Tag Archives: Cellular

Mobile Phones – solid market research from MetaFacts Technology User Profile

Extensive information about mobile phones is available in TUP – Technology User Profile.

Both smartphone and basic feature phones today are much more than a phone.  At least, they can be.  With all the capabilities of the modern mobile device, it can be difficult to discern what exactly which consumers are after which capabilities, and what they ultimately use.  Do they use their phone for the texting, for the web, or as a PDA?  As a camera or a gaming tool?  Or do they use it mostly as a traditional telephone?  These questions beg for extensive answers that only careful, detailed market research can provide.

Below are a few examples of questions addressed in TUP related to mobile phones. 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 answers to these and many other key questions.

  • Which smartphone OS is leading, and with which market segments?
  • iPhone users – who are they really? How do they compare with Android and Blackberry users?
  • How are users communicating, given all their communication options?
  • How are smartphones challenging or complementing mobile PCs? Which market segments are coalescing around which platforms?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • Multitasking – who’s using many devices for many activities, versus few devices for many activities? How do user segments vary by quadrant?
  • How do the market segments of mobile phone platforms vary? How does compare to Tablets and other key devices?
  • What is the mix of communication products and services – landline, wireless, email, IM, etc. – by segment?
  • How prominent is printing images from mobile phones? How about from tablets?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • Which segments are using which tech devices & carriers? For which activities?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • 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 much have PC users integrated PCs into their personal lives?
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Who is videoconferencing, and using which platform?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • Are Apple’s best customers really unique?
  • Tracfone for oldsters? Who has the oldest segment by carrier?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture?
  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • What are the attitudes about texting and driving? Who is most supportive and who is mostly opposed?
  • Who is using mobile payments?
  • 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?
  • How many display screens do people view? Which market segments view more screens than other segments?
  • How do Verizon’s subscribers compare to AT&T’s?
  • Most-mobile customers – where do they go and what do they do?
  • Is the smartphone killing PC shopping?
  • 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?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • What is the impact on privacy concerns on use of social networking?
  • How strong is name-brand dominance?
  • How social-network active are the various tiers of gamers?
  • 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?
  • Which key tech devices are consumers planning to buy? Which segments show the strongest plans and how does this compare to their tech spending?
  • Are Apple’s retail shoppers already the Apple-faithful or is Apple drawing in the unconverted? Who are these shoppers?
  • Which social networking sites are used most frequently by which segments?
  • Who spends the most hours 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?
  • How are Facebook users different from users of other Social Networks? Beside demographics, what else distinguishes these from each other?
  • 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 social networks show the most growth-oriented activity? Which segments show signs of losing interest or withdrawing?
  • 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?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • Navigation, online maps, location-based mobile phone services, and GPS – who’s getting directions?
  • 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?

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.

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

Leave a Comment

Filed under Consumer research, Market Research, Market Segmentation, MetaFAQs, Mobile Phones, Statistics, Tech Market, Trends, TUP 2011, TUP 2012

Mobile Phones – solid market research from MetaFacts Technology User Profile

Extensive information about mobile phones is available in TUP – Technology User Profile.

Both smartphone and basic feature phones today are much more than a phone.  At least, they can be.  With all the capabilities of the modern mobile device, it can be difficult to discern what exactly which consumers are after which capabilities, and what they ultimately use.  Do they use their phone for the texting, for the web, or as a PDA?  As a camera or a gaming tool?  Or do they use it mostly as a traditional telephone?  These questions beg for extensive answers that only careful, detailed market research can provide.

Below are a few examples of questions addressed in TUP related to mobile phones. 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 answers to these and many other key questions.

