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Dan R.D.

Mobile Games Dominate Smartphone App Usage [07Jul11] - 0 views

  • Mobile games are the most popular type of apps amongst smartphone users, according to the latest report by Nielsen.The report shows that 64% of users who downloaded an app in the past 30 days have downloaded a game.Weather, social networking and apps that fall into categories of maps/navigation and search are also very popular apps, followed by music and news apps, as you can see in the chart below.
Dan R.D.

The Internet of Things and the cloud [09Oct11] - 0 views

  • We are in the early stages of the Internet of Things, the much anticipated era when all manner of devices can talk to each other and to intermediary services. But for this era to achieve its full potential, operators must fundamentally change the way they build and run clouds. Why? Machine-to-machine (M2M) interactions are far less failure tolerant than machine-to-human interactions. Yes, it sucks when your Netflix subscription goes dark in a big cloud outage, and it’s bad when your cloud provider loses user data. But its far worse when a fleet of trucks can no longer report their whereabouts to a central control system designed to regulate how long drivers can stay on the road without resting or all the lights in your building turn out and the HVAC system dies on a hot day because of a cloud outage.
  • The current cloud infrastructure could crumble under the data weight In the very near future, everything from banks of elevators to cell phones to city buses will either be subject to IP-connected control systems or use IP networks to report back critical information. IP addressability will become nearly ubiquitous. The sheer volume of data flowing through IP networks will mushroom. In a dedicated or co-located hardware world, that increase would result in prohibitively expensive hardware requirements. Thus, the cloud becomes the only viable option to affordably connect, track and manage the new Internet of Things.
  • That is critical, in turn, to mitigate growing latency risks for mobile connectivity resulting from the wild proliferation of IP enabled devices on mobile networks coming in the new era of the Internet of Things.
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  • Because on the Internet of Things, no one can blame it on user error and simply ask a hotel air conditioner, an airplane, or a bank of traffic lights to restart their virtual server on the fly and reset their machine image.
Dan R.D.

Could Siri be the invisible interface of the future? - Mobile Technology News [25Oct11] - 0 views

  • Although Siri is limited in what it can do, what it does do, it does well. And based on my experiences with Siri so far, I think it illustrates what I think of as the “invisible interfaces” of future connected devices. Admittedly, that sound like a bold claim, but the reality is this: Thanks to the “Internet of Things,” more devices are gaining connectivity that makes them smarter and more useful. At the same time, computing interfaces haven’t changed all that much in the past several decades. They’re going to have to, however, as we can’t have a multitude of different interfaces across a myriad of connected devices in this new world.
  • The key for potential success here is in Siri’s uncanny ability to understand not just natural language input, but also context. This is great for smartphones where we have so much personal data such as contact names, addresses, phone numbers and digital music tracks. Even better is when Siri works with multiple apps or services on our handsets; tying them together through a simple command. “Remind me to take out the trash when I get home,” for example, leverages both the Reminders application and the integrated GPS radio of an iPhone.
  • “Close the windows and turn on the air conditioning if the outside temperature rises above 85 degrees,” could be a real-world example in just a few years time.
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  • I’m so convinced that the Siri of today is just touching the tip of the iceberg for such a future, that I expanded on this topic in detail this week in a lengthy GigaOM Pro report (subscription required). I’d say “read the report out loud” for you, but Siri isn’t quite that good. Yet.
Dan R.D.

Traffix gets $7M to solve mobile signaling challenges - Broadband News and Analysis [02... - 0 views

  • Mobile handsets have a bad habit of oversharing with the networks they operate on, with some handsets being chattier than others. This signaling data, as it’s known in the industry, can congest mobile networks, and Traffix Systems, a six-year-old Israeli company wants to help operators solve that problem.
  • The company said Wednesday that it raised a first round of $7 million led by Bessemer Venture Partners to help it expand operations. Ben Volkow, the CEO, says that 60 percent of operators already have some Traffix gear on their networks to address and manage signaling traffic, but more operators are interested. As more operators began deploying LTE networks, which add to the complexity of signaling traffic and to the overall network, Volkow decided that his previous strategy of growing the business through bootstrapping it no longer made sense. “We needed to scale and grow the business,” he said in an interview.
  • Signaling traffic is the data the phone or device sends out to the network to tell it where it is, what is it is doing, how much it is allowed to do based on the subscriber’s plan and figure out when to hop to the next base station. Chetan Sharma, a wireless analyst, issued a report last year noting that network congestion is generally caused by two big things: (1) signaling traffic caused by smartphones and superphones and (2) peak data traffic caused by data cards and embedded laptops.
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  • He wrote that signaling traffic is growing faster than raw data traffic because smartphones are not very efficient with applications. As proof, he showed that smartphone signaling traffic is more than eight times data card signaling traffic, even though smartphones were only a small segment of the overall base of devices on the network. And this report was issued before smartphones had achieved the popularity that they have today!
Jan Wyllie

Social Scoring and Peer Influence | Geoff Livingston's Blog - 0 views

  • The highest scoring “influencers” like to think they deliver widespread impact with their followings. Every single book I’ve read by a blogger on influence claims this. In actuality, that influence lies closer to home. When real researchers parse influence we get a different story than the blogger myth propagated by social scoring. Instead, we see that true influence comes from those who are closest to us in our on and offline social networks, our peers.
  • But generally, their writings serve as a credibility point for readers, just like Consumer Reports, and nothing more. Why? Because relationships — true meaningful interactions beyond social platitudes (Like, love, you rock, etc.) — don’t scale after a certain point.
  • By selecting our friends, we’re also choosing to be influenced by their ideas, beliefs and behavior systems
Marc-Alexandre Gagnon

