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Mobile	
  Apps	
  
State	
  of	
  the	
  Stores	
  

     Rick	
  Rasmussen	
  
     General	
  Consulate	
  of	
  
     Canada	
  
     Palo	
  Alto,	
  CA	
  
Outline	
  
•    Worldwide	
  impact	
  of	
  mobile	
  phones	
  
•    Mobile	
  phones	
  are	
  computers	
  
•    Ba@le	
  of	
  the	
  operaAng	
  systems	
  
•    App	
  development	
  for	
  phones	
  
•    App	
  distribuAon	
  
•    App	
  stores	
  
•    So,	
  you	
  want	
  to	
  market	
  your	
  app?	
  
•    Trends	
  and	
  Metrics	
  

                                                              2	
  
Worldwide	
  Impact	
  	
  
of	
  	
  
Mobile	
  Phones	
  




                              3	
  
The	
  Seven	
  “Mass	
  Media”	
  
1.  Print	
  (books,	
  pamphlets,	
  newspapers,	
  magazines)	
  
    from	
  the	
  late	
  1400s	
  
2.  Recordings	
  (records,	
  tapes,	
  CDs,	
  DVDs)	
  	
  
    from	
  the	
  late	
  1800s	
  
3.  Cinema	
  from	
  about	
  1900	
  
4.  Radio	
  from	
  about	
  1910	
  
5.  Television	
  from	
  about	
  1950	
  
6.  Internet	
  from	
  about	
  1990	
  
7.  Mobile	
  Phones	
  from	
  about	
  2000	
  


                                                                      4	
  
Mobile	
  explosion	
  
•    World	
  populaAon              	
     	
     	
     	
  ~7.0B	
  
•    Current	
  subscribers          	
     	
     	
     	
  	
  	
  	
  2.6B	
  
•    End	
  2010 	
   	
             	
     	
     	
     	
  	
  	
  	
  4.0B 	
       	
     	
  iSuppli	
  
•    End	
  2011 	
   	
             	
     	
     	
     	
  	
  	
  	
  5.2B 	
       	
     	
  InfoneAcs	
  


•  In	
  2010,	
  phone	
  prices	
  as	
  low	
  as	
  $15 	
                   	
     	
  iSuppli	
  

•  Mobile	
  broadband	
  growing	
  at	
  110%	
  CAGR                                 	
  InfoneAcs	
  

•  577M	
  using	
  mobile	
  web,	
  1.7B	
  by	
  2013                         	
     	
  Juniper	
  

•  2.1B	
  users	
  will	
  “pay	
  by	
  phone”	
  by	
  2013 	
                       	
  Juniper	
  

                                                                                                                   5	
  
Mobile	
  growth	
  




                       6	
  
Developing	
  countries	
  




                              7	
  
Developing	
  countries	
  




                              8	
  
Mobile	
  in	
  Developing	
  Countries	
  
•  Mobile	
  compensates	
  for	
  poor	
  
   infrastructure	
  
     –  Bad	
  roads	
  
     –  Slow	
  postal	
  service	
  
•  GDP	
  grows	
  by	
  0.8%	
  for	
  every	
  10	
  
   extra	
  phones	
  per	
  100	
  people	
  (world	
  
   bank)	
  
•  Mobile	
  payments	
  
     –  Bypass	
  corrupAon	
  
     –  More	
  efficient	
  movement	
  of	
  capital	
  
     –  Kenya:	
  	
  7M	
  users	
  in	
  a	
  38M	
  
        populaAon	
  base	
  


                                                           9	
  
Advent	
  of	
  the	
  ‘smartphone’	
  
•  Feature	
  phone:	
  
    –  Runs	
  apps	
  provided	
  by	
  
       carrier	
  
    –  Includes	
  email,	
  internet,	
  
       keyboard,	
  PDA	
  funcAons	
  
•  First	
  model	
  “Simon”	
  from	
  
   IBM	
  1992	
  
    –  Touchscreen,	
  stylus,	
  
       predicAve	
  input…	
  	
  
    –  Cool!	
  
•  Smartphone:	
  
    –  Allows	
  downloads	
  of	
  new	
  
       applicaAons	
  from	
  carriers,	
  
       third	
  parAes	
  and	
  others	
  

                                                   10	
  
Global	
  Smart	
  phone	
  market	
  share	
  




Total	
  2Q: 	
     	
     	
  	
  	
  40.962	
  M	
  
Annualized:         	
     	
  163.848	
  M	
  

                                                         11	
  
Global	
  smartphone	
  market	
  by	
  OS	
  




                                             12	
  
North	
  American	
  smartphone	
  market	
  




Source:	
  Gartner	
  Research	
  2Q09	
  

                                                 13	
  
Mobile	
  Phones	
  	
  
are	
  Computers	
  


                           iPhone	
  3G	
  teardown	
  




                                                          14	
  
Phones	
  as	
  devices	
  
•  CommunicaAon	
  
•  InformaAon	
  
•  Entertainment	
  
    –  Mobile	
  Content	
  

•  Phones	
  are	
  computers	
  
    –  Increased	
  processing	
  power	
  
    –  Increased	
  memory	
  
    –  Increased	
  connecAvity	
  
•  Portable	
  operaAng	
  systems	
  are	
  enabling	
  technologies	
  	
  
•  Sojware	
  more	
  important	
  than	
  hardware	
  
    –  ApplicaAons	
  are	
  the	
  new	
  currency	
  

                                                                                15	
  
The	
  Sensory	
  Phone	
  
•    Mobile	
  computers,	
  fully	
  aware	
  of	
  local	
  	
  
     environment,	
  mimicking	
  human	
  senses	
  
•    Sight:	
  
      –  SAll	
  and/or	
  video	
  camera	
  
      –  Scanner	
  
      –  High	
  resoluAon	
  display	
  output	
  
•    Sound:	
  
      –  Audio	
  input	
  with	
  noise	
  correcAon	
  
      –  Speech	
  recogniAon	
  
      –  Hi-­‐fidelity	
  audio	
  output	
  
•    Touch	
  
      –    Full	
  screen,	
  MulA-­‐touch,	
  MulA-­‐gesture	
  
      –    HapAcs	
  (sensory	
  feedback)	
  
      –    Proximity	
  sensors	
  
      –    Accelerometers	
  
      –    LocaAon	
  (GPS	
  and	
  LBS)	
  
•    Smell	
  and	
  Taste?	
  	
