Carnival of the Mobilist # 228

On 05/07/2010, in Uncategorized, by Volker

This should have come a week earlier but, alas, I was on the road – quite literally – en route to San Diego and Qualcomm’s most excellent Uplinq conference.

Life of course did not stop, and amongst the things you should not miss was (and is!) the last iteration of the formidable Carnival of the Mobilists, hosted by our very own Peggy Anne Salz on her award-winning MSearchGroove blog. Amongst the gems not to be missed were:

  • An interview of a company focused on Windows Phone 7 (yes, you read that right!);
  • Tomi Ahonen with another go at the app economy (which he claims isn’t much of an economy; read my comments on this here);
  • A look on web bookmarks as an alternative to apps (to which I still not agree; cf. here);
  • A couple of posts on Android, and specifically Motorola’s Droid X (and the future, if any, of Motoblur);
  • And many, many more…

Finally, my post on Vodafone’s pondered changes to its revenue share structures featured, too.

The carnival is here, and well worth a read! And, again, my apologies for the late posting of this. But the old Highway 101 along the Pacific just had me in its grips… :)

The Economics of Apps / Slides

On 19/06/2010, in 1, by Volker

Last week, I had the great pleasure to attend Mobile 2.0 Europe in Barcelona. I thought it might be interesting to share the slides of my talk on the “Economics of Apps” there. So here you go…

The Economics of Apps

For those of you who prefer it, I have also published it to Scribd here.

Virtual Goods Boom in 2010!

On 09/06/2010, in 1, by Volker

I stumbled across an interesting piece of intelligence today, which looked at the development of virtual goods in the market place. According to this, median spend on virtual goods by users in North America has climbed a whopping 67% year-on-year to $50 p.a.

Equally interestingly, males are the largest spenders and, broken down by ethnics, Asians (26%) lead Hispanics (20%) by some margin over whites (11%).

So far (sic!), most virtual goods (how many? I don’t know) are purchased from stand-alone web-based games (World of Warcraft anyone?) but 31% had bought items in social networks (that would be the Zyngas and Playfishs of this world) with 29% in “network-based games” (what are they, I wonder). Facebook credits were used by 16% of buyers. Mobile? No word. It’s coming though: do bear in mind that there are 3x more mobile subscribers in the world than Internet users! And, yes, that’s true…

Conference: Mobile 2.0 Europe, Barcelona

On 04/06/2010, in 1, by Volker

On 17 June, a wonderful conference opens its doors: organized by the formidable Rudy de Waele and his team, the beautiful city of Barcelona (but without the usual Mobile World Congress stress and with better weather than in February!) is host to Mobile 2.0 Europe.

You will find a great line-up of speakers from across the mobile ecosystem, which should allow for a wonderfully balanced overview of what’s going on. The organizers have lined up senior guys from the giants of the industry, such as:

  • Nokia
  • RIM
  • Vodafone
  • Opera
  • Telefonica
  • Orange
  • PayPal Mobile
  • Microsoft

But they then coupled them with the nimble and agile guys like us, so you will also find:

  • Distimo (analytics)
  • Scoreloop (yes, I will be speaking)
  • The Astonishing Tribe (UI experts)
  • W3C
  • Future Platforms
  • and more…

As if this wasn’t enough, the AppCircus will also stop at the event with an on-stage show of the best and brightest apps around.

Join us, it should be tremendous fun! The registration page is here.

Carnival of the Mobilists # 225

On 02/06/2010, in 1, by Volker

This weeks Carnival of the Mobilists is hosted over at mobiEnthusiast (with a strikingly familiar WordPress theme), and it comes with a lot of goodies, amongst which a stat-packed post on mobile money (and one on why banks need to fully understand it), Ajit Jaokar’s take on net neutrality, the iPad as a spoke in the mobile wheel, a look iAd vs Google/AdMob as well as two podcasts from carnivalist extraordinaire Peggy Salz: A Thomson Reuters SVP suggesting mobile is about companion products and Handmark’s Paul Reddick on why a good brand and a great app may not be quite enough.

Last but not least, my post on the state of mobile games on Android has been included.

So go over there and have a good read. It’s here.

Has Android Got Game?

