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<channel>
	<title>Startup Life</title>
	<atom:link href="http://www.startuplifeblog.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.startuplifeblog.com</link>
	<description>Technology. Startups. Venture Capital. My Life.</description>
	<lastBuildDate>Wed, 10 Mar 2010 14:45:33 +0000</lastBuildDate>
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		<title>Product Management for Mobile Gaming</title>
		<link>http://www.startuplifeblog.com/2010/03/10/product-management-for-mobile-gaming/</link>
		<comments>http://www.startuplifeblog.com/2010/03/10/product-management-for-mobile-gaming/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 14:45:33 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[agile development]]></category>
		<category><![CDATA[business value]]></category>
		<category><![CDATA[features]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ideas]]></category>
		<category><![CDATA[incremental updates]]></category>
		<category><![CDATA[initial release plan]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iterations]]></category>
		<category><![CDATA[product backlog]]></category>
		<category><![CDATA[product management]]></category>
		<category><![CDATA[product manager]]></category>
		<category><![CDATA[resource planning]]></category>
		<category><![CDATA[SCRUM]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=290</guid>
		<description><![CDATA[As an aspiring tech CEO, I have been told numerous times that being an &#8220;A+&#8221; Product Manager will provide the experience, understanding and discipline to become a great CEO and to lead an accomplished company.
I often provide strategy and product development guidance to some of our portfolio companies; however, I wanted a more immersive experience [...]]]></description>
			<content:encoded><![CDATA[<p>As an aspiring tech CEO, I have been told numerous times that being an &#8220;A+&#8221; Product Manager will provide the experience, understanding and discipline to become a great CEO and to lead an accomplished company.</p>
<p>I often provide strategy and product development guidance to some of our portfolio companies; however, I wanted a more immersive experience and to be part of the excitement of startup life. So over the last several months, I increased my assistance to a particular portfolio company in the Toronto area, which I believe is well positioned in the marketplace. Strategy discussions with management of this company led to a conversation to bring me on-board as Product Manager of a new mobile social game at the idea stage. Eager to help the company succeed and to gain additional experience, I undertook a more formal responsibility on evenings and weekends as Product Manager. It was a perfect fit for both the company (lacked product management capabilities) and my career ambitions.</p>
<p>As part of the team, I faced my first challenge: Figure out the best way to manage the development team and the product. I evaluated several methods of product development and eventually settled on <a href="http://en.wikipedia.org/wiki/Scrum_(development)" target="_blank">SCRUM</a> since it is ideal for agile development with rapid iterations and incremental updates &#8212; perfect for an iPhone game.</p>
<p><img class="alignnone size-full wp-image-291" title="ScrumLargeLabelled" src="http://www.startuplifeblog.com/wp-content/uploads/2010/02/ScrumLargeLabelled.png" alt="ScrumLargeLabelled" width="600" /></p>
<p>For product managers that are new to SCRUM, be sure to check out the <a href="http://www.scruminfo.com/downloads/src.pdf" target="_blank">SCRUM Reference Card</a> (great overview) and beginners <a href="http://www.scruminfo.com/downloads/scrum.pdf" target="_blank">SCRUM Guide</a> (fairly basic). These were helpful resources in my quest to better understand this product development process.</p>
<p>It was my next goal to conceive of a process to coordinate everyone&#8217;s collective efforts on the team to come up with ideas and potential features for the game and to convert that list into the Initial Release Plan and Product Backlog for the game. I created a spreadsheet in Google Docs and shared it with the team. I wanted to be a very transparent Product Manager and show the team everything that I saw &#8212; idea list, resource planning, timeline estimates, business value associations to product features, etc&#8230; I did this because I believe that transparency will help the team better understand my points of view and decision-making rationale.</p>
<p>Since I am continuing to learn, I invite you to have a look at the <a href="http://spreadsheets.google.com/pub?key=tZwgR1cs_IkckbbokjzgxgQ&amp;gid=1" target="_blank">Initial Release and Version planning spreadsheets</a> that I created to manage the product development process. Naturally, I stripped out any game-specific information, removed the names of people involved and altered values so that it would no longer represent our plan in any fashion. Other small changes to this public version include:</p>
<ul>
<li>For the idea list tab, each item should be      a minimum of 4 hours to a maximum of 16 hours only; tasks less than 4      hours should be placed on each developers Scratch Pad and aggregated into      an item on the list; tasks greater than 16 hours should be broken down      into components (if possible) to fit within the 4 &#8211; 16 hours window for      ideal planning purposes.</li>
<li>Each developer would have his or her own      &#8220;Scratch Pad&#8221; (the demo version only shows 2).</li>
<li>The only tab that was completely removed      was the method by which we determine business value for each product      feature.</li>
<li>The &#8220;Product Backlog&#8221; tab is      dynamically driven from the &#8220;Idea List&#8221; tab and broken-down into      version and sprint for each assessment; a tip for collecting the unique      &#8220;Groups&#8221; is to export the long list of Groups from the      &#8220;Idea List&#8221; into Excel and create a Pivot Table, then select the      grouping and extract the unique elements to import back into Google Docs.</li>
<li>In the &#8220;Product Backlog&#8221; tab, you      should determine your own complexity factor for the project  (a guide      to determining this factor can be found in the SCRUM Guide linked above).</li>
</ul>
<p>I would love to hear your questions, comments and (hopefully) suggestions to further improve what I have already created in hopes of making this effort more successful. If you would like a copy of my example spreadsheet, please let me know and leave me your email address in the comments section below; I&#8217;ll make sure to get you a copy either on Google Docs or as an export to MS Excel.</p>
<p>My next post will discuss putting this plan into action.</p>
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		<title>Reward Systems that Drive Engagement (via Amy Jo Kim)</title>
		<link>http://www.startuplifeblog.com/2010/03/09/reward-systems-that-drive-engagement-via-amy-jo-kim/</link>
