Category Archives: Technology

Multi-Platform Usage Shifts-Solid market research from MetaFacts Technology User Profile

Extensive solid information about multi-platform usage shifts–who accesses what technology, and where and how they do it–is available in TUP – Technology User Profile.

As consumers’ options for communication, entertainment, and organization grow, one thing seems to stay the same:  change. The more choices that choosy consumers have, the more choices they want, and if they can get it all in one package–even better. But that may not mean that smartphones are replacing PCs–when you can have all the options in one place, certain consumers prefer a few devices to choose between.

Below are a few examples of questions addressed in TUP related to the multi-platform reality. The full TUP service enables drilling down beyond the answers to these questions to identify which other technologies, services and behaviors are disruptive and to profile which market segments are and aren’t adopting. TUP is much more than a one-dimensional market view or opinion piece, since it provides dynamic data to answer the following key questions, as well as many others.

  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • Which combination of tech devices is the most popular today? How large is each segment? Who are in each segment? Which direction are they headed with their buying plans?
  • Multitasking – who’s using many devices for many activities, versus few devices for many activities? How do user segments vary by quadrant?
  • What is the mix of communication products and services – landline, wireless, email, IM, etc. – by segment?
  • Is it really one to a customer? How often are PCs shared? Which market segments use more than one PC?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • How many device screens do people view? Which market segments view more screens than other segments?
  • How are users communicating, given all their communication options?
  • What do users sync or “store” in the cloud? How do users share images – social networking sites or photo-specific sites? Which users are the most active?
  • Are PC users primarily accessing the Internet at home, in the workplace, using friends or neighbor’s computers, or in public places such as libraries or cybercafés? Which users use other’s PCs and which have many to choose from?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • Which segments are keeping their files, calendars, or other information synchronized or backed up online?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • Entertainment primacy – what is the center of the user’s home entertainment world? Is it one device or many? Which devices and services, and among which segments?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture? Who is videoconferencing, and using which platform?
  • Which market segments interact with their social network using their mobile phone, and which do not? What else stands out about these connected users?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • How PC/Online & Mobile Phone activities compare? How is this different for Tablets or eBook Readers? Which segments use which device for the most activities?
  • Which segments are utilizing cloud storage or sharing services? For which activities? What is the tech-owning profile of active gamers? Many consumer electronics entertainment products or focused on gaming? Many computers or few? How does this vary by segment?
  • What types and combinations of consumer electronics are homes using?
  • Is the smartphone killing PC shopping?
  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • Who spends the most hours online?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • How much have PC users integrated PCs into their personal lives?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • Which smartphone OS is leading, and with which market segments?
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • iPhone users – who are they really? How do they compare with Android and Blackberry users?
  • What are the attitudes about texting and driving? Who is most supportive and who is mostly opposed?
  • Who’s busiest – desktop users or notebook users? How do their profiles differ?
  • Netbooks – are they replacing notebooks? Stalling smartphones? Withering?
  • Do Apple users “grow up and give up” their Apple? When do they get one again, if they do?
  • How much is assisted navigation part of life – and on which platform? Which user segments use which devices or services?
  • How are smartphones challenging or complementing mobile PCs? Which market segments are coalescing around which platforms?
  • Do game players bring their gaming with them into the workplace? To what extent? Which market segment does this the most?
  • Which key tech devices are consumers planning to buy? Which segments show the strongest plans and how does this compare to their tech spending?
  • Who is using mobile payments?
  • How prominent is Home PC renting versus outright purchase?
  • How rich is the user’s printing experience? Do they use only one printer or more than one? For multi-printer users, which ones do they use? Who are the most-active printer users?
  • What is the impact on privacy concerns on use of social networking?
  • How are Facebook users different from users of other Social Networks? Beside demographics, what else distinguishes these from each other?
  • Which segments are using which tech devices & carriers? For which activities?
  • How many people use calendars on their PC, their mobile phone, or both? Which types of people are these?
  • Who is buying the highest-end PCs? Are there brand differences? What else do users buy and what else do they use?
  • Netbooks – what are true adoption rates, and into which market segments?
  • Most-mobile customers – where do they go and what do they do?
  • How has the division of work vs. personal use of technology products continued to blur?

