Hello there, designer!
Selling software sucks. Right now, the vendor and buyer go back and forth to find a mutually agreeable time to talk about why they want to sell and buy the product. Then data is eventually uploaded to show how it works (another delay), contracts are negotiated (another delay), and the team is onboarded (another delay). The vendor wants the purchaser to buy it, too — but it's not easy to share best practices asynchronously. By the time the team has adopted the new software, most people have forgotten why they did so in the first place.
Arcade is a new way to showcase products. Short term, Arcade makes it easier for growth marketers and PMs to show off their products. Prospects can be taken on specific journeys right where they go to discover new products. In return, the vendor gets valuable data that they can use to make more relevant experiences.
Arcade is focused on a $1B opportunity, with product-led growth companies becoming the new form of SaaS purchasing and selling. We raised a Seed round led by top tier VCs, angels, execs, and customers (to be announced soon)!
It's started by two ex-Atlassians who saw firsthand how product experiences can be better. Caroline Clark (CEO) is a former product marketer who implemented experiments with interactive products to drive more leads into the funnel. Learn more about her aspirations for servant leadership here.
Rich Manalang (CTO) built many key features and integrations across Jira, Trello, and the Atlassian Developer Ecosystem still in use today. He was also a frequent participant (and sometimes winner) in Atlassian's quarterly ShipIt Days (Atlassian's hackathon).
We've had traction since our soft launch two months ago — we have since signed up dozens of companies with ten published Arcades, with thousands of unique impressions. We're seeing engagement from visitors as very high (+40%) which suggests something is working.
We're in an interesting spot right now. We just worked with a contract brand and product designer for a total reskin of the brand and product. It looks awesome.
But we have a problem — users want more from a visual standpoint. An Arcade has to look polished, buttery, and exciting. Design is critical for our product and is what ultimately is going to make the flywheel work.