Archive for category OSS business models

OSS 4.0 and licenses: not a clear-cut choice

The (always great) Matthew Aslett posted today on some of his most recent results on the future of OSS licensing, in what he calls “Open Source 4.0″, characterized by corporate-dominated development communities. This form of evolution was one of the prediction in my previous posts – not for ethical,or community reasons, but for entirely practical and economic reasons: collaborative development is one of the strongest model in all the 11 basic components that we have identified in the FLOSSMETRICS group. In fact, I wrote in the past something like

Many researchers are trying to identify whether there is a more “efficient” model among all those surveyed; what we found is that the most probable future outcome will be a continuous shift across model, with a long-term consolidation of development consortia (like Symbian and Eclipse) that provide strong legal infrastructure and development advantages, and product specialists that provide vertical offerings for specific markets

which, I believe, matches quite well Matthew’s idea about OSS4.0. One area where I am (slightly) in disagreement with Matthew is related to licensing; I am not totally sure about the increased success of non-copyleft licenses in this next evolution of the open source market. Not because I believe that he is wrong (I would never do that – he is too nice :-) ) but because I believe that there are additional aspects that may introduce some differences.

The choice of an open source license for a project code release is not clear-cut, and depends on several factors; in general, when reusing code that comes from external projects, license compatibility is the first, major driver in license selection. Licenses do have an impact on development activity, depending on the kind of project and who controls the project evolution. Previous studies that shown that restrictive, copyleft licenses do have a negative impact on contribution (for example in Fershman and Gandal, “Open source software: motivation and restrictive licensing”) has been refuted by other researchers (Stewart, Ammeter, Maruping, “Impacts of License Choice and Organizational Sponsorship on User Interest and Development Activity in Open Source Software Projects”). An interesting result of that research is the following graph:

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What we found is that for non-market sponsors and new code, there is an higher development activity from outside partners for code that is released under a non-copyleft license. But this implies that the code is new and not encumbered with previous license obligations, like for example the reuse of an existing, copyleft-licensed project. The graph shows the impact on development activity in open source projects, depending on license restrictiveness and the kind of “sponsor”, that is the entity that manages a project. “No sponsor” is the kind of project managed by a non-coordinated community, for example by volunteers; “market sponsor” are projects coordinated by a company, while “nonmarket sponsor” are project managed by a structured organization that is not inherently for-profit, like a development consortia (an example is the Eclipse Foundation). The research data identified a clear effect of how the project is coordinated and the kind of license; the license restrictiveness has been found to be correlated with decreased contributions for nonmarket sponsors, like OSS foundations, and is in general related to the higher percentage of “infrastructural” projects (like libraries, development tools, enabling technologies) of such foundations.

In general,the license selection follows from the main licensing and business model constraints:

  • When the project is derived from an external FLOSS project, then the main constraint is the original license. In this case, the basic approach is to find a suitable license from those compatible with the original license, and select among the possible business models the one that is consistent with the selected exploitation strategy.
  • When one of the partners has an Intellectual Property Rights licensing policy that is in conflict with a FLOSS license, the project can select a MIT or BSD license (if compatible with an eventual upstream release) or use an intermediate releaser; in the latter case there are no constraints on license selection. If a MIT or BSD license is selected, some models are of difficult application: for example, Open Core and Dual Licensing are difficult to implement because the license lack the reciprocity of copyleft.
  • When there are no external licensing constraints, and external contributions are important, license can be more or less freely selected; for nonmarket entities, a non-copylefted license gives a greater probability of contribution.

So, if you are creating a nonmarket entity, and you are free to choose: choose non-copyleft licenses. In the other situations, it is not so simple, and it may even be difficult to avoid previous licensing requirements.

The point on intermediate releasers require some additional consideration. An especially important point of OSS licenses is related to “embedded IPR”, that is the relationship of the code released with software patents that may be held by the releasing authority. While the debate on software patents is still not entirely settled, with most OSS companies vigorously fighting the process of patenting software-based innovations, while on the other hand large software companies defending the practice (for example SAP) most open source licenses explicitly mention the fact that software patents held by the releasing authority are implicitly licensed for use with the code. This means that business practices that rely on separate patent licensing may be incompatible with some specific OSS licenses, in particular the Apache License and the GPL family of licenses. The Eclipse Public License gives patent grants to the original work and to enhanced versions based on the original work but not to code not directly derived from the release, while permissive licenses like BSD and MIT give no patent rights at all.

