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YouTube founder Chad Hurley explains the virality hack he learned at PayPal In February 2005, three former PayPal employees—Chad Hurley, Steve Chen, and Jawed Karim—founded YouTube. The initial idea was to build a video dating site called “Tune In, Hook Up”. When that idea failed, the founders pivoted to...

24,030 Aufrufe • vor 8 Monaten •via X (Twitter)

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David Sacks on what made the PayPal Mafia so successful The employees of PayPal went on to build many of the companies that defined Silicon Valley in the 2000s, such as Tesla, SpaceX, LinkedIn, YouTube, Palantir, Yelp, Yammer, and more. David Sacks—founding COO and product leader at PayPal—reflects on some of the factors that he believed contributed to their success: “I think one of the key things was that PayPal innovated not just on product, but on distribution as well.” He gives three examples of distribution strategies the PayPal Mafia brought with them to their next companies: 1. Virality. PayPal paid users $20 to refer their friends, which led to explosive growth. Virality was a huge factor in LinkedIn’s success. 2. Building on an existing network/platform. PayPal leveraged eBay’s power seller network, while LinkedIn leveraged their users’ network of email contacts. You want to “go where the users already are,” Sacks argues. 3. Embeds. PayPal let customers embed the logo on their websites and eBay auctions. YouTube employed this same strategy by making their videos easy to embed on Myspace and other websites. Sacks continues: “All of these techniques today are commonplace, but in the early 2000s, we were one of the first companies to do them… We were innovating not just on product but on distribution as well, and that is something that all of the PayPal Mafia companies have done.” He contrasts the ~220 employees pre-IPO PayPal employees producing 7+ unicorns versus only a handful from Google even though Google had 100x the number of employees. “It’s a really interesting question: Why?… I think this sort of scrappiness around distribution is a big part of the explanation… If you’re an entrepreneur working in a small team, you’ve got to figure out from zero: How do I get my first user? How do I get the second user? How does that go to one hundred, one thousand, one million?… [Google] never has to think about that. They’ve got guaranteed distribution of half a billion users. And so, I think that scrappiness around distribution is one of the key reasons that there’s been so many PayPal mafia companies. I think it’s an interesting thing to think about as you create your own startups.” Video source: Draper University (2014)

Startup Archive

61,111 Aufrufe • vor 1 Jahr

LAUNCH ANNOUNCEMENT Finding the perfect idea, title and thumbnail concept can be time consuming and is what essentially leads to more views and growth to your channel. Now imagine saving research time by 50%, freeing hours to enhance video quality. Well we have a solution to never run out of ideas on ! Watch the video below to see the tool in action! The 1 of 10 Finder: Discover hundreds of thousands of high-performing videos to inspire your next idea, title and thumbnail. This data-backed approach makes it easier than ever to more easily find your next banger video. For every 15 Retweets, I’m giving away 1 Yearly Access + 1H Consulting Call Deep Diving Your channel ($500) The benefit of using this tool vs simply searching on Youtube: Youtube only has most viewed and relevant as good filters. In our tool, 100% of the video results are 1 of 10s, meaning that EVERY. SINGLE. RESULT. is an excellent inspiration for your next video since they have been proven to succeed regardless of the niche. How it works? Simply enter a keyword or a niche, and you'll uncover outlier videos. You can even type out prompts like Midjourney and the search will understand. You can then find similar videos to the ones that you like for even more inspiration. You can also bookmark the thumbnails on your personal vision board for constant inspiration, bounce around top outliers per niche and even play with the random outlier button for infinite inspiration. How this tool helps you to find ideas, titles and thumbnails? Say you have no idea what video to film next. You can go on the tool and either bounce around niches or click on random outliers. What this will do is inspire you with ONLY data-backed ideas meaning that any of the videos you see has a good potential to be repackaged for your own channel, even if the inspiration is in a different niche. Why pay for this? - Find ideas, titles and thumbnail concepts faster saving you hours of research - Vision Board for saved thumbnails - 1 hour free consulting call with me ($500 value, you essentially get a discounted strategy call + 1 year free of the tool 😆) - Community built around 1 of 10 and surround yourself with peer creators that have that 1 of 10 mentality - First access to upcoming tools - Infinite inspiration with our random button generator, bounce around categories or use the similar feature - 1 idea here can lead to your next 1M view - Discover videos you would never have seen prior to using this tool and find opportunities before anyone else - First week price never to be seen ever again For who is this for? If this tool allows you to find even just 1 viral idea for the whole year at 1M views: 0-100k subs: Boosted viewership opens doors to lucrative sponsorships and collaborations. 100k - 1M subs: If a data-backed idea leads to an increment of even just 5%, it makes the tool worth it for the year 1M+: If a data-backed idea leads to an increment of even just 1%, it makes the tool worth it for the year Who are we? For the past 3 years, I’ve worked hands-on with Youtubers from a few thousand subscribers to 10s of millions to 50M+. I closely work with youtube channels by optimizing all facets of content creation, from titles, thumbnails, retention, ideas, etc. I have seen all the problems that creators are facing and I have a passion to create as many tools as possible in the space that will solve these problems which in turn will lead to lower barriers to entry to content creation which will then hopefully lead to more dope content on the Internet😄 And the genius dev behind the tool? Meet Riad , ex-Microsoft and AI engineer. His expertise and love for Youtube has led to this state-of the art YT tool! You can be sure that your user experience will be smooth. Also meet cocadmin , ex-Ubisoft DevOps + 2nd biggest French Developer Youtuber with nearly 200K subs. I will choose 1 person for every 15 retweets at random to do one strategy call with + 1 year free access to the tool.

