business models in consumer technology

34
Jan Dawson Chief Analyst (408) 744-6244 [email protected] @jandawson Business models in consumer technology

Upload: jan-dawson

Post on 13-Jul-2015

3.927 views

Category:

Technology


2 download

TRANSCRIPT

Page 1: Business models in consumer technology

Jan Dawson Chief Analyst

(408) 744-6244 [email protected]

@jandawson

Business models in consumer technology

Page 2: Business models in consumer technology

About this deck• This deck is a shortened and simplified version of a longer deck that I present in

person to consumer technology companies and others

• It is based on the work and analysis I do at Jackdaw Research in advising major consumer technology companies, some of which I share through:

• My personal blog: www.beyonddevic.es

• My Techpinions columns: https://techpinions.com/author/jandawson

• I’m open to presenting the longer deck in person for a fee – please contact me for pricing (contact details on the title slide)

• You may embed and download this deck as you wish, but please attribute it to Jan Dawson, Chief Analyst at Jackdaw Research and link to www.jackdawresearch.com

Page 3: Business models in consumer technology

Key ideas• Successful consumer technology companies increasingly share these

characteristics:

• A highly profitable core business

• Competition across several key domains and the creation of ecosystems

• Successful use of monetized and non-monetized business models to create value across domains

• Despite all this, it is possible for small, focused consumer technology companies to be successful, though the pull of ecosystem creation is strong over time

• Major companies have created profitable cores around very different markets

Page 4: Business models in consumer technology

Six major domains in consumer technology

Content Comms ConnectivitySoftwareHardware

Smartphone

Tablet/PC

Console

Smart TV/STB

Wearables

Operating system

Productivity

Anti virus

Mobile apps

Other

Video

Music

Books

Search

Games

Text

Audio

Video

Social

Photo sharing

Wired

Cellular

WiFi

Satellite

Digital layer

Commerce

Payments

Transport

Hotels

HomeOther

Page 5: Business models in consumer technology

Category definitions• Hardware: the smart devices we use to make use of the rest of the categories

• Software: operating systems, pre-installed and installable software that runs on smart devices

• Content: the digital content consumers create and consume on their devices

• Communications: the ways in which consumers communicate on their devices

• Connectivity: the wired and wireless connections that allow devices to engage in the other categories

• Digital layer: products and services which add a digital layer to real-world products and services, whether commerce, transportation or payments

Page 6: Business models in consumer technology

The importance of highly profitable core businesses

• Successful major consumer technology companies need highly profitable core businesses, for two reasons:

• These allow the company to invest in its ecosystem by providing other products and services on a non-monetized (or simply lower margin) basis while maintaining good overall margins

• They allow the company flexibility to innovate and invest in new businesses while maintaining good overall margins

• Companies which lack a highly profitable core are unable to create viable ecosystems and to invest without damaging profitability

Page 7: Business models in consumer technology

Examples of profitable coresHighly profitable

coreLower margin

activitiesSubsidized

activities

Apple Hardware, especially the iPhone

Other hardware, iTunes, iCloud

OS X, iOS, iWork, iLife, iMessage

Carriers Voice, SMS Data Devices, voicemail, directories

Facebook Display ads in news feed Other ad products Messenger, Instagram,

Whatsapp, Oculus

Google Search advertising Display advertising Google Docs, Gmail, Hangouts, Android

Microsoft Office, Windows Cloud, Lumia, Xbox, Surface, Bing

OneNote, Windows Phone, Cortana

Page 8: Business models in consumer technology

Cores are different for different companies

• Even though each company needs a highly profitable core, the core doesn’t need to be in the same area

• Different major tech companies have established hardware, software, content, communications and connectivity as their cores

• All have also diversified beyond those cores

Page 9: Business models in consumer technology

Expanding from coreHardware Software Connectivity Comms Content

Apple

Microsoft

Google

Facebook

Digital layer

Amazon

Page 10: Business models in consumer technology

Amazon – odd man outRetailer gross margins, annual

10%

20%

30%

40%

2006 2007 2008 2009 2010 2011 2012 2013

Amazon Wal-Mart Target KrogerCostco Home Depot Walgreen Amazon’s core is e-commerce -

essentially retail. But this is an inherently low-margin business. Amazon’s gross margins have risen lately, but only because of non-retail activities like third-party sellers and AWS. Amazon’s core simply isn’t highly profitable, which is why recent investments and experiments (such as Fire Phone) have hurt its overall profitability so badly.

