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ericsson discussion paper
Geoff Hollingworth, Ericsson North America,
Ericsson Evangelist, in collaboration with
Jason Hoffman, Founder and CTO Joyent




                                            winning
                                            the game
 There will be more change in the next 10 years than there was in
the previous 100. This paper describes the foundational changes and
attempts to explain how we can manage them to our advantage1.
The paper references various online thought-leadership articles and visuals, and links to the original material
1

wherever possible. Please contact the author if any of these references need updating or removing. We hope
we increase visibility for everyone.
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Table of Contents

Introduction	................................................................................... 	4   Video: “End to End Guaranteed”	................................................... 	 2
                                                                                                                                                                                         2

Video: “Setting the stage”	............................................................. 	5           Control The Performance	.............................................................. 	 3
                                                                                                                                                                                             2

Everything Changes	...................................................................... 	6          Analogous to Shipping	 ................................................................. 	 4
                                                                                                                                                                                               2

No Guarantees	.............................................................................. 	8       Video: “Shipping Analogy”	............................................................ 	 5
                                                                                                                               .                                                             2

Mobile +x = Mobile	 ....................................................................... 	 0
                                                                                            1         Analogous to Shipping	.................................................................. 	 6
                                                                                                                                                                                               2

Speed of Change	.......................................................................... 	 1
                                                                                           1          Nature, Machine, People	............................................................... 	 7
                                                                                                                                                                                              2

Video: “Apps The Unit of Disruption”	 ............................................ 	 3
                                    .                                              1                  Video: “Machine People”............................................................... 	 8
                                                                                                                                                                                             2

The Unit of Disruption	................................................................... 	 4
                                                                                           1          Nature, Machine, People	 .............................................................. 	 9
                                                                                                                                                                                              2

Video: “The Mobile Internet”	......................................................... 	 6
                            .                                                          1              In Summary	................................................................................... 	 0
                                                                                                                                                                                                     3

Moving Compute Into The Network	 .............................................. 	 7
                                                                                1                     Video: “Summary Video”	............................................................... 	 1
                                                                                                                                                                                             3

Europe Alone-More Cloud Computing	 ......................................... 	 8
                                                                             1                        The Three Things to Remember	..................................................... 	 2
                                                                                                                                                                                         3

The Mobile Internet	....................................................................... 	 9
                                                                                            1         Winning The Game	........................................................................ 	 3
                                                                                                                                                                                                3

Video: “Moving Compute”	............................................................. 	 0
                                                                                      2               What’s Next	................................................................................... 	 4
                                                                                                                                                                                                      3

Moving Compute Into The Network	 .............................................. 	 1
                                                                                2




                                                                                                                                                                                   WINNING THE GAME         3
introduction

The first paper, “Changing the Game Before the Game Changes You,” attempted to place the
massive business changes we are currently experiencing into a simple and understandable
framework. This second paper in the series, “Winning the Game,” explains what conclusions
can be drawn and what actions can be taken if these conclusions are to be believed

Today, the leaders of major industries are be-    The target audience of this paper is those          one the estimated 50 billion devices that will
ing challenged, seemingly overnight, power-       who are involved in planning, building and          be used in 2020.
less to control their own destiny despite their   profitably operating digital networks. In North
legacy, strength and footprint. Change is         America alone there is a predicted 80-billion       This paper introduces the concept of appli-
happening at an exponential rate and hu-          dollar shortfall top line by 2020, even if the      cation and associated data generated from
mans are not naturally engineered to cope         only goal is to maintain today’s 4.9% CAGR.         them.
with such a rapid pace of change. Before the      Bottom line operational costs are also chal-
Industrial Revolution, technological change       lenged due to growing data demand versus            It introduces the powerful concept of com-
over a normal human life span of about 40         limited associated revenue growth.                  bining next-generation networks with next-
years was almost nonexistent. We now live in                                                          generation compute and the beneficial side
a world that is very different from what it was   This causes the need to re-invent the value         effects of improved performance, security
as recently as five years ago.                     proposition of the network in the future eco-       and transparency.
                                                  system of the networked society. In the previ-
This means the impact of the technical revo-      ous revolutions, the network first powered the       Finally, it introduces the era of guaranteed
lution starts to impact immediate business        disruptive unit of the fixed phone, followed by      end-to-end delivery and the associated new
planning cycles. There is a need to embrace       the disruptive unit of the mobile phone. The        business models that this entails...
the fantastic as part of the immediate future.    next-generation disruptive unit to society is
Those who do, will find competitive advan-         the application. The customer of the disrup-        Welcome to winning the game…
tages. Those who do not will be challenged to     tive application unit is the mobile user, be that
maintain their status quo.                        one of the 7 billion people on the planet, or


                                                                                                                                   WINNING THE GAME   4
setting
the stage
http://youtu.be/q-GY6TVttu0




                              WINNING THE GAME   5
Everything
changes
Everything you assumed to be a
strength yesterday may become
a weakness tomorrow, and every-
thing you thought was a weakness
today may potentially become a
strength tomorrow.




