Showing posts with label user behavior. Show all posts
Showing posts with label user behavior. Show all posts

Friday, February 12, 2010

iPhones Drive Sausage Sales

Sales of snack sausages are up 40 percent in South Korea thanks to the iPhone, says Silicon Alley Insider.  In the cold of winter, South Koreans are using the sausages as styluses instead of taking off their gloves.

That's one issue lots of iPhone users likely have encountered this winter. Kind of reminds you of the old Palm devices, doesn't it?

Thursday, February 4, 2010

What Does Text Message Actually Cost a Heavy Teen User?

The frivolous answer to the question "what does text messaging cost a teenager" is "nothing," because a parent is paying. Perhaps a better way to phrase the question is "what does text messaging cost the parental unit paying for the service?"

Nielsen might have an answer. The research firm analyzes more than 40,000 mobile bills every month to determine what consumers actually are spending. The results suggest "staggering" levels of usage.

American teenagers are consuming 3,146 messages a month, which translates into more than 10 messages every hour of the month that they are not sleeping or in school.

Even the under-12 users aer sending 1,146 messages per month, which is almost four text messages per waking hour that they are not at school.

One thought you already should be having is that there is no way usage at that level is occurring on an "a la carte" basis. And you are right. Only a very small percentage of people who text message are doing so on a pay-as-you-go basis, which typically means a 20-cent per message rate.

Most users have buckets of usage. Because of that, most users are paying about one cent for each message.

From the first quarter of 2008 to the third quarter 2009, the effective price of a text message has decreased by 47 percent, in large part because so many users now are on unlimited or heavy texting plans.

Wednesday, January 2, 2008

Do People Want Dual Mode, Convergence?


Dean Bubley has a nice list of things that will happen in the wireless market this year. Several caught my eye, one of them being that in our rush for all things "converged," we might be missing something, and taht is that people might be better at managing multiple devices, numbers and identities than we usually give them credit for.

Bubley argues that suppliers and service providers have a hard time creating the "one device that does everything" because, in fact, "people are happy with complexity."

"People like multiplicity," Bubley argues. "They want multiple service providers."

Some people certainly seem not to mind complexity, multiple bills or providers. Others probably prefer to buy in a sort of "best of breed" mode, despite some incremental friction.

I suspect that although lots of people say they like triple play services because it is more convenient using one provider instead of three, the adoption driver really is the discount.

The issue here probably is that many attempts to converge functions, identities and so forth involve some compromises, some effort and some limitations. People might be willing to put up with some amount of complexity or effort to get more choice.

But not much. According to the Reuters news service, half of all malfunctioning products returned to stores by consumers are in full working order, but customers can’t figure out how to operate the devices.

Product complaints and returns are often caused by poor design, but companies frequently dismiss them as “nuisance calls,” Elke den Ouden found in her thesis at the Technical University of Eindhoven in the south of the Netherlands.

The average consumer in the United States will struggle for 20 minutes to get a device working, before giving up, the study found.

Saturday, July 28, 2007

Voice Continues Wireless Shift

Wireless access "lines" not only outnumber wired lines by a three to one margin, wireless accounts now blow away wired lines in terms of growth, say researchers at the Organization for Economic Cooperation and Development. Which explains the attention now paid to seamless experiences in either the voice or Web realms. If so many people are going to spend so much time in mobile settings, then the things they might do on a PC or desktop phone have to be available on their mobile devices. Ideally, the context a user expects in a stationary or tethered experience also would be replicated in the mobile context as well. Price, while always a factor in a buying decision, is a matter of "hygiene."

If the price is wrong, no sale occurs. But price is not something that can make a user happy. Think of price as something that instead prevents a user from being "unhappy."

But even the right price makes a user "happy." The things that make users happy are on a different plane, entirely. Coolness, features, form factor, user interface and lots of other things people find they can do with a service and device are the essential parameters for driving "happiness." And the attempt to find "happiness" is what drives the purchase.

If you want people to buy something you make, you have to remember that "happiness" and "hygiene" are not on the same continuum. There are two different scales, and you have to be on the right side of each scale.

"Tokens" are the New "FLOPS," "MIPS" or "Gbps"

Modern computing has some virtually-universal reference metrics. For Gemini 1.5 and other large language models, tokens are a basic measure...