Professional Documents
Culture Documents
Micha Kakoun
Cell : 052-3316571
eMail: michael@cliclock.com
May 2007
Disclaimer
This document details Cliclocks business plan for initiating a new
portal for analogue wristwatches widgets that are built for desktop PCs,
mobile devices and virtual wristwatches. Cliclock will create a market
place for users to consume, create and enjoy high quality analogue
wristwatch designs, both user generated and branded by commercial
companies. The document outlines the need and the opportunity in the
market, Cliclocks unique solution, and benefits for users and watch
manufacturers. The document also details financial forecasts of the
proposed operation for the next 5 years based on assumptions, market
data, and companys opinions.
The Business Plan is built to reflect in a reasonable and rational way, a
plan that is accurate for a certain time, based on known information,
assumptions and forecasts of the company. As all business plans, its
results are based on information that was available at the time of
preparation, by its accuracy, and its reliability and based on the
assumptions made. Changes in the economical factors as well as
additional information or various economic or business events, can
change the assumptions and as a result also the conclusions.
The business plan itself is not a guarantee for its execution. Therefore
it is possible that the business plan will not be executed as planed.
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Index
1. Prologue..................................................................................................
2. The rise of the Widgets............................................................................
3. The Opportunity.......................................................................................
4. Cliclock Widget ecosystem......................................................................
4.1 Clickclock.com.............................................................................
4.2 "Do it Yourself"...........................................................................
4.3 Design Competition...................................................................12
4.4 Downloading widgets.................................................................12
45. C-Watch the Virtual Wristwatch...............................................14
5. Business Model................................................................................
5.1 Premium Widgets..................................................................17
5.2 Free Widgets.............................................................................17
5.3 Advertising Revenues................................................................19
5.4 'We Donate' scheme..................................................................19
6. The Market.............................................................................................
6.1 Desktop Widgets........................................................................20
6.2 Mobile Widgets..........................................................................21
6.3 Japanese market.......................................................................23
6.4 Watch Industry...........................................................................23
7. Operation Plan.......................................................................................
8. Financial Forecast.................................................................................
8.1 General......................................................................................28
8.2 Cliclocks widget downloads......................................................28
8.3 Revenues Forecast....................................................................30
8.4 Manpower..................................................................................30
8.5 R&D Budget...............................................................................31
8.6 The Sales & Marketing budget...................................................31
8.7 The General & Administrative Budget........................................31
8.8 Profit & Loss & Cash Flow Forecast..........................................31
8.9 Financial needs..........................................................................33
9. About the Founder.................................................................................
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1. Prologue
Every year, a new phenomenon paves its way as the next evolutionary
step on the Internet. Each such phenomenon emerges from the
trenches of geek users, and in a short time turns mainstream, resulting
in the creation of enormous end-user value and satisfaction, as well as
pure business and commercial adoption. At the beginning, the
magnification of these new concepts is unseen by most, but their rise
is fast and undisputable. Such has been the rise of Instant Messaging,
File Sharing, Social Networks, Voice-over-IP, Blogs, Photo & Video
Sharing, and more. While the term "widget" has yet to be heard by
most internet users, year 2007 has been already foreseen by
NewsWeek magazine to be the "Year of the Widget.
Suddenly, from all directions, Widgets are taking the front stage.
Google claims its fastest growing business unit is iGoogle, a
personalized homepage where users can customize their "google"
homepage with a wide array of functional and/or entertaining widgets.
Microsoft launched recently its new Vista operating system with built-in
Widget galleries. Apple and many Linux distributions lead this
phenomenon by promoting the creation and distribution of Widgets
through their websites. Open source platforms (blogs, wikis, CMS, etc)
such as Wordpress and alike are also promoting the creation and use
of Widgets, as well as leading Browsers such as Opera, FireFox,
Safari, etc., and all the major social networking sites Facebook,
Myspace, Orkut to name a few.