                                   WINNING THE GAME   6
Everything
changes
For the first time since the Industrial Revolu-                          dated. Data subscriptions and revenues are
tion it is possible to distribute products and                           growing but once the market is saturated,
value digitally rather than physically. Once                             they will also decline. In North America alone
                                                                                                                                     “While operators continue to make
digital, they can then be further enhanced                               it is predicted that there will be an 80-billion            large infrastructure investments,
or even completely re-invented. It would be                              dollar top line gap by 2020 even with modest                others in the value chain are
natural to believe that the digital network                              a 4.9% CAGR, whereas even simple mobile
provider would reap the most benefits from                               application revenues are expected grow at a
                                                                                                                                     capturing most of the value”
such a transition. However, unless they                                  67% CAGR.
also change, this may not be the case. The
existing business model of selling phones to                             Service providers must re-think their core
create future revenues generated by voice,                               business and refocus on the growing seg-
SMS and roaming fees is becoming out-                                    ment of application delivery.


         NA Operator Service Revenue Projections 2007-2020 ($B)                                                                        North American Mobile
         (Projection based on “as-is” revenue sources – Voice, Messaging, Data)                                                        Applications Revenue
                                                                                                                      300
                                                                                                      272
                                                                                                              286                      (USD B)
                                                                                              259                                                                                      36,4
                                                                                      247
                                                                      225
                                                                               236                                             GAP
                           2007-2011                          214
                                                                      220      225    228     230     229     227     220                                         CAGR                          CAGR
                          CAGR 4,9%                   204     212                                                                                                 67%
                                                                                                                                                                                29,3
                                                                                                                                                                                        8,7     120%

                                       186    194
                    167       174                                                                                                                                               5,3
           160                                                97      106      113    118     121     122     121     117                                                23,2
                                       64     75      86                                                                                                                                        CAGR
            33       42       51                                                                                                                                         3,2            9,5     89%
                                                                                                                                                                                6,7
                                                                                                                                                            16,3
                                                                                                                                                                         4,7
                                                                                                                                                            1,7
                                                                                                                                                            2,9
                                                                                                                                                  8,6
                                                                                                                                                  0,7                                           CAGR
                                                                                                                                                  1,4                    12,2   13,4    14,6    45%
                                                                                                                                          2,8               9,9
                                                                                                                                          0,4     6,0
                                                                                                                                          2,2
          2007      2008     2009      2010   2011   2012    2013    2014      2015   2016   2017    2018    2019     2020               2010     2011      2012         2013   2014   2015

                 Forecasted Voice Revenue            Forecasted Data Revenue           Revenue at Continued 4,9% Growth Rate             Download Revenue      Advertising Revenue     In-App Purchases




Source: Yankee Group, Pyramid Research, Parks Associates,                                                                            Sources: Distimo 2011, KPCB Top 10 Mobile Trends 2011, Yankee
Strategy Analytics, inCode Analysis 2011                                                                                             2010, ABI 2010, Pyramid 2010, Gartner 2011, inCode Analysis.
No
guarantees
Camera film was replaced by “Instagram”.
CDs were replaced by “iTunes”.
DVDs were replaced by “Netflix”.
Will our children even know what a phone is?
Do they know what a typewriter is?
How do they pay? What is the value?
Was it possible 5 years ago?
The difference between threat and
opportunity is opinion and attitude.
The difference between winning and losing
is the ability to execute on the fantastic.




                                               WINNING THE GAME   8
No
guarantees
There is a need to embrace the
fantastic as part of the imme-
diate future. Those who do will
find competitive advantages.
Those who do not will struggle
to maintain the status quo.




                                  WINNING THE GAME   9
mobile+x = mobile
When anything becomes mobile it tends to disappear.
Music players, cameras, credit cards, videos, boarding
cards, tickets and much more. What happens when
your core product disappears?

% of smartphone users who
no longer have…
Alarm Clocks: 54%
Wristwatches: 46%
Stand-alone cameras: 39%
Laptop PCs: 28%
Gaming consoles: 11%
TVs: 6%
Books: 6%
Ref: O2 Survey




                 “Mobile is the ultimate cannibal”
                  Ref: Tomi Ahonen

                                                         WINNING THE GAME   10
Speed of
change
The world is changing and the
pace of change is accelerating.
There will be an evolution from
industrial-driven transformation to
information-driven transformation.
This will change individual busi-
nesses and society as a whole.




                                      WINNING THE GAME   11
Ray Kurzweil [ref], a well-known inventor who has re-
                                                                                                                         ceived 17 honorary doctorate degrees, predicts that we

Speed of                                                                                                                 will witness approximately 20,000 years’ worth of tech-
                                                                                                                         nological advances in the next 100 (when compared to


Change
                                                                                                                         the rate of change in the year 2000). Or to put another
                                                                                                                         way, we will see more change in the next 10 years than
                                                                                                                         we have seen in the previous 100.

                                                                                                                         By 2011 “the industry had reached a point where it was
                                                                                                                         realistic to form a start-up and launch an internet tech-
                                             Exponential Growth of Computing                                             based product for less money and in less time than it
                                                                                                                         would have taken to simply launch the website for such
                                     1060
                                                                                                                         a company in 1997.”
                                     1055
                                                                                                                         According to Kurzweil, a $1,000 computer will have the
Calculations per Second per $1,000




                                     1050
                                                                                                                         computing power of the human brain by 2025. By 2045
                                     1045
                                                                                                                         it will have the equivalent computing power of the total
                                     1040
                                     1035
                                                                                                                         human population.
                                     1030
                                     1025                                                             All Human Brains
                                     1020
                                     1015                                                             One Human Brain
                                     1010                                                             One Mouse Brain

