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Why Talent is Limiting Supply in the Smartphone OS Market

Tuesday, August 17th, 2010

How many smartphone mobile operating systems can the market support? Wrong question. In a market of billions of potential devices with limited network effects [1] and hyper-growth demand the market could support lots of smartphone mobile operating systems – where lots is defined as greater than six and less than twenty. The limiting factor is not demand but rather supply. How many companies can build a competitive mobile OS? The fire sale of Palm and the launch of Blackberry Torch makes it clear that the list of companies that have the skills and resources to build, launch, and sustain a competitive mobile OS is getting smaller each month. Watching this playout feels like watching the top riders in the Tour de France fight their way to the top of Col du Tourmalet — each and every year only the most talented riders keep pace as the ride becomes absolutely grueling.

Companies are starting to fall by the wayside as the stacked teams of Apple, Google, and soon Microsoft take firm control of the race.
Lets look at a checklist of capabilities one needs to launch a competitive mobile OS. Half way down this list you will realize that very few companies have assembled a deep and wide enough talent pool to execute a smartphone mobile os on a global scale.

What you need What it gets you
User Experience
Multi-touch interface Parity
Visual appeal Potential differentiation
Multi-tasking Parity
Apps
Games, Games, and Games (1) Acquisition (great games sell devices)
(2) Lock-In (spend creates switching costs)
20,000 Quality Apps Parity
Discovery & Merchandising Easy & trust worthy
Media
Music Lock-In (spend creates switching costs)
Movie rentals Engagement
TV show rentals Engagement
Browser
HTML5 + CSS3 Compliant Browser Parity
Information Finding
Search Utility
Carrier financial incentive via revenue share
Voice Search Cool demo
Maps (limited number of suppliers) Utility + parity
Navigation (limited number of suppliers) Utility + parity
Communication Cloud
Mail Utility + parity
Voice Transcription Diffentriated
PIM Services Utility + parity
Payments
One Click Buy (micro transactions) Parity + Frictionless commerce
Global (90+ markets) Utility + parity
Fraud Mgmt Utility + parity
Launch Marketing
$250M consumer marketing Consumer awareness.
Percieved momentum for developers
$50M App developer launch Studio compensation to seed app library and app competitions
Devices & Distribution
#1 and/or #2 Carrier in top 20 markets (first yr) Market coverage
3 to 4 OEM’s building 8 million devices (first yr) Consumer choice of mid to high-end devices
Developers, Developers, Developers!
Popular IDE App quality
Time to market
Developer happiness
Deep SDK Device access (e.g. camera, acceleramator)
UI (e.g. animation, controls)
Service access (e.g. maps, contacts, mails)
Enterprise
Security Parity
Employee device & app provisioning Parity

[1] Limited Network Effects: During the PC war application developers propelled Windows PC to its monopoly position – users adopted the OS with the widest range of applications and developers adopted the platform with the most users. In the mobile smartphone OS war the top 20,000 apps that matter will be replicated to the top five mobile os platforms in each market or region muting the possible network effects because the development costs are relatively low.

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]

The iPhone Experience Lock-In

Sunday, March 7th, 2010

A few weeks ago I got my hands on a Google Nexus for a few weeks and used it as my primary phone.  I have no intentions of doing a Nexus product review as lots people have done that by now.  I can critique a few user experience issues but overall it is a good device, and for anybody upgrading from a Motorola Razr device it is an awesome device.

But for me, the iPhone has become like those pair of jeans that grow so comfortable you just don’t want to give them up.   Given the hundreds if not thousands of weekly interactions one has with their iPhone it becomes part of your muscle memory and switching to a new mobile platform (i.e. new experience) becomes a significant investment in time and energy.  This is experience lock-in.  This lock-in is likely stronger then PC experience lock-in because your mobile phone is an extension of your body in a way that a PC is not.

I know people who can barely use a PC to send email but would never give up their Blackberry or iPhone.  Apple has a significant experience lock-in.  Can it capitalize on this quickly enough in some of its key markets (North America, Western Europe, and Australia).  The $99 iPhone is a good start.