Friday, June 22, 2012

Entrepreneurship FAQs, Answered by an Entrepreneur

[Editorial notes: There is quite a bit of gyaan around entrepreneurship, but nothing beats simplistic, candid and to-the-point answers. So if you are an early stage entrepreneur, this article is for you. The article is written by Sahil Baghla, a first time entrepreneur.]

As a first time Entrepreneur, I had many questions in my mind. I met with many Entrepreneurs and asked them same questions over and over again. Sometimes I got convinced by the answers sometimes I don’t. Here’s few most frequently asked questions by me and their best answers according to me.CAT_Entrepreneur

When is a good time to start working on your idea
When you can’t stop thinking about it in a shower.

Single Founder vs Co-founders
Don’t wait ! You can start alone, but you definitely need smart people to grow your business big. Prove yourself and Rockstars will join you.

When should you start talking to the investors
Smart guys always stay in touch with their investors. Famous saying is : When you need money ask for advice and when you need advice ask for money.

Where to find co-founders
Please don’t go to co-founders dating events. Great businesses are built when few friends sit together in a dorm room with open minds.

Where to find tech co-founder
Either in your Facebook friend list or sit in a CCD with codecademy.com

How to generate entry barrier for your business
Chuck it man ! When you start building your business with love and passion you will definitely differentiate yourself from somewhere. Don’t worry about this term at initial stage. Copycats will always be there. Service is only the differentiator in the long run.

What Investors look for in a pitch when Ideas are like buses
Your idea defines you. It defines what problem are you solving and how are you approaching that problem. That will tell all about you. They mostly look for your execution skills so it matters a lot if you are presenting it in a ppt form or as a demo product (An ounce of action worth ton of theory).

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What are your thoughts?

Recommended Read: Shoot me if I ever say these things to a startup team

[Guest article contributed by Sahil Baghla/founder of Bluegape. Reproduced from his blog post.]



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Joi Ito joins The New York Times Company’s Board of Directors

Joichi Ito: Founder and CEO of Neoteny Labs

The New York Times Company announced on 21st June that Joichi Ito has been elected to its Board of Directors. Brian McAndrews, a digital media veteran, has also joined the Board.

“Joi Ito and Brian McAndrews bring deep digital experience to the Board of the Times Company, which will be invaluable as we continue our digital transformation,” said Arthur O. Sulzberger Jr., chairman and CEO of The New York Times Company and publisher, The New York Times.

“Joi is world-renowned as a digital innovator and thought leader, with significant expertise in technology policy.”

He is the founder and current CEO of Neoteny, a venture capital firm, and general manager of Neoteny Labs, an early-stage investment fund focusing on Asia and the Middle East.

Since September 2011, Joi has been the director of the Media Lab at the Massachusetts Institute of Technology, which is devoted to research projects at the convergence of design, multimedia and technology.

He is board chairman and former CEO of Creative Commons, a nonprofit devoted to facilitating the ability of copyright owners to make their creative works freely available for others to use and share.

In Japan, he was a co-founder of Digital Garage, an information technology company, and helped establish, and later became CEO of, the country’s first commercial Internet service provider.

He was an early investor in numerous companies, including Flickr, Kickstarter and Twitter.


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Corporations look to serious games for organisational learning and development

Serious Games InternationalAs the popularity of casual and mobile gaming continues to grow, so too does interest in research around how games could be used to improve our daily lives. Serious games are games that have been designed with a primary purpose other than entertainment.

Business, education and health related organizations are beginning to recognise that the framework and experience of games can be harnessed to address specific problems in the real world.

In late 2009, the Media Development Authority of Singapore (MDA) initiated a strategy  to promote the industry in Singapore. In order to capitalise on the experience of an organisation already well established in the area, MDA contacted the Serious Games Institute UK (SGIUK) based within Coventry University. Established in 2007, SGIUK’s portfolio includes research projects on serious games, mobile applications, 3D animation and virtual worlds.  This research has lead to the development of products that are widely used in the areas of clinical training, obesity awareness, disaster and emergency planning, and sexual health awareness in the UK.

