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The Mobile Hardware Diversity Strategy

Friday, January 14th, 2011
Recently Marco Arment made the point that Android suffers from too much hardware choice.  This is really an argument against the hardware diversity strategy.  I have purchased two iPhones and will likely purchase another one in the future.  Yet, to argue against the hardware diversity strategy is a mistake. Here’s why:
  1. 5 Billion Mobile Subscribers
    • Ultimately all 5 billions of these subscribers will be buying a smartphone. Some people will buy two so it could be more. While I really like my iPhone, in a market of this size a lot of people won’t agree.  Some won’t like its price, others its size, , some won’t buy because of a missing feature(s), and the list goes on . I think you will be hard pressed to find a non-niche market (>300 million units) in the tech consumer space where a single product dominates.
  2. Calling a Game in the 1st Inning
    • The smartphone revolution has only started — their are only a few hundred million devices out there.  Drawing conclusions on the hardware diversity strategy at this stage is like calling a baseball game in the 1st inning with the score 2-1.  The hardware diversity strategy takes many years to fully play out.
    • To suggest that the hardware accessory market won’t develop because of hardware diversity seems is wrong.  Samsung sold 10M Galaxy Android devices in about six months and the accessory vendors jumped on board.
  3. Big Bang vs. Constant Drumbeat
    • iPhone takes the big bang approach to marketing.  A single big launch every year a frenzied build-up. For most people who don’t follow technology that big Apple event quickly fades from memory after a day or two – they simply don’t keep this stuff top of mind.  Whereas the marketing power of Android and Windows Phone is a constant drumbeat in TV, web, radio, billboards, etc.  The aggregate marketing spend of the hardware vendor, mobile OS provider, and carrier is going to be huge.
  4. How People Buy Phones
    • How techies buy phones is very different then normal people. Head to a Verizon or AT&T store in Waukegan, IL and watch how normal people buy phones.  That will give you a sense of how normal people make phone purchasing decisions.  If they see a huge and sexy Windows Phone display and the sales guy is talking up the Windows Phones’, normals are going to play around with a few of the Windows Phones and buy one of them.

    Additionally, Android and Windows Phone are not using the exact same strategies.  Android is taking a hardware AND software diversity strategy – they allow their hardware partners to layer on custom user experiences.  This is a dangerous long term strategy as users never mentally develop brand affinity towards a single user experience.  Whereas, Microsoft is only employing a hardware diversity strategy, and even there its taking on a slightly different form than Android.  Specifically, Windows Phone hardware specs are very strict compared to Android.

    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

    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.

    Black Friday & Cyber Monday Goes Mobile

    Monday, November 30th, 2009

    As consumer head out to the stores or just grab a seat on their couch to watch football some good data starting to come back demonstrating that mobile is becoming a discovery and transactional platform:

    • TheFind.com daily queries from a mobile device increased from 5,000 to 200,000 [Source WSJ]
    • PayPal mobile payments increased 650% y/y since Nov. 16th PayPal Mobile has done 500,000 transactions [Source WSJ]

    As more data becomes available will add it above.

    Building Mobile Mashups Presentation

    Monday, October 26th, 2009

    Had the opportunity to present at the Mobile Web & Applications conference in London this past week.  Below is my presentation on Building Mobile Mashups. Looking to build a mobile app at a fairly low cost and want to know what to focus on — spin through it.

    Global Mobile Average Revenue per Subscriber: Voice vs. Data Breakdown

    Monday, October 5th, 2009

    There are two critical ingredients to engagement in mobile web services. First, a decent mobile web browser or native mobile applications (iPhone Apps being the best example, but there are others).  Second is a data plan. Users willing to shell out $10 to $20 a month (adjusted for purchasing power) on a data plan. To illustrate this point more clearly and with numbers; EU (western) had 12 million more smartphones (phones with decent to great mobile web browsers).  Yet, the US has considerably more (5M) users actually using mobile web services (email, browser, native apps). Well, in the U.S  32M users (14% of all subscribers) have a data plan versus only 10M (4.5% of all subscribers) in Europe (western) — a difference of 22 million users *.  If you have a smartphone with no data plan you have a fashion accessory.

    The chart breaks down average revenue per subscriber (monthly for the year 2008) between voice and data for some top countries.  Note: Philippines & Indonesia users already spend 33% or more of their monthly bill on data services.

    *MMetrics  June 2009