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dc.contributor.advisorMichael Cusumano.en_US
dc.contributor.authorShaffer, Ryan M. (Ryan Matthew)en_US
dc.contributor.otherSystem Design and Management Program.en_US
dc.date.accessioned2015-12-16T15:55:01Z
dc.date.available2015-12-16T15:55:01Z
dc.date.issued2015en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/100312
dc.descriptionThesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2015.en_US
dc.descriptionThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.en_US
dc.description"February 2015." Cataloged from student-submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 63-66).en_US
dc.description.abstractMany software companies build first-party hardware products due to the trend toward smaller, more highly-integrated devices, along with the fast pace of innovation in the technology industry. Building hardware products does not always lead to success and actually creates a financial risk for the company by significantly reducing profit margins as compared to the traditional profit margins to which large software companies are accustomed. Three specific strategies are observed which firms have used successfully in this area. First, the "Hardware First" strategy is described, wherein a company builds devices with the primary goal of selling those devices bundled with the company's software. Second, the "Proprietary Devices" strategy is presented, in which a company builds a device that is targeted at a particular market or function and locks in the customer to the firm's ecosystem. This strategy has been observed to succeed in markets where the technology is not yet mature, as well as in cases where the device has a particular purpose that cannot be achieved as effectively with a general-purpose device. Third, the "Service Funnels" strategy is considered, wherein a firm builds hardware devices whose primary intent is to drive usage and revenue of its core software and services products. Microsoft and its various hardware strategies over the years are especially considered, including products such as Xbox, Zune, Kin, and Surface, as well as its acquisition of Nokia's devices business. Each of the three observed strategies has been used by Microsoft at various times, and analysis of these strategies is used to help explain why some products have succeeded while others have failed dramatically in the marketplace. Microsoft's core capability is undoubtedly in software, and developing a mutually-beneficial relationship between its hardware and software products will be key to the long-term success of Microsoft in today's technology landscape.en_US
dc.description.statementofresponsibilityby Ryan M. Shaffer.en_US
dc.format.extent66 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectEngineering Systems Division.en_US
dc.subjectSystem Design and Management Program.en_US
dc.titleWhy software firms build hardware, and what Microsoft is doing about iten_US
dc.typeThesisen_US
dc.description.degreeS.M. in Engineering and Managementen_US
dc.contributor.departmentSystem Design and Management Program.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Engineering Systems Division
dc.identifier.oclc932078071en_US


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