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Platform evangelism (also called
developer relations Developer Relations, also known as DevRel, is an umbrella term covering the strategies and tactics for building and nurturing a community of mutually beneficial relationships between organizations and developers (e.g., software developers) as the pr ...
, developer and platform evangelism, developer advocacy, or API evangelism) is the application of
technology evangelism A technology evangelist is a person who builds a critical mass of support for a given technology, and then establishes it as a technical standard in a market that is subject to network effects. The word ''evangelism'' is borrowed from the context ...
to a multi-sided platform. It seeks to accelerate the growth of a platform's commercial ecosystem of
complementary goods In economics, a complementary good is a good whose appeal increases with the popularity of its complement. Technically, it displays a negative cross elasticity of demand and that demand for it increases when the price of another good decreases. If ...
, created by independent
third-party
developers, as a means to the end of maximizing the platform's
market share Market share is the percentage of the total revenue or sales in a market that a company's business makes up. For example, if there are 50,000 units sold per year in a given industry, a company whose sales were 5,000 of those units would have a ...
. This initiative focuses on providing developers the resources to innovate, participate, and provide feedback to grow the platform.


Multi-sided platforms

A multi-sided platform creates value by bringing together two or more different groups who can create more value together than apart. Examples include buyers and sellers at an auction; readers and advertisers of a newspaper; and people at an online dating service. The platform vendor can profit by capturing a portion of the money that changes hands. Platform vendors can serve as '' de facto'' regulators of their markets. An example of platform evangelism is the Developer and Platform Evangelism Division at Microsoft, which coordinates the personal computer (PC) and server's programming model. It also provides tools for the Microsoft.NET platform, facilitating synergies between this system's Enterprise Server products and the Windows platform. According to
Jim Allchin James Edward Allchin (born 1951, Grand Rapids, Michigan, United States) is an American computer scientist, philanthropist and guitarist. He is a former Microsoft executive. He assisted Microsoft in creating many of the system platform component ...
, the former Platforms Group Vice President, the division also provides support to millions of software developers focused on high-performance and affordable technologies.


Developers and consumers

Many platforms have only two sides: one of consumers and the other of independent
third-party
developers. Independent developers produce and sell
complementary goods In economics, a complementary good is a good whose appeal increases with the popularity of its complement. Technically, it displays a negative cross elasticity of demand and that demand for it increases when the price of another good decreases. If ...
, also called "platform applications," directly to the platform's consumers. These applications rely on the platform's services to function. Generally speaking, consumers prefer a platform with more and higher-value applications, while developers prefer a platform with more and higher-paying consumers. Recent examples of two-sided platforms that successfully attracted both consumers and developers include Apple iPhone,
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other Regional lockout, regions of the world. It is Nintendo's fifth major ho ...
,
Adobe Adobe ( ; ) is a building material made from earth and organic materials. is Spanish for ''mudbrick''. In some English-speaking regions of Spanish heritage, such as the Southwestern United States, the term is used to refer to any kind of e ...
Flash, and Microsoft Windows. Other examples include household electricity (for appliances), the farm tractor's three-point hitch (for farming implements), camera
lens mount A lens mount is an interface – mechanical and often also electrical – between a photographic camera body and a lens. It is a feature of camera systems where the body allows interchangeable lenses, most usually the rangefinder camera, singl ...
s (for interchangeable lenses), the Picatinny rail (for gun-mounted accessories), and
media players A media player could refer to: *Digital media player, home appliances that play digital media *Media player software, software that plays digital media *Portable media player, portable hardware that plays digital media *Windows Media Player Wi ...
such as record players, CD players, and DVD players (for media content).


Functions

Platform evangelism establishes and nurtures a
platform ecosystem Many markets are structured as platform ecosystems, they can be open or closed platforms, where a stable core (such as a smartphone operating system or a music streaming service) mediates the relationship between a wide range of complements (like ap ...
, which requires five simultaneous activities: 1) sales, 2) enablement, 3) feedback, 4) intelligence, and 5) regulation.


Ecosystem sales

Ecosystem sales is the attempt to convince third parties to develop
complementary goods In economics, a complementary good is a good whose appeal increases with the popularity of its complement. Technically, it displays a negative cross elasticity of demand and that demand for it increases when the price of another good decreases. If ...
for the platform's commercial ecosystem. The characteristics of successful platform evangelists and salespersons are essentially identical, including deep product knowledge, empathy,
humor Humour (English in the Commonwealth of Nations, Commonwealth English) or humor (American English) is the tendency of experiences to provoke laughter and provide amusement. The term derives from the humorism, humoral medicine of the ancient Gre ...
, integrity, communication skills, positive attitude, infectious enthusiasm, a sincere desire to help others, etc. The primary difference is in "hunger for money" among salespersons. This is unlikely to be satisfied by technology evangelism, which is more likely to be a cost center than a
profit center A profit center is a part of a business which is expected to make an identifiable contribution to the organization's profits. Overview A profit center is a section of a company treated as a separate business. Thus profits or losses for a pro ...
, and hence incapable of paying sales-like commissions.


