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AILA EUGENE HYUN CD5 2019
NVIDIA2
BRAND INTRO
AILA EUGENE HYUN CD5 2019
NVIDIA3
INTRODUCTION SUMMARY
KEY MILESTONES
MISSION STATEMENT:
ORIGIN:
FOUNDER:
TOTAL ANNUAL SALES:
HQ LOCATION:
MARKET SECTOR:
1993 1999 2005 2010 2017
NVIDIA Corporation is an American technology company incorporated in Delaware and based in Santa
Clara, California.[3] It designs graphics processing units (GPUs) for the gaming and professional markets,
as well as system on a chip units (SoCs) for the mobile computing and automotive market. Its primary GPU
product line, labeled “GeForce”, is in direct competition with Advanced Micro Devices’ (AMD) “Radeon”
products. Nvidia expanded its presence in the gaming industry with its handheld Shield Portable, Shield Tab-
let and Shield Android TV.
Since 2014,Nvidia has shifted to become a platform company focused on four markets – gaming, profes-
sional visualization, data centers and auto. Nvidia is also now focused on artificial intelligence.[4]
In addition to GPU manufacturing, Nvidia provides parallel processing capabilities to researchers and scien-
tists that allow them to efficiently run high-performance applications. They are deployed in supercomputing
sites around the world. More recently, it has moved into the mobile computing market, where it produces
Tegra mobile processors for smartphones and tablets as well as vehicle navigation and entertainment sys-
tems. In addition to AMD, its competitors include Intel, Qualcomm and Arm (e.g., because of Denver, while
Nvidia also licenses Arm’s designs).
Creating the future of digital vision for gamers, scientist and developers.
1993
JENSEN HUANG, CHRIS MALACHOWSKY, AND CURTIS PRIEM
$ 9.71 Billion
Santa Clara, California
Technology
NVIDIA FOUNDED BY
JENSEN HUANG,
CHRIS MALACHOWSKY, AND
CURTIS PRIEM
NVIDIA INVENTSTHE GPU NVIDIA DEVELOPS PROCESSOR
FOR SONY PLAYSTATION 3
NVIDIA POWERS WORLD’S FAST-
EST SUPERCOMPUTER
NVIDIA FURTHERS MODERN AI
WITH GPU DEEP LEARNING, VOLTA
AILA EUGENE HYUN CD5 2019
NVIDIA4
BRAND HISTORY
1993
1999
2005
2011
2017
1994
2000
2006
2012
2018
1995
2001
2007
2013
1996
2002
2008
2014
1997
2003
2009
2015
1998
2004
2010
2016
NVIDIA FOUNDED BY JENSEN
HUANG, CHRIS MALACHOWSKY, AND
CURTIS PRIEM
NVIDIA INVENTSTHE GPU
NVIDIA DEVELOPS PROCESSOR
FOR SONY PLAYSTATION 3
NVIDIA ACQUIRES BASEBAND-LEAD-
ER ICERA
NVIDIA FURTHERS MODERN AI
WITH GPU DEEP LEARNING, VOLTA
FIRST STRATEGIC PARTNERSHIP
FORGED WITH SGS-THOMPSON
NVIDIA ACQUIRES GRAPHICS PIO-
NEER 3DFX
CUDA ARCHITECTURE UNVEILED
NVIDIA LAUNCHES KEPLER
ARCHITECTURE-BASED GPUs
NVIDIA REINVENTS COMPUTER
GRAPHICS WITHTURING ARCHITEC-
TUR
NVIDIA LAUNCHES ITS FIRST PROD-
UCT, NV1
NVIDIA ENTERS INTEGRATED GRAPH-
ICS MARKET WITH NFORCE
FORBES NAMES NVIDIA COMPANY
OFTHEYEAR
TEGRA 4 FAMILY OF MOBILE PROCES-
SORS INTRODUCED
FIRST MICROSOFT DIRECTX DRIVERS
UNVEILED
NVIDIA NAMED AMERICA’S
FASTEST-GROWING COMPANY
TEGRA MOBILE PROCESSOR
LAUNCHED
ANDROID GAMING HITS INFLECTION
POINT WITH LAUNCH OFTEGRA K1,
SHIELDTABLET
RIVA 128 LAUNCHES, 1 MILLION
UNITS SOLD IN FIRST FOUR MONTHS
NVIDIA ACQUIRES MEDIA Q
FERMI ARCHITECTURE LAUNCHED AT
INAUGURAL GPUTECHNOLOGY CON-
FERENCE
NVIDIA DIVES INTO DEEP LEARNING
WITH LAUNCH OFTEGRA X1, NVIDIA
DRIVE
PARTNERSHIP SIGNED WITHTSMC
SLI LAUNCHES, SHARPLY IN-
CREASING A SINGLE PC’S GRAPH-
ICS POWER
NVIDIA POWERS WORLD’S FAST-
EST SUPERCOMPUTER
NVIDIA POWERS AI REVOLUTION
WITH PASCAL, DGX-1, DRIVE PX 2
NVIDIA® DGX-1
AILA EUGENE HYUN CD5 2019
NVIDIA5
ANNUAL FINANCIALS FOR NVIDIA CORP.
AILA EUGENE HYUN CD5 2019
NVIDIA6
ANNUAL FINANCIALS FOR NVIDIA CORP.
AILA EUGENE HYUN CD5 2019
NVIDIA7
ANNUAL FINANCIALS FOR NVIDIA CORP.
AILA EUGENE HYUN CD5 2019
NVIDIA8
OTHER
JUNE 2016DATA PROVIDED BY STATISTA
Information and data gathered
through user surveys on steam,
regarding their pc configurations.
JUNE 2016
JUNE 2016
13.9%
9.6%
0.2%
63.6%
76.4%
20.5%
15.5%
0.4%
56.7%
25.1%
17.8%
0.4%
NVIDIA MARKET SHARE
AILA EUGENE HYUN CD5 2019
NVIDIA9
INNOVATORS
HARDCORE GAMERS
EARLY MAJORITY
VFX SPECIALIST
LAGGARDS
CASUAL GAMERS
LATE MAJORITY
DIGITAL FUTURIST
EARLY ADOPTERS
TECH INFLUENCER
TARGET AUDIENCE
AILA EUGENE HYUN CD5 2019
NVIDIA10
TARGET AUDIENCE
GAMERS
USES
ARCHETYPE ARCHETYPE ARCHETYPE ARCHETYPE ARCHETYPE
DEVELOPERS
USES
VFX
USES
INFLUENCERS
USES
AUTOMOTIVE
USES
Gamers are a majority int erms of GPU
purchases. A majority of them customize
their own PC’s in order to get the most
customized and immersive gaming expe-
rience.
-Gaming
-Streaming
-Entertainment
Hardcore / Casual Gamers
The Automotive industry is another pur-
chaser of GPU’s. Companies like Tesla
have partnered with Nvidia in order to
develop cars equipped with super com-
puters for a fully self-driving vehicle.
-Self-driving cars
-Super computer application
Digital Futurist
Developers are also a part of the target
audience for the use of “deep learning”
Developers like Mark Zuckerberg as well
as other develoeprs have begun to take
advantage of Nvidias “Deep-learning”
Architecture to further advance the capa-
bilities of AI.
-AI system and learning development
Digital Futurist
VFX designers and animators, often use
GPU’s to render processor intensive
scenes. Or 3d scenes with alot of geom-
etry. Many of the award winning movies
out today use Nvidia GPU’s.
-Rendering
-Animation
-3D Modeling
VFX Specialist
Tech influencers, although they are not
huge in terms of making a scientific dis-
covery or breakthrough. They help the
news of new types of GPU information
spread through the internet. Thus al-
lowing Tecch comapnies like Nvidia be
known throught the world.
-Journalism
-Streaming
Tech Influencer
AILA EUGENE HYUN CD5 2019
NVIDIA11
S.W.O.T RESEARCH
AILA EUGENE HYUN CD5 2019
NVIDIA12
NVIDIA
TOUCH POINTS
-PRODUCTS
-MARKETING
-BRAND IDENTITY
-ENVIRONMENTS
-PACKAGING
-SERVICE
COMPETITORS
“CARD PRODUCTION”
-AMD
-INTEL
-MSI
-EVGA
-ASUS
-QUALCOMM
COMPETITORS
“CHIP PRODUCTION”
-AMD
-INTEL
-QUALCOMM (MOBILE)
-ARM (MOBILE)
-IMAGINATION TECH (MOBILE)
AILA EUGENE HYUN CD5 2019
NVIDIA13
NVIDIA
PRODUCTS MARKETING SERVICE
S - One of the strongest GPU’S
chips available.
- Well known.
- Widely available.
- Easily accessible.
W - Very high price point.
- competition is one or the other.
O - Creating a line of products with
the average users budget in mind.
T - May cheapen the image of Nvidia
as a producer of high quality cards.
S - Multi-sector marketing, branch-
ing out into AI, tech, gaming and other.
W - Too much of it is geared to-
wards gaming. Since GPU card pro-
ducers, are developing systems with
the gamer in mind.
O - Emphasizing the different ways
you can use Nvidia GPU’s in different
sectors.
T - May confuse the several target
audiences they have.
S - Implementatino of Ai and chat
bots in their cusomer service.
W - Terrible reviews, slow on resolu-
tion and user has to pay for shipping in
most cases.
O - Improving the overall experience,
decreasing AI usage and getting more
personl.
T - Increase in cost, and human mis-
takes more likely rather than a systemic
AI approach.
AILA EUGENE HYUN CD5 2019
NVIDIA14
NVIDIA
BRAND IDENTITY VENDOR SALES CHANNEL
S - Unique to nvidia and makes
sense.
W - Lacks ability to be cohesive with
their many other platforms. Also lacks
flexibility.
O - Creating a systemic approach to
the way they brand themselves, so that
users in different sectors, can be more
commited to making purchases and
have a clear idea of what they are pur-
chasing.
T - May become to flexible and lose
it’s visual presence in the
market place.
S - From overseas “Asia” they have
few suppliers, so they are more in con-
trol with the quality output. They are
the vendor as well as the supplier.