		<comments>http://www.startuplifeblog.com/2010/03/09/reward-systems-that-drive-engagement-via-amy-jo-kim/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 04:43:14 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[achievements]]></category>
		<category><![CDATA[Amy Jo Kim]]></category>
		<category><![CDATA[bedges]]></category>
		<category><![CDATA[coins]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[engagement]]></category>
		<category><![CDATA[experience points]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gifting]]></category>
		<category><![CDATA[leaderboards]]></category>
		<category><![CDATA[levels]]></category>
		<category><![CDATA[loyalty]]></category>
		<category><![CDATA[metagame]]></category>
		<category><![CDATA[prestige]]></category>
		<category><![CDATA[prize]]></category>
		<category><![CDATA[rank]]></category>
		<category><![CDATA[ratings]]></category>
		<category><![CDATA[reputation]]></category>
		<category><![CDATA[reward systems]]></category>
		<category><![CDATA[tournament]]></category>
		<category><![CDATA[viral]]></category>
		<category><![CDATA[XP]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=335</guid>
		<description><![CDATA[Amy Jo Kim, CEO of Shufflebrain, gave a talk at Game Developers Conference 2010 and focused on the web-meets-gaming world (called metagame design). This is the practice of applying game-like reward and feedback systems to non-game applications for the purpose of driving loyalty and engagement. This slide deck (embedded below) focuses on three levels of [...]]]></description>
			<content:encoded><![CDATA[<p>Amy Jo Kim, CEO of Shufflebrain, gave a talk at Game Developers Conference 2010 and focused on the web-meets-gaming world (called metagame design). This is the practice of applying game-like reward and feedback systems to non-game applications for the purpose of driving loyalty and engagement. This slide deck (embedded below) focuses on three levels of metagame design: points tables, feedback and rewards, and viral outreach. She also reviews the pros and cons of metagame reward systems like levels, badges, leaderboards, spotlights, and quality ratings. AJK was kind enough to post those slides online for the community &#8212; thank you!</p>
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<h2>Metagame Design &#8211; Presentation Transcript</h2>
<ol style="margin-left:20px;">
<li>MetaGame Design Reward Systems that Drive Engagement Amy Jo Kim CEO, Shufflebrian</li>
<li>What is a Metagame?</li>
<li>Using out-of-game info or resources to affect in-game decisions Gaming definition</li>
<li>Layering an rewards system onto an existing activity</li>
<li>Metagames are Everywhere</li>
<li>Collecting Complete Collections &#8212; Gain Status, Access, $$</li>
<li>Behavior Chart Collect Stickers &#8211; Earn Privilege or Prize</li>
<li>Karate Develop Skill &#8211; Earn Rank, Prestige, Powers</li>
<li>Scouting Complete Tasks &#8211; Earn Badges, Rank, Prestige, Powers</li>
<li>Frequent Flyer Programs Spend Money &#8211; Earn Points &#8211; Redeem for Flights</li>
<li>Arcade Spend Money &#8211; Earn Points &#8211; Redeem for Items</li>
<li>Text RPG Complete Missions &#8211; Earn Points &#8211; Redeem for Items</li>
<li>Contest/Raffle Take Action &#8211; MAYBE Win Item</li>
<li>Contest/Raffle Take Action &#8211; Maybe Win Item</li>
<li>Tournament Play Sport &#8211; Enter Tournaments &#8211; Earn Ranking/Trophies Leagues &amp; Teams are part of this</li>
<li>Tournament Play Sport &#8211; Enter Tournaments &#8211; Earn Ranking/Trophies</li>
<li>So how do you design a Metagame?</li>
<li>Metagame Design Framework Viral Outreach Feedback &amp; Rewards Points</li>
<li>Metagame Engagement Loop Post updates, give gifts, send taunts Get feedback, earn rewards Take actions, earn points</li>
<li>Act React Customize Create Earn Spend Step 1: Assign points to actions Viral Outreach Feedback &amp; Rewards Points</li>
<li>Which ACTIONS earn points?</li>
<li>Which REACTIONS earn points?</li>
<li>3 Types of points
<ul>
<li>Experience Points (XP) &#8211; earned directly via players’ actions &#8211; track &amp; reward socially/economically useful player actions</li>
</ul>
<ul>
<li>Skill Points (Score, Rank) &#8211; earned via interacting with the system &#8211; based on mastery of the activity or game</li>
</ul>
<ul>
<li>Influence Points (Rating, Reputation) &#8211; earned via the actions of other players &#8211; proxy for quality/reputation/influence &#8211; track &amp; reward socially valuable contributions &amp; actions</li>
</ul>
</li>
<li>Is your points system tracking skill, experience, or both?</li>
<li>Is your points system assigning ratings to people or objects?</li>
<li>Can you Spend your points?</li>
<li>Levels Leaderboards Roles Reputation Missions Challenges Achievements Collections Step 2: Add Feedback &amp; Rewards Viral Outreach Feedback &amp; Rewards Points</li>
<li>Levels are shorthand for participation and achievement</li>
<li>Leaderboards identify, motivate and reward your most devoted players</li>
<li>Social Leaderboards drive competition and enable missions</li>
<li>Leaderboards can cause problems &#8211; don’t be afraid to remove/hide/change</li>
<li>Missions tell players what to do next</li>
<li>Mission-driven engagement loop Post updates, give gifts, send taunts Get feedback, earn rewards Accept Mission Update Mission List Take actions, earn points</li>
<li>Reputation and Ratings track quality/skill + motivate contributions</li>
<li>Achievements provide short-term goals + sense of progression</li>
<li>Motivate newbies with easy-to-earn rewards</li>
<li>Motivate power-users with scarce resources</li>
<li>Motivate contributors with a rating system</li>
<li>Updates Gifts Sharing Invites Step 3: Grow through Viral Outreach Viral Outreach Points Feedback &amp; Rewards</li>
<li>What are the ‘social moments’ in your game?</li>
<li>Competition Bragging, Taunting, Challenging</li>
<li>Cooperation Sharing, Helping, Gifting</li>
<li>Self-Expression Check out my character/outfit/farm/page</li>
<li>Case Study: <a href="http://startuplifeblog.com/tag/farmville">Farmville</a></li>
<li>XP + coins earned by completing tasks</li>
<li>Customize your character</li>
<li>purchase seeds</li>
<li>Plant &amp; Harvest Crops</li>
<li>Help Neighbors</li>
<li>Design &amp; Develop Your Farm</li>
<li>Buy exclusive items with $$$</li>
<li>Tutorial introduces pts, levels, rewards</li>
<li>Earn coins, level up, buy more stuff</li>
<li>Leaderboards facilitate social interactions</li>
<li>Achievements come early &amp; often</li>
<li>Achievements displayed as collections</li>
<li>Achievements displayed as collections</li>
<li>Help your neighbors, then brag about it</li>
<li><a href="http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/">Many opportunities for self-expression</a></li>
<li>Gifting pulls people into the game</li>
<li>Case Study: Stack Overflow Technical Q&amp;A site w/crowd-sourced moderation</li>
<li>Ask/answer good questions to build Reputation</li>
<li>Leaderboards for Reputation score</li>
<li>Earn badges by performing basic site tasks</li>
<li>Question: why no viral outreach?</li>
<li>5 Tips for Designing a Compelling Metagame:
<ul>
<li>Create a coherent experience that unfolds over time</li>