  • Video-calling: is this becoming a regular Smartphone activity? Who’s doing this with which brand and carrier?
  • iPhone users – who are they really? How do they compare with Android, Windows and Blackberry users?
  • How do the market segments of mobile phone platforms vary?
  • How are smartphones challenging mobile PCs? Which market segments are coalescing around which platforms?
  • What makes a smartphone a smartphone in the consumer’s eyes? How does usage compare to basic mobile phones? What are the user segments?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Which smartphone OS is leading, and with which market segments?
  • Who is using mobile payments?
  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • How have PC/Online & Mobile Phone activities changed? How might this affect apps?
  • What is the mix of communication products and services – landline, wireless, email, IM, etc. – by segment?
  • How many and which segments are watching and renting movies on which platforms?
  • What is the impact on privacy in use of social networking?
  • Most-mobile customers – where do they go and what do they do?
  • Who is videoconferencing, and using which platform?
  • What do most people do with their mobile phone as compared to their PC? Which align with which platforms?
  • Is email dying because of ads? Being replaced by alternatives such as social networking, texting, or IM?
  • Are Apple’s best customers really unique?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • Is the smartphone killing PC shopping?
  • Which segments are using which devices & carriers? For which activities?
  • What’s the expected market demand for a Google Droid – Verizon – Motorola trio?
  • How much have PC users integrated PCs into their personal lives?
  • Multitasking – who’s using lots of devices for lots of apps, few devices many apps, etc.?
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • What is surprisingly strong “killer app” on both basic mobile phones and smartphones?
  • How are users communicating, given all their communication options?
  • How do Verizon’s subscribers compare to AT&T’s?
  • How prominent is Home PC renting versus outright purchase?
  • How prominent is printing images from mobile phones?
  • Netbooks – are they replacing notebooks? Stalling smartphones? Withering?
  • Are mobile computers used longer or shorter than desktops? If so, what’s the difference, and who uses them longest?
  • What about the anti-social – those that aren’t in an online social network? Who are they?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • How many screens do people view? Which market segments view more screens than other segments?
  • How strong is name-brand dominance?
  • How social-network active are the various tiers of gamers?
  • Which social networking sites are used most frequently by 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?
  • What do users sync or “store” in the cloud? How does this differ between mobile phones and PCs? How do users share images – social networking sites or photo-specific sites? Which users are the most active?
  • Which market segments are dating online? What else do they frequently do online?
  • Which market segments are renting movies? Are they renting DVDs at a retailer, by mail, or at a kiosk? Do they watch them online?
  • What about the unemployed? Are they more or are they less tech-focused?
  • How many seniors are online? How is their behavior different than younger online users?
  • How tech-sophisticated are game-players, within key gaming segments?
  • 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 industry groups have varied levels of adoption?
  • In reality, how deeply has the Apple iPod penetrated the market, and into which market segments?
  • Which segments are keeping their files, calendars, or other information synchronized or backed up online?
  • Which tech buyers focus more on retail than shopping online and vice versa?
  • Is social networking only for certain age groups?
  • How has the division of work vs. personal use of technology products continued to blur?
  • How much of the game-playing population is older versus younger?
  • Special printer paper? Who uses it and what for? Is it only photos, or something else?
  • Online shoppers – are they everyone, or unique?
  • How many people use calendars on their PC, their mobile phone, or both? Which types of people are these?
  • How much is assisted navigation part of life – and on which platform?
  • What is the tech-owning profile of active gamers? High-bandwidth or dial-up? Many consumer electronics entertainment products or focused on gaming? Many computers or few? How does this vary by segment?
    What are consumers planning to buy? (in consumer electronics, connected home, computers, Internet, etc.)
  • Do game players bring their gaming with them into the workplace? To what extent? Which market segment does this the most?
  • Tech adoption cycles may not be as fast as the tech-focused think. How many and which users still use film cameras?
  • Navigation, online maps, location-based mobile phone services, and GPS – who’s getting directions?
  • What are the overall future trends for the Internet?
  • How are users incorporating digital images, through the use of digital cameras, scanners, downloading images, as well as how are they producing output?
  • 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?
  • Netbooks – how soon and with which market segments?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • Who’s busiest – desktop users or notebook users? How do their profiles differ?
  • Which market segments are blogging? How do they compare to social networkers?

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.

The above questions are answered with the TUP 2010 edition, and even more questions are answered in the TUP 2011 edition.

1 Comment

Filed under Consumer research, Market Research, Market Segmentation, MetaFAQs, Mobile Phones, Statistics, Tech Market, Trends, TUP 2009, TUP 2010

Mobile PC Market – Size and Trends

Mobile PC Market – Size and Trends

After more than three decades of pioneering and innovative experimentation, mobile PCs have finally reached the mainstream. During the first half of 2008, consumers and employees acquired as many mobile PCs as desktops.

News flash: even more recent updates to this information are available to subscribers to the full Technology User Profile service, the TUP Overview Report, and other TUP Profile Reports. For examples of mobile market questions answered by TUP, refer to the TUP Answers page for Mobile Computing. and the TUP Answers page for Mobile Phones.

The Shift To Mobility

The installed base is still dominated by desktops, representing many years of accumulation and retirement of consumer-owned and employer-owned PCs, some acquired new and others acquired used or refurbished. Of the 144 million PCs being used by American adults as their primary PC, one-third (33%) are mobile PCs, mostly owned by consumers.

ph_g_base_ownership_factor1

The installed base is increasingly mobile, although still dominated by older desktops. While half of PCs in use that were acquired in early 2008 are mobile, those acquired in the prior 2 years are made up of 65% desktops and 35% mobile PCs.

