CommsDay Summit 2016: Procera's Thomas Vasen

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CommsDay Summit 2016: Procera's Thomas Vasen

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CommsDay Summit 2016: Procera's Thomas Vasen

  1. 1. Fight back against the ISP Scorecards Thomas Vasen Subscriber Experience Evangelist
  2. 2. 600 customers – 242 employees (35% R&D): 6 11 18 31 43 50 5 7 13 12 7 15 2010 2011 2012 2013 2014 2015 Existing New Customer Growth TIER-1 SERVICE PROVIDERS 15+ YEARS OF SOFTWARE DEVELOPMENT IN NETWORKS & APPLICATION AWARENESS Corporate Snapshot: Private company with the backing of Francisco Partners – a $10B+ portfolio HQ R&D R&D TAC TAC Confidential: Not for distribution without written consent of Procera Networks.
  3. 3. Customer Life-cycle: Interactions FIND GET SETUP USE SUPPORT PAY MODIFY
  4. 4. Anyone seen this before? Interesting, but not actionable
  5. 5. What about this one?
  6. 6. Or this?
  7. 7. OTT Providers are winning the PR WAR on performance
  8. 8. 8 Speed Quality
  9. 9. FCC Network Neutrality “With respect to network performance, we adopt the following enhancements: The existing transparency rule requires disclosure of actual network performance. In adopting that requirement, the Commission mentioned speed and latency as two key measures. Today we include packet loss as a necessary part of the network performance disclosure. We expect that disclosures to consumers of actual network performance data should be reasonably related to the performance the consumer would likely experience in the geographic area in which the consumer is purchasing service. We also expect that network performance will be measured in terms of average performance over a reasonable period of time and during times of peak usage.” Source: page 73-74 of FCC-15-24A1, Emphasis Added
  10. 10. Consumer’s Choice on Quality Airline Hospitality Restaurants
  11. 11. Not for Broadband Download 80.7 Mbps Upload 8.4 Mbps
  12. 12. Subscribers think Applications Each with different network quality requirements
  13. 13. Show quality per Application Type
  14. 14. Three ingredients to broadband quality 1. Throughput/Bandwidth/Speed 2. Latency 3. Packet Loss
  15. 15. Throughput/Bandwidth/Speed Application Type Throughput Needs Web Needs short bursts of download performance Video Sustained throughput delivers good quality Social Media Needs short bursts of download/upload performance Gaming Most games do not require high bandwidth Upload Sustained bursts of upload performance Download Sustained bursts of download performance Voice Low throughput requirements Very dependent on the sampling frequency!
  16. 16. Latency Application Type Throughput Needs Web High latency leads to slow page load times Video Not usually a concern except for initial loading of video Social Media High latency can slow interactive sharing experience Gaming High latency leads to lag in real-time games Upload N/A Download N/A Voice High latency leads to poor voice experience
  17. 17. Packet Loss Application Type Throughput Needs Web Packet Loss can lead to slow page load times. Video Less sensitive to loss unless it affects throughput Social Media Packet Loss can slow interactive sharing experience Gaming Packet Loss leads to lag in real-time games Upload N/A Download N/A Voice Some loss can be tolerated, high loss leads to perceived latency
  18. 18. Different collection approaches… Active Probes — Can affect the actual performance of network, especially during peak hours Sampling — Does not provide consistent data for entire footprint All subscriber traffic, all the time — Meets regulator guidance: • Actual customer experience • In the actual geographic area • During Peak Usage
  19. 19. Measuring all traffic, all the time enables an operator to create their own ScoreCard
  20. 20. Putting it All Together Application Type Throughput Latency Loss Web Needs short bursts of download performance High latency leads to slow page load times Packet Loss can lead to slow page load times. Video Sustained throughput delivers good quality Not usually a concern except for initial loading of video Less sensitive to loss unless it affects throughput Social Media Needs short bursts of download/upload performance High latency can slow interactive sharing experience Packet Loss can slow interactive sharing experience Gaming Most games do not require high bandwidth High latency leads to lag in real-time games Packet Loss leads to lag in real-time games Upload Sustained bursts of upload performance N/A N/A Download Sustained bursts of download performance N/A N/A Voice Low throughput requirements High latency leads to poor voice experience Some loss can be tolerated, high loss leads to perceived latency
  21. 21. “Graded” Quality Performance Score Subjective Experience A Awesome experience B Almost perfect, but some slight impairments noticed C Good experience but noticeable impairments D Usable with frustrating impairments E Really poor F Unusable
  22. 22. Case Study
  23. 23. Captured in the Core
  24. 24. Break down by Perspectives Device Location Subscriber Tier
  25. 25. Topology Perspective
  26. 26. Location Perspective
  27. 27. Subscriber Perspective
  28. 28. Subscriber Perspective
  29. 29. Impact
  30. 30. In summary – 3 use-cases • Reporting to regulators on network performance with actual subscriber metrics • Marketing to subscribers — Targeted service offerings “Good for Gaming!” — High Value SLA-based offerings — Scoring Service Plans by performance • “An A for Video” — Promoting network capabilities • Improving the network where deficiencies occur or vs
  31. 31. Thank You! thomas.vasen@proceranetworks.com

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