2. “In 10 years there will be 50 billion
devices connected to the Internet”
Hans Vestberg, CEO Ericcson
3. We’ve only just begun
Third Wave
Networked Everything
Second Wave
Networked Industries
First Wave
Networked
Consumer Electronics
4. 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
5. Today 60% of Apple’s
revenues are mobile.
In 2008 it was 10%
8. Europe 36% of tablet market
Source: Morgan Stanley 2011
9. Growth in mobile data
Cisco Forecasts 6.3 Exabytes per Month of Video is predicted to account for over 50% of
Mobile Data Traffic by 2015 all data usage in 2013
Source: Cisco VNI 2011
10. 1% of world’s web traffic
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.
Source: NetMarketShare 2011
11. 4% of all wi-fi traffic
iPad users consume 400 percent as much Wi-Fi data on average as owners of Android
handsets, iPhones, and iPod Touches.
Source: Meraki 2011
23. 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
24. Role in the purchase funnel
Source: Real Value LLC 2010
25. Frequency of browsing
Frequency of browsing or buying online
Source: Real Value LLC 2010
27. Quality of shopping experience
The quality of the shopping experience
The quality of the shopping experience vs a smartphone
Source: Real Value LLC 2010
28. 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
30. A Paradigm shift
Desktop Era Mobile Era
Fixed Location
Pull Pull & Push
Search Relevance
Social Contextual
Dayparts Always On
Information Entertainment
31. 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
32. Mobile User Experience
Emotional Physical
Time Ergonomics
Social Environment
T
Need Multi-sensory
Emotion Multi-platform
Push/Pull Social
33. Characteristics of Mobile UX
Emotional Physical
Time Ergonomics
Environment
Need/Value
T
Emotion Multi-sensory
Push/Pull Multi-platform
Social Shared
35. Mobile UX: Physical
Ergonomics
Dexterity, lap, standing up, walking.
Environment
Office, bar, travel, home, park, postcode.
Physical
Multi-sensory
Media blended, other devices, other activities.
Multi-platform
AR, in-store, compare, buy, ship
Shared
Friends, colleagues, partner.
36. Characteristics of Mobile UX
Time
Daypart, amount of time, bandwidth.
Need
Entertain, Connect, Compare, Review.
Emotional
T Emotion
State of mind, productive, escapist.
Push/pull
Consuming ,contributiig, distributing content .
Social
Update, status, review, report.
37. New User Journeys
Ergonomics Time
How/When will it be used?
Dexterity, lap, standing up, walking. Daypart, amount of time, bandwidth.
Environment Need
Where/How will it be used?
Office, bar, travel, home, park, postcode. Entertain, Connect, Compare, Review.
Multi-sensory Is it a shared activity & how Emotion
Media blended, other devices, other activities. does it feel? State of mind, productive, escapist.
Multi-platform What is the user looking to Push/pull
AR, in-store, compare, buy, ship Consuming ,contributing, distributing content .
do?
Shared Social
Friends, colleagues, partner.
Is it connected and shared? Update, status, review, report.
43. A New Approach: Bentley
Ergonomics Time
How/When will it be used?
Dexterity, lap, standing up, walking. Daypart, amount of time, bandwidth.
Environment Need
Where/How will it be used?
Office, bar, travel, home, park, postcode. Entertain, Connect, Compare, Review.
Multi-sensory Is it a shared activity & how Emotion
Media blended, other devices, other activities. does it feel? State of mind, productive, escapist.
Multi-platform What is the user looking to Push/pull
AR, in-store, compare, buy, ship Consuming ,contributing, distributing content .
do?
Shared Social
Friends, colleagues, partner.
Is it connected and shared? Update, status, review, report.