Category Archives: Mobile technology

CeBIT 2017 Points the Way to VR and Smart Device Growth

With 200,000 participants flocking to Hanover this year, the week-long CeBIT show can be an intimidating prospect. Over 3,000 exhibitors set up shop at the world’s biggest technology expo. And while this is not a show for big name product launches, it still provides a very useful snapshot of what’s hot in the tech industry from one year to the next.

This year, as we predicted, there was plenty of buzz around smart devices, the Internet of Things and Virtual Reality (VR)/ Augmented Reality (AR). These, after all, will be the technologies that in years to come delight consumers and power the next generation of European businesses.

VR/AR catches the eye
CeBIT 2017 had a bigger focus on VR/AR than ever before, highlighting the growing maturity of this burgeoning technology. If you were in any doubt of the scale of interest in this space, half of Hall 17 – one of the show’s aircraft hangar-sized expo spaces – was devoted entirely to firms exhibiting VR-related tech. As we predicted at the end of 2016, gaming will continue to drive forward interest in VR on the consumer side. But, as evidenced by its exposure at the business-centric CeBIT show, more and more companies are exploring corporate applications.

Examples included the “Virtofy” VR presentation system, which offers companies an opportunity to demo products and showcase projects to prospective clients/customers. Another interesting use case developed by engineers at the Zwickau University of Applied Sciences incorporates integrated data goggles into the helmets worn by steel workers – designed to flash up safety warnings and the like.

In Hall 2 Intel, in cooperation with Microsoft, presented the dataflow the companies expect in the near future. Based on the BMW i8, Intel presented with the Microsoft AR Hololens how cameras and sensors scan the environment of a future car in order to drive autonomously. Intel predicts that approximately 4000 GB of data will be tracked, processed and uploaded from cars in the future, which creates brand new business scenarios in this market.

IoT everywhere
As we mentioned in December, the Smart Home market is really heating up, with Apple, Google, Amazon, Samsung and Microsoft set to battle it out for hearts and minds in 2017 and beyond. True to form, the Internet of Things formed a major part of CeBIT 2017, with over 270 exhibitors from 29 countries participating. The IoT also had its own spin-off summit at the conference – a first for the organisers and again illustrative of the growing interest in smart products.

The IoT, of course, extends far beyond the smart home. In fact, attendees were treated to demos of everything from smart shirts and dog collars from Telefonica Deutschland, to Toshiba’s industrial applications for the energy sector.

Drones are taking off
The smart device revolution also increasingly extends up into the sky. As evidenced by the buzz at CeBIT, drones are fast carving out an IoT niche of their own. A large outdoor area sponsored by Intel drew many of the crowds, with much attention drawn to the bright orange H520 hexacopter from Chinese firm Yuneec. When combined with an on-board camera and Intel RealSense tech, it’s able to detect movements and distances like the human eye – enabling it to avoid obstacles in flight.

The Drone Park even drew the interest of German Chancellor Angela Merkel and Japanese Prime Minister Shinzo Abe.

by AD

 

 

 

Leave a comment

Filed under Connectivity, gaming, Home automation, IoT, Mobile technology, Retail, Smart Home, Smart Technology, virtual reality, Wearables

How PC Gaming Is Driving AI, Cars, and the UK Treasury’s Technology Policy

At CES 2017 back in January, Jen-Hsun Huang, CEO of Nvidia announced that “GPU-powered deep learning is driving the ability for computers to perceive the world… But one day, AI researchers met the GPU and the big bang of AI occurred.” Up until more recently, when most ICT analysts thought of Nvidia, the first thing to come to mind would have been gaming, and for a good reason. The core of Nvidia’s business is still PC Gaming where they continue to dominate the GFX hardware market. Jen-Hsun went on to explain that the “GPU had the benefit of being fuelled by the largest entertainment industry in the world, video games.” Indeed, PC gaming is one of the most processing-intensive activities a PC can be asked to perform, and that industry has gone from strength to strength over the past few years. Jen-Hsun was right to tout the success of PC gaming: CONTEXT’s data shows that sales of high-end VR-ready PCs shot up 1057% in terms of revenue y/y for the top 6 EU economies in Q4 2016, and figures from the Entertainment Retailers Association put gaming as contributing more to the UK economy in 2016 than either music or video sales at £2.96bn.