Last year MDA and SGIUK announced a joint call-for-proposals in serious games, inviting established UK companies to setup or collaborate with Singapore-based games and learning companies who would then receive mentorship from SGI in the areas of game design, research and development. This catalyst for collaboration was also designed to extend serious gaming from predominantly education into new sectors such as health care and corporate learning. As a result of the linkage provided by SGIUK, two UK companies, Roll7 and Pixelearning, have already started projects in Singapore, and Pixelearning is even in the process of establishing a Singapore development centre.

Seeing the great support that Singapore has to offer to the serious games industry, and the tremendous opportunities within the Asian region, SGIUK also decided to establish a direct presence in Singapore, via a locally incorporated private company.  Officially opened in October 2011, Serious Games International (SGI) is a private company with an office at Block 71, Ayer Rajah Crescent. Singapore is the first location outside of the UK to host an SGI Overseas Development Centre. Chris Quek, Director of SGI Singapore, notes that serious games are very different from their casual entertainment cousins in the video game world. “Serious games are games that serve a purpose other than pure entertainment. Typical areas of application include health care, education, marketing, corporate training, and tourism,” he said. “We are open to collaborations with local universities in research activities and innovation. We are also keen to commercialize some of the serious game technologies and products created in the UK.”

Teddy's Chocco Shop (Photo: SGI Singapore and FrontSquare).

Since its inception, SGI Singapore has already worked on several industry projects. Front Square from Dublin, Ireland is a company working in the area of game-based learning. It partnered with SGI Singapore to develop Teddy’s Chocco Shop, a training program designed to teach employees the basics of lean manufacturing. I played a couple of rounds and found the gameplay quite familiar, reminding me of other casual games with a customer order component like Gogo Sushi. As Quek, a former educator himself, points out: “That’s exactly the idea. The game should be easy and engaging, but with learning elements introduced at the right moments.”

A core strength of serious games is the opportunity to present and structure content in an innovative way compared to traditional training models. Front Square CEO and Co-Founder Geoff Beggs said, “Typically my clients have at least 500 employees and are in the manufacturing industry. Using games can be a much more engaging and sustainable way of training staff over traditional methods. The employees are able to learn by doing and feel free to make mistakes in a safe environment.” There are many opportunities for serious games in the corporate training industry, but as Beggs notes the greatest challenge is to “Find the balance between scalability and customisation”. However, early stage alpha testing has produced encouraging results and Teddy’s Chocco Shop is about to begin beta trials with a large client in Canada.

But it’s not just an understanding of processes and procedures that serious games can impart. With a technical background and experience in the IT, mobile and startup industries, Quek believes that serious games can also facilitate the development of soft skills within organisations. “Virtual worlds can play a very interesting role in new ways of teaching and learning. [They can] teach things like EQ and skills in communication, management, critical problem solving and collaboration. These kinds of soft skills are extremely hard to teach in a consistent manner in real life, with virtual worlds, new dimensions and possibilities are opened up”.  In fact, Quek’s team has already started building a prototype of a multi-user game in a 3D virtual world, designed to teach such soft skills.

Is your next CEO a Blood Elf? (Photo: World of Warcraft Cataclysm).

There is a growing demand for employees with well-developed soft skills or “21st century skills” and gaming environments offer a host of advantages to develop and nurture these attributes including digital interfaces that enhance communication through voice and text chat, multi-media platforms, real time feedback, progress tracking and leveraging social networks.

In fact, a few years ago researchers published their findings on leadership in the massively multiplayer online role-playing game World of Warcraft in the Harvard Business Review. They concluded, “Leadership in online games offers a sneak preview of tomorrow’s business world. In broad terms, that environment can be expected to feature the fluid workforces, the self-organized and collaborative work activities, and the decentralized, nonhierarchical leadership that typify games. In more specific terms, we found several distinctive characteristics of leadership in online games that suggest some of the qualities tomorrow’s business leaders will need in order to achieve success.” Some of these characteristics included risk taking and the ability to work quickly and efficiently.