W - Prone to be affected by many
other factors.
O - Developing relationships with
other suppliers, or developing their
own supply company to produce their
chips.
T - Is expensive and in most cases in
efficient.
S - Versatile, they produce a version
of their own cards, but sell they chips
to other card developers.
W - Dependent on how other com-
panies implement their chips and the
quality of the cards.
-Sale quantity is limted to a per cus-
tomer basis.W
O - 1st hand retail experience.
Letting the users experience the prod-
uct first hand in a phyical space.
T - Expensive, to purchase a space
within a retail store, or to develop a
completely new one, also very niche so
susceptible to low customer turnout.
AILA EUGENE HYUN CD5 2019
NVIDIA15
AMD
PRODUCTS MARKETING SALES CHANNEL
S - High quality chip performance.
Produces both CPU and GPU hard-
ware. “Keeps user buudget in mind”.
W - They sell harware from other
companies, making them seem like a
retail store, instead of a specialty store.
O - Special their products sales, to
only amd products.
T - May lose a stream of revenue
that they have from selling hardware
from other companies.
S - Focused on the gaming end of
the spectrum. Commited fan base.
W - Missing opportunity to expand a
large part of another sector.
O - Expanding into another demo-
graphic, like science, tech and design.
T - May not be recieved well, or lack
trust. From those sectors because of a
lack of experience.
S - Website is easy to navigate, pur-
pose is clear.
W - Design is simple and forgetta-
ble, their does not seem to be a cohe-
sive system with the brand.
O - Developing a more deliber-
ate and systemic approach with their
brand. Focusing on other areas than
just gaming.
T - AMD is known for gaming, and
developing a strategy that connects
with another audience, may lead to a
disconnect in another.
AILA EUGENE HYUN CD5 2019
NVIDIA16
AMD
BRAND IDENTITY VENDOR SERVICE
S - Simple
W - Forgettable
O - Reminding users, that their de-
vices are powered by AMD hardware.
T - A dramatic change can, make the
brand seem like it entering a new mar-
ket, instead of improving what they al-
ready have.
S - They have many suppliers instate
and overseas.
W - Political tension between the
U.S and China has increased price of
materials.
O - Solidifying relationships, with
suppliers in the U.S and other coun-
tries that have a more stable political
climate.
T - Price of/mat can fluctuate fre-
quently.
S - Service is easily accessible.
W - Service reps lack adequate
knowledge of products. They also have
frequent negative reviews.
O - Training or hiring service reps,
that understand the in’s and out’s of
their products.
T - Training would be costly and in-
cur a huge expense, in terms of paying
people that qualify for the job.
AILA EUGENE HYUN CD5 2019
NVIDIA17
INTEL
PRODUCTS MARKETING SERVICE
S - One of the most reliable and
strongest cpu performance.
W - Production or improvement of
GPU functions are almost non-exis-
tent. They are too specialized.
O - Expanding and exploring other
product lines.
T - They lack the experience and
trust of the user, to explore these other
sectors.e
S - Branded on almost every device
that has a CPU installed. Prevlent in
the gaming industry.
W - Social mediais cluttered, and
does not have a specific sense of who
they are marketing towards.
O - Creating a multitude of different
social media outlets, commited to dif-
ferent aspects of life.
T - Cost of growing and maintaining
those outlets would be substantial
S - Great service, 24-hour support.
W - Main customer complaints, are
driver support updates and the time it
takes to resolve issues.
O - Streamlining their service, so
users, can get their issues resolved
quicker.
T - Accelerating driver updates and
other issues, may result in bugs and
lack of quality.
AILA EUGENE HYUN CD5 2019
NVIDIA18
INTEL
BRAND IDENTITY VENDOR SALES CHANNEL
S - Memorable, established, well
known.
W - One-trick pony kind of deal.
O - Making the branding system
more versatile for other sectors.
T - May no longer be the “intel” ev-
eryone knows. “Might not be recieved
as well”.
S - Uses a supply network, makes
finding supplies easier.
W - May become difficult to manage
or quality of maaterials may differ, per
supplier. Majority based in Asia, sus-
petible to political climate.
O - Creating a dedicated supply
network in the states, to manage and
quality check materials.
T - Access to supplies is more
limited. Than having multiple outlets.
S - Online or other tech retailers. Or
supplied directly by computer manu-
facturers.
W - Reviews dependant on how
manufactures implements their prod-
ucts.
O - Online Vr resource that show-
cased customers the product in a front
row audience based manner.
T - Accessibility is limited to people
who own VR equipment.
AILA EUGENE HYUN CD5 2019
NVIDIA19
MSI
PRODUCTS MARKETING SERVICE
S - Has a large array of products
from GPU’s to laptops, desktops,
motherboards monitors and other.
W - Products look rather aggressive,
and many people may find that una-
pealling if they are looking a work com-
puter wth high specs instead of a ma-
chine commited to a singular outlet.
O - Developing products with a mini-
malzed appearance.
T - Commiting a product to a singu-
lar secotr may not yield enough pur-
chases, to mandate their continued ex-
istence.
S - Focused on gaming, has a large
following. Youtubers have access to
reviews their products to
the consumer.
W - Performance or results, strictly
dependant on the gaming experience
of their machines. Youtubers are very
honest.
O - Creating an outlet where users
can have a true MSI gaming experi-
ence.
T - Bad reviews from youtubers, and
outlet maybe expensive to manage.
S - Available 23 hours day.
W - Horrible, non-existant sup-
port, Terrible reviews. Support does
not have adequate knowledge of their
products and have a rating 45 out of
100 for customer service.
O - Redevloping the support team,
to reflect ideals of the brand.
T - Regaining trust wil be difficult af-
ter so much time has passed, without
any improvement.
AILA EUGENE HYUN CD5 2019
NVIDIA20
MSI
BRAND IDENTITY VENDOR SALES CHANNEL
S - Complex and cheesy, but unqiue
to MSI.
W - They do not have a cohesive
system, to implement into social media
and their website as well as other mar-
keting platforms.
O - Development of a system that
cleary outlines their audience.
T - Prone to imitation of other gam-
ing suppliers / computers.
S - Their chips are made by nvidia,
and are reliable and popular.
W - Missing out on users that follow
AMD.
O - Manufacturing cars from other
GPU suppliers as well.
T - Multiple options can mean that
users become more conflicted about
the hardware they purchase.
S - Multiple sales outlets, online and
instore.
W - Many physical retailers, lack an
area dedicated to a gaming market,
making direct reviews of the product
hard to find.
O - Partnering with stores to have a
dedicated kiosk of their products, for
upclose and personal reviews.
T - A partnership with a retailer
would be a huge expense.
AILA EUGENE HYUN CD5 2019
NVIDIA21
QUALCOMM
PRODUCTS MARKETING SERVICE
S - One of the best chip manufac-
turers for mobile devices.
W - Not flexbile in terms of product
production. Or sales.
O - Exploring modular devices, that
allow the user to upgrade with ease.
T - Phone companies, often do not
have the ablility to make it a reality.
S - Clear vision of the mobile user.
W - Weak in promoting other as-
pects of their brand. They emphsize
on speed of the chip and nothing else.
Often promoted by the brands that use
their chips.
O - appeal to users emotionaly on
human interconnections.
T - Apple does this very success-
fuly,it maybe difficult to compete with
such an established technique from a
established company.
S - Good ratings, from technology
manufacturers and workers.
W - Because they do not market to
consumers out of the manufacuring
base, they have a smaller overall con-
sumer market share.
O - One is aquisition of other com-
panies, so that they can reach out to
a larger physical consumer base, rath-
er than stay as a chip set producer for
mobile devices.
T - They are good at making chips,
they market well and a majority of mo-
bile device companies use them. How-
ever if they fall behind in terms of tech-
AILA EUGENE HYUN CD5 2019
NVIDIA22
QUALCOMM
BRAND IDENTITY VENDOR SALES CHANNEL
S - Very simple, easy for production.
W - Easily forgettable.
O - Has alot of opportunity for
growth, and can be used to an ad-
vantage, to refresh the messag of the
brand to the users.
T - The current brand is, very similar
to other companies, and their graphic
language, can be easily lost, in transla-
tion.
S - They have strong partnerships
with companies that use their technol-
ogy.
W - They can be replaced by oth-
er vendors, if they fall behind in fu-
ture-proofing their technology.
O - Developing a technology educa-
tion system, in order to maintain their
position, as well as have a steady flow
of new enginners.
T - Many companies are advancing
their technologies much further with
the assistance of AI. As a result they
can be overtaken by these new and
upcoming companies.
S - They have a strong foothold and
relationship with other technology
manufacturers.
W - Their only sales channel is to
large scale technology distributors.
O - Their is no direct way to pur-
chase a product from their company,
meaning many people who consid-
er themselves technology influencers
cannot test or review the products to
the common consumer.
T - Because their is no way to direct-
ly test and purchase a chipset, con-
sumers who are tech minded may feel
skeptical about buying their products.
AILA EUGENE HYUN CD5 2019
NVIDIA23
STEEPX RESEARCH
AILA EUGENE HYUN CD5 2019
NVIDIA24
SOCIAL
COMMUNICATION ON DEMAND
Social media has become a staple element in human interaction.
Through social media, we can gain access to an individuals informa-
tion, without directly asking them. We can learn of their likes and
dislikes and also a little bit of their personality based on the content
they post on a page or share with their friends. We can also learn
who they are friends with and the demographic of people they as-
sociate themselve with.
-Snapchat, IOS and other messaging platforms have allowed some-
one to see if someone has read a
message or not.
-Dating apps display information of an indivduals interests and con-
nect them with other people who have the same interest.
-Virtual reality apps, allow people to interact in a virtual playground
using a ANON avatar. VR chat is one such app with an age limit of
13.
AILA EUGENE HYUN CD5 2019
NVIDIA25
INSIGHTS&OPPS
SOCIAL
INSIGHT : Connecting with other
people on a immersive
digital platform.
