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Showing posts with label Mobile trends. Show all posts
Showing posts with label Mobile trends. Show all posts

January 27, 2012

The Coming of Age of Mobile Generation:From Brick To Click

From the famous “Zach Morris Block Phone” to the modern day iPhone 4S, improvements to mobile devices come around as often as your next alumni reunion! This post by EverTrue features an infographic on “Mobile Phone Evolution” from the team at Wilson Electronics.
Some defining moments of the Mobile Phone are
The “flip phone” was first produced by Motorola in 1989
Color screens were first introduced in 1997 from Siemens
The Motorolla RAZR, sold more than 130 million units, becoming the best-selling clamshell phone in the world
The LG Optimus 3D is the world’s first full 3D smartphone

January 7, 2012

iPhone 4 Dominates Online Social Buzz in 2011

Mobile phones  continue to be much-discussed as we head into the holiday season—with iPhone leading the pack. NM Incite, a Nielsen/McKinsey company, found that the iPhone 4S has been the most frequently mentioned smartphone in terms of online buzz on blogs, capturing 40 percent of online buzz about smartphones from July through December 2011. 

Combined with Apple’s other best-selling handsets, the iPhone 4 and iPhone 3GS, Apple phones accounted for nearly two-thirds of all mentions about smartphones between July through December 2011.
BlackBerry models took in 10 percent of the buzz, led by the BlackBerry Bold series which was the third-most mentioned handset with over 6 percent of online buzz about these top smartphones.

November 16, 2011

Mobile Retail To Grow 50% To Reach $15 billion in 2012

 The  chart above shows the Growth of Smartphone across geographies. In the years to come its the Mobile   which will be the the New Face of Shopping.
The Changing   Computing Landscape shown as a timescale .Note how traditional   IT Channels ..adoption rates come down as more users embrace the Mobile Web.
The Chart above shows  the Growth of Global Mobile Advertising , including Mobile Apps   which are expected to grow by 17 times in the mext three years ( Mary Meeker Presentation ) 

A new report from Juniper Research has  predicted that “Mobile retail marketing” will reach $15 billion globally by 2012 as digital adspend  moves to mobile and mobile coupons gain acceptance. This is a growth of 50% over 2011.
The report found that the smartphone, and more recently the tablet, has increased the capabilities of both the modern shopper and the mobile retail marketer.  Brands will need to  cater to the new age distribution channels as more users get online  to transact via hand held Gadgets., SmartPhones and Tablets.

The traditional boundaries between physical (‘bricks and mortar’) retailing and online retailing are blurring as mobile bridges the gap; fundamentally disrupting the ecosystem with a new breed of ‘clicks and mortar’ retailing initiatives emerging.

Some 0ther findings from the report include:

·         Mobile POS technology and NFC  Proximity Marketing are areas of rapid innovation.

·         Mobile retail marketing spend in North America and Western Europe is accelerating faster than in the Far East and China. 

Source :Juniper Research

October 27, 2011

Post PC: Era : 55% Entertainment Driven by Mobile,Tablets and TV

North Americans have officially embraced the “post-PC era” according to a new report from broadband solutions provider Sandvine. The company’s Global Internet Phenomena Report for Fall 2011 analyzes user behavior on the Internet to identify trends, and the trend in several key areas is quickly moving away from traditional personal computers.

Real-time entertainment traffic dominates the Web now; and
 over half of it happens on devices other than a PC or laptop computer. This according to a new report by research company Sandvine. The report states that “by volume, 55% of Real-Time Entertainment traffic is destined for the television (either directly to a smart TV or via an intermediary like a game console or set-top device), a mobile device or tablet.” Those statistics, along with data from Mary Meeker’s Web 2.0 Summit presentation last week, emphasize just how far we’ve come in the post-PC 
Real-Time Entertainment is defined in the report as “applications and protocols that allow “on-demand” entertainment that is consumed (viewed or heard) as it arrives.” Examples given include Netflix, Hulu, YouTube, Spotify, Rdio, Pandora and Slingbox.
Looking first at overall traffic – which includes both computers and other devices – real-time entertainment accounts for 60% of peak downstream Internet traffic in North America. There’s been a steady increase in this figure over the past few years. It was 50% in Sandvine’s March 2011 report, 42% in 2010 and just under 30% in 2009.

 For the first time, more real-time home entertainment was delivered to devices like gaming consoles, smartphones and tablets in the United States than to PCs

Netflix alone accounts for 32.7% of total peak downstream traffic in Sandvine’s latest report, a relative increase of more than 10% since U.S. spring. YouTube accounts for 11.3% of peak traffic

October 9, 2011

The Making of the iTunes Ecosystem

During the October iPhone event Apple gave an update on the app and song download totals. This is a reliable gauge of the iTunes ecosystem performance and Apple has been supplying these numbers for several years.   By Plotting This numbers and data  gives us a good idea of the trend in mobile content consumption. 
(data Source:Asymco)

The total number of apps downloaded (excluding updates) overtook songs in June/July and continues on its trajectory. In fact, the rate of downloads for Apps is now over 1 billion / month. Given the data points above, I calculate it to be about 34 million per day. The corresponding rate for songs is 8.3 million per day.( source )

After paying the content owners, iTunes is left with about $75 million per month from apps and $85 million per month from songs. At a billion downloads a month (and rising) the value in terms of revenues is already a run rate of $2.9 billion per year. This has been enough to overtake a business that has been running for more than seven years. ( source  )

At $2.9bn/yr apps are challenging songs as the most valuable online medium