I have chosen to do the second brief to produce a app about health and wellbeing as it's something I'm interested in, I believe it's a area that will see large changes in the future as the digital revolution continues and more modern technology is released which will continue to make things faster and better
P1: explain how the digital revolution will impact on your proposal for a new product
Timeline of general technology inventions
Online gaming
Definition of online gaming is the action or practice of playing video games or role-playing games on the internet
1940: The World's Fair of 1939 – 1940 introduces us to Nimtron. A computer allowing you to play the mathematical game of NIM.
1951: We now have the first computer game. NIMROD, created in 1951. This was an evolution of the game presented at the World's Fair. Shortly after, we receive our second computer game. OXO, created in 1952.
1962: this provides a turning point in gaming. With the creation of Spacewar!, we now have the first game playable on multiple stations
1973: To kick off the next 7 years, we get the creation of Dungeons and Dragons. This opens up the role-playing game (RPG) category. At the same time, NASA creates its first game. MAZE, which is created by NASA interns, is one of the early first-person shooter games.
1973: As gaming begins to take off, 1973 sees the first game sold, Pong by Atari. Empire, which was played over the PLATO network, offers the first time a game could be played on multiple screens. This creates the first time-sharing consoles. Spasim is released, which is a 3D shooter game that had the ability to connect 32 consoles
1974: we get the first computer game hobbyist magazine, Creative computing. During the years of 1973 to 1975, Xerox helps develop one the first local area network (LAN). Built with Ethernet, Xerox receives the patent. This becomes the beginning of packet-based computer networking.
1990: when computer scientist Tim Berners-Lee invented the World Wide Web was created.
1999: Everquest is launched and is supposedly the first multiplayer online game
2000 – 2001: At the turn of the Millennium the Sega Dreamcast was released. This is the first game console with true internet capabilities. Unfortunately, it did not take off. The theory is that they were just a bit ahead of their time. 2000 also saw the release of the Sony Playstation 2. This had internet capabilities, but with the already popular Sony Playstation, it had no trouble with success. In 2001, the Nintendo GameCube was released with online gaming capabilities. In the same year, the RPG category evolves with the release of RuneScape.
2002: With the Dreamcast being too early, we see 2002 as the year that online gaming takes off. This is the year Xbox is released. The release of Xbox, with Xbox Live, begins to see online gaming adoption. Halo played a big role in making this happen. The game was so popular, and encouraged online gameplay, online multiplayer gaming flourished. Also, with the release of Halo, LAN Parties receive a massive revival.
2004: As the Playstation Network (PSN), Xbox Marketplace, and Wii Marketplace begin to gain traction, the way games are purchased and updated changes. Halo 2 is released for Xbox to an eager audience. As a result, Xbox live usage quadrupled. World of Warcraft is released for computer. This becomes a huge, cult-like, success.
2006: The Nintendo Wii is released with WiFi capabilities for online multiplayer gaming. Also, web browser and internet access capabilities are integrated. WiiConnect24 is released. Playstation 3 is also released in the same year with internet capabilities and the Playstation Network (PSN).
2007: This marks the year that smartphones begin to become popularized. With mobile gaming, gaming is now popular in the mainstream. Zynga is founded in 2007 and goes on to create Facebook and mobile games. As the remainder of the 2000s are ravaged by the global financial crisis, the future of gaming is getting ready to take another turn. This time it will not take 2 decades, but less than one.
Mobile gaming becomes the next evolution of online gaming.
2012: Nintendo creates the Nintendo Network for the Wii U.
2014: PlayStation 4 is released with improved internet capabilities for online gaming. At this point, Playstation has the capability to share games with friends over the internet. This is the Playstation Share Play feature.
2015: Mobile gaming is projected to produce more revenue than console gaming.
2016: Pokemon Go is released. This is the first augmented reality mobile game, and instantly goes viral. Pokemon Go also changes the way mobile games make money. As mobile first continues to be the big push of the 2010s, we are already seeing the next possible evolution of gaming. Virtual reality.
