Friday, November 27, 2009

I'm Such a Geek: StarWars: In Concert (in Toronto) - Rocked the House.

Show was pretty damn awesome.

A fellow StarWars geek friend of mine wanted to go, and we had to resort to scalper seats on craigslist as the WHOLE Air Canada Center was sold out.

But wow.  We had some of the best seats in the house.

The music was awesome.

The visual/video college was amazing -- esp. on the ultra high res/high contrast projector -- and we were right in front of it, right in the middle.  

Just awesome.  Almost worth the ludacrous amount that we ended up paying (mind you, it was still probably less than the really great tix for a Basketball game) 

But hell, you only live once:  Work hard.  Geek harder!

Posted via email from Albert's posterous

Thursday, November 26, 2009

This is a MUST SEE Slide Show

Virtual Goods in Asia</object><div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more documents from Benjamin Joffe.</div></div>

Damn I Love Posterous

If you guys haven't checked out Posterous, you should.

It makes blogging so easy.

I can see myself blogging daily now, or at least a lot more often.

Its reminds me of BubbleShare -- Focusing on simplifying something that used to be a pain in the ass.  Clever use of email.  Etc.

Love it.

Posted via email from Albert's posterous

United Airlines: You Impress Me - $250 Coupon Back for a 60 Min Short Delay!

(Update: To be clear, this was not a normal pre-boarding delay, but a delay that was due to a malfunctioning gear on the plane that forced us to land, but it was a short stop and they were able to get us back in the air within 60 mins)

Dear Mr Lai,

On behalf of United Airlines, please accept my apologies for the delay and inconvenience you experienced on Flight 854.

I was made aware of the circumstances regarding our precautionary diversion of your flight to Chicago for mechanical reasons, and requiring a change of aircraft. I want to assure you regardless of the reason, I understand how frustrating or unsettling it can be to have your travel plans suddenly altered. I know that in choosing air travel you do so with time constraints in mind, and I am truly sorry if we did not provide the level of service that you expect or deserve from United. Thank you for your patience and cooperation as we made preparations to get you safely on your way.

Let me assure you that we are thoroughly evaluating our recovery efforts in order to improve coordination of services for our customers on future flights. Meanwhile, your satisfaction and business mean a great deal to United, and I am pleased to offer you this choice of a goodwill gesture. I hope you will use it with the full confidence that United is committed to meeting your expectations and we hope for an early opportunity to serve your travel needs.


Sincerely,

Sherri Hermance
United Airlines
Customer Relations

Posted via email from Albert's posterous

Friday, September 04, 2009

Lists of Lists of Startup Resources

I’m republishing this here as I was worried about the reliablity of the original source here.

I hope Dr. Jager (a founder of BytePlay, Seedcamp Mentor, and Founding Investor of Playfire) doesn’t mind me repeating/creating redundancy of the content here.   He has compiled an incredible list of great resources that I’m sure many of my readers here will find interesting.

Another useful list of resources is posted here at StartUpNorth by David Crow.

Republished from: Dr Douglas de Jager’s bookmarks:

Guides

Market size

The only thing that matters: market size

Long tail: the hits get bigger

Overviews of different verticals by the Internet Advertising Bureau

Morgan Stanley's market research

Customer Development

The leading cause of startup death: the product development diagram

The customer development manifestor: reasons for the revolution. Part 1.

The customer development manifestor: reasons for the revolution. Part 2.

Customer development: the long lost formula for startup success

Acquiring traffic; seeking and maintaining critical mass

Search Engine Ranking Factors

Understanding online marketing.

What's your viral loop? Understanding the engine of adoption.

Viral loop and retention loop.

Modeling viral loops

Viral marketing is not a marketing strategy

Engagement loops: beyond viral

Viral expansion loop.

FaceBook app case study

Calculating cost of user acquisition

Social network marketing

10 obvious strategies to ruthlessly acquire users

Growing renewable audiences

User retention curves

CPA versus CPM

3 Drivers of growth for your business.

Six strategies for overcoming chicken-and-egg problems

Converting traffic into paying customers

How to measure the success of your web app

Tips for improving high-bounce, low-conversion Web pages

Ad-based versus direct monetization

How to create a profitable freemium startup

Understanding freemium

A simple formula to gauge a freemium model's success

5 factors that determine your advertising CPM rates

5 things that make your social network monetize like crap

Your ad-supported web2.0 site is actually a b2b enterprise in disguise

Ad targeting

How to price

Startup Tips for Enterprise Software Pricing

Branding; image; PR

Branding lessons from Basecamp

You're a little company. Now act like one.