The Fragmented Future of Mobile Payments - Technology - The Atlantic Wire [07Dec11] - 0 views

  • As with all things Internet, the future of mobile payments is going to be fragmented, making the promise of a digital wallet on your phone a lot less exciting. Having a phone act as a credit card makes things faster, more convenient and might even lead to more bargains. But the way things are panning out, only people who meet very specific cell phone, bank, and credit card company criteria can join in on the fun. Just today, Verizon blocked Google Wallet from its phones, reports The Wall Street Journal's Amir Efrati and Anton Troianovski. So for those with multiple credit cards, or without a Citi Master Card, Google Wallet can't replace a wallet, giving it a major utility handicap.
  • As of right now, Google's mobile payment tech only works on Sprint phones with Citi Bank Master Cards. That applies to a very specific set of people. Of course, Google doesn't have the only digital wallet replacement out there. For everyone else, there's Verizon, who has teamed up with T-Mobile and  At&T to work on its version, Isis, which will begin trials next year, note Efrati and Troianovski. And Visa too is apparently in the works for its own mobile payments system, they add. We also can't forget third party apps like Square, Venmo and ZipPay, which allow users to pay others who have the app using stored credit card information. This almost works as a replacement for the wallet, and would theoretically work better than Google Wallet, if only every single place everywhere accepted Square payments -- but they don't. 
  • So we have two types of fragmentation happening in the mobile payments world. With these "wallet" payment systems, like Google Wallet and Visa's mystery service, the service is only as useful as having that single credit card. And then the system is fracturing on a retailer level. Even with Google Wallet, only stores with the compatible card reader accept it; same with the Square-like services. While the number of retailers accepting Square has grown, as this chart posted by The Atlantic's Alexis Madrigal shows, it can't become a wallet replacement unless every single retailer has it. The same applies to Google Wallet: Not every retailer has the capabilities. Like we've seen with Netflix and streaming movies, the services are nice supplements to cable. But not yet a replacement because they all have somethings but no one has all things. The same can be applied to mobile payments. They all can be used with some credit cards and at some retailers, but we won't leave our wallets at home until we get a cord-cutting equivalent. For now, users either have to load a smorgasbord of mobile payment apps, or settle for the current half-hearted solutions. 
Marc-Alexandre Gagnon

Demystifying Enterprise Gamification for Business | Constellation Research Inc. [06Dec11] - 0 views

  • Gamification describes a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes. Originating from the video game industry, many of these pioneering concepts now play a key role in driving incentive and behavior management for both brands in the consumer world and internal scenarios in the workplace. Enterprise gamification is a user experience (UX) and consumerization of IT (CoIT) trend that will take the market by storm in 2012. Constellation believes that by 2013, more than 50 percent of all social business initiatives will include an enterprise gamification component.
  • In interviews with 55 early adopters of enterprise gamification, Constellation identifies the three core pillars that include measurable action, reputation and incentives. By creating triggers through both monetary and non-monetary incentives among customers, employees, partners, suppliers and other interested parties, organizations can secure sustainable engagement and drive business outcomes such as improved marketing response from external communities, sustained long-term customer loyalty, increased collaboration among internal teams, or enriched onboarding, delivering success with new hires, partners, and customers.
  • Enterprise gamification requires an application of psychology and behavioral economics to incentivize outcomes. Because enterprise gamification maps closely to human behavior, organizations will want to follow Constellation’s best practices in appealing to the “Seven Deadly Sins” for gamification design.
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  • Purpose and Intent Much hype surrounds the topic of gamification. Often seen as a technique to add engagement to existing tasks, projects, marketing campaigns, and initiatives, the term gamification unfortunately lacks the seriousness it deserves. This report seeks to change the point of view and demonstrate where gamification plays a role in the enterprise. More importantly, executives will discover how gamification can drive behavior and outcomes through both monetary and non-monetary incentives in enterprise class settings.
Marc-Alexandre Gagnon

