블로그 이미지
심장이 두근거리고 밤에 꿈에서도 간절히 만나는 그러한 희망을 꿈꾸고 있습니다. 이 절실한 꿈을 위해 인내할 수 있습니다. 이 절실한 꿈을 위해 기다릴 수 있습니다. 당당하게 미래를 바라봅니다. 가슴은 미래를 향해, 그리고 나의 손과 발은 현재를 열심히 가꾸고 있습니다.
by cykaneys
Candle

NOTICE

CALENDAR

«   2008/08   »
          1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30
31            
  • Total : 2869
  • Today : 11  | Yesterday : 25

CATEGORY

분류 전체보기 (57)
웹3.0 이란? (18)
웹3.0 Technology (11)
웹3.0 비즈니스 (4)
경영 & CEO (9)
Web2.0+Open Social 동향 (8)
About (1)
Book (3)
집단지성 (3)

ARCHIVE



  1. 2008/07/22
    The Facebook economy
  2. 2008/07/16
    Facebook Platform: The Fanfare Revisited
  3. 2008/06/18
    [펌] eBay: E-Commerce 플랫폼

The Facebook economy

The No. 2 social network is fast evolving into a new kind of software platform - and the race is on to figure out how to turn users' every move into dollars for enterprising developers.

By Lindsay Blakely and Michael V. Copeland, Business 2.0 Magazine

(Business 2.0 Magazine) -- Talk about a killer app. Two years ago Jia Shen and Lance Tokuda wrote, just for fun, a goofy Web application for MySpace that could turn anyone's photos into live-action slide shows. It succeeded - horribly. Within days of its launch, hordes of users at the then-superhot social network discovered the app, added it to their profiles, and communicated it to their friends. It spread like a case of Ebola at the Super Bowl. Within a month Shen and Tokuda had 100,000 users, and traffic was doubling every 24 hours.

The servers - those digital canaries in the mine shaft - crashed, and crashed again. "It was crazy," Shen says. "We were down 17 of the first 30 days." Then it got worse. With traffic peaking at 1.5 million users, server costs topped $20,000 a month. And there was no way to monetize their creation.

facebook_morin.03.jpg
The gatekeeper: Facebook platform manager Morin is busy keeping tabs on more than 2,500 applications.
graffiti.03.jpg
Drawing power: Kantor (center) and brothers Tim and Ted Suzman turned to advertising to monetize Graffiti's 5.9 million users.
food_fight.03.jpg
Mini moguls: Goldstein and partner David Gentzel run SocialMedia, one of the biggest startups dedicated to Facebook apps.

Still, they soldiered on for more than a year, keeping afloat with tens of thousands of dollars in loans while hoping to figure out a way to turn their enormous fan base into a brilliant business. It never happened - at least not on MySpace.

This spring, however, Shen and Tokuda spent a few days porting their MySpace hit over to Facebook. The upstart social network began as a hangout for high school and college students and last September allowed anyone to join.

Eight months later, Facebook did something MySpace still hasn't done: It opened up its network to developers and made it easy for them to make money from their applications. Which is exactly what Shen and Tokuda did when they rewrote their app and let it loose on Facebook.

Two months later, the duo had generated more than $200,000 in ad revenue. By late July they had 14 other apps up and running, with more than 22 million users. "When we started, we had no idea what we were doing," Shen says. "Now we have a whole suite of applications, and that's where our power is."

It's an increasingly common tale as the Facebook economy picks up steam. In just 10 weeks, hundreds of developers launched more than 2,500 new applications, triggering 139 million downloads. While a possible Facebook IPO or acquisition could change things overnight, for the moment it's a free-for-all.

The apps have names like FoodFight, Zombies, (fluff)Friends, and Fortune Cookie, and they let users indulge in everything from scrawling graffiti and sending virtual cocktails to buying music, brokering loans, and joining charitable causes - usually without leaving their Facebook homepages. Some apps have attracted hundreds of thousands of users, and a select few have pulled in millions.