OPPORTUNITY : With the processing
power of a GPU it can be possible to
create scenarios where the user can
have aTRULY IMMERSIVE experience
in the digital landscape
CONNECTION
INSTANT
INFORMATIVE
COMMUNICATION ON DEMAND
AILA EUGENE HYUN CD5 2019
NVIDIA26
TECHNOLOGY
INCREASED AUTOMATION
Automation has taken over the workforce as well as our own per-
sonal lives. Precision and convience, have integrated themselves
into our everyday lives, making things like planning activities, pro-
duction and transportaion easier and more accessible than ever
before.
-KUKA is a manufacturer of industrial robots and solutions for fac-
tory automation. Their robots have an insane amount of precision
making tasks like building a car or playing the piano seem like a
walk in the park.
-ALEXA Amazons virtual assistant, makes planning life as easy as
breathing. With ALEXA you can make call or arrange your sched-
ule with the power of your own voice.
-TESLA has developed self driving cars, allowing for the driver
to relax and work on other things while the car gets you to your
destination safely and conviently.
-VECTOR is a personal assistant and robot developed by ANKI.
That is similar to ALEXA but, able to function without being con-
nected to an external device. The robot has a personality which
also makes the idea of having personal relationships with a ma-
chine seem like an idea in the not so distant future.
AILA EUGENE HYUN CD5 2019
NVIDIA27
INSIGHTS&OPPS
TECHNOLOGY
INSIGHT : People are beginning to
connect with computers on a person-
al level.Their AI assistant are helping
them throughout the day, and are also
given personalities.
OPPORTUNITY : GPU driven AI, capa-
ble of resonating with the human ex-
perience through deep learning.
AUTOMATION
ASSISTANT
HUMANIZATION
INCREASED AUTOMATION
AILA EUGENE HYUN CD5 2019
NVIDIA28
ECONOMICAL
TRADE WARS
The economy has always been a never ending wave of ups and
downs, politics play a large role in the economy, but so do the
way we handle our transactions.
- PRESIDENT TRUMP threw his biggest punch yet at China,
imposing tariffs on an additional $200 billion worth of Chinese
imports and gambling that American consumers are willing to
pay more for popular products to wring trade concessions
from Beijing.
- VENMO is a mobile payment service owned by PayPal. Venmo
account holders can transfer funds to others via a mobile phone
app; both the sender and receiver have to live in the U.S. Venmo
is a type of payment rail. It handled $12 billion in transactions in
the first quarter of 2018.
- FACEBOOK MESSENGER payments are free whether you send
or receive. You need to fund payments with a bank-issued debit
card, but can also use a credit card or Facebook gift card to fund
payments. You must be over 18 years old to use the feature. You
must be friends with the person you pay or receive funds from.
- E-COMMERCE is expected to grow 20%, on pace with its 2017-
2018 growth rate. More and more, even traditional brands are
considering direct-to-consumer to be a channel they can’t ignore.
AILA EUGENE HYUN CD5 2019
NVIDIA29
INSIGHTS&OPPS
ECONOMICS
INSIGHT : People are leaning more
towards digital payment methods
based on their social network and
companies are allocating jobs to
machines.
OPPORTUNITY : Nvidia can enter this
area of the market by providing AI ca-
pable of managing money in the best
interest of the user.
Transaction Service
Transaction Management
E-commerce
Job Allocation
TRADE WARS
AILA EUGENE HYUN CD5 2019
NVIDIA30
ENVIRONMENTAL
SUSTAINABILITY
Sustainability in product development is at an all time high. Gain-
ing traction within the millenial generation. By doing so compa-
nies can remain relevant with younger generations as well as
create a enviornment where companies need to be sustainable
in order to be competitive.
- Shifting global recycling mindsets and circular economy, the
idea behind the circular economy is that, when products are cre-
ated they will also be useful at the end of their lifespan, creating
a perfect no-waste cycle industrial environment, when products
are being designed.
- Measurement and widespread efforts to quantify impact.
Increasingly, environmental impact measurement will not only be
a means of competitive advantage, but will become a necessary
requirement for organizations to even remain competitive. Also
enabling measurement of environmental impact can create long-
term customer value for organizations pursuing strategic sustain-
ability and can command a price premium for products.
- Growing power of millennials. Millennials are already some of
the most avid buyers of sustainable and organic products; they
will wield greater influence as their spending power continues to
rise. As they buy more from online platforms, Amazon and other
e-retailers will gain market share for sustainable products.
- EX (TESLA / PATAGONIA / ADIDAS)
AILA EUGENE HYUN CD5 2019
NVIDIA31
INSIGHTS&OPPS
ENVIRONMENT
INSIGHT : Companies are trying to in-
tegrate ideas that run within a circular
economy, this concept appeals to the
younger generation and as result cre-
ates dedicated customers.
OPPORTUNITY : Nvidia can develop
AI’s that aid in the design process, to
create and visualizie simulations of
products before they are released.
CIRCULAR ECONOMY
COMPETITIVE RELEVANCE
MILLIENAL POWER
SUSTAINABILITY
AILA EUGENE HYUN CD5 2019
NVIDIA32
POLITICAL
IX3 (INSTABILITY / INFLUECER / INSPIRE)
Politics play a key roles in how the a business or the economy
operates. From regulation laws to tarifs and taxes as well as
reformations on healthcare, create situations where companies
have to adapt to the political climate in order to stay relvent and
competitive with other businesses.
- Recently, politics have seen a new wave engaement from the
younger generations. Millineals have realized the importance of
their vote. Celebrities and influencers have started to use their
platform as a political stage, influencing and marketing their
political view points to their followers.
- With allegations against Russia for hacking into voter machines
and influecning the election results, people have called a need
for a more dependable for of cyber security.
- Trump will appoint a new head of the Consumer Financial
Protection Bureau who will roll back previous laws, opening up
talks for deregulation in many types of businesses.
- Social media has become one of the hottest platforms for
politics, on platforms like facebook, twitter, snapchat and
linkedin, people express their political view points, share news
stories and argue or debate with other users on why the other
person is wrong.
AILA EUGENE HYUN CD5 2019
NVIDIA33
INSIGHTS&OPPS
POLITICS
INSIGHT :The main platform for pol-
itics now, is the digital landscape we
call the internet, social media plat-
forms are notorious for having dis-
agreements on politics as well using
the platform to influence an audience.
OPPORTUNITY : Information Regu-
lation, in order to process massive
amounts of information, a GPU can
be used to make those detailed calcu-
lations, and deliver accurate informa-
tion to the voter.
ENGAGEMENT
CYBER SECURITY
REGULATION
IX3 (INSTABILITY / INFLUECER / INSPIRE)
AILA EUGENE HYUN CD5 2019
NVIDIA34
GPU“X”
G.A.I.C
The digital landscape has evolved far beyond the imaginations
of its creators. Almost everything has shifted dramatically or
evolved into a useable digital format.
- Bit coin fever has reached an all time high, within the last cou-
ple months, the bit coin price has nearly doubled in value. These
days people are using GPU rigs in order to mine for bit coin.
- Gaming has also gainedin extreme popularity, with streaming
platforms like twitch, youtube and discord. In order to play these
games at their best performance, while running different screen
record apps, require a high performance GPU to manage all task
flawlessly.
- AI, is a semi new frontier in the GPU world. AI are being condi-
tioned to use deep learning and require a powerful GPU to pro-
cess the mathematical calculations required for its program.
- Robotics, is also a new frontier in GPU production. Where Ai is
used as the main development frame, for safer and more precise
.production results.
AILA EUGENE HYUN CD5 2019
NVIDIA35
GPU“X”
INSIGHT : GPU’s are used for alot of
things, but not everybody has the
ability to afford them.
OPPORTUNITY : GPU cloud server, is
an opportunity for nvidia to have sub-
scription based service that allows
people to use their GPU servers over
the cloud, for all intended purposes.
MINING
GAMING
AI DEVELOPMENT
ROBOTICS
G.A.I.C
AILA EUGENE HYUN CD5 2019
NVIDIA36
KEY BUSINESS
DRIVERS
AILA EUGENE HYUN CD5 2019
NVIDIA37
TARGET MARKET SIZE
76.4 % of users on steam choose Nvidia as the GPU of
choice.
Populaltion size: STEAM 53 Million.
53 MILLION STEAM USERS
76.4% 270 MILLION
POTENTIAL / EXISTING USERS
8B
There will be 8 Billion people in the world by 2020.
270 Million of are either, gamers ”Majority”, engineers or
programers.
AILA EUGENE HYUN CD5 2019
NVIDIA38
MARKET SECTOR SIZE
GROWTH BY THE END OF 2020
4%
IN GLOBAL SPENDING BY 2020
3,124B
Projection graph spending 2014-2019Graph tech market size 2014-2019
AILA EUGENE HYUN CD5 2019
NVIDIA39
TARGET MARKET PAIN POINTS
DIGITAL FUTURIST
ATTRIBUTES
FUTURE DRIVEN
BIG PICTURETHINKER
ALPHATESTER
RELENTLESSLY CURIOUS
CORE NEEDS
- SMART PHONE
- CONVINIENCE
- MODULARITY
-EXTERNAL BATTERY
-GOOGLE GLASS OR OTHER
-INTEGRATION
-TOUCH CAPABLE GLOVES
-A VISION OFTHE FUTURE
-CONSTANT CONNECTIVITY
-WATER PROOF CLOTHING
Digital futurist are people that often find ways to in-
tegrate the newest technologies into their lives,This
can be realted to hypebeast’s in streetwear culture,
They are interested only in where the future can go
and they want to be a part of that journey.
PROFILE
AGE : 25 - 45
INCOME : $75,000 - $190,000 “SALAL-
RY
LOCATION : Highly populated urban-
ized cities.
EDUCATION : May or may not have
a bachelors of sorts in the following
areas, “Computer science, interaction
design, computer programing, elec-
trical engineering, mechanical engi-
neering, chemistry, biology ect...”
OCCUPATION : Programmer, design-
er, vlogger, computer engineer, soft-
ware developer, hardware deceloper.
PAIN POINTS :
-They are lost without their devices.
-Their ability to function is dependent on battery life.
-They are big spenders on technology even if it doesnt work.
