Mogic considers

With the combination of a small number of people + software + servers and robots
We are promoting a new era of company management.
We hope to share part of this process with you in this corner.

Representative Director Yoichi Yamane

2021.08.02

Products are released, services are nurtured.

Mogic has a project called MicroTech, in which young people release a small product every six months or so.

Right now we are struggling to come up with something perfect for the summer holidays. In the process of trial and error, we came to the conclusion that products and services are different.

Mogic defines a product as something that reaches its peak in about one month after release, and a service as something that continues to grow from the time of release.

Since the preparation time and thinking time are completely different, we decide from the beginning that we will release this as a product and that we will create this as a service.

Products are created starting from a single idea or technology, and since you only need to look at it from one perspective, it's relatively easy to create.

In the case of a service, we examine the appropriateness from all perspectives, including the idea, technologies to be combined, design direction, market timing, other companies' movements, statistical data analysis, service scalability estimation, personnel hiring, team development, finance and cash flow, marketing and branding, etc. It is a painstaking process.

And if the timing is not right, even the best plan will eventually fail to grow, so we reject it.

Once a service is started, it is difficult to stop, so we must be brave and stop first.

Furthermore, the biggest challenge is how to develop the personnel to nurture the service.

It would be easier if we could just hire someone from the outside to create the service, but that is not possible.

In the end, I hope that while building a lot of our own products, we will be able to give them feedback and save our strength for the service we will provide someday.

July 27, 2021

Combining Branding and Marketing

Branding and marketing are two business terms that are often casually uttered.

Surprisingly, it is a peculiar thing whose definition and use cannot be explained well.

It is hard to convey because it is not something you can pick up or see, but Mogic explains it as follows.

Branding: showing what you want to show and not showing what you don't need to show

Marketing: something that is placed casually in the recipient's lead line.

A clear example of branding is a theme park, which is designed so that the apartments and other living spaces are not visible in order to preserve the world view.

Marketing is the gum next to the checkout counter at the supermarket. It's the part you hold onto while waiting for the cashier and think, well, I'll buy it.

That said, the two are not relative and should be blended well.

In the case of a theme park, the marketing should use branding to create a world view, and the merchandise section should be located near the entrance and exit.

And since both terms are ongoing ing, we need to think about how to capture the "changing feeling over time".

July 20, 2021

A story about not finding what you want to do

In talking with many interns, I often encounter the problem of "I haven't found what I want to do in the future yet" or "There are too many things I want to do and I can't decide what I want to do.

I don't think there is any need to rush into anything, so I just commented that I hope it will be decided soon.

I was once asked about this by a well-known job-hunting instructor.

Then he said, "From my experience, 90% of people don't know what they want to do. That is normal," he said.

I felt like this situation was similar to something that, in retrospect, could be traced back to "people who want to start their own businesses".

I want to start a business but haven't found what I want to do," "There are too many businesses I want to do and I can't decide," "I want to start a business someday but I don't know when.

The bottom line is that it is quite difficult to pick something and choose to focus on it when there is a high degree of discretionary freedom.

If the only way out is to find a job, and if you have to choose between 10 different companies, it may be simpler.

If you only have three business models and the only way to start a business now is to start a business, it may be easier to make a decision.

If we assume that we are free to choose both timing and direction, the next moment we begin to struggle with the focus itself.

Therefore, if we dare to think that our life choices are limited, we may naturally be able to reduce the amount of effort we need to focus on them.

July 12, 2021

Game-like UX

As I was going through the PS5 and Switch games, I remembered that the NES had two buttons.

It has a simple structure with a single cross key on the left and A and B buttons on the right.

The game screen is flat and the story is in one direction.

It's like a different era now, with 3D polygonal high-definition images that go without loading, open worlds, and online collaboration at our fingertips.

The NES was launched in 1983, the Super NES in 1990, and the PlayStation in 1994, so it was 40 to 25 years ago, depending on your perspective whether you think this was a while ago or a long time ago.

