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Core >> Perspective


Next generation business applications
-  the business value of having fun


Core Perspective is a series of e-books from Core group and Core Venture. The purpose is to introduce new business-
and technology trends, as well as to investigate interesting business issues and to present new perspectives on issues
related to business- and technology management, specifically in the Technology-, Media- and Telecom-sectors.
Acknowledgements


                       This e-book is the result of a collaborative effort by domain- and industry
                       experts within the technology- and media industries.


                       The following individuals have provided valuable contributions to this e-
                       book:


                               •  Olve Maudal, Software engineer, Cisco
                               •  Tina Jørgensen, COO, Bates Interactive
                               •  Gro Larsson, Interactive Art Director, Hyper Interactive
                               •  Ida Fjeldbraaten, Social media planner, Starcom
                               •  Thomas Lund Sigdestad, CTO, Enonic
                               •  Morten Eriksen, VP Product management, Enonic




Core >> Perspective
                                                                                 2
Acknowledgements (continued)


                              •  Christian Calmeyer, Digital consultant, Aschehoug
                              •  Tanya Ferner Heglund, Project manager, Oslo Teknopol
                              •  Terje Torma, CTO, Symphonical
                              •  Hans Gallis, Founder, Appfast
                              •  Snorre Martinsen, Senior creative, Saatchi & Saatchi
                              •  Thomas Roka-Aardal, CTO, Conduct
                              •  Marius Lian, Managing director, Concego


                       Neither the individual contributors mentioned above, or their
                       companies, are responsible for the content or conclusions in this e-book.
                       This responsibility lies exclusively with the authors.


                       Any remaining mistakes are, of course, also the authors responsiblilty.


Core >> Perspective
                                                                               3
Table of Contents



                       Acknowledgements                               2
                       Introduction                                   5
                       From mainframes to social media                6
                       Don't solve yesterdays problems                10
                       The window of opportunity is now!              11
                       A brand new mindset                            12
                       Four steps to developing sticky applications   16
                       Recruit the right users                        17
                       Make users stick to your solution              21
                       Convert users into product evangelists         24
                       Grow the user experience                       27
                       Conclusion                                     29



Core >> Perspective
                                                       4
Introduction


                                        In this e-book, we argue that social media services and gaming practices
                                        are disrupting the way humans interact with technology, and that this
                                        disruptive change has a tremendous impact on both the software industry
                                        and the business environment at large.
    ”The future is already here,
it’s just unevenly distributed.”        Furthermore, we argue that we are still in the beginning of this disruptive
                                        process, and that software developers and software companies must
                       William Gibson
                                        change their mindset and focus in order to succeed in the new business
                                        environment.


                                        This e-book is an attempt to outline some of the important issues at hand.


                                        We start with a short history lesson.


Core >> Perspective
                                                                                                  5
From mainframes to social media


                       In the early days of enterprise computing, a number of large
                       organizations, such as banks, insurance companies and governments,
                       needed computers in order to automate their core business processes.


                       Vendors of mainframe computers, most notably IBM, sold large
                       integrated contracts, including hardware, software and services, directly
                       to corporate IT- and purchasing departments through their own
                       distribution network.


                       The competitive environment was relaxed, and successful mainframe
                       vendors experienced healthy profit margins on their systems and services.




Core >> Perspective
                                                                               6
>>


                       In the beginning of the 1990s, client/server technologies became more
                       widespread. With more computing power came new applications and
                       benefits, such as process improvements and productivity increases. The
                       cost reduction potential of office automation and process support was
                       substantial. However, enterprise applications were still expensive and
                       most often sold to medium-sized and large organisations.


                       The major players at the time included Oracle, Novell and Microsoft. At
                       first, they set up and leveraged their own distribution networks, but have
                       later moved to external distribution channels, such as international,
                       regional and local system integrators.




Core >> Perspective
                                                                                7
>>


                       The world wide web reached critical mass at the end of the 1990s. A large
                       number of software companies from all over the world scrambled to
                       capitalize on perceived first-mover advantages in their chosen segment.
                       Google, Yahoo, eBay and Amazon.com came out on top, while thousands
                       of companies went bankrupt. A significant number of losing companies
                       still continue to operate in the low volume-segments of the market.