Businesses are suddenly embracing widgets as a new source of
increasing brand loyalty and engaging users with their service or
products. Amazon.com just launched widgets to let customers show off
their favorite Amazon products on blogs, websites and social
networking pages. USA Today offers online users the ability to install
widgets on their blogs and personal web pages that contain news
updates and other information from the newspaper. Theres even a
conference where marketers can gather to talk about the latest in
widgets.
As happened with previous novel concepts on the internet, they where
soon discovered to be more than just "a new free thing on the block".
They were in fact disruptive technologies that changed an industry in
depress, and made it adapt to the new digital free world, and adapt its
business models in accordance. Such has been the case of filesharing and the music industry; blogs and the newspaper industry;
Voice-over-IP and Instant Messaging and the telecommunication
industry; Video sharing and the movie industry; and so forth.
Like the aforesaid above, Widgets are more than just a slick fancy
decoration for their desktop, mobile handset or blog. It's a disruptive
technology that is posed to bring change into traditional industries just
as happened in the newspaper industry, music, movies, etc.
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3. The Opportunity
Across the board, from desktop widgets, to mobile widgets, continue to
web widgets, one of the most popular widget categories is "Date &
Time". Within this category, by far the most popular sub-category is
"Analogue Watches".
Watches and clocks are one of human's oldest inventions. Throughout
time and history, they have evolved in parallel with man's technological
advancement. Today, the most common type of watch is the
wristwatch, worn on the wrist and fastened with a watchband made of
leather, nylon or other plastics, metal links or even ceramic.
In the late 20th century, the Clocks & Watches industry suffered from a
new technological turbulence digital watches. The introduction of
digital watches shattered the prices of convenient watches, placing the
now expensive analogue watches as a fashionable worn "jewelry"
class of its own.
With no ability to compete on price, the analogue watch industry
emphasized the design and clarity of time presentation (in contrast to
the digital format), and positioned the watches as jewelry in addition to
their time-keeping function. This worked well in the high-end of the
market with luxury brands such as Rolex, Omega and alike that were
perceived as status symbols, and also in the mid-range market with
brands such as SWATCH, Tag Heuer, and others which were
perceived as fashionable designed goods.
Nonetheless, in recent years, the industry was taken by surprise by
another turbulence - mobile devices. These communication devices
are carried by users all day long. If digital watches shattered the prices
of watches, mobile devices practically evaporated prices altogether
because some people, mostly young, stopped buying watches and
started to use their mobile device as their time-keeping instrument.
According to a Los Angeles article, "young shoppers are shunning
watches for snazzier time-telling gadgets, such as cellphones and
iPods." According to the article, "the number of people who bought
watches not in the Rolex and Patek Philippe stratosphere dropped
12% from 2004," and the favorite brand for teens, Fossil,
acknowledged an 18.6% decline in wholesale U.S. sales of its
namesake brand.
A report from Piper Jaffray found that "teenagers who said they never
wore a watch rose to 59% from 48%. The number of teens who said
they wore a watch daily declined to 13% in this spring's survey,
compared with 18% of those polled in the fall. And 82% said they didn't
plan to buy a watch in the next six months, compared with 76% last
fall." Rob Callender at Teen Research Unlimited found that 87 percent
of teens use their mobile handsets to tell time.
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As Neely J.N. Tamminga at Piper Jaffray said, ""No matter how you
sliced the data, it looked incrementally worse for the fashion watch
industry when catering to teens." However, not all consumers are
teens, and not all people live in developed countries as the completely
different overall picture clearly demonstrates.
Nonetheless, against the general market belief, in recent years Swiss
Watch Industry has actually been growing by whopping double digits
year after year. Swiss wristwatches exports recorded an increase of
11.6% in value terms during 2006. The number of pieces exported
showed a very positive trend, with an increase of 6.7% in volume
terms, taking the monthly level to more than 2 million watches. Most of
this growth is fueled by the sudden increase in wealth in S.E. Asia
countries, with China leading the wave.
