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Implications of “Convenience Beats Quality” June 2, 2008

Posted by jeremyliew in Consumer internet, distribution, product management.
Tags: ,
3 comments

Fred Wilson says that convenience beats quality. In his post he is talking about video and photography. The amazing story of the limited featured Flip Camera, which captured 13% share of the video camera market in its first year on sale, bears testimony to this truism.

I think this maxim, that convenience beats quality, is true not just for video and photography, but also for most consumer internet services. It is one of the reasons that many of the apps that have been most successful on Facebook have been lightweight “just for fun” apps:

Some corollaries of this are:

1. The best product is neither necessary nor sufficient
2. Distribution can be more important than functionality
3. Lightweight interactions beat more involved interactions
4. Defaults matter as many people won’t change them
5. Use implicit information whenever you can to avoid asking users for data.

Do readers agree that convenience beats quality? If so, what are other corollaries?

2008 Consumer Internet Predictions December 3, 2007

Posted by jeremyliew in 2008, Consumer internet, ad networks, advertising, casual games, games, gaming, mmorpg, predictions, semantic web, social media, social networks, structure, user generated content, video.
14 comments

Last year I made some predictions about the consumer internet in 2007 and they were at least directionally correct. So let me take a crack at 2008. Regular readers will not be surprised at some of my predictions as they are themes that I’ve been talking about for some time. Later in the week my colleagues will take a crack at predictions for Mobile, Infrastructure and Cleantech.

1. Social Media advertising, Online Video advertising and In-Game advertising start to become scalable.

Social media, online video and games are at early stages of development as advertising vehicles. Even more than the internet at large, a disproportionately small percentage of advertising dollars are being spent on these three media relative to time spent. Some people have even questioned if social media will be a media business at all, or online if video is a good way to monetize.

The slow start is because there are no standards yet in any of these media. If an advertiser wants to buy TV advertising across NBC, CBS, ABC and FOX, they can buy a common unit, the 30 second spot. If she wants to buy print advertising across Time, Fortune, Forbes, Newseek and Businessweek, she could similarly buy a common unit (e.g. a full page ad). But to buy across YouTube, Metacafe and Break, or across Myspace, Facebook and Bebo, or across GTA, Wild Tangent games and Pogo.com games, she needs to buy custom ad units in each property. This makes ad sales look more like business development - she is negotiating not just price, demographics and reach, but also what the actual units are. This is what makes new forms of advertising so hard. All three industries need ad unit standards to be able to scale. Otherwise they will be trapped by demands for customization.

This year, standards will start to emerge in each media. Some candidates for standards include (i) for social media; behavioral targeting, content targeting, demographic targeting or social ads, (ii) for online video; contextual targeting, overlays or pre-roll and (iii) for in game advertising; rich media or product placements. I don’t know which of these candidates will become standards, but I am confident that we will start to see growing support from both advertisers and publishers for the more successful units.

Ad networks will also gain share in each media, helping make the process of both buying and selling advertising easier.

Viewed through this lens, Facebook’s recent Beacon launch and subsequent adjustments are simply early moves towards figuring out what will be the native social media standard.

2. Structured web emerges.

The last couple of years have seen an explosion of user- generated content, across blogs, social networks, social media sites and user reviews. Previously, when most web content was created by editors, there was good structure and metadata around it. As most of the user- generated content has been unstructured, there has been an overall decrease in the level of structure, and hence a decrease in the ease with which people and computers can access and use this data.

But Meaning = Data + Structure. Search on user-generated sites has not been a great experience so far. This year we should start to see some point solutions emerge to help add structure to unstructured data, substantially improving the user experience. This will include both explicit (user-generated structure) and implicit (inferring structure from domain knowledge or user behavior) methods.

3. Games 2.0

Tens of millions of users are now using casual immersive worlds and playing MMOGs. These sites are some of the stickiest on the web, resulting in some of the highest levels of time spent per month online, and indicating that this is becoming a primary form of online communication for some users. Many of these users skew young, and if you believe that demographics is destiny, then you will expect this behavior to spread. The social aspects of these games is key to their popularity

Even more people are playing casual games online. These people often don’t have the ability to commit the time that MMOGs demand. They want to play with their friends, but instead of spending hours online together, they want to do it on their own schedule and in bite sized chunks.