If we follow the same period in business, it seems like a blink of an eye, since it was around the time of the bubble economy that computers were introduced in offices and people began to be connected to the Internet, until today.

I didn't work during that period, though, and the reason it seems short is probably because I don't feel the change is as dramatic as the game.

The accelerated growth of semiconductors, exemplified by Moore's Law, has allowed us to express ourselves in the game in a variety of ways.

You can choose your gender, age, and clothing, and there are plenty of non-human settings to begin with.

Not only can you create a speech and atmosphere that matches your character, but you can also freely search for people who are like-minded.

I imagine that the company's operations will not change as quickly as games because they are not directly subject to Moore's Law, but I imagine that the UX (user experience) will be like a game.

It is the same in that you work alone or collaborate with someone else, and games are more advanced in terms of motivation.

However, I am thinking that we will not all need the complex controller controls of a console, but will rely on the fun and continuity that the game has to offer, depending on the time and occasion.

July 06, 2021

Inventing the new

I understand how things get old over time.

T-shirts are fading, water heaters are malfunctioning and no longer working, printer toner is grazing.

Unlike objects, however, it is difficult to determine whether our ideas themselves are old or new.

Whether the idea is old-fashioned or not will depend on what you base it on subjectively.

Here we measure antiquity only in terms of "effectiveness".

Let's take learning English conversation as an example that is easy for working people to understand.

Until more than a decade ago, there were only a few ways to learn to speak English.

Learning from books, listening to CDs or the radio, attending classes, watching DVDs, or making friends who speak English?

Today, with the spread of technology, there are more options than ever before, including Youtube, foreign news sites, Netflix and other video services, online English conversation services, pronunciation assessment apps, automatic translation of online meetings, and more.

If the same person were to invest the same amount of time in learning, he or she would learn more "effectively" from a combination of current options than a decade ago.

In this respect, there is now room to think about English conversation learning in a new way.

Things seem to be continuously connected from newness to oldness, but in the way of thinking, I feel that newness itself must be invented.

June 30, 2021

Unexpected data lover

As for Mogic's appearance, it may be surprising because it is easy to show looseness and creativity, but I am quite fond of data.

Our motto is "We don't have target numbers or plans, but we will certainly accumulate data on the results.

One reason may be the large number of engineers with strong database skills.

There are dashboards of logs for the various tools in the company (sales, marketing, projects, HR, finance, etc.), as well as regular meetings, mistakes, problems, and future projections normalized in spreadsheets and kept for years to come.

PowerPoint, Word, and e-mail take a lot of time and effort to look back and see what you were doing the same month last year, so the key is to format the information so that it can be skewered and analyzed.

We also log and see what happens with home-made games that are played in conjunction with the company's online chat.

I'm wondering if it would be more responsive to post real-time activity to the chat, or if an event with prizes would have increased the response by 170%.

There are also many analog-like data, such as photo galleries of every year since the company was founded, records of monthly events, articles on lectures held in the past, and records of sweets ordered.

Isn't it tedious? I know you might say, "It's a hassle," but I continue to do it without getting tired of it.

Perhaps it is because I like to try new things and not do what I have done once in the past.

June 21, 2021

Dollar cost averaging, how to create branded services

One very simple investment technique is dollar cost averaging.

According to Wikipedia, "An investment technique for stocks, mutual funds, and other financial instruments. It is also referred to as the fixed amount purchase method. When purchasing financial instruments, one does not purchase them all at once, but rather divides the funds into equal amounts and invests them continuously on a regular basis. This method is used for long-term investments with limited risk and stable returns. The disadvantage of dollar-cost averaging in a rising market is that the average purchase price is higher (compared to the initial lump-sum purchase), which can reduce returns. Because of the lack of precision in timing, dollar cost averaging is not suitable for high-return investments in instruments that fluctuate widely in price."

For example, instead of buying 5 products each month, it is like getting only what you can afford for 10,000 yen.

