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    web2.0 Paradigm and Business Strategy

    from josanku, 2 years ago Add as contact

    4068 views | 2 comments | 12 favorites | 1 embeds (Stats)

    Desc: How is the world changed with web2.0? We review key pardigm, issues, and businesses. Some of points are touched for web2.0 business strategy. This presentation was orginally prepafered for Samsung SDS.

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    1. Slide 1: web2.0 Paradigm and Business Strategy - Perpetual Draft - Jo, SanKu web2.0 Evangelist
    2. Slide 3: web2.0? Bubble2.0? Not2.0?
    3. Slide 4: ? web2.0 Massive & Fast Innovation Power Shift to You
    4. Slide 5: Disruption & Opportunity
    5. Slide 6: web2.0 Paradigm Trend, Issue and Opportunity  Paradigm  You  “We, the Media”  Social Computing  Long Tail Phenomenon  Web as Platform  Massive Innovation  Hot Issues  Second Life  Online Video  Mobile Web  Utility Computing  Businesses  web2.0 Monetization  New Economy  Advertisement
    6. Slide 7: You Participate, Linked, and Empowered YOU Value & Attention Services Contents Distribution
    7. Slide 8: You Dynamic Community
    8. Slide 9: Link > Talk > Interact > Collaborate We, the Media Social Computing
    9. Slide 10: 1 Creators Synthesizers 10 Me Media 100 Consumers Creators Synthesizers Mass Consumers Media Linked Collaborate We, the Media Social Media
    10. Slide 11: Social Computing Relationship Group Network Effect Collective Intelligence http://www.micropersuasion.com/2006/03/institutional_p.html
    11. Slide 12: 웹 1.0 웹 2.0 단방향 : 읽기위주 양방향 : 읽고 쓰기 ( 컨텐츠 생성 ) 25 만 웹사이트 8 천만 웹사이 트 집단지성 집단창작 생태계 일반 컨텐츠 사용자 일반 컨텐츠 사용자 생성 컨텐츠 생성 컨텐츠 4 천 5 백만 사용자 10 억 명 이상 1996 년 2006 년 Dion Hinchcliffe
    12. Slide 13: Why? People Participate, Open, and Share Exclusive Ownership = Power Opinion Leading = Power Web Age Ecosystem Open & Share Information value lasts very long. Value Growing Everybody is Happy Users Empowered We, the Media Social Computing
    13. Slide 14: Change of Social Structure Hierarchy Flat Authors Publishers/ Distributors You Linked as authors, editors, synthesizers, archives, Consumers (End Users) distributors, consumers * Directory vs. Search
    14. Slide 15: Now, The Network Age The You Age
    15. Slide 16: Long Tail Phenomena: Three Forces Attention Sales Traffic Low Cost of Marketing People Linked (Word of Mouth) Easy Reach to Value Search Democratization Participation Long Tail Short Head Service, Product, Information, Opinion
    16. Slide 17: Web as Platform(XoWeb, Everything Over Web) Technology, Social, Culture, Business, Politics Remixing Services Microcontens Mashups Syndication Contents Services Data Businesses Knowledge Ecosystem We, the Media Social Networking People
    17. Slide 18: Massive and Fast Innovation Innovation  Liberation of Information and Tools  Utility Computing  New Money  Mashup, Innovation Grid Online + Offline API X + API Y = Mashup Z Time
    18. Slide 19: Mashup Do-it-yourself Web Applications
    19. Slide 20:  Metaverse: Mixture of fantasy and reality  Owned and run by it’s “residents”  Opened to the public in 2003  Stated as the "next phase of the Internet's evolution"  The World. The Creations. The Marketplace  The Linden Dollar: 247.5 Linden Dollars per US Dollar
    20. Slide 21: Scion, Toyota's youth-oriented brand, has so far sold about 200 computer-generated cars in Second Life
    21. Slide 22: Video, Major Data Type: 60% Traffic “ 百聞不如一見”  Fast Transition to Video Age
    22. Slide 23: Online Video: RMC, PCC, UGC RMC PCC UGC (Ready Made Content) (Proteur Created Content) (User Generated Content) Mbox.paran.com 80 + MagicN/Nate 실시간 유무선 연동 UGC Quality Hot Issue Reputation Information Casual News Knowledge Creativity Documentary Parody Fun Entertainment Clipping Street News Short Head Body Long Tail “ 만드는 즐거움 , 자기 표현 욕구 충족” “$$$”
    23. Slide 24: Online Video: IPTV  TV is Dead  TV + Internet  Too Busy  P2P  Time Share  Free world contents  Many Other Fun  Advertisement model  IP >> TV
    24. Slide 25: Online Video: Video Search More Choice != More Satisfaction => Channel, Filter, and Search
    25. Slide 26: Mobile Web  Driving Forces in 2007  Low cost  High speed access  More services  Advantage  Ubiquitous  Access is authentication  Personalization  LBS  Limitation  Short head  Screen size  Time constraint  Moving  Mobile Search, Mobile Video
    26. Slide 27: Mobile web2.0 WiBro CDMA HSDPA Read Read write Write 1.0 2.0* Read Read & Write * 표현명 @ KT
    27. Slide 28: Utility Computing Software = Electricity Software, Storage, Computing
    28. Slide 29: Utility Computing and Storage Operation Cost (OPEX) Initial Cost to Buy Computers (CAPEX) Total Cost (Accumulated, OPEX Only) Monthly Used Computing Power Cost for Computing Power
