TheTablet Revolution 11.7.11 by Grand Union UK

Post on 22-Nov-2014

3.106 views 3 download

description

TheTablet Revolution by Grand Union UK (july 2011)

Transcript of TheTablet Revolution 11.7.11 by Grand Union UK

The Tablet Revolution

“In 10 years there will be 50 billion devices connected to the Internet”

Hans Vestberg, CEO Ericcson

We’ve only just begun

First Wave

Second Wave

Third Wave

NetworkedConsumer Electronics

Networked Industries

Networked Everything

Some facts

1.8 billion Internet users worldwide

I trillion web pages

12.2 billion videos viewed per month (US)

500 billion minutes per month spent on Facebook

247 billion e-mails per day (80% spam)

4.6 billion mobile phone users

Mobile games revenue exceeded $6bn in 2010

Over 33 million iPhones sold

1 million iPads sold in the first 28 days

In 2010 16m tablets were sold, in 2012 it will reach 85 million

Today 60% of Apple’s revenues are mobile.

In 2008 it was 10%

Source: Morgan Stanley 2011

Fastest ramping device ever

Source: Morgan Stanley 2011

Strong global demand....Asia 41%!

Source: Morgan Stanley 2011

Europe 36% of tablet market

Growth in mobile data

Video is predicted to account for over 50% of all data usage in 2013

Cisco Forecasts 6.3 Exabytes per Month of Mobile Data Traffic by 2015

Source: Cisco VNI 2011

1% of world’s web traffic

Source: NetMarketShare 2011

Apple’s ipad is responsible for 1% of the world’s web traffic, as well as 2.1% of web traffic in the U.S.

4% of all wi-fi traffic

Source: Meraki 2011

iPad users consume 400 percent as much Wi-Fi data on average as owners of Android handsets, iPhones, and iPod Touches.

Context

Profile/Usage

Commerce

UX

Summary

Source: Morgan Stanley 2011

US: Consumer Profile

Source: You Gov 2011

55+20%

45-5419%

45-5424%

18-249%

25-3427%

UK consumer profile

Source: You Gov 2011

30%

37%35%

26%

35%

48%

Smartphones Portable game players

Portable media players

Netbooks eReaders Tablets

Early Adopter

Source: Morgan Stanley 2011

Tablets are for content

Source: Morgan Stanley 2011

Disruptive versus other devices

Source: Morgan Stanley 2011

Content most popular apps

Download Frequency

Source: Nielsen 2011

Used alongside other media...

21% of their usage in terms of time is ‘lying in bed’

Source: Nielsen 2011

...or lying in bed!

70% of tablet users, use their tablets while watching television.

Context

Profile/Usage

Commerce

UX

Summary

iPad: Browsing and Buying

The tablet’s portability and ease of use explains why consumers see

them as ideal tools for researching products, browsing and purchasing.

•59% agree that these devices would serve as an ideal tool to

research products before making a final purchase.

•More than half (56%) believe the tablet to be an ideal tool for

browsing their favourite catalogues and retailers

•49% thought the device would be ideal for purchasing

Source: Real Value LLC 2010

Role in the purchase funnel

Source: Real Value LLC 2010

Frequency of browsing

Source: Real Value LLC 2010

Frequency of browsing or buying online

Retail categories

Source: Real Value LLC 2010

Quality of shopping experience

Source: Real Value LLC 2010

The quality of the shopping experience

The quality of the shopping experience vs a smartphone

B2C App: Finish Line

Finish Line

“Sales through the “We’ve Got It” program, where sales associated and customer service reps use web-enabled devices to find products for customers and arrange shipping directly to their door, “are exploding, up 48% on a year to year basis”

Glenn Lyon, CEO, Finish Line

Context

Profile/Usage

Commerce

UX

Summary

A Paradigm shift

Mobile Era

Location

Pull & Push

Relevance

Contextual

Always On

Entertainment

Desktop Era

Fixed

Pull

Search

Social

Dayparts

Information

UX is Revolting

“With its radically different approach, the iPhone is expected to cause a collective rethinking on

everything from hardware design and user interface to consumer expectations and media consumption.”

Jakob Nielsen, June 2007

T

Mobile User Experience

Time

Social

Emotional

Need

Emotion

Ergonomics

Environment

Physical

Multi-sensory

Multi-platform

Push/Pull Social

T

Characteristics of Mobile UX

Time

Social

Emotional

Need/Value

Emotion

Ergonomics

Environment

Physical

Multi-sensory

Multi-platformPush/Pull

Shared

A Catalyst for Innovation

Mobile UX: Physical

Physical

Ergonomics

Environment

Multi-sensory

Multi-platform

Shared

Office, bar, travel, home, park, postcode.

Dexterity, lap, standing up, walking.

Media blended, other devices, other activities.

AR, in-store, compare, buy, ship

Friends, colleagues, partner.

T

Characteristics of Mobile UX

Emotional

Time

Need

Emotion

Push/pull

Social

Entertain, Connect, Compare, Review.

Daypart, amount of time, bandwidth.

State of mind, productive, escapist.

Consuming ,contributiig, distributing content .

Update, status, review, report.

New User JourneysTime

Need

Emotion

Push/pull

Social

Entertain, Connect, Compare, Review.

Daypart, amount of time, bandwidth.

State of mind, productive, escapist.

Consuming ,contributing, distributing content .

Update, status, review, report.

Ergonomics

Environment

Multi-sensory

Multi-platform

Shared

Office, bar, travel, home, park, postcode.

Dexterity, lap, standing up, walking.

Media blended, other devices, other activities.

AR, in-store, compare, buy, ship

Friends, colleagues, partner.

How/When will it be used?

Where/How will it be used?

Is it a shared activity & how does it feel?

What is the user looking to do?

Is it connected and shared?

Multi-Context Environment

MultiChannel

MultiPlatform

MultiContext

Tweetdeck

Flipboard

StumbleUpon

Blippar

A New Approach: BentleyTime

Need

Emotion

Push/pull

Social

Entertain, Connect, Compare, Review.

Daypart, amount of time, bandwidth.

State of mind, productive, escapist.

Consuming ,contributing, distributing content .

Update, status, review, report.

Ergonomics

Environment

Multi-sensory

Multi-platform

Shared

Office, bar, travel, home, park, postcode.

Dexterity, lap, standing up, walking.

Media blended, other devices, other activities.

AR, in-store, compare, buy, ship

Friends, colleagues, partner.

How/When will it be used?

Where/How will it be used?

Is it a shared activity & how does it feel?

What is the user looking to do?

Is it connected and shared?

Bentley

Bentley

Bentley

Thank you