</ul>
<ul>
<li>Define a points system (XP, social pts, redeemable pts) that supports your purpose and audience</li>
<li>Introduce feedback and rewards that motivate newbies, enthusiasts, and contributors</li>
<li>Design rewards that players will be <a href="http://www.startuplifeblog.com/2010/03/08/understanding-social-game-player-dynamics/">eager to share</a></li>
<li>Use “game pacing” to grant rewards over time</li>
</ul>
</li>
</ol>
<p>See Amy Jo Kim&#8217;s <a href="https://www.cmpevents.com/GD10/a.asp?option=G&amp;V=3&amp;id=666941" target="_blank">profile</a> on GDC 2010.</p>
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		<title>Understanding Social Game Player Dynamics</title>
		<link>http://www.startuplifeblog.com/2010/03/08/understanding-social-game-player-dynamics/</link>
		<comments>http://www.startuplifeblog.com/2010/03/08/understanding-social-game-player-dynamics/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 16:23:04 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[A/B testing]]></category>
		<category><![CDATA[friend list]]></category>
		<category><![CDATA[invitations]]></category>
		<category><![CDATA[invites]]></category>
		<category><![CDATA[lolapps]]></category>
		<category><![CDATA[metrics]]></category>
		<category><![CDATA[player dynamics]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[understand]]></category>
		<category><![CDATA[viral]]></category>
		<category><![CDATA[virality]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=319</guid>
		<description><![CDATA[Understanding the behavior of players of social games has been an expensive lesson to learn by many companies, often picking up bite-sided pieces of insight through extensive A/B testing and internal metrics over time. Many companies have also tried to better understand the viral invitation process and successful virality of social games both on and [...]]]></description>
			<content:encoded><![CDATA[<p>Understanding the behavior of players of social games has been an expensive lesson to learn by many companies, often picking up bite-sided pieces of insight through extensive A/B testing and internal metrics over time. Many companies have also tried to better understand the viral invitation process and successful virality of social games both on and off the Facebook platform. An academic paper entitled “Diffusion Dynamics of Games on Online Social Networks” was recently written by Xiao Wei and Jiang Yang from the University of Michigan, Ricardo Matsumura de Araújo from the Federal University of Pelotas, Brazil and Manu Rekhi, VP of strategy, marketing, business and corporate development for Lolapps.</p>
<p>The paper analyses the viral spread of an application and how/why are these processes occurring. SocialTimes.com did a <a href="http://www.socialtimes.com/2010/03/social-game-invites/" target="_blank">great post</a> that summarizes the academic paper. Alternatively, you can view the entire paper <a href="http://www-personal.umich.edu/~ladamic/papers/FBgames/FBgameDiffusion.pdf" target="_blank">here</a>.</p>
<p>Some of the key findings are summarized below:</p>
<ul>
<li>On average, each inviter has invited 26 friends while the median number is 10</li>
<li>Just 10% of users account for 50% of successful invites</li>
<li>Around 90% of users share their locale information</li>
<li>Around 40% of users share their friend list</li>
<li>Only 1% of users share their relationship status</li>
<li>Invited users remain in the game longer: over 50% kept on playing for more than a day and 20% of all invited users were still playing 80 days later.</li>
<li>Around 80% of non-invited players leave the game within the first day</li>
<li>Overall, they find that invitation strategy is more important than demographics in determining invitation success rate</li>
</ul>
<p>To determine how to create a profitable social game, please explore my previous blog post on the importance of <a href="http://www.startuplifeblog.com/2010/03/08/the-importance-of-customer-acquisition-costs-for-startups/" target="_self">Customer Acquisition Costs</a> for startups.</p>
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		<title>The Importance of Customer Acquisition Costs for Startups</title>
		<link>http://www.startuplifeblog.com/2010/03/08/the-importance-of-customer-acquisition-costs-for-startups/</link>
		<comments>http://www.startuplifeblog.com/2010/03/08/the-importance-of-customer-acquisition-costs-for-startups/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 14:00:42 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Business Models]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[Venture Capital]]></category>
		<category><![CDATA[ARPU]]></category>
		<category><![CDATA[business model]]></category>
		<category><![CDATA[CAC]]></category>
		<category><![CDATA[companies]]></category>
		<category><![CDATA[customer acquisition cost]]></category>
		<category><![CDATA[customers]]></category>
		<category><![CDATA[entrepreneurs]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[k-factor]]></category>
		<category><![CDATA[lifetime value]]></category>
		<category><![CDATA[LTV]]></category>
		<category><![CDATA[metrics]]></category>
		<category><![CDATA[SaaS]]></category>
		<category><![CDATA[startup]]></category>
		<category><![CDATA[subscription]]></category>
		<category><![CDATA[VC]]></category>
		<category><![CDATA[viral growth]]></category>
		<category><![CDATA[virtual currency]]></category>
		<category><![CDATA[web services]]></category>
		<category><![CDATA[Zynga]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=302</guid>
		<description><![CDATA[I recently came across the blog of David Skok of Matrix Partners and was inspired to write this post by an article on customer acquisition costs. If you have not yet read through his blog’s vast resources for entrepreneurs, I suggest you do so – particularly if you plan to pitch your startup to VCs [...]]]></description>
			<content:encoded><![CDATA[<p>I recently came across the blog of David Skok of Matrix Partners and was inspired to write this post by an <a href="http://www.forentrepreneurs.com/startup-killer/" target="_blank">article</a> on customer acquisition costs. If you have not yet read through his blog’s vast resources for entrepreneurs, I suggest you do so – particularly if you plan to pitch your startup to VCs anytime soon.</p>
<p>After being pitched countless times by startups, as a VC I’d like to identify a common misconception that web-based startups often have about their own growth potential and the costs associated with their plans. Management of web services companies, SaaS companies and mobile (web-based) applications commonly believe that because they are situated online, customers will come across their service, submit a purchase order (or subscribe) and notify friends or other companies to use the service as well. Although this may happen from time to time, it is very rare for any company to experience sustained viral growth.</p>
