Thursday, May 27, 2010

A Must Read Book















In today's wired world, there is no limit to information access. We are Twittered, Plaxoed, Facebooked, and Linkedin. Ask a question and the vast ethernet network is ready to respond. That is all well and good, but for my information I for one still look to the comfort and support of the expertise captured in a bound book originated by a known authority.

Hopefully, an inquisitive toy or game inventor sought the advice contained in The Toy and Game Inventor's Handbook. (Always good to engage in a bit of self promotion). But for those inventors seeking to navigate the broader arena of consumer product licensing, there is an important new book by my co-author, Richard C. Levy. The Complete Idiot's Guide to Cashing In On Your Inventions (Second Edition) is a must read all inclusive information compendium for any inventor's personal library.

How much time do you want to spend on Google sifting through a multitude of dubious sources in search of information related to defining, selling, protecting, and licensing ideas? If time is money, isn't a tell all tome of "turning an idea into a windfall" a truly invaluable resource at less than $20?

There are numerous sources for information on how to protect intellectual property, including free literature from the U.S. Patent and Trademark Office and the U.S. Copyright Office. There are books on how to invent and sell inventions that are written by patent attorneys, IP managers and agents trolling for business. Most of these people are all hat and no cattle, as they say in Texas. Richard is a marketing dynamo who has co-created, co-developed and licensed hundreds of products that combined have generated $1 billion in global retail sales.







Where Richard's book excels is in its practical, down-to-earth, non-theoretical, real-life information on how to protect your wallet and bring your ideas to market. You are fortunate to be able to peek over Richard's shoulder as you turn the pages of this book and learn the secrets to his success.

Written in a crisp, energetic, insightful manner, this eye-opening book is crammed full of Richard's firsthand experiences that are enhanced through interviews with experts in disciplines ranging from prototyping and off-shore manufacturing to patents and trademarks. He reveals his personal strategies. He shares templates of licensing, option and hold confidential agreements that could save you thousands of dollars in legal fees.

So, if you are a serious inventor or designer who has licensed or wants to license original ideas to industry, you can benefit from this quintessential tool for turning ideas into money-spinners.

Simply put, The Complete Idiot's Guide to Cashing In On Your Inventions (Second Edition) is an essential addition to any inventor's library and just plain fascinating reading.

Knowledge is power and this is one powerful source for any inventor who wants to sharpen all the important and related skills. Read, dream, invent--with an added edge! If there is one disappointment I have with this book, it is that I did not co-author it with Richard!

Tuesday, March 23, 2010

Forever Greg "The Inventor"

The Time: The dawn of microprocessors/electronics in the toy business.
The Mission: Put some magic into the Playskool line.
Good Fortune: To meet and work with an inventor team known as Hyman/Greenberg (or fondly called, Greg and Larry).




















Nothing like a royalty check to make inventors smile.


The actual assignment "back then" was to redesign a clunky, mechanical action toy called "The Computer" that looked like something that would have made Fred Flintstone happy. Fortunately, the electronic consulting talents of Hyman/Greenberg were then part of the world of Milton Bradley/Playskool, and they used the power of microprocessors to bring lights, sounds, music and game play into a happy breakthrough playmate that was to become known as, Alphie the Robot. We could not imagine then that the efforts of the Playskool design team, Mike Meyers, Paul Lapidis and the wizardry of Hyman/Greenberg were actually creating a toy that would be successfully morphed for over 30+ years to Alphie 2010. (A sad page in the long history of Alphie was the all-too-soon passing of Greg's warm, funny, and talented partner, Larry "The Colonel" Greenberg.)

Little did I know when Greg's skills spawned the innards of Alphie that I was dealing with a true electronics genius, who fortunately for the industry, chose to focus his talents on creating new toys. Greg has proven that he is an inventor extraordinaire. No inventor I know can claim creation of more than 85 electronic toys that he has placed since licensing Alphie in 1978. And certainly no other inventor can claim a more entrepreneurial start than Greg, "The Inventor", who at age ten in New Rochelle, NY advertised to teach third and fourth graders about electricity in 12 one hour sessions. ( I would have participated in that 1957 offer, but I was already a year out of H.S. and living a great distance from NY.)























The beginning days of Greg, the Inventor

So many years after his flirtation with teaching electricity and invention, Greg Hyman reflects on his early interests in things mechanical and electrical with the question, "How many people can live the dreams they had back in the third grade and actually make money doing it?" The answer, most likely, is those creative minds that share Greg's idols, Thomas Alva Edison, Guglielmo Marconi, and Alexander Bell, and also have similar inventive skills.