                       With internet distribution, business applications became easily available
                       for small businesses. The potential for information access and web
                       commerce exploded with the expansion of the internet. New business
                       models included internet advertising, subscription-based software-as-a-
                       service and various transaction-based models.




Core >> Perspective
                                                                               8
>>


                       In the last couple of years, yet another shift has taken place. Social media
                       services, such as Facebook, LinkedIn and Twitter, have changed the way
                       individuals interact. So far, the major social media companies have for the
                       most part provided services related to self-promotion, networking and
                       digital content. But there is a clearly observable trend towards supporting
                       business processes, notably collaboration, digital marketing and web
                       commerce.


                       Social media services are delivered over the internet for free or based on
                       some kind of freemium or open source-based business model. These
                       business models can not carry much distribution cost, so individual users
                       have to distribute the service themselves, often through built-in
                       mechanisms, such as invitations.


Core >> Perspective
                                                                                  9
Don't solve yesterdays problems


                       The rapid growth of social media is set to revolutionize both the software
                       and media industries. However, most business software companies, with
                       notable exceptions, face the social media revolution with a traditional web
                       mindset. As a result of this:


                       •    They approach the wrong customers
                       •    They push software through the wrong distribution channels
                       •    They believe that tried and tested pricing models still work
                       •    They assume that added functionality equals increased customer value
                       •    They assume that the purchasing decision is based on a cost/benefit
                            analysis


                       Instead, they should target the new window of opportunity.


Core >> Perspective
                                                                                10
The window of opportunity is now!



                                                        Gaming
                                                                      1.


     The race for implementing                          Social networks          ”White spot”


     gaming concepts and
                                               Fun

     technologies into business                                                                    2.

     applications is on                                                            Collaboration platforms


                                                                                      Business applications



                                                                           Productivity



                                  1.  Social networks will move to integrate more business functionality
                                  2.  Business applications will take on characteristics from social media
                                     and gaming

Core >> Perspective
                                                                                          11
A brand new mindset


                                  In the traditional web context, gaming and social networks have been all
                                  about fun and personal satisfaction, while business applications have
                                  focused on employee-, team- and business productivity.

     The whole buying system is
                                  In the new business environment, social networks are increasingly
     disrupted by the             positioned as application platforms for a diverse set of applications, while
     introduction and growth of   business applications increasingly take on gaming and social media
     social media                 characteristics.


                                  This shift has profound consequences on product development, business
                                  development and marketing since the whole buying system, including the
                                  target customer, distribution channel, value proposition and price model, is
                                  disrupted.


Core >> Perspective
                                                                                         12
>>


                       It is important to remember that a software product includes both a
                       software application and a product system. The product system provides a
                       context within which the application is used, including documentation,
                       support, pricing plans and packaging.


                                  Product
                                                       Services            Price model
                                 marketing

                                  Product              Software             Product
                                information           application        documentation



                       For software companies, the product system is essential. Without a strong
                       product system, the product will fail, regardless of the quality of the
                       software application itself.


Core >> Perspective
                                                                             13
>>


                       Recently, the product system, business model and digital marketing process
                       have come together.

                                                      Digital marketing




                                 Business model                            Product system




                       In some cases, the business model is actually implemented in the software.




Core >> Perspective
                                                                           14
>>


                       The most notable example is Google AdWords where Google provides the
                       platform and users service themselves. Another example is Spotify, in
                       which the in-site advertising (or lack of it) is a cornerstone of the business
                       model.


                       There are also a number of new businesses in which the business model is
                       based directly on a social media service, such as GroupOn, Foursquare
                       and Gowalla.


                       Other businesses have used or deployed social media services to support
                       idea- and product development. Finn.no and FinnOpp is a well-known
                       example of this kind of social media application.




Core >> Perspective
                                                                                15
Four steps to developing sticky applications


                       Traditional software development focus on functional, non-functional-
                       and sometimes usability requirements. This is insufficient in the new
                       business environment.


                       We suggest the following four-step model for a more profitable approach:


                       1.  Recruit the right users
                       2.  Make users stick to your solution
                       3.  Convert users into product evangelists
                       4.  Grow the user experience


                       In the remainder of this e-book, we will explore each step in more detail.