<p>Many companies don&#8217;t understand the difference between viral marketing and viral growth. Viral marketing is essentially &#8220;word of mouth&#8221; or &#8220;person-to-person distribution&#8221; and is the latest buzzword. Viral growth implies a K-factor greater than 1 (i.e. for each new person who tries a product/service, they will each invite more than 1 registered user of the product on average). Since true viral growth is so hard to achieve in practice, many companies miscalculate the actual costs it will incur to acquire customers. As David points out in his article, the majority of startup pitches lack detail/emphasis on <em>how much it will cost to acquire customers</em>. I second this statement entirely.</p>
<p><strong>Business Model Viability<br />
</strong>For a business to be profitable on each new customer, startups must balance two variables: (1) Cost to Acquire Customers (CAC); and (2) Lifetime Value of a Customer (LTV).</p>
<p>CAC can be calculated by taking the business’s entire cost of sales and marketing over a given period (including salaries and other employee expenses) and divide it by the number of customers that the business acquired in that period.</p>
<p>LTV can be calculated by looking at the Average Revenue Per User/Customer (ARPU) over the lifetime of a business’s relationship with a customer.</p>
<p>As Steve Blank mentioned in his recent <a href="http://steveblank.com/2010/02/22/no-accounting-for-startups/" target="_blank">post</a>, an early indication that a business has found the right business model is when the cost of acquiring customers becomes less than the revenues generated from the customer. &#8220;For web startups, this is when the cost of customer acquisition is less than the lifetime value of that customer. For biotech startups, it’s when the cost of the R&amp;D required to find and clinically test a drug is less than the market demand for that drug.&#8221;</p>
<p><a href="http://www.startuplifeblog.com/wp-content/uploads/2010/03/balance_CAC_LTV.png"><img class="alignnone size-full wp-image-300" title="balance_CAC_LTV" src="http://www.startuplifeblog.com/wp-content/uploads/2010/03/balance_CAC_LTV.png" alt="" width="610" height="505" /></a><br />
Credit: <a href="http://www.forentrepreneurs.com/startup-killer/" target="_blank">David Skok</a>.</p>
<p>Zynga is a great example of a company that has managed to <a href="http://lsvp.wordpress.com/2009/03/25/social-gaming-is-a-tactic-not-a-category/" target="_blank">decipher the business model</a> of online social gaming. After thousands of A/B tests and experiments, Zynga finally found a business model where CAC was less than LTV. Once they cracked the nut, the company spent so much on customer acquisition that it was rumored that they accounted for upwards of 30% of Facebook&#8217;s revenue in 2009 though its aggressive social ad buying strategies. Similar business models and opportunities exist in virtual worlds, massively multiplayer online games (MMOGs) and many other online businesses. Many social games, such as those created by Zynga, leverage <a href="http://www.startuplifeblog.com/tag/virtual-currency">virtual currency</a>, micro-transactions, <a href="http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/">emotional response mechanisms</a> and social influence to promote the sale of decorative and functional virtual goods.</p>
<p>Before investing in a web-centric startup, good VCs will look deep into a company’s business model and know to look for CAC and LTV metrics. In fact, Trident Capital recently held a meeting with their online advertising and ecommerce companies to help exchange best practices for customer acquisition and <a href="http://blog.tridentcap.com/2010/03/trident-capital-internet-portfolio-company-summit.html" target="_blank">improving LTV</a>. My advice to startups: prove out your business model and you will have a much better shot at raising VC dollars. Skok suggests that two key equations be followed by web startups:</p>
<ul>
<li>CAC &lt;      LTV (3x appears to be a rough minimum for SaaS businesses)</li>
<li>CAC should be      recovered in &lt; 12 months (for subscription businesses)</li>
</ul>
<p>Startups, if you’ve already figured out your business model and how to make CAC &lt; LTV, stay very quiet and add as much fuel to the fire as you can afford. Your competitors will likely try to hone-in on your tactics and fight back for their share of the market.<strong> </strong></p>
<p><a href="http://www.startuplifeblog.com/wp-content/uploads/2010/03/business-model-tips.jpg"><img class="alignnone size-full wp-image-301" title="business-model-tips" src="http://www.startuplifeblog.com/wp-content/uploads/2010/03/business-model-tips.jpg" alt="" width="468" height="208" /></a><br />
Credit: <a href="http://steveblank.com/2010/02/22/no-accounting-for-startups/" target="_blank">Steve Blank</a>.</p>
<p><strong>Leverage Startup Metrics<br />
<span style="font-weight: normal;">Startups are different from larger companies and therefore need different metrics than larger companies. Metrics will give startups a lens into how well the search<em> </em>for the business model is going and help to identify when to scale the company. Besides CAC and LTV, some essential metrics that startups should be familiar with include Viral Coefficient (<a href="http://framethink.wordpress.com/2008/01/15/the-four-viral-app-objectives-aka-social-network-application-virality-101/" target="_blank">K-factor</a>)  and Customer Lifecycle. Dave McClure from Founders Fund recently updated his <a href="http://500hats.typepad.com/500blogs/2010/01/startup-metrics-for-pirates-lean-startup-circle-jan-2010.html" target="_blank">Startup Metrics for Pirates</a> presentation for web sales pipelines. Take a look!</span></strong></p>
<p><strong> </strong></p>
<p><strong>Questions to my Readers<br />
</strong>Please consider the following questions and share your perspectives with my other readers and the tech community at large.</p>
<ol>
<li>What metrics do      you consider the most valuable?</li>
<li>Do you use any      tools to help measure specific metrics for your business?</li>
<li>What mistakes have you made (and corrected) that can help others succeed?</li>
</ol>
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		<title>Leaving Comments Just Got Easier!</title>
		<link>http://www.startuplifeblog.com/2010/03/05/leaving-comments-just-got-easier/</link>
		<comments>http://www.startuplifeblog.com/2010/03/05/leaving-comments-just-got-easier/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 04:38:55 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Internet Technology]]></category>
		<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[comments]]></category>
		<category><![CDATA[easier]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[IntenseDebate]]></category>
		<category><![CDATA[OpenID]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[Twitter]]></category>
		<category><![CDATA[wordpress]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=314</guid>
		<description><![CDATA[For as long as I have had this blog online, one of my strongest concerns was the friction (caused by Wordpress and anti-spam tools) preventing my readers from easily leaving comments on my blog.