But even in western countries, people are not abandoning analogue
watches altogether. Most continue to buy luxury designed watches as
a status symbol (i.e. jewelry), while others are simply migrating to a
new online "digital" alternative, just as they did with music (e.g. from
physical CDs to digital music files), or news (e.g. from physical
newspapers to digital content), etc.
Both people that still wear wristwatches and those that don't, still want
to position their favorite watch design on their desktop computer for
continues timekeeping, decorate their blogs with their favorite watch
design, and "skin" their mobile with their favorite analogue design.
These are not physical products, but rather "virtual" watches or more
commonly known as "widgets", with one major characteristic
DESIGN.
Widgets are the new "mass public" clocks & watches of the 21st
century, while the "real thing" is left for the "status" holders. Widgets
come in cheap to produce (i.e. software code) and distribute (i.e.
internet, SMS links, etc.), multiple designs, skinable and easy to switch
from one design to another, recognizable, viral (i.e. send by email
attachment, MMS, Bluetooth, etc.), and above all people LOVE them.
They love their design, and they associate strongly with their brand
and what they represent.
Clocks & Watches is a huge multi billion Dollar DESIGN business. It is
a growing business, based on strong brand recognition and
association that enables it to charge premium prices in both developed
and developing countries, while positioning itself as a status item.
However, the new millennium holds great opportunity to reach the
mass public with cheaper virtual watches. And like in the aforesaid
internet revolutions, cultural consumption trends that derive from new
technologies traditionally appeal to the mass public and can
significantly enhance the recognition and sales of the real goods, may
it be a movie that suddenly becomes wildly known, or a new song or
a clock.
Cliclock is about to lead the watch industry, safely and profitably,
into this new digital millennium.
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4.1 Clickclock.com
Cliclock.com website will serve as the leading portal for analogue
watches widgets for both desktop PCs and mobile phones. The portal
will feature both branded designs (SWATCH, Tag Heuer, U BOAT, IWC,
ORIS, FRANCK MULLER etc.) and unique designs prepared by
Cliclock's designers, and later-on by the users themselves (i.e. User
Generated Content through the "Do It Yourself" feature). The site will
be in English, and will later be translated into other popular languages
to better target and serve audiences of countries with large population
and enhanced mobile penetration, such as Germany, France, Spain,
etc.
Cliclock will also launch a localized version of its website for the
Japanese market due to its overwhelming potential. All the designs,
features, content and contests will be the same as in Cliclock.com but
the Cliclock.jp site will be in Japanese by default and emphasize
mobile widgets as its main entity because Japanese mobile browsing
is much more progressive than in other western developed countries,
and already surpassed the desktop market by a magnitude.
The Japanese market has traditionally shown great interest and
adoption to gadgets on one hand, and to design fashionable branded
goods such as watches, jewelry and electronic games. Combined the
phenomenal adoption of mobile internet places this market as a zone
of its own, in many respects equivalent in size and potential to the rest
of the world combined.
The widgets will be based on Flash Macromedia technology (available
for PCs running on either Windows OS, Apple OS, and Linux OS) or
Flash Lite technology (available for mobile handsets running on either
Symbian, Windows Mobile 5.0 and above, or forthcoming Android. It is
the most widely used mobile multimedia client, embedded in more than
500 million mobile phones as of Feb 2007).
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ii.
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5. Business Model
Clicock is in essence a platform that serves the various clock
manufacturers either as a sales channel by selling branded widgets, or
by enhancing their brand recognition and awareness by mass
distribution of subsidized free widgets for the mass public.
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In order to magnify its reach to mobile users, Cliclock will sign indirect
distribution agreements with cellular operators (through a third party
that already has distribution agreements with many cellular operators),
splitting its revenues with them for each branded widget that is
downloaded through their "closed gardens" where most mobile surfing
occurs. This is a tremendous opportunity for mobile operators since
these widgets have a business model behind them, and because they
appeal to their entire audience (in contrast to games or wallpapers that
appeal only to partial audience).