Core >> Perspective
                                                                                16
1. Recruit the right users


                                  Today, individuals have access to all kinds of applications on the internet,
                                  either for free or for a small fee.

     You are no longer selling
                                  Software companies can no longer rely on users to pay for basic
     business-critical software
                                  functionality. Instead, they must actively recruit and motivate individuals
     to companies, but to
                                  to use their applications. If not, individuals with an abundance of choice
     individuals. This is the     will quickly move on to solutions that serve their needs and requirements
     Copernican turn in           better.
     software development
                                  Individuals are motivated by different factors. Some are motivated by a
                                  challenge, whereas others need the application to be cool or fun to use or
                                  support their identity in some way.




Core >> Perspective
                                                                                             17
>>


                       The traditional value proposition for technology companies, is to offer
                       prospective customers some kind of financial benefit, such as process
                       improvements or direct savings, in order to get their business. GroupOn is
                       an example of a social media company using this approach in the B2C space.


                       But this is not the only viable approach. Companies such as Hipstamatic,
                       Squrl, Trimensional and Instagram make their services fun to use in order to
                       engage and recruit customers. So far, such companies have predominantly
                       targeted personal users, but there is undoubtedly a significant potential for
                       these kinds of services in a more business-related context.


                       A third approach is to make interaction with company and/or product
                       brands exciting and/or challenging.


Core >> Perspective
                                                                              18
>>


                       Coca Colas introduction of Urge Intense Red Sting in Norway and the
                       movie Rottenetter, both used alternate reality games as a cornerstone of
                       their customer recruitment process.


                       However, the single most successful motivator for use of social media
                       services is their ability for individuals to connect with others and at the
                       same time strengthen their identity through extensive use of the social
                       network. Well-known examples include Facebook, LinkedIn, Twitter and
                       Gowalla.


                       These social media services rely on distribution through personal
                       invitations, sometimes in the context of a finished product or service,
                       sometimes in the form of an alpha or beta test version.


Core >> Perspective
                                                                                 19
>>


                                   Many software companies build barriers around their product, and make
                                   it difficult for individuals to become users. Some of the most common
                                   barriers include:
    Your toughest competitors
    are just a single mouseclick   •    complex registration process
                                   •    asking individuals for information that is not needed to provide the
    away.
                                        service
                                   •    complex log on process with strong password protection
                                   •    asking individuals who are not yet users for money
                                   •    complex payment process


                                   All barriers should be removed, or at the very least limited, in order to
                                   facilitate user acquisition.


Core >> Perspective
                                                                                           20
2. Make users stick to your solution


                                   The traditional approach focuses on making applications useful. In
                                   practice, this involves supporting users and streamlining their tasks and

    Getting users on-board is      processes.

    an important first step,
                                   If an application fails in the marketplace, software developers often
    but the real challenge is to
                                   attribute the failure to lack of functionality. In our experience, the
    make them stay                 opposite is the truth. The problem is often too much, not too little
                                   functionality. Too much functionality tends to reduce usability and build
                                   technical debt.


                                   Research shows that on average only a small percentage of software
                                   applications are actively used.




Core >> Perspective
                                                                                           21
>>


                              A good way to make your products sticky, is to create user lock-in. There
                              are a number of proven ways to achieve this. For instance, you can create
                              lock-in by:
     There is a difference
     between locking in and   •    making the application fun and interesting
                              •    creating applications and experiences that users identify with
     hijacking your users
                              •    making users invest time and effort in your application
                              •    helping users to utilize and leverage your application
                              •    allowing users to tap into social networks
                              •    making it easy for current users to recruit new users


                              These mechanisms create learning- and network effects, and are effective
                              tools for building barriers to exit for users of your product.


Core >> Perspective
                                                                                      22
>>


                       User lock-in can be strengthened further through the incorporation of
                       gaming concepts into the application. Social networking sites are already
                       using such concepts with great success. Some of the most effective gaming
                       concepts are:


                       •    definition of clear targets and objectives
                       •    tracking progress
                       •    introducing an element of unpredictability
                       •    providing feedback and rewarding performance
                       •    tapping into and leveraging social processes


                       The objective is to allow users to have fun and get satisfied in several ways
                       while using business applications.