What started in 1976 with Creative Playthings' Little Maestro Piano Organ and mushroomed with Alphie shortly after, Greg's creations and those he co-developed with others have added the proverbial "bells and whistles" to a long list of winners including See & Say Story Maker, Talking Barney, Tickle Me Elmo (and a whole host of Elmo extensions), Baby All Gone, Talking Handheld Monopoly, and on and on.









Greg has plenty of Elmo's in his world.


Like most inventors in the tough business of selling ideas, to get to the success level Greg has reached takes hundreds of models and renderings only to have some of the favorites end up as trophies on workshop shelves. He has ridden the roller coaster of toy creation very well by taking to heart the quote of his idol Thomas Edison, "Invention is 1 percent inspiration and 99 per cent perspiration". "Greg, the Inventor" has given the industry a lot of great products, but no one knows better than he that it has not happened without a good deal of perspiration that started way back in his third grade.

Saturday, March 20, 2010

All in the Family

It is every toy and game inventors dream to see a newly licensed product at Toy Fair. I lived that dream in '09 when Cadaco released my game, Quad*doku. Toy Fair '10 was dimmed a bit for me since I had no such dream...zip...nada. But it was still a vicariously pleasant time to see the new game co-developed by my wife, Leslie Lawrence, on the Haywire stand at Javits. And it was good news that a number of key trade buyers expressed interest in carrying Out Numbered during 4Q this year. We can only hope that buyer interest and comments in February translate to shelf space at holiday time.


















It may be great where you are in a dream on center stage with a newly released product. But I can say that it's equally as great to see your life's No.1 associate live the dream. After all, "It's All in the Family" and the royalty checks hit the same mailbox. Good luck, Leslie! May you have a BIG winner!

Friday, March 12, 2010

A Lucky Man























When we wrote "The Toy and Game Inventors Handbook", we touched briefly on some families that founded or had significant impact on the growth of toy companies like the Hassenfelds, Pressmans and Sheas. There was an oversight I see now that should have been included. That is Les Berger for his founding and continuous involvement with Cardinal Industries.










Now, 66 years after Les (Laszlo) Berger used his knowledge of plastics to turn out Mah Jongg set, dominoes, poker chips and dice, the company, which has become one of the largest game manufacturers in the world, is still run under his influence and that of his wife, Sylvia. Son, Joel Berger, and son-in-law, Scott Canner, lead the sales efforts that each year sell Cardinal products into all national accounts. Daughter, Bonnie Canner, heads a robust and productive development program which every Toy Fair introduces attractive and highly salable additions to the Cardinal line. Together they have built the company to where it is today.

In some ways, Les Berger's story is the most compelling of toy company founders. He left his family in pre-war Hungary as a young man landing in the USA with little financial assets but with strong ingenuity, personal drive, and business acumen. Like any company hoping to sustain business, Les Berger changed his company's direction at key times expanding core products to include imported toys and licensed television shows and brands for the Cardinal game line. Today, those licenses include properties like Disney, Nickelodeon, Sesame Street, Marvel, Fox's Glee and others found on a variety of Cardinal puzzles and games.


















Les Berger and his wife remain active today in the business that he readily admits has given his family much happiness and success. His hope is that new generations of the Berger and Canner families will stay in the business he founded and has guided over a long career. He wrote a short book entitled, The Saga of a Lucky Man, which chronicles his travels leading up to and through his years in the toy business. With his 66 years in the industry, he may consider himself a lucky man, but the industry should consider itself lucky to have his family as a part of the toy and game industry.

Sunday, February 28, 2010

Creative Factor at Toy Fair


















Promoting the session to Bob Fuhrer: inventor, agent, and strategist for Ken-Ken

My co-author, Richard Levy, and I did an encore of 2009 at the Creative Factor resource center this past Toy Fair on February 15. We were pleased to be part of a knowledgeable group of specialists brought together by Brett Klitsch and sponsored by the TIA to "focus attention of inventors and other creative professionals on the intricacies of working in the toy and game industry".


















Explaining an intricacy of working in the Toy Industry


In this information age when one can stare at a monitor and be linked in various degrees of separation, the three day Creative Factor trumped digital texting and comments by putting high profile personalities and real experiences into the highly relevant sessions. There could be no substitute to hearing industry realities from such experts as Nancy Zwiers of Funosophy, Steve Zuloff of Can you Imagine Corp., Richard Gottlieb USA Toy Expert supreme, Stephanie Azzarone of Child's Play Communication and on and on. Hopefully, the TIA will make the series of topics available in recorded format as part of its continued commitment to the industry's creative sector.


















