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Founder Labs – Mobile Edition
Week 1 – Ecosystem Overview & Business Models
January 8, 2011




              Licensed under Creative Commons Attribution 3.0 Unported License (http://www.creativecommons.org/licenses/by/3.0)
              You are free to Share or Remix any part of this work as long as you attribute this work to SF Mobile (sfmobile.org)
Work                                       Network


      Lars Kamp                                     Lars Kamp

      Management Consulting


      Suite 1200
      560 Mission Street
      San Francisco, CA 94105                       San Francisco, CA
      415.894.5423                                  415.894.5423
      lars.kamp@accenture.com   www.sfmobile.org    lars@sfmobile.org




2
Some history (of mobile).




3
Q: Whose mission statement is this?



       “We have a dream of improving the lives of many millions
          of people by means of small, intimate life support
          systems that people carry with them everywhere.
       These systems will help people to organize their lives, to
           communicate with other people, and to access
                      information of all kinds.
       They will be simple to use, and come in a wide range of
        models to fit every budget, need, and taste. They will
          change the way people live and communicate.”




4
A: General Magic, 1990. You could say it all started here.




5
General Magic’s “Magic Cap”. Looks familiar?

                            “Magic Cap”




6
Maybe now?




7
Three people from the team that architected Magic Cap.

              Andy Rubin                 Tony Faddel   Kevin Lynch




8   Source: Wired, SF Mobile analysis.
Mobile economics.




9
Mobile is the single biggest global distribution platform.

                 PC                                            TV             Mobile
      PC Installed Base                                TV Households      Mobile Subscribers



               2009                                           2009
             1.2 Billion                                    1.3 Billion


                                                                                2009
                                                                              4.0 Billion

               2013                                           2013
             1.6 Billion                                   1.33 Billion

           Broadband                                         Pay TV
           Subscribers                                     Subscribers


              2009                                           2009
            420 Million                                    600 Million

                                                                                2013
                                                                              5.5 Billion
              2013                                           2013
            648 Million                                    739 Million

10   Source: Gartner, PWC, ITU, IDC, Accenture analysis.
Evolution of “the stack”: Shift from hardware to software.

                                                  Mobile Device Stack

                               Early days                           Today


                                     Comms                      User Interfaces, App Stores &
                                                Shell & UI




                                                                                                e.g. USB, Speaker, Flash Card
                                                                                                e.g. USB, Speaker, Flash Card
                                     Software                           User Software




                                                                                                                                External Interfaces,
                                                                                                                                External Interfaces,
                                                                                 Application
                                                                                 Middleware
                                                Middleware
                                                                            Phone
                                                                          Middleware
                                     Hardware                     Core Operating System
                                                Platform / OS
                                                                Drivers       Drivers

                                                                        Chipsets,
                                                Hardware
                                                                  Processors, Basebands


                                1-2 MB of                                 >1 GB of open
                             closed software                                 software


          Hardware                 Software

11   Source: Accenture analysis.
Value in mobile is moving up the stack…
                                                                                                                                                                  DIRECTIONAL


                                                                                                Cost to                    Per-unit                  Break-even
     Mobile Handset Stack & Elements                                                            build ($M)                 Revenue ($)               # of units


                                                             Services and Content                     $0.1M                      $1.00                       0.1M

                                                             Screen, User Interfaces,
                                                                                                       $20M                      $0.20                      100M
     e.g. USB, Speaker, Flash Card
     e.g. USB, Speaker, Flash Card




                                                                 User Software




                                                                                                                                                                          Value Flow
                                                                          Application
                                      External Interfaces,




                                                                          Middleware
                                                                                                       $10M                      $0.10                      100M
                                                                     Device
                                                                   Middleware


                                                             Core Operating System               $1,000M                         $5.00                      200M

                                                             Chipsets, Processors,
                                                               Radio Basebands


                                     Hardware                 Software


12          Source: Estimates based on industry interviews; see David Wheeler “Linux Kernel 2.6: It's Worth More!” for estimating the cost of the Linux Kernel.
… and is fueling the app store economy.