  Soon!	
  



                                                                     16	
  
The	
  Connected	
  Phone	
  
•  New	
  protocols	
  keep	
  devices	
  
   connected	
  
•  Wireless	
  WAN	
  
     –  CDMA,	
  GSM,	
  3G,	
  4G,	
  LTE	
  
•  Wireless	
  LAN	
  
     –  EV-­‐DO,	
  Edge,	
  WiFi,	
  WiMax	
  
•  Wireless	
  PAN	
  
     –  Bluetooth,	
  UWB	
  
•  Mobile	
  TV	
  
     –  ATSC,	
  DVB-­‐H,	
  ISDB-­‐T,	
  DMB-­‐T	
  
•  Wired	
  protocols	
  
     –  USB,	
  Micro	
  USB,	
  Ethernet	
  
•  Wireless	
  charging	
  (soon)	
  


                                                        17	
  
Lots	
  of	
  new	
  touch	
  screens	
  




                                            18	
  
New	
  emerging	
  players	
  
•  Hardware	
  is	
  changing:	
  
    –  Many	
  new	
  entrants	
  designing	
  
       to	
  sojware	
  “standards”	
  
    –  Korea:	
  
         •  Samsung	
  
         •  LG	
  
    –  New	
  breed	
  of	
  Chinese	
  players	
  
         •    Huawei	
  
         •    HTC	
  
         •    HTC	
  
         •    Quanta	
  
         •    TCL/Alcatel	
  	
  

                                                      19	
  
Constant	
  Hardware	
  InnovaAon	
  
                                               iDon’t	
  


Droid	
  is	
  a	
  3-­‐way	
  effort	
  
between	
  Motorola,	
  Verizon	
  
and	
  Google.	
  

Slide	
  out	
  physical	
  keyboard	
  	
  

Verizon	
  (over	
  AT&T)	
  network	
  



                                                            20	
  
Ba@le	
  of	
  the	
  
OperaAng	
  
Systems	
  




                         21	
  
OperaAng	
  Systems	
  
Opera&ng  System                       Developer                       Source  Availability  

MENS	
  	
                             Proprietary	
  to	
  each	
     None	
  (although	
  some	
  code	
  
(Motorola,	
  Erisson,	
  Nokia,	
     company	
                       base	
  provided	
  to	
  Symbian)	
  
Siemens)	
  
Symbian	
                              Symbian	
  FoundaAon	
  	
      Closed	
  -­‐>	
  Open	
  Source	
  
                                       (9	
  companies)	
  
Windows	
  CE	
                        Microsoj	
                      Closed	
  with	
  API	
  license	
  
                                                                       model	
  
BlackBerry	
  OS	
                     RIM	
                           Closed	
  with	
  limited	
  licenses	
  

Apple	
  OS	
                          Apple	
                         Closed	
  

Android	
                              Google	
                        Open	
  Source	
  

WebOS	
                                Palm	
                          Available	
  under	
  license	
  

                                                                                                              22	
  
Basic	
  OS	
  comparison	
  




                         Source:	
  engadget.com	
  
                                                   23	
  
Windows	
  Mobile	
  
•  Spinoff	
  from	
  Windows	
  CE	
  
     –  Designed	
  to	
  bring	
  the	
  “Windows	
  
        Experience”	
  to	
  other	
  devices	
  
     –  OS	
  intended	
  to	
  dominate	
  consumer	
  
        electronics	
  across	
  sectors	
  
     –  Mobile,	
  Home	
  entertainment,	
  TV	
  and	
  
        Auto	
  
•  Licensed	
  to	
  handset	
  manufacturers	
  
•  C#,	
  C++,	
  CF	
  2.0/3.0,	
  SQL	
  CE,	
  etc.	
  
•  Slow	
  adopAon	
  by	
  third-­‐party	
  
   developers	
  
     –  Dominated	
  PC	
  Apps	
  
     –  Complacent	
  working	
  with	
  3rd	
  parAes	
  

                                                             24	
  
RIM	
  BlackBerry	
  
•  Based	
  on	
  strong	
  legacy	
  of	
  original	
  
   BlackBerry	
  
•  Strength	
  is	
  on	
  server-­‐side	
  
   integraAon	
  
      –  Exchange	
  Server	
  
      –  Professional	
  Apps	
  and	
  Services	
  
•  OS	
  used	
  on	
  their	
  own	
  hardware	
  as	
  
   well	
  as	
  licensees:	
  
      –  AT&T,	
  HTC,	
  Motorola,	
  Nokia,	
  Qtek,	
  
         Samsung,	
  Siemens	
  and	
  Sony	
  
         Ericsson	
  
•  MDS	
  development	
  environment	
  
   end	
  of	
  life	
  
      –  Apps	
  through	
  Java	
  via	
  Eclipse	
  
      –  Microsoj	
  Visual	
  Studio	
  
•  Apps	
  sold	
  through	
  BB	
  Apps	
  store	
  as	
  
   well	
  as	
  mulAple	
  third	
  parAes	
  

                                                              25	
  
Symbian	
  
•  Symbian	
  on	
  50%	
  of	
  current	
  
   Smartphones	
  
•  Symbian	
  FoundaAon	
  (2008)	
  is	
  Nokia,	
  
   Sony	
  Ericsson,	
  NTT	
  DoCoMo,	
  TI,	
  
   Vodaphone,	
  ST	
  Ericsson	
  and	
  AT&T	
  
•  Legacy	
  tools	
  plus	
  C++	
  and	
  Java	
  SDKs	
  
•  3rd	
  party	
  developers	
  only	
  now	
  being	
  
   courted	
  
     –  Sony	
  Ericsson	
  store	
  
     –  Ovi	
  Store	
  
•  Follows	
  open	
  source	
  model	
  and	
  will	
  
   have	
  Eclipse-­‐type	
  license	
  in	
  2010	
  


                                                               26	
  
Apple	
  iPhone	
  OS	
  
•  Based	
  on	
  Mac	
  OSX	
  (Linux)	
  
      –  Released	
  v3.1	
  	
  
      –  Tight	
  integraAon	
  with	
  iTunes	
  (Win/Mac)	
  
