earthling
Head-Fier
- Joined
- Nov 27, 2002
- Posts
- 96
- Likes
- 13
There is/has been a lot of talk about the cost of a given (pick one) amps individual components and how that extrapolates to the perceived value of commercial amps, and how SRP (suggested retail price) is calculated (or in this case, perceived). The information below is for those people who have no idea what goes into a commercial product. Those that do might have a different experience from my own, or perhaps have never considered what the total cost of production is. This is all based on my own experience in the industry and is JMHO.
First off some background, I have been in the commercial electronics business designing and commercializing PC cards, embedded devices, and peripherals since the early 80s. I have worked at or owned companies that range in size from 2 people to over 700. I have also written and published or spec'd and published software products.
The product ranges I have designed, worked on, or implemented, covers everything from 10$ products to products that sell for more than 20K$.
In all of this I have learned some fundamental rules of thumb. In order to be a profitable business in the hardware industry you should use a 3x calculator from BOM (bill of materials) as a very small or high volume company to 5x for a larger company and or a niche (mid to low volume) company.
People have mentioned several factors for this but not all. Here is a larger but still partial list of everything that goes into these costs.
1a. Product specification
1b. Pure R&D (depending on the type and size of the company, these two might be interchangeable or one and the same)
2. Purchasing: on a large project procurement can be quite expensive; this just covers the administration cost. On medium to major projects this also includes the cost of second sourcing components as well as managing forecasts and commitments.
3. Design (the make it so stage)
4. Prototyping: the costs of low volume product spins, which are always greater than quantity production
5. Debug and re-spin: If there are any problems in initial design or production
6. External certification: FCC, CE, etc.
7. Parts acquisition cost: including acquisition of parts that may soon be EOL (end of life), quantity discounts to get reasonable discounts, initial commitments
8. Productizing: packaging, finalizing features, etc... May cause a re-spin all the way back to R&D for one or more feature adjustments
9. Production: actual volume builds of release products
10. Testing and QA: Per unit testing before final sales
11. Marketing and sales costs: cost of sales whether its your online sales system or actual warm bodies
12. Support: Post sales costs
13. Continuous, ongoing development: product revision development as well as incremental design revisions for production efficiencies
14. Productizing revisions: Once any new development is to be incorporated into an existing design it has to be put through the entire process of debug, QA, production, parts, marketing if necessary, etc..
15. Administration: taxes, accounting, accts payable, receptionist (auto or human), management
16. Lost $$: Some would classify this as cost of sales but I choose to file this under in-efficiency. These are costs associated with distribution. Spiffs, discounts, supplemental marketing, etc... This obviously only affects mid size to larger companies but it is a part of any companies initial cost evaluation unless they are only going to sell direct.
These are all steps along the way that add up to a products final cost. History has dictated the 3x-5x rule of thumb to cover all of theses costs. Keep in mind that the sales price of a product has to cover not only the ongoing cost but also the initial investment.
For smaller companies you might have only a few people covering all of these various duties. For larger companies there might be teams assigned to each duty listed. The time that each person (in hours) contributes to a project or product is added up along the way to calculate the total pre-sales costs.
On a small project, something like the Meta42 the pre-sales cost of development might add up to anywhere from man weeks to man months of initial time put into the project (prior to release). On a mid-size projects this might range from many man months to man years. It is probably accurate to say that on a product of any significant size that the initial investment in time alone is going to be man-years. For very large companies and larger projects it might be man-decades or even man-centuries
Consider that most companies use 1.5 as a rule of thumb to calculate a per man cost with all overhead (salary, benefits, electricity, tools, etc).
Now, figure out how much might go into a product like a Krell or Mark Levinson and compare that to the work that goes into a Kevin Gilmore amp. The basic initial steps are the same; the cost factor rises with the commitment necessary to achieve a certain sales target. For instance if you think the market for your product is 5K units a year you will be making a different level of commitment to parts, support, R&D, and staff, than if your projections are hundreds of thousands or even millions of units.
The irony here is that companies that move extremely large volumes tend to be at the 3x cost factor end of the range or even lower (think creative labs) forcing more compromise throughout the product development cycle. Companies in the middle volume or lower middle volume arena (think Krell) tend to live (probably) in the 5x or greater arena, partially due to real cost control constraints( high quality manufacturing or component costs), somewhat because they can get away with it. The products physical design and implementation can scale a products perceived and real value, either by adding real-world costs (complex manufacturing) or by creating a sense of value due to design. Either way you end up paying for it.
Somewhere in the middle (3x-5x) is the average cost scaling factor and more specifically where most successful companies live, and where products we all like to purchase (great value) come from. Occasionally a large company will come up with a great product that is both cheap and has the quality/features that we all like.
It is only the very largest and very smallest companies that can afford to break these rules (in my experience). A one man shop like Jan (I assume it is a 1 man shop) might be able to get away with between 1.(n)x and 2x cost from BOM to SRP. If a one man shop is using less than this as a calculation then they are either approaching this as a hobby or as supplemental income, not as a real business. On the other end of the scale you have companies like Microsoft (xbox) and Sony (PS2) that can go into a project, spend man-centuries on development and intentionally lose money to attain market share, market position, or synergistic and strategic product placement (which rarely actually works).
The bottom line is that you cannot look at the bill of materials and say that because a certain list of components only costs x$ amount that the cost of the final product should be x$ plus some percent for profit. Nor can you look at changing one part of a design and calculate that the overall cost should only go up by the difference of the new part cost. It is likely that changing one component can cost quite a bit in terms of design, testing, QA, purchasing and procurement, commitments, and production which are all pre-sales costs and must be factored in.