Core >> Perspective
                                                                               23
3. Convert users into product evangelists


                               Distributing products for free through traditional distribution channels,
                               such as a direct sales force, value added resellers or software distributors, is
     Software products and     not profitable for products targeted at the individual. These distribution

     services sold through a   channels are too expensive. Future-oriented software companies must find
                               alternative channels in order to become profitable.
     freemium price model
     are not profitable when
                               The most economical distribution channel is the users themselves. Such user
     distributed through
                               distribution may utilize a diverse set of mechanisms, including invitations,
     traditional channels      user recommendations, referrals, user-driven marketplaces and blogs.


                               Another option is to use commerce sites, such as Google Apps Market.
                               However, this alternative may be subject to strong competition, since
                               nothing prevents your competitors from doing the same thing.


Core >> Perspective
                                                                                        24
>>


                       In any case, it is necessary to create incentives for users to distribute the
                       product. One option is to facilitate sharing of documents, pictures, music,
                       videos or other digital content. Another alternative is to provide collaboration
                       functionality and lock collaborators into the solution.


                       Successful social media companies, such as Facebook, Spotify and Voddler
                       have leveraged social processes in order to achieve rapid distribution. Still, it
                       took Facebook more than four years to recruit the first 100 million members.
                       The second 100 million members took 225 days, and the third 100 million
                       members only 143 days.


                       Recently, Google + have had an astonishing adoption rate, more than 25 mill.
                       users have signed up in just one month!


Core >> Perspective
                                                                                   25
>>


                       In viral successes there is usually an element of coolness or exclusivity.
                       When the first version of Gmail was launched, only a select set of
                       individuals were allowed to access free accounts. The demand for such
                       accounts soared, and at some point individuals were willing to pay $200 on
                       eBay for a free Gmail-account.


                            People seemed to be willing to give their left
                            arm for a free Gmail-account

                       However, not all companies have the brand value or the capability to
                       execute this kind of distribution strategy. For some it may be necessary to
                       complement the viral campaign with other digital- or traditional marketing
                       initiatives in order to strengthen the company or product brand.


Core >> Perspective
                                                                                26
4. Grow the user experience


                                 It is essential to build a strong user base, but this does not necessarily
                                 enable companies to make a profit. They must also find a way to monetize
                                 on the user base. In some cases, advertising may be a good alternative.
    When the users love the      However, many successful social media- and software companies,
    application, it is time to   supplement advertising revenues with other revenue streams, such as
    get paid, not before         premium pricing for increased convenience or added product features.


                                 In order to convert users into customers, it is important to understand
                                 what motivates them to make the transition. Digital- and social media
                                 companies collect all kinds of information about user- and customer
                                 behaviour. This information, often combined with other data- and
                                 analytics, provides excellent decision support for user-to-customer
                                 migration.


Core >> Perspective
                                                                                          27
>>


                       The logical next step for software companies is to tap into an exisiting
                       application distribution ecosystem, such as iTunes or Google Apps Market
                       in order to benefit from total process integration - from marketing, to
                       purchase, payment and re-purchase.


                       Fortunately, it is no longer necessary to spend a great deal of resources on
                       making the technology delivery platform robust, scalable, agile, secure
                       and easy to administrate.


                       With the spread of cloud computing, these issues can increasingly be
                       handled by a provider of cloud computing, such as Amazon Web Services,
                       IBM and Verizon.




Core >> Perspective
                                                                              28
Conclusion


                                Software and media industries are currently experiencing a major shift. The
                                focus of attention is rapidly changing from the company to the individual.
                                Nevertheless, many software companies continue to develop applications
                                with a traditional mindset. They will be leapfrogged.
    Where some see a threat,
    others see an opportunity   In this e-book, we have presented a framework for software development
                                that fits the new business landscape. We have also pointed out the need to
                                consider the whole product system, rather than the software application in
                                isolation. Furthermore, we have explored the integration between product
                                system, digital marketing, business models and business ecosystems.


                                In order to be successful in the current business environment, software and
                                media companies should act on this knowledge sooner rather than later.