If, for compatibility or derivation, a license that gives explicitly IPR rights must be selected, and the company or research organization wants to maintain the rights to use IPR in a license-incompatible way a possible solution may be the use of an intermediate releaser; that is, an entity that has no IPR on its own, to which the releasing organization gives a copy of the source code for further publication. Since the intermediate release has no IPR, the license clauses that require patent grants are not activated, while the code is published with the required license; this approach has been used for example by Microsoft for some of its contributions to the Apache POI project.

This may become an important point of attention for companies that are interested in releasing source code under an OSS license; most software houses are still interested in maintaining their portfolio of patents, and are not willing to risk invalidation through “accidental licensing” of IPR embedded in source code (one of the reasons why Microsoft will never sell a Linux based system).

As I wrote in the beginning, there is for a large number of consortia a clear preference for non-copyleft licenses; but it is not possible to generalize: the panorama of OSS is so complex, right now, that even doing predictions is difficult.

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Estimating source-to-product costs for OSS: an experiment

One of my recurring themes in this blog is related to the advantages that OSS brings to the creation of new products; that is, the reduction in R&D costs through code reuse (some of my older posts: on reasons for company contribution, Why use OSS in product development, Estimating savings from OSS code reuse, or: where does the money comes from?, Another data point on OSS efficiency). I already mentioned the study by Erkko Anttila, “Open Source Software and Impact on Competitiveness: Case Study” from Helsinki University of Technology, where the author analysed the degree of reuse done by Nokia in the Maemo platform and by Apple in OSX. I have done a little experiment on my own, by asking IGEL (to which I would like to express my thanks for the courtesy and help) for the source code of their thin client line, and through inspecting the source code of the published Palm source code (available here). Of course it is not possible to inspect the code for the proprietary parts of both platforms; but through some unscientific drill-down in the binaries for IGEL, and some back of the envelope calculation for Palm I believe that the proprietary parts are less than 10% in both cases (for IGEL, less than 5% – there is a higher uncertainty for Palm).

The actual results are:

  • Total published source code (without modifications) for IGEL: 1.9GB in 181 packages; total amount of patch code: 51MB in 167 files (the remaining files are not modified). Average patch size: 305KB, Patch percentage on total publisheed code:  2.68%
  • Total published source code (without modifications) for Palm: 1.2GB in 106 packages; total amount of patch code: 55MB in 83 files (the remaining files are not modified). Average patch size: 664KB, Patch percentage on total published code: 4.58%

If we add the proprietary parts and the code modified we end up in the same approximate range found in the Maemo study, that is around 10% to 15% of code that is either proprietary or modified OSS directly developed by the company. IGEL reused more than 50 million lines of code, modified or developed around 1.3 million lines of code. Without OSS, that would have costed more than 2B$, required a full staffing of more than 700 people for an effort duration of more than 20 years. Through OSS, the estimated cost (using the more appropriate semidetached model) is around 90M$, with an average staffing of 150 people and an estimated project duration of 5 years. Palm has a similar cost (the amount of modified code is quite similar), but starting from a smaller amount of reused code (to recode everything would still require 12B$, 570 people and 18 years of work). We have to add some additional costs (for an explanation you can check my previous post on the proper use of COCOMO II and OSS, using the model by Abts, Boehm and Bailey) that would bring the total cost to a little less than 100M$ (still substantially less than the full cost of development from scratch).

Open Source allows to create a derived product (in both case of substantial complexity) reducing the cost of development to 1/20, the time to market to 1/4, the total staff necessary to more than 1/4, and in general reduce the cost of maintaining the product after delivery. I believe that it would be difficult, for anyone producing software today, to ignore this kind of results.

Addendum: I received some requests for specific parts of source code from people willing to check the kind of modifications performed. For Palm, the website provides both original source code and patches. For IGEL, I requested the access to the source code, and was kindly provided with a username and password to download it. Since the single most requested file seems to be the modified rdesktop, I have linked the GPL sources here.

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The basis of OSS business models: property and efficiency

It is now time to write the closing part of our long multi-part look at open source business models. After all the discussion on how to look at the various parts of a model and how to improve it, I will try to summarize a bit on how to look at an OSS business model, and what implications can be made from a specific choice (for once, without mentioning open core).