•  Strong	
  SDK	
  for	
  third	
  parAes	
  
      –  First	
  to	
  fully	
  release	
  hardware	
  funcAon	
  to	
  
         developers	
  
•  Almost	
  all	
  “lags”	
  are	
  gone	
  
      –  MMS,	
  cut	
  &	
  paste	
  
      –  Needs	
  be@er	
  Outlook	
  integraAon	
  
•  NaAve:	
  “Extensible	
  C ”,	
  strong	
  SDK	
  for	
  non-­‐
   programmers	
  
•  100,000	
  applicaAons	
  
      –  20%	
  games	
  
      –  New	
  “virtual	
  goods”	
  market	
  
      –  Apps	
  sold	
  through	
  Apps	
  Store	
  as	
  well	
  as	
  
         aggregators	
  

                                                                            27	
  
Google	
  Android	
  
•  In	
  2005,	
  Google	
  acquired	
  
   Android,	
  a	
  small	
  startup	
  
   based	
  in	
  Palo	
  Alto	
  
•  In	
  November	
  2007	
  Google	
  
   announced	
  the	
  Android	
  
   plaxorm	
  
    –  Open	
  Handset	
  Alliance,	
  now	
  
       at	
  30+	
  members	
  
    –  Open	
  source	
  plaxorm	
  licensed	
  
       free	
  of	
  charge	
  to	
  handset	
  
       manufacturers	
  
    –  Java-­‐based	
  for	
  rapid	
  app	
  
       development	
  and	
  deployment	
  

                                                   28	
  
Open	
  Handset	
  Alliance	
  
•  Companies  working  together  to  come  
   together  to  accelerate  innova4on  in  
   mobile  and  offer  consumers  a  richer,  less  
   expensive,  and  be;er  mobile  experience  

     –    10	
  Mobile	
  Operators	
  
     –    11	
  Handset	
  Companies	
  
     –    14	
  Semiconductor	
  Companies	
  
     –    11	
  Sojware	
  Companies	
  
     –    6	
  	
  “CommercializaAon”	
  Companies	
  

•  Will	
  own	
  the	
  Android	
  source	
  and	
  make	
  
   public	
  under	
  Apache	
  v2	
  license	
  



                                                                29	
  
App	
  development	
  
for	
  phones	
  




                         30	
  
Coding	
  Mobile	
  Apps	
  
•  Simple	
  downloads	
  and	
  SMS	
  
•  Web	
  Apps	
  (in	
  the	
  browser)	
  
    –  Mobile	
  web	
  users	
  surpassed	
  PC	
  users	
  in	
  2008	
  
    –  WAP	
  
    –  Java	
  and	
  Flash	
  
•  NaAve	
  Apps	
  



                                                                              31	
  
Issues	
  moving	
  web	
  apps	
  to	
  phone	
  
•  Small	
  screen	
  
•  Context	
  switching:	
  lack	
  of	
  windows	
  
•  NavigaAon	
  and	
  filling	
  in	
  forms	
  
•  Memory:	
  Lack	
  of	
  JavaScript	
  and	
  cookies	
  
•  Accessibility	
  for	
  secure	
  communicaAons,	
  flash,	
  
   pdf,	
  video…	
  
•  Variable	
  Speed	
  and	
  response	
  Ames	
  
•  Web-­‐based	
  apps	
  may	
  lack	
  access	
  to	
  hardware	
  
   resources	
  

                                                                        32	
  
Third-­‐party	
  development	
  




                                   33	
  
ApplicaAon	
  
distribuAon	
  




                  34	
  
Early	
  2000	
  Mobile	
  Value	
  Chain	
  



      Device	
     ApplicaAon	
                      Sales	
  
                                     Carrier	
                     Customer	
  
      Vendor	
      Provider	
                      Channel	
  




 Carrier-­‐centric:	
  	
  All	
  about	
  gezng	
  the	
  deal	
  with	
  the	
  carrier	
  
                                                                                           35	
  
Carriers	
  as	
  “new	
  media”	
  
•  Carriers	
  were	
  looking	
  to:	
  
    –  Be	
  media	
  companies	
  
    –  Control	
  content	
  distribuAon	
  
    –  Get	
  closer	
  (in	
  some	
  cases	
  own)	
  content	
  creaAon	
  
•  Ringtone	
  Business	
  
    –  Juniper	
  esAmates	
  $3.2B	
  ww	
  in	
  2003,	
  10%	
  of	
  all	
  ww	
  
       music	
  sales	
  
    –  By	
  2008,	
  declined	
  to	
  $1B	
  ww	
  
•  Gaming	
  Market	
  
    –  Est	
  $6B	
  in	
  2007	
  
    –  90%	
  on-­‐deck,	
  10%	
  off-­‐deck	
  and	
  adverAsing	
  
                                                                                         36	
  
37	
  
On-­‐deck	
  vs.	
  Off-­‐deck	
  
•  On-­‐deck:	
  	
  	
  
      –  Phones	
  shipped	
  with	
  applicaAons	
  pre-­‐loaded	
  
      –  Companies	
  rose	
  and	
  fell	
  with	
  “carrier	
  deals”	
  	
  
             •  A	
  deal	
  with	
  one	
  or	
  two	
  operators	
  could	
  get	
  you	
  funded,	
  go	
  public,	
  get	
  
                acquired	
  
                    –  Phone.com,	
  Infospace,	
  Jamdat	
  
             •  Developers	
  benefit	
  from	
  markeAng	
  and	
  promoAon	
  channels	
  
             •  Smaller	
  profits	
  but	
  higher	
  gain.	
  
•  Off-­‐deck:	
  
      –  Carriers	
  look	
  to	
  sell	
  “add-­‐ons”	
  
      –  Advent	
  of	
  alternaAve	
  distribuAon	
  in	
  2006/7	
  
             •  Mobile	
  ads	
  from	
  Admob,	
  Nokia,	
  Google,	
  Jumptap	
  	
  
             •  Appstores	
  such	
  as	
  Getjar.com	
  or	
  Handmark.com	
  
      –  Open	
  doors	
  for	
  mobile	
  startups	
  

                                                                                                                              38	
  
Content	
  Value	
  Chain	
  




                                39	
  
App	
  Stores	
  




                    40	
  
Carrier	
  App	
  Stores	
  Online	
  Today	
  
•    US	
  Carriers	
  
       –     AT&T	
  
       –     Verizon	
  
       –     T-­‐mobile	
  
       –     all	
  others	
  
•    Canadian	
  Carriers	
  
       –     Bell	
  
       –     Rogers	
  
       –     Telus	
  
       –     Sasktel	
  
•    Japanese	
  Carriers	
  
       –     NTT	
  DoCoMo	
  
       –     KDDI	
  
•    Korean	
  Carriers	
  
       –     SK	
  Telecom	
  (T-­‐Store)	
  
       –     KT	
  
       –     LG	
  Telecom	
  
•    Chinese	
  Carriers	
  
       –     China	
  Mobile	
  
       –     China	
  Telecom	
  
       –     China	
  Ubicom	
  
•    Plus	
  Europe!	
  