Core >> Perspective
                                                                                     29
Selected links and references


                       Definitions of alternate reality games and gamification:
                       en.wikipedia.org/wiki/Gamification
                       en.wikipedia.org/wiki/Alternate_reality_game


                       Discussions on gamification:
                       www.hideandseek.net/2010/10/06/cant-play-wont-play/
                       radar.oreilly.com/2011/04/gamification-purpose-marketing.html


                       Case study of Rottenetter-campaign: www.hyperinteraktiv.no/rottenetter/
                       Case movies of Red Sting-campaign: www.hyperinteraktiv.no/redsting/




Core >> Perspective
                                                                         30
About the authors


                                Niklas Björnerstedt – niklas@coregroup.no
                                Expert on agile software development and systems
                                thinking


                                Dan Vigeland – dan@coregroup.no
                                Expert on offshoring and business development of IT-
                                companies


                                Truls Unholt – truls@coregroup.no
                                Expert on innovation and business development of IT-
                                companies




Core >> Perspective
                                                                   31
About Core group


                       Core group delivers commercialisation- and transformation services to
                       companies in the technology, media and telecom industries based on our
                       cross-industry capabilities.


                       We support our clients from strategy to implementation. Our business
                       model is value-based, and we share both risks and rewards with our
                       clients.


                       Core group is based in Oslo, Norway.


                       Get more information on www.coregroup.no




Core >> Perspective
                                                                            32

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The business value of having fun