One venture capital firm, Sand Hill Road-based Bay Partners, has set aside more than $12 million to bootstrap 50 new Facebook applications. "The current apps only scratch the surface of what is possible," says Salil Deshpande, a partner at the firm. "We're looking for much more sophisticated applications that can make money."

Developers like Shen have already proven how to use Facebook - and other social networks - to pull in a mass audience. But figuring out how to profit from those viral applications is another matter. So far, most of the revenue from Facebook apps comes from fairly primitive forms of advertising, such as Google (Charts, Fortune 500) AdSense. Yet a few developers are building applications to sell real and virtual goods. And others think they'll be able to charge major brands for access to the highly targeted Facebook crowds they've started to assemble. "We intend to build a giant company on top of these social operating systems," says Slide CEO Max Levchin, who's already made one fortune as a co-founder of PayPal. His startup specializes in photo slide shows that pull in more than 129 million users a month. "It's an opportunity for all of us to build the next Electronic Arts, Intuit, or Adobe."

The Facebook economy was born one afternoon in May, when the insouciant boy hero of social networking, Facebook CEO Mark Zuckerberg, told a crowd of developers in San Francisco what they had been dying to hear: that hackers deserve a real piece of the action in a market with ad revenue alone approaching $1 billion.

"Right now, social networks are closed platforms," Zuckerberg told the assembled entrepreneurs. "Today we are going to end that." That day Facebook began allowing programmers like Shen to build as many apps for Facebook's 32 million users as they could dream up - and to pocket whatever money they made doing it, with Facebook providing access to both the audience and the programming tools needed to draw them in.

Programmers talk about Zuckerberg and Facebook in the same terms they once used to describe Bill Gates and Microsoft (Charts, Fortune 500), so great are the power that social networks wield and the perceived stranglehold Facebook has on its growing audience. MySpace, by far the largest of these networks, with more than 100 million users, was the first to see them as software platforms, allowing users to customize their profiles by adding simple apps. But when it came to sharing revenue, MySpace held its cards close to its chest: it would quietly permit developers to make money only when their users left the MySpace network.

Zuckerberg has turned the MySpace business model upside down: Not only is he giving developers their own real estate within Facebook - both inside users' profile pages and on piggybacked application pages - but he's allowing them to make money from their apps any way they can, from ad sales to direct purchases of services and merchandise. For example, download iLike, an app that lets you sample and purchase music, and the developer gets a 5 percent kickback if you end up buying songs from iTunes or Amazon.com (Charts, Fortune 500).

To incentivize developers, Facebook is also breaking ranks with rivals by sharing crucial data - such as a user's age, interests, and friends - that enables more sophisticated applications. Zuckerberg also set up a speedy approval process that allows most programmers to load their apps into the network in a matter of days.

Josh Kopelman, a Philadelphia-based venture capitalist and investor in such startups as LinkedIn and Yapta, sees more users coming Facebook's way (ComScore reports Facebook grew 270 percent last year, while MySpace grew 72 percent) - and even more developers. "If you were a venture-backed Web startup," Kopelman says, "and had to decide whether to focus on a site that welcomed you in and let you keep 100 percent of the revenue you generate, vs. a site with a vague policy that doesn't let you generate any revenue, it's not even a decision. It's an IQ test."

The real IQ test, of course, is figuring out how to create an app that takes off and makes money. So what defines a killer Facebook app? Senior platform manager Dave Morin says the stickiest applications are those that tap into the "social graph." That's Zuckerberg's oft-quoted term for the web of connections between users and their friends. "Most apps are only interesting if there is much more content below that widget," Morin says. "It needs to take you someplace different, do something more."

Morin's favorite example is (fluff)Friends, which lets the user place a cartoon image of a penguin, pig, squirrel, radish, or other cute object on his or her profile page. People can pet it, buy a habitat for it (with fake dollars), even buy a real T-shirt (with real dollars) bearing the virtual pet's image. That's all pretty standard stuff these days.