- Either to optimistic or negative about the future of technology.
- Believe that their tech makes them superior beings.
- Being eco-friendly is not a priority.
- Patience is not a virtue they possess emasse.
-They are heavy on device security.
- Often close minded, when it comes to discussions not based on technology.
OPPORTUNITIES :
- Development of technology that is capable of being powered by renewable
energy.
- Invest in Ads that insure the security of their devices.
- Invest in Ads that ensure the tech will bring security and stability into their
lives.
- Show the user that their technology is not only reliable but useful as well.
- Invest in technology that improves faster wireless connectivity.
- Implementation of charging stations throughout the area.
- Make the tech affordble and accessible to everyone.
AILA EUGENE HYUN CD5 2019
NVIDIA40
TARGET MARKET PAIN POINTS
TECH INFLUENCER
ATTRIBUTES
INVESTIGATIVE
SOCIABLE
FUTURE DRIVEN
MONEY DRIVEN
CORE NEEDS
- SMART PHONE
- CAMERA
- GIMBAL
- CAMERA CREW
- ASSURANCE
- WIRELESS HEADSET
- EXTERNAL BATTERY
- FOLLOWERS
- INTERSTING CONTENT
- ADOBE SUITE
- ENERGY
The tech influencer is dilligent to say the least in
finding new technologies and investigating their
uses and properties.The (T.E) can often be found
vlogging or blogging their experiences with the new
tech on social media platforms. While curating their
own opinions on the usability of the technology and
whether or not it has a place in the forseeable future.
PROFILE
AGE : 17 - 30
INCOME : $30,000-$75,000 “SALALRY
LOCATION : Highly populated urban-
ized cities.
EDUCATION : May either be in high-
school or have some dergee, but a
majority have left school in order to
pursue social media engagment full-
time.
OCCUPATION : Vlogger, blogger, you-
tuber, critic, alpha tester, beta tester.
PAIN POINTS :
-Their income is based on social media engagment.
-They need high quality cameras, often very expensive.
-They depend on software to delever high quality content.
- In order to make reviews or videos on products they otften need a sponsor
ship or have the product sent to them by the manufacturer.
- Also dependant on battery life of devices.
-They need constant reassurance that their content is appreciated and that the
work they put into their content is appreciated just as much.
OPPORTUNITIES :
- Creating sponsor ship opportunities for content creators, to increase media
engagment.
- Developing professional relationships with vloggers, giving them in-depth in-
formation on how thier product works.
- Partnerships with media platforms like youtube and facebook, for showcasing
their content, or reserving a spot for them in the “highlights section”.
AILA EUGENE HYUN CD5 2019
NVIDIA41
TARGET MARKET PAIN POINTS
VFX SPECIALIST
ATTRIBUTES
PERFECTIONIST
DEEPTHINKER
CONCEPT DRIVEN
SKILLED CRAFTMANSHIP
CORE NEEDS
- ASSURANCE OF SYSTEM RELIABILITY.
-INCREASE INTIME FOR PRODUCTION.
- A PC CAPABLE OF HEAVY RENDERING.
-CAPABLE AND EASYTO SOFTWARE.
-STORY & CONCEPT
The VFX specialist, is 3d modeling and special effects
machine.They use external renderers like OCTANE,
RED-SHIFT and ect..To create high quality 3d scenes
in moveis, games, trailers, promotional videos as
well as models.They often need high powered GPU
cars to create render scenes efficiently and quickly.
PROFILE
AGE : 20 - 50
INCOME : $40,000 - $85,000 “SALALRY
LOCATION : OFFICE SPACE OR
HOME OFFICE
EDUCATION : Has a degree, in fine
art, design or industrial design or ani-
mation / motion graphics.
OCCUPATION : MOTION DESIGNER,
ANIMATOR, 3D MODELER.
PAIN POINTS :
- Clients depend on turn around time and development speed of project.
- The designers job is reliant on his system and hardware.
- Having a single error in their file, can destroy an entire project.
-They need a long time to render their scenes and alot of time to develop the
animations in real time.
OPPORTUNITIES :
- Making a subrand of nvidia as their own movie and entertainment develop-
ment studio.
- Investing in online render farms.
- Renting out GPU rigs to companies for qucik and in-expensive ways to render
out projects.
AILA EUGENE HYUN CD5 2019
NVIDIA42
TARGET MARKET PAIN POINTS
HARDCORE GAMER
ATTRIBUTES
ENTERTAINMENT DRIVEN
VICTORY IS A WAY OF LIFE
SORE LOSERS / WINNERS
PASSIONATE
CORE NEEDS
- HIGH PERFORMANCE PC
- HEADSET
- WIFI
- CAPABLETEAM
- HIGH PERFORMANCE MOUSE
- 4K MONITOR 144HZ
- ENERGY DRINKS
- A LEADER
- HIGH PERFORMANCE KEYBOARD
- EXTERNAL GPU
Harcore gamers are one of the most passionate peo-
ple in the entertainment industry.They rely heavily
on wifi connection as well as their PC setup to play
games at the highest settings and framerate. If the
hardware fails, the player often resort to rage quit-
ting, and end up demolishing their hardware.
PROFILE
AGE : 16 - 25
INCOME : $60,000 - $100,000 “SALALRY
LOCATION :THEIR HOMES OR GAM-
ING CONVENTIONS.
EDUCATION : Generally don’t have
a degree in regular fields, But their
is adegree available in professional
gaming.
OCCUPATION : Professional gamer.
PAIN POINTS :
- Heavily dependant on the qaulity of their machines.
- Confidence decreases rapidly when they lose.
-They base their value on how they perform in a game.
- Many different systems, have different competetive requirements.
- Warefare between players and system loyalties.
-Their outlet for fun is now a job.
OPPORTUNITIES :
- Investing in ad’s that dispplay the reliability of the systems performance.
- Developing their own gaming competition using systems dependent on nvidia
systems.
- Increase the player warfare between system brands, solidifying brnad loyalty.
- Reminding the player that even though gaming for them is now a job, to re-
mind the players that the game should also be fun.
AILA EUGENE HYUN CD5 2019
NVIDIA43
TARGET MARKET PAIN POINTS
CASUAL GAMER
ATTRIBUTES
- MONEY DRIVEN
- LOVER OF SELFW
- ATTENTION CRAVER
- EASY GOING
CORE NEEDS
- JOB SECURITY
- WEBCAM
- SPEED
- GAMING SYSTEM
- CONTENT
- FOLLOWERS
- STREAMING PLATFORM
- DRAMA
- SOCIAL INFLUENCE
- ENVIRONMENT
Casual gamers, are generally people who play games
for fun. Sometimes or a majority of times these peo-
ple create accounts on streaming sites, to have a live
stream chat with other people while playing the gam-
ing, or just simply talking to the camera about their
life.
PROFILE
AGE : 15 - 27
INCOME : $25,000 - $50,000 “SALALRY
LOCATION : Home office, or net cafe.
EDUCATION : May have a degree in
any general subject, that didn’t end
up working out. “Open ended”
OCCUPATION : Streamer, vlogger,
blogger, social media influencer.
PAIN POINTS :
-The casual gamers of the twitch end of the spectrum tend to have alot drama
with other twitch streamsers.
-They have to be very careful with certain regulations on streaming platforms
and sometimes, violations can cost them their entire living.
- Playing games and streaming at the same time can be taxing on the system
that they are using.
-They are insecure about money, since they income is donation based, for
streaming.
OPPORTUNITIES :
- Nvidia partnerships with streamers, providing them with tools to create their
streaming content.
- Promting Nvidias own streaming platform.
- Investing in ways that streamers can be a part of an exlusive nvidia creator
service.
- Using drama within the ecommunity as a marketing scheme. “wendy’s”
AILA EUGENE HYUN CD5 2019
NVIDIA44
3 KEY MACRO TRENDS “INDUSTRY”
INCREASED
AUTOMATION
Automation has taken over the workforce as well as our own per-
sonal lives. Precision and convience, have integrated themselves
into our everyday lives, making things like planning activities, pro-
duction and transportaion easier and more accessible than ever
before.
-KUKA is a manufacturer of industrial robots and solutions for fac-
tory automation. Their robots have an insane amount of precision
making tasks like building a car or playing the piano seem like a
walk in the park.
-ALEXA Amazons virtual assistant, makes planning life as easy as
breathing. With ALEXA you can make call or arrange your sched-
ule with the power of your own voice.
-TESLA has developed self driving cars, allowing for the driver
to relax and work on other things while the car gets you to your
destination safely and conviently.
-VECTOR is a personal assistant and robot developed by ANKI.
That is similar to ALEXA but, able to function without being con-
nected to an external device. The robot has a personality which
also makes the idea of having personal relationships with a ma-
chine seem like an idea in the not so distant future.
AILA EUGENE HYUN CD5 2019
NVIDIA45
3 KEY MACRO TRENDS “SCIENCE”
PROSTHETICS Prosthetics have seen a rise in production, with the advancement
of mechanical and medical technologies, improving the lives of
people who feel less than human or less than capable as other
humans.
-3D PRINTING, 3d printing has been a hugh asset to the pro-
duction of prosthetics, making them more affordable and open-
ly availble to any one who wants to create, develop or test their
schematics.
-AUGMENTATION as sci-fi as it sounds, humans have been get-
ting closer and closer to human augmentations through methods
such as gene therapy and sperm donations. Inessence we are
getting closer to controlling our own genomes.
-ROBOTICS, robotic technology development has been a huge
contributor tio the advancement of the prosethetic trends. Being
able to directly connect mechanical parts to our neuro system,
allows for on command and direct use of our mechanical limbs.
-BODY MODIFIERS, body modifications is a new trend, that al-
lows body modifiers to implement mechanical or digital devices
into them selves through surgey, allowing them to have access
to senses or information that would normally be invisible to the
human existance.
AILA EUGENE HYUN CD5 2019
NVIDIA46
3 KEY MACRO TRENDS “POLITICAL”
TRADE WARS The economy has always been a never ending wave of ups and
downs, politics play a large role in the economy, but so do the
way we handle our transactions.