Of course, if the unit price per product goes up, what could have been 5 units for 10,000 yen may become 2 units.

If the price of the product drops, you can get 8 pieces for $10,000 in the opposite direction.

Since the risk is spread out by spreading out the timing of purchases rather than buying all at once, it can be used when the market is likely to rise in a gentle trend over the medium to long term.

We have been a bit wildly lateral in developing this concept and using it to secure resources to create our own services.

It is suitable for those who want to steadily develop their own branded services while gradually making sales with their own funds.

Approximately, design production and program development for clients are directly related to sales, so these are the highest priority resource allocations for the organization.

However, if we want to be a little greedy and create our own branded service at the same time, how should we allocate our resources?

During the initial start-up period, some cohesive resources can be invested in branded services.

However, since client projects are subject to fluctuations in the receipt and placement of orders, the "service is often modified or not" in proportion to these fluctuations, and eventually the client tends to be left in a state of "wait-and-see" because the results have not been achieved.

Therefore, we apply the dollar cost averaging concept here.

If you set a number of improvements that must be done each week, you will lose time when you are busy and get stuck mentally.

If you buy books regularly, they pile up when you are busy and you suffer under the weight of them.

We will control the number and difficulty of assignments according to the amount of extra time available, not the number of pieces.

When we are busiest, we do very little.

When I have time, I usually do it.

We will continue to do this all the way through.

The key is not to stop anyway.

The disadvantage of this is that the management cost increases significantly, since the situation of all members (busyness, of course, but also level of proficiency, level of blossoming potential, timing of life, etc.) must be observed in detail before assignments are decided.

If we can develop a method that can compress even that, this will become one of the very reliable methods.

June 15, 2021

Computing power in one hand

I once asked a supermarket expert to share the secret of his assortment.

I apologize for my hazy recollection, but I was told that it is not enough to have only products that sell well on ......, but to also have products that sell only occasionally, otherwise overall sales (number of visits to the store, number of purchases, etc.) will drop.

The products that sell well are vegetables, fish, meat, beverages, bread, etc., arranged around the perimeter from the entrance. Conversely, the products that do not sell well but are important are seasonings and canned foods in the center.

I remember feeling that even though it is a supermarket made by people, it is somewhat like an ecological balance.

It is not something that can be measured by a single measure of product sales, but rather a whole that is formed by various things playing their respective roles here and there.

I quote from a hypothesis that touched on such a fine balance in the environment around me.

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A Home is an Ecosystem - You Live with 200,000 Species
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He believed that the loss of biodiversity would also cause "pain" to the human immune system, causing it to malfunction.

The most direct stepping stone in this line of thinking was the hypothesis and series of studies that chronic autoimmune diseases are associated with an excessively clean and sanitary lifestyle.

This "hygiene hypothesis" was first proposed by David Strawn, an epidemiologist at St. George's Medical School, University of London, in 1989.

omission (of middle part of a text)

Hanski, Hertera, and von Hertzen believed that exposure to a wide variety of organisms in the environment, in the house, and on the body must play some role in the normal functioning of the immune system's peacekeeping pathways.

Without the opportunity for such exposure, the immune system responds by producing IgE antibodies, which trigger an inflammatory response to a variety of antigens that are not actually dangerous, such as dust mites, chigger cockroaches, mold debris, and even cells of the self.

If children are not exposed to enough wildlife, the regulatory pathways will not do their job.

They thought they would develop allergies, asthma, and other problems. A provocative hypothesis, but one that needed to be tested.
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The theory is that the body's immune system, which has been built on the premise of coming into contact with a wide variety of living creatures, is adversely affected by an environment that is too clean for its own good.

Whether this is really the case or not will continue to be verified, but even so, I feel that the relationships among living creatures and between living creatures and the environment are often complex and difficult to understand.

The scales also range from nano to meters, and the flow of time is different.

We have been able to simplify and handle some things that are difficult to understand.

However, with computing power increasing year by year in hand, it will be mainstream to decipher even the most intricate things by tracing them.