Top 7 Mobile Commerce Trends in 2011 - 0 views

  • 1. Just Gimme My Mobile Wallet, Man There are a lot of deviations of a mobile wallet, and everyone does it differently. Essentially, the mobile wallet is exactly what it sounds like: A service that stores everything you would normally put in a physical wallet, including debit and credit cards, coupons and loyalty cards, in a mobile wallet. Not all wallets store data on the phone itself; SCVNGR's LevelUp and PayPal, for example, store data in the cloud. Your mobile wallet arrives empty, just like an wallet. You decide what goes in it. Google's mobile wallet works off of an NFC chip called the Secure Element, which acts like a secure wallet and differentiates this product from being just an app. It's also separate from the phone's main operating system and hardware.
  • Google launched its Wallet program in late May. The official launch (yes, a beta) happened in September. Google chose MasterCard as its official partner in the realm of mobile payments using near-field communications (NFC). At the time of launch, Nexus S 4G on Sprint with Citibank and payment network MasterCard was the only phone compatible with Google Wallet. The industry is preparing for Wallet, but the consumer side isn't quite there yet. In September, however, Visa also signed a licensing deal to include credit and debit cards in Google's Wallet program. MasterCard's has begun its shift toward technology innovator thanks to its new partnership and investment with mFoundry. This solidifies MasterCard's commitment to the field of mobile payments. PayPal has a slightly different vision for its mobile wallet. With a wallet in the cloud, consumers can select a payment instrument (credit card, debit card, bank account) and then use any Internet-connected device to enable that purchase. Really, PayPal wants to be technology agnostic, meaning that its mobile wallet should work on any device regardless of the operating system. In mid-November, PayPal unleashed its mobile wallet that features a card and a smartphone app that lets consumers store credit cards, gift cards, frequent flier miles and more. Speaking of mobile wallets, whatever happened to Apple's iWallet? NFC never did come to the iPhone4S.
  • 2. Where NFCs Will Go, Few Do Know NFC (near field communication) enables the exchange of data between devices (typically, mobile devices) that are in close proximity to each other. NFC devices are used for more than just payments, though - they can be the link between real world actions and consumer-facing or back office systems. While card issuers love NFC options, they would force payment processors to radically redesign. Are consumers ready to trade in the swipe of a credit card for the tap of an NFC-enabled device? NFC may never be widely used as a form of payments, writes RWW mobile expert Dan Rowinski. While the technology around NFC is ready and being widely adapted within the industry, the actual infrastructure is not there yet. But the NFC hype is here. Since Google's Beta Wallet launch in September, it has partnered with Mastercard, CitiBank, Sprint, FirstData, Verifone, VivoTech (NFC partner), Hypercom, Igenico and NXP (NFC partner). On the opposing end, NFC mobile payment solution ISIS is poised to attack Google's Wallet; it recently partnered with Verizon, T-Mobile and AT&T.
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  • In 2012, there will be more NFC-enabled Android devices. For now, only the Samsung Nexus S and a few others have mobile wallet capabilities. Lest we forget PayPal, it is important to note that it recently launched an Android app that allows for money transfer via NFC. 3. Carrier Billing Is Alive And Kicking Carrier billing allows users to pay for apps on their mobile phone bill instead of using a credit card or a third-party mobile payments service to pay at the time of purchase. This payments system is moving right along. In April, Spring joined T-Mobile and AT&T to support carrier billing in the Android Market. Mobile payments company BOKU went live for Android app developers in June. It began offering carrier billing on 230 operators in 56 countries worldwide. eBay purchased mobile payments company Zong in July, and integrated it into PayPal. Zong allows users to make mobile purchases through carrier billing. PaymentOne, another leader in carrier billing, lets users pay with their phone numbers, and validates transactions via text.
Marc-Alexandre Gagnon

Research Summary: Demystifying Enterprise Gamification For Business « A Softw... - 0 views

  • Gamification describes a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes. Originating from the video game industry, many of these pioneering concepts now play a key role in driving incentive and behavior management for both brands in the consumer world and internal scenarios in the workplace. Enterprise gamification is a user experience (UX) and consumerization of IT (CoIT) trend that will take the market by storm in 2012. Constellation believes that by 2013, more than 50 percent of all social business initiatives will include an enterprise gamification component.
  • In interviews with 55 early adopters of enterprise gamification, Constellation identifies the three core pillars that include measurable action, reputation and incentives. By creating triggers through both monetary and non-monetary incentives among customers, employees, partners, suppliers and other interested parties, organizations can secure sustainable engagement and drive business outcomes such as improved marketing response from external communities, sustained long-term customer loyalty, increased collaboration among internal teams, or enriched onboarding, delivering success with new hires, partners, and customers.
  • Enterprise gamification requires an application of psychology and behavioral economics to incentivize outcomes. Because enterprise gamification maps closely to human behavior, organizations will want to follow Constellation’s best practices in appealing to the “Seven Deadly Sins” for gamification design.
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  • Some highlights of the report include: Details on who’s using gamification across the enterprise The three pillars of enterprise gamification The six elements of sustainable engagement Sustainable behaviors to drive desired business outcomes The Seven Deadly Sins to Optimize Gamification Design The top gamified business processes for the enterprise (see Figure 1)
  • Designing your gamification models?  What enterprise business processes will you gamify first? next?   Ready to turbo charge your next generation customer experience?  Have you tested out iActionable, CrowdTwist or the 3B’s (i.e. Badgeville, Bigdoor, and Bunchball?  Ready to here how you can apply the white arts of the 7 Virtues to work?  Add your comments to the blog or reach me via email: R (at) ConstellationRG (dot) com or R (at) SoftwareInsider (dot) com.
D'coda Dcoda

Top 1% of Mobile Users Consume Half of World's Bandwidth, and Gap Is Growing [06Jan11] - 0 views

  • The world’s congested mobile airwaves are being divided in a lopsided manner, with 1 percent of consumers generating half of all traffic. The top 10 percent of users, meanwhile, are consuming 90 percent of wireless bandwidth, reports Kevin J. O’Brien in The New York Times.
Marc-Alexandre Gagnon

eBay's John Donahoe Literally Starts Hammering Out the Plan for Mobile - Tricia Duryee ... - 0 views

