Go Life Mobile


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Greg Applegate and Mounir Shita from GoLife Mobile present at the April meeting of Mobile Portland

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Go Life Mobile

  1. Our experience in Mobile Mobile Portland April 28, 2008 Mounir Shita and Greg Applegate www.golifemobile.com
  2. Agenda Company Background 2. Some Mobile Stats 3. What is Mobile Anyway 4. Gartner’s 4 U’s 5. The mobile application marketplace 6. Challenges 7. What we decided to do 8. AGENDA
  3. 1.GoLife Mobile • Established - Q1 ’07 • Distribution of handsets with Lifestyle applications • Lack of real lifestyle applications • Reassess model Q3 ’07 • Explored applications with common backend library • Too many options • Vadowerx platform solution created - Q4 ’07 • Open technology framework allows garage developers to create, distribute and monetize mobile applications • Solves many issues of fragmentation, deployment and revenue generation • Seed Funding - Q4 ’07 • Monster Venture Partners • Nigel Deighton, Advisory Board Q4 ‘07 • Former VP of mobile analysis, Gartner • First Developer seminar – Q1 ’08 • Over 30 developers attend the first GoLife Mobile developer seminar • Second developer seminar scheduled for May 28, 2008 COMPANY Background
  4. Top 5 mobile phone vendors • Nokia (39.1%); • Samsung (14.5%); • Motorola (13.8%); • Sony Ericsson (9.7%); • LG (7.4%). (Source: Strategy Analytics, August 2007) Growing phone capability 1. GPS enabled phones sold, 11% in 2008 growing to 30% by 2011 (Technology Research Institute) US Mobile Data Market 2. Wireless data revenues (non-voice) = $19.2 billion (Source: CTIA June 2007) US Mobile Advertising 3. $1.5B inStrategy Analytics, eMarketer) $14+B in 2011. 2008, rising to ( source: Marketing executives listed mobile as one of the top five media in which they 4. planned to increase spending in 2008. (Source: Business Week, April 3, 2007) Average price for mobile advertising campaign = $100,000 5. (Source: Third Screen Media) SOME MOBILE STATS
  5. Computer 1. Virtual world navigation 2. Non-interrupt driven environment 3. Powerful data processing 4. Large interfaces 5. Not portable 6. Part of your office, home or backpack 7. You depend on them Mobile devices 8. Physical world navigation 9. VERY interrupt driven environment 10.Limited data processing 11.Limited interfaces 12.Very portable 13.Part of your life 14.You want to depend on them but can’t yet What is Mobile anyway?
  6. Utility Usability Uniqueness Ubiquity Gartner FOUR U’S
  7. How can we depend on them Voice 1. • Changing SMS 2. • Good for quick notes WAP 3. • Brings you back to the virtual world Applications 4. • How and where do you get them Some recent thoughts I have read Elia Freedman: 5. • “it's time for you to write the obituary for mobile apps.quot; Russell Beattie: 6. • “I don't actually believe in the ‘Mobile Web’ anymore” Michael Mace: 7. • “In the mobile world, what have we done?... we never figured out how to help developers make money.” Mounir Shita 8. • “I think a little differently then either Beattie or Freeman… People really want easy to use personalized lifestyle services.” Mobile application market
  8. 1. Lackluster Internet Experience Difficult Navigation / Plug-in / Formatting • Poor Web Banner Advertising Experience • 2. Fragmentation CONCLUSIONS 250+ Mobile Operators Worldwide • ~100 Handset Manufacturers Worldwide • 1. No SINGLE killer mobile application other then voice ~30 Mobile Operating Systems • • Symbian, Windows, Linux, iPhone, Android…. 2. The PC desktop experience does not translate well 3. Distribution (Virtual vs Physical environments) Carriers / Handset manufacturers • 3. Mobile is most compelling when enabling everyday life Viral web • 4. How do independents do it? and distribution channels • Must tap the Viral developer 4. Monetization How do I make money from my application • MOBILE DATA CHALLENGES
  9. Revenue Long Tail of Community Applications Vertical Applications Applications THE LONG TAIL
  10. Social Graph Mapping e fe of Menu C ’s te Diet Pe Preferences Transaction Messaging Processing HORIZONTAL SOLUTIONS
  11. The GoLife Mobile Architecture is an open standards-based application framework that enables developers to quickly and easily build, distribute and monetize their mobile Web 3.0 applications using semantic data and content
  12. 1. Horizontal Semantic Solutions • Real-world data solutions which cross boundaries and interact with users in their physical world on their own terms 2. Satisfy User Needs Real-world solutions which perform some useful and real function, • which are available when needed, easy to use, and personalized for the user 3. Who makes them – Independent Developers Many small developers creating many very personal applications • that interact with the physical world around the user 4. Distribution Applications available as a service to user right when they need • them without the need to download them ahead of time 5. Economy – Who pays – Who earns Users fund economy through advertising and transaction fee • revenue that developers get a cut of when their app is used Requirements for Success
  13. Consumers use Developers use Vado for the Vadowerx to rs abilility to interact rapidly create, D e with their friends distribute, and ev s U and the physical monetize their el nd efforts op Vado E er s Vadowerx Ad ss ve ne r tis si Advertisers use Businesses use in Bu Vadowerx to Vadowerx to g target consumers bring compelling with their services to their customers VADOWERX ECONOMY
  14. THANK YOU! Mounir Shita mounir.shita@golifemobile.com (503) 724-8900 Greg Applegate greg.applegate@golifemobile.com 503-720-9809