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Mobile Design & Development Resources

Wednesday, May 26th, 2010

I have accumulated lots of links that serve as resources for understanding, building, and launching mobile apps and services.   Every so often I will share a data point or an insight I gleaned from these resources and somebody will ask me for the link – I then go digging.   To reduce the amount of digging I do and provide a better way to share these mobile resources I will start to organize them by topic here.  If you would like to add something to this small directory please add them in the comments.

Mobile Design

Mobile Development

Mobile Technologies

New Forms of Mobile Search & Discovery

App Store and App Marketing

Mobile Monetization

Web Businesses Adapting to the Mobile Era

Mobile Strategy

65,000 New Android Devices Ship Each Day. How Much Are They Worth To Google?

Friday, May 14th, 2010

Google recently announced that partners are shipping 65,000 new units of Android each day. How much is that worth to Google – in revenues, not brand equity, rather real hard cash?  Some simple math will provide us the answer.

First, What % of Android Devices are Shipping with Google as Default?

Most users are default users.  They use the email service, search engine, browser, etc. put in front of them.   Of these 65,000 Android devices, how many have Google as the default search engine? Almost all.  Lets assume 95% because there are just a few Android devices shipping with Yahoo! Search as the default.  So, 61,750 Android devices ship each day with the home screen search box or built-in search button hardwired to Google.

How many searches per month does an Android user perform?

Last year Google and Stanford published an excellent report on mobile search query behavior comparing the search usage patterns across PC, iPhone, and feature phones.   The report discloses two important numbers: the average number of search sessions (8.06) the average number of queries per session (1.86) users perform on their iPhone over a 35 day period.

Multiplying those two numbers (search sessions by queries per session) produces the average number of queries (14.7) an iPhone user does per 35 days.  Lets adjust this number upwards by 50% for two reasons:

  1. The data-set is from the summer of 2008. Since that time as the underlying devices and networks get faster the number of queries users perform increases.
  2. Android devices ship with a search box sitting on the home screen or a built-in search button. Whereas, the iPhone the web search box is out of sight integrated into the Safari app.

After adjusting the number upwards by 50% an Android user is performing 22 queries per 35 days, or 19 per 30 days to keep our units similar.

65,000 New Android Devices are  Worth: $7,011/month

$7,000 a month — thats it.  Lets see how we get to this number.  The 61,750 Android devices with Google as the default are generating 1.2M queries per month (# of shipped Android devices times monthly searches per Android device).  At an RPM (revenue per thousand) of $20 that is $23,370 a month or $0.36 per device/month.   Now, hold on. Google does not keep all of this revenue.  Google is paying carriers a traffic acquisition cost (commonly referred to as TAC) anywhere between 60% to 80%.  Using a 70% TAC we get our answer:

Google earns $7,011 a month in search revenues from the 65,000 Android devices that ship each day.

Google earns $0.11 a month in search revenue per shipped Android device.

Looking Ahead: What is the Search Lifetime Value of an Android User?

Android users are worth more then just $0.11/month because they usually keep their phones for longer – twenty-four months or the average contract length.  Assuming twenty-four months the lifetime value of an Android user is $8.63 (monthly search revenues per device x 24 months).  Put simply, each Android device shipping is worth $8.63 in search revenues over the lifetime of their Android device.  As Google improves monetization of mobile search queries this number will go up.  Using a TAC of 70%  Google earns $2.6 in search revenues per user over the life of an Android device after paying the carriers.

So, why was Google trying to bypass carriers and sell Android phones directly to consumers?  Simple economics.  By selling directly they earn 3x more on each Android device, it’s the difference between $2.6 and $8.6.

Notes:

  1. If you have better data you can change the assumptions, the spreadsheet is here
  2. I did not calculate the search monetization opportunity from the Maps application.  I believe a significant percentage of local search queries are moving from web search to the Maps application, I am not aware of sufficient data to estimate this revenue.
  3. Search monetization differs by market — I do not account for this.  I assume $20 RPM across all markets.