The basic idea behind business models is quite simple: I have something or can do something – the “value proposition” – and it is more economical to pay me to do or get this “something” instead of doing it yourself (sometimes it may even be impossible to find alternatives, as in natural or man-made monopolies, so the idea of doing it myself may not be applicable)

There are two possible sources for the value: a property (something that can be transferred) and efficiency (something that is inherent in what the company do, and how they do it). With Open Source, usually “property” is non-exclusive (with the exception of Open Core, where part of the code is not open at all). Other examples of property are trademarks, patents, licenses… anything that may be transferred to another entity through a contract or legal transaction.

Efficiency is the ability to perform an action with a lower cost (both tangible and intangible), and is something that follows the specialization in a work area or appears thanks to a new technology. Examples of the first are simply the decrease in time necessary to perform an action when you increase your expertise in it; the first time you install a complex system may require lots of effort, and this effort is reduced the more you experience the tasks necessary to perform the installation itself.

Examples of the second may be the introduction of a tool that simplifies the process (for example, through image cloning) and it introduces a huge discontinuity, a “jump” in the graph of efficiency versus time.

These two aspects are the basis of all the business models that we have analysed in the past; it is possible to show that all of them fall in a continuum between properties and efficiency:

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Among the results of our past research project, one thing that we found is that property-based projects tend to have lower contributions from the outside, because it requires a legal transaction to become part of the company’s properties; think for example at dual licensing: to become part of the product source code, an external contributor needs to sign off his rights to the code, to allow the company to sell the enterprise version alongside the open one.

On the other hand, right-handed models based purely on efficiency tends to have higher contributions and visibility, but lower monetization rates. As I wrote many times, there is no ideal business model, but a spectrum of possible models, and companies should adapt themselves to changing market conditions and adapt their model as well. Some companies start as pure efficiency based, and build an internal property with time; some others may start as property based, and move to the other side to increase contributions and reducing the engineering effort (or enlarging the user base, to create alternative ways of monetizing users).

This is the last post in our little mini-serie on OSS business models; I hope that my archetypal three readers will have enjoyed it as much as I enjoyed writing them. Of course, I will be happy to read and respond to any comment – even negative ones.

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The relationship between Open Core, dual licensing and contributions

Open Core continues to receive substantial bashing, both after the announcement of the new SugarCRM 6 and after the recent OpenStack intitiative. Sugar introduces a new interface that is not available in the open source edition (they are not the first in this: actually, Open-Xchange did it before them, making the javascript code for the new AJAX interface not usable for commercial activities), but despite this they claim “We are an open source company” In the OpenStack announcement, The Register reports that it was not possible for NASA to introduce the changes to Eucalyptus because that would have undermined the capability of the company to make users pay for the enterprise edition. I already wrote in the past that Open Core is not evil per se, but that it does introduce difficulties in encouraging external participation; both because there is a very thin line in feature selection between the community and enterprise edition, and because open core naturally hampers participation. I had some readers asking me why, and I will respond with a subset of my LinuxTag slides:

Screenshot-linuxtag-daffara.odp - OpenOffice.org Impress

Open core is usually built by a set of internal open source components held together by a dual-licensed wrapper, plus proprietary modules on the outside. One of the best examples of this is Zimbra (an excellent product on its own) but MySQL in recent editions can be included in the same group. As discussed in previous posts, dual licensing hampers contributions because it requires an explicit agreement on ceding rights to the company that employs it, in order to be able to relicense it for the proprietary edition. This means that Open Core companies, in itself, will have an easier time in monetizing their software, but will receive much less contributions in exchange. As I wrote before, it is simply not possible to get something like Linux or Apache with Open Core.

Again: open core is not bad per se (but I would have been more cautious in calling Sugar “an open source company”, for whatever definition you have of that). But it is a tradeoff: monetization versus contributions. And, my bets are on contributions, as OpenStack demonstrates – you need leverage and external resources to go beyond what a single company can do.