- PRESIDENT TRUMP threw his biggest punch yet at China,
imposing tariffs on an additional $200 billion worth of Chinese
imports and gambling that American consumers are willing to
pay more for popular products to wring trade concessions
from Beijing.
- VENMO is a mobile payment service owned by PayPal. Venmo
account holders can transfer funds to others via a mobile phone
app; both the sender and receiver have to live in the U.S. Venmo
is a type of payment rail. It handled $12 billion in transactions in
the first quarter of 2018.
- FACEBOOK MESSENGER payments are free whether you send
or receive. You need to fund payments with a bank-issued debit
card, but can also use a credit card or Facebook gift card to fund
payments. You must be over 18 years old to use the feature. You
must be friends with the person you pay or receive funds from.
- POLITICAL UNREST, in the Congo, the government is going
through a political meltdown. This is a cause for concern, espe-
cially for the tech industry since, the Congo is the worlds largest
supplier and producer of Colbalt, a highly necessary ingredient in
the production of semi-conductors and other electronics.

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Aila main research

  • 1.
  • 2. AILA EUGENE HYUN CD5 2019 NVIDIA2 BRAND INTRO
  • 3. AILA EUGENE HYUN CD5 2019 NVIDIA3 INTRODUCTION SUMMARY KEY MILESTONES MISSION STATEMENT: ORIGIN: FOUNDER: TOTAL ANNUAL SALES: HQ LOCATION: MARKET SECTOR: 1993 1999 2005 2010 2017 NVIDIA Corporation is an American technology company incorporated in Delaware and based in Santa Clara, California.[3] It designs graphics processing units (GPUs) for the gaming and professional markets, as well as system on a chip units (SoCs) for the mobile computing and automotive market. Its primary GPU product line, labeled “GeForce”, is in direct competition with Advanced Micro Devices’ (AMD) “Radeon” products. Nvidia expanded its presence in the gaming industry with its handheld Shield Portable, Shield Tab- let and Shield Android TV. Since 2014,Nvidia has shifted to become a platform company focused on four markets – gaming, profes- sional visualization, data centers and auto. Nvidia is also now focused on artificial intelligence.[4] In addition to GPU manufacturing, Nvidia provides parallel processing capabilities to researchers and scien- tists that allow them to efficiently run high-performance applications. They are deployed in supercomputing sites around the world. More recently, it has moved into the mobile computing market, where it produces Tegra mobile processors for smartphones and tablets as well as vehicle navigation and entertainment sys- tems. In addition to AMD, its competitors include Intel, Qualcomm and Arm (e.g., because of Denver, while Nvidia also licenses Arm’s designs). Creating the future of digital vision for gamers, scientist and developers. 1993 JENSEN HUANG, CHRIS MALACHOWSKY, AND CURTIS PRIEM $ 9.71 Billion Santa Clara, California Technology NVIDIA FOUNDED BY JENSEN HUANG, CHRIS MALACHOWSKY, AND CURTIS PRIEM NVIDIA INVENTSTHE GPU NVIDIA DEVELOPS PROCESSOR FOR SONY PLAYSTATION 3 NVIDIA POWERS WORLD’S FAST- EST SUPERCOMPUTER NVIDIA FURTHERS MODERN AI WITH GPU DEEP LEARNING, VOLTA
  • 4. AILA EUGENE HYUN CD5 2019 NVIDIA4 BRAND HISTORY 1993 1999 2005 2011 2017 1994 2000 2006 2012 2018 1995 2001 2007 2013 1996 2002 2008 2014 1997 2003 2009 2015 1998 2004 2010 2016 NVIDIA FOUNDED BY JENSEN HUANG, CHRIS MALACHOWSKY, AND CURTIS PRIEM NVIDIA INVENTSTHE GPU NVIDIA DEVELOPS PROCESSOR FOR SONY PLAYSTATION 3 NVIDIA ACQUIRES BASEBAND-LEAD- ER ICERA NVIDIA FURTHERS MODERN AI WITH GPU DEEP LEARNING, VOLTA FIRST STRATEGIC PARTNERSHIP FORGED WITH SGS-THOMPSON NVIDIA ACQUIRES GRAPHICS PIO- NEER 3DFX CUDA ARCHITECTURE UNVEILED NVIDIA LAUNCHES KEPLER ARCHITECTURE-BASED GPUs NVIDIA REINVENTS COMPUTER GRAPHICS WITHTURING ARCHITEC- TUR NVIDIA LAUNCHES ITS FIRST PROD- UCT, NV1 NVIDIA ENTERS INTEGRATED GRAPH- ICS MARKET WITH NFORCE FORBES NAMES NVIDIA COMPANY OFTHEYEAR TEGRA 4 FAMILY OF MOBILE PROCES- SORS INTRODUCED FIRST MICROSOFT DIRECTX DRIVERS UNVEILED NVIDIA NAMED AMERICA’S FASTEST-GROWING COMPANY TEGRA MOBILE PROCESSOR LAUNCHED ANDROID GAMING HITS INFLECTION POINT WITH LAUNCH OFTEGRA K1, SHIELDTABLET RIVA 128 LAUNCHES, 1 MILLION UNITS SOLD IN FIRST FOUR MONTHS NVIDIA ACQUIRES MEDIA Q FERMI ARCHITECTURE LAUNCHED AT INAUGURAL GPUTECHNOLOGY CON- FERENCE NVIDIA DIVES INTO DEEP LEARNING WITH LAUNCH OFTEGRA X1, NVIDIA DRIVE PARTNERSHIP SIGNED WITHTSMC SLI LAUNCHES, SHARPLY IN- CREASING A SINGLE PC’S GRAPH- ICS POWER NVIDIA POWERS WORLD’S FAST- EST SUPERCOMPUTER NVIDIA POWERS AI REVOLUTION WITH PASCAL, DGX-1, DRIVE PX 2 NVIDIA® DGX-1
  • 5. AILA EUGENE HYUN CD5 2019 NVIDIA5 ANNUAL FINANCIALS FOR NVIDIA CORP.
  • 6. AILA EUGENE HYUN CD5 2019 NVIDIA6 ANNUAL FINANCIALS FOR NVIDIA CORP.
  • 7. AILA EUGENE HYUN CD5 2019 NVIDIA7 ANNUAL FINANCIALS FOR NVIDIA CORP.
  • 8. AILA EUGENE HYUN CD5 2019 NVIDIA8 OTHER JUNE 2016DATA PROVIDED BY STATISTA Information and data gathered through user surveys on steam, regarding their pc configurations. JUNE 2016 JUNE 2016 13.9% 9.6% 0.2% 63.6% 76.4% 20.5% 15.5% 0.4% 56.7% 25.1% 17.8% 0.4% NVIDIA MARKET SHARE
  • 9. AILA EUGENE HYUN CD5 2019 NVIDIA9 INNOVATORS HARDCORE GAMERS EARLY MAJORITY VFX SPECIALIST LAGGARDS CASUAL GAMERS LATE MAJORITY DIGITAL FUTURIST EARLY ADOPTERS TECH INFLUENCER TARGET AUDIENCE
  • 10. AILA EUGENE HYUN CD5 2019 NVIDIA10 TARGET AUDIENCE GAMERS USES ARCHETYPE ARCHETYPE ARCHETYPE ARCHETYPE ARCHETYPE DEVELOPERS USES VFX USES INFLUENCERS USES AUTOMOTIVE USES Gamers are a majority int erms of GPU purchases. A majority of them customize their own PC’s in order to get the most customized and immersive gaming expe- rience. -Gaming -Streaming -Entertainment Hardcore / Casual Gamers The Automotive industry is another pur- chaser of GPU’s. Companies like Tesla have partnered with Nvidia in order to develop cars equipped with super com- puters for a fully self-driving vehicle. -Self-driving cars -Super computer application Digital Futurist Developers are also a part of the target audience for the use of “deep learning” Developers like Mark Zuckerberg as well as other develoeprs have begun to take advantage of Nvidias “Deep-learning” Architecture to further advance the capa- bilities of AI. -AI system and learning development Digital Futurist VFX designers and animators, often use GPU’s to render processor intensive scenes. Or 3d scenes with alot of geom- etry. Many of the award winning movies out today use Nvidia GPU’s. -Rendering -Animation -3D Modeling VFX Specialist Tech influencers, although they are not huge in terms of making a scientific dis- covery or breakthrough. They help the news of new types of GPU information spread through the internet. Thus al- lowing Tecch comapnies like Nvidia be known throught the world. -Journalism -Streaming Tech Influencer
  • 11. AILA EUGENE HYUN CD5 2019 NVIDIA11 S.W.O.T RESEARCH
  • 12. AILA EUGENE HYUN CD5 2019 NVIDIA12 NVIDIA TOUCH POINTS -PRODUCTS -MARKETING -BRAND IDENTITY -ENVIRONMENTS -PACKAGING -SERVICE COMPETITORS “CARD PRODUCTION” -AMD -INTEL -MSI -EVGA -ASUS -QUALCOMM COMPETITORS “CHIP PRODUCTION” -AMD -INTEL -QUALCOMM (MOBILE) -ARM (MOBILE) -IMAGINATION TECH (MOBILE)
  • 13. AILA EUGENE HYUN CD5 2019 NVIDIA13 NVIDIA PRODUCTS MARKETING SERVICE S - One of the strongest GPU’S chips available. - Well known. - Widely available. - Easily accessible. W - Very high price point. - competition is one or the other. O - Creating a line of products with the average users budget in mind. T - May cheapen the image of Nvidia as a producer of high quality cards. S - Multi-sector marketing, branch- ing out into AI, tech, gaming and other. W - Too much of it is geared to- wards gaming. Since GPU card pro- ducers, are developing systems with the gamer in mind. O - Emphasizing the different ways you can use Nvidia GPU’s in different sectors. T - May confuse the several target audiences they have. S - Implementatino of Ai and chat bots in their cusomer service. W - Terrible reviews, slow on resolu- tion and user has to pay for shipping in most cases. O - Improving the overall experience, decreasing AI usage and getting more personl. T - Increase in cost, and human mis- takes more likely rather than a systemic AI approach.