Several thousand miles away from Sin City, the importance of AI and driverless cars was being carefully noted by strategists and civil servants in Whitehall, culminating in the most recent budget announcement. The British government has promised £270m in funding for disruptive technologies such as driverless cars, AI, and robotics. Given the current hard-Brexit policies being pursued by Teresa May’s administration they are wise to support such green shoots; CONTEXT’s figures for professional GPUs back both this decision and Jen-Hsun’s assertion. Screen Shot 2017-03-16 at 13.21.25Sales of professional GPUs in the UK reversed a previous decline in Q3 2016, with Nvidia’s own Quadro series of GFX cards enjoying +25% y/y growth in revenue. More and more GPUs are being purchased to power deep learning and AI for large datacentres, rather than in their more traditional roles for 3D modelling and computer aided design.

It’s not uncommon for devices to be developed with one purpose in mind then being very successfully appropriated for another. Even Atari’s failed Jaguar gaming console ended up being cannibalised and used in dental equipment. The GPU is also the critical lynchpin of another emerging technology: Virtual Reality. In one profound statement, Jen-Hsun declared that “…all gaming was Virtual Reality,” and in many cases this rings true where a player inhabits a virtual world. It might not seem immediately obvious, but components built for PC gaming now power both AI and VR. As a result Nvidia’s share price has soared in recent months, finishing 2016 +224% up from the previous year, and promising to continue to rise as their partnerships and new ventures bear fruit, with professional visualization growing +11%, datacentre at +144% and automotive up +52% for Q4 2016.

This success eventually caused Nvidia’s shares to drop in February when the Q4 results were released as investors weighed up the risks of long-term returns (as driverless cars are still many years away from being commonplace), versus selling stock at an apex. To some extent, the UK government is taking a gamble on driverless cars becoming the norm, and this might reflect the modest £270 sum compared with much higher investment promised by other governments. Academic commentators have also welcomed this news due to the environmental benefits promised by AI-driven vehicles. The immediate future of AI and its importance to the UK economy is very encouraging, but much like Brexit, the longer-term outlook is beyond the most complex algorithm to accurately portend.

by JW

 

Leave a comment

Filed under Big data, Connectivity, gaming, IoT, Mobile technology, Smart Technology

Why isn’t IT market intelligence obsessed with optimising the multibillion-dollar mature industries?

I’ll level with you, I‘m confused.

When I look at recent premier IT events such as Mobile World Congress (MWC) in Barcelona and CES in Las Vegas, I see an industry that is almost entirely focused on the future. Obviously, technology players want to accelerate innovation – the event programme at this year’s MWC for example includes a session called the “4th Industrial Revolution”.

But what about optimising the performance of the mature €650 billion[1] European IT market? Compare the MWC and CES programmes with the Consumer Goods Forum, the premier gathering of the food and drink sector, at €1,048 billion[2] making it the largest manufacturing industry in Europe, and you’ll see a programme in which innovation is there, but sitting alongside good stewardship of their well-established sectors.

In a mature industry, performance parameters are well known, top line growth is small, big players that can’t keep up get acquired by nimbler competitors, and optimisation is key. As well as innovating in emerging technologies, the IT industry should be innovating in its core businesses to optimise performance in the mature sectors. One example – in an area I know well – is how companies see the role of sales tracking in the new world of established technologies, grown up now after 30 years. The over-complication of market intelligence (MI) offerings here is causing a raft of issues, and users of this data should be demanding better. To paraphrase a few people, I’ve heard:

“We are drowning in data, we just don’t know what to do with it …”

“We spend so much time compiling different sources that the real analytics come as a second thought”, and

“We don’t fully understand what each dataset actually represents, or how to act on it.”

In the IT sectors, this sentiment isn’t exclusive to vendors – it is shared in their channel by distribution and reseller partners –it being generally accepted that MI data is sub-par as delivered today.

This problem has been around for quite some time. In a previous role at one of the largest and oldest technology firms in the world, I worked with one of the most sophisticated MI solutions I’ve ever seen. “Well done them”, you might think. In reality, it wasn’t without strife. It took the company over three years to design and implement that solution and, to this day, it still requires many people across the globe to combine multiple data sources into ‘one version of the truth’. The company implemented this solution at the tail end of what was generally considered the ‘maturation’ of the PC industry. Any other company thinking of undertaking a similar task today in the printing, display, PC, or other flat or declining mature industry, would need to be resource-rich and highly committed to the cause.

Whilst it is imperative to stay abreast of shifts in consumer and business trends, managing the at-risk 1% of a multi-billion-dollar established industry is as important, if not more so in some cases, as getting established in multi-million-dollar upcoming categories. Indeed, the frustration voiced by the industry would suggest that this is the case. Is it possible that many participants in these mature-technology industries are struggling to monitor and protect their cash-generating business, and that this impacts their ability to invest in new technology in the future?