Why metrics-driven startups overlook brand value

PR guide for startups

User interface. Engagement and product design

Top 10 user interface myths

25 Reasons users stop using your product

Do you ever say that MySpace is so ugly?

Why FaceBook apps are focused on fun instead of utility

How Metcalfe's law can work against you

Desktop app versus Web app

Algorithms

Essential algorithms: genetic algorithms, simulated annealing, etc

How to build a popularity algorithm

Statistical ML explained

Metrics-driven business

Does AB testing lead to crappy products?

Benefit-driven metrics: measure the lives you save, not the life preservers you sell

The first 6 steps to home-growing basic startup analytics

Are you misusing Alexa numbers?

I'm just a startup. I can't do those fancy analytics.

How to measure if users love your product

Case studies

Web app biopsies

The underbelly of a web app

5 lessons learned from yousendit.com

AdultFriendFinder: ARPU, churn and conversion rates

Gambit: funnel metrics

What would FaceBook look like if it sold out to ads?

Whirl: metrics for virtual goods businesses

FaceBook vs MySpace: traffic and ad revenue/a>

Lessons from the casino industry on engagement metrics and lifetime value

How companies like Google, Ideo and 37Signals build failure-tolerant systems

Google's Key Success Factors

Everything you always wanted to know about Google

Platform versus application: considering FaceBook

Lesson from SnapTalent: Know Your Market

Rentoid: overcoming the chicken-and-egg problem

Hiring

How to hire

Funding

How to fund a startup

But I don't know any VCs

Elevator Pitch

When VCs say, "No"

The truth about VCs. Part 1

The truth about VCs. Part 2

The truth about VCs. Part 3

Venture Hacks: Cheat Sheet

Series-A Termsheet as advised by YCombinator

Series-A Termsheet as advised by TheFunded

5 milestones to reach before raising venture capital

Ramen profitability

Angel investing

Understanding investors

Don't shop your termsheet

Venture capital firms care about the upside case, not the mean

Pitching the VC partnership

Founder returns

Managing one's own time

Guide to personal productivity

News / Views

Hacker News - YCombinator

Andrew Chen

LifeHacker

Read Write Web

Radar O'Reilly

Gigaom

TechCrunch

Scobleizer

John Battelle

Matt Cutts: Google, Gadgets, SEO

Neuroscience Marketing

Investors

YCombinator

The Accelerator Group (TAG)

Local Globe

Seed Camp

Saul Klein's bookmarks

Fred Destin

VentureBlog

Fred Wilson

Betaworks

Venture Beat

Thursday, August 27, 2009

Facebook Faceoff: Facebook vs. iPhone App Economics

yoville vs. Convert

What prompted me to write this was that I wanted to do some quick back of the napkin calculation/exercise after seeing this post about “Convert”, a #2 top paid application (in the app store) case study on an iPhone App (which btw, looks like an awesome product, but…). 

It made me think: 

WHY THE HELL WOULD SOMEONE WANT TO TRY TO MAKE MONEY BUILDING IPHONE APPS? (instead of building facebook apps, or getting a real job ;)

The post is a quick case study/snap shot of a #2 app paid app that is in the Apple App store.  The post shows that in the last 7 days, its roughly averaged roughly 4,000 downloads a day, peaking out at a bit over 6,000.  Each download is priced at (the magical) $1.00 price point.

Lets be a bit generous and say they were able to turn the 6,000 download figure into something that became 8,000 downloads (peaks out at 30% growth… which is generous given there is little virality in the iPhone space)  for every single day for the next 30 days – and stays on top of the AppStore “Top Seller” list.

That would equal $240,000 in revenues assuming 8,000 downloads each and every day of the month for 30 days, which given the way that apps are churned/cycled though the app store, there is little likelihood that would ever happen.  But lets just say that it did.

So what would you need to do on the Facebook side as a social game/app developer to achieve the same results?

Social game developers commonly report $0.20 to $0.50 in revenues for each Monthly Active User (MAU) per month - via virtual currency sales within social games via offers (gambit/super rewards/others) and or direct transactions (paypal, sparechange, zong etc.)

Quite simply, what this means is that you’d need to create an app that ranged from 500k to 1M users to achieve the same results.