Developer enablement resources

This aspect of platform evangelism can be seen as vendor-sponsored change agency in the diffusion of an innovation (the platform). As such, platform evangelism is responsible for creating the resources that enable developers to progress swiftly through the innovation adoption process ("developer enablement resources"). Each different phase of the platform adoption process requires different developer enablement resources. It is the responsibility of the platform evangelist to ensure that each developer enablement resource comes into existence in a timely manner.


Ecosystem feedback

Because developers will often choose an inferior platform if its rate of improvement suggests that it will soon become the superior platform, even the superior platform must improve rapidly. To facilitate this rapid improvement, platform evangelism organizes and champions the feedback of ecosystem developers within the platform vendor.


Ecosystem intelligence

Ecosystem intelligence gathers information about the activities and intentions of other platform vendors from sources in and around the developer ecosystem.


Ecosystem regulation

To avoid the market failure of multi-sided platforms, platform evangelism will often engage in '' de facto'' regulation of the commercial ecosystem that surrounds its platform. Such regulation combines legal, technological, informational, and other instruments (along with price setting) to minimize the costs of externalities, complexity, uncertainty, information asymmetry, and coordination problems.


Platform competition and platform evangelism

Often, many
competing Competition is a rivalry where two or more parties strive for a common goal which cannot be shared: where one's gain is the other's loss (an example of which is a zero-sum game). Competition can arise between entities such as organisms, indivi ...
two-sided platforms―each offering roughly the same benefits on the developer side―start diffusing through a market at approximately the same time. Each platform's vendor competes with the other vendors, via platform evangelism, to gain market share among the market's potential developers.


Self-fulfilling prophecy

If it is expensive to re-develop an application to target a second (or third) platform, then developers will tend to adopt, first, the platform which they believe has the highest lifetime profit opportunity. This tends to become a
self-fulfilling prophecy A self-fulfilling prophecy is a prediction that comes true at least in part as a result of a person's or group of persons' belief or expectation that said prediction would come true. This suggests that people's beliefs influence their actions. ...
, in which the platform which is initially perceived to have the highest lifetime profit opportunity tends to accumulate the most applications, which then makes it more attractive to consumers, which makes it more attractive to developers, etc., in a
virtuous cycle A vicious circle (or cycle) is a complex chain of events that reinforces itself through a feedback loop, with detrimental results. It is a system with no tendency toward equilibrium (social, economic, ecological, etc.), at least in the short r ...
, until a critical mass (also known as a tipping point) is reached, such that it out-competes the other platforms…and eventually does indeed come to offer the highest lifetime profit potential, as prophesied. This makes it very important for a platform vendor to convince developers ''from the outset'', even before the platform becomes commercially available to consumers, that its platform will have the highest lifetime profit potential. This contributes to the
high-tech High technology (high tech), also known as advanced technology (advanced tech) or exotechnology, is technology that is at the cutting edge: the highest form of technology available. It can be defined as either the most complex or the newest te ...
industry's
hype cycle The Gartner hype cycle is a graphical presentation developed, used and branded by the American research, advisory and information technology firm Gartner to represent the maturity, adoption, and social application of specific technologies. The hy ...
.


Network effects, path dependence, and ''de facto'' standards

If the market has strong network effects, then those platforms which gain the fewest early adopters may cease to exist, making them unavailable to later potential adopters. This is
path dependence Path dependence is a concept in economics and the social sciences, referring to processes where past events or decisions constrain later events or decisions. It can be used to refer to outcomes at a single point in time or to long-run equilibria ...
. If the number of reasonable platform choices in a market falls to 1, then that "only reasonable choice" becomes the market's ''de facto'' standard (also known as its
Dominant Design Dominant design is a technology management concept introduced by James M. Utterback and William J. Abernathy in 1975, identifying key technological features that become a de facto standard. A dominant design is the one that wins the allegiance of t ...
) by definition.


Switching costs, lock-in, and profitability

If the cost of switching away from a ''de facto'' standard to a new alternative exceeds the benefit gained by the earliest market participants who make that switch, then the market will tend to become locked into the ''de facto'' standard, with its
market share Market share is the percentage of the total revenue or sales in a market that a company's business makes up. For example, if there are 50,000 units sold per year in a given industry, a company whose sales were 5,000 of those units would have a ...
approaching 100%. Markets that are highly interconnected are more resistant to change than less interconnected markets. Lock-in tends to make a ''de facto'' standard impervious to incremental competition, such that only a
disruptive innovation In business theory, disruptive innovation is innovation that creates a new market and value network or enters at the bottom of an existing market and eventually displaces established market-leading firms, products, and alliances. The concept was ...
can displace it. Owning a locked-in ''de facto'' standard can be a license to print money for a very long time.


Mature share

Not all markets become locked into a ''de facto'' standard, and indeed, many factors act against such an outcome. However, owning the first platform to establish a critical mass of
complementary goods In economics, a complementary good is a good whose appeal increases with the popularity of its complement. Technically, it displays a negative cross elasticity of demand and that demand for it increases when the price of another good decreases. If ...
, with high switch-out costs, can create first-mover advantages that can go a long way towards ensuring that one gets a viable share of the mature market.