But this app's clever twist, Morin says, is the way it gets you to reach out to your friends. First you adopt a pet and invite your friends to pet or feed it. Then you pet their pets, or see all the pets that your friends have adopted within Facebook - all while racking up virtual currency to engage in more (fluff)Friend silliness. "I call it interaction capital," Morin says. "The more users interact with the application, the more virtual credit they get." And if they sell a lot of T-shirts or advertising, that's more cash in the (fluff)Friends creators' pockets. The app cleared 1 million downloads after just seven weeks and now adds more than 10,000 new users a day.

There's a science to achieving perfect viral alchemy, and it's getting more sophisticated by the day. One place every Facebook developer frequents is Appaholic.com. Created by San Francisco-based programmer Jesse Farmer, Appaholic breaks down Facebook applications by popularity, growth rate, and even "virality," as measured by growth in a single day. On a recent day, Farmer ticked off the leading app in each category: Top Friends, a Slide application that lets you rank your friends; Griddle, a word game; and What's My Chinese Name?

Appaholic has developers glued to the site's analytic tools, looking for secrets that reveal what makes one app soar and another tank. When a new feature suddenly boosts an application's number of users, "you quickly see other developers rolling out similar features," says Paul McKellar, the San Francisco-based programmer behind the hit app SocialMoth, with more than 400,000 users. "You have to, if you want to keep up."

In the short time since the new Facebook platform went live, Farmer has already spotted a few telltale patterns. One attribute that's death to an app, he says, is complexity. Facebook and all its homegrown applications are relatively simple; those who create something that requires too much thought or explanation quickly run into trouble.

Farmer learned the hard way: Bookshelf, an application he helped develop, lets you list, share, and search your books, movies, music, and games. It went nowhere. "We were decimated by applications that didn't do nearly as much, that were far simpler, like iRead," Farmer says. "Within a week they were 10 times our size. Any application that is more complicated than the most complicated feature in the core of Facebook will be penalized."

Applications that augment or mimic existing features on Facebook - such as the wall (a space for writing messages) or a poke (a way for friends to say a quick hello) - are also more likely to take off. And those that stumble on even the smallest bug are likely to become roadkill. Matches, a flirting application, fell into a hole when a time-out bug, a Facebook glitch, stopped the app in its tracks. In the week it took to fix it, Matches lost about 100,000 users and ceded the category to a rival called Crushes. The lesson, Farmer says, is "users don't care why it doesn't work or whose fault it is. They will leave and probably not come back."

Armed with those sorts of insights, some startups are positioning themselves as Facebook app factories. "Netscape browsed the Web, Yahoo organized it, Google searched it, and now Facebook has made it social," says Seth Goldstein, co-founder of SocialMedia, a small shop in Mill Valley, Calif., that's already turned out such Facebook hits as FoodFight (throw a virtual lobster at your buddy) and Happyhour (send that buddy a cocktail). How does he plan to cash in on all those widgets?

At the moment, advertising opportunities are unproven - which is why Goldstein is leaning toward sponsorship as a simpler path to profits. FoodFight, Goldstein says, is an ideal mechanism for food companies to market themselves. Instead of throwing a chicken drumstick at a friend, a user could throw, say, a drumstick sponsored by Tyson Foods. "I had an ad agency representing a buffalo wings chain approach us with an $80,000 ad buy," Goldstein says. "It's starting to happen."

Shen and Tokuda's outfit, meanwhile, has become a lot more than a slide show. The company, now called RockYou, has more than $10 million in venture funding, more than a dozen developers, and one of the largest portfolios of applications. Its 15 apps include Horoscopes, Emote (icons for your status box), and Glitter Text (sparkly fonts). This time around, the revenue model is getting as much attention as the code. In late July the startup launched its own advertising network: RockYou is offering its user base and Facebook pages as a way for advertisers and other developers to reach more users. "We don't know which approach is going to work best yet," Shen says, "so we're trying them all."