  • The yellow-handled hammer, which the eBay CEO purchased at Home Depot using PayPal, signals that the company’s plans for entering the mobile payments business has entered the construction phase.
  • The company also announced fourth-quarter results yesterday, solidly beating both the company’s internal guidance and analyst expectations. One of eBay’s big initiatives over the past year has been to find ways to work more closely with physical retailers by providing them with the technology they need to operate more efficiently online and offline. Over the past year, that has included buying 13 companies, for a total investment of $3.4 billion.
  • “We are right at the intersection of something that’s really cool,” Donahoe said. “This isn’t something that everyone sees, like social networking three years into it, when only the early people knew about it.”
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  • If eBay is able to capture just 2 percent of the sales occurring at the point of sale, it will be able to double PayPal’s $70 billion business today. If they capture 4 percent, they’ll triple it.
  • One major opportunity is payments being made at the cash register, and arguably many others see it, too, including Google, Visa, MasterCard and the wireless carriers, which are all working on their own solutions.
  • What everyone is not seeing, he explains, is how retail and payments are two massive industries that are “at an inflection point where they will go through dramatic change.”
  • Of course, that will take some time.
  • This year, eBay is focused on learning and testing out the technology in several trials; then, in 2013, it will begin to scale the business. In 2012, the company is not even factoring in a lift from point of sales in eBay’s revenue guidance.
  • The company’s big test will start later this week, when it expands its trial with Home Depot from five stores in the Bay Area to 51 stores in the Bay Area, Atlanta and Omaha.
  • Everything continues to be on track, despite the unexpected departure of PayPal President Scott Thompson. Thompson shocked Donahoe right after the New Year with the announcement that he was leaving to become CEO of Yahoo.
  • So far, Donahoe said, the mobile payments technology works flawlessly, based on his own experiences, but there’s still some additional scenarios they will have to consider.
  • Yesterday morning, he drove to a store in San Jose, where he consciously left his wallet and phone in the car.
  • He walked through the aisles to find a hammer and tape measure, and then went to check out, where the terminal gave him the option of checking out with PayPal. He entered his mobile phone number and PIN, and the transaction was completed, with the receipts sent to his phone and email.
  • “It was faster than swiping the card,” Donahoe said. “This is an advantage that PayPal has. No one else can do it with a mobile number and PIN. There was no fancy whiz-bang technology.”
  • Customers will also be given the option of paying with a PayPal credit card.
  • But not all the pieces are in place yet.
  • Coming soon: Users will be able to store their loyalty cards in their PayPal wallet, and will be able to receive personalized offers based on their shopping habits.
  • Also, it’s worth noting that while Donahoe checked out easily, there will be a learning curve for others. In advance of going to the store, users will have to associate a phone number and PIN with their account, and enable their account for in-store checkout.
  • Right now, there’s no contingency plans for if a person doesn’t have a PayPal account, or if it’s not set up. In fact, a very small percentage of the more than 100 million PayPal users have likely done that.
Dan R.D.

How the Internet of things could make the world safer and greener - Tech News and Analysis - 0 views

  • If everything is traceable, that means that we’ll be more aware of the entire life cycle of our stuff — even once we’ve given it up willingly. This means that when, say, the laptop bag you gave to Goodwill ultimately ends up in the landfill a few weeks later (like a reported 40 percent of things that go to Goodwill do) it will be hard to ignore your role in polluting the world. The old green axiom of “You can’t throw anything away, because there is no such thing as away” will become very real to everyone.
  • The Internet of Things will also play a crucial role in making systems and the consumption of resources much more efficient, too. Putting a chip and wireless connection on lighting, heating and cooling systems, power grid devices and cars could lead to better management of resources, including energy, electricity, heating and fuel.
Marc-Alexandre Gagnon

PayPal Tests In-Store NFC Payments App With Swedish Retailers, Similar Mobile 'Experime... - 0 views

  • We’ve been hearing that PayPal is going to be rolling out an in-store payments experience at a national retailer in the U.S. soon. It looks like the payments giant is testing another in-store payments experience in Sweden, using NFC technology, and partnering with two Swedish developers Accumulate and Point. You can find more information about the partnership here (in Swedish).
  • As PayPal’s Anuj Nayar tells me, PayPal is experimenting with in-store ‘proximity’-based NFC payments in the test with two Swedish retailers, an electronic store and a sports equipment store. Users can download a PayPal in-store iOS or Android app (only available in Sweden). This app will give them access to special discounts at the retailers. When users visit the store, they will receive an NFC sticker, which will allow them to pay via NFC (with the payments deducted from their PayPal accounts) at the retailer point of sale systems.
  • PayPal worked with mobile payments developer Accumulate on the technology as well as with startup Point, which was acquired by VeriFone earlier this year for over $1 billion, on the point of sale integrations. It’s actually a short-test as well and will only last for five days.
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  • Nayar says the developers involved actually reached out to PayPal to see if the integration would make sense. He adds that over the next few months PayPal will be ‘many’ different proximity-based payments technologies (including NFC) and exploring numerous partnership opportunities.
  • “PayPal isn’t betting the farm on NFC,” he explains. But he says that the payments giant is interested in using the technology as one option for in-store payments. As we’ve reported in the past, PayPal is dabbling in NFC but still believes mass adoption is years away.
D'coda Dcoda

