From cash to credit to cellphones

Last year the Lab spent some time researching the future of credit card payment systems. Our findings convinced us that peer to peer payments and alternative payment platforms would eventually reign. While sites like PayPal and eBay had paved the way, we wanted more flexibility and ease in making purchases. For example, a few months back I filled out the online form for PayPal, but I still haven’t verified the bank account PayPal made a two cent deposit into several days after I signed up (to confirm the account for security reasons). Consumers want the exchange of dollars to be safe, but they also want it to be instant and easy. Really, really easy. That’s why we were excited about the then secret platform code-named “Squirrel” from Twitter co-founder, Jack Dorsey.

Now, Squirrel has been unveiled as Square. As the company tells it, the platform came out of a real need that was not being met: “In February 2009, Jim McKelvey wasn’t able to sell a piece of his glass art because he couldn’t accept a credit card as payment. Even though a majority of payments has moved to plastic cards, accepting payments from cards is still difficult, requiring long applications, expensive hardware, and an overly complex experience. Square was born a few days later right next to the old San Francisco US Mint.” Continue reading “From cash to credit to cellphones”

The hidden dangers of “life gaming”

I recently spoke to a class at USC, and in the Q&A afterward was asked a very interesting question: “Do you think everything will be a game?” It’s a question I’ve been pondering for a while, but actually being asked by someone forced me into an answer. Before sharing why I don’t think everything will be a game, let me point out a video from DICE2010 that makes a strong case for “Life Gaming.” The 30-minute clip is well worth watching and makes a number of great points.

Foursquare motivated people to check in at their locations by making it into a game, while the founder’s game-less predecessor (Dodgeball) failed. “FarmVille” is the fastest growing media property to 50 million users, reaching that benchmark four and a half months since it’s release. Virtual goods ( buying “nothing”) was a billion dollar industry in 2009. Despite these points and the ones brought up in the video, there’s a serious danger to the prospect of life as a game.

The issue at hand is one of motivation. Gamers don’t wake up with a strong desire to tap a button several hundred times — it’s the framework around those button-presses that gets people engaged. The problem with “life as a game” is that we are motivated to do many things in life simply for their own sake. Making a game out of those actions endangers our very willingness to do them.  Read full article on Mediapost.

Connected devices get some Best Buy love

According to a report from ABI Research, Best Buy is planning to set up displays in store to showcase devices connected to the Internet (TV’s, Set-top boxes and blue ray players).  The hope is that with a bit of education, consumer adoption will get a push, lighting sales in all areas of Internet driven electronics.  According to ABI, Internet connected living room devices are expected to become a mainstream feature in 2013, with 19% of all flat panels shipping this year to showcase Ethernet.  Of course, we’ve all been to Best Buy displays where they don’t work or the sales staff knows less about the features then today’s educated consumer, but what will all this mean to marketers?

As the hardware evolves, so will the software and the business models that push content through those new applications.  You can imagine a world in the near future where televisions last longer because the renewed focus on hardware and CPU capabilities pushes for an improvement on overall system performance.  In these scenarios, you really will be asking, what’s the chip inside?  And an entire generation of people will grow up with never experiencing the separation of broadband from broadcast. Continue reading “Connected devices get some Best Buy love”

Three things that made Twitter’s week

Three things that made Twitter's week (iStock) A lot went down in the Twitter universe last week. Let’s begin this week with a look back at the week that ‘twas.

Promoted Tweets

Few companies are more conspicuous in their lack of major revenue streams than Twitter. The company took a new step toward rectifying this position by unveiling its new advertising platform that relies on Promoted Tweets. Launched as a pilot program with a few select advertisers, the platform will eventually insert paid Tweets in the stream of Twitter search results. Promoted Tweets will be graded based on a “resonance” score. Resonance will help determine how long any of these sponsored Tweets stay active in the ecosystem. During a week in which Ning announced that it was moving away from free to paid service, it’s encouraging to see that Twitter is finding tools that build toward fiscal security. Unfortunately, they’re going to need a few more solutions in order to truly solve the revenue questions. Continue reading “Three things that made Twitter’s week”

Breaking new ground: The Lab’s retail center

The Lab has broken ground on the soon to be unveiled Retail Experience Center.

We will be posting photos every Friday showing the development and status of  what will be the best place to see implementations of emerging media within retail environments. Stay tuned for more details and announcements.