So in summary:

iPhone:

- BEST case top 3 app on AppStore

- Generates 8,000 downloads a day @ $1.00 per download

- Month 1 Revenues: $240,000 in next 30 days (under amazingly positive circumstances)

Facebook:

- Builds a reasonably successful Social Game with standard game mechanics targeting a sizeable vertical

- Social game that monetizes at the middle/lower part of the range ($0.25-$0.50 / month / MAU)

- Needs to generate 500,000 to 1 million MAUs to achieve the same results in one month

- BUT: The facebook game is likely to also (1) be able to sustain this revenue stream over several months, (2) grow its user-base via engineered viral distribution channels/strategies via “social distribution” vs. being at the mercy of the Apple Store.

So lets say a Facebook game has a life expectancy of roughly 4 months: this means that for the average developer, they would have 3 months to achieve the same amount of revenues – meaning 1/4 of the MAUs  to achieve the same results.  Translation: you could make the same amount of money with roughly 100,000-250,000 MAUs (kept at that level over 4 months). 

Now to put this into context, while not ALL apps are social games (and therefore usually not as easily monetized/have lower ARPU) there are over 500 apps on facebook that have over 100,000 MAUs, and nearly 300 apps with over 250,000 MAUs.

There are of course massive distribution benefit’s on Facebook as well, the most important of which is you CAN engineer your distribution/exposure via viral optimization (i.e. A/B testing and engineering your viral loop and messaging channels, or optimizing your seeding/media buys… at the risk of losing all credibility here – not that i assumed that i had any to begin with, heh - you may want to consider looking at using Kontagent for doing some of this?…  ;).

I’m no doubt casting a very rough estimate on the topic, and I am more familiar with the economics behind the FB development world than the iPhone app development world, and I’d love to see some of my friends on the iPhone side correct me on this.

To me, there is almost no question that right now, social games on Facebook has better economics given the limitations of the iPhone – and I’m most certainally no the only one that thinks that.  The real question for me are: (a) how much better is it really? 2x, 5x, 10x?  and (b) what needs to change for mobile social apps/games to take off, and when will it happen?

But just keep in mind as you’re bashing this that this is really meant to be a back of the envelope calculation, and wanted to get some feedback on the topic.

Bottomline: Purely economically speaking – it sucks to build iPhone App relative to Facebook Games.  iPhone games have no good distribution options, little virality, extremely high churn, revenue share requirements, pain in the ass approval process, a relatively small total addressable audience (compared to FB).

Yes, its a bit of an apples and oranges comparison (no pun intended).  But I don’t care. =P 

[update: here’s another case study that happens to echo my sentiments]

[update #2: here are two comments from my Facebook Note/Blog – both from people that I respect & trust from both the iPhone camp (Greg Yardley/Founder/CEO/PinchMedia) and the Facebook camp (Siqi Chen/Founder/CEO/SeriousBusiness).  They agrees with the above and passes the reality/bias check. =) ]

Siqi Chen Siqi Chen

Agree.

Greg Yardley Greg Yardley

yeah, this is pretty much correct.

[update #3: ironically, Om at GigaOm has also posted something about the iPhone App space today, with a (questionable) survey that was posted by AdMob that implies that the mobile app space is making $200M a month… here’s my quick 2 cents:

Hey Om, I have to agree with Sourabh above (and call BS on the “Survey” results).

Timing of this post is intersting, as I just did a quick back of the envelope economic/case-study of a recent/current top (#2) paid app on the app store here:http://bit.ly/2VgTF

I find it difficult to believe that the iPhone app space is 5-10x bigger than the Facebook app space given the economics and user metrics.

You can roughly guesstimate the SNS app/game space being $500M market ($100M for Zynga, $40M/$40M for playdom/playfish, and lets call it 3x-4x that for the rest), with a user base of 400M users (FB+MySpace+OpenSocial) vs. ~1/10th of that on the iPhone side.

ARPU on the social game side is $0.20 to $1 per MAU.

According to AdMob’s survey, iPhone app market is 5x that of the SNS app/game market given that the space has 1/10th the reach of SNS apps (~40M vs ~400M users)?

The other thing that throws me off the most is the”survey results”/assumption that shows 50% of users spend $10/month on AVERAGE on Apps. That number just strikes me as being highly optimistic/inflated as an average.

That said, I could see a day that the mobile app space makes $240M a month… that day just isn’t today.

