How to create value with a new thing

(This is the tenth post in a series on the publishing industry’s new product categories.)

The reason why the term ‘book app’ is so dangerous is that it blinds people to the sheer variety there is in content apps and to the many possibilities apps and websites offer.

Continue reading

The ebook as an API

(This is the eighth post in a series on the publishing industry’s new product categories.)

The problem many publishers are facing is that their titles need to be reused in a variety of contexts.

Book apps are very unfashionable at the moment but there is a brisk trade in small, fairly cheap, and functional apps based on book content, where the content is often licensed by a small app development outfit from a small publishing outfit or book packager. These range from military history apps, to children’s apps, to travel guides and in many ways are prototypical Content Development Kits like I described in an earlier post.

Then we have a variety of web and app gateways popping up that sell access to ebooks on a subscription basis, either directly to consumers or to libraries or other educational establishments.

The source format for these apps is often an EPUB version of the title and this is, in the cases I know, the source of a lot of problems and complications. The structure of the EPUB doesn’t tell the app developer where to hook the functionality of their app into the title’s content. This means that the app developers have to spend considerable time adapting and editing the text of the title and its structure. In some cases they have to spend more time on pulling structured text out of a crap EPUB than on the development of the app itself.

For most large publishers they see development as the single biggest cost of creating apps from their titles. This is because they are focusing on the digital equivalent of a tent-pole blockbuster movie. Small publishers and small app developers tend to focus on smaller scale apps with a much bigger emphasis on code reuse. For them, anything that cannot be automated is a liability and a cost centre.


You can think of a structured ebook file as an API. Most existing ebooks don’t need any API capabilities. A novel benefits little from it.

Reference books, however, gain immense value from becoming detailed and functional APIs in the digital space.

A reference book that is the source of only one or two concurrent editions in print can be the content source for hundreds, if not thousands of apps. A classic example being the dictionary services built into Mac OS X and iOS.

Any reference title can be a similar source provided that its content has been made available as an API.

Unfortunately, we don’t have many formats or tools that make this easy, making a lot of these services custom jobs.


Rewind

Stop. Go back. Reread. Can you tell what the big problem is with what I wrote above? The idea that publishers could benefit from turning their titles into well structured ebooks—files that can serve as APIs—has a fatal flaw:

Only certain kinds of books have the internal structure that suits this purpose. Books that can be mapped onto a database structure (e.g. reference books) work perfectly. Structured non-fiction tends to work well. Anything that has a story less so.

Even the most structured dictionary or reference book is still not flexible enough to really suit the purposes of app, web, and interactive media developers. They need more. They need content that is adaptive.

What they need are structured projects that offer enough variety in their fabric to adapt to varying devices and context. Instead of single length chapters you need entries that have full-length, abridged, even more abridged, and tweetable versions of the chapter’s content. You need the chapter’s full title, tweetable title, display title (if different). Every chapter needs descriptions of varying lengths (like the chapter’s content). Do that for every chapter in the project, mark it up so that it’s usable, and you’ve got the beginnings of something really flexible.


Adaptive content

What this means is quit thinking that what you are doing is designing and creating for the final presentation. You’re not in the business of making brochures. You’re not in the business of mobile applications. You’re not in the business of making web pages. You are in the business of making content and structuring that content so that it’s presentation independent, so you can get it out onto whatever device or platform you want to. (Karen McGrane – Uncle Sam Wants You to Optimise Your Content For Mobile)

Adaptive content—making things work for mobile, web, desktop, apps, tablets—is not just a design problem but an authorship, business, and editorial problem.

A large content library is not an asset in this context but a liability. It’s an ossified monolithic resource when you are surrounded by small and nimble players using small and flexible resources. The individual smaller players do not represent a threat—most of them are more likely to fail than not—but as a whole they do. Where each one may only address a tiny sliver of your back catalogue’s target market, they do so with content that is more flexible than yours because they had to start from scratch. Or, they have had the time and focus to adapt it by hand because their survival depends on this one title, which is a level of attention you can’t give to tens of thousands of titles.

As a collected whole, the smaller web players, self-publishers, three person publishing houses, indie app developers, and the like, are much more likely to be able to properly leverage the advantages of digital publishing than a large publishing mega-conglomerate. Publishers approach each edition as something that demands a unique design, custom editing, and detailed work to adapt the title’s content to that editions particular form. This isn’t scalable, neither in terms of labour or cost.

Adaptive content is essential when we face a plurality of devices. Having a ‘mobile content’ strategy means that you are just making the same dumb mistakes again because there will be other platforms in the future, and if your content isn’t readily adaptable you’re just going to face the exact same problems again that you are facing now with the mobile transition.

Not to mention the fact that you are opting out of a revenue stream from licensing your catalogue to various developers.


Your existing non-fiction titles are flies caught in amber. They exist only as evidence of a single evolutionary context, incapable of adapting or changing to survive in a new one. Because of the costs and work involved in making an extensive back catalogue adaptive, it becomes a liability when competing with a host of smaller outfits starting from scratch.

The mistake of ‘enhancing’ novels

(This is the second post in a series on the publishing industry’s new product categories.)

A novel does not benefit from a host of videos of talking heads, interactive maps, or the kind of gunk that clutters up most DVD extras. A novel is not a movie. The film production and marketing process lends itself towards the whole DVD extras phenomenon. You have dozens of unused scenes, a special effects team, the filming crew, and an army of people performing various roles. The stars are loved by millions. The movie’s launch and its production are events. Even a bog-standard TV series has buy-in from society at large and a wealth of collateral material that is rare in publishing.

