Consumer behaviour driving technology solutions Anssi Vanjoki - - PowerPoint PPT Presentation

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Consumer behaviour driving technology solutions Anssi Vanjoki - - PowerPoint PPT Presentation

Consumer behaviour driving technology solutions Anssi Vanjoki Executive Vice President Nokia Telecommunications Forum TKK/HUT Espoo 07.10.2003 The world will be e-enabled and mobilized Everything, that can be digitized will be


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Consumer behaviour driving technology solutions

Anssi Vanjoki Executive Vice President Nokia Telecommunications Forum TKK/HUT Espoo 07.10.2003

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The world will be e-enabled and mobilized

  • Everything, that can be digitized will be

digitized

  • The most advanced and most

conservative industries meeting each

  • ther
  • New reality not understood by everybody
  • Digitalisation, convergence, globalization,

individualization, socialization, virtualization

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What’s going on out there?

  • Technology jargon decoded
  • Traditional media has a major distribution

problem

  • Being fixed in time and place, it does

not touch everyday lives

  • Mobility will fix the problem, but

requires scalability

  • Mediaterminals
  • Instead of the media becoming mobile,

people begin to use mobile services through the internet, which is always

  • n, but how about user experience?
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We aim at being the leader in mobility

Vision Mission Strategic Intent Connecting people Become the mobility leader of the Converging Digital Industry Life goes mobile!

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Mobility in 2010

Games Presence Mode Imaging Enterprise See What I See OTA music Information services Rich mobile games Mobile multiplaying Mobile business process services Solid state Camcorder Primary Media Music Visual Radio and TV broadcast Instant email Advertainment

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In media consumption, television and radio are the kings – and mobile is not yet even recognized as one

10

Source: Mediacom 2002, OMD Research 2001, Suomen Gallup 2002 Television 4.5h Radio 2.7h Print 0.6h Internet 0.6h

8 6 4 2 USA Singapore Finland Media consumption, hours per day 8.5 hours

Television 5.0h Radio 2.0h Print 1.1h Internet 1.3h

9.4 hours

Television 3.8h Radio 3.4h Print 1.9h Internet 0.4h

9.4 hours

Television 3.2h Radio 3.0h Print 1.9h Internet 0.4h

8.5 hours Finland, business users

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Wider Media Definitions – New Media

Me Micro Mezo Macro Narrowcast Broadcast Word of Mouth Mail Phone Fireside Newspapers Radio TV Cinema, magazines, Books Internet Mobiles e.mail SMS CD/MP3 Digital Camera Forum/BBS Personal Websites New ‘Media’

New Media, Internet and Mobile Phones has blurred traditional lines between ‘Broadcast’ and ‘Narrowcast’, allowing more experiences, interchange and control.

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TWO TYPES OF ‘FUN’

  • Consumers make a distinction between two types
  • f 'Fun‘ in relation to entertainment. Fun I is active,

stimulating and exciting, to escape from boredom. Fun II is more passive, relaxing and calming to escape from stress. People use Media and Entertainment alternately to create these moods. Younger identify more with Fun I and Older with Fun II.

+ve

H E D O N I C T O N E

  • ve

HIGH ARROUSAL LOW ARROUSAL 'Telic State' 'Paratelic State'

Pleasant Unpleasant

e.g. Stressed e.g. Bored

Maintenance

e.g. Stimulated Excited e.g. Relaxed Calm Source: ‘Reversal Theory’, Michael Apter

FUN I FUN II

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  • Interactive Multiplayer Games
  • Online Services
  • Online add-ons
  • Anywhere & anytime
  • Unleashing Innovation

Nokia N-Gage takes gaming to the next level…

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True mobile service usage

Intuitive services based on core applications drive the mobile platform adoption

Good core applications Sales of devices More services by developers More end user delight More sales More services More end user delight End user delight Devices in volumes Attractive services

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Rich user experience drives content size explosion

Better technical quality, larger content entities (e.g. longer video clips), and totally new content types will lead into content size explosion.