                                                        41	
  
iTunes:	
  Apple’s	
  App	
  Store	
  




                                         42	
  
App	
  Store	
  
•  Launched	
  July	
  2008	
  
•  Phenomenally	
  
   successful	
  
    –  Turned	
  distribuAon	
  
       on	
  it’s	
  head	
  
    –  Put	
  developers	
  in	
  
       direct	
  control	
  
•  125,000	
  in	
  iPhone	
  
   Developer	
  Program	
  
•  100,000	
  applicaAons	
  
   today,	
  2B	
  downloads	
  
                                                43	
  
Apps	
  by	
  Category	
  




                             44	
  
Loyalty	
  and	
  Churn	
  




                              45	
  
3rd	
  party	
  App	
  Stores	
  Online	
  Today	
  

•    Phone	
  Manufacturers	
  
       –    Apple	
  App	
  Store	
  
       –    RIM:  BlackBerry  App  World  
       –    Nokia	
  Ovi	
  Store	
  
       –    Palm	
  and	
  Web	
  OS	
  
       –    Samsung	
  ApplicaAon	
  Store	
  (UK,	
  France,	
  Italy	
  only)	
  
•    OperaAng	
  Systems	
  
       –    Symbian:	
  Symbian	
  Gear	
  
       –    Window	
  Mobile	
  (Pocket	
  PC	
  vs.	
  SmartPhone	
  Apps)	
  
       –    Google  Android  
                •    Android  Game  Pro  (games  only)  
                •    Androlib  (10K  apps)  
•    Third	
  Party	
  App	
  Stores	
  
       –    Handango	
  (Windows	
  and	
  BB)	
  
       –    MobiHand	
  (Windows	
  and	
  BB)	
  
       –    Pocketland	
  (Windows	
  only)	
  
•    3rd	
  party	
  aggregators	
  
       –    AppMiner	
  
       –    Appstore	
  HQ	
  
       –    Appshopper	
  
•    InternaAonal	
  



                                                                                      46	
  
RIM	
  Blackberry	
  App	
  World	
  
•  2,000+	
  total	
  apps	
  
     –  1000	
  freeware	
  
     –  ASP	
  $5	
  to	
  $10	
  

•  Slow	
  to	
  market	
  
     –  IniAally	
  announced	
  in	
  Nov	
  2008	
  
     –  Live	
  on	
  phones	
  April	
  09	
  
            •  Requires	
  separate	
  download	
  
     –  Web	
  catalog	
  online	
  Aug	
  09	
  
            •  No	
  purchase	
  opAon	
  

•  Competes	
  with	
  third-­‐party	
  
   soluAons	
  from	
  Handango	
  and	
  
   Mobihand	
  


                                                         47	
  
Android	
  AndroLib.com	
  
•  14,000	
  games	
  and	
  
   applicaAons	
  (counts	
  
   duplicaAons	
  across	
  
   mulAple	
  languages)	
  
•  2500	
  added	
  
   monthly	
  
•  Majority	
  free:	
  36%	
  
   paid	
  
•  Website	
  features	
  
   barcodes	
  for	
  phone,	
  
   scan	
  and	
  buy	
  from	
  
   phone	
  


                                              48	
  
China	
  App	
  Stores	
  
•    China	
  Mobile	
  
      –  600M	
  total	
  subscribers	
  
      –  “Mobile	
  Market”:	
  	
  1000	
  apps	
  for	
  Symbian,	
  Windows	
  Mobile	
  and	
  Android	
  
      –  Working	
  on	
  new	
  Open	
  Mobile	
  System	
  (OMS):	
  	
  Android	
  plus	
  proprietary	
  extensions	
  

•    China	
  Telecom	
  
      –  App	
  Store	
  in	
  development	
  
      –  May	
  distribute	
  Palm	
  and	
  Blackberry	
  in	
  future	
  

•    China	
  Unicom	
  
      –  140M	
  total	
  subscribers	
  
      –  App	
  Store	
  in	
  development	
  
      –  Rumored	
  talks	
  with	
  Apple	
  re:	
  iPhone	
  

•    Barriers:	
  
      –  Billing	
  issues	
  
      –  Availability	
  of	
  pirated	
  applicaAons	
  online	
  
      –  Low	
  demand	
  


                                                                                                                              49	
  
Revenue	
  and	
  QualificaAon	
  
•  Varies	
  by	
  plaxorm:	
  
     –  BB	
  =	
  Business	
  
     –  Apple	
  =	
  Consumer	
  
     –  Android	
  =	
  Hobbyist	
  -­‐>	
  Consumer	
  

•  Shared	
  between	
  store	
  and	
  developer	
  
     –  Apple:	
  	
  30%	
  to	
  store,	
  70%	
  to	
  developer	
  

•  QualificaAon	
  process	
  can	
  vary	
  widely	
  
     –  Carriers,	
  deal	
  required	
  
     –  Apple,	
  strict	
  release	
  policy	
  with	
  “gated	
  qualificaAon”	
  and	
  high	
  barriers	
  
        on	
  content	
  types	
  
     –  Android	
  “quality	
  built	
  into	
  the	
  tools”	
  
     –  Third	
  party	
  stores	
  vary	
  but	
  generally	
  “Caveat	
  Emptor”	
  


                                                                                                            50	
  
So,	
  you	
  want	
  to	
  
market	
  your	
  app?	
  