                                     105
                                      1
                                                                                                      One Insect Brain
                                                                                                                         “Change will never be
                                     10-5
                                     10-10                                                                               this slow ever again”
                                             1900 1920 1940 1960 1980 2000 2020 2040 2060 2080 2010
                                                                      Year                                               Hans Vestberg, CEO Ericsson – at SIME, September 28, London




                                                                                                                                                                     WINNING THE GAME   12
apps the unit
of disruption
http://youtu.be/6ig01FCowzg




                              WINNING THE GAME   13
The unit of
disruption
Since the 19th century, there have been net-     unit of disruption is the app. Whereas the first   household spending) but of everything else
work-driven units of disruption. The first was   two units of network-driven disruption only        as well. According to ABI Research [ref],
the fixed phone that went into all buildings     focused on communication, the app focuses          revenue from mobile apps stores could reach
and changed people and industries. Then          on everything. And if we look at consumer          $46 billion by 2016 (revenue including paid
the mobile phone went into the pockets of 6      spending (analysis by VisionMobile [ref]), this    downloads, in-app purchases, subscriptions,
billion people, again transforming their lives   provides an overview of not merely commu-          and advertising), up from $8.5 billion in 2011.
and the businesses they work for. Now the        nication spending (less than 10% of average




                                         10%                                       10%      11%
          Other (incl. comms)                                                                                       Insurance & Pensions
                                                                              6%                    6%
                                                                                                                    Healthcare
                                                                                                                    Transportation
                                                                         13%
                                                                                                     16%            Apparel & Services
                                                                                                                    Housing
                                                                                                                    Food
                                                                                                    4%
                                                                                                                    Entertainment
                                                                                   34%                              Other (incl. comms)




                                                                                                                                   WINNING THE GAME   14
Applications and their data have to live on a platform.


The unit of
                                                       Successful platforms all give something away for free,
                                                       they have to figure out who pays them and most impor-
                                                       tantly how to get people paid.


disruption                                             APPS DATA
                                                                                 FREE
                                                                                             INFRA-
                                                        PLATFORM                 PAY         STRUCTURE
                                                                                 PAID
                                                       The challenge is to build an infrastructure platform that
                                                       enables people to maximize their share of the $46 billion in
                                                       the future and that adequately compensates the infrastruc-
                                                       ture provider for the competitive advantages it offers them
                                                       from a performance and business point of view.
                                                       Performance = real money. As presented by Walmart,
                                                       February 2012.

                                                       	 A large eCommerce site extensively A/B tested page 		
                                                       performance and published a study showing that a 		
                                                       100-millisecond delay = a 1% drop in revenue.
                                                       	 Search engines A/B tested performance and found 		
                                      APP              that a 500-millisecond delay caused a 20% drop in 		
                                                       traffic.
                                                       	 In an experiment across multiple retailers, a 1-second 		
                                                       delay caused a 7% decline in conversion.

                                                       Having optimal performance translates into real top-line
The question we have to ask is, How do we build the    growth for any application provider. The infrastructure
                                                       platform provides such performance. The end-user of an
best network platform to enable the app to generate    infrastructure platform of this type gets better quality of
the most money both for the app and for the network.   experience and longer battery life for their device.


                                                                                                   WINNING THE GAME   15
The mobile
internet
http://youtu.be/94FPVfmSh_4




                              WINNING THE GAME   16
moving COMPUTE
into the network
By 2017 there will be 5 times more mobile broadband subscriptions
than fixed ones, generating a substantial increase in mobile access to
applications as opposed to fixed line access.
Why then do all applications reside in fixed broadband? Data centers?
Change the game!




                                                                         WINNING THE GAME   17
Europe                                  The European Commission’s new
                                        strategy for “Unleashing the poten-
Alone-More                              tial of cloud computing in Europe”
                                        outlines actions to deliver a net
Cloud Computing                         gain of 2.5 million new European
                                        jobs, and an annual boost of EUR
                                        160 billion to EU GDPs (around 1%),
                                        by 2020.

                                        Key actions include:
                                        Cutting through the jungle of tech-
                                        nical standards so that cloud users
This will mean:                         get interoperability, data portability
                                        and reversibility; necessary stand-
2.5 million new European jobs an        ards should be identified by 2013;
annual boost of EUR 160 billion to      support for EU-wide certification
EU GDP (around 1%), by 2020             schemes for trustworthy cloud
                                        providers. Development of model
This will require:                      ‘safe and fair’ contract terms for
SLAs, certification, interoperability,   cloud computing contracts includ-
data portability and reversibility      ing Service Level Agreements [ref].



                                                                      WINNING THE GAME   18
The mobile
internet

                                                By 2017 there will be five times more
                                                mobile broadband subscriptions than
                                                fixed ones [ref]. Everyone developing
                                                applications today is developing mobile
                                                applications first, not fixed ones.
                   5x

                                                We are in a world where we speak about an internet
                                                that has clouds that has computers. It makes complete
                                                sense from an internet point of view and has worked
                                                fine for years. In reality the mobile internet is a whole
                        COMPUTING               other set of networks and these other networks are
                                    COMPUTING   massive ones that are all between the core internet and
 MOBILE INTERNET
                                                the people and machines using it. The massive growth
                           DATA                 of the mobile internet is the place where application
                                                developers want to work. What happens when you start
                                                to orchestrate compute, applications and data start to
                                                become resident in the mobile internet?

                                                If applications start to execute inside the mobile inter-
                                                net and traffic only goes to the public internet in excep-
                                                tional cases, the result is an enhanced experience for
                                                both the end-user and application developer, and also
                                                improves the network management experience.