A temporary setback for net neutrality

FCC Proponents of net neutrality were dealt a harsh blow last week when a U.S. appeals court ruled that the FCC could not stop Comcast from slowing service on peer-to-peer file sharing site BitTorrent. The unanimous written decision from the judges never rebukes net neutrality philosophically, but claims the FCC overstepped its powers in the realm of broadband regulation.

In all likelihood, Comcast’s victory will be the catalyst for a larger showdown that could play out in one of two ways. In the first scenario, the FCC will push back by redefining broadband as a Title II service and reassert it’s right to enforce net neutrality. Doing so would require the FCC to make a compelling argument for the switch and could be met by a challenge from the Telecommunications and Cable industries that would take the issue back to the courts — possibly to the Supreme Court eventually. A second scenario, and perhaps the more appropriate solution, is that Congress directly defines the FCC’s authority (or lack there of) in the realm of broadband regulation. Continue reading “A temporary setback for net neutrality”

iPad: Point/Counterpoint

The iPad has struck a nerve, stirring up a ton of controversy… Is it the next great device or an overhyped Apple toy? Check in with the Lab to see our first installment of our new series: “Point/CounterPoint: Whose Side Are You On?” Featuring Lab Director, Lori Schwartz and Lab CTO, Scott Susskind.

ShopFans provides glue between social and retail

ShopFans provides the glue between retail and social (Adgregate Markets)Social commerce is white hot. Not surprisingly, a recent report from Foresee Results indicated that Facebook is by far the most effective way for retailers to woo would-be shoppers. The report indicates that, of the 69% of online shoppers who are social media users, 56% have chosen to “friend,” “follow,” or “subscribe to” at least one store brand on Facebook. And 49% of those who follow brands through Facebook want to hear about deals, and 45% want to browse products. To address the needs of brands and retailers in the online and social spaces, the Lab recently partnered with startup social commerce engine, Adgregate. The Lab was excited to learn about Adgregate’s ShopFans product because it provides the “glue” to tie conversations happening in the social graph to conversions in the store.

To hear more about their new Facebook application and how it will transform online purchasing across the social universe, I put these questions to Adgregate Founder and CEO, Henry Wong, a former venture capitalist at Novus Ventures. Continue reading “ShopFans provides glue between social and retail”

iPad, IAD, and Me

iPad, IAD, and Me (EA/Apple) The iPad is here — and with it, apps. And games. And ads. The iPad arrived on April 3. Rumor is, on April 7 Apple will reveal what it’s done with Quattro and showcase the future of the ad platform for its mobile operating system. This announcement could, in a very real way, mobilize (pun intended) casual gaming ad opportunities.

Did you know there are more iPhones and iPod Touches out there than Wiis? Or that Apple is eating away at the handheld gaming market revenues, despite the games on its platform being a fraction of the price that others charge?

A solid advertising platform from Apple will represent a unified offering for iPhone OS games. Based on where Apple’s interest lies for its iPhone platform, the ad platform should be very publisher-friendly, and potentially able to generate revenue for publishers better than current ad networks. If that’s the case, many publishers will flock to the common standard for their apps (or not). Continue reading “iPad, IAD, and Me”

iPad creates more questions than answers

With the iPad, it's not why, but "why not?" There’s a lot of debate as to whether or not the iPad is a game changer. After all, isn’t changing the game what Apple does best? The iPod changed the media consumption game. iTunes changed the media purchase game. The iPhone changed the mobile game. Macs are an ongoing effort to change the PC game. Apple invades thriving markets and smoothes out the edges, giving consumers a simplified way of approaching familiar problems.

What game is the iPad playing? It’s a tablet PC in form factor alone. Is it an e-reader? Is it a web browsing tool? Is it a laptop replacement? Is it a desktop supplement? Is it for productivity? Entertainment? Is it for Millenials? Boomers? Toddlers? Is it for everybody? Is it supposed to do everything? What makes the iPad a truly unique Apple product may be the fact that it subverts Apple’s successful change-the-game model – this time, Apple might actually be inventing games as opposed to changing them.

Rather than asking if the iPad changes the game, maybe we should ask why the iPad exists. Is it possible that Apple might have developed a product without knowing exactly what problem they were solving? Continue reading “iPad creates more questions than answers”