happens (insofar as the KickStarter project goes). If it does meet the threshold, then things are supposed to take off.
      Perhaps you mean that Creators don't quite get it - in that their threshold should be set realistically based on expected costs for development and manufacture + extra to be on the cautious side.

      But then that's a failing in KickStarter's information supply. The 'risks and challenges' section may make Creators more aware by forcing them to think about it a little bit, but that should be seen entirely separately from how Backers believe KickStarter works or should work.

      Mind you, I've always been a stern defender of the "KickStarter is not a store", and I live by that when pledging for projects myself. If a Creator were to offer a refund, I'd judge their (apparent) effort and decide based on that whether I want a refund or not. But legally speaking, it is very much looking like a store.

  8. Re:And Pebble and Touchfire and Brydge and... by queazocotal · · Score: 5, Insightful

    Hardware development is hard.
    The below was written in respect of openspurcw mobile hardware.

    To elaborate on why open-source hardware is hard.

    Why open-source software works is:
    Widely available repository of code.
    Many people able to review it, or sections of it, and understand it.
    Ease of submitting tested patches.

    Hardware has problems that don't really fit well with this.
    The open schematic is the trivially easy part, and not really a problem.
    (though in practice, you need a schematic with copious links to design documents, which isn't well solved by open tools).

    The number of people who can review it is rather smaller - as you can't
    open up a c file, and see a clear error or awkwardness in code that can be edited.

    For all but the most basic errors, you are going to have to sit down and
    read several hundred pages of hardware documentation about how the chips in question work, in addition to having in-depth knowledge about the circuit design, and costings of likely changes.

    Now, you've done this, and generated a patch that you think (for example) lowers the supply current by 1%.

    Compile - test.
    On a PC, this takes a couple of minutes.

    For something of a smartphone class, a one-off PCB may cost several hundred dollars. Then the parts will cost another several hundred dollars in small quantities, as well as being difficult to obtain.
    Now, you have to solder the parts onto the board, which is a decidedly nontrivial thing - and if you decide you want someone else to do this, it's probably another several hundred dollars.

    So, you're at the thick end of a thousand dollars for a 'compile'.

    Now, you boot the device, and it exhibits random hangs.

    Neglecting the fact that you are going to need several hundred to several thousand dollars of test equipment, you now have to find
    the bug.

    Is it:
    A) The fact that unlabled 0.5*1mm component C38 is in fact 20% over the designed value, as the assembly company put the wrong one in.
    B) C38 has a tiny bridge of solder underneath it that is making intermittent contact.
    C) The chipmaker for the main chip hasn't noticed that their chip doesn't quite do what they say it will do, and the datasheet is wrong.
    D) You missed a tangential reference on page 384 of the datasheet to proper setup of the RAM chip, and it is pure coincidence that all models up till now have booted.
    E) Because you're ordering small quantities, you had to resort to getting the chips from a distributor who diddn't watch their supply chain really carefully, and your main chip has in fact been desoldered from a broken cellphone.
    F) Though the design of the circuit is correct, and the board you made matches that design, and all the parts are correct and work properly, the inherent undesired elements introduced by real life physics means it doesn't work.
    G) A completely random failure of a part that could occur with even the best design, and best manufacture.

    G - may mean that it's worthwhile making two or more of each revision - which of course boosts costs.

    Hardware is nasty.

    This gets a lot less painful of course for lower end hardware. For very limited circuits, which can be done on simple inexpensive PCBs, and be easily soldered at home - costs of a 'compile' can be in the tens of dollars, or even lower.

  9. Re:Is this being a little too protective? by QuasiSteve · · Score: 2

    There have been a few software projects funded there too - how do you show a working prototype for that?

    Please note that these new rules are only applicable to the Hardware and Product Design categories (the two are practically interchangeable).

    So this doesn't apply to (short) films, music albums, dance recitals, software, books, photograph projects, etc.

  10. Re:Conflicting message? by suutar · · Score: 2

    You're allowed to put up projects for things that don't exist. You're not allowed to make it look like it does exist already.