If solid answers to any of these questions would help your work in creating the future, please contact MetaFacts.

MetaFacts, Inc. helps technology marketers find and measure their best and future customers.

Current subscribers of Technology User Profile may obtain this information directly from MetaFacts, as well as additional customized drilling down into the full dataset.

For more information on the results delivered in TUP and about how to subscribe, please contact MetaFacts.

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Filed under Consumer research, Households, Market Research, Market Segmentation, MetaFAQs, Mobile Phones, Multiple-PC Household, Statistics, Tech Market, Technology, Trends, TUP 2010, TUP 2011, TUP 2012

Communicating – solid market research from MetaFacts Technology User Profile

Extensive research information about communication is available in TUP – Technology User Profile.

It’s been decades since Marvin Gaye “heard it through the grapevine,” and there are more “grapevines” today than you can shake a stick at.  It’s important to know which one your target audience uses–social networking, email, texting?  Do they grab their cellphone or type a text or email? How do they combine or trade off these modes of communication? TUP’s research gives you demographic and market details that might easily be overlooked, and that can be the difference between having a well-defined market or missing out.

Below are a few examples of questions addressed in TUP related to communication. The full TUP service enables drilling down beyond the answers to these questions to identify which other technologies, services and behaviors are disruptive and to profile which market segments are and aren’t adopting. TUP is much more than a one-dimensional market view or opinion piece, since it offers ready, solid answers to the following and many other key questions.

  • Who is videoconferencing, and using which platform?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • How are smartphones challenging or complementing mobile PCs? Which market segments are coalescing around which platforms?
  • What is the mix of communication products and services – landline, wireless, email, IM, etc. – by segment?
  • How do the market segments of mobile phone platforms vary? How does compare to Tablets and other key devices?
  • How are users communicating, given all their communication options?
  • What makes a smartphone a smartphone in the consumer’s eyes? How does usage compare to basic mobile phones? What are the user segments and usage profiles?
  • How many screens do people view? Which market segments view more screens than other segments?
  • How do Verizon’s subscribers compare to AT&T’s?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • How are Facebook users different from users of other Social Networks? Beside demographics, what else distinguishes these from each other?
  • How has the division of work vs. personal use of technology products continued to blur?
  • Tech adoption cycles may not be as fast as the tech-focused think. How many and which users still use older tech products?
  • Which segments are using which tech devices & carriers? For which activities?
  • Which smartphone OS is leading, and with which market segments?
  • What are the attitudes about texting and driving? Who is most supportive and who is mostly opposed?
  • What is the impact on privacy concerns on use of social networking?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • iPhone users – who are they really? How do they compare with Android and Blackberry users?
  • Are PC users primarily accessing the Internet at home, in the workplace, using friends or neighbor’s computers, or in public places such as libraries or cybercafés? Which users use other’s PCs and which have many to choose from?
  • What about the anti-social – those that aren’t in an online social network? Who are they? In what other ways are they actively communicating and having fun? How does their spending profile compare?
  • Entertainment primacy – what is the center of the user’s home entertainment world? Is it one device or many? Which devices and services, and among which segments?
  • Which market segments are dating online? What else do they frequently do online?
  • Which market segments interact with their social network using their mobile phone, and which do not? What else stands out about these connected users?
  • What do users sync or “store” in the cloud? How do users share images – social networking sites or photo-specific sites? Which users are the most active?
  • Netbooks – are they replacing notebooks? Stalling smartphones? Withering?
  • Most-mobile customers – where do they go and what do they do?
  • How PC/Online & Mobile Phone activities compare? How is this different for Tablets or eBook Readers? Which segments use which device for the most activities?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture?
  • Is social networking only for certain age groups?
  • How much have PC users integrated PCs into their personal lives?
  • Do mobile PC users print differently than desktop users? Do the more-mobile use more or fewer printers? Do the more-mobile print different content?
  • Tracfone for oldsters? Who has the oldest segment by carrier?
  • Who spends the most hours online?
  • Which social networking sites are used most frequently by which segments?
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • Which segments are keeping their files, calendars, or other information synchronized or backed up online?
  • Which combination of tech devices is the most popular today? How large is each segment? Who are in each segment? Which direction are they headed with their buying plans?
  • Which market segments are blogging? How do they compare to social networkers?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • Are Apple’s retail shoppers already the Apple-faithful or is Apple drawing in the unconverted? Who are these shoppers?
  • Multitasking – who’s using many devices for many activities, versus few devices for many activities? How do user segments vary by quadrant?