Now, thanks to an excellent plug-in called IntenseDebate, anybody can now leave comments by signing in through Facebook, Twitter, OpenID, WordPress or [...]]]></description>
			<content:encoded><![CDATA[<p>For as long as I have had this blog online, one of my strongest concerns was the friction (caused by Wordpress and anti-spam tools) preventing my readers from easily leaving comments on my blog.</p>
<p>Now, thanks to an excellent plug-in called <a href="http://www.intensedebate.com/" target="_blank">IntenseDebate</a>, anybody can <strong>now leave comments</strong> <strong>by </strong>signing in through <strong>Facebook</strong>, <strong>Twitter</strong>, OpenID, WordPress or IntenseDebate. The plug-in also has some great sidebar tools that dynamically generate a list of the most popular blog posts (ranked by number of comments received) and recent comments received.</p>
<p>If there had been a comment that you wanted to make in response to a previous article, but were turned off by the process involved, I now invite you to participate in those discussions.</p>
<p>To my readers: Thank you all for subscribing and I&#8217;m looking forward to the additional conversations that result from these changes. Have a great weekend!</p>
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		<title>The Future of Contextual Mobile Commerce</title>
		<link>http://www.startuplifeblog.com/2010/02/23/the-future-of-contextual-mobile-commerce/</link>
		<comments>http://www.startuplifeblog.com/2010/02/23/the-future-of-contextual-mobile-commerce/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 19:15:18 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Business Models]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[applications]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[business model]]></category>
		<category><![CDATA[commerce]]></category>
		<category><![CDATA[contextual]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Layar]]></category>
		<category><![CDATA[location]]></category>
		<category><![CDATA[Mobilizy]]></category>
		<category><![CDATA[monetize]]></category>
		<category><![CDATA[POS]]></category>
		<category><![CDATA[Recognizr]]></category>
		<category><![CDATA[Sekai Camera]]></category>
		<category><![CDATA[smartphone]]></category>
		<category><![CDATA[square]]></category>
		<category><![CDATA[TAT]]></category>
		<category><![CDATA[Tim O'Reilly]]></category>
		<category><![CDATA[Tonchidot]]></category>
		<category><![CDATA[Wikitude]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=283</guid>
		<description><![CDATA[In the early days of the gold rush to create location aware and contextually relevant mobile applications for smartphones, I was constantly bombarded with business plans that showed revenue models driven from advertising. Although advertising is a plausible way of earning revenue, there is a high level of inherent risk since those businesses are largely [...]]]></description>
			<content:encoded><![CDATA[<p>In the early days of the gold rush to create location aware and contextually relevant mobile applications for smartphones, I was constantly bombarded with business plans that showed revenue models driven from advertising. Although advertising is a plausible way of earning revenue, there is a high level of inherent risk since those businesses are largely at the mercy of market rate CPMs/eCPMs and available ad inventory (unless you have a rockstar in-house ad sales team). Ad inventories are beginning to improve as advertisers are becoming more and more aware of the high interaction and engagement rates of mobile ads. However, for startups looking to differentiate in their niche, monetizing solely through ads is a risky road to travel. That being said, I believe that ads are still relevant  for *lite* versions of apps that supplement a paid model of some form and for monetizing certain consumers that would not otherwise become a paying customer.</p>
<p>Tim O&#8217;Reilly wrote a short <a href="http://radar.oreilly.com/2010/02/convergence-advertising-mobile-ecommerce.html" target="_blank">article</a> last week on the convergence of Advertising and E-commerce and I thought he hit the nail right on the head. He says that &#8220;E-commerce is the killer app of the phone world. Anyone whose business is now based on advertising had better be prepared to link payment and fulfillment directly to search, making buying anything in the world into a one-click purchase. Real time payment from the phone is in your future.&#8221; I completely agree. <a href="https://squareup.com/" target="_blank">Square</a> is a great example of real-time point-of-sale (POS) coming to iPhone.</p>
<p>In the article, O&#8217;Reilly arrives at this conclusion by making a few theories about what can be expected from the marketplace based on some recent announcements and common sense:</p>
<ul>
<li>Google, Apple, and Microsoft will announce e-commerce programs akin to AdSense, in which retailers will register with &#8220;app stores&#8221; to allow physical goods and services to be bought as easily as apps</li>
<li>We can expect announcements of partnerships between phone providers and Amazon or Wal-Mart to fulfill mobile e-commerce requests</li>
</ul>
<p>There are a number of mobile apps that are positioned well to capitalize on some of these trends such as foursquare and other mashups of local and geocoded information. IMHO, there is a more exciting category that is only starting to gain excitement. Companies like <a href="http://layar.com/" target="_blank">Layar</a>, <a href="http://www.crunchbase.com/company/tonchidot" target="_blank">Tonchidot</a> (Sekai Camera), <a href="http://www.mobilizy.com/" target="_blank">Mobilizy</a> (Wikitude) and <a href="http://www.tat.se/" target="_blank">TAT</a> (Recognizr) are creating augmented reality browsers and applications that use location data and combine it with image recognition technology to recognize specific people or places in the physical world and allow the application user to interact with them in some capacity. I strongly believe that these are some of the fundamental technologies that will make this category of future applications possible. By linking interaction of location-aware data through to payment and fulfillment functions, one can point a phone at a local pizza restaurant and order a pizza to their home en route. Another example may be pointing a phone at a friend and performing a money transfer with only a few clicks.</p>
<p>What killer apps can you think of that combine hyperlocal, e-commerce and fulfillment?</p>
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		<title>DemoCamp 25 Toronto Roundup</title>
		<link>http://www.startuplifeblog.com/2010/01/28/democamp-25-toronto-roundup/</link>
		<comments>http://www.startuplifeblog.com/2010/01/28/democamp-25-toronto-roundup/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 16:37:50 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Entrepreneurship]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[Albert Lai]]></category>
		<category><![CDATA[ARPU]]></category>
		<category><![CDATA[democamp]]></category>
		<category><![CDATA[FishWorld]]></category>
		<category><![CDATA[Greg Thomson]]></category>
		<category><![CDATA[Gurbaksh Chahal]]></category>
		<category><![CDATA[gWallet]]></category>
		<category><![CDATA[HitGrab]]></category>
		<category><![CDATA[Kontagent]]></category>
		<category><![CDATA[LTV]]></category>
		<category><![CDATA[offer network]]></category>
		<category><![CDATA[psychology]]></category>
		<category><![CDATA[Realm of Empires]]></category>
		<category><![CDATA[Scenecaster]]></category>
		<category><![CDATA[ShinyAds]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[Social Gaming Studios]]></category>
		<category><![CDATA[Tall Tree Games]]></category>
		<category><![CDATA[virtual currency]]></category>
		<category><![CDATA[virtual worlds]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=280</guid>