Definition of online gaming is the action or practice of playing video games or role-playing games on the internet
1940: The World's Fair of 1939 – 1940 introduces us to Nimtron. A computer allowing you to play the mathematical game of NIM.
1951: We now have the first computer game. NIMROD, created in 1951. This was an evolution of the game presented at the World's Fair. Shortly after, we receive our second computer game. OXO, created in 1952.
1962: this provides a turning point in gaming. With the creation of Spacewar!, we now have the first game playable on multiple stations
1973: To kick off the next 7 years, we get the creation of Dungeons and Dragons. This opens up the role-playing game (RPG) category. At the same time, NASA creates its first game. MAZE, which is created by NASA interns, is one of the early first-person shooter games.
1973: As gaming begins to take off, 1973 sees the first game sold, Pong by Atari. Empire, which was played over the PLATO network, offers the first time a game could be played on multiple screens. This creates the first time-sharing consoles. Spasim is released, which is a 3D shooter game that had the ability to connect 32 consoles
1974: we get the first computer game hobbyist magazine, Creative computing. During the years of 1973 to 1975, Xerox helps develop one the first local area network (LAN). Built with Ethernet, Xerox receives the patent. This becomes the beginning of packet-based computer networking.
1990: when computer scientist Tim Berners-Lee invented the World Wide Web was created.
1999: Everquest is launched and is supposedly the first multiplayer online game
2000 – 2001: At the turn of the Millennium the Sega Dreamcast was released. This is the first game console with true internet capabilities. Unfortunately, it did not take off. The theory is that they were just a bit ahead of their time. 2000 also saw the release of the Sony Playstation 2. This had internet capabilities, but with the already popular Sony Playstation, it had no trouble with success. In 2001, the Nintendo GameCube was released with online gaming capabilities. In the same year, the RPG category evolves with the release of RuneScape.
2002: With the Dreamcast being too early, we see 2002 as the year that online gaming takes off. This is the year Xbox is released. The release of Xbox, with Xbox Live, begins to see online gaming adoption. Halo played a big role in making this happen. The game was so popular, and encouraged online gameplay, online multiplayer gaming flourished. Also, with the release of Halo, LAN Parties receive a massive revival.
2004: As the Playstation Network (PSN), Xbox Marketplace, and Wii Marketplace begin to gain traction, the way games are purchased and updated changes. Halo 2 is released for Xbox to an eager audience. As a result, Xbox live usage quadrupled. World of Warcraft is released for computer. This becomes a huge, cult-like, success.
2006: The Nintendo Wii is released with WiFi capabilities for online multiplayer gaming. Also, web browser and internet access capabilities are integrated. WiiConnect24 is released. Playstation 3 is also released in the same year with internet capabilities and the Playstation Network (PSN).
2007: This marks the year that smartphones begin to become popularized. With mobile gaming, gaming is now popular in the mainstream. Zynga is founded in 2007 and goes on to create Facebook and mobile games. As the remainder of the 2000s are ravaged by the global financial crisis, the future of gaming is getting ready to take another turn. This time it will not take 2 decades, but less than one.
Mobile gaming becomes the next evolution of online gaming.
2012: Nintendo creates the Nintendo Network for the Wii U.
2014: PlayStation 4 is released with improved internet capabilities for online gaming. At this point, Playstation has the capability to share games with friends over the internet. This is the Playstation Share Play feature.
2015: Mobile gaming is projected to produce more revenue than console gaming.
2016: Pokemon Go is released. This is the first augmented reality mobile game, and instantly goes viral. Pokemon Go also changes the way mobile games make money. As mobile first continues to be the big push of the 2010s, we are already seeing the next possible evolution of gaming. Virtual reality.
Wireless capabilities
- 1999 The WECA (later WiFi) Alliance & Interbrand coin the term “WiFi”, referring
- 2002 to the 802.11 standard. Operators around the world start offering WiFi along with classic cable connectivity.
- 2004 First WiFi devices, such as PDAs, cell- phones and TVs, hit the market.
- 2006 Fon, the first WiFi community is born. Members share a bit of WiFi at home and in return they get free connectivity on the go.
- 2008 Thanks to partnerships with major telcos, Fon reaches 400,000 hotspots globally.