These trends are likely to come together in asynchronous multiplayer games.

Other key drivers of growth for these products will include innovation in business models (free to play, ad- based and digital goods- based models) and channels (in- browser gaming, mobile, widgets).

Note - this post is cross posted to Venturebeat.

Lightweight self expression for the general public November 21, 2007

Posted by jeremyliew in Consumer internet, blogging, communication, product management, self espression.
2 comments

MIT Technology Review has two good articles about microblogging in the November/December issue. (Both are behind a free registration wall.) The puff piece on Evan Williams and Twitter notes some of his thoughts on micbroblogging:

The criticism doesn’t seem to bother Williams, in part because he’s heard it before. “Actually, listening to people talk about Twitter over the last few months, you hear that almost all the arguments against it are the exact same arguments that people had against Blogger,” he says. “‘Why would anyone want to do this?’ ‘It’s pointless.’ ‘It’s trivial.’ ‘It’s self-aggrandizing bullshit.’ ‘It’s not technically interesting.’ ‘There’s nothing to it.’ ‘How is this different from X, Y, and Z that’s existed for the past 10 years?’” Indeed, there were blogging tools available when Blogger was released, and others have emerged since–including TypePad from Six Apart, which offers more features. But none has the simple appeal of Blogger, and none is as easy to use. These were the reasons Blogger was such an important force in the blogging revolution.

There is an interesting idea at the heart of all this, and that is the idea of innovation through removing features. By focusing on a subset of core functionality, both Blogger and Twitter (and the other microblogging startups, as well as Facebook’s status) have made the user interaction much lighter weight. In my experience at AOL, Netscape and IAC, lightweight interactions generally work better with the general public.

Last year Gartner predicted that blogging would peak in 2007:

The analysts said that during the middle of next year the number of blogs will level out at about 100 million. The firm has said that 200 million people have already stopped writing their blogs… Gartner analyst Daryl Plummer said the reason for the levelling off in blogging was due to the fact that most people who would ever start a web blog had already done so. He said those who loved blogging were committed to keeping it up, while others had become bored and moved on.
“A lot of people have been in and out of this thing,” Mr Plummer said. “Everyone thinks they have something to say, until they’re put on stage and asked to say it.”

Microblogging removes some of the pressure to write substantive posts, making it a lighter interaction that is easier to keep up.

The public’s preference for lightweight self expression is part of what has made widget providers (such as Rock You, a Lightspeed company), profile layout sites (such as Free Code Source) and quiz sites (such as Quizilla) so successful.

Three ways that a conference lobby is like Facebook October 21, 2007

Posted by jeremyliew in Consumer internet, communication, performance, social networks, web 2.0.
4 comments

I spent three days last week at the Web 2.0 Summit, mostly in the lobby of the Palace hotel. The lobby served as the crossroads for the conference; all attendees passed through there and many never seemed to leave it! It was a great venue to catch up with friends and industry contacts among the attendees and lobbyconners.

It struck me that the conference lobby was like a social network in three ways:

Public Communication as Performance

At Web 2.0, if you wanted to have a private conversation, you would leave the lobby and find some place more private. In a social network, if you wanted to have a private conversation you would send a private message. But if you were OK with others seeing your conversation, you would stay in the lobby, or post a public message on the Wall/Comments. The Performance aspect of communication is seen both online and offline.

Serendipitous communication

In ordinary life, you communicate with far fewer people than you’d like to. You forget, you get busy, and you don’t reach out to people that you’d like to talk to more often. But in the lobby of a conference, you’re always accidentally running into people that you’d love to talk to but don’t usually see. This is one of the biggest benefits of conferences.

Similarly, social networks bring up opportunities to communicate with people that you may not have connected with in a while. Perhaps you see one of their comments posted on a friend’s MySpace page, or you get an update on them from the Facebook feed, and are prompted to ping them. I’ve been communicating more regularly with ex colleagues and extended family because of Facebook.