       Size of Catalog (K) – Apple App Store vs. Android Market
       2008-2010, as of Q2 2010, by Number of Available Apps at End of Quarter, Excluding Books


                                 2008                                                          2009                                            2010
                                                                                                                                                 211,000

                                                                                                                                                  ~20,000 monthly
                                                                                                                                                  submission

                                                                                                                                  149,000
                                                       Android
                                                       Market
                                                       Oct 22
                        App Store
                        July 11
                                                                                                                  97,000
                                                       Day 1
                                                       62 Apps
                        Day 1                                                                         74,500
                        500 Apps
                                                                                       52,610                                                     56,200
                                                                                                                                                    ~7,000
                                                                                                                                                      monthly
                                                                                                                                      35,200          submission
                                                                       25,300                                         20,100
                                                        13,200                                         11,500
                           740           4,400                           2,900          5,200
                                                            600

             Q1             Q2              Q3             Q4              Q1             Q2              Q3             Q4              Q1           Q2


     Source: Apple press releases & earnings calls, Google, AndroLib, PCWorld, Distimo, Accenture analysis. Catalog size for Apples excludes
13   books. All numbers rounded.
But: An app is not a business model.
            Loyalty and Retention Rates of Mobile Apps Over Time, 2010




          100%
         100%                                                                                                    100%
                                                                                                                100%
                  90%
                 90%                                                                                               90%
                                                                                                                  90%
                  80%
                 80%                                                                                               80%
                                                                                                                  80%
                  70%
                 70%                                                                                               70%
                                                                                                                  70%
Retention Rate




                  60%
                 60%                                                                                               60%
                                                                                                                  60%
                  50%
                 50%                                                                                               50%
                                                                                                                  50%
                  40%
                 40%                                                                                               40%
                                                                                                                  40%
                  30%
                 30%                                                                                               30%
                                                                                                                  30%
                  20%
                 20%                                                                                               20%
                                                                                                                  20%
                  10%
                 10%                                                                          News (9.8%)         10%
                                                                                                                   10%                                                                     News (9.1%)
                                                                                              Enter-
                                                                                                                                                                                           Games (2.4%)
                   0%
                  0%                                                                          tainment (2%)         0%
                                                                                                                     0%
                         0     30       60     90   120                        150        180                              0
                                                                                                                           0        30
                                                                                                                                    30       60
                                                                                                                                            60      90
                                                                                                                                                   90    120
                                                                                                                                                        120                     150
                                                                                                                                                                               150       180
                                                                                                                                                                                        180
                         0     30       60    90    120                        150        180
                          Days After First Measurement                                                                         Days After First Measurement


Source:                 Flurry, Accenture analysis. User retention defined by the number of users who downloaded an application and launched the application at any time in the past,
                        and also launched the app within the last seven days, e.g. "30 days ago" represents any new user that launched a given app in January and also again within
                        the last seven days. "60 days ago" represents new users identified in December and also used within last 7 days. Sample based on relevant 5-6 apps per
14                      category with at least 120 days of data availability in the Flurry system.
90% dead after 90 days.

                       iPhone App Retention                          Android App Retention
                       As of January 2010, by Application Category   As of January 2010, by Application Category

                       30 Days                         90 Days       30 Days                   90 Days

            News                                 52%          20%                        58%           18%



         Social                            40%           9%                        38%             5%
     Networking


         Games                         34%               10%                       34%              10%




        Lifestyle                      35%               9%                        38%              7%



          Enter-
                                      33%               4%                         42%               16%
       tainment

       Average
      Retention                    39%                 10%                     42%               11%
         Rates



15   Source: Flurry, Accenture analysis.
The cloud.




16
What is “The Cloud”?

      A style of computing that provides on demand access to a shared set of
      highly scalable services.

       Cloud Origins              Cloud Today                Cloud Benefits

                                                           • Cost Reduction
       Virtualization                                        Lower infrastructure,
       One computer            • Virtualization and          energy, licensing and
                                 Grid abstracted             maintenance costs
         acting like
           many                • Computing as a            • Speed to Market
                                 utility                     Reduces time required
                                                             to pilot projects

            +                  • Scale economies
                                 of central supply
                               • Uses massively-
                                                           • Elasticity / Scalability
                                                             On-demand capacity and
                                                             high business agility
            Grid                 parallel processing
        Computing              • Geo-distributed           • High Performance
            Many                 with massive                Computing
                                 redundancy                  Provides “infinite”
         computers                                           computing
       acting like one                                       capacity as needed


17
Who is building a cloud?




      Facebook – Prineville   Yahoo – Lockport   Google – The Dalles




        Apple – Maiden        Amazon – Morrow    Microsoft – Dublin

18
The cloud: massive off-deck computing for mobile.




19   Source: Amazon press release, December 2010.
Silicon.




20
Moore’s Law – since ~1965 on the desktop.




21   Source: Intel.
The original paper from 1965.




22
Coming your way in mobile as well.


         Baseband                 “Fat Modems”                  Baseband &
         Processors                                        Application Processor




         Low power silicon for   OS-enablement of light       High performance, low
         voice/SMS and long       apps running on top of         power application
             battery life.              baseband.                   processors.