		<description><![CDATA[DemoCamp is a concept that started 4 years ago in the Bubbleshare office boardroom. It is a forum for startups to share ideas, code and development tips at a “safe” venue within the community. Now at DemoCamp 25, audiences topped 450 people as they filled up an entire auditorium-style classroom at Ryerson University – pretty [...]]]></description>
			<content:encoded><![CDATA[<p>DemoCamp is a concept that started 4 years ago in the Bubbleshare office boardroom. It is a forum for startups to share ideas, code and development tips at a “safe” venue within the community. Now at <a href="http://democamp.com/2010/01/21/the-schedule-for-dct25/" target="_blank">DemoCamp 25</a>, audiences topped 450 people as they filled up an entire auditorium-style classroom at Ryerson University – pretty impressive. Check out the <a href="http://www.flickr.com/photos/hyfen/4311073226/" target="_blank">Flickr</a> photos.</p>
<p>The theme of this DemoCamp was social gaming, with a few other social applications thrown into the mix. All the presentations were very interesting, but I have selected a few that stood out in my mind:</p>
<p><strong>Gurbaksh Chahal (<a href="http://gwallet.com/" target="_blank">gWallet</a>)</strong></p>
<p><a href="http://blog.chahal.com/" target="_blank">Gurbaksh</a> gave an inspirational talk on entrepreneurship to the crowd, basing the majority on his life story and how he sold his first two companies for $40 million and then $300 million respectively. CEOs, take a look at his <a href="http://sprouter.com/blog/9-entrepreneurship-lessons-from-the-300-million-dollar-man/" target="_blank">9 entrepreneurship lessons</a>. His new venture, gWallet, provides the next generation virtual currency platform for social media including social gaming, virtual worlds, mobile platforms, abandoned shopping carts and microtransaction environments. Essentially, it is another offer network that is looking to diversify itself from the realms of OfferPal and the like. It was great to see gWallet in action in one of the subsequent demos during the evening.</p>
<p><strong> </strong></p>
<p><strong>Albert Lai (<a href="http://kontagent.com/" target="_blank">Kontagent</a>)</strong></p>
<p>It’s always good to see Albert. I’ve had a beat on Kontagent for a while now, and I still love what they are doing. If you’re developing a social Facebook app, there is no excuse for not using Kontagent, unless of course you have no desire to <em><span style="text-decoration: underline;">really know</span></em> what your users are doing and how best to improve the growth and distribution of your application across the social network. Kontagent really drives down to better understanding the Life-Time Value (“LTV”) of a user based on your Average Revenue Per User (“ARPU”) less the cost of acquiring an individual user – and Kontagent gets very granular so that you, the developer, can determine which sources of traffic tend to monetize well across your social application. If you haven’t heard of Kontagent, check it out.</p>
<p><strong>Greg Thomson (<a href="http://talltreegames.com/" target="_blank">Tall Tree Games</a>)</strong></p>
<p>Greg seemed to be in fine form last night. He demoed their latest game called <a href="http://apps.facebook.com/fishworld/?r=999" target="_blank">FishWorld</a>, which was a stellar rip of Zynga’s (and other) aquarium-based games. It was stellar not because Zynga does it to everyone else, but because it went above and beyond other aquarium-style games. Greg and the company really thought through the game mechanics and the <a href="http://www.startuplifeblog.com/2009/10/30/virtual-goods-market-types-user-psychology/">game player’s psychology</a> to maximize revenue-making opportunities. One of the best quotes that he said during his presentation was to “Create a problem for your users and sell them back a solution.” For example, in FishWorld the tanks constantly get dirty, but the game offers a suckerfish for $2 that will keep your tank clean and will prevent you from having to do maintenance on the fish tank to keep it clean. Another very smart move was to sell a shark, a premium and monetizable fish that people think are “cool” to have in their tank, but the shark eats other fish that users will then have to replace through coins or credits. In short, great game mechanics. Check it out! You will learn a lot by studying this game.</p>
<p><strong> </strong></p>
<p><strong>Greg Balajewicz (<a href="http://realmofempires.com/" target="_blank">Realm of Empires</a>)</strong></p>
<p>Realm of Empires looks like a pretty engaging game where users can build relationships with each other, strategize, and plan their schemes of “virtual world domination”. They have build the company without many game mechanics for increasing monetization, as that did not seem to be their motivating force; these nice guys actually created a “fair” game where users can genuinely compete on skill and strategy – you are not able to buy your way to the top. While very refreshing from a user game-play point of view, it will be interesting to see how this pans out from a business operations standpoint. I think there is lots of potential for growing revenues in this company and that a great business mind could join this team and together they can really cash-in.</p>
<p><strong> </strong></p>
<p>There were a few other demos by Oz Solomon (<a href="http://sgstudios.com/" target="_blank">Social Gaming Studios</a>), Joel Auge (<a href="http://hitgrab.com/" target="_blank">HitGrab</a>), Mark Zohar (<a href="http://scenecaster.com/" target="_blank">Scenecaster</a>) and Roy Pereira (<a href="http://shinyads.com/" target="_blank">ShinyAds.com</a>), and while interesting, they weren’t inherently social games, which I set out to cover in this post. Feel free to check out my reviews from <a href="http://www.startuplifeblog.com/2009/07/28/review-democamp-toronto-21/">DemoCamp 21</a> (July 2009).</p>
<p>If you’d like a more in-depth review of your game or game mechanics, flip me a note and I’d be glad to take the time chat, understand your game / mechanics and review it in a subsequent post.</p>
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		<title>BASES: A Resource for Tech Startups</title>
		<link>http://www.startuplifeblog.com/2010/01/25/bases-a-resource-for-tech-startups/</link>
		<comments>http://www.startuplifeblog.com/2010/01/25/bases-a-resource-for-tech-startups/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 22:23:14 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Entrepreneurship]]></category>
		<category><![CDATA[Startups]]></category>
		<category><![CDATA[BASES]]></category>
		<category><![CDATA[bay area]]></category>
		<category><![CDATA[help a startup out]]></category>
		<category><![CDATA[resource]]></category>
		<category><![CDATA[stanford]]></category>
		<category><![CDATA[subscriptions]]></category>
		<category><![CDATA[tech]]></category>
		<category><![CDATA[valuable]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=276</guid>
		<description><![CDATA[I have been a subscriber to the BASES weekly digest for several years now (note: BASES stands for Business Association of Stanford Entrepreneurial Students). It is an extremely valuable resource to any tech entrepreneur, especially if you live in the valley or travel to the Bay Area often. They generally include a section on upcoming events [...]]]></description>
			<content:encoded><![CDATA[<p>I have been a subscriber to the <a href="http://bases.stanford.edu/about-us/digest/" target="_blank">BASES weekly digest</a> for several years now (note: BASES stands for Business Association of Stanford Entrepreneurial Students). It is an extremely valuable resource to any tech entrepreneur, especially if you live in the valley or travel to the Bay Area often. They generally include a section on upcoming events and deadlines; for example, below is a list found in their most recent digest:</p>
