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Money 2005: Microsoft Unveils Simplified Approach to Financial Management and Helps People Make Sense of Their Money







Money 2005: Microsoft Unveils Simplified
Approach to Financial Management and
Helps People Make Sense of Their Money

Money 2005: Microsoft Unveils Simplified
Approach to Financial Management and
Helps People Make Sense of Their Money
09/21/2004 08:41 AM

Marking the largest development effort for Microsoft(R) Money since the personal finance software was launched 13 years ago, Microsoft Corp. (Nasdaq: MSFT) today announced Microsoft Money 2005 Premium, Deluxe, Standard and Small Business. Completely rebuilt to simplify daily financial tasks, Money 2005 is designed to answer the growing number of consumer requests for a simple solution that addresses the three primary areas of financial concern: tracking account balances, monitoring spending and paying bills. Consumers today have less time than ever to spend managing their finances, which has contributed to the number of American households banking online -- due to its convenience and efficiency -- reaching nearly 33 million.(1) Money 2005 builds on this trend by helping people access all their accounts in one place and providing automated tools that reduce or eliminate the manual entry required by traditional personal finance software.




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Money 2005: Microsoft Unveils Simplified Approach to Financial Management and Helps People Make Sense of Their Money

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Shocker: People Realize That Mobile
Carriers Won't Make Money From Music


Shocker: People Realize That Mobile
Carriers Won't Make Money From Music
04/15/2005 04:49 AM
For quite some time, a bunch of folks have been pointing out that the mobile phone operators are being somewhat idiotic in their belief that they they can be music and media moguls. They got this idea in their head once ringtones started to take off, and rather than thinking they might just be a fad, both the music industry and the mobile operators start drooling over how much money they think they're going to make -- when neither of them seem to actually understand the other's business very much. While the theme of the last few months in the mobile world seemed to be unquestioned acceptance that "content is king" it appears the backlash is starting, as even the folks at Business Week are realizing the mobile operators will never make much money by selling music directly. The article points out what everyone always seems to forget. Even for Apple, the clear leader in selling music online, selli ng music is a loss leader. In other words, the carriers would do better to team up with someone (such as Apple) to handle selling music, and they should just be happy with the increased usage. Of course, instead of that, the operators are complaining that iTune s on phones will take revenue away from them. And, of course, this doesn't even touch on issues like network over-capacity and the fact that people don't want different music services on their phones and on their computers. Between the recording industry and the mobile operators, about the only thing you can bet on is that both industries' short term greed, and total lack of understanding of what users want, is likely to screw up any offerings for quite a few years.

Microsoft Money 2005 to RTM Soon


Microsoft Money 2005 to RTM Soon 07/31/2004 03:49 PM
From MS:

"As you may know, Microsoft Money 2005 will be releasing soon. The bug reports you submitted, the issues you brought to the beta newsgroups, and the time you contributed to testing helped make it possible for us to ship an outstanding new version of Microsoft Money 2005. The beta test has now come to a close. The BetaPlace site and newsgroup will remain open for another 4-6 weeks.

To express our thanks to you as one of our best Microsoft Money 2005 beta testers, a download of the Premium version is now available for you at . Please be sure to read the instructions on the BetaPlace homepage (and at the bottom of this note) before installing Money 2005. Everyone will be receiving a copy of the program on CD when it becomes available. Please accept it as a token of our thanks and appreciation for all of your efforts.

In addition, your receipt of this letter confirms your good standing as a Microsoft Money beta tester based on your active participation in our recent beta program. While future participation is never guaranteed, your current standing makes you eligible for priority consideration in future Microsoft Money beta programs.

On behalf of the Money Product Team, we would like to again say thank you, and we hope we have the opportunity to work with you again on another Money beta.

Sincerely,

Chris Donohue
Microsoft Money Product Team"

News source: Microsoft BetaPlace

Read full story...