On 17/05/2010, in 1, by Volker

According to a recent report, Android has zoomed past Apple in US smartphone OS share, taking the #2 spot with 28% behind Blackberry (36%) but now ahead of Apple iPhone OS with 21% (and, yes, I know that Apple somewhat lamely queried the accuracy of this). Be it as it is, Android is growing (and we all knew that, did we not?). According to Google’s CEO, Eric Schmidt, the company now sees 65,000 new phones being activated per day; this equates to a run rate of 23.7m for the year.

This is good news for handset manufacturers like HTC, Motorola and Samsung (all of who are shipping successful Android devices) as well as Google (which is fairly tightly embedded in the whole thing) but does it also reflect on the wider ecosystem of developers producing applications and services for the platform?

The main points that are usually mentioned are:

  • Low overall numbers: Digital Chocolate’s CEO Trip Hawkins moaned the company sold less than 5,000 units of its hit game “Tower Bloxx” on Android Market, which was indicative for the lack of uptake. If that is so overall, may remain to be seen. I beg to take into a account that Android as a platform is fairly new and the overall install base is still smaller than its competitors.
  • High price-sensitivity: according to an AdMob survey in January 2010, 12.6% of Android apps are paid vs. 20.4% on iPhone OS; the same survey revealed however that the average monthly spend was actually similar on Android ($8.36) and iPhone ($8.18) though higher on iPod Touch, which runs the iPhone OS, too ($11.39).
  • Return policy: Google allows users to return an app for a full refund within 24 hours of purchase. This is seen particularly onerous for games (a lot of which can be played start to finish inside that time frame).
  • Discovery: developers feel Google fell well short of Apple on this one. There is no possibility to discover apps from outside a mobile device (i.e. no iTunes) and Google has not really done anything in terms of marketing either (very much unlike Apple).
  • Ease of purchase: I would like to add ease of use of the buying process. Registration with Google Checkout is a far, far cry from setting up an iTunes account. This will very likely change very, very soon as Google will add carrier-billing now that it decided to move distribution of its branded Google Nexus One from D2C web-only distribution to the usual carrier model.

So what about it? Let us not forget how young Android is – even compared to the adolescent iPhone. The platform launched from an install-base of zero some 18 months ago, with the HTC G1 being the only device out there – and available through a single US carrier, T-Mobile (with a market share around 12%). Whilst I do not want to take anything away from Apple’s superior accomplishments with the iPhone, the growth of Android is not too shabby either! And with a plethora of manufacturers deploying Android-based handsets now (cf. the growth numbers above), Android is likely to be powering into the fore even more (irrespective of whether or not the above stats on it overtaking iPhone OS in the US already being true).

Price-sensitivity is not actually as bad as people think: the aforementioned AdMob survey shows nigh identical average spending patterns. Personal impressions may again be hampered with by early experiences: be reminded that, initially, there were only free apps out there. They will surely still be hanging around, but will they also for much longer?

Apple has always been extremely scrupulous on approval of applications on its platform. And whilst this may now be held against it every now and then (e.g. in the case of nipples or Pulitzer-price-winning political cartoons), it has helped it to uphold a fairly high standard of quality, which Android was lacking (initially) and which even led to “crap-filter” apps. One can however safely assume that this will change once the market size improves: Apple’s margins might be superior to everyone else in the world but that does not mean that the margins game developers can achieve with it are the same. With Android OS primed to expand at a much faster pace, the numbers will clearly speak for it, and – I would posit – that will bring more and more quality to the store, with the fads sinking fast.

Also, do not forget the big brands: they do not necessarily care for a small share of the audience only. Whilst Android was fledgling and just starting up, they may have held back but, ultimately, they are about reach, and Android is certainly bound to deliver that. I would therefore suggest that we will be seeing an influx of large brands (gaming and otherwise) onto the Android platform very soon, and this will also help user orientation as to what to go for and what not.

The discovery of apps will also be helped by the more open nature of Android. There have been a number of announcement for curated stores by carriers (e.g. Vodafone, Orange, Verizon Wireless, Sprint, etc.), and these will certainly not be allowing a free for all! Besides that, the app store model does per se pose some challenges on developers: the more successful a platform (and/or store) is, the harder it is to be discovered. One might need to look for other solutions in that respect…

The billing side of things is bound to improve, too. With carrier-billing around the corner (cf. supra), this will get easier and better. And also easier and better than it is on the iPhone: charges will simply appear on your carrier bill (smart pipe anyone?). Besides that, the business models for games are undergoing significant changes anyhow: Freemium takes centre-stage, and so it should: the model allows people to try a game out and be charged for it only when they know that a) they like it, b) what they are being charged for (e.g. that coveted sword, a couple of precious lives, or that cool background theme).