What is needed to fulfill the requirements of such companies? At CONTEXT, we are working with our customers and partners to address this issue, and have designed a number of new services that provide both broad and specific analyses of mature IT product categories. The key focus areas for this new breed of deliverables are reliability, cost-effectiveness and simple implementation, so that instead of drowning in data and wasting time trying to bring together multiple data sources, the user is able to integrate information easily into existing operations and spend time more productively in improving their business. In essence, that’s our aim at CONTEXT: to help our customers and partners Optimise Today, and Accelerate Tomorrow.

by TP

—–

[1] EITO Report Western Europe 2013/14

[2] Food Drink Europe 2014

Leave a comment

Filed under Enterprise IT, Market Analysis, Mobile technology, Networking, Retail

Inversión, Contenido y Educación del Consumidor: CES y Realidad Virtual en 2017

En el CES de este año celebrado en Las Vegas, el CEO de Nvidia, Jen-Hsun Huang, anunció en su discurso de apertura a la prensa que están trabajando con Audi en un coche autónomo que saldrá a la venta en el 2020. También informó que el catalizador de todas sus innovaciones tecnológicas de la GPU había sido el gaming. De hecho el gaming se ha identificado como la actividad más pesada que el procesador de un PC de consumo tiene que llevar a cabo. Jen-Hsun declaró que “… todos los juegos son realidad virtual”, en la mayoría de los juegos se tiene que crear un mundo virtual en el que un jugador viva. Con algunas notables excepciones, CES 2017 fue el año del coche autónomo!

En cuanto a la Realidad Virtual, mi experiencia después de haber asistido al CES de este año hace que me pregunte:”¿qué será lo siguiente?” El año pasado fui testigo del lanzamiento de tres gafas de Realidad Virtual de alta gama para el consumidor (Rift, Vive, PSVR) y la comercialización agresiva de las Gear VR de Samsung, pero en cambio CES 2017 no ofreció muchas noticias sobre la Realidad Virtual, a excepción de nuevos fabricantes de HMDs y de sus complementos. En cuanto a los productos de hardware existentes, no hemos visto una adopción masiva de la Realidad Virtual durante el 2016 y esto no ha sido una sorpresa para CONTEXT.

El primer factor a tener en cuenta es el coste adicional de la Realidad Virtual. Se necesita un PC potente y costoso, o una PlayStation 4. Además, la experiencia de la Realidad Virtual en dispositivos móviles sigue siendo muy inferior en términos de procesamiento 3D, en comparación con los cascos de Realidad virtual que se conectan a un PC o a una consola. La Realidad Virtual Móvil debería ser el hogar natural de esta tecnología, dada la proliferación de teléfonos inteligentes en comparación con los PC gaming, pero aún no existe la gran aplicación que pueda impulsar las ventas; la Realidad Virtual todavía está esperando a su Pokémon Go !. Hasta que las GPUs móviles estén a la altura de las GPUs de los PCs de alta gama, los desarrolladores de aplicaciones deben enfocarse en los juegos ingeniosos y adictivos. Se puede hacer un paralelismo con los primeros días de Atari: los desarrolladores de aplicaciones de Realidad Virtual son esenciales para crear un género de entretenimiento desde cero.

Varias cosas deben suceder en 2017 para mejorar las ventas de los dispositivos de Realidad Virtual, además de reducirse los costes iniciales de adopción. En este momento, las tiendas de aplicaciones de estos dispositivos, e incluso la plataforma Steam PC, se inundan de contenido de Realidad Virtual barato y a menudo de mala calidad. Para la mayoría de los dispositivos, a excepción de las Rift, el universo de desarrolladores de Realidad Virtual de PCs está dominado por estudios independientes de calidad variable, y posiblemente esto, combinado con un mercado de software confuso y masificado, recuerde a las condiciones que causaron el colapso de la industria de videojuegos en 1983. Facebook y Oculus se destacan por su inversión en los estudios Oculus y el apoyo a los títulos AAA. Juegos como Chronos y The Unspoken nos dan una idea de lo bueno que puede ser el contenido de Realidad Virtual, y Facebook merece elogios por estar invirtiendo en software para el que probablemente no verá ganancias a corto plazo. En 2017 necesitamos más fabricantes que inviertan en contenido AAA de Realidad Virtual; después de todo, el mercado de juegos de PCs de alta gama está ayudando a revitalizar la industria madura del PC, y además, las Vive y las Rift dependen de estos PCs y de su contenido. El mensaje que la industria de Realidad Virtual necesita para 2017 es: inversión, contenido y educación del consumidor.