<p>Monday, January 25th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=1939c80ede&amp;e=62afbd0644" target="_blank">Learn Web Metrics from the Master Featuring Dave McClure</a><br />
Monday, January 25th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=02d33b7f66&amp;e=62afbd0644" target="_blank">British Consulate / Seedcamp Reception<br />
</a>Monday, January 25th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=cbf03c13f8&amp;e=62afbd0644" target="_blank">Nordic Entrepreneurs and Venture Spinouts </a><br />
Tuesday, January 26th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=3742be11f1&amp;e=62afbd0644" target="_blank">Girls in Tech: Catalyst Conference – 15% off</a><br />
Tue &amp; Wed, January 26th &amp; 27th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=95b5cc9210&amp;e=62afbd0644" target="_blank">Web 3.0 Conference</a><br />
Wednesday, January 27th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=abcb397786&amp;e=62afbd0644" target="_blank">Vator Splash Competition – Applications are Due </a><br />
Wednesday January 27th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=2ef03248b3&amp;e=62afbd0644" target="_blank">Social E-Challenge Speed Dating Mixer</a><br />
Thursday, January 28th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=b4cff190aa&amp;e=62afbd0644" target="_blank">FounderDating – Where Founders Meet</a><br />
Sunday, January 31st &#8211; <a href="http://www.lightspeedvp.com/summerfellowships/overview.aspx" target="_blank">Lightspeed Venture Partners Grant Program Application Deadline</a><br />
Wednesday, Februray 3rd &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=a58585492a&amp;e=62afbd0644" target="_blank">Bootup Labs (Canada) Demo Days</a><br />
Wednesday, Februray 3rd &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=75d0abc23c&amp;e=62afbd0644" target="_blank">Geo-Loco! The future of geo-location services</a><br />
Wednesday February 21st &#8211; 28th &#8211; <a href="http://stanford.us1.list-manage.com/track/click?u=92be899ef5a892c60b4a6cd97&amp;id=0c037d7719&amp;e=62afbd0644" target="_blank">E-Week at Stanford University</a></p>
<p>BASES recently launched their &#8220;Help A Startup Out&#8221; section to more efficiently match the needs of startups with their large and fast-growing global network of entrepreneurs, investors, and top-quality service providers. Startups, <a href="https://startupdigest.wufoo.com/forms/help-a-startup-out/" target="_blank">give them your input</a> to help make this a success.</p>
<p>I had a chance to work with a few members from the BASES group last year when I volunteered as a judge and mentor for a student team competing in the 2009 <a href="http://bases.stanford.edu/social-e-challenge/" target="_blank">Social Entrepreneurship Challenge</a>. They are a great group of people doing great things for the community.</p>
<p>Which subscriptions to tech/startup newsletters and RSS feeds do you read religiously? I&#8217;m looking for more sources&#8230;</p>
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		<title>2010 Mobile Trends via Forrester</title>
		<link>http://www.startuplifeblog.com/2010/01/22/2010-mobile-trends-via-forrester/</link>
		<comments>http://www.startuplifeblog.com/2010/01/22/2010-mobile-trends-via-forrester/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 19:33:28 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[Ad Marvel]]></category>
		<category><![CDATA[admob]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Forrester]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[iPhone 4G]]></category>
		<category><![CDATA[Lala]]></category>
		<category><![CDATA[live mobile TV]]></category>
		<category><![CDATA[M&A]]></category>
		<category><![CDATA[mobile advertising]]></category>
		<category><![CDATA[mobile video]]></category>
		<category><![CDATA[Opera]]></category>
		<category><![CDATA[Quattro Wireless]]></category>
		<category><![CDATA[Thomas Husson]]></category>
		<category><![CDATA[trends]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=270</guid>
		<description><![CDATA[I finally had the chance to review the 2010 mobile trends predictions from Thomas Husson, a Senior Analyst at Forrester. The report hit on a fundamental concept: mobile performed exceptionally well during the 2009 economic recession. To reflect on this, the industry has really been bullish from an M&#38;A perspective. As the year came to an [...]]]></description>
			<content:encoded><![CDATA[<p>I finally had the chance to review the 2010 mobile trends predictions from <a href="http://www.forrester.com/rb/analyst/thomas_husson" target="_blank">Thomas Husson</a>, a Senior Analyst at Forrester. The report hit on a fundamental concept: mobile performed exceptionally well during the 2009 economic recession. To reflect on this, the industry has really been bullish from an M&amp;A perspective. As the year came to an end, the M&amp;A market began to pick up with a number of acquisitions including the now-over-hyped Google purchase of AdMob as well as the <a href="http://www.techcrunch.com/2009/12/04/apple-acquires-lala/" target="_blank">Apple acquisition of Lala</a> (music streaming service). Thus far, 2010 has seen continued M&amp;A activity, with emphasis on mobile advertising companies including <a href="http://mashable.com/2010/01/04/apple-quattro-wireless/" target="_blank">Quattro Wireless being acquired by Apple</a> and <a href="http://www.opera.com/press/releases/2010/01/20_2/" target="_blank">Ad Marvel being acquired by Opera.</a> Larger industry players are plucking companies to secure their seat at the table to reap the profits that the mobile industry is beginning to offer maturing companies. There is also a flurry of investment activity surrounding mobile games companies (which I will leave for another post).</p>
<p>The 2010 Mobile Trends report offers these high level statements:</p>
<ul>
<li>More brands will start taking the mobile web into account in their strategies.</li>
<li>Innovation in mobile payments will accelerate.</li>
<li>Google will shake up the mobile navigation business.</li>
<li><a href="http://www.fiercemobilecontent.com/story/google-calls-local-services-hugely-important-mobile-future/2010-01-22" target="_blank">Location</a> will start enabling richer mobile experiences.</li>
<li>Social Computing and mobile phones will expand their love affair.</li>
<li>Live mobile TV will be hyped again.</li>
<li>The OS arms race will heat up.</li>
<li><a href="http://www.startuplifeblog.com/2010/01/21/designing-the-perfect-mobile-application-store/">Application stores</a> will continue to flourish, but none will replicate Apple&#8217;s success in 2010.</li>
<li>Some operators will want to reduce their increasing dependency on Apple.</li>
</ul>
<p>Read the <a href="http://blogs.forrester.com/consumer_product_strategy/2010/01/2010-mobile-trends.html" target="_blank">Forrester blog</a> for a deeper dive into these trends.</p>
<p><strong>My $0.02 on the &#8220;Live mobile TV&#8221; Trend<br />
<span style="font-weight: normal;">If you&#8217;re a die-hard TV fan, getting live TV to your mobile phone has been around for a while from <a href="http://www.slingbox.com/" target="_blank">Slingbox</a>, which allows you to stream shows from your PVR/DVR at home to a BlackBerry or iPhone. In 2010, I believe much more than live mobile TV is going to heat up in the mobile video segment. Since mobile carriers are now extending the capabilities of their networks beyond 3G, such as the multiple WiMax network deployments by Clearwire/Sprint, higher-quality mobile video finally has rails that can support its intense-bandwidth needs. This means more services that will bring consumers music videos, concerts, plays, festivals, live sporting events, tv shows (live and archived), movies (full length and in bite-sized snacks) &#8212; and my personal favourite &#8212; video-calling. I&#8217;m quietly keeping my fingers crossed that the <a href="http://www.intomobile.com/2010/01/12/apple-to-launch-next-generation-iphone-4g-with-dual-core-processor-in-april.html" target="_blank">iPhone 4G supports video calls</a>! One last thing, mobile advertising networks will likely be the default solution to monetizing &#8220;lite&#8221; apps; as mobile video continues to build traction, watch out for hype surrounding mobile video advertising to heat up.</span></strong></p>