Lightweight Interactions

Over the course of two days at a conference you’ll see the same people a number of times. After you’ve talked, there is only so much you can say the next time, so your interactions tend to get lighter weight. You want to acknowledge each other but not necessarily get involved in a long conversation. So you smile, shake hands, clap shoulders, bump fists, wink, wave, or kiss cheeks (gender specific!) instead. It is the same rationale that leads you to text a friend instead of call.

Social networks provide similar lightweight opportunities for interaction. Facebook’s poke is the simplest example. Although Kara Swisher thinks that many Facebook apps are childish, I think they are providing an avenue for lightweight interactions between friends. Whether you’re buying someone a drink, biting them to turn them into a zombie, hugging, slapping or tickling them, the subtext of “I’m thinking of you” is there.

Conclusion

People building social media companies and other companies that require user interaction should bear these examples in mind. It is hard to create new mental models of behavior for users. As always, if there is an offline parallel for the online behavior you want from your users, you’re more likely to succeed. These three elements of social network behavior have clear offline parallels.

Seven things entrepreneurs should know about PR October 15, 2007

Posted by jeremyliew in Consumer internet, Entrepreneur, PR, start-up, startups.
7 comments

The following is a guest blog posting by Laurie Thornton,the principal and co-founder of Radiate PR, a boutique public relations agency representing emerging growth companies in the Silicon Valley and beyond. Radiate is also Lightspeed Venture Partners‘ PR firm.
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While attending the Lightspeed Internet User Acquisition Summit last month, three of Silicon Valley’s most respected journalists – Matt Marshall of VentureBeat, Rebecca Buckman of the Wall Street Journal and Erika Brown of Forbes — offered some insider tips on PR. Whether you’re familiar with the ins-and-outs of the process, most agree that public relations can deliver tangible results: drive significant Web traffic, fuel user acquisition and contribute directly to a company’s bottom-line. Here’s a snapshot of what was shared that afternoon, plus a few more thoughts on the ABCs of publicity, aimed at first-time, do-it-yourself entrepreneurs.

-Know Your Target – Take Careful Aim
: Any practitioner will tell you that tailoring a story pitch is essential. It’s well worth the time to thoroughly research the target outlet, understand the readership and know what the specific journalist covers. Sought after reporters receive upwards of 200 pitches a day. You won’t even make the first cut if your story idea isn’t spot-on.

-Implement the 30-Second Rule: The editorial world is saturated, so engaging a journalist at the outset is the hardest part of the job. Make the pitches brief – no more than a few short paragraphs. Too much text is a turn off! Craft your story idea as a well devised teaser and the reporter will be more likely to respond. You’ve got very little time to get their attention, so make it count.

-It’s Not Just About You: The majority of journalists won’t write about Company X’s new product, but they might cover it within the context of a larger category article or trend story. Consider Jaxtr, a VoIP contender. Here’s an opportunity to tell a David vs. Goliath story about how their service stacks up against Skype, the reigning industry behemoth who is generating some negative headlines at the moment. Package a timely story idea about how your company is making its own notable impact, or uniquely competing in the broader market.

-Users Tell it Best
: During my firm’s nearly four-year tenure representing LinkedIn, we frequently parlayed user success stories to demonstrate the tangible value of a social network for business – one that could help you land a job, get a trusted referral, etc. With these editorial placements, user sign-ups measurably increased. Then there’s PeerTrainer, a social network for diet and fitness, who utilized astonishing ‘before and after shots’ of a successful user. The compelling story of this woman’s personal journey landed her on the cover of People Magazine, where she directly credited PeerTrainer with her 100-pound weight loss. For both companies, the testimonials proved the most convincing and powerful way to attract and secure new users, and motivate existing ones.

-Patience, My Friends: The PR process can be likened to the sales cycle. Can you imagine your business development guy closing a major deal with a coveted strategic partner with one intro email and a single follow up call? Coverage doesn’t always happen overnight.