Cell Phones, EMF Negatively Altering the Brain | New Study [28Jan12] - 0 views

  • A new Greek scientific study has demonstrated how frequency electromagnetic fields, namely cell phones, portable phones, WiFi, and wireless computer equipment, alter important protein changes in the brains of animals. Exposure to electromagnetic frequencies is the result of our advancing technologies, but it is important to study these effects so people know exactly what they’re dealing with in order to take the necessary precautionary measures.
  • The study, entitled “Brain proteome response following whole body exposure of mice to mobile phone or wireless DECT base radiation,” was published in the journal Electromagnetic Biology and Medicine. Important areas of the brain such as the hippocampus, cerebellum, and frontal lobe are regions responsible for learning, memory, and other functions. These areas are negatively impacted by microwave radiation, even at levels below the safety guidelines put in place by the International Commission on Non-Ionizing Radiation protection
  • Researchers found that 143 proteins in the brain were negatively impacted by radio frequency radiation over a period of 8 months. A total of 3 hours of cell phone exposure were simulated over the 8 month time period, and the results showed that many neural function related proteins’ functional relationship changed the for worse.
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  • It is known that short term exposure of microwaves exuded from a cell phone, depending on how far the antenna is from the head, can penetrate as much as 1 1/2 inches into the brain, but this study focuses more on the long term effects and how EMF impacts specific brain proteins. This provides new evidence of the potential relationship between EMF and health complications stemming from EMF such as headaches, dizziness, sleep disorders, and even tumors and Alzheimer’s disease.
  • Another study conducted by a Russian team of researchers also showed that EMF and cell phones cause significant long-term cognitive decline in children. It may be time for parents to re-determine if young children should really be using these devices with growing bodies and developing brains.
  • A number of foreign countries are attempting to adopt precautionary protocols to limit cell phone use in an attempt to mitigate the number of adverse effects they have on human health. In 2011, the WHO/IARC released a report stating that cell phone radiation may have a carcinogenic effect on humans. In fact, the World Health Organization actually said that cell phones are in the same cancer-causing category as lead, engine exhaust, and chloroform.
Marc-Alexandre Gagnon

Bao push ultrasonic mobile payments "bats" - 0 views

  • Bao network technology companies yesterday announced the launch of ultrasonic mobile payments-”bat”, consumers only need the phone close to the payment terminal, you can complete the identity verification, payment and settlement.   It is understood that the “bat” is based on ultrasonic wireless technology, allowing electronic device between a non-contact interact point to point data (10cm) to enable mobile payments and near field service more online business solutions.   With existing mobile payments in different ways is, today, most mobile phones through text messages, picture (QR) to implement a pay, this payment is a one-time; if you are on a mobile phone RF technology implementation is similar to the bus card payment, and hardware modification to the mobile phone. “Bats” is used, only requires the user to download an ultrasonic software can be.   According to the company General Manager Tan Xinglie introduction, this technique may be more in the future for restaurants, cafes, and needed on-site consumption places, such as where the user through the online booking, get coupon, which acts as the identity verification and payment tools; another application area is the logistics industry, such as express delivery, user to mobile payments. (Reporters Zhang Yi)
Marc-Alexandre Gagnon