  11. Kickstarter: Now more stringent that the USPTO ! by denis-The-menace · · Score: 5, Insightful

    You might not be able to scam people on Kickstarter.
    But you can get a bogus patent without POC or a product and sue everybody who actually build stuff.

    Oh the irony!

    --
    Obama's legacy: (N)othing (S)ecure (A)nywhere and (T)error (S)imulation (A)dministration
  12. Re:Wow by uigrad_2000 · · Score: 4, Informative

    Obviously you're not aware of the Eyez scam.

    The first update after they were successfully funded was a picture of the design crew enjoying a Caribbean vacation. They took $344,000 in the scam.

    --
    Free unix account: freeshell.org
  13. POV from a KS project creator - what stupid rules! by Silicon_Knight · · Score: 3, Informative

    Posted also on the Kickstarter comment section:

    Kickstarter project creator here: I'm the guy behind OpenBeam (http://www.kickstarter.com/projects/ttstam/openbeam-an-open-source-miniature-construction-sys).
    And in case anyone's wondering - we shipped the majority of our rewards a *month* before the original promised date. That probably puts me in the top 5 percentile of projects...

    Let's take a look at the new rules one by one:

    “What are the risks and challenges this project faces, and what qualifies you to overcome them?”

    - Okay, this is perfectly valid. I am surprised KS haven't done this earlier, because there are quite a few clueless guys (http://www.kickstarter.com/projects/277210494/paint-be-gone) - *(http://www.kickstarter.com/projects/277210494/call-key) and http://www.kickstarter.com/projects/277210494/key-pad-case) out on here who seems be doing the "throw s*** at the wall and see what sticks" model of development.

    "Product simulations are prohibited. Projects cannot simulate events to demonstrate what a product might do in the future. Products can only be shown performing actions that they’re able to perform in their current state of development."

    "Product renderings are prohibited. Product images must be photos of the prototype as it currently exists.
    Products should be presented as they are. Over-promising leads to higher expectations for backers. The best rule of thumb: under-promise and over-deliver."
    Okay, so KS want a working prototype. I get that; that's pretty straightforward. But it doesn't stop someone from *faking* a prototype on camera. This however, won't stop a project like iCase (http://www.kickstarter.com/projects/1791911961/i-case-iphone-4s-and-iphone-4-bumper-case) from being a train wreck, as the protoytype would likely have been SLA, painted, and the problem wouldn't have been apparent until the metal parts were CNC machined and fitted and found to short out the iPhone's anntenna.

    The OpenBeam project would have passed these requirements; we had a physical prototype for shooting the video, as part of a good product development practice.

    "Offering multiple quantities of a reward is prohibited. Hardware and Product Design projects can only offer rewards in single quantities or a sensible set (some items only make sense as a pair or as a kit of several items, for instance). The development of new products can be especially complex for creators and offering multiple quantities feels premature, and can imply that products are shrink-wrapped and ready to ship."

    And how would KS define "Multiple copies" of a reward? This I have a problem with. When you're in production, you are trying to get the manufacturing volume up to bring the costs down. If I were launching OpenBeam now, would I be limited to selling one stick of aluminum and one of each bracket to my backers (who wouldn't be able to do anything useful then with this?) If I packaged it up as a "kit", like I had on my KS, would I have gotten around these restrictions? Who decides whether multiple copies of the same item is required for the item to work (ie, construction toy kit), and when it becomes a way to side step your rules? How much "individual judgement" is there to allow the listing of a project, and do you consider the project creator's background (ie, having successfully delivered on a previous project) when you allow them to post? With the amount of controversy about what gets allowed (*cough* Tangibot (http://www.kickstarter.com/projects/mattstrong/the-tangibot-3d-printer-the-affordable-makerbot-re)*cough*) and what doesn't on Kickstarter already, this rule is probably going to make your selection process more Apple App-store like (arbitrary with no recourse for the project creator if you are not selected).

    (Edited to add: The real problem, that KS probably don't want to admit, is that none of their hipster workers have a sufficient engineering / science / technology bac