Means to an end

Therefore, with regard to a two-sided platform's developer side, it is platform evangelism's responsibility to: * Increase the quantity and quality of the platform's complementary goods; * Provide potential developers of complementary goods with a compelling opportunity for profit; * Increase awareness of this opportunity among potential developers of complementary goods; * Reduce the cost and risk associated with developing complementary goods; * Increase the percentage of the market's complementary goods that are developed ''first'', ''best'', or ''only'' for its platform; * Increase the network effects generated by its platform and its complementary goods; * Increase the platform's switching-out costs, while decreasing its switching-in costs; * Oppose the efforts of competing platform vendors to do likewise. In short, it is platform evangelism's responsibility to design, develop, maintain, and extend the size and health of the platform's ecosystem, such that potential developers will choose to participate ''first'', ''best'', or ''only'' in that ecosystem. Ultimately, these are all means to the end of gaining the highest possible share of the developer side of the targeted market. Whether this is, in turn, a means to the end of maximizing share on the market's consumer side, or ''vice versa'', depends on the platform vendor's
pricing strategy A business can use a variety of pricing strategies when selling a product (business), product or Service (economics), service. To determine the most effective pricing strategy for a company, senior executives need to first identify the company's p ...
. * If the platform vendor profits primarily from the developer side (as
Adobe Adobe ( ; ) is a building material made from earth and organic materials. is Spanish for ''mudbrick''. In some English-speaking regions of Spanish heritage, such as the Southwestern United States, the term is used to refer to any kind of e ...
does with Flash), then maximizing developer share is the ultimate end. * If the platform vendor profits primarily from the consumer side (as Microsoft does with Windows), then maximizing developer share is a means to the ultimate end of maximizing consumer share.


Theory and management

The economics of multi-sided markets have only recently been subject to academic scrutiny, so the theory underpinning platform evangelism's regulatory function is likely to be poorly understood by its practitioners—a situation that has contributed to many disastrous market failures. More generally, evangelizing the developer side of a multi-sided platform can be seen as using social influence to accelerate the diffusion of an innovation, within a dynamic system, in the presence of network effects, for economic gain (to the platform vendor or to society as a whole). Therefore, a solid understanding of the theory and practice of social influence, diffusion of innovations,
system dynamics System dynamics (SD) is an approach to understanding the nonlinear behaviour of complex systems over time using stocks, flows, internal feedback loops, table functions and time delays. Overview System dynamics is a methodology and mathematical ...
, innovation dynamics, network effects,
innovation economics Innovation economics is new and growing field of economic theory and applied and experimental economics that emphasizes innovation and entrepreneurship. It comprises both the application of any type of innovations, especially technological, but ...
, and the economics of multi-sided platforms is essential to the design and management of efficient and effective platform evangelism campaigns. Most of the theory and practice of platform evangelism, as influenced by these theoretical underpinnings, has yet to be comprehensively documented, and is therefore not available to novice evangelists or their managers. Because the development of expertise in any domain takes considerable time and practice, vendors of new platforms cannot reasonably be expected to have in-house expertise in designing and managing effective platform evangelism campaigns.


See also

*
Evangelism marketing Evangelism marketing is an advanced form of word-of-mouth marketing in which companies develop customers who believe so strongly in a particular product or service that they freely try to convince others to buy and use it. The customers become vo ...
*
Technology evangelism A technology evangelist is a person who builds a critical mass of support for a given technology, and then establishes it as a technical standard in a market that is subject to network effects. The word ''evangelism'' is borrowed from the context ...
*
Technology evangelist A technology evangelist is a person who builds a critical mass of support for a given technology, and then establishes it as a technical standard in a market that is subject to network effects. The word ''evangelism'' is borrowed from the context ...
*
Apple evangelist The Apple community is a group of people interested in Apple Inc. and its products, who report information in various media. Generally this has evolved into a proliferation of websites, but latterly has also expanded into podcasts (both audio and ...
* Network effect * Vendor lock-in *
System dynamics System dynamics (SD) is an approach to understanding the nonlinear behaviour of complex systems over time using stocks, flows, internal feedback loops, table functions and time delays. Overview System dynamics is a methodology and mathematical ...
*
Innovation economics Innovation economics is new and growing field of economic theory and applied and experimental economics that emphasizes innovation and entrepreneurship. It comprises both the application of any type of innovations, especially technological, but ...
* Diffusion of innovations *
Two-sided markets A two-sided market, also called a two-sided network, is an intermediary economic platform having two distinct user groups that provide each other with network benefits. The organization that creates value primarily by enabling direct interactions ...
*
Community organizing Community organizing is a process where people who live in proximity to each other or share some common problem come together into an organization that acts in their shared self-interest. Unlike those who promote more-consensual community bui ...
* Sales * Marketing


References

{{reflist Technology evangelism