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Digital Ecosystems

Digital Ecosystems

ET-3010 LTKA | H1/2016
Connected Services and Cloud Computing
#3-2 Digital Ecosystems, Trends & Enablers
http://eueung.github.io/ET3010/

Eueung Mulyana

February 20, 2016
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  1.   LTKA #3-2 Services Convergence & Digital Ecosystems Dr.-Ing.

    Eueung Mulyana http://eueung.github.io/ET3010 ET-3010 | Connected Services and Cloud Computing | Attribution-ShareAlike CC BY-SA 1 / 92
  2. Apple Official Products cf.  1. Apple Watch, iPad, iPhone

    & iOS 2. Mac 3. Software 4. Apple Music, Apple TV, iPod & iTunes 5. iCloud & Apple Pay 6. Retail Stores 10 / 92
  3. SW/Services vs. iPhone 2011 2012 2013 2014 2015 Services 7.9

    9.0 9.4 9.9 8.6 iPhone 42 47 56 54 63 13 / 92
  4. SW/Services (inc. Media/Content) 2012: USD 8.5 B, larger than The

    New York Times + Warner-Bross + Time Inc + Simon & Schuster 2012: Apple CFO, Peter Oppenheimer - We run the AppStore just a little over breakeven 2016: ... the public had spent USD 1.1 B at the App Store in a two-week period covering Christmas and New Year's ( Ref: Appleinsider ) 2016: Jan. 1 was reportedly the biggest single day in the App Store's history, with over USD 144 M in traffic 14 / 92
  5. Apple Ecosystem Strategy GP Morgan via Appleinsider  While the

    App Store is a relatively minor source of income for Apple, strong app sales are essential to the company's health. It depends on apps as a reason for people to buy iOS devices. People who buy iOS apps are also more likely to be "locked" into the Apple ecosystem, since they would suddenly lose that content after switching to Android or Windows. 15 / 92
  6. Apple Ecosystem User Value Capture - Main Business Apple to

    User : Premium Product Experience User to Apple : Premium Money 22 / 92
  7. Apple Ecosystem Operator Relationship Apple to Operator : Users +

    Data Plans Operator to Apple : Subsidies Telcos reduce friction for the iPhone business (VisionMobile) 23 / 92
  8. Apple Ecosystem Accessory Manufacturer Relationship Apple to AM : Access

    to Market AM to Apple : Complements, Revenue Share 24 / 92
  9. Apple Ecosystem Partner Relationship Apple to Partner : Contributes AppStore

    to Offer Dollars and User Engagement Partner to Apple : Content, Apps, Services Developers, SW Publishers, Content Retailers, Content Owners, Internet Players, Brands 25 / 92
  10. Ecosystem Business Models The Formula 1. Redefine Market (Explore/Extend) 2.

    Identify Complements 3. Boost Demand for Complements (but Ensure Supply) 4. Bundle Product (to Satisfy Demands) 26 / 92
  11. Apple Ecosystem Recipe Recipe  Market Redefinition Communicate, Play, Work

    & Relax on the Go (Computing on the Go) Complements Apps & Content Boost Demand Ease User Effort to Discover & Obtain Apps Bundle with Demand Apple Devices 27 / 92
  12. Users Perspectives & Facts Fixed Telephony Telephony Mobile Fixed Computing

    Mobile Computing Computing Diffused 1. Reachability 2. Usage & Roles 3. New (Smartphone) Culture 31 / 92
  13. Golding's Story Mobile 1.0, 2.0, 2.0+ Not so long ago

    we didn't need mobiles ... But now, look around you, mobiles are everywhere! Indoors and outdoors, they consume attention ... And we need them like a fish needs water! Mobile 1.0 Early Mobile 2.0 A Global Communication Phenomenon 6 Billions Global Text Messages (2010) 200,000 Messages/Sec Average teen sends/receives 3,339 messages every month. This is equivalent to 14 hours of attention (15 s/msg). The rise of social network -> Gen Y 2010: 9 hours/month 34 / 92
  14. 46 / 92 Mobiles Become Part of a New Culture

    With Every New Opportunity Comes New Threat ... With Every Good Thing There is A Bad Side ...
  15. 47 / 92 Mobiles Become Part of a New Culture

    With Every Fun Thing There Might be A Serious Danger ...
  16. Notes Google Images smartphone culture smartphone habits smartphone negative impacts

    smartphone anti social gadget addiction selfie culture dangerous selfie 49 / 92
  17. Market Share of Sales As of Q3/2015 - Based on

    OS/Platform - Statista 60 / 92
  18. Apps in Numbers What do You Want to Do? There's

    an App for That!  66 / 92
  19. Smartphone Era Mobile 1.0 Mobile 2.0 1999 2007 Mobile 1.0

    Mobile Telephony Network: 2G First Internet-Capable Mobile Relatively, Poor User Experience Mobile 2.0 Mobile Computing Network: 3G, 3G+ First Internet-Centric Mobile Usable, Can Do Things 100x Processing Power 69 / 92
  20. The Transformation From Mobile 1.0 to Mobile 2.0 More data-friendly

    tariffs Increased device usability = smartphones/pads Faster/fatter networks (3G+) Greater Web 2.0-centricity Social networks are mobilizing (FB 40%) App stores -> new consumption habits Greater user participation Money - apps goldrush 70 / 92
  21. Smartphone Era Mobile 2.0 Mobile 2.0+ 2007 2010 Mobile 2.0+

    First Internet-Friendly Mobile Productive Can Do More, Faster Mobile 3.0 IoT 4G, 4G+ .. when most of our digital services will have become mobilized 71 / 92
  22. Hidden Engine of the Revolution Vodafone 11:45 Monday Clock Stock

    Weather Music Camera Phone E­Mail Adress Safari Calendar iTunes iBooks News pm 1 GHz Millions of Transistors Millions of Transistors... A Computer! 74 / 92
  23. Two Computers Vodafone 11:45 Monday Clock Stock Weather Music Camera

    Phone E­Mail Adress Safari Calendar iTunes iBooks News pm Computers Everywhere 75 / 92
  24. Not Just Computers Body Money Access Engines Control Metering Security

    But Those with Senses ... To Interact with the Real World ... 78 / 92
  25. Internet of Things (IoT) URIs Everywhere ... Computer at the

    Center Hub and Gateway Global Connectivity 83 / 92
  26. Where are We Headed? The Not-So-Distant Future Just Imagine the

    Possibilities .. 100 GHz 100 GB 100 Mbps 100 Sensors 88 / 92
  27. Keywords Golding Right-Time Augmented Cognition Digital Immersion Person + Right-Time

    Computer != Personalized Computing Person + Right-Time Computer = New Person 89 / 92
  28. Refs 1. From Apples to Augmented Cognition 2. FABERNOVEL, GAFAnomics,

    October 2014 3. VisionMobile - Business Models of Mobile Ecosystems 4. Appleinsider - App Store reached estimated $6.4 billion ... 5. Apple iPhone Revenue by Quarter 2007-2016 | Statistic 6. ITU - ICT Facts and Figures 2015 7. Ericsson Mobility Report 8. The Mobile Playbook 91 / 92
  29.   END Eueung Mulyana http://eueung.github.io/ET3010 ET-3010 | Connected Services

    and Cloud Computing | Attribution-ShareAlike CC BY-SA 92 / 92