                               51	
  
General	
  App	
  Types	
  
•  Free	
  
     –  Quick	
  and	
  dirty,	
  usually	
  done	
  for	
  fun	
  or	
  self-­‐promoAon	
  
•  Short-­‐term	
  revenue:	
  	
  i.e.	
  $0.99	
  
     –  Simple	
  “cute”	
  apps	
  
     –  Simple	
  handy	
  apps	
  
     –  Short	
  term	
  download	
  “spikes”	
  
     –  Supplemented	
  by	
  ads/sponsorships	
  
•  Serious	
  Apps:	
  $2.99	
  to	
  $9.99	
  
     –  Includes	
  professional	
  and	
  games	
  
     –  Higher	
  uAlity	
  (i.e.	
  social	
  gaming)	
  
     –  Polished	
  and	
  have	
  longevity	
  “sAckiness”	
  


                                                                                               52	
  
Dynamics	
  of	
  Apple’s	
  “ Top	
  25”	
  
•  Separate	
  lists	
  for	
  Free	
  and	
  Paid	
  
•  A	
  lisAng	
  here	
  gets	
  huge	
  response	
  lij	
  




                                                                53	
  
Driving	
  Short-­‐Term	
  Revenue	
  
                         “Top	
  25”	
  
•    Develop	
  fast,	
  release	
  ojen	
  
•    $0.99	
  is	
  right	
  unless	
  you	
  can	
  jusAfy	
  
     otherwise	
  
•    A	
  nice	
  icon	
  and	
  smooth	
  descripAon	
  
•    Self-­‐promote:	
  	
  Twi@er,	
  Facebook,	
  etc.	
  
•    Partner	
  for	
  success:	
  	
  Gang	
  up	
  with	
  
     other	
  developers	
  and	
  co-­‐promote	
  
•    Are	
  blogs	
  important?	
  Opinions	
  differ	
  


                                                            Source:	
  	
  TechCrunch	
  8.29.09	
  

                                                                                                       54	
  
Emerging	
  Revenue	
  Models	
  
•  “Freemium”	
  
      –  IniAal	
  download	
  is	
  free	
  
      –  Version	
  may	
  run	
  for	
  limited	
  Ame	
  or..	
  
      –  Pay	
  to	
  upgrade	
  to	
  versions	
  with	
  more	
  features	
  

•  “Free	
  to	
  Play”	
  	
  	
  
      –  Micropayments	
  
      –  In-­‐game	
  transacAons	
  (open	
  up	
  new	
  stages/worlds)	
  
      –  Virtual	
  goods	
  (avatars,	
  weapons,	
  etc)	
  

•  Increasing	
  push	
  toward	
  adverAsing	
  and	
  product	
  placement	
  


                                                                                  55	
  
Trends	
  and	
  
Metrics	
  




                    56	
  
Mobile	
  Download	
  Trends	
  
•  More	
  than	
  90	
  percent	
  of	
  Android	
  and	
  iPhone	
  OS	
  users	
  browse	
  and	
  
   search	
  for	
  apps	
  directly	
  on	
  their	
  mobile	
  device	
  instead	
  of	
  their	
  
   computer	
  

•  Average	
  downloads:	
  	
  	
  
     –  10	
  per	
  month	
  for	
  Android	
  and	
  iPhone	
  
     –  18	
  per	
  month	
  for	
  iPod	
  touch	
  iPod	
  touch	
  owners	
  

•  Paid	
  apps	
  
     –  Users	
  who	
  regularly	
  download	
  paid	
  apps	
  spend	
  approximately	
  $9	
  on	
  
        an	
  average	
  of	
  five	
  paid	
  downloads	
  per	
  month	
  
     –  iPhone	
  and	
  iPod	
  touch	
  users	
  are	
  twice	
  as	
  likely	
  to	
  purchase	
  paid	
  apps	
  
        than	
  Android	
  users.	
  
     –  Upgrading	
  from	
  the	
  lite	
  version	
  was	
  the	
  top	
  reason	
  given	
  when	
  users	
  
        were	
  asked	
  what	
  drives	
  them	
  to	
  purchase	
  a	
  paid	
  app	
  

                                                                                                                    57	
  
Average	
  Downloads/month	
  




                                 58	
  
“Flight	
  Control”	
  Story	
  
•  Flight	
  SimulaAon	
  
   program	
  by	
  Firemint	
  
•  Hit	
  #1	
  in	
  sales	
  at	
  launch	
  
   March	
  28,	
  2009	
  
•  Took	
  approx	
  3	
  man-­‐
   weeks	
  to	
  develop	
  (nights,	
  
   weekends)	
  
•  Over	
  1.5M	
  sold	
  at	
  $0.99	
  
•  Word	
  of	
  mouth	
  and	
  blog	
  
   campaign	
  

                                                    59	
  
Daily	
  Sales:	
  #1	
  iPhone	
  App	
  




                                             60	
  
Sales	
  per	
  country	
  




                              61	
  
Some	
  hot	
  new	
  areas	
  
•  Mobile	
  dev	
  tools	
  
•  Mobile	
  metrics	
  and	
  moneAzaAon	
  
•  Mass-­‐publishing	
  	
  
   –  Huge	
  “app	
  shops”	
  
   –  Aggregators	
  pushing	
  numbers	
  to	
  gain	
  top	
  25	
  
•  Cross	
  plaxorm	
  
   –  AutomoAve	
  app	
  stores?	
  
   –  Ford	
  has	
  Microsoj	
  Sync	
  
   –  Google	
  flirAng	
  with	
  BMW	
  
                                                                         62	
  
Where	
  to	
  go	
  for	
  more	
  info…	
  
•  General	
  Blogs:	
  
    –  www.mobilecrunch.com	
  
    –  www.venturebeat.com	
  
•  Vendor-­‐specific	
  Blogs	
  
    –  googlemobile.blogspot.com	
  
    –  androinica.com	
  
    –  theiphoneblog.com	
  
•  New	
  Media	
  BC	
  
•  Wavefront	
  Accelerators	
  
•  Wireless	
  CommunicaAons	
  Alliance:	
  wca.org	
  

                                                           63	
  
Thanks	
  for	
  your	
  a@enAon	
  




  rick.rasmussen@internaAonal.gc.ca	
  

                                          64	
  

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Mobile Apps State of the Stores Report

