Digital Lifestyle Market - An Interview
with Kathleen Maher
In
this comprehensive Q&A with Kathleen Maher of Jon
Peddie Research, we put the spotlight on the subject
of the Digital Lifestyle Market. Kathleen will share
her views in the Digital Lifestyle Technology Tracks
at VTF2004 Taipei and Beijing. Be sure not to miss Kathleen's
presentations!
Kathleen Maher Q&A
Q1: Unlike the PC market, the digital lifestyle
market is very fragmented and difficult to define in terms
of device categories. How would you define the market
and what do you think are the most important product categories
that Taiwan manufacturers should focus on?
Kathleen: It is probably easiest to define the digital
lifestyle market in terms of the users and what they want
to do rather than from the aspect of the device itself.
After all, it has been very easy to come up with great
ideas and wonderful devices because the technology is
so flexible but that doesn't mean people will actually
use these things. The set-top box market has been a wonderful
educator in this regard. Many devices have been offered
and they have varied capabilities but many have also been
impractical and overpriced. The industry learned that
families watching TV have little interest in stopping
and checking their email or playing a game. There is still
plenty of opportunity around the TV as a digital hub,
but it's important to think about the people living with
the device and how they use it.
In the same way, I think it's important for manufacturers
to look at the lifestyles of the people they are building
devices for. For example, women are taking to the digital
lifestyle with considerably more enthusiasm than they
showed for 3D applications, gaming, or even computers.
Women are often the social planners, organizers, communicators
for groups and they are the family historians. Thus, they
are users of digital cameras, video, they can record cartoons
for kids on the road, and they have to communicate with
family members wherever they are. All this said, it's
absolutely critical to women that devices work with very
little tinkering or setup. The whole point of these devices
to women is that they enhance women's tasks and they make
it fun. Also, devices should solve well defined problems.
Male users on the other hand enjoy putting together great
systems and they like gadgets and devices for the fun
of using them. When it comes to gadgets men often enjoy
the journey as well as the destination. They tend to play
games more than women do. They are more willing to sacrifice
some ease of use (with the emphasis on some, no one wants
a device that's hard to use) for the latest technology.
For example, fairly affluent, reasonably technically adept
male users will gravitate toward sophisticated home entertainment
systems. They will build the system themselves or they
will hire someone to come in and build it.
In addition, these users like portable devices including
music players, media players, PC notebooks, etc. Elegance
of design is just as important as price.
Families are showing interest in media devices for the
home. The Media has attracted a lot of attention from
families who are just getting behind the idea of Personal
Video Recording. It's taken a while, though and that's
an important aspect of the digital lifestyle to remember
-- it really is a lifestyle change and so it takes a while.
This is especially true for networked media devices --
a market that makes more and more sense as the house fills
up with devices that can store and play media. But here,
however, ease of use is of critical importance and so
people building products for this market need to keep
in mind that it is still several years off in terms of
the technology. The wireless protocols needed for sharing
multimedia are several years away from mainstream use.
I use these three examples to encourage manufacturers
to think about their users and the problems their products
are designed to solve. Just as important is answering
the question, is it easy to use? Is it affordable? As
the iPod has dramatically demonstrated that sometimes
a very well designed single use device can be astoundingly
popular because it meets the needs of its user so well.
Q2: What do you think are the key drivers behind
the emergence of the digital lifestyle market?
Kathleen: This is probably the more difficult question
since the term digital lifestyle means so many things.
I really think of the digital camera as one of the key
drivers of the digital lifestyle because it educated do
many people as to what "digital" really means.
It means taking something that seems hard, plastic, analog
-- a picture, a CD, a TV, a radio, etc. -- and converting
it to bits and bytes that can be easily transferred via
wires or airwaves. I think the digital camera made that
metaphor clear for people and once they got it, they began
thinking about what they could do with digital media.
Today there is a wealth of important drivers for the digital
lifestyle. Perhaps the most important driver is the channel.
For example the Internet give users a practical outlet
for their media. Pictures can be emailed, web pages can
be built with images and music, and music and video can
be downloaded and uploaded. In the same way, optical media,
CDs and DVDs give users a way to store, protect, and share
content. Users are more inclined to go through a lot of
work creating slide shows, web pages, videos, etc. when
there is an easy way to store and share that work. Also,
people want to be able to save the content they download
using their computer or PVR and so optical media paired
with hard drives has emerged as an interesting feature
for digital devices. Finally, it seems clear that practical
DRM approaches which reassure content holders is helping
to move the industry in productive directions because
content providers can see a revenue stream and, in addition
to making good content more available will even help develop
the industry with advertising and promotion. We have seen
this trend play itself out twice now with DVD and digital
music. We believe we will see the same thing happen in
TV with HDTV and from the movie studios with DIVx/MPEG4-AVC/WM9.
Sadly, the studios have shown no inclination to learn
from experience and move straight to the building phase
instead of going through resistance and denial first.
Q3: What are the key challenges that the PC industry
faces in entering and building the digital lifestyle market?
Kathleen: The PC industry has had its own steep learning
curves. It has taken a while for the PC industry to be
able to produce an entertainment PC that is easy to use,
has instant on, has true plug-and-play, and provides only
the functionality users want. This is a critical year
for the PC industry has so many initiatives are coming
to fruition. For example, the DHWG (Digital Home Working
Group) will soon have a set of guidelines for users, UPnP
will be a reality, wired solutions like HomePNA and HomePlug
will come to market, and more users will have USB 2.0
and 802.11g. And, just listing all these approaches makes
the obvious point that there are no solutions, there are
combinations of solutions and that's confusing for vendors
and consumers alike.
Q4: What role do you think that Taiwan motherboard,
notebook, and PC manufacturers will play in the digital
lifestyle market? Will they repeat the success they have
had in the PC market?
Kathleen: Taiwan's motherboard, notebook and PC manufacturers
have some challenges to overcome -- not the least of which
is their creativity and ingenuity. The market is going
to shake itself out and in the process there will be a
lot of devices that are presented to the market and that
will fail. Taiwan's manufacturers will build a lot of
these devices. The trick will be to try and eliminate
as much of the error as possible and go straight to the
winners.
The great thing about Taiwan's manufacturers is that
they are absolutely fearless and for that reason they
could well be the ones who introduce the breakthrough
devices.
Instead of being the builders of other people's designs
as is often the case in the Taiwan's motherboard, notebook,
and PC business, Taiwanese companies are building their
own designs and going to the market with their own brands.
It is possible Taiwan's manufacturers can leapfrog their
success in the traditional PC markets and create their
own digital lifestyle markets.
|