So is San Francisco-based Slide, which has 12 Facebook apps and a growing audience to offer advertisers. Slide is also launching an ad network that will let advertisers brand its apps. CEO Levchin thinks that because users volunteer their ages, interests, locations, and other specific personal information, Facebook has the potential to be the best ad platform on the Web. "Until recently, Facebook had all of this ad inventory to itself," Levchin says. "Now it's saying, 'Go nuts. Sell it any way you want.'"

Not everyone is drinking the Kool-Aid. Andrew Chen, an entrepreneur-in-residence at Mohr Davidow Ventures, thinks the revenue opportunity is still unproven. "The question is whether large-brand advertisers will feel like it's a good idea to buy space on still relatively small pieces of real estate," Chen says. "I would imagine they'd want to deal directly with Facebook." The company, after all, already generates an estimated $150 million in ad revenue on its own.

Developers face other risks: Should Facebook go public or get acquired - as has been widely rumored - new circumstances could force Zuckerberg to give up his share-the-love revenue model and keep more of it in-house. The company might also rip a page from the Gates playbook and launch its own versions of the most popular applications. Or Zuckerberg could kick everyone out and go home.

As a hedge, developers aren't limiting themselves to one platform. Bebo, LinkedIn, MySpace, and several other large social networks have signaled in recent months that they will likely follow Zuckerberg's footsteps. "They will all open up," says Charlene Li, a marketing analyst at Forrester Research. "It's inevitable." MySpace, for its part, is said to be working on substantial changes to its platform. While company officials declined to respond to specific questions about its plans, they did say their goal is to work more closely with outside developers.

Anticipating that day, Palo Alto-based Box.net, which sells online storage and sharing, recently created a Facebook app for its service and a subscription package for Facebook users. But that doesn't mean the startup won't be showing up on other networks when their doors open. While the networks all have different software protocols, the apps are small, and the time and effort required to retool one for, say, LinkedIn or MySpace doesn't scare developers. "Facebook has done the best job opening up," says Box.net CEO Aaron Levie. "But we are not about building a business on any particular platform."

For folks like McKellar, though, simply owning a few Facebook apps is just fine. He has yet to make any real money from SocialMoth, but he's willing to fork out $500 a month in server costs just to hold on to his audience in the hope that he'll figure out a revenue model soon enough. "I go where the users are, and where they make it easy for me," McKellar says. "Right now, that's Facebook."

Four ways to make money

1: Sell ads

The play

Just about any Facebook app can get into the ad game, but only those with the biggest audiences will earn serious money. Several easy-to-use ad networks are already delivering the ads for a cut of overall sales.(See "Tools," below.)

The front-runners

Graffiti (5.9 million users). This highly viral drawing tool spread quickly because of its simplicity and originality.

iLike (5.4 million users). Users can set up their music and video libraries in mere minutes.

The Simpsons Photos, Quotes, and Trivia (60,000 users). Pearls of wisdom from the first family of Springfield.

The payoff

Apps currently generate less than $1 for every 1,000 pageviews. But that amount will likely increase as demographic targeting becomes more refined and the ad models move from simply racking up pageviews to measuring users' engagement.

Tricks of the trade

1. Establish your base. Hold off on serving ads until you have at least 10,000 users. Bombarding users with too much advertising can scare them away and hurt your growth in the long run.

2. Test different ad networks. Putting up ads is a simple cut-and-paste operation, so you can afford to be choosy and pick the network that gives you the best deal.

3. Don't clutter up app pages. "This is definitely a challenge for developers," says Mark Kantor, one of three developers behind Graffiti. "The most important thing is to preserve user experience."

4. Renegotiate as you grow. Demand a bigger cut of the revenue share as your traffic jumps. Says Kantor, "It might be better to go with a small ad network if you think you'll stand out."

Tools

Dozens of ad networks are cropping up to serve the Facebook developers. Here are a few.

1. Lookery (lookery.com). This new Facebook-specific ad network aims to offer developers demographic profiles of their user bases. More targeted advertising could soon fetch a higher price.

2. Userplane (userplane.com). AOL-owned Userplane pays per minute of exposure rather than just per pageview, so it's good for applications like games that keep users highly engaged.