Remains the return policy. I have been raising this with Google, and it must be pointed out that similar things exist on the iPhone (they’re just “better” hidden). So besides the obvious (Google’s good intentions came back to haunt them), it is also time to think of new business models (cf. Freemium). It is not something constrained to Android: transparency requires you to deliver value. If you do, there are good and transparent means to monetize that value; and users will follow.

So, yes, there is game in Android. If you don’t believe it now, just wait for it! ;)

Carnival of the Mobilists # 222

On 03/05/2010, in 1, by Volker

Here it is, the May Bank Holiday edition of the Carnival of the Mobilists. For those not in the know: it is a weekly write-up of the best and brightest in the world of mobile-(related) blogging and is being hosted each week on another blog; this week it’s me… ;-) The easiest way to follow the Carnival every week is to subscribe to the Twitter stream of the formidable Peggy Anne Salz.

So here’s what this week has in stock for you:

James Coops from Mobyaffiliates provides us with an excellent overview of mobile affiliate networks, a fairly fresh approach to carry the multi-billion dollar online equivalent to mobile.

Jay Ehret asks the question that normally costs a round, namely “Is it the Year of Mobile yet?“. And he has a refreshingly clear look at it: a) it is impossible to throw all of the various mobile marketing things (SMS, mobile web, LBS, mobile wallets, m-commerce, etc) into one bucket, and right he is!, b) he reckons that it is certainly time for mobile now since low entry barriers and cost basically make it a ride you cannot lose.

Dr Jim Taylor delights us by adding a few more acronyms to the mix: NEI is the new TMI. The “I” stands for information and Jim looks how the wealth of available information and the way people handle it may reflect upon larger sociological developments. Very thoughtful stuff!

Ajit Jaokar from the OpenGardensBlog looks at the decline of fixed line and wonders if we’re all erring, namely because the wires are needed to take the data load off (hyper-)broadband mobile networks. He then wonders if one shouldn’t think mobile and fixed-line as one and design accordingly.

Peggy Anne Salz points us to a podcast on app store marketing. With nigh on 70 app stores and gazillions of apps, discovery, marketing and sustained usage are issues central to the distribution (and revenue!) strategy of every app developer (I for one certainly bookmarked it).

Tego Interactive’s Alfred de Rose queries whether Apple needs an iPhone in the enterprise (he thinks it doesn’t, and his arguments are very noteworthy!).

And, finally, Rudy de Waele announced the next edition of the wonderful event that is Mobile 2.0 Europe, which will take place in beautiful Barcelona – and not in rainy February either but on 17 June. Book your tickets here. Next to it, there will be the AppCircus, a unique traveling showcase of the most creative and innovative apps presented by their creators at top events around the world.

And that’ll conclude this week’s carnival. Make sure to clue yourself up, read, listen, ponder, share and discuss!

Next week’s edition will be hosted by James Coops at his MJelly Blog.

Mobile Zeitgeist Special on Mobile Marketing

On 02/05/2010, in 1, by Volker

The most excellent German-language blog on all things mobile, Mobile Zeitgeist, has recently published one of its MZ Specials on mobile marketing and advertising. Besides yours truly contributing (pp. 11 et seq.) it is a thoroughly good read.

Go here to download your copy!

Apple has released an App Store Facebook app (which was aptly tagged with: “there’s a Facebook app for that”). This is a nifty move as it allows Apple a canvas from where to make discovery of apps as well as features and promotions somewhat easier.

It is noteworthy though that Apple leaves its trusty closed environment (comprised of Apple hardware, iTunes at large and the App Store) to turn to another platform for help in resolving the increasing discovery dilemma. The (Facebook) app racked up over 85,000 in a few days already, which is already 10x the number the good folks of MPlayIt managed to assemble for their iPhone Arcade, which does similar things (and, yes, I am sure they won’t be too happy).

It also highlights the increasing shift towards social discovery, and Facebook is – in my opinion (but then, and this is a disclaimer, given the work I do with Scoreloop, what do you expect?) only a first (albeit good) step: people care about what their friends say, play, do, recommend. And it is this community you need to unlock to get closer to access the social graph in ways that are meaningful to the single person. Where better to do it than from within a game or app though? ;-)

But until then: good move, Apple!

