Designing technology, whether the consumer wants it or not
At the recent 3GSM World Congress, one of the world's largest processor vendors announced their latest generation architecture. On the surface, it sounded great, along the lines of what I would have expected. However, the more I listened to the presentation, the less convinced I was.
First, the presenter talked about the great strides handsets have made over the past ten years. And I'm thinking, "Why can't I even get a strong signal in my house, or anywhere near my street?" Then, he talked about how people will be downloading movies to their handsets, and watching them (through a wireless connection) on the television in the hotel room.
I can download a movie today through the hotel's On-Demand service, so why would I want to do the same thing through my phone?
Watch TV on my handset? I think not. Mobile gaming? I guess the teen market would enjoy that, but I don't see it being mainstream.
In fact, most people I know use their handsets first as a phone, and second for text messaging. A handful do e-mail, and an even smaller group take pictures (and I don't know anyone who takes videos).
The feature I'd like to see proliferate to be come more user-friendly is the MP3 audio player (see "I've seen the future (Q3), and it's pretty close"). Give the player in my handset the same features, functions, and ease of use as are found in my stand-alone MP3 player.
Rather than push new features on us that we don't need, let's make the features we already have work better.