If solid answers to any of these questions would help your work in creating the future, please contact MetaFacts.

MetaFacts, Inc. helps technology marketers find and measure their best and future customers.

Current subscribers of Technology User Profile may obtain this information directly from MetaFacts, as well as additional customized drilling down into the full dataset.

For more information on the results delivered in TUP and about how to subscribe, please contact MetaFacts.

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Filed under Consumer research, Market Segmentation, MetaFAQs, Mobile Phones, Multiple-PC Household, Statistics, Tech Market, Technology, Trends, TUP 2011, TUP 2012

Music – solid market research from MetaFacts Technology User Profile

Extensive information about digital music and which people do and don’t use it is available in TUP – Technology User Profile.

Victor Hugo said many years ago: “Music expresses that which cannot be put into words and that which cannot remain silent.” Technology marketers and researchers know how important music is to so many people.

As fickle music-listening consumers continue to change their tastes and preferences, music has been instrumental in encouraging them to try many different types of technology. In particular, music has been the hit to draw consumers through adoption of some products and services, only to abandon those for newer disruptive offerings. The changes are far from over.

Below are a few examples of questions addressed in TUP related to digital music. The full TUP service enables drilling down beyond the answers to these questions to identify which other technologies and services are disruptive and to profile which market segments are and aren’t adopting. TUP is much more than a one-dimensional market view or opinion piece.

  • Entertainment primacy – what is the center of the user’s home entertainment world? Is it one device or many? Which devices and services, and among which segments?
  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • Which segments are keeping their files, calendars, or other information synchronized or backed up online?
  • iPhone users – who are they really? How do they compare with Android and Blackberry users? What types and combinations of consumer electronics are homes using?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • Tech adoption cycles may not be as fast as the tech-focused think. How many and which users still use older tech products?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • Most-mobile customers – where do they go and what do they do?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture?
  • How are smartphones challenging or complementing mobile PCs? Which market segments are coalescing around which platforms?
  • How much have PC users integrated PCs into their personal lives?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • Which smartphone OS is leading, and with which market segments?
  • What about the anti-social – those that aren’t in an online social network? Who are they? In what other ways are they actively communicating and having fun? How does their spending profile compare?
  • How many seniors are online? How is their behavior different than younger online users?
  • How PC/Online & Mobile Phone activities compare? How is this different for Tablets or eBook Readers? Which segments use which device for the most activities?
  • Are Apple’s retail shoppers already the Apple-faithful or is Apple drawing in the unconverted? Who are these shoppers?
  • What makes a smartphone a smartphone in the consumer’s eyes? How does usage compare to basic mobile phones? What are the user segments and usage profiles?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • How are users communicating, given all their communication options?
  • Who spends the most hours online?
  • Are PC users primarily accessing the Internet at home, in the workplace, using friends or neighbor’s computers, or in public places such as libraries or cybercafés? Which users use other’s PCs and which have many to choose from? Are smartphones or netbooks changing this?
  • Which combination of tech devices is the most popular today? How large is each segment? Who are in each segment? Which direction are they headed with their buying plans?
  • What do users sync or “store” in the cloud? How do users share images – social networking sites or photo-specific sites? Which users are the most active?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • Multitasking – who’s using many devices for many activities, versus few devices for many activities? How do user segments vary by quadrant?

If solid answers to any of these questions would help your work in creating the future, please contact MetaFacts.

MetaFacts, Inc. helps technology marketers find and measure their best and future customers.