Show Me The Money - Microsoft Money Vs.
Quicken


Show Me The Money - Microsoft Money Vs.
Quicken
07/03/2004 08:57 AM

Microsoft Money 2005 Premium


Microsoft Money 2005 Premium 08/19/2004 08:36 PM
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Microsoft Banks on Money 2005


Microsoft Banks on Money 2005 09/22/2004 11:16 PM
Microsoft is taking Money back to the "essentials". The software giant is banking on having successfully met customers' requests for a simple financial solution that is powerful enough to address their three primary areas of concern: account balances, monitoring spending and paying bills.

Musicians Making Lots Of Money, Money,
Money...


Musicians Making Lots Of Money, Money,
Money...
09/03/2004 02:40 PM
Jeremiah writes "Amidst the public ballyhoo about how rampant P2P piracy is costing the music business its very life (gasp! NO!), BMI announced it collected a record level of revenue and royalty payout to its artist members. From their press release: "BMI has reported revenues of $673 million for the 2004 fiscal year, an increase of nearly $43 million, 6.8% over the prior year. Royalties of more than $573 million were distributed to our songwriters, composers and music publishers, an increase of $40 million or 7.5% from the previous year, and the most ever paid by an American PRO." Another interesting tidbit: "During the period 1995-2004, BMI had an average annual revenue growth rate of 9%..." If I read this right, BMI has been reporting solid growth over the last nine years, which makes me question the industry's claims about P2P. Either P2P ate into their growth (not mentioned), they found a way to cope with it (plausible), or it may actually help music sales. Whatever. Reminds me a bit of a spec I did for a life-insurance company's radio ad: Money , Money, Money (mp3 file)."

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Don’t Make Me Think: A Common Sense
Approach to Web Usability
03/29/2005 08:28 PM
Product Image: Don't Make Me Think:
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My rating: 4 out of 5

The title of the book is its chief personal design premise. All of the tips, techniques, and examples presented revolve around users being able to surf merrily through a well-designed site with minimal cognitive strain. Readers will quickly come to agree with many of the book's assumptions, such as "We don't read pages--we scan them" and "We don't figure out how things work--we muddle through." Coming to grips with such hard facts sets the stage for Web design that then produces topnotch sites. This is the type of book you can blow through in a couple of evenings. But despite its conciseness, it will give you an expert's ability to judge Web design.


Poll: Having Money Helps With
Satisfaction (AP)


Poll: Having Money Helps With
Satisfaction (AP)
09/23/2004 02:23 AM
AP - Money may not buy happiness, but for many people it apparently puts a down payment on satisfaction.

Can you make money?


Can you make money? 11/06/2003 06:11 PM
At the recent OS X conference, the question came up at the Innovators presentation whether it was possible to make money developing OS X applications.

Yes, it’s possible.

But, before you start, here’s some advice:

1. Don’t expect investment from VCs or Apple or anybody else.

You’ll need to fund development yourself. Folks developing for Windows or doing web applications may be able to find investment, but it’s been a long time since Mac development attracted investment.

2. You need to have a really good idea for an app that other people like.

It’s worthwhile to show a few people privately an early prototype. Choose people who won’t just say nice things because they like you. Your friends and family will be encouraging. You want honest opinions.

We originally had an app named MacNewsWire, the precursor to NetNewsWire, that didn’t catch fire. It had a fixed list of Mac news subscriptions. You couldn’t add or remove subscriptions. I thought it would be popular; it wasn’t.

Then I prototyped NetNewsWire and showed it to some people, and they liked it an awful lot. Had they not liked it, we would have done a different app.

3. Communicate. Be open. Most of all, listen.

If you don’t have a weblog, start one. Part of buying software from a small independent developer is knowing that you’re buying from people.

Put your bugs list on-line. Start a mailing list or two. You want to be open about your software and you want people to get to know you.

But the biggest part of this is listening to other people.

4. Don’t imitate Apple.

One of the things I see often is people name their apps iSomething; their apps use metal windows; their websites look like Apple’s website.

