- Manage research, strategy and design projects for: online, mobile, video gaming,entertainment, health care, kids and technology arenas
- Competitive analysis, focus groups, surveys, usability testing, playability, ethnography and strategic planning
- Clients include: A&E Networks, Activision/Blizzard, Disney, Dunkin’ Donuts, EA, ESPN, Hasbro, Intel, Kaiser Permanente, LG, Microsoft, National Geographic, Nickelodeon, Nike, Nokia, Oracle, Rdio, Sony Computer Entertainment America, Tencent, Ubisoft, Warner Bros., Zynga
- Research conducted in North America, Europe, Asia, Australia and South America
- All 6 Best Practices
- Pre-Call Discovery Process
- One-on-One Call with Expert
- Session Summary Report
- Post-Session Engagement
- Consumers’ digital behaviors are changing with the increased penetration of mobile devices.
Two-thirds of Americans now have smartphones and one-quarter have mobile tablets. Whereas consumers used to interact with one device (such as a desktop computer) they’re now interacting with multiple devices at a time. Researchers are now speaking of “second screen behaviors” and other ways of categorizing consumers’ changing digital behaviors.
- Consumer purchase cycles are changing as technology becomes more ubiquitous and products/services are more rapidly developed.
In the past, consumers would purchase a television that would last for ten years. Now, the product life cycle for mobile phones is about 18 months. Consumers want new products not only faster, but also cheaper – without sacrificing the latest features and technology. Fast purchase cycles, combined with development cost pressure, is putting enormous burdens on digital product developers.
- Consumers’ awareness of new products comes increasingly from word of mouth and social and mobile channels.
The recommendation of a friend on a social media site is emerging as a greater influence on consumers than traditional advertising. Additionally, traditional word of mouth is having a greater impact on certain digital services, such as mobile games. Word of mouth is the channel through which 60 percent of users hear about mobile games.
- Consumers are become more discerning, as technology and media options proliferate.
Consumers in the digital space skew younger and this demographic has grown up in the digital age. They not only want but also expect a steady flow of faster, better and cheaper technology. The costs of many consumer electronics products have come down in recent years in response to savvy, discerning consumers.