by EM

Leave a comment

Filed under Mobile technology, Uncategorized

2016 was always going to be the year of democratised VR, not mass adoption

Estimating shipments of products in new areas of IT is a bit like being the only lighthouse in view above banks of thick fog. It’s the only light you can see, so you’ve nothing to lose heading for it. We’ve been there with pocket PCs, Smartphones and Tablets. And while the fog has cleared for these products, the true state of the market for the much anticipated Virtual Reality headsets is still shrouded in mist.

At CONTEXT, as part of the work with our VR Research Group made up of major PC, HMD, and software vendors, our first predictions estimating the total number of VR headsets shipped in 2016 are conservative compared to some estimations from this time last year. If the basic HMDs are included, the lowest possible total global shipped units start at 8.5m, with true figures probably being closer to 12m+ once the plethora of minor Chinese brands are included. Theo Valich of global consortium VR First commented: “While we are seeing that the adoption of VR is waiting on content, the growth of VR in the emerging markets in Asia-Pacific is not being properly covered. The number of VR start-ups on both the hardware and software side is almost exponential.” The shipped units for the high-end headsets such as the HTC Vive, PSVR, and Oculus Rift CV1 are <15% of the total market, but to get a true picture of what has happened in 2016 and will develop in 2017, it is important that all types of headsets are included.

There are many factors to be considered when attempting to get a handle on the true state of the VR headset market. For a start, 2016 was never going to be about mass adoption for companies such as HTC and Oculus and here are several reasons why: in terms of the headsets designed for use with a PC, a very powerful machine is required and that rules out all but the most dedicated gamers and developers. Awareness of the category is only just starting to become widespread, and even for those with the required hardware, there is a lack of major hit AAA titles to drive sales.

In a recent survey, CONTEXT showed that only 10.5% of members of the general public in the EU had heard anything significant about VR, compared to 79.9% of gamers, with 26.5% of people having not heard anything at all. The issue facing the VR industry right now is that there is a transformative effect of trying it out that needs to happen; simply describing the experience is akin to attempting to explain the taste of Cola to a Martian. As a result, even the cheaper headsets – and yes, we are including the Google Cardboard – can make a profound impact on consumers. In 2016 anyone with a Smart Phone was able to experience VR for the first time, and thanks to Google and others there is a wealth of apps to demonstrate what VR can do. In the early stages of VR, such products are vital to raise awareness. Taking the analogy to the extreme, why would anyone spend $1000 on a sound system when they’ve never heard music on a transistor radio?

In summary, CONTEXT expect VR headset shipments to increase in 2017 for all types of VR headsets, with new industry verticals opening up. We’re seeing more and more VR technologies going through the ICT sales channels into a huge variety of sectors, including healthcare, education, elderly care, military, as well as major public entertainments. With current VR price points, the democratisation – and therefore unit shipments – can only increase, and all types of headsets will continue play a significant role, not just premium products.

by JW

Leave a comment

Filed under Mobile technology, virtual reality

Tech Predictions: 2017

Untitled.pngPC’s in 2017
In 2017 European PC sales in the business segment are likely to benefit from a gradual pick up of Windows 10 refreshes. In Western Europe in particular, the commercial PC segment is expected to also benefit from the need for enterprise mobility solutions which will be a co-driver in sales of both notebooks and mobile 2-in-1 products.

The consumer PC segment is expected to remain more challenged across Western Europe. There is a possibility that component shortages, which impacted product availability in 2H 2016, will lead to price increases in the first half of 2017which could affect demand. However, on a positive note, the market is likely to benefit from continuing high demand for gaming PCs. While this segment remains small in terms of volume, new technologies – including virtual reality – will also drive growth that will have a positive effect on revenue and margins.

From a wider, macroeconomic perspective, PC sales in a number of EMEA countries are likely to continue to be affected by uncertainties including currency fluctuations and political instability.
Marie-Christine Pygott, Senior Analyst, PCs

Blog Banners-View on Apple.png

View on Apple
Although you never know what Apple will pull out of the hat when launching new products, the last few years have been quite staid. The last “new” new Apple product was the Watch: but this was heavily trailered so, when it finally arrived, it wasn’t a surprise. We have waited in vain over the years for an Apple TV, and recently yawned when the new MacBook’s Touchbar was announced. In 2017 we have the prospect of yet another phone, the iPhone 8, and not much else.