- 2011 3 million users share WiFi at home with Fon. 1.2 billion people buy a WiFi device.
- 2013 New standards break the gigabit barrier in terms of WiFi speed.
- 2003 WiFi becomes faster. New standards increase the speed to 54Mbps (802.11g).
- 2005 The term “WiFi” is added to the Merriam-Webster English Dictionary.
- 2007 WiFi-enabled phones, now smartphones, become very popular and WiFi demand grows rapidly.
- 2009 WiFi device sales surpass 600 million globally.
- 2012 WiFi is now in 25% of homes worldwide.
- 2014 Fon, the world’s largest WiFi network, is now present in 5 continents with more than 14 million hotspots.
The Development of apps
The modern meaning of app is “an application, especially as downloaded by a user to a mobile device.” This meaning suggests that apps are mainly mobile based. Another meaning for apps is “A mobile application or mobile app is a software application. Basically, it is a computer generated program designed and developed to run on iPhone, Smartphones, tablets and many other mobile devices.“
1984: First pocket computer created it was called EPOC and was developed by Psion, where users were able to download extra apps via software packs the machine only have 2MB RAM.
1993: IBM announces the first smartphones which had features like calculator, world clock, calendar and contact books.
1996: The Garnet OS developed by Palm, Inc. as a personal digital assistant this product enabled third party apps to be programmed using C/C++
2002: Blackberry smartphone is released expanding on what its predecessors did and adding more such as wireless email.
2008: Was when we saw the introduction of the app store created by Steve Jobs with simple games like snake available, this was also what largely popularised apps.
2008: After the release of apple's app store in July of 2008 Google created the Google Play store in October to compete with apple’s idea
2010: The word App became the word of the year by the American Dialect Society
2010: Angry birds became top-selling mobile game
2010 - 2013: Instagram launches in 2010 and by 2013 it reaches over 100 Million users
The modern meaning of app is “an application, especially as downloaded by a user to a mobile device.” This meaning suggests that apps are mainly mobile based. Another meaning for apps is “A mobile application or mobile app is a software application. Basically, it is a computer generated program designed and developed to run on iPhone, Smartphones, tablets and many other mobile devices.“
1984: First pocket computer created it was called EPOC and was developed by Psion, where users were able to download extra apps via software packs the machine only have 2MB RAM.
1993: IBM announces the first smartphones which had features like calculator, world clock, calendar and contact books.
1996: The Garnet OS developed by Palm, Inc. as a personal digital assistant this product enabled third party apps to be programmed using C/C++
2002: Blackberry smartphone is released expanding on what its predecessors did and adding more such as wireless email.
2008: Was when we saw the introduction of the app store created by Steve Jobs with simple games like snake available, this was also what largely popularised apps.
2008: After the release of apple's app store in July of 2008 Google created the Google Play store in October to compete with apple’s idea
2010: The word App became the word of the year by the American Dialect Society
2010: Angry birds became top-selling mobile game
2010 - 2013: Instagram launches in 2010 and by 2013 it reaches over 100 Million users
The Development of Mobile phones
1973: The first mobile phone call was made by Motorola employee Martin Cooper who was using a prototype of what became the Motorola DynaTAC 8000x.
1984: Motorola DynaTAC 8000x the first commercial cell phone and it costed $3,995 at the time
1991: GSM first launched in Europe 1991 with the Orbitel TPU 900. But the people had to wait till 1992 for it not to be used only for business.
1995-1998: The Siemens S10 brought more colours to mobile phones with 4 colours.
1999-2002: Nokia 7110 was released which utilised WAP which is a way of accessing information over a mobile wireless network. 2002 the Sony Ericsson T68i was released which started the interest of phones with cameras as it had a clip-on camera.
2003-2006: This was the time when 3G was implemented with download speeds of up to 2MB.Sony Ericsson Z1010 meant video calling became possible, the BlackBerry 8100 Pearl brought mobile email to the masses.
2007-2010: Swiping and scrolling replaced the traditional method of button pressing. The LG Prada being the first touchscreen on the market ahead of Apple iPhone in may 2007.
