Innovation Use Use, Users, Usage! & “So What?” (of course) 7/1/2016 "Changing neural pathways every class period." 1 Introduction One technology has many uses depending on the user Users may use some features heavily, some occasionally, some rarely, and some never at all (e.g. cell phones, software, DVDs) How users learn to use (or not use) new features is extremely important to technology providers Generally, technology usage is user dependant unless the user is experimenting with a new behavior (User Focused vs.. Social Focused) Technology usage has a profound impact on the diffusion of innovations (feedback loops) Some technologies are “good enough” and don’t die but secure a particular niche (e.g. paper, analog watches, dot matrix printers, typewriters, radio, mainframe computers etc.) 7/1/2016 "Changing neural pathways every class period." 2 1. Four Types of Usage Intense Use • High frequency of use and variety of usage Specialized Use • Use as a specific tool • New use for an existing technology Non-Specialized Use • Multiple purpose versus single specific use Limited Use • Low variety of uses and usage • “Disadoption” 7/1/2016 "Changing neural pathways every class period." 3 Use-Diffusion Model Variety of Use High Low 7/1/2016 High Rate of Use Intense User (30%) Specialized User (20%) Low Non-Specialized User (19%) Limited User (30%) "Changing neural pathways every class period." 4 2. Example of Usage Work Related 1. 2. Family Comm. 3. 4. Home Recreation 5. 6. Home Management 7. 8. 9. Home Shopping 10. 11. Education 12. 13. Information 14. 15. 16. 17. 7/1/2016 Job/school related use Word, Excel etc. Email job related Email (personal) Other (scheduling, networking etc.) Games/entertainment Social networking Family records, health records, recipes etc. Travel information Financial management Shopping for frequent purchases Shopping for “big ticket” i items Research On-line courses National News Sports Community News Entertainment News "Changing neural pathways every class period." 5 2. Examples of Usage in Home PDA Fax or Telex Pager Voice Mail Answering Machine DVD VCR Stereo System Robot vacuum 7/1/2016 Cable TV Network TV Video Camera Digital Camera Cell Phone iPod Home Security System Game systems (X-box. Etc.) Hand-held games "Changing neural pathways every class period." 6 3. Determinants of Use-Diffusion A. Household social context • Household communication • Competition for limited resources • Prior experience B. Technology Dimension • Sophistication • Complementary Technologies 7/1/2016 "Changing neural pathways every class period." 7 Determinants cont. C. Personal dimension • Use innovativeness • Frustration factors D. External dimensions • External communication • External technology access • Family exposure to target media 7/1/2016 "Changing neural pathways every class period." 8 4. Outcomes of Usage Satisfaction with technology Perceived impact of technology Interest in new technologies • Refrigerator with computer screen • “Sling” video content to multiple devices Buzzer or Buzzed? (Do you tell someone else something about the technology?) • Promoters • Passives • Detractors 7/1/2016 "Changing neural pathways every class period." 9 5. So what? Which of the four groups would be most likely to buy new features? What message would each group find appealing? (iPod) How would you allocate advertising $$$ for each group? (cell-phones) Where would you advertise for each group? (Laptop Computers) Does usage equate with effectiveness? 7/1/2016 "Changing neural pathways every class period." 10 How does UD compare to DOI? Model Diffusion of Innovation Innovation Use 7/1/2016 Typology Key Issues Unique Elements Innovators Early Adopters Early Majority Laggards Timing or Rate Observability Users Intense Specialized Non-specialized Limited Rate of Use Variety of use Common Elements Innovativeness Compatibility Social Comm. Trialability Complexity Product experience Competition for use Sophistication of technology User Satisfaction Media Influence "Changing neural pathways every class period." Relative Advantage 11