  • 1. Mobile  Apps   State  of  the  Stores   Rick  Rasmussen   General  Consulate  of   Canada   Palo  Alto,  CA  
  • 2. Outline   •  Worldwide  impact  of  mobile  phones   •  Mobile  phones  are  computers   •  Ba@le  of  the  operaAng  systems   •  App  development  for  phones   •  App  distribuAon   •  App  stores   •  So,  you  want  to  market  your  app?   •  Trends  and  Metrics   2  
  • 3. Worldwide  Impact     of     Mobile  Phones   3  
  • 4. The  Seven  “Mass  Media”   1.  Print  (books,  pamphlets,  newspapers,  magazines)   from  the  late  1400s   2.  Recordings  (records,  tapes,  CDs,  DVDs)     from  the  late  1800s   3.  Cinema  from  about  1900   4.  Radio  from  about  1910   5.  Television  from  about  1950   6.  Internet  from  about  1990   7.  Mobile  Phones  from  about  2000   4  
  • 5. Mobile  explosion   •  World  populaAon        ~7.0B   •  Current  subscribers              2.6B   •  End  2010                  4.0B      iSuppli   •  End  2011                  5.2B      InfoneAcs   •  In  2010,  phone  prices  as  low  as  $15      iSuppli   •  Mobile  broadband  growing  at  110%  CAGR  InfoneAcs   •  577M  using  mobile  web,  1.7B  by  2013    Juniper   •  2.1B  users  will  “pay  by  phone”  by  2013    Juniper   5  
  • 9. Mobile  in  Developing  Countries   •  Mobile  compensates  for  poor   infrastructure   –  Bad  roads   –  Slow  postal  service   •  GDP  grows  by  0.8%  for  every  10   extra  phones  per  100  people  (world   bank)   •  Mobile  payments   –  Bypass  corrupAon   –  More  efficient  movement  of  capital   –  Kenya:    7M  users  in  a  38M   populaAon  base   9  
  • 10. Advent  of  the  ‘smartphone’   •  Feature  phone:   –  Runs  apps  provided  by   carrier   –  Includes  email,  internet,   keyboard,  PDA  funcAons   •  First  model  “Simon”  from   IBM  1992   –  Touchscreen,  stylus,   predicAve  input…     –  Cool!   •  Smartphone:   –  Allows  downloads  of  new   applicaAons  from  carriers,   third  parAes  and  others   10  
  • 11. Global  Smart  phone  market  share   Total  2Q:          40.962  M   Annualized:    163.848  M   11  
  • 12. Global  smartphone  market  by  OS   12  
  • 13. North  American  smartphone  market   Source:  Gartner  Research  2Q09   13  
  • 14. Mobile  Phones     are  Computers   iPhone  3G  teardown   14  
  • 15. Phones  as  devices   •  CommunicaAon   •  InformaAon   •  Entertainment   –  Mobile  Content   •  Phones  are  computers   –  Increased  processing  power   –  Increased  memory   –  Increased  connecAvity   •  Portable  operaAng  systems  are  enabling  technologies     •  Sojware  more  important  than  hardware   –  ApplicaAons  are  the  new  currency   15  
  • 16. The  Sensory  Phone   •  Mobile  computers,  fully  aware  of  local     environment,  mimicking  human  senses   •  Sight:   –  SAll  and/or  video  camera   –  Scanner   –  High  resoluAon  display  output   •  Sound:   –  Audio  input  with  noise  correcAon   –  Speech  recogniAon   –  Hi-­‐fidelity  audio  output   •  Touch   –  Full  screen,  MulA-­‐touch,  MulA-­‐gesture   –  HapAcs  (sensory  feedback)   –  Proximity  sensors   –  Accelerometers   –  LocaAon  (GPS  and  LBS)   •  Smell  and  Taste?    Soon!   16  
  • 17. The  Connected  Phone   •  New  protocols  keep  devices   connected   •  Wireless  WAN   –  CDMA,  GSM,  3G,  4G,  LTE   •  Wireless  LAN   –  EV-­‐DO,  Edge,  WiFi,  WiMax   •  Wireless  PAN   –  Bluetooth,  UWB   •  Mobile  TV   –  ATSC,  DVB-­‐H,  ISDB-­‐T,  DMB-­‐T   •  Wired  protocols   –  USB,  Micro  USB,  Ethernet   •  Wireless  charging  (soon)   17  
  • 18. Lots  of  new  touch  screens   18  
  • 19. New  emerging  players   •  Hardware  is  changing:   –  Many  new  entrants  designing   to  sojware  “standards”   –  Korea:   •  Samsung   •  LG   –  New  breed  of  Chinese  players   •  Huawei   •  HTC   •  HTC   •  Quanta   •  TCL/Alcatel     19  
  • 20. Constant  Hardware  InnovaAon   iDon’t   Droid  is  a  3-­‐way  effort   between  Motorola,  Verizon   and  Google.   Slide  out  physical  keyboard     Verizon  (over  AT&T)  network   20  
  • 21. Ba@le  of  the   OperaAng   Systems   21  
  • 22. OperaAng  Systems   Opera&ng  System   Developer   Source  Availability   MENS     Proprietary  to  each   None  (although  some  code   (Motorola,  Erisson,  Nokia,   company   base  provided  to  Symbian)   Siemens)   Symbian   Symbian  FoundaAon     Closed  -­‐>  Open  Source   (9  companies)   Windows  CE   Microsoj   Closed  with  API  license   model   BlackBerry  OS   RIM   Closed  with  limited  licenses   Apple  OS   Apple   Closed   Android   Google   Open  Source   WebOS   Palm   Available  under  license   22  
  • 23. Basic  OS  comparison   Source:  engadget.com   23  
  • 24. Windows  Mobile   •  Spinoff  from  Windows  CE   –  Designed  to  bring  the  “Windows   Experience”  to  other  devices   –  OS  intended  to  dominate  consumer   electronics  across  sectors   –  Mobile,  Home  entertainment,  TV  and   Auto   •  Licensed  to  handset  manufacturers   •  C#,  C++,  CF  2.0/3.0,  SQL  CE,  etc.   •  Slow  adopAon  by  third-­‐party   developers   –  Dominated  PC  Apps   –  Complacent  working  with  3rd  parAes   24  