Richard the Youtube strategist

179,129 Aufrufe • vor 2 Jahren

Jeff Bezos explains the “releasing the work” framework he used to build Amazon In the early days of Amazon, Jeff Bezos had too many ideas. Then Jeff Wilke, a new Amazon executive at the time, told his boss, “Jeff, you have enough ideas to destroy Amazon.” “This was just a shocking idea for me,” Bezos recalls. “As a founder, I had the great luxury of always being able to hire my tutors. I would hire these experienced, senior executives . . . And I would listen to them and they would teach me.” When Bezos asked Wilke what he meant by this, Wilke responded, “You have to release the work at the right rate so that the organization can accept it.” Bezos reflects on this point: “Every time I released an idea, I was creating a backlog of work in process. And because it was just stacking up, it was adding no value. In fact, it was creating distraction . . . This sounds so obvious, but it was not obvious to me at the time. And this was a profound insight for me. So I started prioritizing the ideas better, keeping lists of them, and keeping ideas to myself until the organization was ready for the ideas.” He continues: “I also started figuring out how to build an organization that can be ready for more ideas. That’s about having the right senior team and leadership and giving those people the executive bandwidth so they could do more ideas per unit of time. And that is what we built. We built a company that’s very good at inventing and doing more than one thing at a time. And as the company gets bigger, you do want to be able to do more than one thing at a time. But that idea of ‘releasing the work’ was very profound for me. It made us operationally more effective while still being inventive.” Video source: Reuters (2025)

Startup Archive

674,978 Aufrufe • vor 9 Monaten

Michael Seibel on how to get and test startup ideas As the former CEO of Y Combinator puts it in the clip below: “There’s a common misconception that your idea has to be great to start a company, and the first thing I want to do is destroy that misconception.” Michael was one of the cofounders of JustinTV, which later become Twitch and sold to Amazon for almost $1B. Their original idea was to create an online reality TV show—very different from where Twitch eventually ended up. Rather than falling for the trap of thinking that your initial startup idea has to be great, Michael advises founders to start with a problem: “Starting with ideas is tricky because people immediately want to grade your idea. It’s a lot easier to start with a problem and think about how you grade a problem.” Ideally the problem you set out to solve is one you've experienced personally or have some sort of connection to. You should ask yourself: “why am I uniquely qualified to work on this problem?” Is there some unique angle or approach you're taking to the problem that you understand but you don't believe others understand? Peter Thiel argues that “great companies have secrets: specific reasons for success that other people don’t see." After identifying a problem, you’ll want to start thinking about your MVP. What's the first solution you're going to build and release to see if you can help your initial users solve this problem? But don’t fall in love with your MVP. As Michael puts it: “A lot of people fall in love with their product and are not in love with their problem or their customer. I advise the opposite. Be in love with your problem. Be in love with your customer. And treat your product in a way that can change, develop, and improve.” And once you have an MVP, you should have a strong opinion about who your initial customer is and handpick all of your initial users. The goal with an MVP is not to see how many people want to use your product. It's to see if your solution actually solves the problem for your initial target customers. “The best startups very heavily filter the people who are able to use the initial product and make sure that they’re the right type of initial customer.”