3. Google AdSense. Not new, but many developers consider it the best means of supplying relevant ads.

2: Attract sponsors

The play

Advertisers are already sponsoring apps. Besides being widely used, your application needs to offer companies a natural way to interact with their customers.

The front-runners

Likeness (2.9 million users). Offers quizzes that generate top-10 lists - an ideal branding vehicle - and matches them with those of friends with similar preferences.

FoodFight (2 million users). Virtual lunch money buys you food to throw at friends. Next up on its menu: chicken wings from a major food chain.

HotLists (1.6 million users). This app lets users define their personas by posting brands' logos, cleverly dubbed "stylepix," on their profiles.

The payoff

Building direct relationships with brands takes more time and effort, but it means higher-quality advertising and more control over how your users interact with it. Expect to earn multiple-dollar CPMs instead of the pocket change you'd get from the ad networks.

Tricks of the trade

1. Don't pitch big brands without big numbers. You'll need a large traffic base - at least a few million users - before top brands will pay attention.

2. Know who's looking at your pages and why. Analyze your user demographics so you can pitch your audience effectively to sponsors.(See "Tools," below.)

3. Let your users do the work. Incorporate brands that your users identify with, and they'll willingly spread the word.

4. Don't overdo it. Too much brand presence will scare away Facebook's sometimes advertising-averse audience.

Tools

Where to find help analyzing your traffic and users.

1. Google Analytics. Embedding Analytics into your apps is easy, and it churns out useful stats about where users are coming from.

2. Gigya (gigya.com). This startup tracks metrics like app stickiness and user adoption rates.

3. Appaholic (appaholic.com). This site tracks traffic growth by the hour, day, or week - critical when launching a new ad campaign.

3: Sell services

The play

As apps become more about utility and less about fun, opportunities will arise to sell digital services of lasting value to users. Eventually, they'll make purchases without leaving their profiles.

The front-runners

Files (43,000 users). Offered by Box.net, this online file-storage service turns a Facebook profile into a repository for members' digital media.

Picnik (206,000 users). A Facebook version of Photoshop.(Hello, Adobe?) Basic tools are free; advanced features are offered for an additional fee.

The payoff

If you're selling a real service, then you can have your cake and eat it too- try selling subscriptions and ads to double-dip on your traffic.

Tricks of the trade

1. Start with a free version. And make switching to a paid offering an easy process. Don't force users to leave Facebook to sign up.

2. Set logical limits. Decide carefully what you'll give for free and what you won't. And even the freebies must be valuable enough for customers to be willing to spend their time.

3. Research your price points. Box.net already had storage plans for businesses and professionals. But when it moved onto Facebook, the company rethought its pricing models and created a $25-per-year plan that's comparable to the cost of an external flash drive - the way most college students store important files.

4. Be tactful and timely. Box.net alerts its users when they're nearing their file or storage size limits, politely reminding them about its for-pay premium service.

Tools

Where to find a platform to process payments.

1. PayPal. A starter plan will cost you 2.9 percent plus 30 cents per transaction.

2. Google Checkout. The standard processing fee is 2 percent plus 20 cents per transaction.

3. Facebook. The company is rumored to be launching its own payment platform soon.

4: Sell products

The play

As Facebook increasingly becomes the center of people's digital lives, it's also becoming a venue for selling things - digital and otherwise - to its fast-growing audience.

The front-runners

Amazing Giftbox (127,000 users). Sends virtual Amazon merchandise.

Band Tracker (29,000 users). Searches upcoming concerts and links to ticket vendors.

Visual CD Rack (20,000 users). Lets users browse and buy music from a virtual CD rack.

The payoff

Most developers are going the affiliate route, offering product wish lists and then sending users to sites like Amazon.com or iTunes. Others, however, are directly selling such items as ringtones and T-shirts.

Tricks of the trade

1. Be a middleman. iLike makes its music-sampling apps simple and hands off sales to iTunes or Amazon via affiliate partnerships. Those directly selling hard goods need to prepare for the complexity of payment and delivery.