As organisations struggle to engage their employees and customers in a world full of distractions in constant competition for our attention, serious games provide a real opportunity for users to engage and interact with content and organisations, in an interactive and meaningful way.

This post was first published on RecognitionPattern.com


Link to full article

Corporations look to serious games for organisational learning and development

Serious Games InternationalAs the popularity of casual and mobile gaming continues to grow, so too does interest in research around how games could be used to improve our daily lives. Serious games are games that have been designed with a primary purpose other than entertainment.

Business, education and health related organizations are beginning to recognise that the framework and experience of games can be harnessed to address specific problems in the real world.

In late 2009, the Media Development Authority of Singapore (MDA) initiated a strategy  to promote the industry in Singapore. In order to capitalise on the experience of an organisation already well established in the area, MDA contacted the Serious Games Institute UK (SGIUK) based within Coventry University. Established in 2007, SGIUK’s portfolio includes research projects on serious games, mobile applications, 3D animation and virtual worlds.  This research has lead to the development of products that are widely used in the areas of clinical training, obesity awareness, disaster and emergency planning, and sexual health awareness in the UK.

Last year MDA and SGIUK announced a joint call-for-proposals in serious games, inviting established UK companies to setup or collaborate with Singapore-based games and learning companies who would then receive mentorship from SGI in the areas of game design, research and development. This catalyst for collaboration was also designed to extend serious gaming from predominantly education into new sectors such as health care and corporate learning. As a result of the linkage provided by SGIUK, two UK companies, Roll7 and Pixelearning, have already started projects in Singapore, and Pixelearning is even in the process of establishing a Singapore development centre.

Seeing the great support that Singapore has to offer to the serious games industry, and the tremendous opportunities within the Asian region, SGIUK also decided to establish a direct presence in Singapore, via a locally incorporated private company.  Officially opened in October 2011, Serious Games International (SGI) is a private company with an office at Block 71, Ayer Rajah Crescent. Singapore is the first location outside of the UK to host an SGI Overseas Development Centre. Chris Quek, Director of SGI Singapore, notes that serious games are very different from their casual entertainment cousins in the video game world. “Serious games are games that serve a purpose other than pure entertainment. Typical areas of application include health care, education, marketing, corporate training, and tourism,” he said. “We are open to collaborations with local universities in research activities and innovation. We are also keen to commercialize some of the serious game technologies and products created in the UK.”

Teddy's Chocco Shop (Photo: SGI Singapore and FrontSquare).

Since its inception, SGI Singapore has already worked on several industry projects. Front Square from Dublin, Ireland is a company working in the area of game-based learning. It partnered with SGI Singapore to develop Teddy’s Chocco Shop, a training program designed to teach employees the basics of lean manufacturing. I played a couple of rounds and found the gameplay quite familiar, reminding me of other casual games with a customer order component like Gogo Sushi. As Quek, a former educator himself, points out: “That’s exactly the idea. The game should be easy and engaging, but with learning elements introduced at the right moments.”

A core strength of serious games is the opportunity to present and structure content in an innovative way compared to traditional training models. Front Square CEO and Co-Founder Geoff Beggs said, “Typically my clients have at least 500 employees and are in the manufacturing industry. Using games can be a much more engaging and sustainable way of training staff over traditional methods. The employees are able to learn by doing and feel free to make mistakes in a safe environment.” There are many opportunities for serious games in the corporate training industry, but as Beggs notes the greatest challenge is to “Find the balance between scalability and customisation”. However, early stage alpha testing has produced encouraging results and Teddy’s Chocco Shop is about to begin beta trials with a large client in Canada.

But it’s not just an understanding of processes and procedures that serious games can impart. With a technical background and experience in the IT, mobile and startup industries, Quek believes that serious games can also facilitate the development of soft skills within organisations. “Virtual worlds can play a very interesting role in new ways of teaching and learning. [They can] teach things like EQ and skills in communication, management, critical problem solving and collaboration. These kinds of soft skills are extremely hard to teach in a consistent manner in real life, with virtual worlds, new dimensions and possibilities are opened up”.  In fact, Quek’s team has already started building a prototype of a multi-user game in a 3D virtual world, designed to teach such soft skills.

