Top Consumer Technologies in 2010? Think Digital, High-Def

Brian.oco 0 Tallied Votes 597 Views Share

Corporate marketers are paid to think five years ahead of the curve.

Like hockey great Wayne Gretzky, who once said that he didn't skate to to where the puck is, but "where it would be", today's marketers have to know where the consumer marketplace is going, not where it is right now.

Forrester Research is trying to help. I've talked with and interviewed Forrester analysist many times over the years. I believe that, of all the technology market resarch and industry analysis firms, Forrester is at the top of the list.

So when the company delivers a major report on the major consumer technology markets over the next five years, it's a good idea to sit up and take notice.

In the report, titled “The State Of Consumers And Technology: Benchmark 2007”, Forrester, says that devices that make up the digital home, such as digital video recorders, high-definition televisions (HDTVs), and home networks will be the consumer technologies that grow the fastest over the next five years.

The analysis covers five-year forecasts for 15 consumer technologies. Let's take a look at the highlights from the report.

1. Adoption of digital video recorders (DVRs), which were in only 21 million US households at the end of last year, will more than triple to be in more than 69 million households by 2012.

2. Home networks, in use by nearly 21 million households in 2006, will be in more than 58 million households by 2012.

3. Big price drops drove HDTVs into an additional 7.3 million households in the past year, and by the end of this year, more than 36 million households will have an HDTV, eventually growing to more than 69 million households in 2012.

4. Adoption of camera phones will continue its torrid pace, jumping from 41.6 million households at the end of 2006 to nearly 97 million households in 2012.

5. Despite the introduction of a new generation of video game consoles, growth in consoles will remain flat, inching up just 14 percent over the next five years.

6. Growth of MP3 players will slow as more consumers choose to access their music via mobile phones. The number of households with standalone MP3 devices will go from just over 40 million at the end of this year to 48.4 million in 2012.

What strikes me about the Forrester report is that virtually all of the technologies that the analysts are touting are technologies that already exist. HD TV's, camera phones, home networks -- they're already on the scene.

Where are tomorrow's Wii's, GPS systems, and iPhones? I'd be surprised if the technology industry doesn't produce something new and revolutionary that will be a top-seller in 2010.

That said, the Forrester Report does isoldate potential areas of growth for consumer technology companies. For that reason alone, such companies should check it out.

Dani AI

Generated

Good call, — the Forrester benchmark that you quoted was a sensible read of 2007 signals: affordable HD displays, set-top DVRs, and basic home networking were all primed to scale. That said, the single biggest surprise between 2007 and 2010 wasn’t a radically new gadget so much as platform and service shifts that changed how those gadgets were used.

Two technology shifts matter most in hindsight. First, mobile phones rapidly became full platforms for software and media once native app distribution arrived (Apple’s App Store is the clearest example). Second, on-demand delivery and time‑shifting moved off physical media and into networks — DVRs and streaming services both re-shaped viewing habits. These platform/service effects amplified modest hardware changes into much larger market shifts. Apple App Store press releaseLeichtman Research coverage of DVR/VOD trends.

Practical takeaways for product and marketing teams (actions that still apply years later): design for ecosystems, not standalone boxes; treat software, content and distribution as first‑class features; instrument everything and iterate quickly on usage signals; prioritize cross‑device UX and seamless sync; and choose business models that monetize recurring attention (subscriptions, in‑app purchases, bundled services). Small, fast experiments that validate a platform play beat long development cycles for single-purpose hardware.

Caution: forecasts that focus only on discrete hardware categories understate platform effects. The real breakout winners are usually combos of hardware + platform + service that create new habits — and those are best spotted by watching developer interest, distribution changes, and shifts in how people consume content (mobile + on‑demand). — test post acknowledged.

Dani 5,664 The Queen of DaniWeb Administrator Featured Poster

Test ... please ignore. Thanky.

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