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6. The Market
Today, there are over 2.7 billion mobile handsets worldwide. This is a
staggering x2 the amount of fixed land lines, x3 as many PCs, and
nearly x2 as many TV sets, so even though in percentage points PC
and laptops are the dominant means for applications, in absolute
numbers mobile is approaching this number very fast and is due to
bypass and become the premier media and applications device within
the coming years.
During 2007 the first PC to Mobile cross-over is occurring, with more
users accessing the internet via mobile phone than PC. As an always
on & always carried device, it is not surprising that the Japanese
regulator reports that those who access the web via mobile phone do
so more frequently than those who access via a PC. Similar data now
coming from several converged (broadband and mobile phone) web
services like Flirtomatic in the UK. It's no wonder Google's new CEO
Eric Schmidt, says the future of the internet is mobile.
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have realized the importance of Ajax and widget support (e.g. critical
mass).
On April 16, 2007 Nokia announced their S60 platform would support
widgets in subsequent releases, and while nobody has really seen it
yet, as it looks Apple's iPhone will not only feature Ajax powered
widgets, but widgets will be the iPhones main way to add applications
to the device.
While all hardware manufacturers are laying the necessary foundations
and hardware support for mobile widgets, and while some
manufacturers and mobile browsers such as Opera distribute a handful
of bundled widgets with their product, mobile widgets market is still a
market in potential only. There are 2 main reasons for this:
1. Technical barrier there are 3 different leading mobile
operating systems (i.e. Symbian; Windows Mobile; Brew) and a
forth new entrant by Google (dubbed Android), with each
manufacturer having dozens of different mobile handsets, each
of which needs the application to be designed according to its
operating system and well as unique characteristics (e.g.
screen resolution, memory, internet connection, etc). Today, the
authors of most widgets available are private creators without
the means and resources to adjust their widget to dozens of
different handsets. As a result, these widgets match only a
handful of mobile phones. Moreover, due to the lack of
hardware support until recently, not many mobile widgets have
been created to-date
2. Distribution barrier today, most mobile content and
application downloads are performed within the mobile
operators' "closed gardens" (i.e. users browse the operator's
internal portal and consume content from it rather than surf
outside the portal to the vast web in search for mobile specific
content). Since mobile operators have no interest in adding free
content/applications into their closed gardens, and since mobile
widgets as a B2C venture had no business model behind them
until now, they have not been embraced by the mobile operator
community for wide distribution.
As a result of the above, Cliclock does not see any current direct
competitor in the mobile market. The few non-branded clock widgets
distributed by the various vendors (i.e. Nokia, Opera, etc) are seen by
the company as a market opening, in which these vendors bring the
users to the attention that such widgets exist, thus opening awareness
and ultimately bringing them to Cliclock's unique branded stylish
designs.
In this yet premature market, the current major Mobile Widgets
distributors are:
Opera - supports widgets and has a library of user-created
widgets available for download.
Webwag - widgets on mobile
Widsets - application that brings UI widgets to mobile phones.
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Historically, the Swiss watch and clock industry has always had a
specialized horizontal structure in which suppliers, craftsmen and subcontractors supply movements and external parts to assemblers called
"tablisseurs", who put the final product together. However, to a lesser
extent, the industry has also developed a vertically integrated structure
in which watches and clocks are sometimes made entirely by the same
company, in this case called a "manufacture".
During the 1970s and early 1980s, technological upheavals
(appearance of the quartz technology) and the difficult economic
situation resulted in a reduction in the size of the industry: the number
of employees fell from some 90,000 in 1970 to a little over 30,000 in
1984, a figure which has remained stable over the years (40,000
employees in 2004) while the number of companies decreased from
about 1,600 in 1970 to about 600 today. With 24.9 million wristwatches
shipped per year, an average watch manufacturer sells about 40,000
watches per annum at an average price of $410.
The average number of employees per company has remained
constant, at just under 70 people per company in 2004, as in 1970.