Page 11: Business models in consumer technology

Two basic categories of business models

• The business models for every consumer tech company’s products and services may be divided into two broad categories:

• Those where the product or service is directly monetized

• Those where no revenue is generated from the product or service directly

• Each of these two categories may be further subdivided as shown on the next two slides

Page 12: Business models in consumer technology

Monetization modelsDirect Platform Advertising

Definition Sell 1st party products to end users

Sell 3rd party products to end users

Sell eyeballs to advertisers

User Customer Alignment

100% 50/50 0%

Amazon Kindles E-commerce IMDB

Apple iPhone, iPad, Mac iTunes, App Stores iTunes Radio

Facebook – Payments Core product

Google Google Business Apps Google Play Search

Microsoft Office Windows Store Bing

Page 13: Business models in consumer technology

Two flavors of direct monetization

• Even within the direct monetization model, there are two distinct charging mechanisms:

• One-off, where a customer makes either single or infrequent purchases for ownership of a product

• Subscription, where a customer pays a fee on a regular basis (typically annual or monthly) to rent a product or service (or access to it)

• Across consumer technology, subscription models are taking over as both customers and providers gravitate towards them

Page 14: Business models in consumer technology

The move to subscription business models

Old Models: One-off

New Models: Subscriptions

SoftwareLicence purchases, made every few years, e.g. Windows, Office,

Photoshop

Software-as-a-service, e.g. Office 365, Adobe Creative Cloud, Evernote Premium

Devices Subsidized or in-full purchases of phones, tablets etc.

Devices purchased on installment plans through

carriers (or potentially OEMs)

Content Album, TV show or movie purchases

Subscription services such as Netflix, Hulu, Spotify

Page 15: Business models in consumer technology

Non-monetized modelsBundling Data Channel

DefinitionPart of a broader product / service

which is monetized

Generates data which is used to improve

products or sell ads

Provides ways to get monetized products in

front of end users

User Customer Alignment

100% 50/50 0%

Amazon Prime Instant Video Goodreads –

Apple OS, iLife, iWork – –

Facebook Messenger Graph Search Facebook Home

Google Hangouts Google Maps Android

Microsoft Internet Explorer Cortana Windows Phone

Page 16: Business models in consumer technology

What is becoming pervasively non-monetized?

Monetized Non-monetized

Cloud storage Dropbox, Box OneDrive, Google Drive, iCloud Drive

Messaging Carriers iMessage, Hangouts, Skype, Whatsapp

Operating systems Windows Chrome OS, Android, iOS, OS X

Productivity software Office iWork, Google Docs

Photo sharing Flickr iPhoto, iCloud Photo Streams, Google+

The companies in the Monetized column need to provide increasingly strong differentiation to justify charging or shift to other business models

Page 17: Business models in consumer technology

User/customer alignment• Different business models have different degrees of

alignment between users and customers

• Direct business models and bundling have fairly complete alignment between customers and users: they are one and the same

• But advertising business models often put users and the paying customers (advertisers) and their needs in conflict

• Platform, Channel and Data business models can also create tension between the needs of users and others

Page 18: Business models in consumer technology

Where does the money come from?

Revenue split by business model, last four quarters

0%

25%

50%

75%

100%

Amazon Apple Facebook Google Microsoft

Direct Platform Advertising

Page 19: Business models in consumer technology

Business model map: GoogleMonetized Non-monetized

Direct Platform Advertising Bundling Data ChannelGoogle AppsNexus devices

ChromecastDrive

Play StoreSearchGmailMaps

YouTubeCalendarAndroid

Android WearAndroid Auto

Note: The longer version of this presentation includes similar maps for other companies

Page 20: Business models in consumer technology

Is software eating the world?• Marc Andreessen famously said software is eating the

world, and in a sense that’s true

• More and more things are delivered through software rather than dedicated hardware

• However, almost all of that software is monetized through things other than software – whether hardware, associated services or advertising

• Almost all the “software” being directly monetized on app stores is made up of games

Page 21: Business models in consumer technology

Software eating the world but being monetized elsewhere

Monetization

Instagram In-app advertising

Office Office 365 subscriptions

Netflix Netflix subscription

Uber Car rides

AirBnb AirBnb accommodations

LinkedIn Recruitment and advertising fees

Pandora Ads and subscriptions

Skype Ads and subscriptions

Page 22: Business models in consumer technology

Where’s the revenue?Content $650bn

Comms $1.2tn

Connectivity $400bn

Software $100bn

Hardware $800bn-$1tn

Smartphones $200bn

Tablet/PC $400bn

Consoles $10bn

Smart TV/STB $150bn

Wearables <$10bn

OS $20bn

Mobile apps $30bn

Productivity $30bn

Anti-virus $5bn

Other $5bn

Video $500bn

Music $9bn

Books $9bn

Search $60bn

Games $20bn

Text $170bn

Audio $930bn

Video <$10bn

Social $20bn

Photo sharing <$10bn

Wired $200bn

Cellular $180bn

WiFi <$10bn

Other

Digital layer $1.5 trillion

Commerce $1.4tr

Payments ~$1bn

Transport <$5bn

Hotels <$1bn

Home <$5bn

Satellite <$10 bn

Note: These numbers are intended to be ballpark only – I have more detailed breakdowns

Page 23: Business models in consumer technology

Where’s the margin?Content Comms Connectivity Software Hardware

Smartphones <5%

Tablet/PC <5%

Consoles <5%

Smart TV/STB <5%

Wearables <5%

OS 30% or n/a

Mobile apps very variable

Productivity 30% or n/a

Anti-virus 10-15%

Other –

Video 20-30%

Music 10%

Books 10%

Search 5-25%

Games 5-20%

Text 30-40%

Audio 30-40%

Video <10%

Social 20-30%

Photo sharing 10%

Wired 20%

Cellular 30%

WiFi 10%

Other –

Digital layer

Commerce 10%

Payments 5%

Transport ?