                                                                                            WINNING THE GAME   19
moving
compute
http://youtu.be/JNnuGrvsVRg




                              WINNING THE GAME   20
moving COMPUTE
into the network
If the objective for mobile carriers is to deliver   opportunity is to move compute into the network.
a platform that is not just about network ser-       The challenge is how to do this considering the
vices but also about compute and data services       fact that up until now, mobile carriers have been
combined with the network, what are the oppor-       very network service-centric, not compute-centric.
tunities? The objective is to provide application    This is why Ericsson has an ongoing dialogue
developers with the best prerequisites, enabling     with cloud computing experts like Joyent. It is
them to deliver the best end-user experience to      advisable that all mobile carriers do the same, or
their customers – both application developers        contact Ericsson and Joyent to find out what we
and the mobile carriers’ customers. There is an      have already learned...




                                                                                                          WINNING THE GAME   21
END TO END
GUARANTEED
http://youtu.be/125U-4jSVts




                              WINNING THE GAME   22
control the
performance
The opportunity is to take control of the digital logistics supply chain –
horizontally. Today, very large companies are doing this through vertical
integration. It is expensive, does not scale, time to market is slow, and it
cannot leverage the unique assets that are intrinsic to the private mobile
networks that are enabling the delivery.
The infrastructure platform enables the mobile carrier to control a digital
supply chain. The three important perspectives of this platform are:
	 Performance and Scale – to keep optimal growth 				
	 and service performance costs in line with demand.
	 Security and Integrity – preventing corruption
	 (security) and detecting corruption (integrity).
	 Transparency – real-time answers to questions such as
	 Why is my application slow, Why is my application down,
	 or When is it coming back?

When delivery is reliable or even guaranteed, this enables new
potential business models for carriers, such as indemnification.
All businesses today are being compelled to embed both network and
compute inside their core business operations but how do they know
if this is working; who “has their back” if something goes wrong.
If we can begin to answer those questions, we will have the opportunity
to become a preferred business partner to that company.




                                                                               WINNING THE GAME   23
analogous
to shipping
“McLean’s true innovation was to un-
derstand that the core business of the
shipping industry was not operating
ships but delivering cargo and doing
so with the best performance possible.”




                                          WINNING THE GAME   24
shipping
analogy
http://youtu.be/zBmRTul4U7I




                              WINNING THE GAME   25
analogous
to shipping
The digital supply chain business. Infrastructure as a platform; are
there parallels we can draw from other industries? The physical
shipping industry is a good analogy and the digital networks overlay
the exact same trade routes as those used in the Silk Road trading
days. If ports are data centers, networks are shipping routes, and
applications are the packages being transported, then we as a digi-
tal industry are using the same methods as before the introduction
of the shipping container in 1954: best effort, expensive, inefficient
or unreliable.
The shipping container enabled the global economy in the physical
world. Building the same operational model to ship applications in
the digital world will create the same economic transformation.
We ship applications today but without any intelligence. Include
intelligence!!




                                                                         WINNING THE GAME   26
Nature,
machine,
people
“We’re proud to be able to connect Maersk
Line’s fleet with our technology. We believe in a
Networked Society where connectivity will only
be the starting point for new ways of innovating,
collaborating and socializing. The result will be
automated and simplified processes, higher pro-
ductivity, real-time information allowing quicker,
more informed decision making and problem
solving,” said Hans Vestberg. [ref]




                                                     WINNING THE GAME   27
Machine
people
http://youtu.be/JzVEUCMUvek




                              WINNING THE GAME   28
Nature,
machine,
people
When compute moves into the network, data becomes                	 Where the data is stored
resident there too. And when the data becomes resident
in the network, then the network can control access to the       	 Its legal compliance
data for the benefit of its users, for the benefit of the net-   	 Its visibility
work and for the benefit of the data’s’ owners. Facebook
has disrupted Google’s ability crawl information since the       	 Its regulatory trust
data is hidden behind Facebook’s proprietary interface.          	 Data is valuable
Data in the mobile network can maintain open interfaces
but the owners of such data can sleep at night knowing:          	 Use of data is priceless…




                                                                                               WINNING THE GAME   29
IN SUMMARY


             WINNING THE GAME   30
summary
video
http://youtu.be/Mkth-zqiKwg




                              WINNING THE GAME   31
THE THREE
THINGS TO
REMEMBER


1                                     2
  Apps + Data                                    Compute + Network
  Apps are the unit of disruption                We need a truly holistic service
  and they are merely lenses into                delivery platform that is sitting
  people’s data on the network.                  there saying let’s run apps well.




3
    Guaranteed End-to-End Delivery
    Across networks, compute and data combined. This changes why we build networks,
    our desired operational model and our potential for new products, new business
    models and new revenue streams.




                                                                               WINNING THE GAME   32
winning
the game
It is a paradigm shift,
Your mobile network is not access,
it is distributed compute.
To continue the discussion...
Contact Ericsson
Contact Joyent

Follow us on Twitter:
@geoffworth
@jasonh


                                     WINNING THE GAME   33
What’s
Next
The next paper in this series will focus on people and businesses that are embracing
the fantastic and are already preparing, planning and adapting to the paradigm shift
ahead. We would therefore love to hear your thoughts on these subjects and descrip-
tions of real case stories about companies that are leading the charge into the era of
the Networked Society.