This is due in part to three main effects: an increasing price performance ratio relative to desktops, consumer buying behavior, and the physical longevity of desktops. During the last decade, the functionality and capability of notebooks has increased to meet and often exceed that offered in a similarly priced desktop. This has encouraged buyers to consider notebooks over desktops even when mobility is not a primary purchase factor.

metafacts_ph_g_increasingly_mobile

Buying habits are also a factor. American technology consumers often buy both hardware and software with more features than they actually need or end up using, as a type of hedge against technological obsolescence and unforeseen needs.

Furthermore, mobile PCs, although designed to be mobile, are relatively fragile. This contributes to their life being shorter than for desktops. The average age of a primary desktop PC is 3.2 years, nearly one year longer than the average age of a mobile PC: 2.3 years.

Other findings in the Mobile PC Profile Report include:

Brand Shares of Mobile & Desktop PCs
Mobile PC Brands by Year Acquired
Market Segments and Mobile PC Brands
Operating Systems & Mobility
Operating Systems on Mobile PCs – Pre-installed or Aftermarket?
Operating Systems by Mobile PC Brand
User Age and Mobile Computing
User Age and Mobile PC Brand
User Gender and Mobile PC Brand
Age within Gender of Primary Computer User and Mobile PC Brand
Number of Locations by Gender and Age
Employment Status and Mobile Computing
Employment Status and Mobile PC Brands
Market Segment by Mobile PC Brand
Big & Small Companies and PC Mobility
Educational Level and Mobile PC Brand
Household Income by Mobile PC Brand
Age of Kids and Mobility of PC
Mobility Doesn’t Always Mean Mobile Use
Locations for Mobile PCs
Public PC Locations by Mobile PC Brand
Mobile PC Brand by Number of Locations Used
Mobile PC Users and the Total Number of PCs Used
Mobile PC Brand by Number of PCs Regularly Used
PC Purchase Year by Mobility
New versus Used/Refurbished by Mobile PC Brand
Hours of Use by Mobile PC Brand
Busy Mobile PCs and Mobile PC Brands
Activities and Mobility
Major Activities Point Out that Mobile PC Brands Vary
Tech Attitude Gap between Mobile PC and Desktop Users
Tech Attitudes by Mobile PC Brand
Brand Loyalty by Mobile PC Brand
Scanners by Mobile PC Brand
Docking Solutions by Mobile PC Brand
Firewire Usage by Mobile PC Brand
Sony Mobile PC Users Shop at a Broader Selection of Outlets
Which Mobile PC Users Frequent which Online and Retail Outlets
Retail Purchase Channels & Outlets by Mobile PC Brand
Online Purchase Channels & Outlets by Mobile PC Brand

The Mobile PC Profile Report is available for immediate purchase through the online store at the MetaFacts website – MetaFacts.com

News flash: even more recent updates to this information are available to subscribers to the full Technology User Profile service, the TUP Overview Report, and other TUP Profile Reports.

MetaFacts releases ongoing research on the market shifts and profiles for Windows Vista, Mobile PCs, Workplace PCs, Home PCs, Moms and Dads, Web Creators, Broadband, and many other technology industry topics. These Profile Reports are in a series on specific topics utilizing the Technology User Profile Annual Edition study, which reveals the changing patterns of technology adoption and use in American households and businesses. Interested technology professionals can sign up at www.metafacts.com for complimentary TUPdates, periodic snapshots of technology markets.

About MetaFacts

MetaFacts, Inc. is a national market research firm focusing exclusively on the technology industries. MetaFacts’ Technology User Profile 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 widely recognized as a primary marketing resource for Fortune 1000 companies providing consumer-oriented technology products and services, such as PCs, printers, peripherals, mobile computing, and related services and products. For more information, contact MetaFacts at 1-760-635-4300.

Leave a Comment

Filed under Consumer research, Market Research, Mobile Phones, TUP 2008

TUPdate: Enough Pixels for More Than Quick Pix: Cell Phone Pioneers Disrupting Digital Imaging

A uniquely vital market segment has been taking their camera shutter fingers for a walk, using their cell phone digital cameras more than their traditional digital cameras. It used to be that those of us who had a camera on our cell phone were ahead of the game – the tech-savvy breed of consumer. These days, if your phone hasn’t got a camera, you might as well be Paleolithic. Our new MetaFacts Digital Imaging Lifecycle research survey has identified a web-savvy group that is finding their cell phone cameras to be good enough and convenient enough to be their primary camera. To the extent this segment is a bellwether group, it could spell a major shift in the way Americans take pictures.

 

Why is this important?

Every company involved in digital imaging is affected when consumers migrate from one type of camera to another. Printer & ink manufacturers and PC & software makers are impacted when cellcam photographers find it easier to share their photos via cell networks than print them. Similarly, photo-sharing websites not conveniently linked to cellcams run the risk of missing out on the newest-captured images.