  • 14. AILA EUGENE HYUN CD5 2019 NVIDIA14 NVIDIA BRAND IDENTITY VENDOR SALES CHANNEL S - Unique to nvidia and makes sense. W - Lacks ability to be cohesive with their many other platforms. Also lacks flexibility. O - Creating a systemic approach to the way they brand themselves, so that users in different sectors, can be more commited to making purchases and have a clear idea of what they are pur- chasing. T - May become to flexible and lose it’s visual presence in the market place. S - From overseas “Asia” they have few suppliers, so they are more in con- trol with the quality output. They are the vendor as well as the supplier. W - Prone to be affected by many other factors. O - Developing relationships with other suppliers, or developing their own supply company to produce their chips. T - Is expensive and in most cases in efficient. S - Versatile, they produce a version of their own cards, but sell they chips to other card developers. W - Dependent on how other com- panies implement their chips and the quality of the cards. -Sale quantity is limted to a per cus- tomer basis.W O - 1st hand retail experience. Letting the users experience the prod- uct first hand in a phyical space. T - Expensive, to purchase a space within a retail store, or to develop a completely new one, also very niche so susceptible to low customer turnout.
  • 15. AILA EUGENE HYUN CD5 2019 NVIDIA15 AMD PRODUCTS MARKETING SALES CHANNEL S - High quality chip performance. Produces both CPU and GPU hard- ware. “Keeps user buudget in mind”. W - They sell harware from other companies, making them seem like a retail store, instead of a specialty store. O - Special their products sales, to only amd products. T - May lose a stream of revenue that they have from selling hardware from other companies. S - Focused on the gaming end of the spectrum. Commited fan base. W - Missing opportunity to expand a large part of another sector. O - Expanding into another demo- graphic, like science, tech and design. T - May not be recieved well, or lack trust. From those sectors because of a lack of experience. S - Website is easy to navigate, pur- pose is clear. W - Design is simple and forgetta- ble, their does not seem to be a cohe- sive system with the brand. O - Developing a more deliber- ate and systemic approach with their brand. Focusing on other areas than just gaming. T - AMD is known for gaming, and developing a strategy that connects with another audience, may lead to a disconnect in another.
  • 16. AILA EUGENE HYUN CD5 2019 NVIDIA16 AMD BRAND IDENTITY VENDOR SERVICE S - Simple W - Forgettable O - Reminding users, that their de- vices are powered by AMD hardware. T - A dramatic change can, make the brand seem like it entering a new mar- ket, instead of improving what they al- ready have. S - They have many suppliers instate and overseas. W - Political tension between the U.S and China has increased price of materials. O - Solidifying relationships, with suppliers in the U.S and other coun- tries that have a more stable political climate. T - Price of/mat can fluctuate fre- quently. S - Service is easily accessible. W - Service reps lack adequate knowledge of products. They also have frequent negative reviews. O - Training or hiring service reps, that understand the in’s and out’s of their products. T - Training would be costly and in- cur a huge expense, in terms of paying people that qualify for the job.
  • 17. AILA EUGENE HYUN CD5 2019 NVIDIA17 INTEL PRODUCTS MARKETING SERVICE S - One of the most reliable and strongest cpu performance. W - Production or improvement of GPU functions are almost non-exis- tent. They are too specialized. O - Expanding and exploring other product lines. T - They lack the experience and trust of the user, to explore these other sectors.e S - Branded on almost every device that has a CPU installed. Prevlent in the gaming industry. W - Social mediais cluttered, and does not have a specific sense of who they are marketing towards. O - Creating a multitude of different social media outlets, commited to dif- ferent aspects of life. T - Cost of growing and maintaining those outlets would be substantial S - Great service, 24-hour support. W - Main customer complaints, are driver support updates and the time it takes to resolve issues. O - Streamlining their service, so users, can get their issues resolved quicker. T - Accelerating driver updates and other issues, may result in bugs and lack of quality.
  • 18. AILA EUGENE HYUN CD5 2019 NVIDIA18 INTEL BRAND IDENTITY VENDOR SALES CHANNEL S - Memorable, established, well known. W - One-trick pony kind of deal. O - Making the branding system more versatile for other sectors. T - May no longer be the “intel” ev- eryone knows. “Might not be recieved as well”. S - Uses a supply network, makes finding supplies easier. W - May become difficult to manage or quality of maaterials may differ, per supplier. Majority based in Asia, sus- petible to political climate. O - Creating a dedicated supply network in the states, to manage and quality check materials. T - Access to supplies is more limited. Than having multiple outlets. S - Online or other tech retailers. Or supplied directly by computer manu- facturers. W - Reviews dependant on how manufactures implements their prod- ucts. O - Online Vr resource that show- cased customers the product in a front row audience based manner. T - Accessibility is limited to people who own VR equipment.
  • 19. AILA EUGENE HYUN CD5 2019 NVIDIA19 MSI PRODUCTS MARKETING SERVICE S - Has a large array of products from GPU’s to laptops, desktops, motherboards monitors and other. W - Products look rather aggressive, and many people may find that una- pealling if they are looking a work com- puter wth high specs instead of a ma- chine commited to a singular outlet. O - Developing products with a mini- malzed appearance. T - Commiting a product to a singu- lar secotr may not yield enough pur- chases, to mandate their continued ex- istence. S - Focused on gaming, has a large following. Youtubers have access to reviews their products to the consumer. W - Performance or results, strictly dependant on the gaming experience of their machines. Youtubers are very honest. O - Creating an outlet where users can have a true MSI gaming experi- ence. T - Bad reviews from youtubers, and outlet maybe expensive to manage. S - Available 23 hours day. W - Horrible, non-existant sup- port, Terrible reviews. Support does not have adequate knowledge of their products and have a rating 45 out of 100 for customer service. O - Redevloping the support team, to reflect ideals of the brand. T - Regaining trust wil be difficult af- ter so much time has passed, without any improvement.
  • 20. AILA EUGENE HYUN CD5 2019 NVIDIA20 MSI BRAND IDENTITY VENDOR SALES CHANNEL S - Complex and cheesy, but unqiue to MSI. W - They do not have a cohesive system, to implement into social media and their website as well as other mar- keting platforms. O - Development of a system that cleary outlines their audience. T - Prone to imitation of other gam- ing suppliers / computers. S - Their chips are made by nvidia, and are reliable and popular. W - Missing out on users that follow AMD. O - Manufacturing cars from other GPU suppliers as well. T - Multiple options can mean that users become more conflicted about the hardware they purchase. S - Multiple sales outlets, online and instore. W - Many physical retailers, lack an area dedicated to a gaming market, making direct reviews of the product hard to find. O - Partnering with stores to have a dedicated kiosk of their products, for upclose and personal reviews. T - A partnership with a retailer would be a huge expense.
  • 21. AILA EUGENE HYUN CD5 2019 NVIDIA21 QUALCOMM PRODUCTS MARKETING SERVICE S - One of the best chip manufac- turers for mobile devices. W - Not flexbile in terms of product production. Or sales. O - Exploring modular devices, that allow the user to upgrade with ease. T - Phone companies, often do not have the ablility to make it a reality. S - Clear vision of the mobile user. W - Weak in promoting other as- pects of their brand. They emphsize on speed of the chip and nothing else. Often promoted by the brands that use their chips. O - appeal to users emotionaly on human interconnections. T - Apple does this very success- fuly,it maybe difficult to compete with such an established technique from a established company. S - Good ratings, from technology manufacturers and workers. W - Because they do not market to consumers out of the manufacuring base, they have a smaller overall con- sumer market share. O - One is aquisition of other com- panies, so that they can reach out to a larger physical consumer base, rath- er than stay as a chip set producer for mobile devices. T - They are good at making chips, they market well and a majority of mo- bile device companies use them. How- ever if they fall behind in terms of tech-
  • 22. AILA EUGENE HYUN CD5 2019 NVIDIA22 QUALCOMM BRAND IDENTITY VENDOR SALES CHANNEL S - Very simple, easy for production. W - Easily forgettable. O - Has alot of opportunity for growth, and can be used to an ad- vantage, to refresh the messag of the brand to the users. T - The current brand is, very similar to other companies, and their graphic language, can be easily lost, in transla- tion. S - They have strong partnerships with companies that use their technol- ogy. W - They can be replaced by oth- er vendors, if they fall behind in fu- ture-proofing their technology. O - Developing a technology educa- tion system, in order to maintain their position, as well as have a steady flow of new enginners. T - Many companies are advancing their technologies much further with the assistance of AI. As a result they can be overtaken by these new and upcoming companies. S - They have a strong foothold and relationship with other technology manufacturers. W - Their only sales channel is to large scale technology distributors. O - Their is no direct way to pur- chase a product from their company, meaning many people who consid- er themselves technology influencers cannot test or review the products to the common consumer. T - Because their is no way to direct- ly test and purchase a chipset, con- sumers who are tech minded may feel skeptical about buying their products.
  • 23. AILA EUGENE HYUN CD5 2019 NVIDIA23 STEEPX RESEARCH
  • 24. AILA EUGENE HYUN CD5 2019 NVIDIA24 SOCIAL COMMUNICATION ON DEMAND Social media has become a staple element in human interaction. Through social media, we can gain access to an individuals informa- tion, without directly asking them. We can learn of their likes and dislikes and also a little bit of their personality based on the content they post on a page or share with their friends. We can also learn who they are friends with and the demographic of people they as- sociate themselve with. -Snapchat, IOS and other messaging platforms have allowed some- one to see if someone has read a message or not. -Dating apps display information of an indivduals interests and con- nect them with other people who have the same interest. -Virtual reality apps, allow people to interact in a virtual playground using a ANON avatar. VR chat is one such app with an age limit of 13.
