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01 - Peluang Entrepreneurship Kreatif Digital (Herman Tolle)

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01 - Peluang Entrepreneurship Kreatif Digital (Herman Tolle)

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Materi Peluang Entrepreneurship Kreatif Digital yang disampaikan pada acara Bimbingan Teknis Entrepreneurship Kreatif Digital (Mobile Application dan Game) oleh Dr. Eng. Herman Tolle yang diadakan oleh Badan Ekonomi Kreatif (Bekraf) bekerjasama dengan Universitas Brawijaya Malang

Materi Peluang Entrepreneurship Kreatif Digital yang disampaikan pada acara Bimbingan Teknis Entrepreneurship Kreatif Digital (Mobile Application dan Game) oleh Dr. Eng. Herman Tolle yang diadakan oleh Badan Ekonomi Kreatif (Bekraf) bekerjasama dengan Universitas Brawijaya Malang

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01 - Peluang Entrepreneurship Kreatif Digital (Herman Tolle)

  1. 1. BIMBINGAN TEKNIS ENTREPENEURSHIP DIGITAL (GAME & MOBILE APPS) PELUANG ENTERPRENEURSHIP KREATIF DIGITAL (GAME & MOBILE APPS) JURUSAN SISTEM INFORMASI
  2. 2. PELUANG ENTERPRENEURSHIP KREATIF DIGITAL (GAME & MOBILE APPS) BIMBINGAN TEKNIS ENTREPENEURSHIP DIGITAL (GAME & MOBILE APPS) Dr. Eng. Herman Tolle JURUSAN SISTEM INFORMASI FAKULTAS ILMU KOMPUTER UNIVERSITAS BRAWIJAYA 01 Grand Palace Hotel - Malang, 16-17 September 2016
  3. 3. PROFILE herman.saga@gmail.com HERMAN TOLLEEDUCATION  SD, SMP, SMA di JAYAPURA, PAPUA  S1 -TEKNIK ELEKTRO – UNIVERSITAS BRAWIJAYA  S2 - SISTEM INFORMASITELEKOMUNIKASI – ITB  S3 – INFORMATION SCIENCE – SAGA UNIV, JAPAN WORKING EXPERIENCE  Dosen Fakultas Ilmu Komputer – UB  Kepala Lab. Pemrograman Aplikasi Perangkat Bergerak  Ketua Research Group Media, Game & Mobile (MGM)  Kepala Bidang Sistem Penjaminan Mutu Internal – PJM UB  Ketua Jurusan Sistem Informasi – FILKOM UB  Director of Mirai Indonesia Education Project (in collaboration with Mirai Education Japan)  Head of Game & Mobile Application Development Studio FILKOM UB HERMAN TOLLEhttp://hermantolle.com
  4. 4. Mirai Indonesia Education Project Kerjasama Pengembangan Aplikasi Edukasi dengan Mirai Education JAPAN
  5. 5. PRODUK WEB, APLIKASI & GAME
  6. 6. Outline • Mobility Life • Mobile Application • Growth of Mobile Application • Popular Apps & Game • Mobile Apps & Games Business Model • Mobile Apps & Games Opportunity
  7. 7. Teori Evolusi Darwin
  8. 8. Mobility Life
  9. 9. Mobility Life • Phone & Text Messaging (SMS) • Check & Send Email • Instant Messaging: WA, BBM • Social Media: Facebook, Twitter • Sharing Image: Instagram • Taking Photos, Selfie • Find a Place, Direction Route • Watch Movie, TV Streaming • etc
  10. 10. WHY MOBILE?
  11. 11. Perkembangan Piranti Mobile
  12. 12. Karakteristik & Jenis Aplikasi Mobile
  13. 13. What is a mobile application? • mobile app (n.) a software program that runs on a smartphone, tablet or similar device.
  14. 14. Smartphone New Functionality: • Notes, organizer • Camera, Video recorder • GPS, Compass • Accelerometer, • Multimedia Player, etc.
  15. 15. Desktop App vs Mobile App • Apa perbedaan aplikasi bergerak dengan aplikasi desktop?
  16. 16. Karakteristik Aplikasi Mobile • Short-duration activities: SMS, membaca notifikasi, mengambil foto dan mengunggahnya ke internet, dsb • Fitur yang dimiliki aplikasi bergerak pada umumnya lebih spesifik, instan, dan terbatas. • Dapat diakses dengan cara sederhana / simple (one touch, sliding, non scrollable) • Mobile experience: Convenience (kenyamanan), Context, & Fun
  17. 17. Jenis Aplikasi  Teknologi • Short Message Service (SMS), • Mobile web widget • Aplikasi web mobile • Halaman web mobile • Aplikasi native: Symbian, Android, iOS
  18. 18. Jenis Aplikasi  Fungsionalitas • Internet • Business • Hiburan • Permainan • Navigasi • Media sosial • Fotografi • News • Utility • Edukasi • Gaya Hidup (Lifestyle) • Keuangan (Finance) • Productivity • Kesehatan • Location Based Services • dll
  19. 19. Popular Application
  20. 20. MOBILE USER in INDONESIA • Pengguna internet Indonesia (2015)  93 juta, diprediksi tahun 2016  102 juta • Mengakses dari Perangkat mobile  67 juta diprediksi tahun 2016  84 juta • Pengguna smartphone  52 juta (pertumbuhan 35%) • Mengakses web dari mobile  70% eMarketer report
  21. 21. MOBILE APPS & GAME BUSINESS MODEL
  22. 22. Business Model 1. Monetization: making money from apps & game 2. Mobile Apps as part of business model:
  23. 23. Monetization 1. Freemium for apps and games: A freemium app or game is offered free-of- charge to the user with limited features, or content 2. One-time paid apps: Users pay just once to download the app. Updates and feature additions are expected to be free. 3. In-App Purchasing (Selling Physical/Virtual Goods) 4. Paid apps with added paid features. 5. Free apps with advertising: Many apps use this model of monetization. 6. Sell Merchandize through your App 7. CPI Network: Use your iPhone app to promote other apps, and get paid every time someone installs a promoted app via your application. https://www.entrepreneur.com/article/228089