The great majority of watch companies are small sized companies
(employing less than 100 people) while a very little number (less than
10) are each employing over 500 people.
With their worldwide reputation for quality and styling, Swiss watches
are not however the only ones to compete for the flavors of customers.
They have many competitors in the markets, the most serious of these
being the Japanese and Hong Kong producers. However, most of the
competition from other countries such as China, Hong Kong, etc.
targets the low-end of the market, as elaborated hereunder.
China exported the largest number of wrist watches in 2006 with 691.6
million units. This was 14% down on 2005 and the second successive
fall on this scale for China. Hong Kong followed the same trend with a
14% decline to 521.1 million pieces. Far behind the Asian producers,
Switzerland ranked third with 24.9 million wristwatches. Volumes were
2% higher.
Main watch exporting countries:
Countries
China
Hong Kong
Switzerland
Germany
USA
France
Japan
Change in % in 2006
-14%
-14%
+2%
+22%
-23%
-11%
-7%
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7. Operation Plan
Cliclock is in progress of filing provisional patents on its unique widgets
and C-Watch virtual wristwatch design concepts. These will cover
North America, Japan, Europe and Israel. has filed for 3 patents. In
addition, Cliclock has already designed the website look & feel, and
has set the ground for working together with a marketing firm that
specializes in search-engine optimization and marketing, and with a
mobile specialist for support for its mobile widget development and
DRM.
Cliclock has adopted a guerilla approach of running to the market with
a moderate development budget, supported by a compelling business
offer. Commencing the fund raise of $150,000 that will support
Cliclocks development and marketing activities, the company plans to
initiate and complete its website development within 3 months, and
also design a series of some 50 widget that will enable it to open shop
to the vast public.
The website will enable scrolling among brands and widgets,
downloading a widget to the PC or mobile, billing mechanism, sending
of download links via SMS, and also widget templates for the 'Do it
Yourself', for both desktop PCs, and the for Mobile cell phones.
The focus in the mobile arena on Macromedia Flash Lite 1.0 is not
accidental. Macromedia Flash, the mobile version of Flash client for
PC, is owned and promoted by Adobe, the leading multimedia enabling
technology developer. It's flash Lite for mobile phone is embedded in
most 3G phones, and supported across manufacturers and different
operating platforms. All mobile devices shipped today by NTT DoCoMo
support and ship with Flash Lite pre-installed in them, and are a
primary target market for Cliclock mobi. Cliclock will launch its mobile
widget platform based on Flash Lite 1.0 (while the current version is
flash Lite 2.0, and version 3.0 is said to be on its way out to the
market).
Cliclock will later recruit a Japanese marketer to tailor its marketing
efforts and advertisements to the local Japanese market. In addition,
as the act gets together with the website in place and the Widget
templates ready, Cliclock will hire initiate contacts with the various
Swiss watch manufacturers.
The focus on the Swiss watch manufacturers makes it much easier for
Cliclock, as there are basically 600 potential clients, each with less
than 100 employees (i.e. it is easy to reach the marketing manager/
decision maker), and with an average turnover of roughly $20M each.
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8. Intellectual Property
Cliclock has filed a patent on 3 related inventions to the US Patent
Office. These 3 patent applications consist of:
1. The first among the 3 provisional patents that was filed by the
company refers to the Business Method developed by the
company and is dubbed Pay-Per-Clock. This type of patent is
applicable only in the USA.
2. The second among the 3 provisional patents that was filed by the
company refers to a skinable clock in which a mobile device or
any other electronic means with a display (e.g. iPod, wall clocks,
PDAs, etc) can display a skinable and configurable watch design.
3. The third among the 3 provisional patents that was filed by the
company refers to a display, with skinable attributes, such that
make it a virtual wristwatch.
The company will strive to develop these provisional patents into a
valuable portfolio of intellectual property assets that cover both the
technological aspects as well as the business methods of its operation.