My iPhone Monthly Data Usage: 50MB Above Average

Saturday, May 8th, 2010

The graph below charts my iPhone data usage from December 2009 thru April 2010.  Since I am on an unlimited data plan pricing does not effect my usage (clearly).  For these four months my average monthly usage is 297MB/month or 50MB more then your average iPhone user.  How do I know this? I have heard from two carriers the following average data usage by device type:

  • iPhone users consume ~250MB/month
  • Android users consume ~150MB/month
  • Smartphone (a non-iPhone or Android) users consume ~100MB/month
  • Feature phone users consume <10MB/month

My iPhone Data Usage:

There Will be No Globally Dominant Mobile OS

Wednesday, March 10th, 2010

All three major players — Apple, Google (Android) , Microsoft –have launched or announced their mobile OS the question the question we are asking is who will dominate the mobile OS ecosystem? The premise of the question is flawed.  There will be no globally dominant mobile OS the way Windows dominates the PC.  Just a few of many reasons:

  • Price: Price-insensitive markets (e.g. most of North America and Europe) view their phones as jewelry. At $99  (iPhone 3G) it is not a very expensive piece of jewelry.  Highly price sensitive markets (Southeast Asia and South America) will see Android coupled with copycat devices.
  • Carrier Distribution: Carriers remain a vital distributor in most markets. They have financial (generously provided by OEM and web companies) and strategic (keep Google honest) incentives to distribute multiple platforms.
  • Open Platforms Win: An overstated arguement.  The 20% of apps that matter will get ported to all platforms with over 10% share and the 3-4 incremental days that it takes to get an App into the iPhone App Store is annoying but mostly inconsequential.  As the mobile browsers continue to expose more device APIs the Android is open argument wears thin.   OK, so you say well I want to go really deep into the mobile OS and create my own layer above the OS.  There are very few companies who have the resources and skill-sets to do this. OEM’s like Motorola are trying but don’t have the right skill-set.  The companies who have the resources and skill-set to this are the exact same companies who have launched their own mobile OS.
  • Data Lock-In: Data you create on your device will not stay on your device the same way that data you generated on your PC 20 years ago remained there.  As the world moves to the cloud in 2010 these client level data lock-in advantages are muted.   More important are the cloud based data lock-in (e.g. Y!Mail, Gmail, etc.).  The device is just access point.
  • Application Lock-In The argument goes something like this.  Users spend lots of money on Apps and music and given these investments will be locked into the platform where they made these investments. To build significant application lock-in users will need to be spending far more then $50 a year on Apps [source].  Recall, to create strong switching costs 10 years ago users spent hundreds of dollars on Microsoft Office, Adobe Creative Suites.  Could it really be anything less?

[For good history and insight into mobile fragmentation see Richard Wong's TechCrunch post and presentation]

Mobile Data: Ads, Carriers, and Devices

Thursday, December 3rd, 2009

Lots of new mobile data coming out over the past few days.  Since we are operating in an emerging category one has to make certain assumptions about how the mobile market will unfold.  Each new data point can validate or debunk ones assumptions.

Mobile Advertising

  • Mobile coupon redemption will hit $6B by 2014 according to Juniper Research [source].  Unless there is a new compelling scenario (e.g. eBay scenario helped create PayPal) this will be a very slow road.
  • Mobile will grab 11.7% of all digital ad spend by 2014 [source].  Mobile ad monetization is actually an area where lots of product innovation needs to happen.

Carriers and Connections

  • Mobile carrier wireless data revenues grew 27% y/y in Q3 2009 hitting $11.3B. While AT&T (with exclusive iPhone) is growing their data revenues fastest 6% q/q, but Verizon and Sprint are not far behind 5% q/q.[source]
  • T-Mobile (33M customers) even with some nice G1 Android phones lost 77,000 customers for the first time in history [source].
  • WiFi Hotspots hit 1.2B connections growing 47% in 2009 [source].  This is obviously good but big opportunity to provide centralized authentication and billing.  Its crazy that you need to create an account and enter credit card for each WiFi Hotspot provider.

Mobile Devices

  • In 2010 over 1B mobile devices will connect to the Internet vs. 1.3B PCs that are connected to the Internet. Mobile devices growing 2.5x faster then PCs so it won’t be long before more mobile devices are connected to the Internet then PCs. Happening incredibly fast.  [source]
  • 200M “Smartphones” (iPhone, Android, etc.) will ship in 2010 [source].  One smartphone generates as much data usage as thirty feature phones so this is analogous to shipping 600M feature phones [source] In my opinion this divergence will increase dramatically as the content (apps and web services) improve over the coming years.

Monetizing Mobile: You Got Options

Tuesday, December 1st, 2009

On the web; search is king of monetization. Not so in the mobile world. There are a myriad of open (do not require negotiations with operators) and viable monetization tools to choose from:

1.) Upfront License Fee:

  • The most common due to the early success of the iPhone App Store infrastructure.
  • Easy to grok for consumers – you pay $X you get this product.
  • No trial period limits addressable market – some people need to try before buying.
  • In the App Store there has been downward spiraling of prices towards $0.99 – without a runaway hit (1 million downloads) it will be very hard to make a living.