    29. Slide 30: Monetize web2.0  Is there any web2.0 startup making lots of money? Don’t mention monetizing by being acquired.  Sure, Not many right now.  Many solid business models in near term  History repeats  Lots of arguments about the Internet businesses in late 1990s  Now. Yahoo, Google, eBay, Amazon  Disruption brings Opportunity and Risk
    30. Slide 31: New Economy  Second Money  Social Capital  Attention Economy  Advertisement: Free Service for Empowered People  Selling = Money + Better Service  Consumer in Control: Made of/by/for Customers  gLOCAL
    31. Slide 32: Advertisement2.0  The major web2.0 Revenue Model  $16B in 2006, $36B in 2010  Advertisement = Marketing + α  Personalized & interactive  Advertisement as content  Video advertisement  Cost Per Action, another disruption Wibro as an Advertisement Service
    32. Slide 33: Advertisement2.0 Long Tail TV Ad CPA and Personalization
    33. Slide 34: CPA: Cost Per Action  Start Business  Get Money  Pay Cost  iCompany  MeCompany  Mentrepreneur
    34. Slide 35: web2.0 Business Strategy Video Mobile Market Vision Biz Models People Value MyCompany2.0 Services Mobile Search Culture Risk Fast Innovation Flat Communication Too Fast Change Strategy Learning by Doing Made in/for/by People
    35. Slide 36: web2.0 Business Strategy: Top 11 Rules 1.Trend Watching, Benchmarking, Prototyping 2.Focus on YOU Made in/for/by People (users): Give all control to People, automated self-service People Power: Open and Connect People. Collective Intelligence and Network Effect 3.Enterprise2.0 4.Lightweight & Easy 5.Everything at the Field at the Same Time
    36. Slide 37: Trend Watching, Benchmarking, Prototyping  People (Customer) Need, Want, Dream  VC money flow  web Celebrities’ movement  Emerging hot services
    37. Slide 38: Outside-In for Watching, Inside-Out for Execution
    38. Slide 39: Don’t join in just because it’s “in” Don’t miss out just because it’s “out”
    39. Slide 40: The State of the Internet, Part 3 : Mary Meeker
    40. Slide 41: Google works for the impact on People, not for money. That is the reason why Google is so successful.
    41. Slide 42: Made in People (Customers)  People is the Killer β β Application. β  Massive and fast change  Give all control to People  Automated self-service  Co-developer with trust
    42. Slide 43: Enterprise 2.0 web2.0 within the Intranet
    43. Slide 44: Enterprise2.0 Flat Communication through Blog 자발적 자기 표현 , 참여 , 공유하는 열린 터전 고객과의 교감 일터 문화 혁신 ( 수평적 ) 구성원간 커뮤니케이션 활성화 집단지성 활성화 인재 파악 및 등용 신속한 트랜드와칭 및 변화에 대한 빠른 대응 고객의 Loyalty 확보 Made in Customer 지속적이고 성공적인 사업추진
    44. Slide 45: web2.0 Business Strategy: Top 11 Rules 1.Turn Applications into Open Platforms: Data is the Next Intel Inside. 2.Join and setup Ecosystem 3.Connect & Development to Bridge the Gap 4.Leverage the Long Tail 5.web2.0 Culture as Core Competence 6.Learning by Doing
    45. Slide 46: Learning from Doing Intelligence Right Resource “Planning and Strategy are Very Important. But Execution is Everything” “ 흙 다리도 건너고 본다 .” - 윤종용 사장 “ 쏘고 나서 조준한다 .”
    46. Slide 47: Learning from Doing  Do Video *  Video UGC  Video + Wiki vs. 지식인  Video Search  Video Advertisement  Do Social *  Social Network  Social Search  Social Shopping  Social Watch  Do * Advertisement  Do * @ SecondLife
    47. Slide 48: Anycall2.0 Anycall as Service People Community Social Networking SamsungMobile.com CC.Anycall.com Unique Services People Community Anycall2.0 Services Information Entertainment AlterEgo Window to the World Open API Yepp PC TV 3rd Party Service Seamless Connection Open Data and Devices
    48. Slide 49: web2.0 Business Challenge web2.0 web1.0
    49. Slide 50: Challenge2.0  Trend vs. Market  Revenue vs. Potential: YouTube  Poker Game?  Solid Business and Revenue Models  Low Entrance Barrier  Overcome Big Players including Three Ones?: Adobe  Glocal Businesses: Korea market is too small.  Total Chaos: Business, Value, Policy, Social Structure  Privacy  Information Overload and Digital Smog  Digital Divide
    50. Slide 51: You We, the Media Personalization Video UGC Decentralization Long Tail Video Search IPTV Social Computing Advertisement web2.0 Social Networking Ad as Content Social Capital Free Collective Intelligence Mobile Blur New Economy Massive Innovation Attention, Trust & Fun Internet Singularity Ecosystem Mashup Disruption Virtual Life
    51. Slide 52: web2.0
    52. Slide 53: Summary  web2.0: Disruption, Opportunity, and Risk  Innovation is so fast and Intensive. Nobody Knows the Future.  Start Small, Move Fast, Think Big  Execution is the best web2.0 Strategy.
    53. Slide 54: 웹 2.0 의 의미 급변하는 현실에 대한 성찰과 혁신을 통한 미래 도약 Me2.0 Family2.0 Company2.0 Korea2.0 World2.0?
    54. Slide 58: Thank You JoSanKu@Paran.Com