  • 25. RIM  BlackBerry   •  Based  on  strong  legacy  of  original   BlackBerry   •  Strength  is  on  server-­‐side   integraAon   –  Exchange  Server   –  Professional  Apps  and  Services   •  OS  used  on  their  own  hardware  as   well  as  licensees:   –  AT&T,  HTC,  Motorola,  Nokia,  Qtek,   Samsung,  Siemens  and  Sony   Ericsson   •  MDS  development  environment   end  of  life   –  Apps  through  Java  via  Eclipse   –  Microsoj  Visual  Studio   •  Apps  sold  through  BB  Apps  store  as   well  as  mulAple  third  parAes   25  
  • 26. Symbian   •  Symbian  on  50%  of  current   Smartphones   •  Symbian  FoundaAon  (2008)  is  Nokia,   Sony  Ericsson,  NTT  DoCoMo,  TI,   Vodaphone,  ST  Ericsson  and  AT&T   •  Legacy  tools  plus  C++  and  Java  SDKs   •  3rd  party  developers  only  now  being   courted   –  Sony  Ericsson  store   –  Ovi  Store   •  Follows  open  source  model  and  will   have  Eclipse-­‐type  license  in  2010   26  
  • 27. Apple  iPhone  OS   •  Based  on  Mac  OSX  (Linux)   –  Released  v3.1     –  Tight  integraAon  with  iTunes  (Win/Mac)   •  Strong  SDK  for  third  parAes   –  First  to  fully  release  hardware  funcAon  to   developers   •  Almost  all  “lags”  are  gone   –  MMS,  cut  &  paste   –  Needs  be@er  Outlook  integraAon   •  NaAve:  “Extensible  C ”,  strong  SDK  for  non-­‐ programmers   •  100,000  applicaAons   –  20%  games   –  New  “virtual  goods”  market   –  Apps  sold  through  Apps  Store  as  well  as   aggregators   27  
  • 28. Google  Android   •  In  2005,  Google  acquired   Android,  a  small  startup   based  in  Palo  Alto   •  In  November  2007  Google   announced  the  Android   plaxorm   –  Open  Handset  Alliance,  now   at  30+  members   –  Open  source  plaxorm  licensed   free  of  charge  to  handset   manufacturers   –  Java-­‐based  for  rapid  app   development  and  deployment   28  
  • 29. Open  Handset  Alliance   •  Companies  working  together  to  come   together  to  accelerate  innova4on  in   mobile  and  offer  consumers  a  richer,  less   expensive,  and  be;er  mobile  experience   –  10  Mobile  Operators   –  11  Handset  Companies   –  14  Semiconductor  Companies   –  11  Sojware  Companies   –  6    “CommercializaAon”  Companies   •  Will  own  the  Android  source  and  make   public  under  Apache  v2  license   29  
  • 30. App  development   for  phones   30  
  • 31. Coding  Mobile  Apps   •  Simple  downloads  and  SMS   •  Web  Apps  (in  the  browser)   –  Mobile  web  users  surpassed  PC  users  in  2008   –  WAP   –  Java  and  Flash   •  NaAve  Apps   31  
  • 32. Issues  moving  web  apps  to  phone   •  Small  screen   •  Context  switching:  lack  of  windows   •  NavigaAon  and  filling  in  forms   •  Memory:  Lack  of  JavaScript  and  cookies   •  Accessibility  for  secure  communicaAons,  flash,   pdf,  video…   •  Variable  Speed  and  response  Ames   •  Web-­‐based  apps  may  lack  access  to  hardware   resources   32  
  • 35. Early  2000  Mobile  Value  Chain   Device   ApplicaAon   Sales   Carrier   Customer   Vendor   Provider   Channel   Carrier-­‐centric:    All  about  gezng  the  deal  with  the  carrier   35  
  • 36. Carriers  as  “new  media”   •  Carriers  were  looking  to:   –  Be  media  companies   –  Control  content  distribuAon   –  Get  closer  (in  some  cases  own)  content  creaAon   •  Ringtone  Business   –  Juniper  esAmates  $3.2B  ww  in  2003,  10%  of  all  ww   music  sales   –  By  2008,  declined  to  $1B  ww   •  Gaming  Market   –  Est  $6B  in  2007   –  90%  on-­‐deck,  10%  off-­‐deck  and  adverAsing   36  
  • 37. 37  
  • 38. On-­‐deck  vs.  Off-­‐deck   •  On-­‐deck:       –  Phones  shipped  with  applicaAons  pre-­‐loaded   –  Companies  rose  and  fell  with  “carrier  deals”     •  A  deal  with  one  or  two  operators  could  get  you  funded,  go  public,  get   acquired   –  Phone.com,  Infospace,  Jamdat   •  Developers  benefit  from  markeAng  and  promoAon  channels   •  Smaller  profits  but  higher  gain.   •  Off-­‐deck:   –  Carriers  look  to  sell  “add-­‐ons”   –  Advent  of  alternaAve  distribuAon  in  2006/7   •  Mobile  ads  from  Admob,  Nokia,  Google,  Jumptap     •  Appstores  such  as  Getjar.com  or  Handmark.com   –  Open  doors  for  mobile  startups   38  
  • 41. Carrier  App  Stores  Online  Today   •  US  Carriers   –  AT&T   –  Verizon   –  T-­‐mobile   –  all  others   •  Canadian  Carriers   –  Bell   –  Rogers   –  Telus   –  Sasktel   •  Japanese  Carriers   –  NTT  DoCoMo   –  KDDI   •  Korean  Carriers   –  SK  Telecom  (T-­‐Store)   –  KT   –  LG  Telecom   •  Chinese  Carriers   –  China  Mobile   –  China  Telecom   –  China  Ubicom   •  Plus  Europe!   41  
  • 42. iTunes:  Apple’s  App  Store   42  
  • 43. App  Store   •  Launched  July  2008   •  Phenomenally   successful   –  Turned  distribuAon   on  it’s  head   –  Put  developers  in   direct  control   •  125,000  in  iPhone   Developer  Program   •  100,000  applicaAons   today,  2B  downloads   43  
  • 46. 3rd  party  App  Stores  Online  Today   •  Phone  Manufacturers   –  Apple  App  Store   –  RIM:  BlackBerry  App  World   –  Nokia  Ovi  Store   –  Palm  and  Web  OS   –  Samsung  ApplicaAon  Store  (UK,  France,  Italy  only)   •  OperaAng  Systems   –  Symbian:  Symbian  Gear   –  Window  Mobile  (Pocket  PC  vs.  SmartPhone  Apps)   –  Google  Android   •  Android  Game  Pro  (games  only)   •  Androlib  (10K  apps)   •  Third  Party  App  Stores   –  Handango  (Windows  and  BB)   –  MobiHand  (Windows  and  BB)   –  Pocketland  (Windows  only)   •  3rd  party  aggregators   –  AppMiner   –  Appstore  HQ   –  Appshopper   •  InternaAonal   46  