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		<title>Designing the Perfect Mobile Application Store</title>
		<link>http://www.startuplifeblog.com/2010/01/21/designing-the-perfect-mobile-application-store/</link>
		<comments>http://www.startuplifeblog.com/2010/01/21/designing-the-perfect-mobile-application-store/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 19:37:02 +0000</pubDate>
		<dc:creator>Josh Sookman</dc:creator>
				<category><![CDATA[BlackBerry]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[application store]]></category>
		<category><![CDATA[BES]]></category>
		<category><![CDATA[billing]]></category>
		<category><![CDATA[blackberry]]></category>
		<category><![CDATA[blackberry app world]]></category>
		<category><![CDATA[consumers]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[improve]]></category>
		<category><![CDATA[microtransactions]]></category>
		<category><![CDATA[mobileiron]]></category>
		<category><![CDATA[PayPal]]></category>
		<category><![CDATA[pre-load]]></category>
		<category><![CDATA[RIM]]></category>
		<category><![CDATA[subscription]]></category>

		<guid isPermaLink="false">http://www.startuplifeblog.com/?p=267</guid>
		<description><![CDATA[I briefly touched on application stores as part of my last post, Creating a Better BlackBerry Experience. After re-reading the post and reflecting on some of the comments, I felt that a more in-depth follow-up was required to discuss why the overarching design of a mobile application store is paramount to its adoption, usability and [...]]]></description>
			<content:encoded><![CDATA[<p>I briefly touched on application stores as part of my last post, <a href="http://www.startuplifeblog.com/2010/01/19/creating-a-better-blackberry-experience/">Creating a Better BlackBerry Experience</a>. After re-reading the post and reflecting on some of the comments, I felt that a more in-depth follow-up was required to discuss why the overarching design of a mobile application store is paramount to its adoption, usability and ultimately, success.</p>
<p>This post will focus on how I believe the design of <a href="http://www.blackberry.com/appworld/" target="_blank">BlackBerry App World</a> (“BBAW”) can be improved for both enterprises and consumers.</p>
<p><strong>BlackBerry App World for Enterprises</strong></p>
<p>When BBAW was first released, many <a href="http://www.businessweek.com/the_thread/techbeat/archives/2009/04/enterprise_blac.html" target="_blank">BES-connected users had problems</a> downloading applications due to permission-based issues. RIM can’t do much to change corporate policies, but RIM can implement a highly-anticipated BBAW for the enterprise. I am proposing that RIM creates an enterprise app store, similar to the <a href="http://connectedplanetonline.com/mobile-apps/news/mogileiron-enterprise-app-store-1209/" target="_blank">app store announced by MobileIron</a> in December 2009. MobileIron’s enterprise app store allows enterprises to create a repository of approved content and apps, which employees can then download and use with the full blessing of IT. In addition, an enterprise can create device or employee categories with permissions for certain types of content. As mentioned by Kevin Fitchard of Connected Planet, “Salesmen, for instance, would find Salesforce.com’s app in their approved storefront, while a field engineer would not. Both field engineers and salesman could have access to vehicle navigation services, and while a desk jockey might be able to download that same application, the company could set usage restrictions limiting when he or she could use it (say, business trips) or require the employee to pay the monthly service fee in a separately generated bill.” To me, this concept sounds like an app store that would help RIM sell more BlackBerry devices to enterprises, help IT administrators and make employees more productive (and happy) when mobile. Obviously, a more tidy billing mechanism will have to be in place, since I’d reckon the majority of enterprise won’t want to pay via PayPal.</p>
<p><strong>BlackBerry App World for Consumers</strong></p>
<p>In creating v2.0 of BBAW, RIM has a lot of work to do. My <a href="http://www.startuplifeblog.com/2010/01/19/creating-a-better-blackberry-experience/">last post</a> discusses a few elements that need improvement including the billing systems, pre-loads and fewer bugs. I’d like to add a few more points to the discussion. To begin with, the billing system needs to be more dynamic and allow customers to attach credit cards to their profile for frictionless billing. The billing systems should also be flexible enough to power additional business models for application developers including subscription billing and in-application micro-transactions. Why not bring the minimum price-point to $0.99 as well?</p>
<p><a href="http://mbccs.blogspot.com/" target="_blank">Steven Berkovitz</a> chimed-in to mention that with BES 5.0, there’s a full-blown web version of desktop manager; it uses an ActiveX control to connect to your Blackberry for operations requiring a physical connection and personal data is sync’d over-the-air (“OTA”). However, this functionality doesn’t yet extend to previously installed, licensed and configured applications. As a consumer, wouldn’t it be nice to buy your next BlackBerry, insert your SIM card, load your user profile from within an OTA-driven application and click “Restore Profile” to then have your data, applications (auto-detect new BlackBerry OS and download proper build for the new device) and configuration settings loaded onto your new device OTA? That is one step towards a BlackBerry device that can compete with <a href="http://gizmodo.com/5451175/the-complete-iphone-v4-rumor-roundup" target="_blank">future iPhone models</a> in delivering the experience sought after by the ever-smarter and bells-and-whistles-seeking consumer today.</p>
<p>Many users are also confused by not being able to find certain apps in BBAW that show up for their friends or colleagues. By design, RIM only shows its users the apps available for their device. In a future version of BBAW, it would be nice to show users all the apps and allow users to be notified (by push, email, SMS, etc…) when the app is launched for their specific OS and device model. This could also give developers a sense of what devices are generating the most demand for their product so that they could focus their <a href="http://www.startuplifeblog.com/2009/06/30/lessons-from-a-blackberry-app-developer/">development efforts</a> on the makes/models and locations that are going to yield that greatest financial rewards or user adoption.</p>
<p><strong>Ubiquitous Access</strong></p>
<p>BBAW needs to come pre-loaded on all (new) handsets. End of story. In cases where mobile carriers have a contractually dominant position over RIM on controlling content or applications available to mobile devices, RIM should provide those carriers with sufficient access and privileges to formally reject specific applications for use by their subscribers for their own reasons. In concert with these changes, RIM should enter into a formal revenue sharing agreement with carriers so that revenues generated from application one-time sales, subscriptions and micro-transactions can be shared. Once these deals are signed, RIM (or the mobile carrier) should push App World down to all BlackBerry devices. IMHO, this would be a win-win-win scenario for RIM, carriers and consumers.</p>
<p>If you were RIM, how would you design BlackBerry App World v2.0?</p>
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