Emotions are more important than gadgets in driving technology adoption. While devices continue to proliferate, people are spending more time engaging with each other through apps and digital content than browsing online. Companies are recognizing the need to build ecosystems that facilitate engagement and commerce across multiple screens in a seamless manner. The future of technology will be about using hardware as a way to deliver digital experiences that resonate with people on an emotional level.
8. Global annual unit sales (m)
1,000
750
500
250
0
PCs
1,250
1997 1999 2001 2003 2005 2007 2009 2011 2013e1995
Smartphones and tablets
0
9. Apps are eating the world
Source Flurry
Aug ‘12Mar ’11 Jan ‘12
80%
Of time on mobile is spent
in apps
140
120
60
40
20
0
100
80
160
Apps
Mobile web
Total min spent on mobile apps vs mobile
web (billions of minutes per month, US)
Minutesspentpermonth
(billions)
26. Offline Economy is Becoming “Appified”
• Massively contextual- Transactions are
Incremental
• Your 2nd brain knows better than you do
• Wallet accessed through your mobile and
gatekeepers
48. What Millenials Want…In Their Employer
1.Training
2. Management style
3. Work flexibility (time is currency)
4. Staff activities
5. Non financial rewards (Activism)
6. Good salary
#1 priority: “sense of meaning”
(Career Advisory Board, Harris Interactive study, 2012)
49. “In 2009, there were 2.5 billion connected devices. In 2020, there will
be 50 billion, most of which will be products.” (Gartner, 2013)
Millenials seek gadgets & experiences reflecting
their values: Inclusive, Personal,Relationship-based
59. Can Your Gadget Encapsulate Noble
Brand Values and Yet be Freemium?
60. Freemium Products
• ZERO marginal cost of distribution
• Low inherent conversion rate
• Large scale / large total addressable market
• Continuous monetization curve
• Minority of highly engaged users
61. Characteristics of Freemium Products
• No switching cost
• LTV difficult to calculate
• Much larger potential audience (everyone can afford free)
• Network effects easier to achieve
• Advertising not as abrasive
• Multiple points of monetization
62. Lifetime Customer Value (LTV)
• Present value of future cash flows from user
• What individual user can be expected to pay
• Can be aggregated over various dimensions (demographic
characteristics / early user behavior)
• Marketing metric