Startup Archive

101,023 Aufrufe • vor 2 Jahren

Marc Andreessen on the idea maze and getting a prototype working before raising money “You see people sometimes who say, ‘I want to start a company’ and then they work through the process of coming up with an idea. Generally those don’t work as well as the case where somebody has the idea first and then they realize there’s an opportunity to build a company.” This was the case for Marc himself - they had Mosaic working before they started Netscape. Larry Page and Sergey Brin had the Google search engine working at Stanford. Pierre Omidyar had eBay working before he left his job. “It’s also far easier to raise money. The ideal pitch we receive is ‘Here’s the thing that works. Would you like to invest in our company or not?’ That’s so much easier than 30 slides with a dream.” At a16z Balaji Srinivasan came up with the concept of the Idea Maze, which Marc explains: “There’s a mythology that these ideas arrive like magic or people stumble into them… The reality usually with the big successes is that the founder has been chewing on the problem for 5-10 years before they start the company… So they’re a true domain expert.” He continues: “We call it the idea maze because for any idea there’s all these different permutations. Who should the customer be? What shape should the product have? How should we take it to market?… The really smart founders have thought through all these scenarios by the time they go out to raise money. And they have detailed answers on every one of those fronts because they put so much thought into it. The more haphazard founders haven’t thought about any of that. And it’s the detailed ones who tend to do much better.” Video source: Lex Fridman (2023)