Also, it could be argued I’m just as biased towards Facebook as a founder of Kontagent (facebook analytics) as AdMob (mobile analytics/ads) is for towards the iPhone. =)]

Wednesday, August 26, 2009

Stay Hungry. Stay Foolish.

You’ve probably seen this, but in case you haven’t, allow me to allow Steve Jobs enlighten you today… =)

“Stay Hungry.  Stay Foolish.”

Almost exactly 10 years ago, I vowed and believed in the same ideal and philosophy as the above timeless quote when I made my first little bit of “FU” money very young adult.

What’s different today?  It gets harder and harder to do so as you get older.  I’ve wished this for myself over the past decade, and I’m glad I have remained foolish and hungry for much of it.

I think for that that I’ve managed to become wealthier in mind and money!

Friday, August 14, 2009

Farewell BubbleShare... You will be missed.

[blogging has been slowed, and lately i've just been twittering... but now f'ing twitter has locked me out of my account for a week now due to THIER systems being comprimised, still waiting for it to get unlocked... so here I am, back on Blogger... need to catchup on my blogging still, but today, I'm lazy, so I'm just posting my massive reply to an eariler TechCrunch posting here...:]

Ironic that Michael would write a piece about it before I even got a letter up on my own blog about my good byes.

The truth is, when we launched the service — BubbleShare did kick total ass.

If fulfilled our vision of what would happen if Google and Craigslist got together to create a great photosharing tool.

BubbleShare was super simple, had “zero registration” (think craigslist style private email setup), Flash Multi-Uploader (first introduced via beta of flash8), use of AJAX for dynamic grid views, magnifying glass viewer, decorative scrap book like overlays, user audio captioning, and later video captioning — many of these were all industry firsts (or at least very damn close to it) back in 2005.

These innovations came in rapid succession as flickr was appleasing the high end of the alpha geek market (targetting bloggers), slide had come out with a similar desktop product that we had created — and then steered towards social widgets (targetting myspace users), and we had remained focused on elegant digital sharing for novice users (targetting “photo moms”).

Within a year of launch, we were entertaining a number of buyout opportunities and series-A term sheets, and it was clear where things needed to go. While financing was interesting, a number of buyout offers were starting to appear which became really attractive. Things didn’t go as smoothly on that front as we would have liked, but then the VC funding options also came, in our opinion, too late to really help take it to the next level.

But since the buyout from Kaboose in early 2007 (which really started in mid 2006 amongst a number of parties), the innovations have to a stop.

The incredible team that we we had at BubbleShare after the acquisition were diverted to some important strategic projects inside the parent company that needed BubbleShares technical DNA that we had brought to Kaboose (a strong marketing, and not a technology company). And BubbleShare languished as bits of its tech and DNA scattered across the Kaboose properties.

Since that time, after a relatively short earn out for myself, and then my peers — as expected, many of us are working on heading up new projects.

Myself on a new social analytics startup (Kontagent), our CTO on a new online/social ads startup (Chango/Tweekbucks), and much of the core team now involved in a number of other social media companies.

Perhaps one of the unintended legacy that BubbleShare will leave behind is an event that it helped spawned due to our desire to grow the local tech scene at the time with another tech community evangelist, David Crow. The event was the first “DemoCamp” which was in part setup and hosted by us to gain feedback from the tech community. Since then, DemoCamp has gone on for 25+ events in just Toronto, and spun out events as far as Austin to Dubai.

It was also super cool to see BubbleShare on TechCrunch - and be hosted to an adhoc mini-TechCrunch party at the BBC (bar) in the Bay Area by the “Early Mike Arrrington” (before his parties had dozens of sponsors and thousands of people) during an impromptu visit out west. Which lead to a series of interesting meetings with mike (who in all honesty, put bubbleshare on the map for us), including a trip to Taiwan (with him and ironically a professional innovation hero of mine, stewart butterfield/cofounder of flick ironically), then a crazy lunch with Mike, Bill Gates & Scoble, then him only writing about my deadpooled photosharing companies but never anything about my more sexy social analytics/Kontagent platform ventures (which has all the pleasing aesthetics but twice the geekiness!). =-P

Although I’m not sure I’m quite up for it, I’d sure am happy to see someone keep the BubbleShare legacy alive — and pick up where Kaboose and Disney has left off…

But until then, farewell my old friend… BubbleShare will be missed. =(

~~

One other note... the thing I miss the most from building BubbleShare wasn't the product itself, but the continual fun and excitiment of bringing something super cool to the world with a team of fun and talented people. That above all will be the thing I miss most about my BubbleShare experieince.