Except, after much speculation, Apple has acknowledged for the first time that it is investing in autonomous car technology. In a letter to US transport regulators, Apple said the company was “excited about the potential of automated systems in many areas, including transportation”. Apple was first rumoured to be working on an autonomous vehicle in early 2015, when reports suggested that the company already had 600 employees working on an electric car design. Later that year, more rumours suggested that the company hoped to launch an electric car to the public by 2019.

So maybe Apple can surprise us next year. The race for electric vehicles is hotting up, and with the word being that Apple has been in talks to buy luxury-supercar maker McLaren, we may just see a prototype iCar roll onto the stage in 2017 after hearing those words, “one more thing”.
Jeremy Davies, CEO & Co-founder

Enterprise
CONTEXT will be closely tracking the evolution of storage systems and converged architecture: as cloud-managed wireless network service companies slowly but surely replace in-house wireless LAN appliances, we expect continued strong growth on these two fronts. Companies to watch: Cisco Meraki, Open-Mesh, Zebra (part of Extreme Networks), Ruckus.

Sales of solid-state drives (SSDs) have increased throughout 2016 and, for the first time, surpassed those of hard disk drives. As the price of SSDs fall and their capacity increases, 2017 will see this trend continue. In 2014, we predicted that 90% of storage components would be SSDs by 2020, and the industry is well on track to achieve this.
Gurvan Meyer, Senior Research Analyst, Enterprise Team

Blog Banners-Displays.png

Displays
Large Format Display sales in 2017 are expected to continue to grow strongly with demand being driven by the education and corporate sectors. For AV providers, the corporate business market continues to be a huge growth opportunity, with a big shift towards interactive products for meetings rooms, as corporates increasingly collaborate over multiple sites, with numerous remote attendees.  The education market is also expected to be a key driver of growth in the LFD segment with educational institutions increasingly adopting display solutions to change and enhance the ways they communicate with students, staff and visitors.
Lachlan Welsh, Senior Analyst, Displays

Imaging
Printer hardware sales will continue to contract overall, though some segments are expected to register growth in 2017, such as business inkjets with higher end products due to be released in 2017 to compete with laser devices. The shift from hardware to contract sales continues, therefore, the importance of partnerships and focus on channel partners will prevail. HP’s acquisition of Samsung printer business is expected to complete in the second half of 2017, as companies join their efforts aiming to disrupt the A3 copier market business.
Zivile Brazdziunaite, Senior Market Analyst, Imaging

Blog Banners-3D Printing.png

3D Printing
2017 will continue to see the two sides of 3D printing – the personal/desktop side (those under $5,000) and the industrial/professional side – evolve separately.  Desktop 3D printers will become even more affordable (some already cost as little as $300!) while the some of the world’s biggest brands will increase their presence in the Industrial/Professional market where technology will continue to advance and improve.

Desktop market leader XYZprinting has already expanded its brick-and-mortar retail presence – at Best Buy, Toys-R-Us, and Barnes and Noble in the US, and Darty, Dixons and Media Saturn in Europe – and it is expected to continue with aggressive price points in to promote further retail expansion around the globe. Next year will see HP fully enter the 3D printing world with the first shipments of their professional Multi-Jet Fusion 3D Printers, and a new business is to emerge from GE after their acquisition of two of the top five metal 3D printing companies in 2016.  HP and others will champion a change of focus in the plastics 3D printing market from rapid prototyping to mid-range production.
Chris Connery, Vice President Global Analysis and Research

VR & Gaming
The world of eSports will continue to grow in both popularity and recognition, as a movie is planned starring Will Ferrell on the burgeoning phenomenon. Vendors and retailers will pay more attention to PC gaming as the category offers them the chance to make up for losses in a sector which has been declining in the last few years. High average selling prices for gaming products, excellent attach rates and margins for gaming accessories, and the availability of unsecured consumer borrowing will be major drivers. Virtual reality will also continue to grow in the consumer space, although still at a modest pace. However we expect to see more HMDs going into the B2B and corporate reseller channels for which products such as the Hololens are a gift.
Jonathan Wagstaff, Country Manager UK & Ireland

Smart Home – Battle of the Giants
Back in October 2015 we predicted that new forms of control for smart home devices would stimulate growth in the market. We highlighted three: voice activation, gesture recognition and mind control. The first two are already here: voice control has exploded since Amazon launched the Echo in 2016 and 5 million devices have already been sold. We predict that this trend will grow quickly in 2017 with the Amazon Echo continuing to sell and the launch of Google Home in 2017. Google will apply a massive marketing budget – in the US they are already paying for end-of-gondola slots for Google Home devices.

