The mission of Reyedr (pronounced “Rider”) is to connect motorcyclists with their machines in a way that transforms the experience by delivering crucial info about their bike, route and ride group through their head-up display (HUD) and smartphone app.
If you’ve ever ridden a motorcycle, you can appreciate that you need 110% of your attention on the road, and even looking down momentarily to view your speedo is an unwanted distraction. It’s essential to always keep your eyes on the road, on the lookout for any hazards coming at you. According to the Ministry of Transport, the risk of getting injured or being killed on a motorcycle is 21 times higher than for drivers of cars.
Reyedr is developing a HUD with universal helmet mount, to present critical data such as speed and navigation at eye level, so you can concentrate on the road at the same time as seeing your critical info, just like fighter pilots do. The HUD is powered by their app which optionally lets you stay geo-connected with your ride group, as well as your loved ones at home, so they can know your location, and that you’re safe. In case of emergency situations, Reyedr can also auto detect and send an SOS. Their app also has a social aspect which is designed to connect bikers to their community and discover new routes, through those who have ridden in in the past or to experience with those in your ride group.
Founder and CEO Kal Gwalani has a big vision that HUDs will become as essential and ubiquitous for motorcycle use as smartphones are for the general public.
Kal is equally passionate about motorcycling and entrepreneurship. His love of biking started at age 17 and entrepreneurship followed soon after, and by age 19 he had started his first venture for manufacturing auto accessories. When he moved from India to New Zealand in 2003, he promised himself he would return to motorcycling so he could properly enjoy the scenery. After a 20 year hiatus in motorcycling, he finally got back in the saddle in 2015.
During his 30 year career he’d built up extensive experience in high-tech manufacturing in plastics and composites, distribution of emerging technology products and business development. As soon as he returned to motorcycling, he found that the ride experience was missing a key ingredient, in terms of safety as well as enjoyment. This was the inspiration for the creation of Reyedr, to provide a safer and smarter connected ride experience.
Kal put together a team including a CTO Jens Steinigen, an experienced systems engineer and software developer, Simon Waters and Gary Klapproth, both creative technologists and mechatronic specialists. The team were accepted into Lightning Lab Auckland earlier this year, and used the time to validate their market and build a prototype.
They’ve narrowed their market down to the age 30+ market of leisure riders, that ride on day trips or tour on multiday trips, who are typically well off and techno-savvy. Of the over 30 million such people in the developed countries, Reyedr will is starting off by targeting riders in North America, Australia, and New Zealand.
Reyedr have a prototype now built from off-the-shelf components, but are working towards designing their bespoke miniaturised HUD, which will be contract manufactured. Stage two of product development will include the ability to include communications and other data sources into the HUD, by connecting to external sensors including RPM, tyre pressure, as well as to newer motorcycles for ride settings such as ABS and traction control.
The centrepiece of the system is the Reyedr app, which the team is building as both the “operating system” for the HUD, but also as a standalone app with safety features and for the social aspects of motorcycling.
The app is presently in alpha testing and will soon be released to some testers at Auckland Harley Davidson before the beta goes out to their “Rider Advisory Group” (RAG) of 80 riders in September. They plan to present the Reyedr HUD at the Consumer Electronics Show (CES) in Las Vegas in January 2017, with support from Callaghan Innovation and NZTE who are excited about the prospects of getting more NZ hardware startups out to the world.
Reyedr is at the early stage of a big play and at the cusp of a large opportunity. They are currently raising their first round of capital, mainly to fund further hardware development, and will be raising another round mid-2017. They’re particularly looking for investors with experience in hardware startups, manufacturing and a passion for motorcycling and innovation.
You probably knew that Wellington is a hotbed of game design, and that there are a lot of interesting edtech startups here as well. Gamefroot sits at the fascinating intersection of these two worlds, and they are really taking things to the next level.
Gamefroot makes it easy for anyone to become a game designer. They’ve built a platform which lets anyone make an HTML5 game using a great library of templates and objects, a super-easy Scratch-like scripting language, drag-and-drop construction, and instant publishing to the web, or iOS, Android, or Chrome stores. They have over 110k users from all over the world, and tens of thousands of games on the platform. You can try some of the games out on gamefroot.com, or have a shot at making your own game on make.gamefroot.com. There are some excellent tutorials to get you going. Here’s a 5-minute video which takes you through the process:
The idea for Gamefroot started in 2005 when founder Dan Milward wanted to make games, but didn’t have the programming experience to do so. If you cast your mind back to the dark days of prehistory before the iPhone, you might remember the only real mobile platform was Nokia feature phones with 320x320px resolutions. At the time, there were only about 30 games available for Nokias. They published the first version of Gamefroot on Facebook, and almost instantly there were hundreds of games available. But Nokia in their wisdom pulled the underlying Flash technology from their phones, and that was that. Then in 2007, the first iPhone came out, and Gamefroot had another go at publishing games on iPhones. But Steve Jobs pulled Flash technology from the iOS platform, and that was that.