This patent portfolio is well balanced and consists of all 3 aspects
involved in this industry business method (patent application #1),
software (patent application #2), hardware (patent application #3). This
will enable the company in the future to create an eco-system of watch
design, through its marketplace of designs, along with licensing its
virtual watch technology to watch manufacturers.
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9. Financial Forecast
9.1 General
Cliclock's financial forecast was drawn for a 5-year period starting from
the end of the initial fund raising. The first year was presented in
quarters to enable better insight of the initial stage cash-flow and
expense pattern. All figures are stated in thousands of US Dollars.
The default business model is of brand subsidization. There is no
ability to know in advanced how many brands will chose the free rout
(in which they market their brand name) versus those that will chose
the premium rout (in which they monetize their brand name). The
assumption is that most will choose the free rout since is provides the
best value for money as it both increases their public awareness and
enhances their indirect sales. However, for conservative reasons, the
P&L section also includes a proforma P&L of Premium of premium rout
only.
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Retail
Widget
scenario
100%
80%
60%
40%
20%
0%
0%
$18,455
80%
100%
$23,053
$27,651
$32,250
$36,848
$41,446
9.4 Manpower
The companys manpower setup comprises of a small team. The initial
team will include 4 people: CEO and R&D team that includes: Cellular
DRM Expert, Flash programmer, and Designer. This team will increase
to 7 people during the second year adding a full-time flash
programmer, a Japanese marketer/webmaster and a marketing
manager. This team will later grow in accordance with the increase in
revenues and operations up to 15 people in the fifth year.
The attached tables in the following pages show the projections for the
number of employees and the overall wage expenses anticipated
during the 5 years of operation. The salaries table includes on the left
column an annual salary per position (employer cost including social
benefits). From the second year of employment and onwards, an
annual increase of 5% in all salaries is included.
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Revenues Forecast ($000) - when 100% of cellular downloads are subsidized (paid by Brands)
Q1
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
0
0
0
9
0
25
1
49
1
83
12
637
45
1,930
109
3,773
202
5,616
Mobile
Cellular clocks
"
1.5
1.5
1.5
1.5
0.5
0 0
70
135
229
2,967
9,766
21,163
0.5
35,628
1 1
Total Revenues
24
0.50.5
33
96
184
313
3,616
11,741
25,044
41,446
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
Advertising
Servers
SMS No.
SEO
0
6
10
6
3
20
6
3
3
40
6
3
3
70
24
5
9
750
30
10
36
3,000
35
10
36
7,000
40
10
36
12,000
50
10
36
Total
19
32
52
108
826
3,081
7,086
12,096
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G&A
CEO
Business Dev.
Administration
Q1
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
1
1
1
1
__
1
__
1
__
1
__
1
__
1
__
2
__
2
1
1
1
__
3
1
1
1
__
3
__
0
0
0
0
__
0
1
__
1
1
1
__
2
1
1
1
__
3
1
1
1
__
3
1
1
__
2
0
0
0
1
1
__
2
1
1
1
__
4
1
1
2
__
6
2
1
2
__
7
2
1
3
__
9
10
13
15
S&M
Product manager
Mobile manager
Marketing Manager
R&D
Freelance Designer
DRM Expert
Flash programmer
Webmaster Japan
Designer
Total
__
0
__
0
1
1
1
1
__
0
1
__
3
__
2
1
__
1
Salaries ($ 000)
Annual
salary
Q1
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
60
60
18
15
0
0
______
15
15
0
0
______
15
15
0
0
______
15
15
0
0
______
15
60
0
0
______
60
63
63
0
______
126
66
66
0
______
132
69
69
21
______
160
73
73
22
______
168
S&M
Product manager
Mobile manager
Marketing Manager
60
60
36
0
0
0
______
0
0
0
0
______
0
0
0
0
______
0
0
0
0
______
0
0
0
0
______
0
0
0
38
______
38
0
66
40
______
106
69
69
42
______
181
73
73
44
______
190
R&D
Freelance Designer
DRM Expert
Flash programmer
Webmaster Japan
Designer
20
20
60
48
20
0
5
15
0
5
______
25
0
5
15
0
0
______
20
0
0
0
0
5
______
5
0
0
0
12
5
______
17
0
10
30
12
15
______
67
21
0
63
50
21
______
155
44
0
66
53
44
______
207
46
0
139
56
46
______
287
73
0
146
58
73
______
350
40
35
20
32
127
319
445
627
707
G&A
CEO
Business Dev.