I think this is a mistake. I know these folks aren’t trying to fool people into thinking their apps are really made by Apple. However, the benefits of your own unique presence will outweigh any impression of a relationship to the iApps.

5. Be realistic. Work matters.

There’s no room for idealism of this sort: people should like your app, investors should provide funding.

What matters is what actually happens. When you concentrate on the shoulds you’re not working.

You need to work and keep working. There may be dinners and movies and even vacations, but then you come back to work.

"Make Money"


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Rgine Debattys near near future .. we-make-money-not-art.com/ .. techno geek gadget blog .. WeMake$NotArt .. Today's Pick .. Regine .. stolen .. WMMNA .. via

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03/19/2003 10:27 PM

Is this Real or How Are You Going to Make Money from Feedster?

On a more serious note, I've been getting some questions as to "This seems to be real ... Ah how are you paying for it?".  Good question.  Having suffered through a particularly business challenged DOT com, suffice it to say that I don't expect that to happen.  And bear in mind that I've done this stuff before.  That's not a guarantee of success but it is hopefully at least a small indicator in that direction.

We've got some fairly good ideas of how to make a business out of this that will roll out over the coming months.  I can tell you this:

  • No banner ads
  • No popups
  • No selling of personal information

Beyond that I'm really not ready to say.  And we're already seeing additional interest in our bread and butter consulting services so that's great.  But as they used to say "we will sell no wine before its time" ...  Well I think you get the idea.  Its early yet so while we know how we think we can make money, we need to fine tune the product, work with users, etc.  You know the drill.

On Leaving Us Feedback

If you leave us feedback, leave us an email address if you want a reply.  That's pretty simple.  And be clear if you can.  Just give us something to work with.  Every single comments is a) logged to a database b) assigned a status (open, done, closed, etc) and almost everything is responded to.


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How to Make Money Giving Stuff Away Free


How to Make Money Giving Stuff Away Free 03/14/2005 06:22 PM
giftThe Idea: Innovative companies are learning that giving something away free can be good for both the top and bottom line. Unscrupulous companies are abusing it. Oligopolies are wringing their hands and calling it theft, and the end of the world. Is this trend inevitable, and how can we make it work to everyone's benefit?

The price trend in almost everything, except for oil and other non-renewables, is downward. In some cases this is a good thing: Open Source development of software, and the free exchange of information over the Internet, for example. In some cases it's not so good: The Wal-Mart Dilemma for example, which trades off low prices for poor quality, third world slavery and loss of Western jobs. In some cases whether it's good or bad depends on where you sit -- File-sharing, for example, which allows new artists to get low-cost exposure or markets, and which hurts both the price-gouging recording industry oligopoly and independent artists who count on modest-price CD and MP3 sales to make a living.

Conventional wisdom is that if you lower the price you have to make up the loss by either cutting costs (by squeezing suppliers and employees a la Wal-Mart) or drastically increasing volume, a la Amazon. But what happens when the price goes to zero -- How do you make money then?

The answer is by being innovative, and recognizing that the supply/demand curve is inexorable, and, except when distorted by government subsidy, failure to absorb full external costs, or oligopolistic price-fixing, the price will find its own level. And increasingly that level is zero, reflecting both the lower value that consumers put on most of the mass-produced junk that we're inundated with, and the lower buying power that consumers have been left with thanks to corporatist exploitation and cowardly lack of government regulation.