Carnival of the Mobilists # 217

On 29/03/2010, in 1, by Volker

This week’s Carnival of the Mobilists is live and, amongst other great posts, includes my take on the tremendous value to be unlocked by mobile “2.0″ over the coming years.

Now, since I hope you have read that one previously, here are (some) of the posts you shouldn’t miss either:

  • Looking at the value of location-based mobile advertising;
  • Affiliate programmes as an (additional) business model for app developers;
  • App or not – again… ;-) this time though the question is raised by none other than the Chief Communication Officer of DDB Worldwide;
  • Some posts looking at services of network operators (might that have let the chasing-Apple-craze impact other service offerings?);
  • Judy Breck, keeper of the tents emeritus, looks at how mobile leverages learning…

It can all be found over at Indigo 102, namely here. And now go there, and enjoy yourself!

Web v Mobile Web v Apps. Or Not?

On 26/02/2010, in 1, by Volker

Back in summer last year (when there was a whole lot less rain), I looked at comparing the mobile web to mobile apps. There is quite a discussion raging on which it will be. The Church of Jobs raving on about their uncountable number of app downloads on the one hand, and the brave warriors of ubiquity on a technical level on the other.

Asking the right Questions

I would posit that there are three distinct issues to be discussed:

1.    What is the web?

2.    What is the mobile web and is it distinct to the web?

3.    What about the content and its context (irrespective of platform)?

Every attempt to an answer should really start from the point of the user (who, I am aware of that, more and more becomes a creator at the same time) because, without them, there is not much of a (commercial) point to it.

Now, distinct to what old lore may have, users do not tend to care for technology much. They care for what technology allows them to do (or not to do). I therefore think the first question to be asked is: can the web do things better than an app (or, indeed, vice versa)? When you then start looking at what is being done (and what users may want to do if and when technology allows them to in a convenient and accessible way), you will come to a couple of easy conclusions.

The web in itself is just one huge content repository,

… which is – currently – being accessed predominantly by browsers. Some questions on this:

  • Has this always be that way? No. Pre-web, there were libraries with clever people in them that could help you find what you needed. With enough time, you would eventually get close(r) to the truth.
  • Does this always have to be that way? No. Text input via keyboards is not an “intuitive” way of communicating (the old folks here may remember the finger that hovered like a hawk above the keys of an Olympia). May touch control be a game changer? Later more on this…

Prior to Google, people search through catalogues, and they thought that this was an awesome improvement over having to run to libraries and stuff in order to find things. Along come the Google fairies that deliver the same more easily and quickly, and everyone now feels that catalogues are a little quirky and very old-fashioned indeed.

This is to illustrate that the packaging and connection into discovery mechanisms are more important to the usability of the content than its actual delivery. Ease of access matters as, otherwise, there is, well, none.

The mobile web is the web, the web and nothing but the web.

It only so happens it is being accessed from a device with a smaller form factor (that is, until H&M starts shipping those iPad anoraks with monstrously big pockets next autumn). Increasingly, browsers available for mobile devices render web content originally formatted (not created!) for larger devices for the smaller screens. This does not, however, mean that they are the best way to deliver content to a small device.

One big thing speaking in favour of a unified web platform (including on mobile devices) to deploy content is, of course, volume and unit costs: all other things equal, the cost of deploying via a unified web platform is significantly lower than on others (no need to build custom solutions for every man and his dog and unit costs drop to virtually zero very quickly. This is arguably the key argument in favour of the web but I would suggest that it will only work if you can deliver at least as well as other routes of deploying that content offer to.

The usefulness of content is, per se, independent from the device.

In other words, device constraints have, per se, nothing to do with content being accessed, used, consumed, processed. By way of example, who would have thought that people would read a book on the go in the early 90s? Doesn’t seem to be a big thing anymore today, does it? And why not? Because we got used to solutions that make this convenient.

It is a question of packaging and approach that will determine how well (or poorly) access and usage of content on any device works. If you call it an app or a widget or whatever else does not matter. Most people just do not care. They look at how easy it is to retrieve the latest weather forecast. If an app does that more quickly and comfortably, they’ll use that. If a widget does the same thing, they’ll choose what they like more. And if you can deliver the same thing as easily, as comfortably, as quickly and as discoverable on the web, they might just do that.