  • 47. RIM  Blackberry  App  World   •  2,000+  total  apps   –  1000  freeware   –  ASP  $5  to  $10   •  Slow  to  market   –  IniAally  announced  in  Nov  2008   –  Live  on  phones  April  09   •  Requires  separate  download   –  Web  catalog  online  Aug  09   •  No  purchase  opAon   •  Competes  with  third-­‐party   soluAons  from  Handango  and   Mobihand   47  
  • 48. Android  AndroLib.com   •  14,000  games  and   applicaAons  (counts   duplicaAons  across   mulAple  languages)   •  2500  added   monthly   •  Majority  free:  36%   paid   •  Website  features   barcodes  for  phone,   scan  and  buy  from   phone   48  
  • 49. China  App  Stores   •  China  Mobile   –  600M  total  subscribers   –  “Mobile  Market”:    1000  apps  for  Symbian,  Windows  Mobile  and  Android   –  Working  on  new  Open  Mobile  System  (OMS):    Android  plus  proprietary  extensions   •  China  Telecom   –  App  Store  in  development   –  May  distribute  Palm  and  Blackberry  in  future   •  China  Unicom   –  140M  total  subscribers   –  App  Store  in  development   –  Rumored  talks  with  Apple  re:  iPhone   •  Barriers:   –  Billing  issues   –  Availability  of  pirated  applicaAons  online   –  Low  demand   49  
  • 50. Revenue  and  QualificaAon   •  Varies  by  plaxorm:   –  BB  =  Business   –  Apple  =  Consumer   –  Android  =  Hobbyist  -­‐>  Consumer   •  Shared  between  store  and  developer   –  Apple:    30%  to  store,  70%  to  developer   •  QualificaAon  process  can  vary  widely   –  Carriers,  deal  required   –  Apple,  strict  release  policy  with  “gated  qualificaAon”  and  high  barriers   on  content  types   –  Android  “quality  built  into  the  tools”   –  Third  party  stores  vary  but  generally  “Caveat  Emptor”   50  
  • 51. So,  you  want  to   market  your  app?   51  
  • 52. General  App  Types   •  Free   –  Quick  and  dirty,  usually  done  for  fun  or  self-­‐promoAon   •  Short-­‐term  revenue:    i.e.  $0.99   –  Simple  “cute”  apps   –  Simple  handy  apps   –  Short  term  download  “spikes”   –  Supplemented  by  ads/sponsorships   •  Serious  Apps:  $2.99  to  $9.99   –  Includes  professional  and  games   –  Higher  uAlity  (i.e.  social  gaming)   –  Polished  and  have  longevity  “sAckiness”   52  
  • 53. Dynamics  of  Apple’s  “ Top  25”   •  Separate  lists  for  Free  and  Paid   •  A  lisAng  here  gets  huge  response  lij   53  
  • 54. Driving  Short-­‐Term  Revenue   “Top  25”   •  Develop  fast,  release  ojen   •  $0.99  is  right  unless  you  can  jusAfy   otherwise   •  A  nice  icon  and  smooth  descripAon   •  Self-­‐promote:    Twi@er,  Facebook,  etc.   •  Partner  for  success:    Gang  up  with   other  developers  and  co-­‐promote   •  Are  blogs  important?  Opinions  differ   Source:    TechCrunch  8.29.09   54  
  • 55. Emerging  Revenue  Models   •  “Freemium”   –  IniAal  download  is  free   –  Version  may  run  for  limited  Ame  or..   –  Pay  to  upgrade  to  versions  with  more  features   •  “Free  to  Play”       –  Micropayments   –  In-­‐game  transacAons  (open  up  new  stages/worlds)   –  Virtual  goods  (avatars,  weapons,  etc)   •  Increasing  push  toward  adverAsing  and  product  placement   55  
  • 57. Mobile  Download  Trends   •  More  than  90  percent  of  Android  and  iPhone  OS  users  browse  and   search  for  apps  directly  on  their  mobile  device  instead  of  their   computer   •  Average  downloads:       –  10  per  month  for  Android  and  iPhone   –  18  per  month  for  iPod  touch  iPod  touch  owners   •  Paid  apps   –  Users  who  regularly  download  paid  apps  spend  approximately  $9  on   an  average  of  five  paid  downloads  per  month   –  iPhone  and  iPod  touch  users  are  twice  as  likely  to  purchase  paid  apps   than  Android  users.   –  Upgrading  from  the  lite  version  was  the  top  reason  given  when  users   were  asked  what  drives  them  to  purchase  a  paid  app   57  
  • 59. “Flight  Control”  Story   •  Flight  SimulaAon   program  by  Firemint   •  Hit  #1  in  sales  at  launch   March  28,  2009   •  Took  approx  3  man-­‐ weeks  to  develop  (nights,   weekends)   •  Over  1.5M  sold  at  $0.99   •  Word  of  mouth  and  blog   campaign   59  
  • 60. Daily  Sales:  #1  iPhone  App   60  
  • 62. Some  hot  new  areas   •  Mobile  dev  tools   •  Mobile  metrics  and  moneAzaAon   •  Mass-­‐publishing     –  Huge  “app  shops”   –  Aggregators  pushing  numbers  to  gain  top  25   •  Cross  plaxorm   –  AutomoAve  app  stores?   –  Ford  has  Microsoj  Sync   –  Google  flirAng  with  BMW   62  
  • 63. Where  to  go  for  more  info…   •  General  Blogs:   –  www.mobilecrunch.com   –  www.venturebeat.com   •  Vendor-­‐specific  Blogs   –  googlemobile.blogspot.com   –  androinica.com   –  theiphoneblog.com   •  New  Media  BC   •  Wavefront  Accelerators   •  Wireless  CommunicaAons  Alliance:  wca.org   63  
  • 64. Thanks  for  your  a@enAon   rick.rasmussen@internaAonal.gc.ca   64