Typical content s izes

500 1000 1500 2000 2500 2001 2006 2011

kB

Video clip MMS Email Web page xHTML page

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BT RFID WLAN WCDMA

Multiradio unites several worlds to a mobile terminal

Cellular world:

p2p communications elementary data services

Internet world:

email, www & content downloading

Broadcasting world:

mass media TV

Proximity world:

local services personal area cdma2000 DVB-T "personal, trustworthy, seamless global roaming" "richest available content, browsing just for the fun of it" “CNN news, Sugar Bowl

  • n the road"

"local info, local commerce, cable replacement"

  • Multiradio: cellular + any complementing radios
  • "One radio fits all" (3G cellular) will not happen because of maximum e2e

performance needs, maximum data rate needs, and pricing

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TRADITIONAL VS NEW MEDIA

FUTURE PRESENT PAST Rational

Limited Choice TV, radio, movies Newspapers & magazines

Emotional

More ‘face’/Word-of-mouth Slower pace/simple “Black & White” More sharing of media “People would gather together to look at photos” Less “informed” More planning (less spontaneous) Less taken for granted ‘Fireside’ values

Rational

Wide choice Long-range/Global Instant access Internet, email Cell phones

Emotional

More mobile/spontaneous Faster, need to keep up More ‘colour’ Greater choice But Complex – overload Isolated Less personal contact Dependent Rely on TV/mobile “too much”

Rational

More, Faster, Better Merging of Mobiles & PC Multi-media combinations ‘All in one’ devices

Emotional

‘The virtual world is the real world’ Technology takes over Human hybrids Humans become lazy Loss of Privacy ‘Big Brother’

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Complementary Consumer Acce PC

Traditional access Powerful display

Content/Applications

Making the Mobile World

Media Content

Video Voice Telephony

Digital TV

In the living room TV content synergy

Home Mobility Device

Around the home Powerful display

3G

GSM

DSL

Wireless LAN Bluetooth

IP and XML

GPRS PSTN

DSL

Cable DTT DTH Core Access

Newspapers Hi-fi Music E-mail Games Radio Television Magazines Compelling Entertainment

Always with you Immediate Location sensitive

Mobile

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Utilises PC and fixed-line Internet for complementary purposes Performs multiple tasks as a life management and enrichment tool

Ubicom

Mobile device trends

Interacts with multiple devices creating added value Takes the role as the preferred centerpiece for personal content

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Evolution of wireless products and services

Mediaterminals:

  • Seamless link to the

Internet

  • Word processing
  • Network diary
  • Moving images
  • Information service
  • E-commerce
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New Categories Driving the Market Change

Imaging Phone Imaging & Messaging & Browsing Media Phone Full browsing & Access to Media Communicator Full browsing & Corporate Data Entertainment Games & Music & Messaging

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  • Memory functions and indispensable personal details increasingly

transferred to Mobiles and PC (especially Phonebook/Contacts/Saved SMS messages/Precious links).

  • Devices are sources of contact information for maintaining relationships.
  • Hence loss of mobile device (or SIM) “real disaster” and source of anxiety.

Consumers Current and emerging devices

EVOLVING RELATIONSHIPS

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Context value of knowledge and information Personal Personal Relevance Relevance Time Time Location Location

I I need it need it here and now. here and now.

"Wonder where the share price is going?" "Wonder how my team played last night?" "Wonder where can I get local currency?" "Wonder when will the next bus arrive?" "Wonder where is the nearest McDonalds?"

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Consumer acceptance requirements of services

  • Convenient
  • Ubiquitous
  • Rechable
  • Secure
  • Customized
  • Localized
  • Spontaneous
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Creating critical mass

Creating a Foundation for Explosive Growth

Terminal growth vs. Infrastructure growth Market penetration Time

Casual perceptio n

  • f market

Improving functionality & Value proposition Fast take

  • ff phase

Mass market readiness

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The Vision

Wireless Phone Becomes a Major Media Channel

Time and Location based services

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Multimedia publications

The Vision

Wireless Phone Becomes a Major Media Channel

Location based services

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Multimedia publications

The Vision

Wireless Phone Becomes a Major Media Channel

Advertising Location based services

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Multimedia publications

The Vision

Wireless Phone Becomes a Major Media Channel

Advertising Location based services Life management

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Mediaterminal will evolve to Personal Trusted Device

  • Mobile life enrichment device
  • Social competence requirement
  • Impulsive usage
  • The ultimate net-effect generator opening

a new era of marketing efficiency

  • From passive audio device to mobile

media consumption and common denominator of all media environments

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Media goes mobile

  • Mediaterminal - THE media
  • Adding to the top of the media

food-chain

  • Constant interactive relationship
  • Traditional medias becoming

complementary to the new mobile relationship media

TV Direct Radio Print Outdoor Mobile Media

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