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Displaying results 1-25 of 79 results
For Customer Experience Professionals
by Ron Rogowski, October 26, 2009
As consumers increasingly look to connect with companies online, lackluster Web experiences will damage many brands. But better functional design won't solve the problem. Instead, Forrester recommends that companies master the three principles of a new . . .
For Consumer Market Research Professionals
by Ina Mitskaviets, Corina Matiesanu, October 19, 2009
This highlight deck summarizes the key findings related to devices and mobile usage from Forrester's North American Technographics Youth Online Survey, Q2 2009 (US). This is the second survey highlight in a series from the North American Technographics . . .
For Consumer Product Strategy Professionals
by Ian Fogg, October 6, 2009
Due to the speed of product launches and updates in the Internet era, companies no longer have the luxury of reflecting on product and service convenience at a time of their choosing. They must think continually about what benefits every product in their . . .
For Consumer Market Research Professionals
by Olesia Klevchuk, September 21, 2009
This highlight deck summarizes the key findings related to device ownership from Forrester's European Technographics Benchmark Survey, Q2 2009. This is the second survey highlight in a series from the European Technographics Benchmark Survey, Q2 2009.
For Consumer Product Strategy Professionals
by Paul Jackson, Abe Garon, July 9, 2009
Consumer behaviors are becoming increasingly mobile, and many are almost continuously connected to the Internet. Along with the move toward downloadable content, this trend will allow the PC to play an increasingly important role in the video gaming market. . . .
For Consumer Product Strategy Professionals
by Nathan Safran, July 2, 2009
Consumer electronics (CE) design has long followed an upward technology curve as firms respond to consumer expectations for "more" — more features, more horsepower, more of everything. While consumers still expect their devices to become faster and more . . .
For Consumer Market Research Professionals
by Corina Matiesanu, June 16, 2009
This report explores trends in the ownership of various household consumer electronics devices, as well as personal computers, software, and hardware. It also segments and profiles US online households by different levels of comfort with home technologies . . .
For Consumer Product Strategy Professionals
by James L. McQuivey, Ph.D., June 8, 2009
Online video has finally come to the living room. Forrester estimates that nearly 9 million homes in the US watch at least some online video on a TV set in a typical month. Why they do so is obvious: They get more control over when they watch their favorite . . .
For Consumer Product Strategy Professionals
by Paul Jackson, June 5, 2009
Microsoft's announcement of Project Natal this week at its Xbox media event, prior to the start of E3, demonstrates the early efforts that the Redmond giant is making to significantly broaden the appeal of its Xbox platform. Combining full-body motion . . .
For Consumer Product Strategy Professionals
by Ian Fogg, May 15, 2009
Apple's and Google's arrival in the mobile market is causing knock-on effects throughout the market and is opening up opportunities. All mobile handsets are becoming smarter and Internet-capable. Yesterday's smart high-end phone is today's midrange phone . . .
For Consumer Product Strategy Professionals
by Paul Jackson, April 10, 2009
We are entering a period of near-unprecedented change in the consumer product space — available technology, global markets, and new levels of consumer engagement are clashing head-on with recessionary spending pressures, new competitors, and a raft of . . .
For Consumer Product Strategy Professionals
by Charles S. Golvin, March 10, 2009
Home networks are the foundation of the digital home but are still primarily utilitarian — most networks are erected to share a broadband pipe among multiple PCs, and it's primarily PCs that are connected to them. Yet as consumers accumulate more and . . .
For Consumer Product Strategy Professionals
by Nick Thomas, March 6, 2009
For many traditional media companies, the outlook is gloomy. While sales of physical goods such as CDs and DVDs continue to decline, sales of online content show little sign of replacing lost revenues. When free online content is ubiquitous and 40% of . . .
For Consumer Product Strategy Professionals
by Julie A. Ask, February 25, 2009
Nintendo has dominated the mobile console market since the introduction of the original Game Boy, but the rise of powerful new devices like the Sony PSP and Apple's iPhone means the mobile console market is more competitive than ever before. This competition . . .
For Consumer Product Strategy Professionals
by Nathan Safran, February 18, 2009
Despite the economic downturn, the vast majority of US online consumers in the market for consumer electronics (CE) devices will choose to delay their purchase or select a cheaper product rather than decide against the purchase. Laptops, HDTVs, and digital . . .
For Consumer Product Strategy Professionals
by Laurence Meyer, February 18, 2009
Until December 2008, Microsoft's Xbox360 and the Apple TV were the only way for Europeans to benefit from over-the-top (OTT) video-on-demand (VOD) services delivered to the TV set. In the short and medium term, standalone OTT VOD offers will become increasingly . . .
For Consumer Market Research Professionals
by Jacqueline Anderson, January 23, 2009
This highlight deck summarizes the key findings from Forrester's North American Technographics PC and Gaming Online Survey, Q4 2008.
For Consumer Product Strategy Professionals
by Julie A. Ask, January 20, 2009
Product cycles for games consoles are much longer than the time between generational launches might suggest. The bulk of US regular gamers are late adopters: 16% purchased seventh-generation systems shortly after release; 45% purchased them late; and . . .
For Consumer Product Strategy Professionals
by Julie A. Ask, December 4, 2008
In this report, JupiterResearch provides a refined taxonomy for the consumption matrix as a method for segmenting US gamers into discrete groups. This scheme helps narrow the focus on the gamers who matter most to suppliers and provides detail on how . . .
For Consumer Product Strategy Professionals
by Julie A. Ask, November 12, 2008
The home console market is a turbulent environment for suppliers. The market goes through regular and significant product cycles in which incumbents and competitive positions are regularly upset. This report presents the implications of JupiterResearch's . . .
For Consumer Product Strategy Professionals
by Julie A. Ask, October 16, 2008
Prices are an important purchase consideration for consumers planning to buy new home console systems and software. These decisions can affect system share and the cost of customer acquisition dramatically.
For Consumer Product Strategy Professionals
by Mark Mulligan, September 30, 2008
Sony reported that PlayStation Portable (PSP) sales exceeded those of PlayStation 2 and 3 combined in the second quarter of 2008, with global sales of more than 3.7 million.
For Consumer Market Research Professionals
by Charles S. Golvin, July 25, 2008
A wide variety of digital technologies pervade the lives of US consumers today. More than half of US households now have broadband, 81% have a PC, and half of those have more than one PC. Among household devices and services — those shared among household . . .
For Consumer Market Research Professionals
by Paul Jackson, July 21, 2008
For many years, gaming has been more than just a youth pursuit; PC gaming in particular has shown a capacity to engage and entertain all age groups, even if revenues don't necessarily follow this interest. However, Gen Y consumers show by far the greatest . . .
For Consumer Market Research Professionals
by Charles S. Golvin, July 21, 2008
Irrespective of whether it's devices like HDTVs that are shared by multiple household members or gadgets like mobile phones that are highly personal, you're most likely to find them in the homes and hands of Gen Xers. Gen Yers tend to favor personal devices . . .
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