  • 25. AILA EUGENE HYUN CD5 2019 NVIDIA25 INSIGHTS&OPPS SOCIAL INSIGHT : Connecting with other people on a immersive digital platform. OPPORTUNITY : With the processing power of a GPU it can be possible to create scenarios where the user can have aTRULY IMMERSIVE experience in the digital landscape CONNECTION INSTANT INFORMATIVE COMMUNICATION ON DEMAND
  • 26. AILA EUGENE HYUN CD5 2019 NVIDIA26 TECHNOLOGY INCREASED AUTOMATION Automation has taken over the workforce as well as our own per- sonal lives. Precision and convience, have integrated themselves into our everyday lives, making things like planning activities, pro- duction and transportaion easier and more accessible than ever before. -KUKA is a manufacturer of industrial robots and solutions for fac- tory automation. Their robots have an insane amount of precision making tasks like building a car or playing the piano seem like a walk in the park. -ALEXA Amazons virtual assistant, makes planning life as easy as breathing. With ALEXA you can make call or arrange your sched- ule with the power of your own voice. -TESLA has developed self driving cars, allowing for the driver to relax and work on other things while the car gets you to your destination safely and conviently. -VECTOR is a personal assistant and robot developed by ANKI. That is similar to ALEXA but, able to function without being con- nected to an external device. The robot has a personality which also makes the idea of having personal relationships with a ma- chine seem like an idea in the not so distant future.
  • 27. AILA EUGENE HYUN CD5 2019 NVIDIA27 INSIGHTS&OPPS TECHNOLOGY INSIGHT : People are beginning to connect with computers on a person- al level.Their AI assistant are helping them throughout the day, and are also given personalities. OPPORTUNITY : GPU driven AI, capa- ble of resonating with the human ex- perience through deep learning. AUTOMATION ASSISTANT HUMANIZATION INCREASED AUTOMATION
  • 28. AILA EUGENE HYUN CD5 2019 NVIDIA28 ECONOMICAL TRADE WARS The economy has always been a never ending wave of ups and downs, politics play a large role in the economy, but so do the way we handle our transactions. - PRESIDENT TRUMP threw his biggest punch yet at China, imposing tariffs on an additional $200 billion worth of Chinese imports and gambling that American consumers are willing to pay more for popular products to wring trade concessions from Beijing. - VENMO is a mobile payment service owned by PayPal. Venmo account holders can transfer funds to others via a mobile phone app; both the sender and receiver have to live in the U.S. Venmo is a type of payment rail. It handled $12 billion in transactions in the first quarter of 2018. - FACEBOOK MESSENGER payments are free whether you send or receive. You need to fund payments with a bank-issued debit card, but can also use a credit card or Facebook gift card to fund payments. You must be over 18 years old to use the feature. You must be friends with the person you pay or receive funds from. - E-COMMERCE is expected to grow 20%, on pace with its 2017- 2018 growth rate. More and more, even traditional brands are considering direct-to-consumer to be a channel they can’t ignore.
  • 29. AILA EUGENE HYUN CD5 2019 NVIDIA29 INSIGHTS&OPPS ECONOMICS INSIGHT : People are leaning more towards digital payment methods based on their social network and companies are allocating jobs to machines. OPPORTUNITY : Nvidia can enter this area of the market by providing AI ca- pable of managing money in the best interest of the user. Transaction Service Transaction Management E-commerce Job Allocation TRADE WARS
  • 30. AILA EUGENE HYUN CD5 2019 NVIDIA30 ENVIRONMENTAL SUSTAINABILITY Sustainability in product development is at an all time high. Gain- ing traction within the millenial generation. By doing so compa- nies can remain relevant with younger generations as well as create a enviornment where companies need to be sustainable in order to be competitive. - Shifting global recycling mindsets and circular economy, the idea behind the circular economy is that, when products are cre- ated they will also be useful at the end of their lifespan, creating a perfect no-waste cycle industrial environment, when products are being designed. - Measurement and widespread efforts to quantify impact. Increasingly, environmental impact measurement will not only be a means of competitive advantage, but will become a necessary requirement for organizations to even remain competitive. Also enabling measurement of environmental impact can create long- term customer value for organizations pursuing strategic sustain- ability and can command a price premium for products. - Growing power of millennials. Millennials are already some of the most avid buyers of sustainable and organic products; they will wield greater influence as their spending power continues to rise. As they buy more from online platforms, Amazon and other e-retailers will gain market share for sustainable products. - EX (TESLA / PATAGONIA / ADIDAS)
  • 31. AILA EUGENE HYUN CD5 2019 NVIDIA31 INSIGHTS&OPPS ENVIRONMENT INSIGHT : Companies are trying to in- tegrate ideas that run within a circular economy, this concept appeals to the younger generation and as result cre- ates dedicated customers. OPPORTUNITY : Nvidia can develop AI’s that aid in the design process, to create and visualizie simulations of products before they are released. CIRCULAR ECONOMY COMPETITIVE RELEVANCE MILLIENAL POWER SUSTAINABILITY
  • 32. AILA EUGENE HYUN CD5 2019 NVIDIA32 POLITICAL IX3 (INSTABILITY / INFLUECER / INSPIRE) Politics play a key roles in how the a business or the economy operates. From regulation laws to tarifs and taxes as well as reformations on healthcare, create situations where companies have to adapt to the political climate in order to stay relvent and competitive with other businesses. - Recently, politics have seen a new wave engaement from the younger generations. Millineals have realized the importance of their vote. Celebrities and influencers have started to use their platform as a political stage, influencing and marketing their political view points to their followers. - With allegations against Russia for hacking into voter machines and influecning the election results, people have called a need for a more dependable for of cyber security. - Trump will appoint a new head of the Consumer Financial Protection Bureau who will roll back previous laws, opening up talks for deregulation in many types of businesses. - Social media has become one of the hottest platforms for politics, on platforms like facebook, twitter, snapchat and linkedin, people express their political view points, share news stories and argue or debate with other users on why the other person is wrong.
  • 33. AILA EUGENE HYUN CD5 2019 NVIDIA33 INSIGHTS&OPPS POLITICS INSIGHT :The main platform for pol- itics now, is the digital landscape we call the internet, social media plat- forms are notorious for having dis- agreements on politics as well using the platform to influence an audience. OPPORTUNITY : Information Regu- lation, in order to process massive amounts of information, a GPU can be used to make those detailed calcu- lations, and deliver accurate informa- tion to the voter. ENGAGEMENT CYBER SECURITY REGULATION IX3 (INSTABILITY / INFLUECER / INSPIRE)
  • 34. AILA EUGENE HYUN CD5 2019 NVIDIA34 GPU“X” G.A.I.C The digital landscape has evolved far beyond the imaginations of its creators. Almost everything has shifted dramatically or evolved into a useable digital format. - Bit coin fever has reached an all time high, within the last cou- ple months, the bit coin price has nearly doubled in value. These days people are using GPU rigs in order to mine for bit coin. - Gaming has also gainedin extreme popularity, with streaming platforms like twitch, youtube and discord. In order to play these games at their best performance, while running different screen record apps, require a high performance GPU to manage all task flawlessly. - AI, is a semi new frontier in the GPU world. AI are being condi- tioned to use deep learning and require a powerful GPU to pro- cess the mathematical calculations required for its program. - Robotics, is also a new frontier in GPU production. Where Ai is used as the main development frame, for safer and more precise .production results.
  • 35. AILA EUGENE HYUN CD5 2019 NVIDIA35 GPU“X” INSIGHT : GPU’s are used for alot of things, but not everybody has the ability to afford them. OPPORTUNITY : GPU cloud server, is an opportunity for nvidia to have sub- scription based service that allows people to use their GPU servers over the cloud, for all intended purposes. MINING GAMING AI DEVELOPMENT ROBOTICS G.A.I.C
  • 36. AILA EUGENE HYUN CD5 2019 NVIDIA36 KEY BUSINESS DRIVERS
  • 37. AILA EUGENE HYUN CD5 2019 NVIDIA37 TARGET MARKET SIZE 76.4 % of users on steam choose Nvidia as the GPU of choice. Populaltion size: STEAM 53 Million. 53 MILLION STEAM USERS 76.4% 270 MILLION POTENTIAL / EXISTING USERS 8B There will be 8 Billion people in the world by 2020. 270 Million of are either, gamers ”Majority”, engineers or programers.
  • 38. AILA EUGENE HYUN CD5 2019 NVIDIA38 MARKET SECTOR SIZE GROWTH BY THE END OF 2020 4% IN GLOBAL SPENDING BY 2020 3,124B Projection graph spending 2014-2019Graph tech market size 2014-2019
  • 39. AILA EUGENE HYUN CD5 2019 NVIDIA39 TARGET MARKET PAIN POINTS DIGITAL FUTURIST ATTRIBUTES FUTURE DRIVEN BIG PICTURETHINKER ALPHATESTER RELENTLESSLY CURIOUS CORE NEEDS - SMART PHONE - CONVINIENCE - MODULARITY -EXTERNAL BATTERY -GOOGLE GLASS OR OTHER -INTEGRATION -TOUCH CAPABLE GLOVES -A VISION OFTHE FUTURE -CONSTANT CONNECTIVITY -WATER PROOF CLOTHING Digital futurist are people that often find ways to in- tegrate the newest technologies into their lives,This can be realted to hypebeast’s in streetwear culture, They are interested only in where the future can go and they want to be a part of that journey. PROFILE AGE : 25 - 45 INCOME : $75,000 - $190,000 “SALAL- RY LOCATION : Highly populated urban- ized cities. EDUCATION : May or may not have a bachelors of sorts in the following areas, “Computer science, interaction design, computer programing, elec- trical engineering, mechanical engi- neering, chemistry, biology ect...” OCCUPATION : Programmer, design- er, vlogger, computer engineer, soft- ware developer, hardware deceloper. PAIN POINTS : -They are lost without their devices. -Their ability to function is dependent on battery life. -They are big spenders on technology even if it doesnt work. - Either to optimistic or negative about the future of technology. - Believe that their tech makes them superior beings. - Being eco-friendly is not a priority. - Patience is not a virtue they possess emasse. -They are heavy on device security. - Often close minded, when it comes to discussions not based on technology. OPPORTUNITIES : - Development of technology that is capable of being powered by renewable energy. - Invest in Ads that insure the security of their devices. - Invest in Ads that ensure the tech will bring security and stability into their lives. - Show the user that their technology is not only reliable but useful as well. - Invest in technology that improves faster wireless connectivity. - Implementation of charging stations throughout the area. - Make the tech affordble and accessible to everyone.