  24. 24. In-App Purchasing Top 12 FREE APP Swamp Attack dari Out Fit 7 Ltd. (yg membuatTalkingTom) mendapatkan US$12500 / hari (setara 165 juta rupiah / hari)
  25. 25. Free Apps with Advertising • Google Adsense (Admob) is the best advertising platform
  26. 26. • Number of mobile apps downloads worldwide = 102,062m • Projected number of apps downloads 2017 = 268,692m • Number of free mobile apps downloads = 92.88bn • Number of paid mobile app downloads = 9.19bn • Worldwide mobile app revenue = $41.1 bn
  27. 27. Revenue Comparison • Developer Apple rata-rata mendapatkan $4000 per aplikasi per bulan dan rata-rata per developer Apple memperoleh pendapatan $21.276 per bulan
  28. 28. MOBILE AD (2015) USD 130 MN = RP 1.7 T • Belanja iklan pada Perangkat mobile tahun 2015 di Indonesia senilai Rp. 1.7Trilyun • Tumbuh 200% dari tahun sebelumnya
  29. 29. Indonesia Mobile Rapidly Growing • As more people access internet via smartphones, the demand for digital content on these devices is also going up. Entertainment remains the most popular type of content consumed via smartphones. • Mobile entertainment market revenue will grow to USD 845 million in 2016. • Mobile music revenue constitutes almost 74% of this revenue and is estimated to grow from USD 566 million in 2014 to USD 621 million in 2016. • MobileTV (video streaming) revenues are estimated to grow 41% going up from USD 11 million in 2014 to USD 16 million in 2015. • E-commerce also saw tremendous growth in Indonesia and according to estimates that the total online retail sales grew from USD 2.6 billion in 2014 to USD 3.5 billion in 2015, almost a 37% growth.This growth figure is expected to reach USD 4.4 billion in 2016. • The number of online shoppers grew from 5.9 million in 2014 to 7.4 million in 2015, at a rate of 25% and the figure is expected to go up to 8.7 million in 2016.
  30. 30. • Indonesia adalah pasar game terbesar di AsiaTenggara • Ada total 38 juta gamers, dan membelanjakan $700 juta tahun ini • Pertumbuhan per tahun 40.35% • Mobile Game adalah segmen terbesar (57%)
  31. 31. Mobile Opportunity Peluang di Era Mobile
  32. 32. Profesi • System Analyst • Application Designer • Visual Application Designer • Application Developer (Programmer) • Game Designer • Game Developer • Mobile Asset Developer (icon, logo, dll) • Etc.
  33. 33. Business Owner • Entrepreneur • Membuat usaha Start Up Company • Develop Special Application  mobile online-shop, Go-Jek, Uber, Waze • Monetizing  aplikasi berbayar atau memasang iklan (Advertise) • Mobile Content Provider  youtuber, blogger • Mobile Application Solution • etc.
  34. 34. Potensi Pasar Mobile App • Industri yang terus berkembang pesat (daily need) • Revenue €10 Billion per tahun dan membuka 529,000 lapangan pekerjaan di 28 negara Uni Eropa. • Prediksi pendapatan dari industri mobile: $46 billion (sekitar 700 trilyun) pada tahun 2016 • Fakta Data tahun 2016 ada 102 milyar aplikasi mobile diunduh secara global dengan total revenue $41 bn.
  35. 35. What skills do mobile app developers need? • Knowing how to create a user interface • Being familiar with common programming languages such as Java, C++ and HTML • Having strong general computing skills, including database management and security • Using analytical skills to determine users’ needs and design an app to suit them
  36. 36. All Round Skill If you’re designing apps you have to be a specialist but also an all rounder in many sciences: • Interface design, visual design, • app marketing, social media, • business, project management, • information architecture, video, animation… • Of course you won’t have to do it all, but in most cases you’re working in teams with specialists. • And the more you understand their skills and needs, the better the communication and the results!
  37. 37. Science & Technology for Mobile • Artificial Intelligence • ComputerVision • Image Processing • Pattern Recognition • Augmented Reality • Virtual Reality • Game & Gamification • Big Data – Data Mining • Cloud Computing • Network • Business Intelligence • Marketing • etc
  38. 38. Future in Mobile Apps • Internet ofThings  any device connected • Connecting theWorld in simple way  internet murah, divais murah, cloud, instant messaging • Gateway for Opportunity  petani menjual produk lewat mobile app • Revolutioning transaction  mobile payment • New interaction  Wearable devices, Google Glass, Augmented Reality, Hand Gesture, Head Movement Controller, Health Monitoring
  39. 39. Akan berada dimanakah kamu? Penikmat teknologi? Pencipta teknologi?
  40. 40. Materi 1. Trend & Opportunity (HT) (Jumat Pagi) 2. Best Practices (FB) (Jumat Siang) 3. Games Development (FB) (Jumat Sore) 4. MobileApplication Development (HA) (Jumat Siang) 1. Technology (HT-Jumat Malam) 2. Building Start Up Business (HT) (Sabtu Pagi) 1. Penugasan Presentasi Peserta (Sabtu)

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