August 06, 2007

INNOVATION

By Clifford Chew, Vice President (Engineering)

Hi. I’m Clifford and I head up BuzzCity’s Engineering team. I’d like to give you a behind-the-scenes look at how we think about technology and at some of the innovations we’ve implemented, both to optimise the myGamma user experience as well as to make it easier and quicker for us to roll out new services.
Four years ago when we first conceptualised myGamma, we faced major design decisions. Should we use Linux or Microsoft Windows, Open Source or Oracle, Java or some other platform? While there were advantages to working with the big names, we opted for the cost-effective route and began writing code optimised for Linux.

We also prototyped and built myGamma as a Java-based (J2ME) application. There was a lot of hype surrounding Java at the time and most telecom companies would only partner with us if we were Java-based. However we quickly ran into problems. First, there are no standardised specs for mobile phones. Different makes and models have unique screen sizes, processor speeds, memory capabilities and menu options. When we tried to take account of all these variables using Java, our application became heavy and it took too long for users to download.

We then asked ourselves, what in retrospect seems like an obvious question: “What’s more important: technology or user-uptake?”

We had to make the user experience fast and easy if people were going to sign up and use myGamma. So we went back to the drawing board and redesigned the service to make it as simple as possible. It had to work on all phones, regardless of the operating system or other technical specifications, and it had to run quickly. The best way to do this was to programme for the lowest common denominator – and this meant using WAP technology.

The decision to go with WAP was the one of the most important choices made by BuzzCity. It wasn't an easy choice though. At the time, most people believed WAP was inherently less interactive than Java. However, through an innovative use of WAP and server-side features, we have been able to simulate the interactivity and develop the fast simple user interface we desired.

Today myGamma is accessible in more than 50 countries on almost all GSM mobile phones and virtually every PDA. myGamma automatically detects the handset device and formats the pages accordingly. Users enjoy a personalised experience each time they sign in. More recently, we’ve added an HTML interface so PDA users have a more colourful experience.

The constant challenge is to make the technology transparent to the end user. So before every new product or feature release, we spend a lot of time testing ways of presenting information and choices. Remember that many of our users have never used a PC before. They’re not familiar with Windows and probably wouldn’t have given myGamma a second look if we had given them a Windows-like interface.

After implementing the basics – refining how users can send and receive messages and exchange rich media, such as photos – we turned our attention to other services.

For example, in some of our partner pages, you can click on a link and it triggers a standard mobile phone call to the retail outlet of a store. Once the call is over, the user is returned to the WAP page.
 
We’ve also recently introduced a mobile version of the popular online encyclopedia Wikipedia. It’s quite a challenge to take so much information – written for display on a computer screen – and adapt it for easy access and viewing on mobile phones.

myGamma members can easily sell products and services or advertise online.
Depending on the country, users can be billed through their mobile phone provider (ie the charge will show up on their next phone bill), via SMS or credit card. We're likely the first company in Asia to integrate multiple payment platforms like these into our mobile system.

One of our most important innovations has been a behind-the-scenes initiative to make it easier for engineers to test and roll out new applications. Often, when an engineer has a great idea, he gets bogged down in the setup and programming. The application needs to work on a range of platforms and phones with different screen sizes and device limitations, so the coding becomes a bottleneck. To overcome this, we created a development platform called Gamma 2.0. Our engineers can now quickly express their ideas within this coding skeleton. It takes fewer lines of programming to create a new application and we can test the user experience within just a few days.

Furthermore, since the user and payment features are already online, it takes less than a day to receive feedback as to whether a new service is popular or profitable. In addition, the Gamma 2.0 platform links the new program to all our other applications, so users can enjoy a consistent personalised experience.

At BuzzCity, we know that INNOVATION is key. We need to constantly seek and produce new and better services for our members, which is why our team members are encouraged to dream in our 20 Percent Projects. Our engineers can spend twenty percent of their time – one day a week – working on ideas and new projects of their choice. We provide our engineers with the resources to foster their own creativity and experiment with new ideas. We realise that most 20-Percent Projects will not make it online. But that's fine. Every month we identify promising prototypes that add value to the myGamma experience.

BuzzCity is also partnering with the National University of Singapore (NUS) to advance the conceptualisation and development of digital media products. Kok Fung will kick off the Digital Media Forum on 17 August and over the next year, we will give away eight S$5000 awards to innovators with new mobile ideas.

I enjoy my job. It’s creative, it’s exciting and most of all I know that the programmes and applications we develop are transforming the way people communicate and connect to information around the globe.



July 20, 2007

THE FUTURE OF MOBILE CONTENT

By Lai Kok Fung, BuzzCity CEO


Take a look at the mobile internet today: the vast majority of content – say 80% - is fee-based (ring tones, games, even sports scores), the remaining 20% is available to users for free and is supported by advertising. By 2010 and possibly even as early at 2008, I expect this ratio will flip. Why?

