TheTablet Revolution 11.7.11 by Grand Union UK

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The Tablet Revolution

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TheTablet Revolution by Grand Union UK (july 2011)

Transcript of TheTablet Revolution 11.7.11 by Grand Union UK

Page 1: TheTablet Revolution 11.7.11 by Grand Union UK

The Tablet Revolution

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

Hans Vestberg, CEO Ericcson

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We’ve only just begun

First Wave

Second Wave

Third Wave

NetworkedConsumer Electronics

Networked Industries

Networked Everything

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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

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Today 60% of Apple’s revenues are mobile.

In 2008 it was 10%

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Source: Morgan Stanley 2011

Fastest ramping device ever

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Source: Morgan Stanley 2011

Strong global demand....Asia 41%!

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Source: Morgan Stanley 2011

Europe 36% of tablet market

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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

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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.

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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.

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Context

Profile/Usage

Commerce

UX

Summary

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Source: Morgan Stanley 2011

US: Consumer Profile

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Source: You Gov 2011

55+20%

45-5419%

45-5424%

18-249%

25-3427%

UK consumer profile

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Source: You Gov 2011

30%

37%35%

26%

35%

48%

Smartphones Portable game players

Portable media players

Netbooks eReaders Tablets

Early Adopter

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Source: Morgan Stanley 2011

Tablets are for content

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Source: Morgan Stanley 2011

Disruptive versus other devices

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Source: Morgan Stanley 2011

Content most popular apps

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Download Frequency

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Source: Nielsen 2011

Used alongside other media...

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

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Source: Nielsen 2011

...or lying in bed!

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

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Context

Profile/Usage

Commerce

UX

Summary

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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

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Role in the purchase funnel

Source: Real Value LLC 2010

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Frequency of browsing

Source: Real Value LLC 2010

Frequency of browsing or buying online

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Retail categories

Source: Real Value LLC 2010

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Quality of shopping experience

Source: Real Value LLC 2010

The quality of the shopping experience

The quality of the shopping experience vs a smartphone

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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

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Context

Profile/Usage

Commerce

UX

Summary

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A Paradigm shift

Mobile Era

Location

Pull & Push

Relevance

Contextual

Always On

Entertainment

Desktop Era

Fixed

Pull

Search

Social

Dayparts

Information

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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

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T

Mobile User Experience

Time

Social

Emotional

Need

Emotion

Ergonomics

Environment

Physical

Multi-sensory

Multi-platform

Push/Pull Social

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T

Characteristics of Mobile UX

Time

Social

Emotional

Need/Value

Emotion

Ergonomics

Environment

Physical

Multi-sensory

Multi-platformPush/Pull

Shared

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A Catalyst for Innovation

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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.

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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.

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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?

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Multi-Context Environment

MultiChannel

MultiPlatform

MultiContext

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Tweetdeck

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Flipboard

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StumbleUpon

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Blippar

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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?

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Bentley

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Bentley

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Bentley

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Thank you