  • 1. Core >> Perspective
 Next generation business applications -  the business value of having fun Core Perspective is a series of e-books from Core group and Core Venture. The purpose is to introduce new business- and technology trends, as well as to investigate interesting business issues and to present new perspectives on issues related to business- and technology management, specifically in the Technology-, Media- and Telecom-sectors.
  • 2. Acknowledgements This e-book is the result of a collaborative effort by domain- and industry experts within the technology- and media industries. The following individuals have provided valuable contributions to this e- book: •  Olve Maudal, Software engineer, Cisco •  Tina Jørgensen, COO, Bates Interactive •  Gro Larsson, Interactive Art Director, Hyper Interactive •  Ida Fjeldbraaten, Social media planner, Starcom •  Thomas Lund Sigdestad, CTO, Enonic •  Morten Eriksen, VP Product management, Enonic Core >> Perspective
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  • 3. Acknowledgements (continued) •  Christian Calmeyer, Digital consultant, Aschehoug •  Tanya Ferner Heglund, Project manager, Oslo Teknopol •  Terje Torma, CTO, Symphonical •  Hans Gallis, Founder, Appfast •  Snorre Martinsen, Senior creative, Saatchi & Saatchi •  Thomas Roka-Aardal, CTO, Conduct •  Marius Lian, Managing director, Concego Neither the individual contributors mentioned above, or their companies, are responsible for the content or conclusions in this e-book. This responsibility lies exclusively with the authors. Any remaining mistakes are, of course, also the authors responsiblilty. Core >> Perspective
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  • 4. Table of Contents Acknowledgements 2 Introduction 5 From mainframes to social media 6 Don't solve yesterdays problems 10 The window of opportunity is now! 11 A brand new mindset 12 Four steps to developing sticky applications 16 Recruit the right users 17 Make users stick to your solution 21 Convert users into product evangelists 24 Grow the user experience 27 Conclusion 29 Core >> Perspective
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  • 5. Introduction In this e-book, we argue that social media services and gaming practices are disrupting the way humans interact with technology, and that this disruptive change has a tremendous impact on both the software industry and the business environment at large. ”The future is already here, it’s just unevenly distributed.” Furthermore, we argue that we are still in the beginning of this disruptive process, and that software developers and software companies must William Gibson change their mindset and focus in order to succeed in the new business environment. This e-book is an attempt to outline some of the important issues at hand. We start with a short history lesson. Core >> Perspective
 5
  • 6. From mainframes to social media In the early days of enterprise computing, a number of large organizations, such as banks, insurance companies and governments, needed computers in order to automate their core business processes. Vendors of mainframe computers, most notably IBM, sold large integrated contracts, including hardware, software and services, directly to corporate IT- and purchasing departments through their own distribution network. The competitive environment was relaxed, and successful mainframe vendors experienced healthy profit margins on their systems and services. Core >> Perspective
 6
  • 7. >> In the beginning of the 1990s, client/server technologies became more widespread. With more computing power came new applications and benefits, such as process improvements and productivity increases. The cost reduction potential of office automation and process support was substantial. However, enterprise applications were still expensive and most often sold to medium-sized and large organisations. The major players at the time included Oracle, Novell and Microsoft. At first, they set up and leveraged their own distribution networks, but have later moved to external distribution channels, such as international, regional and local system integrators. Core >> Perspective
 7
  • 8. >> The world wide web reached critical mass at the end of the 1990s. A large number of software companies from all over the world scrambled to capitalize on perceived first-mover advantages in their chosen segment. Google, Yahoo, eBay and Amazon.com came out on top, while thousands of companies went bankrupt. A significant number of losing companies still continue to operate in the low volume-segments of the market. With internet distribution, business applications became easily available for small businesses. The potential for information access and web commerce exploded with the expansion of the internet. New business models included internet advertising, subscription-based software-as-a- service and various transaction-based models. Core >> Perspective
 8
  • 9. >> In the last couple of years, yet another shift has taken place. Social media services, such as Facebook, LinkedIn and Twitter, have changed the way individuals interact. So far, the major social media companies have for the most part provided services related to self-promotion, networking and digital content. But there is a clearly observable trend towards supporting business processes, notably collaboration, digital marketing and web commerce. Social media services are delivered over the internet for free or based on some kind of freemium or open source-based business model. These business models can not carry much distribution cost, so individual users have to distribute the service themselves, often through built-in mechanisms, such as invitations. Core >> Perspective
 9
  • 10. Don't solve yesterdays problems The rapid growth of social media is set to revolutionize both the software and media industries. However, most business software companies, with notable exceptions, face the social media revolution with a traditional web mindset. As a result of this: •  They approach the wrong customers •  They push software through the wrong distribution channels •  They believe that tried and tested pricing models still work •  They assume that added functionality equals increased customer value •  They assume that the purchasing decision is based on a cost/benefit analysis Instead, they should target the new window of opportunity. Core >> Perspective
 10
  • 11. The window of opportunity is now! Gaming 1. The race for implementing Social networks ”White spot” gaming concepts and Fun technologies into business 2. applications is on Collaboration platforms Business applications Productivity 1.  Social networks will move to integrate more business functionality 2.  Business applications will take on characteristics from social media and gaming Core >> Perspective
 11
