INSpace - Blog

Our business model – a community supporting economy

Bitcoin_250_250 Since inception at inSpace we have been clear that our business model must both directly support what our community wants to create and also allow us to preserve the privacy of the data in our community. This allows us to become a true service company and stand out as a polar opposite to current social data services, which are often really advertising companies that offer a service in return for mining and selling your data. What we mean by a true service company is one that provides the service directly in return for a small percentage of any business transacted using the service. For example, Google and Facebook are advertising companies, they provide functionality as a social service to their community, but their customers are not the community. Their customers are the companies that to advertise to the community. It is a three way relationship, in return for payment the advertising company passes data about the community to its real customers so they are enabled to better target the advertising and maximize the sale of products. At inSpace we keep a direct two way relationship with our customers. We provide services to the community in the form of hosting and sharing content and in return for these services we take either a small percentage of any financial transactions that occur on the site or charge a fixed fee for users who wish to purchase additional data storage or higher end tools features. For creating a two party ‘win win’ business that directly supports the community, we have chosen Bitcoin to allow us to create a micro-payments system within inSpace for our users. inSpace ‘likes’ are underpinned by Bitcoin micro-payments, that we call bitLikes. This means that if you create some great content and host it on inSpace, anyone who bitLikes it will automatically credit your account with a small amount of Bitcoin. This gives content creators an advertising-free way of making money and allows inSpace to create a financial model that does not depend on mining data. When an artist makes cool images, 3D models, music or sound samples and hosts them on inSpace, they will receive Bitcoin when other inSpace users bitLike the content. We are excited about the bitLike system, as it is more than a simple 2-way transaction. If you bitLike something the value is split into three slices. We call these a) the creative slice, b) the community slice and c) the service slice. The community slice is where we are innovating; it is distributed equally to all of your friends creating liquidity within the inSpace ecosystem. The service slice is for building and maintaining the inSpace service. This system encourages an economically mutual community of content creators and consumers to form, through a positive virtuous cycle. It also solves one of the core problems of existing social networks, that of “like fraud”, i.e. the inability to differentiate genuine likes, from those that are derived from click farms. Our b-like currency will thus be an accurate representation of the quality of content, rated and approved by our users. This will encourage quality content creation and consumption communities as well as giving everyone some return for being a part of the community. We will release the bitLike system in the next major update of the inSpace closed beta. This is expected to be within the next two months

What inspace has learnt from Minecraft

Minecraft_250_250 Minecraft has managed to create a fully expressive, interactive and complex world by taking a very simple concept and iterating with a large, passionate and understanding user base. Minecraft achieved this by following simple rules:
  1. Create an expressive syntax, but one that is restrictive enough to allow for a closed-system model. This creates the sandbox
  2. Build a good editor into the system itself and allow content to be expressed into the system itself
  3. Let people play and familiarise themselves with the environment
  4. Increase functionality iteratively based on user feedback and testing
inSpace will follow these rules by creating the syntax which can host any of the content which our users wish to upload, but we must break one of the rules: we are not a closed-system. We must allow content created outside of our control to be imported and rendered within it. All content within inSpace must be renderable in real-time. This specifically constrains the complexity of 3D models we can render, and they must have appropriate “level of detail” mechanics.

Welcome to inSpace

WebViewer_250_250This month we are launching inSpace to a limited number of closed beta users. If you are interested in taking part please contact us on enquiries[AT] with a brief bio. The concept of inSpace was inspired in part by our frustration with existing web browsing technologies, and in part by the wow factor of such visionary human/computer interfaces as seen in films such as Minority Report, Prometheus and Iron Man 2. 3D games long ago exited from teenage boys’ bedrooms and went pretty much mainstream. Latest generation graphical experiences are simply stunning. A large number of the world’s population today has grown up playing these games and we ask ourselves: why can’t a bit of this rub off on the web. Gesture interfaces are very much of the moment – Kinect goes from strength to strength, Leap motion launches and Samsung creates phones which respond to hand and face motion. We want inSpace to be used to realise the full potential of tough and gesture interfaces. Think walking past a store front with a large TV screen and being able to interact with its services or products in cool 3D. We now have loads and loads of processing power at our finger tips. One piece of Apple lore is that their first GUI was designed specifically to use as much of the available processing power at the time as was available. Text-based operating system interfaces were not only cumbersome to use by non-techies, but also left the CPU doing nothing most of the time. We think that the time has come to recognise that CPU and graphics power in even the most basic computing devices has reached a point where existing interfaces use very little of it. 3D modelling required for 3D printing of objects is very much at the front of people’s minds, despite the technology being around commercially for quite some time. Yes, you can view 2D images of 3D models and yes, on some sites you can view these models in crude 3D, but inSpace is designed to unify the entire search, scan, view and download experience. Apple correctly proved that interfaces need to be simple to use, and the simpler they are, the more people willingly adopt them. This has always been a principle at the core of the design of inSpace. If my mother can’t use it then we have failed.