If you can't beat 'em, join 'em. How can responsible, innovative companies give stuff away free, and still make a living? Some new ways are being invented all the time, but here, classified by consumer receptivity, are some of these techniques:

1. Thumbs Down -- disreputable methods, some bordering on fraud:
  • Pyramid schemes: Sign up five other people to buy X, and you get it free. Just don't expect those five other people to be your friends ever again.
  • Buy one get one free schemes: Consumers aren't stupid. They know this means half price when you buy in bulk, not free.
  • Limited-time free trials: One of the frankensteins of high-tech. This means you have a now-useless piece of software, non-functional link or 'expired' online subscription with the vendor's name all over it, so you can curse them again every time you stumble over it until you get pissed off enough to delete it once and for all. Once you've given something away it's bad manners to take it back.
  • Free if you're not satisfied: Yeah, right. Just try and get your money back without investing more in time, effort and aggravation than the product cost.
2. So-So -- methods that work sometimes, sometimes not:
  • Free samples: These are better than limited-time free trials because they don't persist, on your computer or anywhere else. Once they're gone, they're gone, and you know that going in.
  • Free prize inside: So-called by marketing guru Seth Godin, this is something you give away that's 'hidden' in the product, like the crackerjack prize, or a surprise feature in hardware or software, or the extra video you get with your music CD. If it's genuinely valuable and not hyped, it's a good deal. But if it's not valuable, you're getting what you paid for it. And if it's hyped, the consumer will start to suspect that it's not free -- its value has been built into the total price.
  • Shareware, pay what you want: Free with a guilt trip attached is not free, unless you're shameless.
  • Barter: If you're trading away something that someone else values more highly than you do, to get something that you value more highly than they do, then this is a winner. It rarely works that way, however, and when it doesn't, barter is just two market transactions back-to-back, with the money reflecting the real (greater than zero) price invisible. All you save is the sales tax, and maybe the environment if you're buying used instead of new. Which is OK, too. But not free.
3. Ingenious -- methods that work:
  • Information and/or do-it-yourself process free, 'live' service extra: We need to learn to do more things for ourselves. I applaud companies that help people do things themselves, and offer to help, at a reasonable charge, if it turns out they can't do it themselves because they just don't have the time or the skill. It can be abused of course, if the information or do-it-yourself instructions have landmines in them (e.g. vague, erroneous, or impossible to follow instructions). But it's usually legit.
  • Basic product or service free, premium product or service extra: You get what you need to function effectively, a 'satisfactory customer experience' free. Add-ons that increase functionality, convenience, or ease of use, cost. Give away desktop-to-desktop VoIP free and charge for desktop-to-landline calls, as Skype has done. Or give away the CD and create a huge appetite for the band's live $60/ticket concerts. Again, this can be abused if the basic service doesn't meet minimum functionality standards. But most companies realize the bad PR they will get if they abuse this isn't worth it.
4. You Tell Me -- new methods not yet proven:
  • Money back if you don't use it: The other day I heard a radio commercial for insurance that gives you your premium back if you don'f file a claim during the year. If you don't, and you renew for another year, they keep the premium and apply it to that second year, so they effectively have one year premium to invest forever, and they make their profit by that investment. Their premiums are probably higher than the normal insurance company rates, but once you sell the car or house you get it back, so who cares? I suspect that if you have a claim they drop you like a hot potato, and that, because you forfeit the premium if you do, the number of claims is probably lower and the likelihood of anyone putting in a small claim is low. But it still sounds too good to be true. Anyone know about this? Is there a catch?
What am I missing? What other innovative or devious ways are companies using to give people something for nothing, and still make a living? Is this the wave of the future? Think of the essentials of life: food, clothing, energy and shelter. How could we give people a comfortable level of all three, for free, in a way that would allow the producers of these things a reasonable income? And if we did, would people get lazy and stop working? Would this necessarily be a bad thing? Or would they be inspired by a personal moral code to invest some time and energy to give something back, free, in return?

FAIRCOPY lets your fans make you money


FAIRCOPY lets your fans make you money 06/18/2004 07:26 PM

FAIRCOPY has developed an innovative way for musicians to distribute their content over P2P networks and get paid. They've also built in a way for fans to leverage the power of P2P to resdistribute their favorite FAIRCOPY artists, and make a commission. Musicians can also offer free samples of their work under Creative Commons licenses.


we make money not art: Back Seat Gaming


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Can You Really Make Money with Surf for
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"With a heavy dose of fear and violence,
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