Please send your feedback, thoughts and ideas to geoff.hollingworth@ericsson.com
for a chance to be featured in the next paper in this series.




                                                                                         WINNING THE GAME   34
references

1.	Yankee Group, www.yankeegroup.com                                10.	 Kurzweil, R.,
                                                                    	www.kurzweilai.net
2.	Pyramid Research, www.pyr.com
                                                                    11.	 VisionMobile (2012)
3.	Parks Associates, www.parksassociates.com                        	www.visionmobile.com

4.	Strategy Analytics, www.strategyanalytics.com                    12. 	ABIresearch (2012)
                                                                    	    “In-App Purchases to Outpace Pay-Per-Download Revenues in 2012”
5.	inCode Analysis (2011), www.incodeconsulting.com                 	    www.abiresearch.com/press/in-app-purchases-to-outpace-			
                                                                    	pay-per-download-reven
6.	Distimo (2011)
	 “Distimo Releases Full Year 2011 Publication”                     13. 	European Commission (2012)
	www.distimo.com/blog/2011_12_distimo-releases-full-year-		         	    Unleashing the Potential of Cloud Computing in Europe
	2011-publication/                                                  	ec.europa.eu/information_society/activities/cloudcomputing/		
                                                                    	docs/com/com_cloud.pdf
7.	KPCB (2011)
	 “KPCB Top 10 Mobile Trends”                                       14. 	Ericsson, (2012)
	www.kpcb.com/insights/top-10-mobile-internet-trends                	    “Traffic and Market report, On the pulse of the Networked Society”
                                                                    	www.ericsson.com/res/docs/2012/traffic_and_market_report_		
8.	O2 Survey, (2012)                                                	june_2012.pdf
	 “Making calls has become fifth most frequent use for a Smart	-	
	 phone for newly-networked generation of users”                    15. 	Ericsson, (2012)
	news.o2.co.uk/?press-release=making-calls-has-become-fifth-	       	    “Maersk Line and Ericsson bring mobile connectivity to the oceans”
	most-frequent-use-for-a-smartphone-for-newly-networked-gen	        	www.ericsson.com/news/1576938
	eration-of-users

9.	Tomi Ahonen, (2012)
	www.communities-dominate.blogs.com/brands/

                                                                                                                              284 24-0002 Uen, Rev A
                                                                                                               © Telefonaktiebolaget LM Ericsson 2012