Standing room only of hopeful inventors


No question the attendees at these sessions have dreams of participating in future Toy Fairs through hopefully licensing ideas so they can join the annual display of 100,000 products. And why not continue to try and create new products for the toy and game industry when this year's billing said there were "7000 products never before seen." With that kind of target to shoot for, it's a great incentive to generate a never before seen gidget or gadget? Who wouldn't want to be the originator of the Toy of The Year? Dream on.....

Saturday, February 27, 2010

Satisfied Customers






Kojak, the cop with a million stories.




Early TV NYC cop Kojak would start each show with the lament that "there were 9 million stories in this city", and then go on to entertain by solving the latest assault, robbery,or homicide in the episode of the week. My NYC story this Toy Fair was a chance meeting of a real live player of my game, Quad*Doku, in of all places, the Hasbro showroom.

I stopped by the Times Center to see a friend on Wednesday, February 17 only to find the showroom being dismantled. At the entrance were two receptionists, Tiona and Shatavia, and a manager confirming that no personnel was there except exhibit workers. During the quiet time, the ladies were playing Scrabble Slam which I saw as an invitation to inquire why they weren't playing the game I invented. As I started to describe Quad*Doku play and its components, Tiona was knowingly ahead of me and said that she had played it and liked it!




















WOW! of all the 9 million stories in NYC, I was happy with this nonviolent one about a consumer who plays word games and had positive comments about my favorite game, Quad*Doku.

Tuesday, February 23, 2010

4 Eyes

In my youth, anyone wearing eye glasses was taunted by the ridicule of having "4 eyes". As hurtful as that might have been then, that is pretty tame by standards of today's bullying. Eyewear has since evolved to where frames and tints make glasses fashion statements. At a Toy Fair Creative Factor presentation with my co-author, Richard Levy, I unveiled my latest inventions to assembled inventors, marketers, and curious guests. The initial line has three SKUs shown here:

The first SKU is The Spotter, to be worn by inventors. These glasses have rose colored lenses that allow wearers/inventors to scan exhibitors' booths and view holes in product lines. No more wasteful speculative time for inventors guessing on how to "fill the holes" to get marketers' attention.






















The second SKU is "The Judge" to be worn by potential licensees of inventor prototypes. The viewer (or as inventors lovingly reference this person, the "product picker") slips on these glasses and can immediately judge the first years product sales. Telepathic waves allow the wearer to determine up to a seven digit output of likely sales volume. The Judge will make for on the spot decisions by the licensee and new found euphoria for licensors.






















The third SKU is "The Banker" that allows successful inventors to see projected royalty streams over a one, two or three year period.

















Last minute production details are being wrapped up. We are on track for a $9.95-$14.95 retail. This eyewear should be a blowout, home run. For those vain users who remember too vividly being called "4 eyes", we are working on contact lens that can give the same results.

OK, if you have read this and are ready to order, it is time for a DISCLAIMER. This product vision is untrue. Maybe the Toy & Game world needs these products, but they aren't in the works yet, at least with me. But I do thank Elope Inc in booth 383 at Toy Fair for loaning these fun specs from their wonderfully whimsical line of playful products.

Wednesday, January 27, 2010

Where Have You Gone Millens W. Taft?























Each February thousands of people flock to NYC for the annual Toy Fair, an industry extravaganza. The throng consists of buyers, exhibitors, inventors and various other trade guests. Nary a mere consumer among those attendees. TIA insists badge holders perform some function that makes the industry tick. And it's a mature crowd. To get that entry badge, one must be over 18 years old.

One attendee, who has been missing the past few years after so many Toy Fairs where he was a magnet to inventors, is Millens (Mel) W. Taft. Beloved industry schtickmeister, Fred Kroll, each year would add to his record of 50++ Toy Fairs. But Mel Taft was at that same lofty total. He started attending the industry event in 1949 and likely exceeded Fred's self proclaimed attendance record. For most of Mel's Toy Fair appearances, he was the welcoming figure to inventors in Milton Bradley's suite at 200 5th Ave. After his MB days, he was a familiar figure at Fairs worldwide as an international toy and game licensing agent.

Mel was always easy to spot. Not many toy people reached his 6' 5" stature, wore a "crew cut" when coiffed styles were well passed the collar, or showed a preference to camel hair jackets over shiny pin-stripped suits. If not within reach of one of his loving back slaps, one knew he was nearby by the sound his friendly high decibel belly laugh that resonated throughout the aisles. Mel Taft had the inviting qualities that attracted inventors to MB. He was enthusiastic, inquisitive, energetic, supportive and playful. Here was a Harvard MBA always ready to roll up his sleeves and play. (And isn't play what the industry is all about?)