Mobile payment apps work to make wallets obsolete - 0 views

  • Late last month, I ordered the beverage at Sightglass Coffee in SoMa, grabbed it from the counter and walked out without cracking my wallet.
  • Nobody chased me down because, when I first approached the cafe, the Card Case app on my iPhone detected the store's perimeter and automatically switched on. It broadcast my picture to the barista, who could then tap my pre-entered credit card number to cover the bill. The phone never had to leave my pocket.
  • It felt a lot like buying in the one-click environments of iTunes or Amazon, which is to say it didn't feel like buying at all. Square, the San Francisco startup behind the app, has come close to replicating the frictionless online buying experience in the brick-and-mortar world.
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  • "What we wanted to focus on was removing the mechanics of the transaction and building the relationship between the merchant and customer," said Megan Quinn, director of products at Square, which occupies space at the Chronicle building at Fifth and Mission streets.
  • But, of course, Square isn't the only company working hard to crack the nut of mobile payments - and they all face considerable challenges.
  • Google, Visa, MasterCard, VeriFone, eBay's PayPal division and a joint venture among AT&T, Verizon and T-Mobile are attacking the problem in various ways. In most cases, those businesses are going a different direction than Square, employing near field communications (NFC) technology that allows people to tap their phone near a terminal to make a payment.
  • Done right, mobile payments can accelerate the monetary exchange, while streamlining the issuance, acceptance and storage of receipts, coupons and loyalty cards. Down the road - once consumer and retail use reaches critical mass - the hope is that people will be able to leave their wallets at home altogether.
  • But there's a chicken and egg paradox: Customers won't start using mobile payments in great numbers until they're accepted in great numbers, and retailers don't have a huge incentive to roll these systems out until customers are clamoring to pay this way.
  • There are only about 150,000 retailers nationwide that accept payments over MasterCard's NFC-based Paypass readers. Google's Wallet payment app works with this system, and industry rumors suggest the next iPhone might as well.
  • Square, which has so far focused on small merchants has about 20,000 that accept Card Case.
  • Another big challenge is human inertia. To get people to download apps, key in credit card numbers and transform a habit they're very comfortable with, mobile payments will have to represent more than a little improvement over what they do today.
  • "You have to offer them a compelling reason to do it," said David Mangini, an IBM executive focused on mobile payments. "At a very, very minimum ... it has to be just as convenient, just as broadly accepted and just as safe."
  • One of the big knocks on basic NFC payments is that tapping a phone near a reader doesn't represent a whopping improvement over swiping a card. In addition, merchants have little to gain by replacing one expensive payment infrastructure with another, some observers say.
  • "It doesn't upset the status quo," said Nick Holland, senior analyst at Yankee Group. "It doesn't really change the original business model and it all goes through the same rails."
  • Receipts, deals Google argues that its NFC-based Wallet app is a big step forward for a few reasons. A single tap replaces not just the payment, but also the exchange of receipts, coupons and loyalty points.
  • On top of that, Google believes it's tying together the on- and off-line retail worlds, by allowing consumers to move the deals they spot on the Web into the Wallet app, where they can redeem them in the real world. Google Wallet also advertises nearby deals when users open up the app.
  • "For the consumer, it's really about tap, pay and save," said Osama Bedier, vice president of payments at Google. "On the merchant side, it's about closing the loop on that advertising."
  • This is a critical goal for Google, too, as it experiences slowing growth in online advertising - 93 percent of commerce still occurs offline, according to Forrester Research
  • For its part, Square steers around the limitations of NFC - as well as the various roadblocks of wireless carriers and credit processing networks - by leveraging the powers of the Internet to process payments. The credit card information is stored online, in Square's secure cloud, not on the device itself.
  • Square, which started by providing small attachments that allow merchants to swipe credit cards using mobile devices, acts as the merchant of record for its customers. This allows the businesses to quickly start accepting credit cards without going through the usual drawn out and expensive process of applying for a merchant account. But it also clearly puts more risk onto Square's shoulders.
  • Square turned on the hands-free feature on its Card Case app, which takes advantage of the so-called geofencing capabilities in the latest version of Apple's mobile software, in an upgrade to the app in November. The feature is only available on Apple devices to date
  • Quinn said "automatic tabs" represents an obvious improvement over traditional payments and it's quickly driving user growth (though the company doesn't disclose user numbers).
  • In addition, retailers have seen revenue leap as much as 20 percent since integrating the app. It drives traffic by highlighting nearby establishments, and the ease of payment encourages customer loyalty, the company says. Tips also tend to go up.
  • Is it safe? But the question that has dogged Square - and indeed hangs over much of the mobile payment space - is security.
  • Early last year, VeriFone CEO Douglas Bergeron blasted Square - its attention-grabbing young competitor - for what he called serious security flaws. In an online video, he argued that any bad actor could use the Square dongle and an easy-to-create app to skim credit card numbers.
  • Square CEO Jack Dorsey, also the co-founder of Twitter, defended the company's security practices in a letter. He also highlighted the inherent insecurity of credit cards, noting that any sketchy waiter is equally free to steal your information.
  • Meanwhile, Quinn argued that Card Case is actually more secure than credit cards because it only works if you're in the location and your face matches the picture that pops up on the merchant's screen.
  • The radio technology behind NFC has taken some security lumps, too.
  • Late last month, a security researcher at a Washington, D.C., conference used a wireless reader she bought on eBay to highlight some weaknesses of radio frequency identification, Forbes reported. She pulled the critical data from an RFID-enabled credit card through a volunteer's clothing, encoded that data onto a blank card and put it to use onstage.
  • Holland said that any new form of payment inevitably creates new forms of fraud. The challenge will be to educate consumers and merchants about how to minimize the risks.
  • "Clearly, having a device always with you and connected is a very inviting target for criminals," he said. "Any safe is only as strong as the key."
Marc-Alexandre Gagnon