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An on-vacation post on Open core

[Note: since I am writing this from a sunny beach, with a cell phone, I will not be able to add more than a few links to external pages. Will add the rest of them at my return, after the 12th of July]

It seems that Open Core continues to be the source of significant debate; I wrote quite a few posts in the past, and Open Core was one of our researched business models (for more details, see my LinuxTag presentation on business models). I would like to enter again the debate with a few short comments on my own:

  • Companies using OC are not the devil, and should not be called names because of their choice of business model. Actually, there are no good and bad business models - only models that work, and those that do not. So, if open core works for a company, that’s a good thing.
  • Open core models are somehow confusing for adopters. As a consultant for more than 100 companies and public administrations, actually explaining open core is one of my most common tasks. And the marketing message of companies is confusing: if you go to the Zimbra webpage (no offence against Zimbra, which is a company/product I love and use as example of good practice) you see the phrase “Zimbra – the leader in open source email and collaboration”, not “Zimbra – the leader in open source and proprietary email” (not that the phrase would win any context :-) ) and the same for all the other open core companies. This is not, in my opinion, such a negative point if the website explains the difference between versions in a simple way, as for example both Zimbra and Alfresco do.
  • It is true that open core models tend to have a higher revenue than non-OC models. It is also true that OC does have an intrinsic limited number of contributions from outside (as we found in FLOSSMETRICS analysing a few hundreds packages), and as can be found in the mentioned LinuxTag presentation. So, you may have higher monetization ratio, but you basically forfeit external contributions. The CEO should decide what is more important – so the decision is not “ethical”, but practical and based on economics. You will never get the kind of participation that Linux, Apache and Eclipse do have in an Open Core model. If that is ok for you – that’s great.
  • The fact that most VC are funding open core companies is just a data point. Lots of open source companies do well without VC funding.
  • It is true that lots of people claims that “pure” open source models are not sustainable. Even my friend Erwin Tenhumberg (that is quite knowledgeable, expert and incredibly nice on its own) had a slide in this sense in his LinuxTag presentation; and you can find lots of comments like that in many publication (something like “the majority of OSS companies adopt the so called mixed model”, despite this being actually false, as we found in our survey of OSS companies). The point, like said before, is that the important thing is not that there is a superior model, but that for every company, every market there is an optimal model – it may be OC, it may be pure services, or lots of combinations of our 11 building blocks. The optimal model changes with time and market condition, and what is appropriate now may be wrong tomorrow.
  • No open source model can achieve the kind of profit margins of proprietary companies. So, if you want to make your OSS company, remember this basic fact. If you want the kind of profit margins of Microsoft or Oracle, forget it.

So, to end this post, there are three critical points: whether the model is clear for the adopter (and this should be a given, and actually nowadays I would say that most companies are absolutely honest and clear on this), whether the software in its open source edition provides sufficient functionality to be useful to a wide range of adopters (and this is a fine line to walk, and requires constant adaptation) and whether the increased monetization compensates for the lack of external contributions, that can substantially increase the value of the code base (you are trading cash for code and engineering, in a sense).

Can we put this to rest? End the name calling, be friends, and call all of us family? Especially since right now, under the sun of Fuerteventura where I am writing this, it seems difficult to fight :-)

[by the way: sorry for any misspelling. There is no spell checker here on this small screen...]

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How to analyse an OSS business model – part five

(part five of an ongoing series. Previous parts: part one, two, three, four).

Marten Mickos (of MySQL fame) once said that “people spend time to save money, some spend money to save time“. This consideration is at the basis of one of the most important parameter for most OSS companies that use the open core or freemium model, that is the conversion rate (the percentage of people that pays for enterprise or additional functionalities, versus the total amount of users). With most OSS companies reaching less than 0.1%, and only very few capable of reaching 1%, one of the obvious goals of CEOs of said open source companies is to find a way to “convert” more users to paying for services, or to increase the monetization rate.

My goal today is to show that such effort can have only a very limited success, and may be even dangerous for the overall acceptance of the software project itself.

Let’s start with an obvious concept: everyone has a resource at his/her disposal, namely time. This resource does have some interesting properties:

  • it is universal (everyone has time)
  • it is inflexible (there are 24 hours in a day, and anything you can do will not change it)
  • efficiency (work done in the unit of time) does have a lower bound of zero, and an higher bound that depends on many factors; efficiency can vary by one order of magnitude or more.

