Documente Academic
Documente Profesional
Documente Cultură
Rooms:
Analysis of User Preferences
and Market Trends
Melody Akhtari
Vincent Huang
Matt Salazar
June, 2010
6
User Demographics & Trends
9
Analysis 13
Research Methodology
14
Competitive Landscape
15
SWOT Analysis
17
Primary Research 21
Industry Professionals
22
Connected Living Room User Interviews
23
Quantitative User Survey Analysis
24
Findings & Implications 29
Hypothesis Inventory
2 UC Berkeley, Haas School of Business
30
Hypothesis & Implications
Executive Summary
Objectives:
Map both demand and supply side of the connected living room
landscape
Identify the user preferences of lead users and predict trends in the
mass market landscape
Primary & Secondary Research:
Mapping demand and supply-side:
Qualitative interviews of industry leaders throughout the value
chain: content producers, chip manufacturers, software, and
hardware providers
Identifying lead user preferences:
Qualitative interviews of connected living room users
Quantitative surveys of US lead users
Industry Highlights
User Demographics
User Trends
Antenna
Broadcast Network Roof, Rabbit Ears Component Device
ABC, CBS, Fox, NBC Content Aggregator DVD, Blu-Ray Player
Clickr.com, Boxee
Satellite
Indie Producer
DirecTV, DISH OTTB
ECord, Prom Queen, The Guild
Content Platform (Over The Top Box)
AppleTV, Roku, TiVO
Hulu, Justin.TV, Netflix, Vudu
UGC Consoles
Fred, Shay Carl Internet Provider PS3, Wii, Xbox 360
AT&T, Comcast, Verizon, CableVision, TimeWarner
Internet Broadcaster
PC
Koldcast TV
Traditional to Desktop, Laptop
Traditional
Tradition to New
New to Trad/New
Time
Stage : Emerging : Growth : Mature : Decline :
Strateg Innovate and Gain Market Incremental Harvest
y: Disrupt Share Innovation Profits
Source: Henry Chesbrough.
Open Innovation Business
Models
mand
nd u stry s
I
l l enge
e
Ch a
D
on sumer
e s in C
len g
Chal
50%
Generation
2006 2007 2008 2009
Millennials (14-26) 64% 71% 70% 74%
Generation X (27-43) 52% 66% 61% 71%
Research Methodology
Competitive Landscape
SWOT Analysis
Strengths Weaknesses
Disney)
High resolution picture quality
Opportunities Threats
Opportunities Threats
Ability to own users via Payment platform Prevalence of cloud based solutions could
Software embedded into connected CE devices undermine the utility of local hardware because of
Official Hulu-integration updates
Metrics to serve content owners and advertisers Potential to be shut out of highly valued Internet
iPad and mobile integration could drive delivered content (ex. Hulu)
software adoption Competition
Strengths Weaknesses
Opportunities Threats
Strengths Weaknesses
Opportunities Threats
Length : 1 0 Q u e stio n s
Time : Survey Ran from 4/22/10 to 5/6/10
Forums Surveyed :
AVSForum.com
CNET.com
TheGreenButton.com
Mac-Rumors.com
TivoCommunity.com
Boxee Forums
Results : 140 Valid Responses
4 8 % o f re sp o n d e n ts u se m o re th a n tw o so lu tio n s to
co n su m e d ig ita l co n te n t
Hypothesis Inventory
Hypothesis Testing & Implications
Market Trends & Implications
User Behavior
Content Discovery
Most users do not find the offer of short-form video compelling. In few occasions where
short-form is value-add, short-form video is not a strong selling point for connected
devices. users feel that if they’re going to watch something on their television, it might
as well be more significant than a short video.
Linkages to short-form content libraries, like YouTube, do not provide significant utility to
the user.
Power users will invest more resources (time and money) to perfect their set-up. Most
users believe that there is not a one-stop solution in the market; consequently, they will
invest time and money to customize their experience through multiple platform efforts.
Given the fragmented preferences, a one-stop solution remains elusive and serves as a
large barrier to mass-market adoption.
To consumers, movies are seen as timeless, while TV shows have a steeper half-life.
User profiles are complex as they carry over taste preferences from traditional media to
online content. However, availability of content complicates what they can consume.
Further research is recommended.
Implications:
Hypothesis: Users would rather build a digital library for their content
Results: It depends on the content
Users prefer to digital libraries for content that are either favorited or consumed multiple
times.
“We don't add any more drives to our media library. We keep all our kids' content because
they want to watch it over and over, but for our current shows/movies, we download-
watch-delete.”
"Yes there's a difference between streaming and downloading. Downloaded stuff is stuff I
look forward to seeing and I can't find anywhere (like making a run to blockbuster, it's
special). Streaming, to me, is more like flipping through channels; it's less choices but
it's instant gratification. Streaming is for content that I have a bit of interest in, but I
don't look forward to that content as much as I do to content that I have downloaded
onto my computer, which I've gone out of my way to get.
Implications:
We thought power users would want to own their shows and movies, but many people
mostly want to watch their content, and then move on. They’ll only want to keep or own
those shows/movies they highly value, their favorites.
Hypothesis: HD Quality (720p or better) will drive people to connected living rooms
Results: False
HD content (p=.358) does not significantly raise the likelihood someone will stream
content to their television.
"Yes, HD is very important to me. I would say I wouldn’t sacrifice quality for
variety, but I do it now since Netflix's on demand isn't as high quality as I would
like, so yes we sacrifice for the ease of instant playback. But I prefer quality,
which is why we rent Blu-ray discs as well."
"I like HD, but only care a 'medium' amount for it. For TV shows, what I have right
now is enough (480p and stereo surround on Hulu and PlayOn). But when I buy a
movie, it should only be on Blu-Ray unless it's super rare or super cheap. If I'm
buying something for my collection, it needs to be the best.”
Implications:
While consumers show a strong preference towards higher quality content, content
selection takes precedence. More succinctly, consumers are going to watch what
they want to watch even if its not available in HD picture quality.
Length and quality are not key drivers to whether users consume content via
connected living rooms.
Overall consumption is the single largest driver to whether users consume via
connected living room experiences.
Despite being in the Web 2.0 era where social discovery is becoming ubiquitous,
connected living room platforms should not be distracted with these type of
features that rank orders of magnitude lower than most desired feature.
Algorithms and machine learning are crucial skills platform owners will need going
forward. Recommendation engines should be used as tools to help users navigate
expansive content libraries.
It is intriguing that in the current era of social and peer discovery, recommendation
engines have a significantly higher preference ranking over other forms of
discovery. Further research in this area is advised.