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Liquid Instruments raises $13.7M to bring its education-focused 8-in-1 engineering gadget to market

Part of learning to be an engineer is understanding the tools you’ll have to work with — voltmeters, spectrum analyzers, things like that. But why use two, or eight for that matter, where one will do? The Moku:Go combines several commonly used tools into one compact package, saving room on your workbench or classroom while also providing a modern, software-configurable interface. Creator Liquid Instruments has just raised $13.7 million to bring this gadget to students and engineers everywhere.

Students at a table use a Moku Go device to test a circuit board.

Image Credits: Liquid Instruments

The idea behind Moku:Go is largely the same as the company’s previous product, the Moku:Lab. Using a standard input port, a set of FPGA-based tools perform the same kind of breakdowns and analyses of electrical signals as you would get in a larger or analog device. But being digital saves a lot of space that would normally go toward bulky analog components.

The Go takes this miniaturization further than the Lab, doing many of the same tasks at half the weight and with a few useful extra features. It’s intended for use in education or smaller engineering shops where space is at a premium. Combining eight tools into one is a major coup when your bench is also your desk and your file cabinet.

Those eight tools, by the way, are: waveform generator, arbitrary waveform generator, frequency response analyzer, logic analyzer/pattern generator, oscilloscope/voltmeter, PID controller, spectrum analyzer and data logger. It’s hard to say whether that really adds up to more or less than eight, but it’s definitely a lot to have in a package the size of a hardback book.

You access and configure them using a software interface rather than a bunch of knobs and dials — though let’s be clear, there are good arguments for both. When you’re teaching a bunch of young digital natives, however, a clean point-and-click interface is probably a plus. The UI is actually very attractive; you can see several examples by clicking the instruments on this page, but here’s an example of the waveform generator:

Graphical interface for a waveform generator

Image Credits: Liquid Instruments

Love those pastels.

The Moku:Go currently works with Macs and Windows but doesn’t have a mobile app yet. It integrates with Python, MATLAB and LabVIEW. Data goes over Wi-Fi.

Compared with the Moku:Lab, it has a few perks. A USB-C port instead of a mini, a magnetic power port, a 16-channel digital I/O, optional power supply of up to four channels and of course it’s half the size and weight. It compromises on a few things — no SD card slot and less bandwidth for its outputs, but if you need the range and precision of the more expensive tool, you probably need a lot of other stuff too.

A person uses a Moku Go device at a desk.

Image Credits: Liquid Instruments

Since the smaller option also costs $500 to start (“a price comparable to a textbook”… yikes) compared with the big one’s $3,500, there’s major savings involved. And it’s definitely cheaper than buying all those instruments individually.

The Moku:Go is “targeted squarely at university education,” said Liquid Instruments VP of marketing Doug Phillips. “Professors are able to employ the device in the classroom and individuals, such as students and electronic engineering hobbyists, can experiment with it on their own time. Since its launch in March, the most common customer profile has been students purchasing the device at the direction of their university.”

About a hundred professors have signed on to use the device as part of their fall classes, and the company is working with other partners in universities around the world. “There is a real demand for portable, flexible systems that can handle the breadth of four years of curriculum,” Phillips said.

Production starts in June (samples are out to testers), the rigors and costs of which likely prompted the recent round of funding. The $13.7 million comes from existing investors Anzu Partners and ANU Connect Ventures, and new investors F1 Solutions and Moelis Australia’s Growth Capital Fund. It’s a convertible note “in advance of an anticipated Series B round in 2022,” Phillips said. It’s a larger amount than they intended to raise at first, and the note nature of the round is also not standard, but given the difficulties faced by hardware companies over the last year, some irregularities are probably to be expected.

No doubt the expected B round will depend considerably on the success of the Moku:Go’s launch and adoption. But this promising product looks as if it might be a commonplace item in thousands of classrooms a couple years from now.

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Founders seeking their first check need a fundraising sales funnel

Milana Lewis, CEO and co-founder of music tech startup Stem, started the fundraising process long before she actually asked any investors for money (dig the well before you’re thirsty — it’s the best way). She recommends that other founders do the same.

Ten years ago, Milana started working at United Talent Agency (UTA), one of the world’s leading talent agencies. When tasked with finding the best tools and technologies that UTA’s clients could use to self-distribute their work, she discovered a glaring gap.