23
Massive on-deck computing power.

     Mobile Silicon: Chip Size, Cores & Clock Speed Over Time
                                                                                                    2.5GHz


                                                                                     2GHz
                                                                                                     4 cores
                                                                                                    Cortex-A15


                                                                                          2 cores
                                                                                         Cortex-A9
                                                                        1GHz                            20nm
                                                                   833MHz
                                                              800MHz      1 core
                                                    667MHz                                       28nm
                            533MHz                                           Cortex-A8
                                                             1 core
 Clockspeed:                                                 ARM11                          32nm
                                    1 core                               45nm
         Cores:                     ARM9                   65nm
                                             90nm
         Node: 130nm


                     2004    2005      2006         2007      2008    2009       2010     2011       2012        2013


24    Source: ARM.
Development before knowing the actual device.




25
Business models.




26
Four quadrants and generic business models.


                                        Pre-Load                                     Post-Load

                      Cloud             • SDK and                  • Transaction fee
                                          developer fees           • Subscriptions
                                          to marketplace           • Advertising
                                        • Software sales
                                                                      • In-app
                                          to aid app
                                          development                 • Display / search
                                          and design                  • Multimedia


                                       • IP licensing              • App sales
                                       • Pre-installed app         • Virtual goods
                                         licensing                 • Digital media
                                       • Software sales              sales
                                       • Hardware                  • Subscriptions
                                         sales/materials
                      Device



27   Source: Adjusted based on Vision Mobile (visionmobile.com).
Business models applied.


                    Pre-Load    Post-Load

           Cloud




           Device



28
Expect the center of gravity to shift to post-load.
                                                                                             ILLUSTRATIVE
     Ecosystem Revenue Mix Over Time.


        100%   Pre-Load Revenue                                          Post-Load Revenue
                    Streams                                                   Streams




          0%


                     “Yesterday”                  “Today”                         “Tomorrow”
                        2000                        2010                         2015 Onwards


Primary          •   Licensing               •   Licensing                 •   Social
Revenue          •   Software sales          •   Ads                       •   Ads
Models           •   Hardware sales          •   Software sales            •   Service subscriptions
                 •   Service subscriptions   •   Hardware sales            •   Transaction fees
                                             •   Service subscriptions     •   Privacy (User data)



29
A few ideas…

     Enterprise Apps   Untapped market w/ customers who are used to paying lots of money for bad software.


     Consumer Apps     Gaming, social networking, dating, digital marketing are still in the nascent stage for mobile.


     Cloud Services    Apps need to connect; remote service access; solves fragmentation – runs in browser.


     Security          Prevent abuse of sensitive data that resides on or can be accessed over mobile device.


     Enablers          On-device engagement requires enablers, e.g. authentication, payments, middleware


     Analytics         Engagement data provides opportunity for data mining for e.g. tracking, reporting purposes


     Shannon’s Law     Between powerful devices and clouds, wireless links remain the bottleneck.


     Devices           Power-efficient devices, enabled with mobile OS, for vertical purposes, e.g. healthcare


     Smart Grid        Drive efficiency in electrical grids through mobile web services and devices.


30
And with that… Good luck!




                            Nada, 1988


              “I have come here to
              chew bubblegum and
               kick ass...and I'm all
                out of bubblegum.”
31

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SFMobile: Founder Labs Mobile Edition 01/09/11