  • 12. A brand new mindset In the traditional web context, gaming and social networks have been all about fun and personal satisfaction, while business applications have focused on employee-, team- and business productivity. The whole buying system is In the new business environment, social networks are increasingly disrupted by the positioned as application platforms for a diverse set of applications, while introduction and growth of business applications increasingly take on gaming and social media social media characteristics. This shift has profound consequences on product development, business development and marketing since the whole buying system, including the target customer, distribution channel, value proposition and price model, is disrupted. Core >> Perspective
 12
  • 13. >> It is important to remember that a software product includes both a software application and a product system. The product system provides a context within which the application is used, including documentation, support, pricing plans and packaging. Product Services Price model marketing Product Software Product information application documentation For software companies, the product system is essential. Without a strong product system, the product will fail, regardless of the quality of the software application itself. Core >> Perspective
 13
  • 14. >> Recently, the product system, business model and digital marketing process have come together. Digital marketing Business model Product system In some cases, the business model is actually implemented in the software. Core >> Perspective
 14
  • 15. >> The most notable example is Google AdWords where Google provides the platform and users service themselves. Another example is Spotify, in which the in-site advertising (or lack of it) is a cornerstone of the business model. There are also a number of new businesses in which the business model is based directly on a social media service, such as GroupOn, Foursquare and Gowalla. Other businesses have used or deployed social media services to support idea- and product development. Finn.no and FinnOpp is a well-known example of this kind of social media application. Core >> Perspective
 15
  • 16. Four steps to developing sticky applications Traditional software development focus on functional, non-functional- and sometimes usability requirements. This is insufficient in the new business environment. We suggest the following four-step model for a more profitable approach: 1.  Recruit the right users 2.  Make users stick to your solution 3.  Convert users into product evangelists 4.  Grow the user experience In the remainder of this e-book, we will explore each step in more detail. Core >> Perspective
 16
  • 17. 1. Recruit the right users Today, individuals have access to all kinds of applications on the internet, either for free or for a small fee. You are no longer selling Software companies can no longer rely on users to pay for basic business-critical software functionality. Instead, they must actively recruit and motivate individuals to companies, but to to use their applications. If not, individuals with an abundance of choice individuals. This is the will quickly move on to solutions that serve their needs and requirements Copernican turn in better. software development Individuals are motivated by different factors. Some are motivated by a challenge, whereas others need the application to be cool or fun to use or support their identity in some way. Core >> Perspective
 17
  • 18. >> The traditional value proposition for technology companies, is to offer prospective customers some kind of financial benefit, such as process improvements or direct savings, in order to get their business. GroupOn is an example of a social media company using this approach in the B2C space. But this is not the only viable approach. Companies such as Hipstamatic, Squrl, Trimensional and Instagram make their services fun to use in order to engage and recruit customers. So far, such companies have predominantly targeted personal users, but there is undoubtedly a significant potential for these kinds of services in a more business-related context. A third approach is to make interaction with company and/or product brands exciting and/or challenging. Core >> Perspective
 18
  • 19. >> Coca Colas introduction of Urge Intense Red Sting in Norway and the movie Rottenetter, both used alternate reality games as a cornerstone of their customer recruitment process. However, the single most successful motivator for use of social media services is their ability for individuals to connect with others and at the same time strengthen their identity through extensive use of the social network. Well-known examples include Facebook, LinkedIn, Twitter and Gowalla. These social media services rely on distribution through personal invitations, sometimes in the context of a finished product or service, sometimes in the form of an alpha or beta test version. Core >> Perspective
 19
  • 20. >> Many software companies build barriers around their product, and make it difficult for individuals to become users. Some of the most common barriers include: Your toughest competitors are just a single mouseclick •  complex registration process •  asking individuals for information that is not needed to provide the away. service •  complex log on process with strong password protection •  asking individuals who are not yet users for money •  complex payment process All barriers should be removed, or at the very least limited, in order to facilitate user acquisition. Core >> Perspective
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  • 21. 2. Make users stick to your solution The traditional approach focuses on making applications useful. In practice, this involves supporting users and streamlining their tasks and Getting users on-board is processes. an important first step, If an application fails in the marketplace, software developers often but the real challenge is to attribute the failure to lack of functionality. In our experience, the make them stay opposite is the truth. The problem is often too much, not too little functionality. Too much functionality tends to reduce usability and build technical debt. Research shows that on average only a small percentage of software applications are actively used. Core >> Perspective
 21
  • 22. >> A good way to make your products sticky, is to create user lock-in. There are a number of proven ways to achieve this. For instance, you can create lock-in by: There is a difference between locking in and •  making the application fun and interesting •  creating applications and experiences that users identify with hijacking your users •  making users invest time and effort in your application •  helping users to utilize and leverage your application •  allowing users to tap into social networks •  making it easy for current users to recruit new users These mechanisms create learning- and network effects, and are effective tools for building barriers to exit for users of your product. Core >> Perspective