In addition to Dan Milward, the team includes David Thornycroft, Ben Richards and Stefan Le Minh. Gamefroot resources are designed in partnership with the education sector and normally involves working with teachers and other game designers from the sector. They have some high powered advisors as well, including game reserach fellow Dr Bronwyn Stuckey, Network for Learning’s Pete Hall, NZ e-learning teacher Marianne Malmstrom and the ubiquitous angel investor Trevor Dickinson.
But why should game design be so compelling for educators? The New Zealand curriculum has largely moved past teaching kids facts, and focuses on teaching kids how to learn and integrate that knowledge into their daily lives. This seems to be particularly effective for STEM subjects. In order to design a game to express what you’ve learned in class, you need to know quite a lot about the subject, and you get the bonus of having a game that makes it fun for someone else to learn that subject as well. Oh, and you learn to code as a by-product. As examples, biology teachers have commissioned students to design games to build their own fungi, and English teachers are using Gamefroot to teach kids how to develop text-based games.
There’s a real shortage of teachers capable of teaching these things to kids, which is where Gamefroot’s paradigm of designing a game on a canvas, applying pre-fabricated game mechanics, easy scripting and customisation all within a hosted UI comes into play. The scaffolding process is important in helping people learn how to write games, and mimics the Khan Academy and Hour of Code.
The NZ Council for Educational Research (NZCER) wanted to know if this approach to learning is both cognitively engaging and educationally sound, so they commissioned a study on “Game-coding workshops in New Zealand public libraries” which was published earlier this month. Senior Researcher Rachel Bolstad concludes that Gamefroot inspired kids to want to make their own games or apps to sell, and boosted their interest in a possible future career in game design, coding, or programming. She also identifies the potential for this technology to help redress gender imbalance in this field, as well as supporting more Māori and Pasifika into the field.
Gamefroot is currently pre-revenue, but they’re about to start charging schools for providing classroom-specific tools. It’s a mass-market play, as schools don’t have huge amounts of cash to invest in this area. The USA will be the main target.
They’ve already had a lot of exposure in the USA mainly thanks to teacher word-of-mouth, and have active collaborations going with teachers and education providers in that market.
They also have active collaborations with the game industry, where there’s a critical shortage of game developers. Game design companies are eager to inspire as many kids as possible into the industry, and they see Gamefroot as one vehicle for doing this. And as a kid, what could be more fun than building games using assets from your favourite game designers?
Gamefroot has raised $150k to date from private investors, has had some support from Callaghan Innovation for R&D, and attracted service revenue from companies that want specific games developed. They’re planning on raising a seed round in the near future, specifically targeting investors with experience in the edtech sector that will help them break into the US Market. Their end game is strategic acquisition by a major edtech company or a platform player.
Here’s a great opportunity for you, dear readers: if you design a compelling game on the Gamefroot platform about the NZ startup scene, I’ll offer to feature it on this blog. Have fun!
Enterprise innovation management. Have you ever worked in a large organisation? Then you know how stifling institutional inertia can be to the very creative ideas that will push the organisation forward. HunchBuzz is like an Internet-enabled suggestion box on steroids that enables organisations to use the wisdom of the crowd to create ideas, filter them, and then execute on them to produce great results.
Founder Steve Graham started HunchBuzz in 2012 after becoming frustrated with the lack of tools to assist with his consulting work around enterprise ideas management. He brought in cofounder Thomas Mitchell to build the product, and the two have been inseparable as a team ever since.
Improving creative collaboration within large organisations is a big issue worldwide. Mitchell says that their product enables organisations to capture a broad perspective of ideas from their employees and stakeholders, but more importantly follow them up, encourage them to be nurtured, and track their progress, to ensure that the initial spark of brilliance is not lost in the enthusiasm of the moment. Perhaps more importantly, Hunchbuzz makes room for and fosters a culture of openness and creativity in an organisation, which unleashes untold latent value.
They’re starting to really gain industry recognition. Gartner Research recently selected HunchBuzz as one of their three global “cool vendors in government 2015“.
While HunchBuzz have landed several large customers in New Zealand, their sights are now set on the massive overseas opportunity. They currently have over 14,000 users on the platform, in hundreds of communities. They include some seriously large paying customers like EcoLab, The City of London, the NZ Ministry of Primary Industries, and Callaghan Innovation.
They seem to have struck a real chord with regional governments because of the relative ease of deploying a SaaS solution as well as the need to innovate and do more with fewer resources.
HunchBuzz are about to embark on a capital raise to fund their global expansion aspirations with a big sales push into Europe and the establishment of regional distribution in London. They’re also developing some interesting IP, including advanced natural language processing technology to automatically group and rank ideas based upon interactions and individual customer metrics.