Not everything is delivered best on the web

Now, the web is big, it is very big indeed but it is unlikely – despite of what Apple tells us – that there will be an app for every web page. Then again, does there need to be? No. Why not? Because not every web page will be accessed from mobile devices or, rather, will not need to be accessed from mobile devices in numbers large enough to be of commercial relevance.

Hah, I hear you say, he is taking a short cut here: the above implies that, if there is a need to access content from a web page, an app is the better solution. And, yes, you are right. But I will come to this later.

Sometimes, the web does not even work well through a browser. Google Earth is one of these: it is a desktop application because of functionality constraints over the web. It is connected, mind you.

Not everything is best delivered through an app

The equation works around the other way, too. There are things I will normally access through a browser, simply because it would be too onerous to have a single app for all web pages I access. Moreover, there are indeed web pages (this blog included) that use nifty code (don’t ask me; it’s run through WP plug-ins) to render content in a more useful way for smaller devices. Would you care much for a “Volker on Mobile app”? Probably not. Because I only update this blog a couple of times a week, and it probably does not generate enough value-add to merit the (presumably) superior functionality you could deliver with an app.

Some things don’t work on Mobile, or do they?

Did you ever use Google Earth via its iPhone app? If not, let me tell you that is a pretty poor experience compared to the wow-feeling all of us will have felt the first time we played around with it on their desktop app. Why? Because it just doesn’t translate properly. Imagine watching Independence Day on the iPod Touch: you’d get cute little spaceships but not really the awe-inspiring size Emmerich had in mind when shooting it.

Both of these lack of one thing mobile can never deliver, namely the big screen. They are, in their current packaging, unsuitable. This may not however apply to subsets of the content and/or information embedded in them. Google Earth may provide useful data that, if re-packaged, delivers a powerful and good user experience on a mobile device, too.

Functionality and Usability are King and Queen

Almost all considerations result from and in questions of functionality and usability. On devices with larger form factors and constant high-bandwidth connections, a lot of rich content can be appropriately delivered via a web browser. The same cannot (yet) be said of mobile devices. Even with 3G, performance of rich media can often be shoddy. Poor user experience = frustration = low or no usage.

With 4G on its way, this may change considerably. With down-speeds North of 10 Mbps to your mobile device, there is a lot of rich content that you can get to your device in no time (or, rather, real time). That would be functionality solved then.

In the short and medium term, I see, however, two other constraints, and these are a) usability from a device perspective and b) usability from a user perspective.

Currently, a device running constantly on a high-speed data connection sucks battery life. With an iPhone already running on something like 30 minutes when in full use (OK, I exaggerate, and, yes, I do know that Nokias do better – but then, they are not as usable [anymore]), this is a non-starter. People will not do it. Once this is solved (and this is a question of when, not of if), this goes away, and that will be a huge constraint removed.

The other obstacle is usability from a user perspective. What does an app actually do? It pre-packages content. And because it (or some of it) is already in there, you don’t have to download it again. It also allows you to build in specific input mechanisms that optimise use for the mobile device (and how this impacts uptake, the iPhone has shown!).

Touch as a game changer?

Touch control is very much on the fore. And it makes perfect sense: that stylus just seems to dangle on the end of one (OK, normally two) of your limbs, it’s always on, it’s always with you (quite literally at arm’s reach) and you learn how to control it from pretty early on in life. Heck, it’s even been used to get us onto this earth in the first place (or so some people believe).

Touch control then also does away with a few constraints in particular on mobile screens (where mouse control, touchpads, etc are not normally readily available nor as useful as they are on a desktop). So once HTML5 is widely deployed (which – I am told – makes the UI life within web pages a whole lot easier), the usability thing might just go the way of the mobile web.

Touch control (and other nifty things; check here for another Apple patent on finger-based input using the camera) then propels the usability forward (or back? the first maps were arguably drawn with fingers in the sand…), and this will be quite helpful – in particular also on the smaller device.

