Danny Fortson
Attend an evening with Andre Agassi
Janina Valiente was waiting at the bus stop after work in San Francisco last week when a mugger snatched her handbag and then sped off in a waiting car.
All was not lost . Using a stranger’s mobile she called her sister, 450 miles away in Los Angeles, who told her the precise street corner where the bad guys had stopped to go through her belongings. Valiente called the police, who sent officers to the location and arrested the men. Within the hour, Valiente had her bag back.
Her sister was not clairvoyant. Rather, she used a nifty bit of software called Latitude, a program that allows friends and family to track each other via their mobiles. The robbers had no idea the Blackberry they had stolen was a tracking device.
It is one instance of the impact technology can have on our daily lives. If Valiente had been mugged just a couple of months earlier, she would have had to write off her phone and the contents of her handbag.
Latitude was launched in February by Google – one of the stream of clever ideas that seem to roll endlessly out of its Silicon Valley “Googleplex” headquarters.
Google’s story is well known. What began a little over a decade ago as an algorithm designed by two university computer nerds has become a $120 billion (£81 billion) corporation and one of the best-known brands in the world. Today, it has become the standard by which all technology start-ups are measured.
That is, until the “next Google” comes along. And there is no shortage of entrepreneurs and venture capitalists around the world doing their best to take that title. So who will succeed?
Nobody knows. According to Barry Maloney, a partner at the venture-capital firm Balderton Capital, about two-thirds of companies that get investor backing die before they even generate one cent of revenue. Most of the rest wither away long before they achieve anything like their world-beating ambitions.
“This business is like finding hens’ teeth. It’s what we do. At the early stages, you really are just backing the entrepreneur and the idea,” said Maloney.
Choosing winners is a mug’s game. And it’s getting harder. The credit crunch has hit the technology sector hard. According to new figures from the BVCA, the private-equity trade group, money raised by venture capitalists for technology start-ups fell to £230m last year, down from £1.2 billion in 2006.
Below we take a stab, nonetheless, highlighting the areas from where the “next big thing” may come, and looking at a few of the most promising companies in each sector.
THE mobile phone has long been talked about as the next great frontier for the internet. So far it has been a big disappointment. Tiny screens, low-resolution displays and mobile companies too precious to let other companies flood their networks have kept innovation at bay and services basic.
However, the dawn of the smart phone, led by the iPhone, could finally push it over the line and move the web off the PC and into your pocket. Their larger screens, and hardware able to handle greater quantities of information, have led researchers to conclude that within two years more people will be accessing the web from their mobile phone than from their desktop computer.
Piper Jaffray, the investment bank, expects mobile internet search, advertising and applications to be a $21 billion market within three years, quadruple its value today.
Admob, an American start-up, wants to be the Google of this nascent market. Only three years old, it is already the world’s largest mobile advertising network. Backed by Sequoia Capital, the first investors in YouTube and Apple, it places mobile ads and takes a cut every time someone “clicks through”, much like Google does with search results. Last month it received 7.5 billion mobile ad requests, up from 2 billion in the same month a year earlier.
Built-in GPS capability also opens an array of new possibilities for companies such as Loopt, which has developed a “social mapping” product similar to Latitude. The next logical step is location-based advertising. The day when a stroll past Tesco will prompt an ad on your mobile for a special offer on milk is not far off.
Games
HOW many Rox do you need to buy a packet of Moshling Seeds for your Zommer? Don’t know? There’s a good chance it’s because you are either too old, or don’t have young children.
Moshi Monsters, an online game for children in which they can adopt a virtual pet monster and create a life for it in Monstro City, sounds silly. But it is a very serious business. While the world fell into recession last year, gaming geeks spent $22 billion on new games. Just over half of this went on software and online games, 22% up on the previous year.