First let’s look at these “cellcammers,” or those people who most often use a cellcam over a standard digital camera.  Nearly three-quarters of cellcammers also own (and use) a digital camera, but for most of their picture taking, they choose to use their cells instead. We discovered this in our survey of 2,000 active digital imagers in the MetaFacts Digital Imaging Lifecycle study, a Focus Edition of the MetaFacts Technology User Profile service.

Does this foreshadow an irreversible move away from the trusty, full-featured digital camera?  Not quite yet.  It is true that cellcam use is on the rise, but cellcammers and digicammers are not mutually exclusive groups.  Out of those surveyed, 68% of primarily digital camera users report using a cellcam as well.  The border between these categories is relatively fluid, and the tipping point seems to hinge on convenience over quality.  Digicammers are more likely to process or edit their images than cellcammers, who tend to leave more photos as-is; 48% of cellcammers used basic retouching in the last year, compared with 68% of digicammers.  This implies more of a desire for image quality in digicammers than cellcammers.

It begs the question, however, that as the quality gap narrows between digital cameras and cell phone cameras, will everyday photographers simply leave their digital cameras at home more often? Will this be similar to the way cellphones replaced many wristwatches as timepieces, as we reported in the 2004 Edition of Technology User Profile?

Cellcams have passed the critical half-way mark. Now over half (55%) of active digital imagers ever use their cellcam to take pictures. The cellcam-exclusive group is still at the leading edge, currently numbering 6% of active digital imagers.

The line between digicammers and cellcammers does become blurred in the issue of convenience.  Both groups report a desire for ease of use in their cameras; 72% of digicammers and 71% of cellcammers say they like cameras that are simple and easy to use.  This similarity shows that both groups could potentially gravitate to the same camera, whether attached to a phone or not, as long as it were straightforward and easy.  However, that ideal camera would also have to produce relatively high-quality images, as significant numbers in both groups report that even their favored camera does not have as many pixels as they might like (64% of cellcammers and 42% of digicammers say this).

More cellcammers use disposable/single-use cameras than their digicam-philic counterparts, with 41% of cellcammers having used a disposable camera in the past year, compared to 23% of digicammers.  This may be another result of the noted gap in image quality between cellcams and standard (including digital) cameras.  Cellcammers gravitate toward the convenience of the cell phone camera, but when faced with a situation calling for better image quality, many of these consumers run to the nearest drug store or camera shop for a quick disposable boxcam-fix.

While both groups report a desire for more pixels, it is predominantly cellcammers who note their cameras are lacking in this respect, and this seems to result from a (possibly outdated) sense of novelty in cellcam production.  Many cell handset manufacturers appear to add cameras as an afterthought, making the technology inferior to that of a full camera, from a lag in color balance to substandard lighting, and also barely integrated with the cell phone’s software.

Even with the sense of novelty prevailing among most cellular handset cameras, consumers will make the final determination if there is a wholesale shift away from single-function digital cameras. With convenience and adequate quality as their banners, web-savvy cellcammers are likely to sway everyday photographers using their blogs, Facebook posts, and spontaneously taken yet artistic contributions.

Background & Methodology

The information in this TUPdate is drawn from Technology User Profile (TUP), a survey-based study conducted by MetaFacts. Factual, decision-making information like this is only found in one place, Technology User Profile (TUP) from MetaFacts. The Technology User Profile market research information service is based on extensive primary research selected and balanced to represent the complete spectrum of technology users and non-users, including knowledge workers, salespeople, factory workers, retirees, the self-employed and the unemployed. Drawn from thousands of surveys per year, TUP is the longest-running, comprehensive total market technology study available. TUPdates are brief summaries of information contained in the Technology User Profile.

Usage Guidelines

This TUPdate is provided as a service to subscribers of the MetaFacts Technology User Profile® service, technology marketers, the investment community and other interested parties. Current Technology User Profile subscribers may freely distribute this information within their firms. Further information about Technology User Profile can be obtained at the website www.metafacts.com or by contacting us at:

MetaFacts, Inc.
+760-635-4300
+800-346-1930
http://technologyuser.com/contact/

 

If you were forwarded this TUPdate and wish to get on the list for future articles, please complete a subscription request form.
To Obtain More Information
To obtain the analysis and supporting survey results for this TUPdate, visit the MetaFacts TUP Online Store to order the TUPdate package. To acquire the complete Digital Imaging Lifecycle Report, visit the MetaFacts TUP Online Store.

 

 

Leave a Comment

Filed under Consumer research, Market Research, Statistics, Tech Market, TUP 2007, TUPdate