2011-2014: Smartphones became increasingly central to modern life, offering much more than just communication features. The UK’s first 4G service launched in 11 cities by EE in 2012 taking download speeds up to 12mbps. Voice recognition became commonplace first with Google Voice before Apple launched Siri into the market. Samsung added a built-in heart rate monitor to their flagship Galaxy S5 to capitalise on growth in mobile health & fitness.
2015-2018: he global adoption of 4G vastly improves video streaming and video calling capabilities. Screen sizes continue to grow to maximise the experience of these features, with the iPhone 7 Plus display now 57% larger than the original iPhone from 2007. Mobile payments also emerge with Apple Pay and Android Pay offering users the possibility of buying things with their smartphone.
1973: The first mobile phone call was made by Motorola employee Martin Cooper who was using a prototype of what became the Motorola DynaTAC 8000x.
1984: Motorola DynaTAC 8000x the first commercial cell phone and it costed $3,995 at the time
1991: GSM first launched in Europe 1991 with the Orbitel TPU 900. But the people had to wait till 1992 for it not to be used only for business.
1995-1998: The Siemens S10 brought more colours to mobile phones with 4 colours.
1999-2002: Nokia 7110 was released which utilised WAP which is a way of accessing information over a mobile wireless network. 2002 the Sony Ericsson T68i was released which started the interest of phones with cameras as it had a clip-on camera.
2003-2006: This was the time when 3G was implemented with download speeds of up to 2MB.Sony Ericsson Z1010 meant video calling became possible, the BlackBerry 8100 Pearl brought mobile email to the masses.
2007-2010: Swiping and scrolling replaced the traditional method of button pressing. The LG Prada being the first touchscreen on the market ahead of Apple iPhone in may 2007.
2011-2014: Smartphones became increasingly central to modern life, offering much more than just communication features. The UK’s first 4G service launched in 11 cities by EE in 2012 taking download speeds up to 12mbps. Voice recognition became commonplace first with Google Voice before Apple launched Siri into the market. Samsung added a built-in heart rate monitor to their flagship Galaxy S5 to capitalise on growth in mobile health & fitness.
2015-2018: he global adoption of 4G vastly improves video streaming and video calling capabilities. Screen sizes continue to grow to maximise the experience of these features, with the iPhone 7 Plus display now 57% larger than the original iPhone from 2007. Mobile payments also emerge with Apple Pay and Android Pay offering users the possibility of buying things with their smartphone.
Fitbit company history 2007-2015
- September 2009 Fitbit company is created who will later create the first Fitbit
- October 2011 Fitbit ultra is released with iPhone app this version has more features such as challenges that are available on the app, chatter mode for motivational messages and more
- January 2012 Fitbit previews its Aria weight scale which is a scale with wifi connection so you can connect it to your Fitbit.
- September 2012: Fitbit launches Fitbit One and Fitbit Zip. Both new trackers connect directly to smartphones via Bluetooth Smart. Fitbit Zip offers a new smaller form factor that comes in five different colours, a tiny “tap interface” display, and a replaceable watch battery that will last between four to six months before it needs to be replaced
- January 2013: Fitbit heads to the wrist with Fitbit Flex. The Flex also promises to help users track their sleep health if worn at night.
- October 2013: Fitbit launches Fitbit Force. The new device adds an LED display that rotates between time, steps, floors climbed, alarm, distance, calories burned and very active minutes.
- January 2014: Fitbit adds passive tracking to its app. Fitbit releases an update to its app which uses Apple’s M7 motion coprocessor, so that even those without a Fitbit activity tracker can use the app to get data about their fitness trends.
- March 2015: Fitbit acquires FitStar. Fitbit confirms that it will acquire fitness coaching app developer FitStar, to add more training features to its premium subscription service.
- 7 October 2018: Fitbit charge 3 was released which is the newest model of fitbit
These are the sources to the above research.