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Winning the Game

  • 1. ericsson discussion paper Geoff Hollingworth, Ericsson North America, Ericsson Evangelist, in collaboration with Jason Hoffman, Founder and CTO Joyent winning the game There will be more change in the next 10 years than there was in the previous 100. This paper describes the foundational changes and attempts to explain how we can manage them to our advantage1. The paper references various online thought-leadership articles and visuals, and links to the original material 1 wherever possible. Please contact the author if any of these references need updating or removing. We hope we increase visibility for everyone.
  • 2. This discussion paper is supported by an Augmented Reality app that visualizes graphics This discussion paper is supported by an Augmented Reality app that visualizesvisualizedin 3D. Just in 3D. When you see an icon like the one below, the graphics can be graphics in 3D. start the ARWTG app* and point the camera at the target image. Download for iPhone (Unfortunately this app is not yet available for Android) Download the ARWTG app for iPhone and iPad Download for iPhone Download for iPad *Unfortunately this app is not yet available for Android
  • 3. Table of Contents Introduction ................................................................................... 4 Video: “End to End Guaranteed” ................................................... 2 2 Video: “Setting the stage” ............................................................. 5 Control The Performance .............................................................. 3 2 Everything Changes ...................................................................... 6 Analogous to Shipping ................................................................. 4 2 No Guarantees .............................................................................. 8 Video: “Shipping Analogy” ............................................................ 5 . 2 Mobile +x = Mobile ....................................................................... 0 1 Analogous to Shipping .................................................................. 6 2 Speed of Change .......................................................................... 1 1 Nature, Machine, People ............................................................... 7 2 Video: “Apps The Unit of Disruption” ............................................ 3 . 1 Video: “Machine People”............................................................... 8 2 The Unit of Disruption ................................................................... 4 1 Nature, Machine, People .............................................................. 9 2 Video: “The Mobile Internet” ......................................................... 6 . 1 In Summary ................................................................................... 0 3 Moving Compute Into The Network .............................................. 7 1 Video: “Summary Video” ............................................................... 1 3 Europe Alone-More Cloud Computing ......................................... 8 1 The Three Things to Remember ..................................................... 2 3 The Mobile Internet ....................................................................... 9 1 Winning The Game ........................................................................ 3 3 Video: “Moving Compute” ............................................................. 0 2 What’s Next ................................................................................... 4 3 Moving Compute Into The Network .............................................. 1 2 WINNING THE GAME 3
  • 4. introduction The first paper, “Changing the Game Before the Game Changes You,” attempted to place the massive business changes we are currently experiencing into a simple and understandable framework. This second paper in the series, “Winning the Game,” explains what conclusions can be drawn and what actions can be taken if these conclusions are to be believed Today, the leaders of major industries are be- The target audience of this paper is those one the estimated 50 billion devices that will ing challenged, seemingly overnight, power- who are involved in planning, building and be used in 2020. less to control their own destiny despite their profitably operating digital networks. In North legacy, strength and footprint. Change is America alone there is a predicted 80-billion This paper introduces the concept of appli- happening at an exponential rate and hu- dollar shortfall top line by 2020, even if the cation and associated data generated from mans are not naturally engineered to cope only goal is to maintain today’s 4.9% CAGR. them. with such a rapid pace of change. Before the Bottom line operational costs are also chal- Industrial Revolution, technological change lenged due to growing data demand versus It introduces the powerful concept of com- over a normal human life span of about 40 limited associated revenue growth. bining next-generation networks with next- years was almost nonexistent. We now live in generation compute and the beneficial side a world that is very different from what it was This causes the need to re-invent the value effects of improved performance, security as recently as five years ago. proposition of the network in the future eco- and transparency. system of the networked society. In the previ- This means the impact of the technical revo- ous revolutions, the network first powered the Finally, it introduces the era of guaranteed lution starts to impact immediate business disruptive unit of the fixed phone, followed by end-to-end delivery and the associated new planning cycles. There is a need to embrace the disruptive unit of the mobile phone. The business models that this entails... the fantastic as part of the immediate future. next-generation disruptive unit to society is Those who do, will find competitive advan- the application. The customer of the disrup- Welcome to winning the game… tages. Those who do not will be challenged to tive application unit is the mobile user, be that maintain their status quo. one of the 7 billion people on the planet, or WINNING THE GAME 4
  • 6. Everything changes Everything you assumed to be a strength yesterday may become a weakness tomorrow, and every- thing you thought was a weakness today may potentially become a strength tomorrow. WINNING THE GAME 6
  • 7. Everything changes For the first time since the Industrial Revolu- dated. Data subscriptions and revenues are tion it is possible to distribute products and growing but once the market is saturated, value digitally rather than physically. Once they will also decline. In North America alone “While operators continue to make digital, they can then be further enhanced it is predicted that there will be an 80-billion large infrastructure investments, or even completely re-invented. It would be dollar top line gap by 2020 even with modest others in the value chain are natural to believe that the digital network a 4.9% CAGR, whereas even simple mobile provider would reap the most benefits from application revenues are expected grow at a capturing most of the value” such a transition. However, unless they 67% CAGR. also change, this may not be the case. The existing business model of selling phones to Service providers must re-think their core create future revenues generated by voice, business and refocus on the growing seg- SMS and roaming fees is becoming out- ment of application delivery. NA Operator Service Revenue Projections 2007-2020 ($B) North American Mobile (Projection based on “as-is” revenue sources – Voice, Messaging, Data) Applications Revenue 300 272 286 (USD B) 259 36,4 247 225 236 GAP 2007-2011 214 220 225 228 230 229 227 220 CAGR CAGR CAGR 4,9% 204 212 67% 29,3 8,7 120% 186 194 167 174 5,3 160 97 106 113 118 121 122 121 117 23,2 64 75 86 CAGR 33 42 51 3,2 9,5 89% 6,7 16,3 4,7 1,7 2,9 8,6 0,7 CAGR 1,4 12,2 13,4 14,6 45% 2,8 9,9 0,4 6,0 2,2 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2010 2011 2012 2013 2014 2015 Forecasted Voice Revenue Forecasted Data Revenue Revenue at Continued 4,9% Growth Rate Download Revenue Advertising Revenue In-App Purchases Source: Yankee Group, Pyramid Research, Parks Associates, Sources: Distimo 2011, KPCB Top 10 Mobile Trends 2011, Yankee Strategy Analytics, inCode Analysis 2011 2010, ABI 2010, Pyramid 2010, Gartner 2011, inCode Analysis.