Mel hoped that inventors would mirror many of his qualities when they pitched ideas. That mantra was captured in his belief that to sell a new idea, "if you aren't enthusiastic and passionate about it, how can you expect others to be?" He was all enthusiasm for the projects he "sold" to his management associates that contributed to the phenomenal sales increase of over 100 times from his start date at MB. He was a driving force in making MB the world's largest game company. He was a firm believer that in the toy and game business, "product is king" and his vision of the importance of good product over the years brought many firsts to the MB line.

During his years as head of R&D, and a good many of those heading Marketing, too, MB introduced games featuring early TV characters. Hopalong Cassidy and Howdy Doody were soon followed by a long list of cartoon based games. Seeing that TV game shows appealed to the older crowd, Mel pushed for home versions of Concentration, Jeopardy, Price is Right, and many others. In fact, Concentration was the first MB million seller. He put the word "mass" in the category, "mass market games".

Sensing consumer attractions to celebrities, Mel lined up spokes persons including Art Linkletter, Lucy Ball, and the Odd Couple. Acting on advice that electronics were coming into toys and games big time, Mel signed on enhanced products like Simon, StarBird, preschool Alphie Robot, the Microvision system and a host of games with electronic features. To keep the MB line current with technology trends and consumer demands, he structured an advanced R&D group to design the latest micro-magic into products across the Company's varied lines.

But it is not merely in the success of countless products Mel championed to market that is testimonial to his contributions to the industry. He tirelessly badgered the professional inventing community to spawn new ideas and to bring those innovations to his company first. During his active days at MB, inventors had many licensee choices. But it was Mel's personal style--and yes, prospects of big royalty payoffs from successful MB sales--that got licensing deals done. With his belief that product was king, Mel Taft always treated inventors as kingmakers. Those types of inventor-marketer relationships so central in Mel's days need to be sustained today to continue the infusion of inventors' creativity and innovation into the current industry.

I might be a tad biased toward Mel Taft since he hired me at Milton Bradley in 1969; just another mark of his true R&D management genius! But in my view, after observing the new product side for many years, I can confidently say that few in the T&G industry have had careers filled with as many accomplishments as Millens W. Taft.

Tuesday, January 19, 2010

Pitching at Javits



Another NYC Toy Fair is upon us and thousands will soon assemble at Javits to do what they are expected to do: exhibitors-sell, buyers- buy, PR people-hype, reporters-report and inventors-PITCH. It is this latter group that scours Javits' aisles hoping a latest idea, through an oddity called "parallel development", isn't already licensed to a marketer and on display. Inventors live on originality and there is nothing more deflating than to hear a marketer judge an idea as "done before".

In our Toy and Game Inventor's Handbook, Richard Levy and I identified a glossary of over 475 bizwords that are a major part of industry jargon. For the inventor, these are the most common words they will hear in pitching product at Toy Fair.

Nondisclosure form/NDA/submission agreement: This is the agreement between company and inventor that makes it possible for both parties to share and review new concepts in confidence. It is usually weighted in favor of the company (it was drafted by their lawyers).
Product description: This is the verbiage where the inventor details the original idea and is often less read than assembly instructions.
Water or Coffee?: If time is short and there are several concepts to present, refreshments will not be dispensed by the host company. Inventors should come to the meeting refreshed.

Meeting bizwords that have positive messages:
Who has seen this? Companies love to feel that they are seeing a concept ahead of competition.
Send this to the home office so I can show it to my people? Inventors should make certain the sense of urgency to submit is maintained through the internal decision to license.

Meeting bizwords that have negative messages:
Can't get my arms around it/I don't get it: Uttered by an executive struggling to understand a submission.
Cute! (as in, That's a cute item!) Carefully, that could be the kiss of death...The saying is "cute doesn't butter the bagel".
You're kidding, right? It's downhill from there. Start pitching the next product.
We've already done that? A definite no interest. An offer to take lower royalty won't help.
And the worst bizword for the Inventor.....
Reject: Used by some companies when they do not want to pay a royalty. Used by all companies for any one of a myriad of real or imagined reasons.
So use kind jargon when around a member of the inventing community. It is likely that they dealt with considerable rejection at their last Toy Fair meeting and are now in search of a bottle of water or a cup of coffee