2. Keep it simple. Facebook has not yet become a place where people are likely to buy, say, a digital camera. But users are starting to purchase items that don't break the bank and extend Facebook's utility. XLR8 Mobile, for instance, is looking to sell ringtones and wallpaper on Facebook via custom storefront widgets. "We don't want to bring people to the store," says XLR8 Mobile CEO Perry Tell. "We prefer to bring the store to the people."

3. Give it away. Going viral is always the goal. One great way to get there is by offering free samples. Whether it's a digital download of a song or the image of an item, give your customers a taste of what they'll get before asking them to commit.

4. Don't rule out the odd. "Sometimes wacky, unusual, off-the-beaten-path stuff sells huge," Tell says. "Everyone is looking for the next Crazy Frog, so you must be willing to try lots of things."

Tools

1. Clearspring Technologies. This analytics service tracks exactly who's downloading an app and what they're buying through it. It also suggests when to double down on an item or sales approach that is working or, conversely, kill off those that aren't.

2. Garage Sale. Developers can use this Facebook shopping cart system run by Buy.com, which takes a 5 percent cut of sales.

3. Facebook Marketplace. The largest classified-ads community on the network, it's a good place to monitor buying trends.  Top of page

Trackback 0 And Comment 0

Facebook Platform: The Fanfare Revisited

Written by Alex Iskold / July 15, 2008 11:35 AM / 9 Comments

When the Facebook platform debuted last year it was touted as the next big thing. Media, VC, startups and big companies shared the enthusiasm for its future. And no wonder: Facebook enabled access to 50 million users. You no longer needed to bring the audience to your app. Instead your app could be delivered to one of the largest audiences around the web. And not just delivered, but injected into a massive social network.

While it started great, it turns out things are not that simple. Three fundamental issues surfaced:

  1. Technical: Should the app be just a teaser that leads users to their site or should it be a duplicate and have full functionality?
  2. Business: If e.g. New York Times builds a Facebook app, will it be economic for them (since there's little revenue in Facebook)?
  3. Provider costs: Does it pay for Facebook to maintain the platform? As a business with a huge valuation, Facebook needs to maximise profit.

With these issues out in the open for the last year, the platform is suddenly not so compelling. How could this great idea go wrong?

The Technology Behind the Platform is Solid

There is little doubt Facebook's platform is revolutionary. Overnight it opened access to a massive audience. Big companies and startups just needed to write an app, submit it to the gallery and they have access.

From the development view the platform is good. Sure there are quirks, but people can build apps. Security and scaleability are wired into its core and there are APIs and libraries in popular languages.

Teasers vs. Native Apps

Right now there are two types of Facebook applications: teasers and native apps. A teaser exposes partial functions of the application and offers users a click to leave Facebook to go to another site. Native apps are developed to run on Facebook.

The problem is, any existing site wants to build a teaser application. Most sites make money on ads and they have existing ad infrastructure in place and all they need is traffic. This is a product management nightmare because it isn't clear what info should be exposed. And the user experience is bad because users dislike jumping between Facebook and other sites.

Some companies built copies of their apps that live entirely on Facebook and mimic the functionality of the real one. This solution creates both engineering and marketing problems. Maintaining a duplicate code base is costly, and messaging users to come to the website or Facebook page is confusing. And the issue of monetization on Facebook remains.

The applications that live only on Facebook are clear winners. These are custom-designed for the platform.

Show Me The Money

Unlike Apple, Facebook did not build an infrastructure for paid applications. The only way to monetize the apps is via advertising. Yet social networks aren't natural for targeted ads. Certainly ads are served in pages, but their effectiveness has still to be determined .

Specifically, if talking about a large news site like New York Times, there's no way it can match its native ads on Facebook. New York Times sells high-CPM ads and has polished its targeting mechanism. Plain Facebook ads can't match that.

An app is free to serve more ads on its own Facebook pages, but then the reader will be seeing two types of ads and the ratio of ads to content becomes unbearable.