Another important parameter is the price per hour for having something done. At this point, there is a common mistake, that is assuming that there is a fixed hourly rate, or at least a lower bound on hourly rate. This is clearly wrong, because the price per hour is the simple ratio between what someone is paying you to do the work and the amount of time required for that action; so if no-one pays you, that ratio is zero. So, let’s imagine someone working for a web company, and one of the activities requires a database. Our intrepid administrator will start learning something about MySQL, will work diligently and install it (ok, nowadays it’s nearly point-and-click. Imagine it done a few years ago, with compiles and all that stuff).

This system administrator will never pay for MySQL enterprise, or whatever, because its pay is fixed, and there is no allocated budget for him to divert money to external entities. So, whatever is done by MySQL to monetize the enterprise version, there will be simply no way to obtain money from the people that is investing time, unless you sabotage the open source edition so that you are forced to pay for the enterprise one. But what will happen then? People will be forced to look at alternatives, because in any case time is the only resource available to them.

This basic concept is valid even when companies do have budget available. Consider the fact that the average percentage of revenues invested in ICT (information and communication technology) by companies is on average around 5%, with some sectors investing slightly less (4%) up to high-tech companies investing up to 7%. This percentage is nearly fixed, valid for small to large companies and across countries and sectors; this means that the commercial OSS company is competing for small slices of budget, and its capability to win is related mainly to the perceived advantages of going “enterprise” versus investing personnel time.

Does it means that trying to increase conversion rate is useless? Not exactly. The point is that you cannot address those users that have no budget available, as those will never be able to pay for your enhanced offering; you have two different possible channels: those that are using your product and may have the potential to pay, or address the group of non-users with the same demographics. So, the reality is that mining current users is potentially counterproductive, and it is more sensible to focus on two interlocking efforts:

  • increase the number of adopters, and
  • make sure that people knows about the commercial offering.

This can be performed “virally”, that is by creating an incentive for people to share the knowledge of your project with others, which is very fast, efficient and low-cost; however, this approach does have the disadvantage that sharing will happen within a single group of peers. In fact, viral sharing happens within only homologous group, and this means that it is less effective for reaching those users that are outside the same group – for example, the non-users that we are pointing at. This means that purely viral efforts are not capable of reaching your target – you need to complement it with more traditional marketing efforts.

Next: resource and development sharing, or how to choose your license depending on your expectations of external participation.

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How to analyse an OSS business model – part four

Welcome to the fourth part of  our little analysis of OSS business models (first part here, second part here, third part here). It is heavily based on the Osterwalder model, and follows through the examination of our hypothetical business model; after all the theoretical parts, we will try to add a simple set of hands-on exercises and tutorials based on a more or less real case. We will focus today on the remaining parts of our model canvas (with less detail, as those parts are more or less covered by every business management course…), and will start a little bit of “practical” exploration, to create the actors/actions model that was discussed in the previous instalments.

Cost structure: this is quite simple – the costs incurred during the operation of our business model. There are usually two kind of models, called “cost-driven” (where the approach is minimization of costs) or “value-driven” (where the approach is the maximization of value creation). Most models are a combination of the two; for example, many companies have a low-cost offering to increase market share, and a value offering with an higher cost and higher overall quality. In open source companies it is usually incorrect to classify the open source edition as “cost-driven”, unless a specific price and feature difference is applied between a low-level and high-level edition.

Key partners: do our company partners with external entities? Common examples are resellers, external support providers, and so on. Additional examples may be partnerships with other companies or external groups for co-development of the OSS components (even competitors may share work on improving a reciprocally useful OSS package); sometimes the partnership may be informal (for example, with an OSS community) but fundamental as well.

Key activities: what is the basis of our work in our hypothetical OSS company? Of course, software development may be a big part; other examples are marketing, support… every company do have a specific mix, that is easily recognized simply by looking at what each person inside the company is doing right now.

Channels: how do we contact our customers, or potential ones? Directly? Through an external channel? Each channel provide different properties; web marketing is different from web word-of-mouth, exactly like radio advertising is different from print advertising. Choosing an appropriate channel is adifficult art, and is something that changes with time.