Administration
Total
Page 35 of 38
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
Salaries
Marketing consulting
Public Relations
Travel Expenses
Marketing material
Other
0
9
0
9
3
5
5
5
2
0
9
3
5
2
0
27
6
15
5
8
38
36
25
30
5
20
106
60
30
60
10
30
181
72
30
100
20
70
190
84
50
150
30
100
Total
21
19
19
61
154
296
473
604
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
Salaries
Rental
Legal
Auditing
Office expenses
Computers
Office equipment
Other
15
15
2
1
1
2
1
1
15
3
2
1
1
15
3
2
1
1
2
1
2
60
6
8
4
4
2
1
8
126
20
15
5
20
8
10
20
132
25
15
6
30
6
30
30
160
30
15
7
40
6
50
50
168
30
15
8
50
4
70
70
Total
21
21
27
24
93
224
274
358
415
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
Salaries
licenses & equipment
25
20
17
67
0
155
10
207
25
287
30
350
30
Total
25
20
17
67
165
232
317
380
Page 36 of 38
Profit & Loss Forecast ($ 000) - ALL Subsidized Widgets (paid by brands)
Q1
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
Revenues
Desktop widgets
Advertising
Mobile widgets
Total Revenues
0
0
0
0
0
9
24
33
0
25
70
96
1
49
135
184
1
83
229
313
12
637
2,967
3,616
45
1,930
9,766
11,741
109
3,773
21,163
25,044
202
5,616
35,628
41,446
Cost of Sales
19
32
52
108
826
3,081
7,086
12,096
Gross Profit
-6
15
64
133
205
2,790
8,660
17,958
29,350
77%
74%
72%
71%
Operational Costs
R&D
Sales & Marketing
General & Administrative
Accumulated operating
profit (loss)
25
2
21
______
48
20
21
21
______
62
5
19
27
______
51
17
19
24
______
60
67
61
93
______
221
165
154
224
______
543
232
296
274
______
802
317
473
358
______
1,147
380
604
415
______
1,398
-54
-47
13
73
-16
2,247
7,857
16,811
27,952
62%
67%
67%
67%
2,232
10,089
26,900
54,851
-54
-101
-88
-16
-16
Profit & Loss Forecast ($ 000) - ALL Retail Widgets (paid by users)
Q1
Q2
Q3
Q4
Year1
Year2
Year3
Year4
Year5
Revenues
Desktop widgets
Advertising
Mobile widgets
Total Revenues
0
0
0
0
0
9
9
18
0
25
25
50
0
49
49
97
0
83
83
165
0
637
1,069
1,706
0
1,930
3,519
5,449
0
3,773
7,626
11,399
0
5,616
12,839
18,455
Cost of Sales
19
32
52
109
826
3,081
7,086
12,096
Gross Profit
-6
-1
18
45
56
Operational Costs
R&D
Sales & Marketing
General & Administrative
Accumulated operating
profit (loss)
25
2
21
______
48
20
21
21
______
62
5
19
24
______
48
17
19
24
______
60
67
61
90
______
218
-54
-63
-30
-15
-162
-54
-117
-147
-162
-162
880
2,368
4,313
6,359
52%
43%
38%
34%
165
154
224
______
543
232
296
274
______
802
317
473
358
______
1,147
380
604
415
______
1,398
337
1,565
3,165
4,961
20%
29%
28%
27%
176
1,741
4,906
9,867
Page 37 of 38
Micha Kakoun
Cell : 052-3316571
eMail: michael@cliclock.com
Page 38 of 38