 22
  • 23. >> User lock-in can be strengthened further through the incorporation of gaming concepts into the application. Social networking sites are already using such concepts with great success. Some of the most effective gaming concepts are: •  definition of clear targets and objectives •  tracking progress •  introducing an element of unpredictability •  providing feedback and rewarding performance •  tapping into and leveraging social processes The objective is to allow users to have fun and get satisfied in several ways while using business applications. Core >> Perspective
 23
  • 24. 3. Convert users into product evangelists Distributing products for free through traditional distribution channels, such as a direct sales force, value added resellers or software distributors, is Software products and not profitable for products targeted at the individual. These distribution services sold through a channels are too expensive. Future-oriented software companies must find alternative channels in order to become profitable. freemium price model are not profitable when The most economical distribution channel is the users themselves. Such user distributed through distribution may utilize a diverse set of mechanisms, including invitations, traditional channels user recommendations, referrals, user-driven marketplaces and blogs. Another option is to use commerce sites, such as Google Apps Market. However, this alternative may be subject to strong competition, since nothing prevents your competitors from doing the same thing. Core >> Perspective
 24
  • 25. >> In any case, it is necessary to create incentives for users to distribute the product. One option is to facilitate sharing of documents, pictures, music, videos or other digital content. Another alternative is to provide collaboration functionality and lock collaborators into the solution. Successful social media companies, such as Facebook, Spotify and Voddler have leveraged social processes in order to achieve rapid distribution. Still, it took Facebook more than four years to recruit the first 100 million members. The second 100 million members took 225 days, and the third 100 million members only 143 days. Recently, Google + have had an astonishing adoption rate, more than 25 mill. users have signed up in just one month! Core >> Perspective
 25
  • 26. >> In viral successes there is usually an element of coolness or exclusivity. When the first version of Gmail was launched, only a select set of individuals were allowed to access free accounts. The demand for such accounts soared, and at some point individuals were willing to pay $200 on eBay for a free Gmail-account. People seemed to be willing to give their left arm for a free Gmail-account However, not all companies have the brand value or the capability to execute this kind of distribution strategy. For some it may be necessary to complement the viral campaign with other digital- or traditional marketing initiatives in order to strengthen the company or product brand. Core >> Perspective
 26
  • 27. 4. Grow the user experience It is essential to build a strong user base, but this does not necessarily enable companies to make a profit. They must also find a way to monetize on the user base. In some cases, advertising may be a good alternative. When the users love the However, many successful social media- and software companies, application, it is time to supplement advertising revenues with other revenue streams, such as get paid, not before premium pricing for increased convenience or added product features. In order to convert users into customers, it is important to understand what motivates them to make the transition. Digital- and social media companies collect all kinds of information about user- and customer behaviour. This information, often combined with other data- and analytics, provides excellent decision support for user-to-customer migration. Core >> Perspective
 27
  • 28. >> The logical next step for software companies is to tap into an exisiting application distribution ecosystem, such as iTunes or Google Apps Market in order to benefit from total process integration - from marketing, to purchase, payment and re-purchase. Fortunately, it is no longer necessary to spend a great deal of resources on making the technology delivery platform robust, scalable, agile, secure and easy to administrate. With the spread of cloud computing, these issues can increasingly be handled by a provider of cloud computing, such as Amazon Web Services, IBM and Verizon. Core >> Perspective
 28
  • 29. Conclusion Software and media industries are currently experiencing a major shift. The focus of attention is rapidly changing from the company to the individual. Nevertheless, many software companies continue to develop applications with a traditional mindset. They will be leapfrogged. Where some see a threat, others see an opportunity In this e-book, we have presented a framework for software development that fits the new business landscape. We have also pointed out the need to consider the whole product system, rather than the software application in isolation. Furthermore, we have explored the integration between product system, digital marketing, business models and business ecosystems. In order to be successful in the current business environment, software and media companies should act on this knowledge sooner rather than later. Core >> Perspective
 29
  • 30. Selected links and references Definitions of alternate reality games and gamification: en.wikipedia.org/wiki/Gamification en.wikipedia.org/wiki/Alternate_reality_game Discussions on gamification: www.hideandseek.net/2010/10/06/cant-play-wont-play/ radar.oreilly.com/2011/04/gamification-purpose-marketing.html Case study of Rottenetter-campaign: www.hyperinteraktiv.no/rottenetter/ Case movies of Red Sting-campaign: www.hyperinteraktiv.no/redsting/ Core >> Perspective
 30
  • 31. About the authors Niklas Björnerstedt – niklas@coregroup.no Expert on agile software development and systems thinking Dan Vigeland – dan@coregroup.no Expert on offshoring and business development of IT- companies Truls Unholt – truls@coregroup.no Expert on innovation and business development of IT- companies Core >> Perspective
 31
  • 32. About Core group Core group delivers commercialisation- and transformation services to companies in the technology, media and telecom industries based on our cross-industry capabilities. We support our clients from strategy to implementation. Our business model is value-based, and we share both risks and rewards with our clients. Core group is based in Oslo, Norway. Get more information on www.coregroup.no Core >> Perspective
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