Source:
https://fon.com/fon-wifi-infographic/
https://datapath.io/resources/blog/the-history-of-online-gaming/
https://purple.ai/blogs/history-wifi/
https://wirelesshistoryfoundation.org/wireless-history-project/wireless-history-timeline/
https://tech.co/news/mobile-app-history-evolution-2015-11
https://www.theatlantic.com/technology/archive/2013/04/the-first-mobile-phone-call-was-made-40-years-ago-today/274611/
https://en.wikipedia.org/wiki/Motorola_DynaTAC
https://www.tigermobiles.com/evolution/#firstPhone
https://www.sportsrec.com/419262-fitness-nutrition-changed-past-50-years.html
https://en.wikipedia.org/wiki/Aerobic_exercise
https://www.motionsoft.net/blog/ten-health-and-fitness-technology-innovations/
https://www.mobihealthnews.com/43423/eight-years-of-fitbit-news-leading-up-to-its-planned-ipo
https://www.fitbit.com/uk/shop/charge3
Source:
https://fon.com/fon-wifi-infographic/
https://datapath.io/resources/blog/the-history-of-online-gaming/
https://purple.ai/blogs/history-wifi/
https://wirelesshistoryfoundation.org/wireless-history-project/wireless-history-timeline/
https://tech.co/news/mobile-app-history-evolution-2015-11
https://www.theatlantic.com/technology/archive/2013/04/the-first-mobile-phone-call-was-made-40-years-ago-today/274611/
https://en.wikipedia.org/wiki/Motorola_DynaTAC
https://www.tigermobiles.com/evolution/#firstPhone
https://www.sportsrec.com/419262-fitness-nutrition-changed-past-50-years.html
https://en.wikipedia.org/wiki/Aerobic_exercise
https://www.motionsoft.net/blog/ten-health-and-fitness-technology-innovations/
https://www.mobihealthnews.com/43423/eight-years-of-fitbit-news-leading-up-to-its-planned-ipo
https://www.fitbit.com/uk/shop/charge3
The digital revolution has caused the whole world to be a lot more open and connected as people can easily talk with each other through social media apps over large distances. The digital revolution also made access to mobile devices much easier and more affordable with a plentiful selection from many different providers, this means that it will be easy to find users for my product.
Because of the digital revolution people's habits have started to change, this is largely due to the new technology making life easier and allowing people to do things differently such as sending text through social media rather than having to go to their house or instead of going to experts in person we can find out a lot from blogs and informational websites made by experts allowing the newer generations to have easy access to data and information about whatever they need. This particular aspect of the digital revolution means people have become less active in the sense of visiting friends but people also are now able to access advice much more easily for workouts and training. This is where my product would go into play as people would want to take care of their health so they would use my health app. |
I think the way digital revolution is going is good as it can help health and fitness apps a lot as more VR related technology is being created which is a huge improvement, as it is as there are games that require people to do a lot of movement which helps in contributing to people's daily exercise, as technology develops further it will allow for better and more creative ways to work out as you can play games on treadmills possibly or practice for marathons in VR. But also in a general sense the digital revolution is heading into a future of more consuming of technology as well as faster and more accessible and cheap technology for all markets in niche and mass sectors. But on the other hand the further improvement in technology can make us less willing to do things ourselves and we could become lazy and unmotivated.
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One of the largest growing parts of the digital revolution in the past years has been the social media aspect as it has allowed for many things such as cross platform advertisements as well as cross platform products allowing companies to reach out to wider markets. This makes the cost of advertisement cheaper but it also means there is more competition form independent companies, on the other hand the conglomerates are already so well established that independent companies do not affect them. But unfortunately because of the substantial growth in social media there have been cases such as the one with Facebook which came to light in September of 2018 where the privacy of their users become at risk and companies have to evaluate the policies on privacy. Cyber bullying and trolling online is higher than ever as people can create a account and do what they like with no consequences as there is still no proper system online to prevent such behaviour. The only things that would affect my product would include privacy since my app would keep track of records of personal fitness and it would mean only the customer should have access to that data, the GPS tracking for how many miles a person has ran etc.
In my app I would not want to include any picture mode or social aspect to it as it would most likely end up like instagram where people use programs such as photoshop to improve certain aspects about themselves and showing people unrealistic looks that some people take to heart.