Current subscribers of the Technology User Profile may obtain this information directly from MetaFacts, as well as additional customized drilling down into the full dataset.

For more information on the results delivered in TUP and about how to subscribe, please contact MetaFacts.

The above questions are answered with the TUP 2012 edition, and most are also answered in the TUP 2011 edition for ready trend comparison.

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Filed under Consumer research, Market Research, MetaFAQs, Mobile Phones, Technology, TUP 2011, TUP 2012

Early Independent Research on Google+ Users

Google+ Adoption – preliminary results from MetaFacts

Early Independent Research on Google+ Users

By Dan Ness, Principal Analyst, MetaFacts

The earliest adopters of Google+ are a unique slice of highly-active socially-networked users.

Early results are showing a good-news/bad-news combination for Google+:

  • Bad news: Early Google+ users are above average among social networkers who have recently unfriended someone, removed content, and adjusted their privacy settings. They are well below average in friending someone, not a very bullish sign.
  • Good news: Early Google+ users are also above average among social networkers in clicking ads, RSVP’ing events, playing games, sharing photos, and watching videos

Unlike the launch of Google Buzz, which brought privacy concerns to the fore, Google+, even privacy-adjusters to be trying out Google+, at least so far.

Evidently, Google+ controlled its “field trial” launch, inviting and allowing in a carefully selected audience. Over half are highly experienced tech users, with 16 or more years under their belt since they used their first PC, and 12 or more years using a mobile phone (smartphone or basic feature phone).

In the coming year, it’s unlikely to see an either/or scenario between Google+, Facebook, and Twitter. Instead, the most-active social networkers will simply expand their experience, influence, and content across an ever-wider network. The privacy-conscious and ad-averse are likely to remain in the shadows or with minimal involvement. Up for grabs is the largest middle segment, and this group is most likely to wait and watch for a simple and safe experience which piques their interest. This will come in the form of competitive apps on Facebook, extensions to Twitter, or further innovation from Google.

Background and Methodology

Google+ came live shortly before the fielding of the 29th year of the MetaFacts Technology Survey, so we expanded the comprehensive user survey to include Google+ along with other social networks.

The Technology User Profile survey is independently conducted by MetaFacts. The syndicated research original service provides solid sizing and segmentation information about technology use, uniquely allowing for deep dives into use of competitive and substitute products as well as interactive segmentation and profiling.

Based on surveys with thousands of representative respondents reached by telephone and online, the MetaFacts Technology User Profile Service survey the entire range of information technology users. The full market is surveyed, from those with the richest collection of products such as Smartphones to Tablets and Netbooks, to those who don’t even use a mobile phone or PC.

Soon we will be releasing key takeways about the earliest adopters for the new service. Watch this site – technologyuser.com – for brief, complimentary updates. For full details, a special Google+ Flash Report will also be available at a special rate. Send a request to be notified of availability. Subscribers to the 2011 Technology User Profile services will receive updates directly.

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Filed under Consumer research, Households, Market Research, Market Segmentation, Statistics, Technology, TUPdate

Are Smartphones really for fun, not communicating?

Are Smartphones really for fun, not communicating?

A MetaFacts TUPdate by Dan Ness, Principal Analyst

Are Smartphone subscribers more about fun than communication? Is entertainment that much stronger for Smartphone subscribers than for users of Basic Mobile Phones? Is the lack of a boss key because mobile phone users feel freer to have fun with their handsets than their PCs?

For Smartphone users, it’s not only playing games like Angry Birds that is widespread. Activities such as listening to music, watching movies, and checking sports and weather also are prevalent.

These fun activities are much more popular on Smartphones than on Basic Mobile Phones. For most key entertainment activities, more than three times the rate of Smartphone users find ways to play than the percentage of Basic Mobile Phone users.

Entertainment Activities by Mobile Phone Type-MetaFacts

Playing Games and Listening to Music are activities for more than half of Smartphone users, and for only one-fifth or less of Basic Mobile Phone users.