-Play Fair, or Don’t Play at All: We expect journalists to be fair, accurate and truthful in their reporting. Conversely, we need to play by the same rules. Always be straightforward and don’t cover up or candy coat the facts. Also, if you ever offer an exclusive – stick to your commitment. Forge reciprocal relationships with journalists. They pay off for both you and the reporters – everyone can win.

-Oh, Yeah — Please Don’t Forget About the Product: A solid product that tracks to its promised claims is a check-box requirement for any successful PR program. Expectations are extremely high, even in the early Beta phase. Budget and bandwidth constraints aside, don’t rush out before a product is adequately tested and refined. The press and other critics will take notice. Not even a really clever PR pro can compensate for an offering that doesn’t deliver. Resist the temptation to simply get your offering out there as quickly as possible before it’s really ready. If you can, take that extra time to make your product shine from day one. The great publicity will follow.

More online videos than search (soon!) October 12, 2007

Posted by jeremyliew in Consumer internet, Search, advertising, business models, video.
4 comments

Tod Sacerdoti, CEO of the online video ad network Brightroll, notes that video impressions will soon pass number of searches.

1. U.S. video impressions will pass core search impressions in the next three months
2. U.S. video impressions will pass expanded search (meaning including Amazon, eBay, etc.) in the next twelve months.
3. Video advertising spend is being underestimated by analysts (eMarketer currently estimates video will grow from 10% to 25% of search revenue, and from 5% to 12% of total online ad spend, over the next five years)

As with all audience shifts, such as network television to cable television or television to the Internet, ad dollars will follow the audience. However, it does take time, as the network to cable transition took 5+ years and we are still in the midst of the spend movement from television to the Internet.

My bet? I estimate that video advertising will be 50% of search revenue within the next five years and will be larger than the entire search advertising business in the next ten years.

A couple of years ago, when I was running Netscape, the average revenue per search was about 2.5 cents when factoring in sponsored link click through rates and average CPCs. That translates to about a $25 CPM. Web video eCPMs may end up in a lower range than that, although premium video advertising inventory is certainly in that range today. This bodes well for Todd’s projections.

Liz Gaines at New Tee Vee weighs in with her opinion here

Wisdom of Crowd or Crowdiness of Crowds II October 9, 2007

Posted by jeremyliew in Consumer internet, attention, social media, social networks, user generated content, web 2.0.
2 comments

In May I posted about a NY Times article that showed that making popularity data public made hits bigger and that talent was only one factor in this equation - the taste of the early adopters was more significant.

A recent Wharton research paper comes to a similar conclusion. Paid Content summarizes the results:

– “One, some common recommenders lead to a net reduction in average sales diversity. Because common recommenders (e.g., collaborative filters) recommend products based on sales and ratings, they cannot recommend products with limited historical data, even if they would be rated favorably. In turn, these recommenders can create a rich-get-richer effect for popular products and vice-versa for unpopular ones. This finding is often surprising to consumers who express that recommendations have helped them discover new products.
– In line with this, result two shows it is possible for individual-level diversity to increase but aggregate diversity to decrease; recommenders can push each person to new products, but they often push us toward the same new products.
– Result three finds that recommenders intensify the effects of chance events on market outcomes. At the product level, recommenders can ‘create hits’ out of products with early, high sales due to chance alone. At the market level, in individual sample paths it is possible to observe more diversity, even though on average diversity often decreases.
– Four, we show how basic design choices affect the outcome. Thus, managers can choose recommender designs that are more consistent with their sales or product assortment strategies.”

These are largely consistent with my conclusions from May for people who run social media sites:

1. If you’re trying to iterate towards a “best answer” then keep feedback loops to a minimum, at least before users “vote” on their own. (e.g. Hotornot, espgame)
2. If you’re trying to create “hits” out of some of your content (and don’t care if it’s the “most worthy” content - you only care that they are hits), then display feedback and popularity constantly, as this will effect user behavior and exacerbate the size of the hits (e.g. Youtube, Digg, American Idol?
3. If you want to “guide” user behavior in a certain direction, provide feedback that validates or shows the popularity of that behavior. This is consistent with my prior post on game mechanics applied to social media: keeping score.