Moshi Monsters, created by the British firm Mind Candy, is one of a new generation of games that has hit on a winning formula. It is free to play in the virtual world but some aspects of the game, such as a passport to a different part of Monstro City, cost money. It’s not a lot. The average user, between the ages of eight and 13, spends about £3 a month. Or rather his parents do. With nearly 2m users, that adds up.
It is a similar story at Stardoll, an online world aimed at adolescent girls who can create an avatar and pay to accessorise her. Stardoll has more than 25m users. Ben Holmes, a partner at Index Ventures, a backer of the company, said: “You may ask why spend that kind of money on something that is virtual. But if you compare it to the amount of entertainment it can provide relative to a Barbie doll you might buy in Hamleys, it’s actually very good value.”
Investors are all chasing the World of Warcraft model. The subscription-based role-playing game of warlocks and dragons generates more than $1 billion in annual revenue from its faithful army of 11m subscribers, making it one of the most successful media products in the world.
Processing the millions of micropayments, from 10p to £10, that these games generate could also be big business. It is worth keeping an eye on firms such as MobillCash, which was set up to process the tiny sums gamers rack up.
Beyond cyberspace
LAST WEEK the surviving members of the Grateful Dead, the 1960s psychedelic rock band, dusted off their guitars, combed out their grey ponytails, and hit the road again for their first tour in five years. In most respects it will be like most of the other tours the band has done over the past 45 years. Dead Heads, as their fans are called, will be able to get the tie-dyed tour T-shirt.
They will also be able to buy a book, hardback and in colour, or paperback if they prefer, packed with pictures from the show they have just attended. They can even get it with a picture of themselves on the cover. And instead of having to wait several months for it to be published, it will be delivered to their home in three days.
Welcome to the budding world of self-publishing, where anyone can become a published author for as little as £5. All you need is an automated book design and layout program downloadable from the web. Blurb is one group offering the service and is behind the Grateful Dead scheme. In two years, it has printed more than 1m books, from eulogies for family pets to high-end, hardback brochures for corporate clients. They are all available on its online store. You can request a single copy, or 10,000.
It is one of an increasing number of companies that is using the power of the internet to cross the line into the real world. Think of it as the anti-blog. “There is something about a physical, tangible object that can be shared that is different from a website,” said Eileen Gittins, the founder. “As our professional and personal lives go increasingly online, there is a real hunger to physically interact with something.”
There are other ways to bridge the divide between the digital world and the real one. Poken, for example, has created a keychain USB device that allows you to exchange your profile information from sites like Facebook with people you meet socially by touching their Poken to yours. You get back home, plug it into the computer, and your new friend is loaded on to the system.
The distant future
WEARABLE computers; digital billboards that react to you as you walk past; exoskeletons that would allow people to climb up a mountain at superhuman speed.
They sound off the wall. But 10 years ago so did a mobile that could take high-resolution video and provide a detailed map to your local restaurant.
So what is the next step? There is a good chance you may find it at the MIT Media Lab, a research centre at the prestigious Massachusetts university dedicated to the convergence of technology, media and the real world. The aforementioned ideas are just a few that are being developed there.
Andy Lippman, associate director, said the science-fiction future is closer than we think.
Consider, for example, the telephone. “Think about it. Remember when a phone was just a phone? It was a great invention in 1875, but now it is changing overnight,” he said. “If you distil the mobile experience down to the bare minimum, all you are carrying is an identification card with a radio. What we are building now is a system where the space around you responds to you. So, if you are looking for the nearest bus station, a map of the nearest station will blow itself up on the wall. That [sort of technology] is just round the corner.”
And why not soldiers kitted out with exoskeletons? Lippman’s colleague Hugh Herr has developed a robotic suit, funded by the US Department of Defense, that can shift 80% of the weight of an 80-pound back-pack to the ground through a system of tubes that run down the body to a pair of special boots. A computer in the back-pack controls the whole systems. There are still some kinks. For one, it severely impedes normal walking.
The era of the super soldier, it seems, may be some years off, but like today’s mobile phones, its day may come sooner that we expect.
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