It would be an advance if Facebook would enable companies to plug in their own ads into the sidebar areas, but currently there's no such infrastrucure. We're not seeing clear and comparable monetization on Facebook as it exists on original sites.

The User Problem

Out of thousands of applications, only a handful gain sizable audience. Whose fault is this? Again this isn't a simple issue. How many apps can a user want? The apps that win audiences initially get progressively bigger, making it harder for new apps. Because there's no pay-to-play, there's a lot of noise.

Users have too much choice. What seems like a great idea (let users choose the apps) quickly leads to this: users try a few apps and conclude that apps aren't interesting. Users are confused with the amount of choice.

What's the solution? Not really clear, but the current situation can't last much longer.

Platforms Are About Risk Management

With the platform not working out well for either Facebook or its users, the company is taking action. The changes are aimed at simplification and toning down the apps.

At this point it will be a welcome change for the users, but application makers will feel screwed just a year after the fanfare and all the money spent on building the apps. Providers have done nothing but good for this platform, making things work quickly.

Platforms, Web Services and APIs are not just money makers. Platforms come with responsibility. Amid the never-ending marketing war, the rush and pressure tends to push out stuff that's half-baked.

Perhaps it's time to take a lesson from the 90s. Back then, when companies bought libraries from software vendors, these came with commitment. Solutions were customer-driven because people paid to use them. Vendors worked hard to make things backwards compatible. Platform providers understood and respected the risk people took relying on their systems, and they assumed responsibility because they were paid.

Perhaps if Facebook charged for access to its audience, things would be more businesslike. Once again, free comes back full circle and backfires.

Conclusion

The Facebook platform was certainly a big event in technology. As the first open system to enable access to a huge audience, it's a triumph. But its future is clouded because of its business infrastructure, improper user education, and almost anarchic delivery of the applications. With the imminent changes, larger players will have even less incentive to plug in.

Only time will tell what it means for the futrure of the platform. Hopefully Facebook leadership will find the right path.

Trackback 0 And Comment 0
eBay: E-Commerce 플랫폼
• 작성자: 스카이벤처    • 작성일: 2008.06.17   
 

웹 플랫폼은 E-Commerce 서비스의 플랫폼화에서 시작되었다고 해도 과언이 아니다. 가장 대표적인 E-Commerce 서비스인 Amazon.com과 eBay는 웹 2.0과 웹 플랫폼이라는 용어가 정의되기 전부터 플랫폼으로서의 모습을 갖춰가고 있었다. Amazon.com은 2002년Amazon Web Services를 오픈하여 외부 서비스나 어플리케이션들이 Amazon.com의 상품 정보를 접근할 수 있는 길을 열어주었다. 또한 eBay는 2000년 이미 Developer Program을 만들어 외부 개발자들이 eBay 연동 어플리케이션과 서비스를 쉽게 만들 수 있는 개발도구를 제공하기 시작했다. 이러한 시도는 써드파티 개발자들이 새로운 혁신적인 서비스를 개발하기 용이하게 해 주고 E-Commerce 서비스에겐 자신들의 마켓플레이스가 확장되는 효과를 가져다 준다. 실제로 eBay는 5만명 이상의 써드파티 개발자를 보유하고 있으며 이들에 의해 4,800개 이상의 어플리케이션들이 개발되었고 이를 통해  eBay 상품 목록의 25%가 만들어지고 있다고 한다.

eBay 플랫폼은 다음과 같은 기능들을 제공하여 외부 개발을 장려하고 있다.

*  Web Services 제공
Shopping & Trading Web Services를 통해 외부 서비스가 eBay의 상품 정보에 접근하고 판매 및 구매가 가능하도록 한다.

* 개발자 SDK(Software Development Kits) 제공
Windows, Java, PHP, Javascript, Flash 등 다양한 개발 언어를 사용하여 eBay Web Services에 접근하는 서비스 및 어플리케이션을 개발할 수 있는 도구를 제공한다.