“There were all these tools built for the distribution of content, monetization of content and audience development,” she says. “The last piece missing was the financial aspect.” The entertainment industry desperately needed a platform that would help artists manage the financial side of their business — and that’s how the idea for Stem was born.

Because UTA had its own investment branch, called UTA Ventures, Milana’s job also introduced her to some brilliant investors. Years later, when it was time to fundraise for Stem, those connections played a pretty big role.

In an episode of How I Raised It, Milana shared how Stem has landed some superstar investors and raised a little under $22 million.

1. Bring investors along for the ride — from the very start

Milana’s involvement with UTA Ventures exposed her to the investor experience and put her in the same room as people like Gary Vaynerchuk, Jonathon Triest from Ludlow Ventures, Anthony Saleh from Wndrco and Scooter Braun.

After meeting them the first time, she made sure to nurture those relationships, and she was “honest and vulnerable” about the fact that she wanted to be an entrepreneur one day.

“It’s amazing how much people will help and support you along in that journey,” Milana says. Investors “get excited about making early-stage investments because they want to identify that person before anyone else does.”

As her idea for Stem came together, she shared that with them, too. Over the course of a year, she provided regular updates on her vision, like how she was building out her team, and she also called them for occasional advice.

By the time she approached some of them for funding, she didn’t even need to present a full pitch. By then, they already knew enough about Stem, and about Milana as a businesswoman. Her pitch meeting with Gary Vaynerchuk — the first person to invest — ended up being just 15 minutes long.

“I brought people on my entrepreneurial journey in the beginning,” Milana says. “The biggest piece of advice I could give is to start raising a year before you start raising. Start building relationships and data points.”

2. Become best friends with systems and deadlines

For each round, Milana put together a lead list — a list of potential investors who she either met socially or through business. Each time, she wanted to have at least 100 names on this list.

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Stem is offering cash advances to help musicians stay independent

Stem, a startup that helps independent musicians get paid, is expanding with a new financing program called Scale.

Co-founder and CEO Milana Rabkin Lewis described the company’s core offering as a way for collaborators to “memorialize the split” of the proceeds from a song — once they’ve uploaded a track, Scale can automatically handle splitting the payments among those collaborators. It also offers a broader suite of tools, including revenue data, to help musicians manage the financial side of their careers.

However, Rabkin Lewis noticed that some musicians on Stem were starting to “graduate” by signing a deal with a record label, usually because they needed capital: “Sometimes that was money for marketing, sometimes it was money for production, sometimes it was the cost of going on tour.”

With Scale, Rabkin Lewis and her team are trying to offer something better — a way for musicians to get access to the money they need without having to sign a restrictive contract. The payment terms are transparent; they’re calculated as a percentage of monthly revenue, with musicians able to adjust how much money they take and how quickly they want to pay it back.

Plus they’re able to maintain creative control and full ownership of their master recordings. And Stem says these advances are better from a tax perspective, because they’re classified as a merchant credit advance that only gets taxed as money is actually earned.

Milana Rabkin Lewis

Money might not be the only thing a musician needs, but Rabkin Lewis (a former agent at the United Talent Agency) said that marketing and other services that were once the sole domain of record labels are now available through independent professionals. And Stem already helps connect artists to those specialists through its Stem Direct membership program.

While Scale is officially launching today, Stem has already been testing the program with select artists. Rabkin Lewis said the advances vary from $2,500 to $250,000, with most of them in the $50,000 to $100,000 range, and payback periods ranging from four to 18 months.

Artists who have already participated in the program include Brent Faiyaz, Justine Skye and Lil Donald.

Rabin Lewis added that there’s a “huge white space” when it comes to offering financial services to “the creative class.”

“In the future, I’m excited to be thinking about how artists can collateralize their music,” she said. “You should be able to take out money against your music to be able to finance your recording studio, or finance your child’s studies. I want to be the platform that understands what it means to be a creative professional and be able to provide the best-in-class services to these people that other segments of workers have access to.”

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The need-to-know takeaways from VidCon 2019

VidCon, the annual summit in Anaheim, CA for social media stars and their fans to meet each other drew over 75,000 attendees over last week and this past weekend. A small subset of those where entertainment and tech executives convening to share best practices and strike deals.

