What should I spend my money on first?
Typical hardware development budgets, the four early-stage blockers and where your first £15,000 should go. From an ISO 9001 design consultancy.
By Nathan Ruttley, CEO and Co-Founder··8 min read
Small budgets don't always have to hold back development, they just need to be used wisely.
Determining your project budget is a daunting task, especially if it is your first venture into hardware development. What's the right amount to spend in the first instance? What will it cost in total to bring your product to market?
Let's put some figures on it: £15,000 is a lot of money to an individual, but might be a tiny amount of money to a large business. £25,000 might cover your tooling for a simple product, but maybe you'll need £300,000. The figures vary wildly, but one thing stands true for any number: it is only worth spending if it buys the right thing.
The number you actually need
Finding data on total product development budgets is extremely challenging. This data is often very commercially sensitive and usually varies wildly as you don't know the challenges that were faced in developing that particular product, or what was included in the scope of work.
As a design and manufacturing agency we have a unique perspective on the range of budgets our clients allocate to get their product to market, and to put it plainly, almost all of our projects land in the £50,000 to £350,000+ range when considering their entire lifecycle. These are the figures that we advise most clients to have in mind when considering the total cost to get from Discovery through to a completed Design for Manufacture (DFM) stage.
These figures are backed up by two of our competitors, who quote £30,000-£500,000+ and £60,000-£400,000 for their typical projects.
There is only one unbiased resource available to back up these figures, and that is MIT's entrepreneurship centre which quotes a design agency as charging $200,000 to $300,000+ (£150,000 to £220,000) to productise a startup's wearable.
To tie this back into the £15,000 mentioned in the introduction, this will likely account for 10-35% of a typical project's initial development budget (Embedism's stages 1-5, covering Discovery, Feasibility, Concept, Engineering Development, and Design for Manufacture). So enough to cover the initial work, but not enough to finish a project.
But how should you size your budget at all, how do you know if £15,000 is what you need to kick off, or if you need £50,000?
Match the budget to the size of the prize
If you are approaching a design agency, either as an established business or as a startup, it's because you believe that you have an idea that you think makes financial sense - and will maybe even set you up for life.
An idea that works and reaches commercial success must be worth many more times than what it costs to develop. This is what investors look for. It follows, then, that the budget should meet the size of the prize.
The budget referred to above is the total budget. Reality can be cruel and not every person or business has enough funds available immediately in order to take their product to market.
£2,000 is not going to get your consumer product to market. Not with Embedism, and not with anybody else.
This gives most founders and businesses two routes to get the cash to fund development: raise enough in one go to fund it outright; or stage the work and raise incrementally, with each stage giving confidence in the next.
One thing is clear whichever route you choose - spending £2,000 on a partial build of a product doesn't work for anyone.
Where to spend it?
At the early stage of a project, there are four blockers that we typically see. Usually only one of these is blocking you, so identify which it is and then focus your initial budget on resolving that.
(a) You don't know if anyone wants it
Risk is commercial, not technical.
(b) You don't know if it can be built
A specific technical question you can't answer: battery life, range, sensor accuracy, whether it can fit in the enclosure, whether the mechanism works.
(c) You don't know what the product should really be
You just have a rough idea, and no spec, meaning every design decision is a guess or based on "gut feel".
(d) The market is proven and you need to raise
How to pick
Contingency
You should always plan for the worst too, and allow for a 20% (for a well-scoped project) to 50% (for novel technology with lots of R&D) contingency budget across your project, especially in the early phases. Overruns in the early phases are usually a sign that you are solving a tough problem, or spending more time (and money) in working out exactly what your product needs to be - this will pay for itself many times over in the later stages where the cost of change drastically increases.
Where the money gets wasted
There are a few areas that we commonly see clients trying to rush towards. We always ask "why", and usually the reason is the illusion that doing these things will push the product closer to launching. Sometimes these pay off, but more often than not, the risk far outweighs the reward.
There are plenty more traps in product development, but these are the ones that are very easy to fall into - that's why it is always a good idea to speak with your peers (or design agencies!) to get an idea of how to best approach the development of your product and not just the product design itself.
Checking a quote that looks cheap
When money is tight it can be tempting to go with the lowest bidder. This might pay off, but here are some tips on how to spot if a quote is too good to be true:
What next?
£2,000 won't get your product to market, but it might buy you a written technical spec, an honest opinion from an experienced engineer on your concept, and a costed route to manufacture.
Tell us what you are trying to build and what you are trying to find out at your current stage. Then we can tell you what the smallest piece of work is to answer that question.
Related services
Prototyping Services →
Functional prototypes built by the team that will take the product to production, so what you learn on the bench still applies at volume.
Embedded Software and Firmware Development →
Embedded firmware written for performance, power efficiency and long-term maintainability, on hardware we understand because we designed it.
Mechanical Design Engineering →
Enclosure and mechanical design that is manufacturable, integrates with the electronics inside it, and still feels good in the hand.
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