  • 40. AILA EUGENE HYUN CD5 2019 NVIDIA40 TARGET MARKET PAIN POINTS TECH INFLUENCER ATTRIBUTES INVESTIGATIVE SOCIABLE FUTURE DRIVEN MONEY DRIVEN CORE NEEDS - SMART PHONE - CAMERA - GIMBAL - CAMERA CREW - ASSURANCE - WIRELESS HEADSET - EXTERNAL BATTERY - FOLLOWERS - INTERSTING CONTENT - ADOBE SUITE - ENERGY The tech influencer is dilligent to say the least in finding new technologies and investigating their uses and properties.The (T.E) can often be found vlogging or blogging their experiences with the new tech on social media platforms. While curating their own opinions on the usability of the technology and whether or not it has a place in the forseeable future. PROFILE AGE : 17 - 30 INCOME : $30,000-$75,000 “SALALRY LOCATION : Highly populated urban- ized cities. EDUCATION : May either be in high- school or have some dergee, but a majority have left school in order to pursue social media engagment full- time. OCCUPATION : Vlogger, blogger, you- tuber, critic, alpha tester, beta tester. PAIN POINTS : -Their income is based on social media engagment. -They need high quality cameras, often very expensive. -They depend on software to delever high quality content. - In order to make reviews or videos on products they otften need a sponsor ship or have the product sent to them by the manufacturer. - Also dependant on battery life of devices. -They need constant reassurance that their content is appreciated and that the work they put into their content is appreciated just as much. OPPORTUNITIES : - Creating sponsor ship opportunities for content creators, to increase media engagment. - Developing professional relationships with vloggers, giving them in-depth in- formation on how thier product works. - Partnerships with media platforms like youtube and facebook, for showcasing their content, or reserving a spot for them in the “highlights section”.
  • 41. AILA EUGENE HYUN CD5 2019 NVIDIA41 TARGET MARKET PAIN POINTS VFX SPECIALIST ATTRIBUTES PERFECTIONIST DEEPTHINKER CONCEPT DRIVEN SKILLED CRAFTMANSHIP CORE NEEDS - ASSURANCE OF SYSTEM RELIABILITY. -INCREASE INTIME FOR PRODUCTION. - A PC CAPABLE OF HEAVY RENDERING. -CAPABLE AND EASYTO SOFTWARE. -STORY & CONCEPT The VFX specialist, is 3d modeling and special effects machine.They use external renderers like OCTANE, RED-SHIFT and ect..To create high quality 3d scenes in moveis, games, trailers, promotional videos as well as models.They often need high powered GPU cars to create render scenes efficiently and quickly. PROFILE AGE : 20 - 50 INCOME : $40,000 - $85,000 “SALALRY LOCATION : OFFICE SPACE OR HOME OFFICE EDUCATION : Has a degree, in fine art, design or industrial design or ani- mation / motion graphics. OCCUPATION : MOTION DESIGNER, ANIMATOR, 3D MODELER. PAIN POINTS : - Clients depend on turn around time and development speed of project. - The designers job is reliant on his system and hardware. - Having a single error in their file, can destroy an entire project. -They need a long time to render their scenes and alot of time to develop the animations in real time. OPPORTUNITIES : - Making a subrand of nvidia as their own movie and entertainment develop- ment studio. - Investing in online render farms. - Renting out GPU rigs to companies for qucik and in-expensive ways to render out projects.
  • 42. AILA EUGENE HYUN CD5 2019 NVIDIA42 TARGET MARKET PAIN POINTS HARDCORE GAMER ATTRIBUTES ENTERTAINMENT DRIVEN VICTORY IS A WAY OF LIFE SORE LOSERS / WINNERS PASSIONATE CORE NEEDS - HIGH PERFORMANCE PC - HEADSET - WIFI - CAPABLETEAM - HIGH PERFORMANCE MOUSE - 4K MONITOR 144HZ - ENERGY DRINKS - A LEADER - HIGH PERFORMANCE KEYBOARD - EXTERNAL GPU Harcore gamers are one of the most passionate peo- ple in the entertainment industry.They rely heavily on wifi connection as well as their PC setup to play games at the highest settings and framerate. If the hardware fails, the player often resort to rage quit- ting, and end up demolishing their hardware. PROFILE AGE : 16 - 25 INCOME : $60,000 - $100,000 “SALALRY LOCATION :THEIR HOMES OR GAM- ING CONVENTIONS. EDUCATION : Generally don’t have a degree in regular fields, But their is adegree available in professional gaming. OCCUPATION : Professional gamer. PAIN POINTS : - Heavily dependant on the qaulity of their machines. - Confidence decreases rapidly when they lose. -They base their value on how they perform in a game. - Many different systems, have different competetive requirements. - Warefare between players and system loyalties. -Their outlet for fun is now a job. OPPORTUNITIES : - Investing in ad’s that dispplay the reliability of the systems performance. - Developing their own gaming competition using systems dependent on nvidia systems. - Increase the player warfare between system brands, solidifying brnad loyalty. - Reminding the player that even though gaming for them is now a job, to re- mind the players that the game should also be fun.
  • 43. AILA EUGENE HYUN CD5 2019 NVIDIA43 TARGET MARKET PAIN POINTS CASUAL GAMER ATTRIBUTES - MONEY DRIVEN - LOVER OF SELFW - ATTENTION CRAVER - EASY GOING CORE NEEDS - JOB SECURITY - WEBCAM - SPEED - GAMING SYSTEM - CONTENT - FOLLOWERS - STREAMING PLATFORM - DRAMA - SOCIAL INFLUENCE - ENVIRONMENT Casual gamers, are generally people who play games for fun. Sometimes or a majority of times these peo- ple create accounts on streaming sites, to have a live stream chat with other people while playing the gam- ing, or just simply talking to the camera about their life. PROFILE AGE : 15 - 27 INCOME : $25,000 - $50,000 “SALALRY LOCATION : Home office, or net cafe. EDUCATION : May have a degree in any general subject, that didn’t end up working out. “Open ended” OCCUPATION : Streamer, vlogger, blogger, social media influencer. PAIN POINTS : -The casual gamers of the twitch end of the spectrum tend to have alot drama with other twitch streamsers. -They have to be very careful with certain regulations on streaming platforms and sometimes, violations can cost them their entire living. - Playing games and streaming at the same time can be taxing on the system that they are using. -They are insecure about money, since they income is donation based, for streaming. OPPORTUNITIES : - Nvidia partnerships with streamers, providing them with tools to create their streaming content. - Promting Nvidias own streaming platform. - Investing in ways that streamers can be a part of an exlusive nvidia creator service. - Using drama within the ecommunity as a marketing scheme. “wendy’s”
  • 44. AILA EUGENE HYUN CD5 2019 NVIDIA44 3 KEY MACRO TRENDS “INDUSTRY” INCREASED AUTOMATION Automation has taken over the workforce as well as our own per- sonal lives. Precision and convience, have integrated themselves into our everyday lives, making things like planning activities, pro- duction and transportaion easier and more accessible than ever before. -KUKA is a manufacturer of industrial robots and solutions for fac- tory automation. Their robots have an insane amount of precision making tasks like building a car or playing the piano seem like a walk in the park. -ALEXA Amazons virtual assistant, makes planning life as easy as breathing. With ALEXA you can make call or arrange your sched- ule with the power of your own voice. -TESLA has developed self driving cars, allowing for the driver to relax and work on other things while the car gets you to your destination safely and conviently. -VECTOR is a personal assistant and robot developed by ANKI. That is similar to ALEXA but, able to function without being con- nected to an external device. The robot has a personality which also makes the idea of having personal relationships with a ma- chine seem like an idea in the not so distant future.
  • 45. AILA EUGENE HYUN CD5 2019 NVIDIA45 3 KEY MACRO TRENDS “SCIENCE” PROSTHETICS Prosthetics have seen a rise in production, with the advancement of mechanical and medical technologies, improving the lives of people who feel less than human or less than capable as other humans. -3D PRINTING, 3d printing has been a hugh asset to the pro- duction of prosthetics, making them more affordable and open- ly availble to any one who wants to create, develop or test their schematics. -AUGMENTATION as sci-fi as it sounds, humans have been get- ting closer and closer to human augmentations through methods such as gene therapy and sperm donations. Inessence we are getting closer to controlling our own genomes. -ROBOTICS, robotic technology development has been a huge contributor tio the advancement of the prosethetic trends. Being able to directly connect mechanical parts to our neuro system, allows for on command and direct use of our mechanical limbs. -BODY MODIFIERS, body modifications is a new trend, that al- lows body modifiers to implement mechanical or digital devices into them selves through surgey, allowing them to have access to senses or information that would normally be invisible to the human existance.
  • 46. AILA EUGENE HYUN CD5 2019 NVIDIA46 3 KEY MACRO TRENDS “POLITICAL” TRADE WARS The economy has always been a never ending wave of ups and downs, politics play a large role in the economy, but so do the way we handle our transactions. - PRESIDENT TRUMP threw his biggest punch yet at China, imposing tariffs on an additional $200 billion worth of Chinese imports and gambling that American consumers are willing to pay more for popular products to wring trade concessions from Beijing. - VENMO is a mobile payment service owned by PayPal. Venmo account holders can transfer funds to others via a mobile phone app; both the sender and receiver have to live in the U.S. Venmo is a type of payment rail. It handled $12 billion in transactions in the first quarter of 2018. - FACEBOOK MESSENGER payments are free whether you send or receive. You need to fund payments with a bank-issued debit card, but can also use a credit card or Facebook gift card to fund payments. You must be over 18 years old to use the feature. You must be friends with the person you pay or receive funds from. - POLITICAL UNREST, in the Congo, the government is going through a political meltdown. This is a cause for concern, espe- cially for the tech industry since, the Congo is the worlds largest supplier and producer of Colbalt, a highly necessary ingredient in the production of semi-conductors and other electronics.