Is your next CEO a Blood Elf? (Photo: World of Warcraft Cataclysm).

There is a growing demand for employees with well-developed soft skills or “21st century skills” and gaming environments offer a host of advantages to develop and nurture these attributes including digital interfaces that enhance communication through voice and text chat, multi-media platforms, real time feedback, progress tracking and leveraging social networks.

In fact, a few years ago researchers published their findings on leadership in the massively multiplayer online role-playing game World of Warcraft in the Harvard Business Review. They concluded, “Leadership in online games offers a sneak preview of tomorrow’s business world. In broad terms, that environment can be expected to feature the fluid workforces, the self-organized and collaborative work activities, and the decentralized, nonhierarchical leadership that typify games. In more specific terms, we found several distinctive characteristics of leadership in online games that suggest some of the qualities tomorrow’s business leaders will need in order to achieve success.” Some of these characteristics included risk taking and the ability to work quickly and efficiently.

As organisations struggle to engage their employees and customers in a world full of distractions in constant competition for our attention, serious games provide a real opportunity for users to engage and interact with content and organisations, in an interactive and meaningful way.

This post was first published on RecognitionPattern.com


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Women VCs Rule More Often At China Venture Firms Than In Silicon Valley

Women venture capitalists are getting ahead faster and farther in China than in Silicon Valley, with few exceptions.
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NonStop Games: Social HTML5 Games with a Twist

Guest writer Vlad Micu has been a freelance game industry journalist for over five years while running his company VGVisionary. He is also the managing director of WindowsPhoneFans.com. Currently residing in Bangkok, Thailand, he is pursuing his dream of making video games as the game producer of arkavis, an up and coming casual game studio.


fb-page-cover-characters

In an old Singaporean office crammed with start-ups lies the humble shared space of the up-and-coming HTML5 social games start-up NonStop Games (nonstop-games.com), formerly known as Dollar Isle creator GamesMadeMe. Founded on the friendship and shared ambitions of the former Wooga head Henric Suuronen and ex-Nokia business development manager Juha Paananen, the studio is redefining how HTML5 is used to develop cross-platform, fun, and community-based social gaming experiences.

They’re currently working on their newest title Paint Stars (see screenshots below), whose community recently marked the production of over 500.000 drawings. I sat down with the duo to talk about creating the Instagram for painting, avoiding app store dependence, and using games as a web-link to make sharing your creations the easiest thing ever.

Friendship, CTO power, and start-up foundations

Friends since high school and gamers for life with a similar educational background, Suuronen and Paananen couldn’t wait to start a company together. The spark that initiated their first ideas for founding NonStop Games came with the rising popularity of browser-based games back in 2010. Paananen explains:

There came a time when browser-based games were slowly taking over client-based ones. We felt the same thing was soon going to happen in mobile phones and tablets.

NonStop Games’s main goal is to make its HTML5 software so fast that it almost feels like a native app. Suuronen notes:

That is the main sore spot in HTML5. You pushed the button, but it takes time to load and you don’t know what is happening at that time. That’s not very app-like. This is where we put a lot of effort, so you push a button and a color change tells you it was pressed. If it’s loading, there is always a load-bar. All these small things that make it feel responsive.

Instagram for painting

juha & henric

With the user numbers and sales of OMGPop’s hit dropping drastically, a drawing game might not appear to be the safest bet for any studio. But for Suuronen and Paananen, the concept introduced by that title felt strongly underdeveloped. The duo realized that the success of an app like Instagram and Draw Something doesn’t lie in the core activity of taking photos or painting. Suuronen argues:

It’s about things that you want to show off. Some people draw just for themselves, some just take photos for themselves, but most want to show what they’ve done and kind of build their online photographic or painting identity. Suddenly they get followers commenting and liking and loving their work. When I saw this drawing genre rise in popularity, I realized it can have exactly the same impact as Instagram. I’m painting and I want to get my friends to comment on it. I want to come back and see that I’ve got 20 new likes or 50 new comments. This is the real driver for me to draw more.