The market reach of my product would be quite high since it would be available in the app stores which is available to the public this would mean I would get more customers than if I had my website on a private website, this would prevent me from reaching a mass audience. I also think my product will have a long lifespan as it will vary from person to person depending on their goals it could be as long as 3 years or as short as a few months which is a good balance.
In my app I would not want to include any picture mode or social aspect to it as it would most likely end up like instagram where people use programs such as photoshop to improve certain aspects about themselves and showing people unrealistic looks that some people take to heart.
The market reach of my product would be quite high since it would be available in the app stores which is available to the public this would mean I would get more customers than if I had my website on a private website, this would prevent me from reaching a mass audience. I also think my product will have a long lifespan as it will vary from person to person depending on their goals it could be as long as 3 years or as short as a few months which is a good balance.
To create my app I will need a programmer who knows how to make apps like the one I am thinking of, to do this I would have to ask around online to find potential programmers and then employ them, as for how much it would cost it could vary between £150,000 - £500,000 as that cost includes developing the app, buying servers for all the users, as well as the marketing and more. The health and fitness area has changed because of the digital revolution as it has introduced new technology that has allowed companies to find openings in the market much more easily and with more options of entrance strategies, the digital revolution has made advertising much more affordable for independent companies through the correct use of social media. I will have to consider my resources and options when creating my app as I will have to utilise the digital revolution to its fullest to ensure the success of my |
M1 Analyse the development within the digital technologies and opportunities generated from the relationships the have created between industries
Digital technology has helped with project planning and development in a number of ways an example of this would be CAD (Computer Aided Design) as prior to 1960 everything had to be done manually as there was no CAD machines but in 1960 “Ivan Sutherland MIT's Lincoln Laboratory created SKETCHPAD, which demonstrated the basic principles and feasibility of computer technical drawing” which was the beginning of CAD machines and they have constantly been improving and now in the modern age we have 3D printers as well as plasma cutters which allow you to cut steel sheets making automated production much easier.
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Another example would be global access to easy file sharing through applications like Google docs where you can add multiple people to a project and set the permissions they have on that project allowing for one consistent version of each document rather than each team member having multiple versions of each file, this system also means you don’t have to be in the same workspace as you could be across the planet and still be able to contribute to the Google document.
The development of digital technology created opportunities for companies in many ways one of these ways is partnerships with bigger companies for smaller influencers as digital media made getting exposure and recognition much easier than before through mediums like YouTube, Twitch, Twitter, Facebook and many more these platforms helped people like “Ninja” who is a gamer who was really popular on Twitch a while ago when he played a game called Fortnite and he got a brand deal with RedBull which he wouldn’t be able to get with out all the development in the technology industry. |
Digital technology also made it easier than ever to transfer information between two individuals no matter the format if it’s a video you good transfer it in a number of ways such as email, USB, Upload on YouTube and send a link and many more ways and these methods are more cost effective methods than in the past since they are faster, where before you had to all be in the same location to share files now you can be working at home or another store and still be able to easily share all files. Digital development allows for easier cross-platform integration for smaller companies as marketing through social media is cheap and effective this allows smaller companies to find success as they are able to grow in today's market. With plentiful methods of advertisement across the print and digital media where all the news gets around instantly.
With the niche industries being brought to light and some even becoming mainstream such as anime which early 2000’s was unheard of in the mainstream media to now in 2019 where it has become a global phenomenon with millions of people getting into it. The growth of digital technology allowed niche markets to grow especially the creative market as many artists get funded through donations on sites like Patreon.
With the niche industries being brought to light and some even becoming mainstream such as anime which early 2000’s was unheard of in the mainstream media to now in 2019 where it has become a global phenomenon with millions of people getting into it. The growth of digital technology allowed niche markets to grow especially the creative market as many artists get funded through donations on sites like Patreon.
Thanks to the development in digital media it means my product will be available across different platforms such as Play store, App store and I wouldn’t have had this opportunity if companies like Google did not release/develop this technology for public use. This impacts my app since it allows me to target a mass audience rather than a more local based one.