Startup Archive

62,053 Aufrufe • vor 1 Jahr

I see the player you mean. PLAYERNAME? Yes. Take care. It has reached a higher level now. It can read our thoughts. That doesn't matter. It thinks we are part of the game. I like this player. It played well. It did not give up. It is reading our thoughts as though they were words on a screen. That is how it chooses to imagine many things, when it is deep in the dream of a game. Words make a wonderful interface. Very flexible. And less terrifying than staring at the reality behind the screen. They used to hear voices. Before players could read. Back in the days when those who did not play called the players witches, and warlocks. And players dreamed they flew through the air, on sticks powered by demons. What did this player dream? This player dreamed of sunlight and trees. Of fire and water. It dreamed it created. And it dreamed it destroyed. It dreamed it hunted, and was hunted. It dreamed of shelter. Hah, the original interface. A million years old, and it still works. But what true structure did this player create, in the reality behind the screen? It worked, with a million others, to sculpt a true world in a fold of the [scrambled], and created a [scrambled] for [scrambled], in the [scrambled]. It cannot read that thought. No. It has not yet achieved the highest level. That, it must achieve in the long dream of life, not the short dream of a game. Does it know that we love it? That the universe is kind? Sometimes, through the noise of its thoughts, it hears the universe, yes. But there are times it is sad, in the long dream. It creates worlds that have no summer, and it shivers under a black sun, and it takes its sad creation for reality. To cure it of sorrow would destroy it. The sorrow is part of its own private task. We cannot interfere. Sometimes when they are deep in dreams, I want to tell them, they are building true worlds in reality. Sometimes I want to tell them of their importance to the universe. Sometimes, when they have not made a true connection in a while, I want to help them to speak the word they fear. It reads our thoughts. Sometimes I do not care. Sometimes I wish to tell them, this world you take for truth is merely [scrambled] and [scrambled], I wish to tell them that they are [scrambled] in the [scrambled]. They see so little of reality, in their long dream. And yet they play the game. But it would be so easy to tell them... Too strong for this dream. To tell them how to live is to prevent them living. I will not tell the player how to live. The player is growing restless. I will tell the player a story. But not the truth. No. A story that contains the truth safely, in a cage of words. Not the naked truth that can burn over any distance. Give it a body, again. Yes. Player... Use its name. PLAYERNAME. Player of games. Good. Take a breath, now. Take another. Feel air in your lungs. Let your limbs return. Yes, move your fingers. Have a body again, under gravity, in air. Respawn in the long dream. There you are. Your body touching the universe again at every point, as though you were separate things. As though we were separate things. Who are we? Once we were called the spirit of the mountain. Father sun, mother moon. Ancestral spirits, animal spirits. Jinn. Ghosts. The green man. Then gods, demons. Angels. Poltergeists. Aliens, extraterrestrials. Leptons, quarks. The words change. We do not change. We are the universe. We are everything you think isn't you. You are looking at us now, through your skin and your eyes. And why does the universe touch your skin, and throw light on you? To see you, player. To know you. And to be known. I shall tell you a story. Once upon a time, there was a player. The player was you, PLAYERNAME. Sometimes it thought itself human, on the thin crust of a spinning globe of molten rock. The ball of molten rock circled a ball of blazing gas that was three hundred and thirty thousand times more massive than it. They were so far apart that light took eight minutes to cross the gap. The light was information from a star, and it could burn your skin from a hundred and fifty million kilometres away. Sometimes the player dreamed it was a miner, on the surface of a world that was flat, and infinite. The sun was a square of white. The days were short; there was much to do; and death was a temporary inconvenience. Sometimes the player dreamed it was lost in a story. Sometimes the player dreamed it was other things, in other places. Sometimes these dreams were disturbing. Sometimes very beautiful indeed. Sometimes the player woke from one dream into another, then woke from that into a third. Sometimes the player dreamed it watched words on a screen. Let's go back. The atoms of the player were scattered in the grass, in the rivers, in the air, in the ground. A woman gathered the atoms; she drank and ate and inhaled; and the woman assembled the player, in her body. And the player awoke, from the warm, dark world of its mother's body, into the long dream. And the player was a new story, never told before, written in letters of DNA. And the player was a new program, never run before, generated by a sourcecode a billion years old. And the player was a new human, never alive before, made from nothing but milk and love. You are the player. The story. The program. The human. Made from nothing but milk and love. Let's go further back. The seven billion billion billion atoms of the player's body were created, long before this game, in the heart of a star. So the player, too, is information from a star. And the player moves through a story, which is a forest of information planted by a man called Julian, on a flat, infinite world created by a man called Markus, that exists inside a small, private world created by the player, who inhabits a universe created by... Shush. Sometimes the player created a small, private world that was soft and warm and simple. Sometimes hard, and cold, and complicated. Sometimes it built a model of the universe in its head; flecks of energy, moving through vast empty spaces. Sometimes it called those flecks "electrons" and "protons". Sometimes it called them "planets" and "stars". Sometimes it believed it was in a universe that was made of energy that was made of offs and ons; zeros and ones; lines of code. Sometimes it believed it was playing a game. Sometimes it believed it was reading words on a screen. You are the player, reading words... Shush... Sometimes the player read lines of code on a screen. Decoded them into words; decoded words into meaning; decoded meaning into feelings, emotions, theories, ideas, and the player started to breathe faster and deeper and realised it was alive, it was alive, those thousand deaths had not been real, the player was alive You. You. You are alive. and sometimes the player believed the universe had spoken to it through the sunlight that came through the shuffling leaves of the summer trees and sometimes the player believed the universe had spoken to it through the light that fell from the crisp night sky of winter, where a fleck of light in the corner of the player's eye might be a star a million times as massive as the sun, boiling its planets to plasma in order to be visible for a moment to the player, walking home at the far side of the universe, suddenly smelling food, almost at the familiar door, about to dream again and sometimes the player believed the universe had spoken to it through the zeros and ones, through the electricity of the world, through the scrolling words on a screen at the end of a dream and the universe said I love you and the universe said you have played the game well and the universe said everything you need is within you and the universe said you are stronger than you know and the universe said you are the daylight and the universe said you are the night and the universe said the darkness you fight is within you and the universe said the light you seek is within you and the universe said you are not alone and the universe said you are not separate from every other thing and the universe said you are the universe tasting itself, talking to itself, reading its own code and the universe said I love you because you are love. And the game was over and the player woke up from the dream. And the player began a new dream. And the player dreamed again, dreamed better. And the player was the universe. And the player was love. You are the player. Wake up.

KikiLove1111

18,309 Aufrufe • vor 3 Jahren