Customer relationships: How does the customer (or potential customer) interact with our company? Only through the software? Through online or in-person channels, like workshops? Support is self-service (the customer does it by itself) or requires human interaction? Is this interaction monitored? By who? A special case is handling the relationship with contributors (that are offering something of value to the company, without an economic intermediation) and OSS communities, that should be handled as a distinct entity (and not simply a collection of individuals). In this area I depart a little bit from the original Osterwalder model, by including not only customers but any interacting actor that provides value to the company, in one form or the other; this allows us to model in a more accurate way all those interactions that are not strictly monetary,

Revenue streams: this is easy! How the money enters your company? Is it structured in one-time payments, multiple recurring payments? Are there alternative form of revenue?

Are you still with me? Now that you have collected all the data on your company, the fun begins. We need to draft the network of actors (like your key resources, customer segments, external contributors…) and link these actors together with their relationship and effect. Some relations may impact on specific variables while  changing others (lowering the attractiveness of the community edition may increase conversion rates, but lower overall adoption rates).

In the next instalment we will provide an initial draft, and will later show how to convert this graph into a small and simple simulation.

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How to analyse an OSS business model – part three

Welcome to the third part of  our little analysis of OSS business models (first part here, second part here). It is heavily based on the Osterwalder model, and follows through the examination of our hypothetical business model reaching the “key resources” part. After all the theoretical parts, we will try to add a simple set of hands-on exercises and tutorials based on a more or less real case.

The argument of this part is “resources”. Key resources are the set of assets (material and immaterial) that are the basis of the company operations. There may be physical resources (a production plant for example), intellectual resources (previously developed source code), human resources (your developers), financial resources (capital in the bank, loans) and other immaterial assets (your company name as a recognizable mark, “good standing” in terms of how your customer see your products…)

In our OSS company example, at least part of the immaterial assets are shared and publicly available, that is they are non rival. In our model we have a company that provides under an open source license the community edition of the software, while provides an “enterprise edition” with additional stability tests, support and so on. It is not correct to say that just because the source code is publicly available it is not monetizable; on the contrary, especially when the code is wholly owned in terms of copyright assignments it is potentially a valuable asset (for some examples, look at JBoss or MySQL). Even when the code is cooperatively owned (as in a pure GPLv2 with multiple contributors, like Linux) the “default place” is valuable in itself, and it is the reason why so many companies try to make sure that their code is included in the main kernel line, thus reducing future integration efforts and sharing the maintenance activities. Other examples that are relevant for the OSS case are trademarks (that are sometimes vigorously defended), “brand name”, the external ecosystem of knowledge; for example, all the people that is capable of using and managing a complex OSS offering, creating a networked value that grows with the number of participants in the net. People becoming RedHat certified, for example, increases the value of the RedHat ecosystem other than their own.

One of the most important resource is human: the people working on your code, installing it, supporting it. Most of those people in the OSS environment are not part of your company, but are an extremely important asset on their own thanks to their capability of contributing back time and effort. In exchange, these resources need to be managed, and that’s why you need sometimes figures like “community managers” (an excellent example is my friend Stefano Maffulli, community manager extraordinaire at Funambol) because exactly as you have a financial officer to check your finance (another essential resource) you should have a community manager for… the community.

To properly analyse your key resources, we can extend the network model created for the channel analysis (the actor/action model) and extend it a little bit, including the missing pieces. For example, we mentioned that a potential customer may be interested in our product. Who makes it? Of course, as any good OSS company, you have some pieces coming from the outside (other OSS projects), part coded by your developers and part coming as contribution from external groups. All of them are resources: the other OSS projects are key resources themselves, simply obtained without immediate cost but managed by some developers that are themselves a key resources; your internally developed source code is another key resource, and if you have large scale contributions from the outside those should be considered resources too, maybe not “key” resources but important nevertheless.

The main concept is: a resource is “key” if without it your company would not be able to operate; and whenever you have a key resource you should have a person that manages it with a clearly defined process.

Next: cost structure!

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How to analyse an OSS business model – part two

(now available: part three)

Welcome to the second part of  our little analysis of OSS business models (first part here). It is based on the practical workshops that we do for companies, and so it does have a little “practical” feel to it; as for its theoretical background, it is heavily based on the Osterwalder model, that I found to be clear and comprehensible. It could be adapted easily to other conceptualizations and ontologies on how to describe a business model, if someone wants to use it in a teaching context.

