OS-polyglots are big tech spenders [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, February 15, 2017

Who are the biggest spenders – Windows-Only, Apple-Only, or some other segment? (MetaFAQs)

Google went high, Apple went higher, and Microsoft is left with the rest. That’s an oversimplification, and yet is reflected in household technology spending. Users of certain combinations of operating systems spend differently.

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Lowest-spending OS Combo

Adults that actively use only Microsoft Windows devices – PCs, Smartphones, or Tablets – spend less per year on technology products and services than adults who use at least one Apple or Google Android or Chrome OS device. Composed of some 36 million adults, this Windows-only one-sixth of connected adults spend $5.3k per year on their household technology products and services, from PCs and printers to internet and TV service. This indexes at 67, two-thirds the average national level.

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Highest-spending OS Combo

At the other end of the spectrum are those busy adults actively juggling devices with all three OS. These 27 million adults index at 134 for household technology spending, with an average annual spend of $10.6k.

Looking ahead

Household tech spending is not only about buying devices, whether running any of these three OS. In fact, tech service spending makes up 90% of the average adult’s total household tech spending. Still, much of consumer device spending is discretionary, which means that socioeconomics plays a big part. We expect that the major OS companies will continue working to attract customers into their OS fold. That means we’ll continue seeing the tug-of-war between openness and walled gardens.

About MetaFAQs

This MetaFAQs is based on the TUP/Technology User Profile 2016 survey.

MetaFAQs are answers to frequently asked questions about technology users. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.

Are most hearables being used by young males? [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, February 13, 2017

Wireless headsets have been available for more than a decade, and are strongest among two age and gender groups. These hearables-active groups also have above-average shares of VR Headset early adopters.

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The strongest segments for active hearables use include younger males – age 18-44 and youngish females – age 25-34. Penetration is above one in four among males 25-34 (27%) and among males age 35-44 (26%). Among females, hearables usage peaks among females age 25-34, at 15%.

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Looking ahead, we expect these same age & gender groups to continue as the strongest users of hearables and don’t expect other segments to be as keen on hearables.
These age & gender segments are in some of the most-active life stages, with the highest levels of presence of children, full-time employment, and household income. These sociological factors correlate strongly with higher demand for home entertainment, game-playing, and streaming music listening. Also, they are the strongest age & gender segments in tech spending for devices and services.

These age & gender segments are also above-average in their use of voice assistants such as Apple Siri or Microsoft Cortana, and hearables help to use these with the greatest of convenience.

In other words, many of these youngish adults are looking for a way to listen to what they choose to listen to, and for a way to be heard, if not by friends or associates, at least by their own digital assistants.

About MetaFAQs

This MetaFAQs is based on the TUP/Technology User Profile 2016 survey.

MetaFAQs are answers to frequently asked questions about technology users. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.

The most creative – PCs or smartphones? [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, February 9, 2017


Creativity eludes definition, yet we know and admire it when we see or feel it. Well beyond simple clicks, creative activities greatly add to the collective oeuvre while also giving voice to expression.

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It might well be argued that creativity is shown in the clever use of hashtags, emojis, or Snapchat video filters. I’m choosing to identify creativity broadly and practically – how the most-creative, most-involved tech activities get done. Activities such as creating presentations and videos require forethought and a blending of skills. Some activities such as taking photographs are now so widely commonplace that the activity spans the professional photographer to the budding amateur. So, for this analysis, I’m considering this a moderately-creative activity.

Continue reading “The most creative – PCs or smartphones? [TUPdate]”
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Is there an age skew for using VR headsets? [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, February 2, 2017

Virtual reality hasn’t reached market reality, despite decades of experimentation and overhyped false starts.

Recent investment has brought renewed attention, hope, and development to the prospects of widespread VR use. Based on our TUP 2016 US survey, only 2% of connected adults are actively using a VR headset, such as the Oculus Rift or Samsung Gear VR. This modest acceptance rate is only part of the research finding, though, as there is more that can be learned from the early adopters.

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Virtual reality headset adoption is led by youngish, but not the youngest, adults. Adults age 25-39 have the highest rates of VR Headset usage.

Adults age 30-34 have the strongest usage rates – at 5%. Slightly older adults – age 35-39 – have the next-highest usage rate.

In addition to their quest for fun and convenience, these age groups are in some of the most-active life stages, with the highest levels of presence of children, full-time employment, and household income. These sociological factors correlate strongly with higher demand for home entertainment, game consoles, game-playing, and gaming desktops and notebooks.

Looking ahead, we expect this age group to continue as the strongest users of VR Headsets. While there are exciting commercial developments, from training simulations to rapid prototyping, we expect these VR applications to reach fewer employees than consumers for VR Headsets.

This is based on our most recent research among 7,336 US adults as part of the TUP/Technology User Profile 2016 survey. This MetaFAQs research result addresses one of the many questions profiling active technology users. The TUP Lens with the most information about VR Headsets, age skews, and Entertainment Activities are the TUP 2016 Wearables Lens, Consumer Electronics, and Home Entertainment Lens.

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About MetaFAQs

MetaFAQs are answers to frequently asked questions about technology users. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.

Voice assistants – now we’re talking! [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, January 27, 2017

In the mid-1980’s, one of my Apple Macs overheard me on a phone call and startled me by speaking “Wouldn’t you like to know?”. The Mac’s dialog box suggested I had asked “Macintosh, do you have an Easter Egg?” Evidently, I had triggered one of those hidden messages some programmers like to include for fun. That was quite a bit earlier than today’s quirky responses after asking Apple Siri certain questions such as “What does the fox say?” or asking Amazon Alexa “how much is that doggie in the window?”

Continue reading “Voice assistants – now we’re talking! [TUPdate]”
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.

Device primacy and OS – What we hold near [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, January 18, 2017

Primacy. The first device you reach for, the one you stay near, the one you rely on. You might think that it’s the smartphone, and that’s correct for many, but not all. For many activities and market segments, PCs and tablets dominate. A user’s activity focus affects which devices they choose most often, as does their operating system collection, among other factors.

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Continue reading “Device primacy and OS – What we hold near [TUPdate]”
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.

How many connected adults use hearables? [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, January 11, 2017

For ears, it’s an exciting time in the tech industry.

Hearable technology – audio-oriented wearables spanning wireless Bluetooth headsets to VR headsets – have received a fresh round of media attention. This has stemmed from substantial recent investment in new ventures such as Oculus VR along with a wider range of product releases.

Currently, one in eight US connected adults are regularly using a hearable device – either a wireless Bluetooth headset or VR headsets. This level of use is broad enough to represent great potential opportunities, yet not broad enough to sustain many competitors.

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The primary current use case for Bluetooth headsets is for phone calls, as has been the case for more than a decade. Apple is leading the charge to change this with their Airpods tightly integrated with iPhones, in a bid to help popularize voice-controlled usage. Voice assistants such as Apple’s Siri, Amazon’s Alexa, Microsoft Cortana, and Google Now promise to radically shift how users interact with their technology.

VR headsets are primarily being used for immersive games and reaching a slightly different segment than Bluetooth headsets.

About MetaFAQs

This is based on our most recent research among 7,336 US adults as part of the TUP/Technology User Profile 2016 survey.

MetaFAQs are answers to frequently asked questions about technology users. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.