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WITI Summit 2013 Mobile Trend


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This presentation is to reflect the latest trend in mobile for year 2013.

This presentation is to reflect the latest trend in mobile for year 2013.

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  • 1. Women Powering Technology SummitWorkshop: MobileJun 2, 2013Santa Clara CABess Ho @bessArchimedes LabsMobile Trends
  • 2. @bessAbout MeStartup AdviserArchimedes Lab
  • 3. Mobile Trend
  • 4. SmartPhoneWearableSensor+SmartPhoneConnectedDevice-SmartPhoneMobile Trend
  • 5. Mobile FirstWeb SecondFred Wilson2010
  • 6. “Mobile Firstfollow fredwilson to 40404”Your SMS Message:In 2010 46% Twitter active users usemobile regularly
  • 7. Mobile FirstFoursquare has little value on its web appFoursquare delivers key values on mobile
  • 8. Desktop vs MobileKleiner Partner Mary Meeker’s 2013 May Report
  • 9. eCommerce vs mCommerceKleiner Partner Mary Meeker’s 2012 May Report
  • 10. iPhone vs TabletKleiner Partner Mary Meeker’s 2012 May Report
  • 11. Desktop Laptop vs TabletKleiner Partner Mary Meeker’s 2012 May Report
  • 12. Big DataIn 2011 Mobile data was 8x the size ofweb data in 2000No. of mobile devices exceeds no. ofworldwide population by 2013Cisco’s Visual Networking Index (VNI) Mobile Report 2012
  • 13. Big DataMoreCisco’s Visual Networking Index (VNI) Mobile Report 2012
  • 14. Big DataMore DataMore ConnectivityMore BandwidthCisco’s Visual Networking Index (VNI) Mobile Report 2012
  • 15. Mobile UsageSandvine 2012 Report
  • 16. mVideo52% of mobile traffic is VideoMobile video is Top activities for mobile usersBy 2016 70+% mobile traffic will be VideoCisco’s Visual Networking Index (VNI) Mobile Report 2012
  • 17. Audio Video StreamingYouTube is the largest source of mobile webtraffic 12-25%Netflix 2%Pandora 6%Sandvine 2012 Report
  • 18. Mobile MonetizationWeb Mobile“Biggest Mistake”=
  • 19. 2013 Mobile Trends78% of retailers will invest into mobile commerce.In 2012 over 41% of smart phone users havealready made purchases using mobile. It isestimated it will almost double in 2013.62% of shoppers search for deals digitally for halfof their shopping trips52% of adults use their mobile while shopping foradvice before making a purchases
  • 20. Shopping ProcessConsumers are increasingly beginning theresearch and shopping process onsmartphones and tablets and thenmigrating the buying to the device itself orinfluencing the purchasing decisions in-storeResearch Shopping Buying on DevicePurchase In-Store1 2 3
  • 21. Mobile MonetizationiPad iPhone“Bigger Mistake”=
  • 22. With one out of two phones are web- andapplication-enabled, mobile payments arepredicted to reach up to $214 billion by2015.Users are no longer buying only phone-related stuff using device. It shiftedtowards in-store-like purchases: books,apparel, jewlery, etc. This hints at 2013being a critical year for mobile’s influenceon other retail channels.2013 Mobile Trends
  • 23. 2013 Mobile TrendsGamification driven marketing campaignsMobile Camera is an effective way to interactwith customers or to gather information 1)take a photo of receipt instead of mailing it 2)take a photo of credit card instead of filling theform fields 3) take a photo of hotel room insteadof writing a review
  • 24. Mobile MonetizationFREE APP PAID APP44%56%Freemium Business ModelApp SalesAvg $3.77Avg IAP$14
  • 25. In-App Purchase30% of iOS revenue comes from in-apppurchases in 201034 of Top 100 Grossing apps are freemonetized by in-app purchasesEpic Games made $10 Million in 2011 fromInfinity Blade 40+% from 2011
  • 26. In-App Purchase (IAP)Average transaction in-app purchase $14(iOS or Android)14x revenue than Freemium51% Revenue from in-app purchasescomes from transactions of over $20Of that 51%, 30% comes from $ 2011
  • 27. IAP is Addictive56% of game player that spend a dollarcome back to spend a 2nd time25% spend 3 or more 2011Spending is a habit
  • 28. Dogs vs 2011Loyalty is GOLDLoyal Purchaser = 20 x One-time Purchaser20 : 1Top Purchaser = 100 x Loyal Purchaser
  • 29. 2011Courting Rule80-90% of Profitcomes from 0.5%of User
  • 30. Mobile 2011
  • 31. Life Before & 2011
  • 32. Mobile MonetizationIAP vs FreemiumIAP > Advertised Free AppIAP > Pay-to-play (Paid App)
  • 33. Mobile StrategyEarly DaysNativeAppMobileWeb AppNativeAppWebAppFred WilsonVC, Union Square Ventures“Mobile First Web Second”
  • 34. Mobile StrategyNativeAppWebAppFred WilsonVC, Union Square Ventures“App Design Should beMobile First, Web Second”
  • 35. iOS SDKUIWebViewCloudHTTPGET / POSTREST APIXML / JSONStrategy INative AppusingObjective-C• UIWebView is a lite versionof Safari browser• Update without approvalprocess• Content is layout in HTML5• Share same content• Update using CSS template
  • 36. HTML5FrameworkCloudStrategy IINative appusingHTML5framework• Appcelerator Titanium -HTML/JS/CSS (iOS /Android / BlackBerry inbeta)• PhoneGap - HTML/JS/CSS(iOS / Android /BlackBerry / WebOS /Window Phone / Bada /Symbian)HTTPGET / POSTREST APIXML / JSON
  • 37. Cross PlatformFrameworkStrategy IIINative appusingcross-platformframework• Conrona - Lua• Adobe AIR - ActionScript 3& Flash• Rhodes - Ruby• Unity - UnityScript(JS),C#, Boo(Python)• Mono - C# .NETLua,Ruby, AS,C#
  • 38. Mobile StrategyMySQL No SQL=“Bigger Mistake”RSDB No JOINNot ACID GuaranteesDistributed & Fault-tolerantArchitectureHorizontally Scale
  • 39. Heavy Lifting: No SQLMongoDB Hadoop
  • 40. Mobile StrategyServer-sideFrameworks =“Bigger Mistake”I/O APINon-BlockingAsynchronousEvent-drivenJavaScriptServer-sideAPI
  • 41. Mobile StrategyThickCloud ThinCloudThinClientThickClient“Bigger Mistake”=
  • 42. Wearable Sensors
  • 43. LUMOback
  • 44. Connected Device
  • 45. Google GlassPrototype developed by Google [x]Google’s most secretive lab where Driverless Caris inventedGlass Explorer Edition costs $1,500Rumor from Google Engineers say it costs $300It won’t accept as consumer product unless itdrops below $200
  • 46. Google Glass
  • 47. How to use Google Glass
  • 48. AdviseFounders & Entrepreneurs
  • 49. Mobile FirstArchimedes LabsSocial | Consumer | Mobile@Bessbess@archimedeslabs.com