Of the wide range of topics discussed in the industry-only sessions and casual conversation, five trends stuck out to me as takeaways for Extra Crunch members: the prominence of TikTok, the strong presence of Chinese tech companies in general, the contemplation of deep fakes, curiosity around virtual influencers, and the widespread interest in developing consumer product startups around top content creators.

Newer platforms take center stage

GettyImages 1161447217

Photo by Jerod Harris/Getty Images

TikTok, the Chinese social video app (owned by Bytedance) that exploded onto the US market this past year, was the biggest conversation topic. Executives and talent managers were curious to see where it will go over the next year more than they were convinced that it is changing the industry in any fundamental way.

TikTok influencers were a major presence on the stages and taking selfies with fans on the conference floor. I overheard tweens saying “there are so many TikTokers here” throughout the conference. Meanwhile, TikTok’s US GM Vanessa Pappas held a session where she argued the app’s focus on building community among people who don’t already know each other (rather than being centered on your existing friendships) is a fundamental differentiator.

Kathleen Grace, CEO of production company New Form, noted that Tik Tok’s emphasis on visuals and music instead of spoken or written word makes it distinctly democratic in convening users across countries on equal footing.

Esports was also a big presence across the conference floor with teens lined up to compete at numerous simultaneous competitions. Twitch’s Mike Aragon and Jana Werner outlined Twitch’s expansion in content verticals adjacent to gaming like anime, sports, news, and “creative content’ as the first chapter in expanding the format of interactive live-streams across all verticals. They also emphasized the diversity of revenue streams Twitch enables creators to leverage: ads, tipping, monthly patronage, Twitch Prime, and Bounty Board (which connects brands and live streamers).

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Eyeing an entry into China, Roblox enters strategic partnership with Tencent

Kids gaming platform Roblox has its sights set on China with today’s news that it has entered into a strategic relationship with Chinese tech giant Tencent. The companies announced a strategic partnership that will initially focus on education — specifically, coding fundamentals, game design, digital citizenship and entrepreneurial skills.

The joint venture — still unnamed — will be based in Shenzhen, Roblox says. And its eventual goal is to bring Roblox to China. This is something Roblox has been steadily working toward ahead of today, most recently by adding support for Chinese languages and making its coding curriculum available for free in Chinese.

The first initiative from the new JV will be a scholarship fund that sponsors 15 young developers, who will fly to the U.S. to attend a week-long creator camp at Stanford University. The camp, taught by iD Tech, will teach the students game design, including how to create 3D worlds, along with programming fundamentals using Roblox’s developer tools and Lua code.

Roblox and Tencent, together with the China Association for Educational Technology (CAET), are calling for applications from creators ages 10 through 15. Teachers will be encouraged to nominate their students, who can apply online on Roblox’s website. The submissions close on June 14, and scholarship recipients will be notified on June 28.

The first camp will run the week of July 23, and a second session will run the week of August 18. During camp, students will work, eat and stay at Stanford.

“I’m extremely excited to partner with Roblox,” said Steven Ma, senior vice president of Tencent, in a statement. “We believe technological advancement will help Chinese students learn by fueling their creativity and imagination. Our partnership with Roblox provides an engaging way to reach children of all ages across China to develop skills like coding, design, and entrepreneurship.”

“Tencent is the perfect partner for Roblox in China,” added Roblox founder and CEO Dave Baszucki. “They have a deep understanding of the Chinese market and share our belief of the power of digital creation and our vision to bring the world together through play.”

The multi-year JV will continue to invest in educational initiatives, including local coding camps, training programs for instructors to build custom courses and more.

Unlike other gaming companies, Roblox has to do more than just finding a way into China with the help of a local partner — it also has to create an active community of game creators in the region. That’s because Roblox is a gaming platform, not a game maker itself. Instead, third-party creators build their own games on Roblox for others to play.

Roblox gets a share of the revenue the games make through sales of virtual goods.

In 2017, Roblox said it paid out $30 million to its creator community, and noted that number would more than double in 2018. In April, Roblox noted that game players and creators now spend more than a billion hours per month on its platform. Now valued at more than $2.5 billion, Roblox claims more than 90 million monthly active users — a number that could dramatically increase if Roblox launched in China.