  • 8. No guarantees Camera film was replaced by “Instagram”. CDs were replaced by “iTunes”. DVDs were replaced by “Netflix”. Will our children even know what a phone is? Do they know what a typewriter is? How do they pay? What is the value? Was it possible 5 years ago? The difference between threat and opportunity is opinion and attitude. The difference between winning and losing is the ability to execute on the fantastic. WINNING THE GAME 8
  • 9. No guarantees There is a need to embrace the fantastic as part of the imme- diate future. Those who do will find competitive advantages. Those who do not will struggle to maintain the status quo. WINNING THE GAME 9
  • 10. mobile+x = mobile When anything becomes mobile it tends to disappear. Music players, cameras, credit cards, videos, boarding cards, tickets and much more. What happens when your core product disappears? % of smartphone users who no longer have… Alarm Clocks: 54% Wristwatches: 46% Stand-alone cameras: 39% Laptop PCs: 28% Gaming consoles: 11% TVs: 6% Books: 6% Ref: O2 Survey “Mobile is the ultimate cannibal” Ref: Tomi Ahonen WINNING THE GAME 10
  • 11. Speed of change The world is changing and the pace of change is accelerating. There will be an evolution from industrial-driven transformation to information-driven transformation. This will change individual busi- nesses and society as a whole. WINNING THE GAME 11
  • 12. Ray Kurzweil [ref], a well-known inventor who has re- ceived 17 honorary doctorate degrees, predicts that we Speed of will witness approximately 20,000 years’ worth of tech- nological advances in the next 100 (when compared to Change the rate of change in the year 2000). Or to put another way, we will see more change in the next 10 years than we have seen in the previous 100. By 2011 “the industry had reached a point where it was realistic to form a start-up and launch an internet tech- Exponential Growth of Computing based product for less money and in less time than it would have taken to simply launch the website for such 1060 a company in 1997.” 1055 According to Kurzweil, a $1,000 computer will have the Calculations per Second per $1,000 1050 computing power of the human brain by 2025. By 2045 1045 it will have the equivalent computing power of the total 1040 1035 human population. 1030 1025 All Human Brains 1020 1015 One Human Brain 1010 One Mouse Brain 105 1 One Insect Brain “Change will never be 10-5 10-10 this slow ever again” 1900 1920 1940 1960 1980 2000 2020 2040 2060 2080 2010 Year Hans Vestberg, CEO Ericsson – at SIME, September 28, London WINNING THE GAME 12
  • 13. apps the unit of disruption http://youtu.be/6ig01FCowzg WINNING THE GAME 13
  • 14. The unit of disruption Since the 19th century, there have been net- unit of disruption is the app. Whereas the first household spending) but of everything else work-driven units of disruption. The first was two units of network-driven disruption only as well. According to ABI Research [ref], the fixed phone that went into all buildings focused on communication, the app focuses revenue from mobile apps stores could reach and changed people and industries. Then on everything. And if we look at consumer $46 billion by 2016 (revenue including paid the mobile phone went into the pockets of 6 spending (analysis by VisionMobile [ref]), this downloads, in-app purchases, subscriptions, billion people, again transforming their lives provides an overview of not merely commu- and advertising), up from $8.5 billion in 2011. and the businesses they work for. Now the nication spending (less than 10% of average 10% 10% 11% Other (incl. comms) Insurance & Pensions 6% 6% Healthcare Transportation 13% 16% Apparel & Services Housing Food 4% Entertainment 34% Other (incl. comms) WINNING THE GAME 14
  • 15. Applications and their data have to live on a platform. The unit of Successful platforms all give something away for free, they have to figure out who pays them and most impor- tantly how to get people paid. disruption APPS DATA FREE INFRA- PLATFORM PAY STRUCTURE PAID The challenge is to build an infrastructure platform that enables people to maximize their share of the $46 billion in the future and that adequately compensates the infrastruc- ture provider for the competitive advantages it offers them from a performance and business point of view. Performance = real money. As presented by Walmart, February 2012. A large eCommerce site extensively A/B tested page performance and published a study showing that a 100-millisecond delay = a 1% drop in revenue. Search engines A/B tested performance and found APP that a 500-millisecond delay caused a 20% drop in traffic. In an experiment across multiple retailers, a 1-second delay caused a 7% decline in conversion. Having optimal performance translates into real top-line The question we have to ask is, How do we build the growth for any application provider. The infrastructure platform provides such performance. The end-user of an best network platform to enable the app to generate infrastructure platform of this type gets better quality of the most money both for the app and for the network. experience and longer battery life for their device. WINNING THE GAME 15
  • 17. moving COMPUTE into the network By 2017 there will be 5 times more mobile broadband subscriptions than fixed ones, generating a substantial increase in mobile access to applications as opposed to fixed line access. Why then do all applications reside in fixed broadband? Data centers? Change the game! WINNING THE GAME 17
  • 18. Europe The European Commission’s new strategy for “Unleashing the poten- Alone-More tial of cloud computing in Europe” outlines actions to deliver a net Cloud Computing gain of 2.5 million new European jobs, and an annual boost of EUR 160 billion to EU GDPs (around 1%), by 2020. Key actions include: Cutting through the jungle of tech- nical standards so that cloud users This will mean: get interoperability, data portability and reversibility; necessary stand- 2.5 million new European jobs an ards should be identified by 2013; annual boost of EUR 160 billion to support for EU-wide certification EU GDP (around 1%), by 2020 schemes for trustworthy cloud providers. Development of model This will require: ‘safe and fair’ contract terms for SLAs, certification, interoperability, cloud computing contracts includ- data portability and reversibility ing Service Level Agreements [ref]. WINNING THE GAME 18
  • 19. The mobile internet By 2017 there will be five times more mobile broadband subscriptions than fixed ones [ref]. Everyone developing applications today is developing mobile applications first, not fixed ones. 5x We are in a world where we speak about an internet that has clouds that has computers. It makes complete sense from an internet point of view and has worked fine for years. In reality the mobile internet is a whole COMPUTING other set of networks and these other networks are COMPUTING massive ones that are all between the core internet and MOBILE INTERNET the people and machines using it. The massive growth DATA of the mobile internet is the place where application developers want to work. What happens when you start to orchestrate compute, applications and data start to become resident in the mobile internet? If applications start to execute inside the mobile inter- net and traffic only goes to the public internet in excep- tional cases, the result is an enhanced experience for both the end-user and application developer, and also improves the network management experience. WINNING THE GAME 19