Right now the main thing that’s stopping people from using the mobile internet is price. Data costs are artificially high because telecom carriers – who invested massive amounts of money to purchase 3G spectrums – are targeting the upper end of the market – yuppies with blackberries.

But now it is starting to become cheaper for consumers to get online using a mobile phone:

July 05, 2007

HALF THE PLANET

By Hisham Isa, Vice President (Marketing)

Nearly one out of every two people on this planet will own a mobile phone by the end of the year, according to UK-based market data company “The Mobile World”.

“The Mobile World” estimates that this month, mobile phone subscriptions will pass the 3 billion mark and by December some 3.25 billion consumers will own a mobile phone. These figures are after correcting for individuals who own multiple phones. Sixty-five percent of all handsets made this year will be sold in emerging markets.

I find these numbers to be staggering. Think about it. At the beginning of the millennium, broad segments of people across the world had no access to a phone, much less the internet. A friend of mine who served as a Peace Corps volunteer in Africa in the early ‘90s used to travel half a day – longer if his bush taxi broke down – just to make an international call. No more.
Our data at BuzzCity confirms the trend. We track advertising impressions and user traffic, both of which directly correspond to mobile internet usage. During the second quarter of the year, we delivered more than 1.2 billion advertising impressions. This is a three-fold increase from the first quarter.

At the same time, page views by Indonesian and Filipino users are up 9 – 10 times; user traffic in the US doubled quarter-on-quarter. We are seeing consistently high traffic in Africa, where BuzzCity delivered 500 million ad impressions in three key markets: Kenya, South Africa and Nigeria. Advertisers come from a variety of industries, including mobile entertainment companies and financial institutions.

Niche marketing agencies have adopted mobile advertising whole-heartedly, but traditional agencies are still holding back. They seem unsure of how to enter the mobile marketing arena.

A piece of news this past week out of San Francisco should have ad buyers on their feet, though. Nielsen – the company synonymous with TV ratings – has purchased a well-respected mobile data company called Telephia, which tracks all aspects of consumer phone usage.

“We follow content wherever it goes across all platforms,” a Nielsen executive was quoted as saying by The New York Times.

The Telephia acquisition may help standardise matrix and measurements. It’s also a recognition that mobile advertising is coming of age.


Like internet publishers, we are able to offer advertisers detailed click logs and analytics, including a demographic breakdown (gender, age, ethnicity, geography, phone model and software) of users who click on a banner. Coming soon, we’ll add targeting by hour-of-day and mobile operator.

Mobile ads are normally sold on a pay-per-click basis. But in response to some agency requests, BuzzCity has also started offering CPM (cost per thousand) packages. CPM enables media agents to buy in bulk and re-sell ad banners in the same way that they sell other media.

Online mobile business models were at first predominantly based on the sale of content by publishers. Since the end of last year, though, we've all noticed a decline in paid features and the rise of ad-supported content. Consumers, for example, expect to access information about the weather for free. Even a lot of games and pictures can now be downloaded at no charge. The rising number of mobile eyeballs makes it viable for advertisers to foot the bill.
These consumers will also demand a diverse range of content – a premise that drives social networking platforms, because from the executives hanging around the corporate water cooler to rural women lining up to draw water from a well, people have always congregated to talk, share stories and trade information. Now, in the 21st century, individuals across the globe are increasingly congregating via their mobiles.




More on this subject and the challenges & choices in "Monetizing Traffic" from Kok Fung at Mobile South Asia, 10th - 11th July 2007, Dhaka, Bangladesh







June 07, 2007

CONNECTING THE UNWIRED

By Lai Kok Fung, BuzzCity CEO
Life doesn't progress like a spreadsheet.

I think that's one of the biggest lessons I've learned over the past eight years, since leaving a secure job at Kent Ridge Digital Labs in 1999 to launch an internet startup with three colleagues. Today, that startup – BuzzCity – is a vibrant mobile service provider delivering content to consumers in over fifty countries. By the end of the year (2007), we expect to add another 8 markets in eastern and central Europe. We currently serve more than 1 billion mobile advertising impressions every 3 months, have multiple revenue streams and are not overly dependent on any one market.

 

But it hasn't always been like this. In fact there have been moments when we wondered how to carry on. This week, I'd like to share with you a bit of our company's history and the lessons we've learned along the way.

Before forming BuzzCity, I was a researcher specialising in pattern recognition. We worked with barcodes and taught computers to recognize faces. Some of the technology was adopted by government agencies and Singaporean government-linked companies. However after a few years, I was tired of simply publishing papers and I really didn’t like the idea of our technology servicing only a select group of people. I remember a particular moment when I was at an underground station, watching commuters enter and exit the trains, and I thought “What a pity. My work has nothing to do with them.”