HTML5’s capabilities to work around any filtering system on school computers even got some schools in the US to already ban the popular Paint Stars from their computer labs.

The game’s exponential growth in user activity and engagement is easy to measure by looking back at only 4000 daily paintings from just one week before this interview was held. Suuronen says:

I don’t even dare to think about how much it will be in a week, in two weeks. I am most happy about our hypothesis of people wanting to comment and like each other’s paintings being true.

The number is now at nearly 30,000 pictures being painted daily and it is growing every day. A recent release and change in functionality doubled the daily amount in one day. “It is all about the details,” Suuronen adds.

The next challenge for Suuronen and Paananen is to discover how paintings can get to services other than Twitter and Facebook.

Who needs an app store?

A NonStop Games’ browser game that runs just as fast as a native app might not need to be inside an app store anymore. Better yet, users can always play an HTML5 game that is instantly fully updated after it is launched. Paananen explains:

We are not saying the app store is a bad channel, and we will be launching our games in the app stores too by wrapping them into a standard app. But being outside of app stores gives you a lot of advantages. You can just move faster. You don’t have to submit anything and wait for approval. Instead you can submit updates live anytime and there is no installation process. It helps things become much more instant, and viral too.

His partner Suuronen adds:

We already make money with different solutions, but it could be better. Facebook credits on mobile seem very good and each day it’s getting better for us. We’re using HTML5 because it’s a new technology with real user experience benefits. But as it is new technology means that it won’t be easy. We also have the opportunity to be among the first to get it right, which is definitely worth the extra effort.

I’m told that NonStop Games are currently preparing for the next step in their journey, which they will hopefully be able to announce later this summer. Paananen adds on a final note:

Man didn’t go to the moon because it was easy!

paint stars

paint stars

paint stars

paint stars

The post NonStop Games: Social HTML5 Games with a Twist appeared first on Tech in Asia.


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Can You Measure Happiness? Freehap App Aims to Do So

Wanna be happy? There’s an app for that. Well not exactly, but an app with the ambitious goal of making the world a happier place has just launched: Freehap.

The app, developed in Bangkok by two college buddies from the Faculty of Economics at Thailand’s prestigious Chulalongkorn University, allows users to update their happiness level on a 5-point scale (very happy, happy, so-so, sad, very sad) and broadcast that to other users in their area.

Users can then add “special ones” and be alerted when those people are sad (so they can give them a pick-me-up call or message) and also check the entire country’s happiness level collated with data from Freehap. Right now I see that “Thailand’s happiness level is 58 percent today, up 3 percent from yesterday.”

Besides their happiness levels, users can post citizen news reports with the “I Report” button; make recommendations of books, movies, music, and more with the “I Recommend” feature; and put stuff for sale with the “Selling” button. They can also call for help (whatever the problem may be) with the “Help Me!” icon, and an aspiring Clark Kent in the locality can make himself or herself available by hitting “I Help” within the app. Plus, users must submit their blood types upon registration because there is a function of the app that allows a user to put out a call for blood donations in the event of an emergency.

The app is completely integrated with Facebook – better than nearly any app around, say founders Natee Jarayabhand and Khanit Aramkitpota. You must sign in with Facebook, so all your friends in the social network become your friends on the app, and when, for example, someone likes your happiness update through Freehap, that “like” will show up on a Facebook post.

Natee and Khanit hatched the idea while they were doing unfulfilling office jobs after university and read a study about low happiness levels in developed countries. “We wanted to try to make a platform for people to live a happier life. There’s no other app with the mission of making the world happier,” Natee claims.