  • 21. moving COMPUTE into the network If the objective for mobile carriers is to deliver opportunity is to move compute into the network. a platform that is not just about network ser- The challenge is how to do this considering the vices but also about compute and data services fact that up until now, mobile carriers have been combined with the network, what are the oppor- very network service-centric, not compute-centric. tunities? The objective is to provide application This is why Ericsson has an ongoing dialogue developers with the best prerequisites, enabling with cloud computing experts like Joyent. It is them to deliver the best end-user experience to advisable that all mobile carriers do the same, or their customers – both application developers contact Ericsson and Joyent to find out what we and the mobile carriers’ customers. There is an have already learned... WINNING THE GAME 21
  • 23. control the performance The opportunity is to take control of the digital logistics supply chain – horizontally. Today, very large companies are doing this through vertical integration. It is expensive, does not scale, time to market is slow, and it cannot leverage the unique assets that are intrinsic to the private mobile networks that are enabling the delivery. The infrastructure platform enables the mobile carrier to control a digital supply chain. The three important perspectives of this platform are: Performance and Scale – to keep optimal growth and service performance costs in line with demand. Security and Integrity – preventing corruption (security) and detecting corruption (integrity). Transparency – real-time answers to questions such as Why is my application slow, Why is my application down, or When is it coming back? When delivery is reliable or even guaranteed, this enables new potential business models for carriers, such as indemnification. All businesses today are being compelled to embed both network and compute inside their core business operations but how do they know if this is working; who “has their back” if something goes wrong. If we can begin to answer those questions, we will have the opportunity to become a preferred business partner to that company. WINNING THE GAME 23
  • 24. analogous to shipping “McLean’s true innovation was to un- derstand that the core business of the shipping industry was not operating ships but delivering cargo and doing so with the best performance possible.” WINNING THE GAME 24
  • 26. analogous to shipping The digital supply chain business. Infrastructure as a platform; are there parallels we can draw from other industries? The physical shipping industry is a good analogy and the digital networks overlay the exact same trade routes as those used in the Silk Road trading days. If ports are data centers, networks are shipping routes, and applications are the packages being transported, then we as a digi- tal industry are using the same methods as before the introduction of the shipping container in 1954: best effort, expensive, inefficient or unreliable. The shipping container enabled the global economy in the physical world. Building the same operational model to ship applications in the digital world will create the same economic transformation. We ship applications today but without any intelligence. Include intelligence!! WINNING THE GAME 26
  • 27. Nature, machine, people “We’re proud to be able to connect Maersk Line’s fleet with our technology. We believe in a Networked Society where connectivity will only be the starting point for new ways of innovating, collaborating and socializing. The result will be automated and simplified processes, higher pro- ductivity, real-time information allowing quicker, more informed decision making and problem solving,” said Hans Vestberg. [ref] WINNING THE GAME 27
  • 29. Nature, machine, people When compute moves into the network, data becomes Where the data is stored resident there too. And when the data becomes resident in the network, then the network can control access to the Its legal compliance data for the benefit of its users, for the benefit of the net- Its visibility work and for the benefit of the data’s’ owners. Facebook has disrupted Google’s ability crawl information since the Its regulatory trust data is hidden behind Facebook’s proprietary interface. Data is valuable Data in the mobile network can maintain open interfaces but the owners of such data can sleep at night knowing: Use of data is priceless… WINNING THE GAME 29
  • 30. IN SUMMARY WINNING THE GAME 30
  • 32. THE THREE THINGS TO REMEMBER 1 2 Apps + Data Compute + Network Apps are the unit of disruption We need a truly holistic service and they are merely lenses into delivery platform that is sitting people’s data on the network. there saying let’s run apps well. 3 Guaranteed End-to-End Delivery Across networks, compute and data combined. This changes why we build networks, our desired operational model and our potential for new products, new business models and new revenue streams. WINNING THE GAME 32
  • 33. winning the game It is a paradigm shift, Your mobile network is not access, it is distributed compute. To continue the discussion... Contact Ericsson Contact Joyent Follow us on Twitter: @geoffworth @jasonh WINNING THE GAME 33
  • 34. What’s Next The next paper in this series will focus on people and businesses that are embracing the fantastic and are already preparing, planning and adapting to the paradigm shift ahead. We would therefore love to hear your thoughts on these subjects and descrip- tions of real case stories about companies that are leading the charge into the era of the Networked Society. Please send your feedback, thoughts and ideas to geoff.hollingworth@ericsson.com for a chance to be featured in the next paper in this series. WINNING THE GAME 34
  • 35. references 1. Yankee Group, www.yankeegroup.com 10. Kurzweil, R., www.kurzweilai.net 2. Pyramid Research, www.pyr.com 11. VisionMobile (2012) 3. Parks Associates, www.parksassociates.com www.visionmobile.com 4. Strategy Analytics, www.strategyanalytics.com 12. ABIresearch (2012) “In-App Purchases to Outpace Pay-Per-Download Revenues in 2012” 5. inCode Analysis (2011), www.incodeconsulting.com www.abiresearch.com/press/in-app-purchases-to-outpace- pay-per-download-reven 6. Distimo (2011) “Distimo Releases Full Year 2011 Publication” 13. European Commission (2012) www.distimo.com/blog/2011_12_distimo-releases-full-year- Unleashing the Potential of Cloud Computing in Europe 2011-publication/ ec.europa.eu/information_society/activities/cloudcomputing/ docs/com/com_cloud.pdf 7. KPCB (2011) “KPCB Top 10 Mobile Trends” 14. Ericsson, (2012) www.kpcb.com/insights/top-10-mobile-internet-trends “Traffic and Market report, On the pulse of the Networked Society” www.ericsson.com/res/docs/2012/traffic_and_market_report_ 8. O2 Survey, (2012) june_2012.pdf “Making calls has become fifth most frequent use for a Smart - phone for newly-networked generation of users” 15. Ericsson, (2012) news.o2.co.uk/?press-release=making-calls-has-become-fifth- “Maersk Line and Ericsson bring mobile connectivity to the oceans” most-frequent-use-for-a-smartphone-for-newly-networked-gen www.ericsson.com/news/1576938 eration-of-users 9. Tomi Ahonen, (2012) www.communities-dominate.blogs.com/brands/ 284 24-0002 Uen, Rev A © Telefonaktiebolaget LM Ericsson 2012