Transaction Systems Architects reports third quarter results - 0 views

  • Transaction Systems Architects, Inc. (Nasdaq: TSAI), a leading global provider of enterprise e-payments and e-commerce software, announced today that revenue for the third quarter ended June 30, 2004 was $72.5 million, a decrease of two percent over the same quarter last year.
  • Net income was $18.7 million, or $.49 per diluted share, which includes a net one-time tax benefit of $10.6 million, or $.28 per diluted share. This net one-time tax benefit is attributed primarily to certain tax restructurings and associated tax elections related to the Company's MessagingDirect Ltd. subsidiaries. Net income of $18.7 million, or $.49 per diluted share, compares to a net loss of $1.9 million, or a net loss of $.05 per diluted share, which included a goodwill impairment charge of $9.3 million, for the third quarter of fiscal 2003.
  • For the third quarter of fiscal 2004, revenues were comprised of software license fees of $37.5 million, maintenance fees of $23.1 million and services fees of $11.9 million. The Company's recurring revenue was $45.5 million, or 63 percent of revenue, and non-recurring revenue was $27.0 million, or 37 percent of revenue. Recurring revenue consisted of monthly license fees of $20.2 million, maintenance fees of $23.1 million and facilities management fees of $2.2 million.
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  • Operating income was $13.0 million, with an operating margin of 17.9 percent, compared to operating income of $4.7 million, with an operating margin of 6.3 percent, in the third quarter of fiscal 2003. Operating cash flow was $23.1 million with a cash balance of $158.9 million, compared to operating cash flow of $12.1 million in the third quarter of fiscal 2003, an increase of 91 percent.
  • For the nine months ended June 30, 2004, revenue totaled $223.1 million, compared to $205.5 million for the same nine-month period in fiscal 2003, an increase of 9 percent. Operating income for the nine months ended June 30, 2004 was $42.5 million compared to $23.4 million, which included a goodwill impairment charge of $9.3 million, for the same period last year, an increase of 82 percent. Operating margin was 19.1 percent for the first nine months of fiscal 2004, compared to an operating margin of 11.4 percent for the same period last year. Operating cash flow was $44.7 million for the first nine months of fiscal 2004, compared to $26.1 million for the same period last year, an increase of 71 percent. Net income was $36.7 million, or $.97 per diluted share, compared to $5.2 million, or $.15 per diluted share, an increase of 604 percent for the same nine-month period in fiscal 2003.
  • During the quarter, the Company added 13 new customers while maintaining a worldwide presence of 76 countries. ACI Worldwide, the Company's largest business unit, added seven new customers during the quarter. Solutions licensed to these customers included BASE24®, BASE24-es™, WINPAY24™, and ACI Proactive Risk Manager™. ACI Worldwide also licensed capacity upgrades to 13 customers and licensed seven new applications to existing customers during the quarter.
  • Insession Technologies, the Company's e-infrastructure business unit, added six new customers and licensed 12 new applications to existing customers during the quarter. Solutions licensed to new and existing customers include GoldenGate™, WorkPoint®, VersaTEST™, WebGate, SafeTGate, ICE™, Automated Operator™ and AutoDBA™.
  • IntraNet, the Company's international payments and message processing solutions provider, added one new Money Transfer System™ customer. IntraNet also licensed one capacity upgrade and entered into 17 services contracts with existing customers during the quarter.
  • The Company completed the third quarter of fiscal 2004 with $232.8 million in backlog. Included in backlog are all software license fees, maintenance fees and services specified in executed contracts to the extent that the Company believes that recognition of the related revenue will occur within the next twelve months. Recurring backlog includes all monthly license fees, maintenance fees and facilities management fees and amounted to $173.6 million. Non-recurring backlog includes other software license fees and services and amounted to $59.2 million.
  • "We are pleased with the quarter's and year-to-date financial results," said Gregory D. Derkacht, President and CEO. "We continue to make progress on our tax-planning initiatives and other projects, and we look forward to building on our worldwide leadership position in the financial services sector with our proven software solutions."
  • The Company has revised its revenue estimate for fiscal 2004 from a range of $282 to $292 million to a range of $291 to $296 million. The Company has also revised its EPS estimate from $.74 to $.83 to $1.10 to $1.17, which includes the $.28 net one-time tax benefit.
Marc-Alexandre Gagnon

More retailers turning paper checks into e-transfers - MarketWatch - 0 views

  • SAN FRANCISCO (CBS.MW) -- When an unidentified $30 debit showed up on her bank statement as an electronic funds transfer, Cheryl Hicks was mystified.
  • Each month, three electronic transfers go through her account -- and this wasn't one she recognized. "It just said ACH debit and the amount," said Hicks, a 33-year-old communications manager who lives near Everett, Washington.
  • Hicks soon discovered her phone company transformed the paper check she sent for payment into an e-transfer, and her bank failed to list either the check number or the recipient on her statement.
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  • Hicks' inability to readily identify the EFT debit illustrates a mounting bookkeeping problem some checking customers are encountering as banks and retailers seek to minimize the handling of paper checks to cut costs and boost profit.
  • "While the EFTs are helpful to everybody and clearly more efficient, I'm not sure the banking system has adequate safeguards," said Kent Phelps, a vice president of software engineering for WitsEnd Software, which develops programs enabling check scanning.
  • Customers lack the ability to set parameters on the practice, he said. "I ought to be able to tell the bank 'I'm going to authorize EFT, but I want to be called if its over $5,000 or will empty the bank account."
  • A fast-growing number of U.S. retailers are scanning images of checks into banks' computer systems and destroying the originals. An estimated 461 million check payments have been converted into e-payments since January 2002, according to NACHA, the Electronic Payments Association.
  • Meanwhile, a law called Check 21 will go into effect next October allowing banks to send checks to each other electronically, eliminating the need to transport them manually from bank to bank, and authorizing check "substitutes" to be used in a court of law.
  • Banks and merchants say electronic check scanning helps detect fraud more quickly, while also saving 5 to 25 cents a transaction, according to NACHA.
  • Some problems arise In bank-to-bank electronic transactions, the check payment moves faster through the system -- meaning consumers should no longer count on a three- to five-day lag time. Otherwise, check-writers are unlikely to notice a change, aside from receiving copies of their returned checks in lieu of the originals.
  • Some consumer advocates warn that many merchants aren't fully educated in the legal ins-and-outs of check scanning. Gail Hillebrand, senior attorney with Consumers Union, nonprofit publisher of Consumer Reports, said she's received complaints that companies have run checks through twice, once as an electronic transfer and again as a regular check.
  • "There are a lot of merchants who don't really know what the rules are," Hillebrand said. "The merchant thinks 'you owe me money, I have this check here because I didn't send it in last month, I'll send it through now.'
  • "The fact that that is inconsistent with NACHA rules and probably illegal, the merchant doesn't know and hasn't been educated."
  • Hicks couldn't find any notice on phone bills that her checks would be converted to electronic transfers, though the NACHA rules governing the process require companies to notify consumers every time they plan to convert a check into an electronic payment.
Marc-Alexandre Gagnon

Visa Buys Virtual Goods Monetization Platform PlaySpan For $190 Million In Cash | TechC... - 0 views