High-end app developers may be amazed that any Basic Mobile Phone users find ways to use their simpler phones to have any fun at all. That might be considered a glass half-full view, with the prospect that someone eager enough to struggle with the limited games and web access on most Basic Mobile Phones may be a great candidate to switch to a smartphone. The half-empty types may see this as a reality that for many consumers, good enough is good enough. They may be satisfied with simple games for casual play, and may be less prone to upgrade their platform. In either case, this highlights that app developers, handset makers and carriers need to look at the demand across multiple platforms so they don’t miss out on market opportunity or dissatisfy important customers.

Diving a little deeper into the Technology User Profile survey responses, fun is also age-linked. The game-playing rate among age 18-34 mobile phone users is 42% versus half that (21%) among those aged 35+. Although to a great extent, Smartphones have been more strongly adopted among younger than older adults, taking age into account; Smartphone users are simply more fun-oriented than users of Basic Mobile Phones.

Fun isn’t the only driver for Smartphones; communication does rate more highly for Smartphones than for Basic Mobile Phones, with usage broadly spanning phone calls, text messages, voicemail, and email for two-thirds or more of Smartphone users. For Basic Mobile Phone users, only phone calls and text messaging are used by over half of the users.

Looking ahead, bandwidth-hogs such as multi-player games and video calls are likely to drive demand for Smartphones as well as underlying wireless networks. However, as carriers seek to optimize their spectrum and profits, data caps or throttled apps may discourage the most active subscribers. Then, these users will either revert to other devices, or app makers and service providers will find ways to further optimize precious bandwidth, likely increasing supply to satisfy the demand driven by so many consumers.

Source

The results in this TUPdate are drawn from the MetaFacts Technology User Profile Survey. In our most recent wave of Technology User Profile, we surveyed American adults about their use of mobile phones, technology attitudes, and many other behavioral and socioeconomic factors. Current TUP subscribers can access and drill down more deeply into this phenomenon using TUP Interactive Access or with their datasets.

We started this analysis by first looking at the answers from 8,175 U.S. respondents in the Technology User Profile service and then drilled down further into their profiles to get a more complete picture.

Contact MetaFacts to access the MetaFacts Technology User Profile Overview Edition report, which covers the broader range of key trends. View findings in 25 pages of executive summary analysis, 200+ pages of charts and graphs, all supported by 95+ pages of detailed tables. The complete, 300+ page report is delivered to you electronically.

These editions are for the U.S. based on the 2010 wave of Technology User Profile gathered among a scrupulously selected set of representative respondents, surveyed both online and offline.

To see other research coverage of Internet products and activities  – from smartphones to feature phones, desktops to notebooks, social networking, demographics, and attitudes – see the many other questions TUP answers on www.technologyuser.com. Tech market research professionals who want a solid resource they can use immediately after industry events such as mergers, or even use prior to anticipated events, can license direct access to TUP.

About TUPdates

MetaFacts releases ongoing research on the market shifts and profiles for Smartphones, Netbooks, Mobile PCs, Workplace PCs, Home PCs, Web Creators, Broadband, and many other technology industry trends and facts. These TUPdates are short analytical articles in a series of specific topics utilizing the Technology User Profile Annual Edition study, which reveals the changing patterns of technology adoption around the world. Interested technology professionals can sign up at https://technologyuser.com/contact/ for complimentary TUPdates – periodic snapshots of technology markets.

About MetaFacts

MetaFacts helps technology marketers find and measure their best and future customers. MetaFacts’ Technology User Profile (TUP) survey is the longest-running, large-scale comprehensive study of its kind, conducted continuously since 1983, the year before Apple released the Apple Macintosh. The detailed results are a primary market sizing and segmentation resource for leading companies providing consumer-oriented technology products and services, such as PCs, printers, software applications, peripherals, consumer electronics, mobile computing, and related services and products. TUP analyzes key trends and the data-rich source can be dived into more deeply for custom analysis. For more information about the syndicated research service, analysis tools, publications and datasets, contact MetaFacts at 1-760-635-4300.

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Filed under Market Research, MetaFAQs, Mobile Phones, Technology, Technology User Overview Report, TUP 2010, TUPdate