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pi-top’s latest edtech tool doubles down on maker culture

London-based edtech startup, pi-top, has unboxed a new flagship learn-to-code product, demoing the “go anywhere” Pi-powered computer at the Bett Show education fare in London today.

Discussing the product with TechCrunch ahead of launch, co-founder and CEO Jesse Lozano talked up the skills the company hopes students in the target 12-to-17 age range will develop and learn to apply by using sensor-based connected tech, powered by its new pi-top 4, to solve real world problems.

“When you get a pi-top 4 out of the box you’re going to start to learn how to code with it, you’re going to start to learn and understand electronic circuits, you’re going to understand sensors from our sensor library. Or components from our components library,” he told us. “So it’s not: ‘I’m going to learn how to create a robot that rolls around on wheels and doesn’t knock into things’.

“It’s more: ‘I’m going to learn how a motor works. I’m going to learn how a distance sensor works. I’m going to learn how to properly hook up power to these different sensors. I’m going to learn how to apply that knowledge… take those skills and [keep making stuff].”

The pi-top 4 is a modular computer that’s designed to be applicable, well, anywhere; up in the air, with the help of a drone attachment; powering a sensing weather balloon; acting as the brains for a rover style wheeled robot; or attached to sensors planted firmly in the ground to monitor local environmental conditions.

The startup was already dabbling in this area, via earlier products — such as a Pi-powered laptop that featured a built in rail for breadboarding electronics. But the pi-top 4 is a full step outside the usual computing box.

The device has a built-in mini OLED screen for displaying project info, along with an array of ports. It can be connected to and programmed via one of pi-top’s other Pi-powered computers, or any PC, Mac and Chromebook, with the company also saying it easily connects to existing screens, keyboards and mice. Versatility looks to be the name of the game for pi-top 4.

pi-top’s approach to computing and electronics is flexible and interoperable, meaning the pi-top 4 can be extended with standard electronics components — or even with Littlebits‘ style kits’ more manageable bits and bobs.

pi-top is also intending to sell a few accessories of its own (such as the drone add-on, pictured above) to help get kids’ creative project juices flowing — and has launched a range of accessories, cameras, motors and sensors to “allow creators of all ages to start learning by making straight out of the box”.

But Lozano emphasizes its platform play is about reaching out to a wider world, not seeking to lock teachers and kids to buying proprietary hardware. (Which would be all but impossible, in any case, given the Raspberry Pi core.)

“It’s really about giving people that breadth of ability,” says Lozano, discussing the sensor-based skills he wants the product to foster. “As you go through these different projects you’re learning these specific skills but you also start to understand how they would apply to other projects.”

He mentions various maker projects the pi-top can be used to make, like a music synth or wheeled robot, but says the point isn’t making any specific connected thing; it’s encouraging kids to come up with project ideas of their own.

“Once that sort of veil has been pierced in students and in teachers we see some of the best stuff starts to be made. People make things that we had no idea they would integrate it into,” he tells us, pointing by way of example to a solar car project from a group of U.S. schoolkids. “These fifteen year olds are building solar cars and they’re racing them from Texas to California — and they’re using pi-tops to understand how their cars are performing to make better race decisions.”

pi-top’s new device is a modular programmable computer designed for maker projects

“What you’re really learning is the base skills,” he adds, with a gentle sideswipe at the flood of STEM toys now targeting parents’ wallets. “We want to teach you real skills. And we want you to be able to create projects that are real. That it’s not block-based coding. It’s not magnetized, clipped in this into that and all of a sudden you have something. It’s about teaching you how to really make things. And how the world actually works around you.”

The pi-top 4 starts at $199 for a foundation bundle which includes a Raspberry Pi 3B+,16GB SD card, power pack, along with a selection of sensors and add-on components for starter projects.

Additional educational bundles will also launch down the line, at a higher price, including more add ons, access to premium software and a full curriculum for educators to support budding makers, according to Lozano.

The startup has certainly come a long way from its founders’ first luridly green 3D printed laptop which caught our eye back in 2015. Today it employs more than 80 people globally, with offices in the UK, US and China, while its creative learning devices are in the hands of “hundreds of thousands” of schoolkids across more than 70 countries at this stage. And Lozano says they’re gunning to pass the million mark this year.