A novel is just one person sitting in a room for what is sometimes years, occasionally talking to a couple of other people, with an itty-bitty burst of social activity towards the end. Some of them may launch with a bang but the revenue curve for most novels bears no resemblance to that of either a successful or unsuccessful movie.

Moreover, the interactive content most publishers have bundled with their ‘enhanced’ novels is hideously misplaced. They are marketing assets locked in a sealed, unseen, container.

All those talking head videos? Put them on the website. That interactive map of the fantasy world? Website. Unused scenes? Website. Those commentary bits on the author’s manuscript?

You guessed it. Put it on the website.

The core value of a movie is spectacle. (Obviously, I’m talking here about the US-oriented movie industry, not the form. The cinematic medium is capable of considerable nuance and subtlety. Hollywood, however, isn’t.)

Extras feed into and complement the spectacle. The selling point of a novel—even the cheap-o, sleazy, low-brow ones—is to disappear into a new world for hours on end. Marketing assets help readers discover novels to step into—explore the feel of it before they commit to reading. They don’t add any value when fused into the body of the novel like a malignant tumour. There they become a distraction.

Book apps, where you take a linear novel or piece of narrative writing and pin interactivity on it like a tail on a cartoon donkey, don’t make sense. They make slightly more sense for non-fiction titles (hence iBooks Author’s focus on textbooks and the like) but even there the costs often outweigh the benefits.

If we are looking for publishing titles—or even new ideas that have no print history—that would benefit the most from being digital—the most logical ones to look at are titles that are confined and limited by print.

A book that works great in print, that is adapted perfectly to its form, is exactly the worst candidate for digital. It’d suffer from high expectations on the part of the readers (because the print version was great) but it would also see little improvement in digital. Because it was already good.

This is the quintessential lose-lose double whammy. Like an author whose skills have managed to attract an audience that consists mostly of expert readers, you’ve navigated yourself into a scenario where you’re surrounded by passionate people with high expectations and both the capacity and motivation to outline, in public, your every single fault. No matter what you do, no matter how hard you try, your audience will find reasons hate you.

Instead of enhancing novels, what we should be looking at are titles and types of books that are a little bit awkward in print, ones that are useful and loved because of their subject matter, but have never had a chance to bloom due to the limitations of the printed form.

Those are the ones worth ‘enhancing’.

The publishing industry’s new product categories

(This is the first post in a series on the publishing industry’s new product categories.)

A while back it was popular at many of the bigger publishers out there to release apps that they called ‘enhanced ebooks’. Some of them were branded as ‘book apps’, but that name too suffers from the same basic idiocy.

Enhanced ebooks is quite possibly the worst possible name that anybody could have thought of for a piece of media. It misses out on the one thing that is that particular genre’s greatest strength: it isn’t a book, not in any way shape or form. It’s an app.

And by virtue of being an app, it can have a structure and form that is entirely unlike the book, gaining in the process the business model flexibility that ebooks don’t have.

The state of play

The publishing industry has a set of standard bling that they use in place of interactivity whenever they implement something ‘enhanced’ or app-like. (Video, maps, slideshows, 3D widget crap, etc..)

Some of these approaches are confusing to say the least. Others are just plain dumb.

Commercial interactive textual content is a genre without direction. Everybody seems to be throwing stuff randomly against the wall to see what sticks.

Which would be fine if they didn’t keep picking up the spaghetti strands that didn’t stick just to try them again.

—Maybe I didn’t throw it hard enough?

Or, you just picked the wrong thing to throw.

—No, really. Jack over there is doing the same thing. I can’t let him get a lead in case this turns out to be a big market. I just need to throw harder.

No, you really don’t. Jack is making a mistake.

—Are you absolutely certain he’s making a mistake?

No, of course not. It’s impossible to be certain here, there are too many unknowns.

—Ah, so he could be right! Okay. I’ll try my best to throw harder next time. [Bends to pick up a cluster of spaghetti strands that hadn’t stuck to the wall and pitches it at the wall again.]

Nobody wants to be left behind so they all run as fast as they can in the wrong direction.

What to do, what to do?

Before you run, you first need a direction. Before you start an interactive project, you need to decide on what sort of project, and don’t just jump on whatever bandwagon you think others in the industry are on.

I don’t really care what your ‘why create’ reason is. As far as I’m concerned you don’t need a reason to create. But, if you want to create and if you want to do it on a regular basis, you need two prerequisites:

  1. You need projects you can figure out how to make.
  2. You need to have a sensible idea for how to fund project after project.

Costs and revenue. Two things that, at the very least, need to balance out.

If the projects are simple enough, then you can make them yourself and funding won’t be much of a problem. This lets you experiment and iterate your way towards discovering a genre, form, or medium you like.

But, a lot of the time you can’t do that. Especially not if the ‘you’ in that previous sentence is a corporation whose owners need it to stay relevant in a changing world.

There are three ways to slice the problem of deciding what to do.

  1. Look at the genres of interactive content (all of them, not just the crap publishers release). See if you find a few that inspire ideas.
  2. Look at the individual bits and features that make up the genres, go more granular than just looking at apps as a whole. Sometimes the approach and style is more important and inspiring than the whole.
  3. Look at your means and capabilities. It’s not a question of staying within your comfort zone but of making sure you don’t stray into mediocrity. If your ambitions vastly exceed your own capabilities, then you need a plan for how to grow them yourself, without outsourcing them to somebody who doesn’t give a damn and is just out for a buck.

(Yes, this is a lot of work even before you start planning the project. What did you expect?)

Finally, once you have a set of ideas and aspirational projects, you need to whittle them down, or at least prioritise them. That means you need to look at the cost-revenue balance for each one. And to do that you need to figure out the business model, often from scratch because, unlike print, interactive media doesn’t come with a business model attached.