  • 1. Founder Labs – Mobile Edition Week 1 – Ecosystem Overview & Business Models January 8, 2011 Licensed under Creative Commons Attribution 3.0 Unported License (http://www.creativecommons.org/licenses/by/3.0) You are free to Share or Remix any part of this work as long as you attribute this work to SF Mobile (sfmobile.org)
  • 2. Work Network Lars Kamp Lars Kamp Management Consulting Suite 1200 560 Mission Street San Francisco, CA 94105 San Francisco, CA 415.894.5423 415.894.5423 lars.kamp@accenture.com www.sfmobile.org lars@sfmobile.org 2
  • 3. Some history (of mobile). 3
  • 4. Q: Whose mission statement is this? “We have a dream of improving the lives of many millions of people by means of small, intimate life support systems that people carry with them everywhere. These systems will help people to organize their lives, to communicate with other people, and to access information of all kinds. They will be simple to use, and come in a wide range of models to fit every budget, need, and taste. They will change the way people live and communicate.” 4
  • 5. A: General Magic, 1990. You could say it all started here. 5
  • 6. General Magic’s “Magic Cap”. Looks familiar? “Magic Cap” 6
  • 8. Three people from the team that architected Magic Cap. Andy Rubin Tony Faddel Kevin Lynch 8 Source: Wired, SF Mobile analysis.
  • 10. Mobile is the single biggest global distribution platform. PC TV Mobile PC Installed Base TV Households Mobile Subscribers 2009 2009 1.2 Billion 1.3 Billion 2009 4.0 Billion 2013 2013 1.6 Billion 1.33 Billion Broadband Pay TV Subscribers Subscribers 2009 2009 420 Million 600 Million 2013 5.5 Billion 2013 2013 648 Million 739 Million 10 Source: Gartner, PWC, ITU, IDC, Accenture analysis.
  • 11. Evolution of “the stack”: Shift from hardware to software. Mobile Device Stack Early days Today Comms User Interfaces, App Stores & Shell & UI e.g. USB, Speaker, Flash Card e.g. USB, Speaker, Flash Card Software User Software External Interfaces, External Interfaces, Application Middleware Middleware Phone Middleware Hardware Core Operating System Platform / OS Drivers Drivers Chipsets, Hardware Processors, Basebands 1-2 MB of >1 GB of open closed software software Hardware Software 11 Source: Accenture analysis.
  • 12. Value in mobile is moving up the stack… DIRECTIONAL Cost to Per-unit Break-even Mobile Handset Stack & Elements build ($M) Revenue ($) # of units Services and Content $0.1M $1.00 0.1M Screen, User Interfaces, $20M $0.20 100M e.g. USB, Speaker, Flash Card e.g. USB, Speaker, Flash Card User Software Value Flow Application External Interfaces, Middleware $10M $0.10 100M Device Middleware Core Operating System $1,000M $5.00 200M Chipsets, Processors, Radio Basebands Hardware Software 12 Source: Estimates based on industry interviews; see David Wheeler “Linux Kernel 2.6: It's Worth More!” for estimating the cost of the Linux Kernel.
  • 13. … and is fueling the app store economy. Size of Catalog (K) – Apple App Store vs. Android Market 2008-2010, as of Q2 2010, by Number of Available Apps at End of Quarter, Excluding Books 2008 2009 2010 211,000 ~20,000 monthly submission 149,000 Android Market Oct 22 App Store July 11 97,000 Day 1 62 Apps Day 1 74,500 500 Apps 52,610 56,200 ~7,000 monthly 35,200 submission 25,300 20,100 13,200 11,500 740 4,400 2,900 5,200 600 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Source: Apple press releases & earnings calls, Google, AndroLib, PCWorld, Distimo, Accenture analysis. Catalog size for Apples excludes 13 books. All numbers rounded.
  • 14. But: An app is not a business model. Loyalty and Retention Rates of Mobile Apps Over Time, 2010 100% 100% 100% 100% 90% 90% 90% 90% 80% 80% 80% 80% 70% 70% 70% 70% Retention Rate 60% 60% 60% 60% 50% 50% 50% 50% 40% 40% 40% 40% 30% 30% 30% 30% 20% 20% 20% 20% 10% 10% News (9.8%) 10% 10% News (9.1%) Enter- Games (2.4%) 0% 0% tainment (2%) 0% 0% 0 30 60 90 120 150 180 0 0 30 30 60 60 90 90 120 120 150 150 180 180 0 30 60 90 120 150 180 Days After First Measurement Days After First Measurement Source: Flurry, Accenture analysis. User retention defined by the number of users who downloaded an application and launched the application at any time in the past, and also launched the app within the last seven days, e.g. "30 days ago" represents any new user that launched a given app in January and also again within the last seven days. "60 days ago" represents new users identified in December and also used within last 7 days. Sample based on relevant 5-6 apps per 14 category with at least 120 days of data availability in the Flurry system.