We are very lucky that there is such a resurgence in the DIY communities lately and that the products that are available to us hobbyists are such high quality and more importantly very accessible. We should be extremely grateful for the time and effort put forth by the groups that develop the products. We should also be aware of the real world costs that go into these projects/products.
That’s my 2c.
First off some background, I have been in the commercial electronics business designing and commercializing PC cards, embedded devices, and peripherals since the early 80s. I have worked at or owned companies that range in size from 2 people to over 700. I have also written and published or spec'd and published software products.
The product ranges I have designed, worked on, or implemented, covers everything from 10$ products to products that sell for more than 20K$.
In all of this I have learned some fundamental rules of thumb. In order to be a profitable business in the hardware industry you should use a 3x calculator from BOM (bill of materials) as a very small or high volume company to 5x for a larger company and or a niche (mid to low volume) company.
People have mentioned several factors for this but not all. Here is a larger but still partial list of everything that goes into these costs.
1a. Product specification
1b. Pure R&D (depending on the type and size of the company, these two might be interchangeable or one and the same)
2. Purchasing: on a large project procurement can be quite expensive; this just covers the administration cost. On medium to major projects this also includes the cost of second sourcing components as well as managing forecasts and commitments.
3. Design (the make it so stage)
4. Prototyping: the costs of low volume product spins, which are always greater than quantity production
5. Debug and re-spin: If there are any problems in initial design or production
6. External certification: FCC, CE, etc.
7. Parts acquisition cost: including acquisition of parts that may soon be EOL (end of life), quantity discounts to get reasonable discounts, initial commitments
8. Productizing: packaging, finalizing features, etc... May cause a re-spin all the way back to R&D for one or more feature adjustments
9. Production: actual volume builds of release products
10. Testing and QA: Per unit testing before final sales
11. Marketing and sales costs: cost of sales whether its your online sales system or actual warm bodies
12. Support: Post sales costs
13. Continuous, ongoing development: product revision development as well as incremental design revisions for production efficiencies
14. Productizing revisions: Once any new development is to be incorporated into an existing design it has to be put through the entire process of debug, QA, production, parts, marketing if necessary, etc..
15. Administration: taxes, accounting, accts payable, receptionist (auto or human), management
16. Lost $$: Some would classify this as cost of sales but I choose to file this under in-efficiency. These are costs associated with distribution. Spiffs, discounts, supplemental marketing, etc... This obviously only affects mid size to larger companies but it is a part of any companies initial cost evaluation unless they are only going to sell direct.
These are all steps along the way that add up to a products final cost. History has dictated the 3x-5x rule of thumb to cover all of theses costs. Keep in mind that the sales price of a product has to cover not only the ongoing cost but also the initial investment.
For smaller companies you might have only a few people covering all of these various duties. For larger companies there might be teams assigned to each duty listed. The time that each person (in hours) contributes to a project or product is added up along the way to calculate the total pre-sales costs.
On a small project, something like the Meta42 the pre-sales cost of development might add up to anywhere from man weeks to man months of initial time put into the project (prior to release). On a mid-size projects this might range from many man months to man years. It is probably accurate to say that on a product of any significant size that the initial investment in time alone is going to be man-years. For very large companies and larger projects it might be man-decades or even man-centuries
Consider that most companies use 1.5 as a rule of thumb to calculate a per man cost with all overhead (salary, benefits, electricity, tools, etc).
Now, figure out how much might go into a product like a Krell or Mark Levinson and compare that to the work that goes into a Kevin Gilmore amp. The basic initial steps are the same; the cost factor rises with the commitment necessary to achieve a certain sales target. For instance if you think the market for your product is 5K units a year you will be making a different level of commitment to parts, support, R&D, and staff, than if your projections are hundreds of thousands or even millions of units.
The irony here is that companies that move extremely large volumes tend to be at the 3x cost factor end of the range or even lower (think creative labs) forcing more compromise throughout the product development cycle. Companies in the middle volume or lower middle volume arena (think Krell) tend to live (probably) in the 5x or greater arena, partially due to real cost control constraints( high quality manufacturing or component costs), somewhat because they can get away with it. The products physical design and implementation can scale a products perceived and real value, either by adding real-world costs (complex manufacturing) or by creating a sense of value due to design. Either way you end up paying for it.
Somewhere in the middle (3x-5x) is the average cost scaling factor and more specifically where most successful companies live, and where products we all like to purchase (great value) come from. Occasionally a large company will come up with a great product that is both cheap and has the quality/features that we all like.
It is only the very largest and very smallest companies that can afford to break these rules (in my experience). A one man shop like Jan (I assume it is a 1 man shop) might be able to get away with between 1.(n)x and 2x cost from BOM to SRP. If a one man shop is using less than this as a calculation then they are either approaching this as a hobby or as supplemental income, not as a real business. On the other end of the scale you have companies like Microsoft (xbox) and Sony (PS2) that can go into a project, spend man-centuries on development and intentionally lose money to attain market share, market position, or synergistic and strategic product placement (which rarely actually works).
The bottom line is that you cannot look at the bill of materials and say that because a certain list of components only costs x$ amount that the cost of the final product should be x$ plus some percent for profit. Nor can you look at changing one part of a design and calculate that the overall cost should only go up by the difference of the new part cost. It is likely that changing one component can cost quite a bit in terms of design, testing, QA, purchasing and procurement, commitments, and production which are all pre-sales costs and must be factored in.
We are very lucky that there is such a resurgence in the DIY communities lately and that the products that are available to us hobbyists are such high quality and more importantly very accessible. We should be extremely grateful for the time and effort put forth by the groups that develop the products. We should also be aware of the real world costs that go into these projects/products.
That’s my 2c.