We Need New Business Models in IoD
Today, I gave a talk at the Ubiquitous Computing conferenceâs Workshop on Usable Privacy & Security for wearable and domestic ubIquitous DEvices (UPSIDE), modestly titled "Augmented Reality + Internet of Devices + Big Data: The End of Privacy?â
Iâll post something else about this talk soon, but one of the goals was
{% capture ca-cite %}{% reference rutledge-massey-anton-swire-2014 --file others %} This paper introduces the idea of Internet of Devices (IoD), a term I like more than Internet of Things{% endcapture %}
to urge people to develop architectures for IoD{% sidenotevar "chang-ungar" ca-cite %} + AR that allow us to keep and control our data, sharing it or not as we see fit. Â It may be that we choose to keep all our data local, or only share anonymous or agregated data.
The problem with this goal, of course, is that some days it seems like the principle business model of tech companies right now is centered on the idea of giving things away and mining user data. Â If we cut the cord to user data, what then of these services that folks have grown to love and expect to be free?
I think there is an opportunity to create new business models that reflect this expectation of âfree,â but that actually result in direct revenue. Â Looking to the games industry, the âfree to playâ model has succeeded because they have figured out how to generate income from players at those moments when the players see value â if I have more coins/eggs/whatever, I could do âsomethingâ in the game. Â Designers of F2P games have figured out how to walk the line of making games that are (at least somewhat) fun to play for free, but where spending real money adds enough value that people will happily fork it over. Â And they do fork it over, in often disturbing amounts.
This model wonât translate directly, of course. Many games leverage the same compulsions as casinos and other forms of gambling, withholding âfunâ at just the moments itâs most tantalizing and then requiring players to spend âjust a little bitâ to keep playing. Â Itâs hard to imagine this model translating directly to a more mundane context, but the higher level point that people have demonstrated they will âpaying a tiny amount at the moment when the user perceives real, tangible valueâ should translate.
To make this work, weâll need a way to pay these small amounts. Â In games, users buy âcoinsâ, usually in bulk so they are easy to spend in the heat of the moment. (Those coins can typically also be âearnedâ in the game, giving users the illusion they could successfully play for free.) Â Micro-transaction schemes havenât worked well in the past, but if they can be smoothly integrated into an IoD context, there is enormous potential. Â Given the appearance of systems to control these collections of devices (HomeKit,
Thread,Â
and Allseen,
to name a few), and the tie-in between these systems and existing payment infrastructures, the potential is certainly there.