With this in mind, we see four, and potentially five, giants battling for the smart home in 2017: Amazon, Google, Apple (with Homekit), Samsung (with Smart Things) and Microsoft. The ace up their sleeve for Amazon is entertainment (access to Prime Music), for Google it is search, for Apple and Samsung it is interoperability (potentially using the TV), and for Microsoft it is building out from the PC. We are optimistic that consumers will benefit: with a more coherent offer, small start-ups will no longer be able to create proprietary systems and existing systems will make themselves linkable to the big five in order to survive. It is too early to place bets on a winner, but Amazon has rapidly taken advantage of being first-mover. Gesture control will grow and develop in 2017, but mind control will need to wait for another year!
Adam Simon, Head of Retail

Untitled.png

 

 

 

 

Leave a comment

Filed under 3D Printing, Displays, Imaging, IoT, IT Distribution, Mobile technology, PCs, Retail, Smart Home, virtual reality

Is Black Friday dead? A US perspective

Guest blog by Chris Petersen, CEO of IMS, Inc.

Is Black Friday dead, or just rapidly waning? Data indicates the demise of the premier kickoff to holiday shopping in the US. It’s not just about the economy and consumer confidence, although those are key factors. The retail phenomena unfolding right now is about universal changes in consumer behaviour, regardless of socio-economic status.

Black Friday has declined in US retail … will the same trend happen in Europe?
In the not too distant past, stores were the premier focal point of holiday shopping. Black Friday was an event created by bricks and mortar retailers to entice consumers to come shopping on the Friday after US Thanksgiving, which always falls on the 4th Thursday of November. Since many US customers take off from work on Black Friday, it became the quintessential retailer marketing event to lure shoppers to the stores with “best deals” of the season. The theory was that if shoppers came early to find a deal, they would come back to stores for the rest of their shopping.

Not surprising, the UK and other European retailers adopted Black Friday as a promotional event to kick off the holiday selling season and draw traffic to stores. CONTEXT’s analysis of distribution trends in 2015 was very predictive for UK retail sales spiking for Black Friday. Will the trend continue in 2016?

Black “Friday” — death by a thousand clicks
Increasingly retail stores have been jumping the gun on Black Friday by offering Black Friday sales before the actual Friday. The result in the US is that there is no longer a singular event. Black Friday has suffered scope creep, and it literally has become a “Black Week” of promotions and deals.

More importantly, consumers don’t see Black Friday as just “stores” any more. Amazon and other online retailers have creatively capitalised on “Black Friday” by offering daily online deals across an entire week, or more. This has created a new trend for “Cyber Monday” which is the first Monday after the traditional Black Friday. In the US, workplace productivity actually drops on Cyber Monday as people at work scramble to get better deals on stuff they didn’t buy or couldn’t get on Black Friday. Cyber Monday is projected to be the single largest volume day of the entire holiday shopping season.

Did the same trend happen in the UK and other countries? Compared to the US, the UK has a higher % of sales occurring online, especially for technology. Many of the UK promotional ads in 2016 now in fact show the Black 5 days of deals: Thursday, Friday, Saturday, Sunday and Cyber Monday.

The net result is that today’s consumer is an empowered consumer. They are not bound by place or time of event. This translates into a much diminished effect of single retailer store events like Black Friday.

Large retailers have privately confided that Black Friday needed to “die”. The traditional approach of cramming all deals into a single day dramatically lowers prices and margin. It would be healthier for both if retailers and consumers could evaluate offers and spread shopping over a period of time. In fact, that is how today’s omnichannel shoppers are already behaving – shopping multiple days in multiple ways.

So what happened in the UK for 2016?
Were Black Friday sales up again this year? Or, did consumers shift more of their shopping purchases to Cyber Monday? How much of their Christmas budget have they spent? The final store sales numbers won’t be tallied for a couple of weeks.

However, CONTEXT is conducting consumer pulse survey right now. We are asking consumers when they shopped, and how much they purchased on Black Friday and Cyber Monday. It will be interesting to see how much they expect yet to spend in the rest of holiday season.

 

Leave a comment

Filed under IoT, IT Distribution, Market Analysis, Mobile technology, PCs, Retail, Retail in CONTEXT, Smart Technology, Tablet PCs