In the first part of our analysis we discussed the basic background concepts and discussed the first two aspects: customer segments and value proposition. As I mentioned before, the analysis is iterative, and should be done collaboratively (for example, by all the people working in a specific group, or by all the managers). As an example of why it should be iterative, we discussed the value proposition: by identifying several different value propositions, we inherently created different customer segments, that receive different value from our hypothetical “widgets, inc.” and this fact can be leveraged by differentiated pricing or different adoption percentages (if the user perceives an higher value, the potential monetary payment may be higher or it may be encouraged in adoption). Let’s continue with channels!

Channels: under this name we can place all the different ways our company interacts with the outside world. A common mistake is to consider only “paid” transactions, while (especially for open source software) a substantial part of value comes from non-monetary interactions. Examples of channel purposes may be sales, distribution (both physical and intangible), company communication, brand channelling and so on. Most channels do have a simple definition (”sales”) while some are indirect and outside the control of the company, for example word of mouth. As any iPhone user can testimony, word of mouth is one of the most powerful information dissemination vehicle, because it is based upon trust in people you already know, and knows what you may be interested in; the flash mob success of some online games on Facebook is a slightly modified version of this principle.

In channel analysis, the various actors in a company try to imagine (or list) all the possible ways someone from the outside may interact with the company or its products. How can a potential customer discover about widgets, inc. products? What actions need to be performed to be able to evaluate or buy? To help in this mapping exercise you can perform what is called the actor/actions mapping. In this activity you start by listing all the actors that may be potentially interacting with you, your users (potential or not), people that may talk about your product… Everything. You start with a simple table, listing the actors and the possible actions that they may want to perform. As an example:

  1. unaware user: casually finds out about widgets, inc. through advertising, word of mouth, email campaign…
  2. potential user: wants more information. Can go to the web site, download from a mirror site, ask friends, look for reviews of the product….
  3. user: wants support. Contact through email, phone, web-based system, (if there is a physical part) may ask for replacement of something…
  4. user: wants a different contract. As before, can use email, phone, a CRM system…
  5. journalist: may ask for information to write a review…

The idea is to try to map all the roles, all the actions, and list all of them along with a sort of small description. Then, imagine yourself while performing the action listed within: who do you interact with? What are the precondition for performing such action? As for the customer segmentation, you repeat this exercise until nothing changes, and at this point you have a nice, complete map of all the in/out relationships of widgets, inc. with the outside world. At that point, you add a value to each channel, in terms of what does it costs to maintain it and what potential advantage brings to you. It is important to bring to the table all potential value (even negative value, or intangible) because for open source software a large part of the channel network will not be directly managed by widgets, inc. but will be handled by third parties that cannot be directly influenced. So, a very simple example: Acme corp. takes the community edition of our software, adds some bells and whistles and creates a nice service business based on that. Is it a value or not? It does have a positive value: enlarges the use base, may provide additional contributions; on the other hand, it competes directly in at least part of the user base. The decision on how to act (the strategy part) depends on what we want to optimize, and is something that is inherently dynamic; so as an example what is good in the beginning (when dissemination of information and adoption is more important than monetization) may not be optimal in a later stage.

This is one of the explanation for the change in licensing by OSS companies, after an initial stage designed to maximize recognition and community contributions; among the examples Wavemaker. As I wrote many times in the past, there is no “bad” or “good” license, the point is that the license should be adopted with a rationale; changing license (when possible) may increase certain factors and modify in general this global channel map for example by changing the percentage of developers that are adopting our software, thanks to a more permissive license. The various parameters of our model (percentage of enterprise/community, independent adopters that integrate our software within their products, return contributions…) are all dependent on many different external conditions that are a-priori imposed by how we manage the company. So, after the creation of our channel map, an important exercise is to try to estimate these parameters, or measure them if possible; this way, we can turn our model into a simulation, giving us insight and allowing us to experiment freely to find the best match for our needs. We will give an example of such parameters after all the pieces of our business model canvas are completed.

Next time: key resources!

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How to analyse an OSS business model – part one

(now available: part two and three)

One of the activity that I love is teaching: especially, within companies, helping them to assess their business model, and improve it. The first part is analysis; from the dictionary definition, “to separate (a material or abstract entity) into constituent parts or elements; determine the elements or essential features of”. This separation is fundamental – lots of wrong choices are made because some of the underlying choices are done without a clear understanding of what the company do, how it does it, what pays and for what. I will give a small example of such an analysis session, using as a model the Osterwalder business model canvas, that can be found here:
businessmodelcanvas
Let’s start with an imaginary company, “widgets inc.”, that uses the “community/enterprise” model, that is a fully open source edition (usually called “community”) and an enterprise edition, that is released under a different license, and includes things like support and additional features. There are lots of vendors using this model, and as such it should be easy for my readers to imagine their own, favourite  company listed.

