Technology experts surveyed by the Pew Internet & American Life Project overwhelmingly agree that the killer applications and gadgets of 2020 can not be foreseen right now. About 80 percent of respondents said the killer apps of 2020 will "come out of the blue" and will not have been anticipated.
For all the scenaio planning, brainstorming and research firms conduct and pay for, that is a rather surprising opinion. Essentially, most technology observers and technologists say we have no way of predicting what will be hot in 2020. That will not stop firms from creating product roadmaps and investing where they think the opportunities are greatest.
Despite all that, we still are likely to be surprised in 2020. In 2000, nobody would have predicted the iPhone, or perhaps have bet that Apple would be a bigger company than Microsoft. The first is fact, the second "only" a directional trend. Microsoft today still is a bigger company than Apple, at least in terms of market value. But the charts suggest Apple will overtake Microsoft.
How many forecasters would have predicted that?
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Showing posts with label Pew Internet and American Life Project. Show all posts
Showing posts with label Pew Internet and American Life Project. Show all posts
Sunday, March 14, 2010
No Way to Predict Hot Apps, Gadgets of 2020, Experts Say
Gary Kim has been a digital infra analyst and journalist for more than 30 years, covering the business impact of technology, pre- and post-internet. He sees a similar evolution coming with AI. General-purpose technologies do not come along very often, but when they do, they change life, economies and industries.
Thursday, December 20, 2007
Teens: Social Media, Not Email
Some 93 percent of teens use the Internet, and more of them than ever are treating it as a venue for social interaction. Those of you around children and teens know that much of their social life is programmed and scheduled. To a greater extent than used to be the case, their lives are restricted for safety reasons. Social networking is a substitute for "hanging out" in the physical world with friends.
Despite the important of email for adults as a major mode of personal and professional communication, it is not a particularly important part of the teen communications pattern.
Only 14 percent of all teens report sending emails to their friends every day, making it the least popular form of daily social communication on the list researchers at the Pew Internet and American Life Project found.
Even among highly-connected teens who have access to multiple communication modes, just 22 percent say they send email to their friends daily.
The Pew Internet & American Life Project has found that 64 percent of online teens ages 12-17 have participated in one or more among a wide range of content-creating activities on the internet, up from 57 percent of online teens in a similar survey at the end of 2004.
About 39 percent of online teens share their own artistic creations online, such as artwork, photos, stories, or videos, up from 33 percent in 2004.
About 33 percent create or work on Web pages or blogs for others, including those for groups they belong to, friends, or school assignments, basically unchanged from 2004 at 32 percent.
Some 28 percent have created their own online journal or blog, up from 19 percent in 2004. About 27 percent maintain their own personal Web page, up from 22 percent in 2004.
About 26 percent remix content they find online into their own creations, up from 19 percent in 2004.
The percentage of those ages 12-17 who said “yes” to at least one of those five content-creation activities is 64 percent of online teens, or 59 percent of all teens.
It isn't rocket science to suggest that social networking is a fundamental trend, not a fad, as some seem to think.
Gary Kim has been a digital infra analyst and journalist for more than 30 years, covering the business impact of technology, pre- and post-internet. He sees a similar evolution coming with AI. General-purpose technologies do not come along very often, but when they do, they change life, economies and industries.
Saturday, December 8, 2007
Web, Internet, Unanticipated Consequences
As John B. Horrigan, Pew Internet & American Life Project associate research director points out, the way people use the Internet today was not necessarily the way policymakers were told people would use it more than a decade ago.
In 1993, thinking focused much more on applications related to education, health care and improving democratic discourse, for example, that would use two-way video.
Today, online interactivity means something different. It is commerce, transactions, content gathering and, unexpectedly for many, content production, or user-created or user-generated media.
Simply put, the way content, information, gossip and tastes get produced and distributed is changing. That sort of thing used to be highly centralized and expensive. These days, anybody can speak; anybody can publish; anybody can participate.
That implies a different sort of information economy in the future; a new way of getting messages out; a new set of influencers to work with.
Also, the emergence of user-generated content also shows another common artifact of transformational technology: it gets used in ways even its creators did not anticipate. We should now be preparing for something else that frequently occurs with technology transformations.
Change seems less significant than many would anticipate, in the early stages. But the changes are far more significant as the shift takes hold. We are about to hit that stage.
As one example, what do you think the primary purpose of an enterprise data network is today? What do you think the purpose will be in five years? How do enterprises create networks today? How do you think they will be created in five years?
Tom Austin over at the Gartner Group might surprise you with his answers. He argues that the primary purpose of an enterprise network in five years will be to support social networking (think Facebook). And where enterprises these days tend to create and operate their own data networks, in the future they will find themselves outsourcing a number of those functions, if not the entire basic architecture, to "compute in the cloud" suppliers.
The reason social networking turns out to be so important for enterprises is that it allows very-large organizations, or highly-distributed groups of people, to discover what skills and insights the other people have, in ways that have been impossible up to this point.
One researcher or consulting team might be working on a problem someplace, and not know that somebody else, someplace else, has insight that can help solve the problem at hand. Social networking will help organizations and people create those links. Today, much of that insight is simply trapped inside organizations because nobody can conveniently discover whether it exists and where it exists.
The move to a highly-distributed computing framework is driven by mobility. When most people are mobile or distributed, a highly-decentralized computing architecture, assuming only the existence of Web browsers and broadband access, is highly useful and efficient.
Labels:
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Pew Internet and American Life Project,
user generated content
Gary Kim has been a digital infra analyst and journalist for more than 30 years, covering the business impact of technology, pre- and post-internet. He sees a similar evolution coming with AI. General-purpose technologies do not come along very often, but when they do, they change life, economies and industries.
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