  • 15. 90% dead after 90 days. iPhone App Retention Android App Retention As of January 2010, by Application Category As of January 2010, by Application Category 30 Days 90 Days 30 Days 90 Days News 52% 20% 58% 18% Social 40% 9% 38% 5% Networking Games 34% 10% 34% 10% Lifestyle 35% 9% 38% 7% Enter- 33% 4% 42% 16% tainment Average Retention 39% 10% 42% 11% Rates 15 Source: Flurry, Accenture analysis.
  • 17. What is “The Cloud”? A style of computing that provides on demand access to a shared set of highly scalable services. Cloud Origins Cloud Today Cloud Benefits • Cost Reduction Virtualization Lower infrastructure, One computer • Virtualization and energy, licensing and Grid abstracted maintenance costs acting like many • Computing as a • Speed to Market utility Reduces time required to pilot projects + • Scale economies of central supply • Uses massively- • Elasticity / Scalability On-demand capacity and high business agility Grid parallel processing Computing • Geo-distributed • High Performance Many with massive Computing redundancy Provides “infinite” computers computing acting like one capacity as needed 17
  • 18. Who is building a cloud? Facebook – Prineville Yahoo – Lockport Google – The Dalles Apple – Maiden Amazon – Morrow Microsoft – Dublin 18
  • 19. The cloud: massive off-deck computing for mobile. 19 Source: Amazon press release, December 2010.
  • 21. Moore’s Law – since ~1965 on the desktop. 21 Source: Intel.
  • 22. The original paper from 1965. 22
  • 23. Coming your way in mobile as well. Baseband “Fat Modems” Baseband & Processors Application Processor Low power silicon for OS-enablement of light High performance, low voice/SMS and long apps running on top of power application battery life. baseband. processors. 23
  • 24. Massive on-deck computing power. Mobile Silicon: Chip Size, Cores & Clock Speed Over Time 2.5GHz 2GHz 4 cores Cortex-A15 2 cores Cortex-A9 1GHz 20nm 833MHz 800MHz 1 core 667MHz 28nm 533MHz Cortex-A8 1 core Clockspeed: ARM11 32nm 1 core 45nm Cores: ARM9 65nm 90nm Node: 130nm 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 24 Source: ARM.
  • 25. Development before knowing the actual device. 25
  • 27. Four quadrants and generic business models. Pre-Load Post-Load Cloud • SDK and • Transaction fee developer fees • Subscriptions to marketplace • Advertising • Software sales • In-app to aid app development • Display / search and design • Multimedia • IP licensing • App sales • Pre-installed app • Virtual goods licensing • Digital media • Software sales sales • Hardware • Subscriptions sales/materials Device 27 Source: Adjusted based on Vision Mobile (visionmobile.com).
  • 28. Business models applied. Pre-Load Post-Load Cloud Device 28
  • 29. Expect the center of gravity to shift to post-load. ILLUSTRATIVE Ecosystem Revenue Mix Over Time. 100% Pre-Load Revenue Post-Load Revenue Streams Streams 0% “Yesterday” “Today” “Tomorrow” 2000 2010 2015 Onwards Primary • Licensing • Licensing • Social Revenue • Software sales • Ads • Ads Models • Hardware sales • Software sales • Service subscriptions • Service subscriptions • Hardware sales • Transaction fees • Service subscriptions • Privacy (User data) 29
  • 30. A few ideas… Enterprise Apps Untapped market w/ customers who are used to paying lots of money for bad software. Consumer Apps Gaming, social networking, dating, digital marketing are still in the nascent stage for mobile. Cloud Services Apps need to connect; remote service access; solves fragmentation – runs in browser. Security Prevent abuse of sensitive data that resides on or can be accessed over mobile device. Enablers On-device engagement requires enablers, e.g. authentication, payments, middleware Analytics Engagement data provides opportunity for data mining for e.g. tracking, reporting purposes Shannon’s Law Between powerful devices and clouds, wireless links remain the bottleneck. Devices Power-efficient devices, enabled with mobile OS, for vertical purposes, e.g. healthcare Smart Grid Drive efficiency in electrical grids through mobile web services and devices. 30
  • 31. And with that… Good luck! Nada, 1988 “I have come here to chew bubblegum and kick ass...and I'm all out of bubblegum.” 31