Wednesday, May 13, 2009

(Social) Games and the Future of Television (esp. Canada)


A few months ago, I was at the I/O (interactive ontario) confernece in Toronto -- the final panel had a speaker from the CBC and amongst other speakers.

The thing that threw me for a loop was that very few people on stage vocally spoke about the impact of games as "real content" (there was debates about Canadian content vs. US, and the need to have original "Canadian content" etc.) -- David Crow happend to be on stage as I was victim of me MADLY twittering him to bring up the topic.

The real point of my posting though isn't so much that debate,  or the debate about Canadian content production policies (and its associated goverment financial incentives/tax-credits).  

But rather its a much braoder point: 

Dude: Games, MMOs on computers, iphones, social networks, consoles, whatever -- Not Television shows, is the future of "content" for the vast majority of the emerging Gen-Y population... and will represent a huge part of  their media/entertainment time-spent and share of wallet.

The debate is not about if something has "Canadian content," the debate should be -- what can Canada do about its fledging leadership in games -- and turn it into a WORLD leader in this area of content that is the fastest growning, and one of the most lucrative.

There is a massive amount of talent in Canada for game development.  I don't know what it is... but we've had a history of a convergence of great creative AND technical talent.  I think it stems from the fact that we've had a very vibrant CD-ROM production community in the early to mid 90s (which was really of off shoot of the alpha-geeks doing video and film and super early F/X and traditional animation work in the late 80s/early 90s).

Canada (Toronto, Vancouver and Montreal especially) was once a hot-bed for CD-ROM/"Multi-media" design shops, as it has been for animation studios.

This has probably something to do with the great number of top game studios listed in the recent "Develop 100" most "bankable" game studios being Canada (2 of the top 6 are Canadian -- EA Canada and Ubisoft Montreal).  There's even a nice little profile of all the top folks here in flash-magazine format.

This country could aboustely kill it by being a leader in this emering space.  There seems to be a reasonable amount of support for it from some gov programs, but I don't know if I'm seeing enough of it.  I have a feeling that not enough of it is trickleing down to the smaller studios and startups that could otherwise be funded at the earliest stages.  Esp. folks that are in the killer lucrative social gaming world.

Here's the other thing... I know of some killer pockets of developers here that are doing some world class stuff, including from my friend Greg Thomson, who created the flagship Zynga (a social game company rumored to be making $30M-$100M in just ~2 years of existance) game called "YoVille" (currently has 5.1 Million Monthly Active Users) - built out of London Ontario (of all places -- no offense to folks living there, but its not exactly the hot bed of tech -- which goes to show great innovation CAN happen anywhere -- including outside the valley and toronto).  Greg also happens to be  speaking at DemoCamp 20 to talk about the his new 3D first person shooter in Facebook (all developed in Flash).

Social Games is a killer opportunity for cash/resource strapped, boot strapped minded enviorments like Canada.  The capital requirements for buiding them are (still) relatively low, the cost of distribution is zero (i.e. viral, and much of your ability to gain adoption is not via owning shelf space, but rather how clever and good you are at creating a strong viral loop).

So basically: No access to big VC Valley money to compete with multi-million dollar triple-A console titles?  No access big brand licences from New York to attract users?  No problem: build social games, get viral distribition, monetize with direct virtual payments (i.e. paypal and sparechange), incentivzed offers (i.e. Super Rewards, OfferPal), and/or ads (RockYou, SocialMedia).

Anyways, just my 2 cents late night rant. 



A List of Startup Outsource Designed and Other Virtual Services

So as a follow up to my last blog... I figured I'll put together a bit of a list of my favorite resources from around the web for bootstrap startups that want to get access to some great outsource/virtual services (esp. on the design side).

So I thought I'd share some of my favorite (startup/outsourced design) resources are:
  • iStockphoto.com - the standard in cheap stock photos)
  • fotolia.com - run by my friend Patrick Lor, formerly of iStockphoto, this is his new gig
There are others of course, and please feel free to let me know.

I have also discovered (and heard great things about):
  • Shoeboxed - which seems like an awesome service to get your recipets and business cards scanned for a pretty reasonable price (and has a netflix like subscription/mail in monthly model).
  • eLance - everything from transcription services (tried putting a bid out) to outsourced developers (no experience yet)