The pair took their idea to the Global Social Ventures Competition at UC Berkeley in California in 2010. They didn’t win the contest but they say they got a lot of good feedback, especially from judge Paul Herman, founder of socially responsible Silicon Valley investment firm HIP Investor. “He said that in the future he thinks that the trend will move towards reporting happiness indexes, rather than stock market indexes,” says Natee.

So they came back to Thailand, raised some money from their friends and family, and put a team together to fully develop Freehap. The app finally went live – on Google Play for Android, and in iTunes for iPhone – last week and is currently only available in Thailand, Singapore, and Hong Kong. They plan on testing and tweaking the product with user feedback from these markets before trying to launch it globally. They’re also looking for new funding. In future versions they’d like to launch a real-time map of people’s happiness status updates, amongst other improvements.

Refreshingly for the Asian tech ecosystem where entrepreneurs seem to be too focused on monetization too early, the Freehap team is focusing only on improving the app (and people’s happiness, in theory) for the foreseeable future. They do have some ideas about how to monetize when the time is right, including sponsored “happiness campaigns,” premium emoticons, and advertising. But ultimately, says Natee, “We believe that if we can improve happiness for people, then money will follow.”

Here’s a demo video made by the startup:

[Direct video link for mobile readers]

The post Can You Measure Happiness? Freehap App Aims to Do So appeared first on Tech in Asia.


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Online Grocery Stores: A change for the better for the traditional retailers?

From the local ration shops to the new age convenience hypermarts, the long journey hasn’t been easy. So realize the next generation traditional kirana shop owners who are a part of that transition; bad or good, the story is yet to unfold.

The world is moving ahead. The revolution is obvious. The change is in consumer behavior, needs and plausibility with varied options. He, who was accustomed to wasting entire ‘Sunday’ in grocery shopping is now happy ‘ordering’ in the convenience of his home or while catching a movie or enjoying a ‘special’ meal with his family or friends. Time is costlier than money itself! He, who used to hop shop to shop in search of the best deals and run miles to find whole sale shops so as to cut down on daily expenditures; today is ready to spend that extra penny on convenience. Cashing on this consumer behavior is the concept which sets the stage for change in retailer attitudes. The modern hypermarts and convenience stores are providing easy access to all essentials as well as luxuries under one roof. The marts and suave shops in popular malls invite consumers with their glitz and glamour. The costing; whatever be the claims; is bound to be high. Convenience now has a price and yet the market is big. kirana store

Past five years have seen a definite shift in business from kirana stores to modernized retailers, if that’s what we can call them. The kirana shops are experiencing an inadvertent downfall and the need for change is inevitable and is in gradual expanding process. He, who was satisfied with a small, listless shop in the basement of his confines, now wants to stand against the suave hypermart. He, now has smart salesmen, convenient racking, internet connectivity, wide clientele/database and home delivery. It is like surfing the clouds with feet yet grounded.

Says Rajiv Jindal owner of a kirana shop in NCR, my father started this shop 35 years back from where it came to me. A graduate by qualification, Rajiv is not only catering to 4-5 km of neighborhood localities but also has been able to tie-up with few corporate houses for their grocery needs. Taking out his smartphone, Rajiv shows us an email order from a local resident. I learn every day something new and try to incorporate the same in my business. From the shop I acquired from my father, it was a huge shift in mindset. But, now with improved service levels, merchandise assortment, layout and lighting I have made the local big store, my biggest competitor. This story is not an exception. A silent revolution is taking place in the Indian retail sector, with traditional kirana stores taking to the Internet for providing supplies to retail customers.

Where at one stage, the poor gains from the shop earnings appeared to have a dreary future, today things look bright. The returns are improving and the markets are reversing.

In the last few years, kirana stores in many cities have remodeled their outlets on the lines of retail chains as branded stores spring up in their neighborhoods. They have stocked products relevant to their catchments, learnt how to display them, installed air-conditioning, introduced trolleys, computerized bills and even started accepting credit cards. In-store media options such as AV screens that enable narrowcasting of infomercials or advertisements, targeted at grocery shoppers are being installed at places with high footfalls and advertising is outreaching far avenues.