Until then, build apps that incorporate controls that make the user’s life easy (or at least easier). If you call them apps, widgets or whatever else you can come up with, doesn’t really matter…

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The joy (and cost) of Freemium

On 24/02/2010, in 1, by Volker

The term “Freemium” has been coined first a while ago by Union Square Ventures founder Fred Wilson and has been articulated further by Chris Anderson of Wired fame in his book “Free”. It has since attracted significant interest, last but not least because the concept seems to work… ;-)

Ngmoco goes Freemium

Yesterday, Ngmoco, one of the new world’s (scil. Apple App Store’s) giants announced it raised another chunk of money ($25m to be exact) and acquired Freeverse, an iPhone developer that recently announced it had sold (sic!) more than 5m games, which are, alas, not always free – in the contrary. Together with this, Ngmoco announced a push into the Freemium model. So there we are…

To recap: the company had released two titles so far under the Freemium model, namely Eliminate Pro and Touchpets. Both are rumoured to having done, well, OK in terms of revenue (although Ngmoco CEO Neil Young said they were clumsily made). They had previously acquired Miraphonic, makers of Epic Pet Wars and other games, and Neil wants to use the the combined forces of development power to push the Freemium model onto the iPhone properly. Good on him!

What is it about this Freemium?

The term describes games (or apps or services or whatever you can think of) that are initially free to use but use micro-transactions from within the game to monetise it. Eliminate Pro did this by selling Power Packs without which players needed to wait X hours before they could continue. Online, we have had other examples, e.g. Zynga’s Farmville where you can buy hard cash in order to immediately acquire items for which you would otherwise have to play hour after hour after hour. You get the gist… If interested, you should read Chris Anderson’s book since the underlying rationale does not only work in the little work of games.

The principle is simple and also compelling – from both the developer’s and the user’s side: the developer gets a shot at grabbing a multiple of eyeballs allowing for a multitude of chances to convince users that it is the real deal. Users get to look into the mystery bag before having to cough up hard cash. Win-win, you think.

And yes, it is: act honestly and transparently and you shall win over the hearts and minds of your users. IF your product is good and useful, the users will appreciate it, become fans (and maybe even fanatics) and will thus serve as your secondary sales force by recommending things to their friends who are much, much more likely to buy on the recommendation of their friends than from anyone else. What a wonderful idea.

Things to get right

There are two issues with this though, and it is important to get these right:

  1. Make sure to get the mechanics right. This does not work for any game or app or service. There must be some initial intrinsic and compelling value. Why would users otherwise use it? There must also be a good reason to buy. Why would users otherwise want to buy premium features? If you get it wrong (i.e. if too many users do not feel fairly treated), your users are gone. And what is the price of user acquisition? Yeah, you get it. It is MUCH more economical to treat users well; they will come back AND they will recommend you and your products.
  2. Make sure you get the balance right. Don’t be greedy, don’t be too tight. The aforementioned Eliminate Pro didn’t get the weighting right. The result was a) a couple of seriously upset users and b) sales that were not comparable to the top of the class (anecdotally, Eliminate Pro featured in the top-100 top-grossing list of Apple only very shortly). Remember that you need to deliver value; otherwise users – rightly – won’t feel properly treated but ripped off. And then? See above on customer acquisition costs.

The other side of balance is, however, that giving away too much will kill your business. And that is no good either.

Tools

There are tools to make your (the developer’s) life easier on this: create avenues of the players’ passion, make it easy for them to communicate their passion to their friends (which form the only community that truly matters to most of them) at a time when it is relevant to them, and you’re a big, big step closer to getting the principle right, which is to deliver value. Very, very few users will object to paying for value. But they will only do so (and in this fluid, transparent world more than ever) if the value is true and not some cheap glass pearls conceived to deceive.

Challenges, rewards, and incentives etc have shown to be powerful tools to spurn user activity. If you deliver value, there will not be hard feelings. If you want to learn more about available tools, get in touch…

The Power of Fanatics

74% of users buy things based on recommendations of friends. That is an astonishingly high number. If you manage to convert simple players into fanatics, you turn them into ambassadors and then you just need to do the maths: if the average iPhone user has 100 friends, you have a potential 74 sales (or free downloads with subsequent monetisation) per initial user. Woah!

Most importantly though: this approach does not alienate users. Why not? Because you delivered value. Deliver value and users will appreciate that (just ask Tony Hsieh, he just sold his company for $887.9m; he sells happiness, he says!).

Cartoon Credit: http://www.gapingvoid.com/thisbusinessmodel876-thumb.jpg

Here is the presentation I delivered at Casual Connect Europe in Hamburg.