  • PlaySpan, a virtual goods monetization platform, has been acquired by Visa. According to the release, Visa will pay $190 million in cash for the company, plus additional payouts for performance milestones. The deal comes nearly a year after Visa spent a whopping $2 billion on e-payment company CyberSource. Visa says that the acquisition of PlaySpan complements the CyberSource deal and will extend the company’s presence in digital and mobile commerce.
  • This is a big exit for PlaySpan, which has raised a total of $46 million in funding since its launch four years ago. PlaySpan has been growing like a weed, striking partnerships with a number of social network, gaming and media companies, including Viacom, Disney, Facebook, Ubisoft, and Sanrio.
  • PlaySpan’s flagship product UltimatePay is a ‘Monetization as a Service’ platform for apps, games, videos and digital goods. Based on the user’s location, the payments platform draws from over 85 different payment options. Because of its vast variety of payment options (which include PayPal, pre-paid cards, and a number of credit cards), UltimatePay is designed for a global audience. Currently, PlaySpan powers virtual goods marketplaces across 1,000 video games, virtual world publishers and social networks.
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  • The company also recently launched a mobile version of UltimatePay, which gives smartphone developers a way to deliver a one-click payment experience to mobile gamers, and provide a comprehensive payments offering. The mobile focused platform allows players to view their balance and transaction history, while allowing them to purchase items in-app without ever having to leave the game
  • As virtual goods becomes a booming business, PlaySpan has reaped the benefits of technology and media companies looking to incorporate virtual goods into their platforms.
  • Visa says that ecommerce sales, which reached an estimated $948 billion, are a big growth area for the company. Approximately 45 percent of U.S. online spending takes place on Visa’s network today and for Visa’s fiscal first quarter 2011, the company reported 25 percent year-over-year growth in ecommerce payment volumes globally. Visa is going to use PlaySpan to capitalize on the growing digital goods market, which generated an estimated $25 billion in consumer spending globally in 2010 and is expected to reach $280 billion by 20143.
  • The acquisition is even more impressive when you conside that the company was founded by 12-year-old, Arjun Mehta, in 2006. PlaySpan is actually run by the teenager’s father, CEO and co-founder Karl Mehta.
Marc-Alexandre Gagnon

Intuit's GoPayment Cuts Transaction Fees, Pricing Now More In Line With Square | TechCr... - 0 views

  • Inuit’s GoPayment reader, which competes directly with Square, is about to become more attractive to small businesses. The company has made the decision dropped the transaction fee ($0.15 per transaction) for both new and existing customers for Visa, MasterCard and Discover cards, both swiped and key-entered as well as qualified and non-qualified transactions. The move will go into effect on Monday.
  • Launched two years ago, GoPayment offers a complimentary app and credit card reader to allow small businesses to conduct charges via their smartphones. GoPayment is available for iOS, Android and Blackberry phones. So now, businesses using the mobile payments reader will only pay a flat 2.7 percent fee of a transaction for any swiped cards. Intuit will charge 3.7 percent for both key entered and non-qualified transactions.
  • This is surely a competitive move against Square, which also dropped its transaction fee (which was $0.15) recently in favor of a flat 2.75 percent fee for all transactions. One important fact to note—Intuit will still charge the transaction fee for transactions using American Express but this is something the company is working on negotiating. Square does not charge a fees for transactions on Visa, MasterCard, Discover and American Express.
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  • For higher credit card processing volume (recommended for more than a $1,000 per month), Intuit is continuing to charge a $12.95 monthly fee but has dropped the set transaction charge of $0.30. The per transaction percentage remains at 1.7 percent for cards swiped; and 2.7 percent for key entered.
  • Mobile payments is a competitive space and it’s hard not to notice some of the attention Square has been getting from both Visa and Apple. Because of this, companies like Intuit have to up the ante to remain competitive and attract businesses. For example, Intuit recently extended the offer of a free version of its GoPayment reader indefinitely. Square’s readers have been free for some time now.
  • Chris Hylen, VP and general manager of Intuit Payment Solutions said this explaining this change in pricing: We started simplifying GoPayment pricing back in January when we eliminated the monthly fee. Now we’re removing transaction fees. As we continue to evaluate the market and talk with customers, we believe that making our pricing even more affordable is the best way to give more people an easy way to process credit cards on their mobile devices.
  • While Square is growing fast, as more and more businesses are looking for innovative, inexpensive and painless ways to accept credit cards, Intuit’s reader does offer a compelling product. The company reports that it has seen a nearly 700% increase in the number of people signing up for GoPayment each week compared to the beginning of the year (driven in large part its free swiper offering). Intuit declined to reveal exactly how many users are signing up per day vs. a year ago.
  • And GoPayment users are  processing in excess of $15 million a week using GoPayment and related services. These services also include payments from the Web and through QuickBooks using a GoPayment merchant account, so it’s unclear how much of that $15 million is coming through the readers themselves. Intuit says GoPayment users have processed more than $3 million in a single day over the past month as well.
  • For basis of comparison, Square just revealed that it is processing $2 million in transactions per day and $66 million for the first quarter, but COO Keith Rabois says forecasts that this number will triple in Q2.
  • The other competitor in the space, VeriFone, has yet to eliminate the set transaction fees ($0.17) associated with its payment product. But with pressure from both Square and Intuit, that may change soon.
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