80 Lac Kirana outlets is a number constantly quoted in various studies as the first consumer choice for shopping across India. They have distinct advantages that are obvious now; convenience, extension of credit, home delivery & leveraging personal relationships. Besides these the eventual consumer costing is much lower, fitting the restraint budgets.

Amidst much hue and cry, the government’s firmness on bringing foreign direct investment in the retail sector has risen up the issue of the move being threat to ‘our indigenous Kirana Stores’. We see such changes in all walks of life. For example, the email has overwhelmed regular postage, the open rickshaws have given way to ‘autos’ and the metro has convenience the previously tiresome bus travel. So are we also in for a transition from kirana stores to hypermarts? This is time for change. The postage department has strengthened registered mail, rickshaws have got hoods and buses now come with air conditioning. Change is good. Change is essential. And as we say, the only thing that is constant is ‘change’. The kiranas must understand and make necessary efforts. Transition is not necessarily blocking the old to support the new. Few wise and timely interventions can bridge the gap. He, who was old and outdated, and ready for extinction, may survive the competition. The ashes have crumbled but the phoenix must arise.

Today the retailers’ store is integrated into the web, on Facebook and even within mobile applications. The ease of home shopping with wide era of options, without the unnecessary hassles of outdoor shopping is inviting. The kirana shops are now growing to provide this. We just need new entrepreneurs to facilitate this ‘change’ and the youth to accept with open minds.

What are your thoughts?

[Guest article by Saurabh srivastava, VP - channel engagement, aaramshop.com]

[Image credit: sankarshan/Flickr.]


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iBerry to launch AX03G Tab With 24GB Inbuilt Memory and Calling Capability

After the launch of iBerry Auxus AX02, iBerry is all set to put the Budget Tablet Market on raging fire with the all new Auxus AX03G! The tablet scheduled to launch in the first week of July will sport a 1GHz ARM Cortex A8 processor backed by 1GB RAM DDR3.

The 7 inch Capacitive touchscreen will have the Android 4.0 ice-cream sandwich OS and and the tablet will have an inbuilt storage of 24 GB which could be further expanded to 32GB with a MicroSD card. What’s more it will also boast an inbuilt SIM (2G/3G) slot enabling users to make video and voice calls. Also added are Wi-FI and inbuilt Bluetooth.clip_image002

Similar to its predecessor some of the features of the AX03G include a 2MP camera at the rear and a 0.3 MP camera in front, full USB and HDMI support, accelerometer, Gravity & Motion Sensor and multi format audio-video playing capabilities.

TECHNICAL SPECIFICATIONS

System processor
- CPU: 1.0 GHz ARM Cortex A8
• GPU: Dual Mali-400 OpenGL 2.0
• VPU: Dedicated Full HD Video processing

Operating system
• Android 4.0 Ice-Cream Sandwich
• Official Google Play Store supported

Memory
• 1GB RAM DDR3
• 24GB Storage Memory (Internal 8GB NAND Flash + External 16GB MicroSD memory)
• Expandable MicroSD slot upto 32GB

Display
• 7.0″ Capacitive Multi touchscreen
• 800×480 WVGA-Widescreen

Network
• Inbuilt SIM slot, GSM (2G/3G) 900/1800/2100MHz with Phone Function
• WiFi 802.11 b/g and Bluetooth

Video output
• Mini HDMI, v1.3, Type C
(Full HD 1080p Supported)

Camera
• Back 2 MP, Front 0.3 MP

Input/output
• 3.5 mm earphone jack, built-in Microphone
• Stereo Speakers, Mini USB Port
• Mini HDMI, MicroSD slot

Battery
• Rechargeable Li-poly 4000MAh

It has been announced at a price of Rs 9,990 like the AX02 but by the time it is launched and deliveries are opened, expect the price of iBerry AX02  to drop to Rs.7990/.

Well, it certainly seems that the iBerry AUXUS AX03G will create a big market impact in the budget tablet category, but formative opinions can only be given once it is officially launched.


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