Hotels ?

Home <5%

Satellite 20%

Note: These numbers are intended to be ballpark only – I have more detailed breakdowns

Page 24: Business models in consumer technology

Where the money is

Scale

$1.5 trillion

$1 trillion

$500 billion

Operating margins

0% 10% 20% 30%

Hardware

Software

Content

Comms

Connectivity

Digital layer

Note: the dimension not shown here is future changes in both size and profitability

Page 25: Business models in consumer technology

Consumer Electronics marginsOperating margins for various consumer electronics businesses

-40%-35%-30%-25%-20%-15%-10%

-5%0%5%

10%15%20%25%30%35%40%

Q1 2011 Q3 2011 Q1 2012 Q3 2012 Q1 2013 Q3 2013 Q1 2014 Q3 2014

Page 26: Business models in consumer technology

A word on ecosystems• Most of the major consumer technology companies have

built or are building ecosystems

• Ecosystems provide value across domains, devices and potentially platforms

• They create true synergies – buying into the ecosystem is better than buying into the sum of its parts because things work better together

• This means competing across domains, and recognizing erstwhile partners as potential competitors

Page 27: Business models in consumer technology

Competing across the six categories

Hardware Software Content Comms Connectivity Digital Layer

Amazon Kindle, Fire Phone, TV Fire OS Instant Video,

MP3, Kindle – AT&T 3G/4G in devices

E-Commerce Payments

Apple iPhone, iPad, Mac, Watch

OS X, iOS, iLife, iWork

iTunes, App Stores

iMessage, FaceTime – Payments

HomeKit

Facebook Oculus, HTC First Parse

Auto-play videos, photos

Messenger, Whatsapp Internet.org Payments

Google Motorola, Nexus

Android, Chrome OS

Play Store, YouTube

Hangouts, Google Voice Google Loon Google

Shopping

Microsoft Surface, Lumia, Xbox

Windows, Office

Windows Store, Xbox Skype – –

Page 28: Business models in consumer technology

Competition across four domains in hardware

Page 29: Business models in consumer technology

Competition across four domains

Microsoft Google Apple

Computing Windows Phone Windows 8

Android Chrome OS

iOS OS X

Body Band Health

Android Wear Fit

HealthKit Apple Watch

Car Windows Embedded? Android Auto CarPlay

Home Xbox Insteon

Nest Android TV

HomeKit Apple TV

Page 30: Business models in consumer technology

How big is your ecosystem?User numbers, billions

0.0

0.2

0.4

0.6

0.8

1.0

1.2

1.4

Q3 2008 Q2 2009 Q1 2010 Q4 2010 Q3 2011 Q2 2012 Q1 2013 Q4 2013 Q3 2014

Facebook monthly active usersAmazon active customer accountsTwitter monthly active usersiOS installed baseAndroid installed base

Page 31: Business models in consumer technology

The pull of ecosystems• There are obviously successful single-product

companies out there today

• But in order to continue to grow, they inevitably expand into adjacent markets

• This then causes them to compete with former partners, and they end up building category, rather than product, companies and eventually ecosystems

Page 32: Business models in consumer technology

The pull of ecosystemsContent Comms ConnectivitySoftwareHardware

Smartphone

Tablet/PC

Console

Smart TV/STB

Wearables

Operating system

Productivity

Anti virus

Mobile apps

Other

Video

Music

Books

Search

Games

Text

Audio

Video

Social

Photo sharing

Wired

Cellular

WiFi

Satellite

Digital layer

Commerce

Payments

Transport

Hotels

HomeOther

Text

Audio

Video

Payments

Video

Music

Photo sharing

Apple’s slow transformation into an ecosystem

Tablet/PC

Operating system

Productivity

Smartphone

Smart TV/STB

Books

Search

Home

Mobile apps

Other

1

2

3 4

56

7

8

9

10

11

12

13

14

15

16

1 These numbers denote the rough order in which Apple has expanded into these areas

Page 33: Business models in consumer technology

Key takeaways• Successful consumer tech companies build

ecosystems around highly profitable cores

• This means competing across multiple categories and domains to remain successful

• Software may be eating the world, but it’s monetized through other categories

• There are only a few highly profitable niches out there, and much else will become free to the user

Page 34: Business models in consumer technology

Jan Dawson Chief Analyst

(408) 744-6244 [email protected]

@jandawson

Thank you