* 개발자 커뮤니티 활성화
블로그, 포럼, Q&A 등을 제공하여 외부 개발자들을 지원하며 매년 개발자 컨퍼런스를 개최하여 개발자간 정보 교환 및 새로운 정보의 습득을 용이하게 한다.

* 개발 환경 제공
개발 도구, 예제 코드, API 테스트 및 가상 개발 환경(Sandbox)을 제공하여 쉽게 개발을 시작할 수 있는 환경을 제공한다.

아래 그림은 eBay 플랫폼 기술의 구조를 보여준다.

002.jpg


이러한 eBay Developer Program을 통해 구현된 몇 가지 예를 살펴보자.

* bidmachine

경매 입찰, 낙찰 등을 관리해 주는 경매 운영 관리 서비스로서 eBay Web Services를 사용하고 있다.

003.jpg

* mapBid

어떤 지역 근처에서 진행되고 있는 eBay 경매정보를 Google Maps위에 보여주는 Mashup 서비스를 구현하고 있다.

004.jpg


 

* eBay Adobe AIR 어플리케이션

2007년 DEMO 컨퍼런스에서 Adobe의 차세대 RIA 기술인 AIR를 이용해 eBay Desktop 어플리케이션을 시연함으로써 최신 RIA 기술과 eBay 플랫폼 연동 가능성을 보여주었다.
 

005.jpg

여러 인터넷 서비스 분야 중 E-Commerce에서 플랫폼의 모습이 먼저 나타나기 시작한 것은 바로 플랫폼 비즈니스가 수익 증대와 직결되기 때문이다. eBay이라는 한정된 웹 공간을 넘어 개인 블로그, 웹싸이트, 소셜 네트워크 서비스 등 모든 인터넷 공간으로 마켓플레이스를 확장함으로써 사용자의 증가를 가져온다. 또한 공간적 확대뿐 아니라 모바일 단말, 휴대폰, TV 등 다양한 디바이스 영역까지 eBay 서비스의 확대를 가져 온다. 서비스 개발 측면에서는 다양한 외부 개발자와 회사 등에서 신선한 아이디어를 수혈받으면서 내부 혁신의 한계를 극복할 수 있는 효과도 얻게 된다. 써드파티 개발자 입장에서도 2억7천명 이상의 기존 eBay 사용자를 자신의 고객으로 흡수할 수 있는 장점을 가진다. 그리고eBay Affiliate Program에 가입하여 eBay로 보낸 트래픽에 대해 수익을 공유할 수 있다. 현재 eBay 제휴 프로그램의 지불 정책은 구매 및 낙찰 거래에 대해 수익의 50 ~ 75%, 새로운 사용자 가입에 대해 $25 ~ $35을 책정하고 있다. 이와 같이 eBay 플랫폼은 eBay와 외부 서비스들이 함께 윈윈할 수 있는 E-Commerce를 위한 생태계를 제공하고 있다.

지금까지의 eBay 플랫폼이 E-Commerce를 위한 핵심 기능과 환경을 제공한다면 최근 eBay가 구축하고 있는 플랫폼은 그 주변 기능들을 채움으로써 E-Commerce 생태계를 완성시켜 가고 있다. 아래 그림은 eBay 플랫폼을 구성하는 핵심 서비스들을 나타낸다.

006.jpg

  * eBay: Auction 및 오픈마켓 등의 마켓플레이스
  *  Paypal: 전자결제 서비스
  *  Skype: 거래 당사자간 인터넷 전화
  * Shopping.com: 가격 비교 서비스
  * ProStores: 온라인 쇼핑몰 구축 서비스

중요한 것은 eBay 서비스 이외에 다른 서비스들 역시 독립적으로 Developer Program이나 Web Services 등을 제공하여 외부 개발자가 자신들의 기능을 사용할 수 있도록 개방하고 있다. 이렇게 각자 독립적으로 제공되고 있는 기능들이 eBay Web Services와 통합되어 하나의 E-Commerce 플랫폼을 완성할 때 그 파괴력은 실로 엄청날 것이라 예상할 수 있다
.넥스알.JPG

 
Trackback 0 And Comment 0