2.) Paywall (aka In-App Purchases)

  • Another form of a license fee, yet a delayed one that encourages some level of trialing.
  • Exposes additional content to the user e.g. a new level of a game, increased functionality, and more content (e.g. more article)
  • Early data indicates a 1.9% conversion rate [source]

3.) Virtual Goods

  • User purchases goods within the service e.g. more poker chips, equipment in a mob game, car accessories in a game, etc. These work well within role playing games where humans dress-up their personalities with paid virtual clothing. Game-makers also intentionally devise ways to slow down key actions within the game triggering an impulsion to purchase goods to save time.
  • Zynga reported <3% conversion rate across all games [source] (I would suspect that mobile games have higher conversion rates given the tight purchasing integration)
  • Com2U reported 35% conversion rate for their HomeRun3D app which far higher then the industry average [source]

4.) Search & Display Ads

  • Most advertisers are simply extending their search & display ads to mobile without customizing them [source]
  • With mobile search volume increasing dramatically (30% q/q and more in countries like Japan) and improved ad customization tools (AdMob has made good progress) advertisers will start to customize their mobile ads [source]
  • If you believe the pundits mobile search ads will dominate 70% of mobile advertising by 2014 [source].  If this happens I believe this is due more to the familiarity advertisers have developed with the search product and convenience of extending their existing ad campaigns to mobile.  Recall, display ads dominated Web 1.0 simply because they felt like ad products advertisers were used to buying in the offline world.

6.) Leads into Brick n’ Mortar Shops (Going in the opposite direction)

  • Most ads aim to connect users to a virtual event – a web page to buy, download, or register for something.  This goes in the opposite direction; it is an ad category based on connecting consumers to a physical presence in order to complete a transaction in a brick n’ mortars establishment.  Other then OpenTable that has built a profitable business in this space everything else is experimental:
    • Click-to-call (Google, Yahoo, and AdMob support yet oddly value a call the same as a click. Calls are less prone to fraud beyond other benefits)
    • Nearby product inventory set-aside (Krillion)
    • Restaurant reservation(e.g. OpenTable)
    • Redeemable coupon/deal (Foursquare, Loopt, and many others)
  • With the exception of OpenTable determining the probability that a consumer completes a transaction in a brick n’mortar shop after clicking or calling is ad-hoc, at best.
  • Apps like FourSqaure and Loopt are experimenting with redeemable coupons that simply require a user to show their coupon (from their phone) at the point of purchase.  This is a viable boot-strapping solution in the short term, yet over the long term it does not provide the level of data accuracy or freshness needed to build profitable campaigns.
  • Getting these ads to scale will require frictionless ad management tools and accurate and real-time data that provide merchants their true customer acquisition costs, otherwise their ad spend will be guess-work.  With retail store operating margins of 2% [source] too much guess work is lethal. Getting to scale means providing advertisers accurate and fresh data that only happens with direct integration with point of sale systems.
  • With millions of OpenTable reservations happening via mobile devices OpenTable can transition from a flat $1.0 per reservation to a dynamic pricing model.  Consider the following scenario:  if a user is on their mobile, a few miles away, looking for a table for three in a few hours when 35% of your restaurant is expected to be empty, and the average diner spends $20/head isn’t that reservation worth more then a $1.0?

7.) Promote Myself Ads (aka User-Based Advertising)

  • A form of a personal classified ad that allows the user to promote the thing they care most about: themselves.  So far, there is nothing inherently mobile about this product yet early data suggests that users are more willing to spend money on this type of product when using their mobile device: a Flirtomatic mobile user is 3 times more likely to spend money with Flirtomatic then a web user [source].
  • Flirtomatic’s user-based-ad products encourages a user to submit bids in order to promotes their profile to the top of the search results for a 4 hr period. The CPM rates for this user-based-advertising are 3-4 times the CPM of brand ads [source].

8.) New Ad Formats: Mobile Video

  • Beyond text and simple display ads there is a market for mobile video ads that provide a deeper sense of the product or service a user is considering.  If your getting off an airplane in JFK after a long flight the last thing you want to do is sit in a smelly town-car for one hour in traffic.  A 15 second video ad showing you the cars and drivers, the number of available cars that could be waiting outside in 15 minutes, and ratings from recent customers would help you decide which car-service to use. Furthermore, it allows the car-service to compete on something other then price — service.