The exercise is simple: we start by filling all the boxes, answering all the questions; the order that I suggest is: customer segments, value proposition,  channels, key resources, cost structure, revenue streams and the rest in any order. Let’s start!

Customer segments: who we are selling to, or interact with? Let’s start with the initial concept that not all customers do have a commercial relationship with the company. Some may be using the community edition, but may be users as well; the fact that they are not paying (yet) does not imply that they are of no value for “widgets inc.” The company may have a single segment or many segments; some offerings may be unstructured (which is always a bad thing, as it means that the effort for producing an offer cannot be automated) or simply everything may be dumped in a single bucket. The idea is to start from the differences; that is, different channels, different relationships, different profitability, different willingness to pay – every time you have a difference, it should be reflected in a segmentation of your customers. In a lot of situation this is perceived as a useless effort – especially if the company offers a single product. But separating customers across all the different variables allows for something similar to sensitivity analysis; for example, is the directly contacted customer more or less profitable than the one acquired through an indirect channel? How much do we lose by going through an intermediary?

So, let’s imagine that our “widgets inc.” is selling directly and through a reseller network. Resellers are providing additional reach, thanks to their own marketing efforts, so we have at least 3 different segments: users of the community edition, users of the enterprise edition that have a direct relationship with widgets inc. and users of the enterprise edition that are managed by a partner. There is a potential fourth segment, that is users of a potential “community enhanced” edition, for example a commercial offering by an independent vendor that enhanced the community edition and that is selling that in a form similar to our enterprise offering”. What can we say of these segments? The enterprise edition users are paying us (of course) and the profitability of each customer depends on the cost of servicing it (that changes if we follow it directly or through a partner); a reseller will require a percentage of revenues, but on the other hand it handles some of the support costs, and covered some of the expenses for getting the customer in the first place. The community users are not paying us, but can be leveraged in several ways: as a reference (for example GE is an Alfresco user, even if it was not paying for the enterprise edition, and this can be a reference with a commercial value) and by conversion. In fact, community users may become enterprise users, with a conversion ratio that is quite low (from 0.5% to 3%, depending on the kind of software) but that can become substantial if the user base is large enough. MySQL is a good example of such “conversion by numbers”. Sometimes segments are interlocked, in what are called “multisided markets”. An example is a merchant like eBay, that needs a large number of buyers and sellers to guarantee the fluidity of the market itself; it may charge sellers, buyers or both, charge only on trade performed, on publication or not at all (for example, using advertising to recover costs).

A common segmentation is also that based on size or revenue assumptions, so you get something like an SME offering and a large company (or administration) offering. Thanks to data from eBusinessWatch (an observatory of the European Commission) we know that the average precentage of revenues spent for ICT in companies is roughly the same for small and large companies, but this does also imply that smaller companies do have a smaller available budget, while larger companies may have a much longer (and costlier) procurement process.

Value proposition: the reason why someone would want to come to widgets inc. in the first place, because we solve a problem or satisfy a need. In our case, we have two separate propositions: one for the community edition and one for the enterprise edition. The community edition may solve a practical problem for companies (for example, document management, groupware, whatever), and thus gives a concrete value in exchange for the time necessary for the customer to install and adapt the product by themselves, including the potential risk if something does not work. The enterprise edition changes this proposition, by costing something (in monetary term) in exchange for an easier installation or better out-of-the-box experience, support, lower risk (knowing that it is possible to ask for support) and so on. The value proposition should be explicit (to give your customers, paying and non-paying, an idea of why it is useful to invest time or money in widgets inc. products), realistic (your company will not survive in the long term if the value advantage is not there at all) and approximately quantifiable. The value proposition may be different for different customer segments, for example a groupware system for a small company may not require to handle thousands of users; in general, the additional value of a feature or a structural property of your product is dependent on whether your customer is in position to use it, and this usually shows out in the fact that there may be different advertising for different segments, pushing only on those features that are relevant.

Next part: channels and resources. See you next time!

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