So while the ‘learn to code’ space has erupted into a riot of noise and color over the past half decade, with all sorts of connected playthings now competing for kids’ attention, and pestering parents with quasi-educational claims, pi-top has kept its head down and focused firmly on building a serious edtech business with STEM learning as its core focus, saving it from chasing fickle consumer fads, as Lozano tells it.

“Our relentless focus on real education is something that has differentiated us,” he responds, when asked how pi-top stands out in what’s now a very crowded marketplace. “The consumer market, as we’ve seen with other startups, it can be fickle. And trying to create a hit toy all the time — I’d rather leave that to Mattel… When you’re working with schools it’s not a fickle process.”

Part of that focus includes supporting educators to acquire the necessary skills themselves to be able to teach what’s always a fast-evolving area of study. So schools signing up to pi-top’s subscription product get support materials and guides, to help them create a maker space and understand all the ins and outs of the pi-top platform. It also provides a classroom management backend system that lets teachers track students’ progress.

“If you’re a teacher that has absolutely no experience in computer science or engineering or STEM based learning or making then you’re able to bring on the pi-top platform, learn with it and with your student, and when they’re ready they can create a computer science course — or something of that ilk — in their classroom,” says Lozano.

pi-top wants kids to use tech to tackle real-world problems

“As with all good things it takes time, and you need to build up a bank of experience. One of the things we’ve really focused on is giving teachers that ability to build up that bank of experience, through an after school club, or through a special lesson plan that they might do.

“For us it’s about augmenting that teacher and helping them become a great educator with tools and with resources. There’s some edtech stuff they want to replace the teacher — they want to make the teacher obsolete. I couldn’t disagree with that viewpoint more.”

“Why aren’t teachers just buying textbooks?” he adds. “It takes 24 months to publish a textbook. So how are you supposed to teach computer science with those technology-based skills with something that’s by design two years out of date?”

Last summer pi-top took in $16M in Series B funding, led by existing founders Hambro Perks and Committed Capital. It’s been using the financing to bring pi-top 4 to market while also investing heavily in its team over the past 18 months — expanding in-house expertise in designing learning products and selling in to the education sector via a number of hires. Including the former director of learning at Apple, Dr William Rankin.

The founders’ philosophy is to combine academic expertise in education with “excellence in engineering”. “We want the learning experience to be something we’re 100% confident in,” says Lozano. “You can go into pi-top and immediately start learning with our lesson plans and the kind of framework that we provide.”

“[W]e’ve unabashedly focused on… education. It is the pedagogy,” he adds. “It is the learning outcome that you’re going to get when you use the pi-top. So one of the big changes over the last 18 months is we’ve hired a world class education team. We have over 100 years of pedagogical experience on the team now producing an enormous amount of — we call them learning experience designers.”

He reckons that focus will stand pi-top in good stead as more educators turn their attention to how to arm their pupils with the techie skills of the future.

“There’s loads of competition but now the schools are looking they’re [asking] who’s the team behind the education outcome that you’re selling me?” he suggests. “And you know what if you don’t have a really strong education team then you’re seeing schools and districts become a lot more picky — because there is so much choice. And again that’s something I’m really excited about. Everybody’s always trying to do a commercial brand partnership deal. That’s just not something that we’ve focused on and I do really think that was a smart choice on our end.”

Lozano is also excited about a video the team has produced to promote the new product — which strikes a hip, urban note as pi-top seeks to inspire the next generation of makers.

“We really enjoy working in the education sector and I really, really enjoy helping teachers and schools deliver inspirational content and learning outcomes to their students,” he adds. “It’s genuinely a great reason to wake up in the morning.”

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Stem raises $8M to get music artists paid more seamlessly

 While music streaming has become more and more commoditized, artists still have a wide array of places to distribute their songs like Spotify, YouTube and Apple Music — but getting paid properly can start to complicate things. That problem gets even more difficult when there are multiple people collaborating on the same song and it’s not clear who is getting how much of a cut from… Read More

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CodeSpark raises $4.1 million for games that teach kids how to code

A 4-year-old learns to code using codeSpark games. A Los Angeles startup called codeSpark has raised $4.1 million in seed funding for web and mobile games that teach kids how to code, even before they know how to read and write effectively. CodeSpark’s games were developed for kids 4 to 9 years old, and with a goal of not just teaching them STEM concepts, but engaging boys and girls equally well. The games feature characters who are… Read More

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