World technology: The digital home, not
From the Economist Print Edition
Technology firms are pushing a futuristic
vision of home entertainment not because consumers are desperate for it but
because they themselves are.
RECENTLY, at one of the fast-proliferating
conferences devoted to the 'digital home', John Burke, an executive at Motorola,
a maker of mobile phones and digital gadgets, showed a video that presented his
company's version of this vision. In the clip, a youngish man wakes up to a rock
video that automatically starts playing on a screen next to his bed. He gets up
to have breakfast and the rock video follows him to a screen in the kitchen. He
moves into the living room and up pops the rock video on yet another screen.
When he leaves his flat and gets into his car, the video starts playing on a
screen in the steering wheel.
To ordinary humans this sort of thing must seem
like silly—or downright frightening—marketing claptrap. In fact, even Mr Burke's
audience of self-selected technophiles seemed sceptical. 'Did you notice that
the guy was a bachelor,' said Tim Dowling, the boss of Pure Networks, a software
firm in Seattle that helps users to set up and troubleshoot home-computer
networks. 'That alone tells you that they're out of touch. I thought: How dumb.'
Real people do not want to be hounded through their home and their life by some
video stream, he argues; they just want help with basic headaches, such as
getting the kids' laptop, mom's Apple Macintosh and dad's Windows machine to
share the family's printer.
Whether or not computer, software,
consumer-electronics, telecoms, cable and internet companies are in fact out of
touch with consumers may be the biggest question facing these industries today.
That is because the 'digital home', a concept and category hugely hyped in
executive circles but still rarely heard in discussions among consumers,
represents their greatest hope for revenue growth. Demand from corporate buyers
of technology has barely recovered from the dotcom bust and is widely expected
to be unimpressive for years. By contrast, the homes of consumers appear to
technology vendors as a barely tamed analogue wilderness. Darcy Travlos, an
analyst at CreditSights, a research firm, estimates the market opportunity of
the digital home at $250 billion in America alone and $1 trillion worldwide in
three to seven years.
'We view the digital home as critically important,'
says Craig Mundie, one of three chief technology officers at Microsoft, the
world's largest software company. 'The home is much more exciting than the
workplace.' Computers have already led to small revolutions in boosting
productivity in the office and helping people to communicate and to be creative,
he says, so 'we're pretty confident' that computers will have a similar effect
on the way people consume entertainment. Intel, the world's largest
semiconductor maker, recently reorganised itself into new business divisions
including, prominently, one called 'digital home'. Last week it formally
launched Viiv, a bundle of chips intended for use in digital-home PCs.
Consumer-electronics firms such as Sony, computer-makers such as Hewlett-Packard
(HP) and Apple, telecoms giants such as Verizon or SBC, cable companies such as
Comcast, internet firms such as Yahoo!, networking-equipment companies such as
Cisco—all agree that the digital home is where the action will be and are
investing furiously to make sure they have a good chance of playing a leading
role.
Their first challenge in stimulating any sort of
consumer interest is the difficulty of merely explaining what the digital home
is supposed to be. You might think, for instance, that the term refers to the
long-established trend away from analogue and towards digital media. In music,
most people have completed their migration from vinyl records and tapes to
digital CDs. In films, the trend from videotapes to DVDs is not far behind. In
photography, traditional film is fast being replaced by digital cameras and
pictures. TV and radio broadcasters are also shifting to digital transmissions,
with Britain leading the way.
Confusingly, however, that is not what vendors mean
when they talk about the digital home. Instead, they invariably mean a home in
which all sorts of electronic devices—from the personal computer (PC) to the TV
set-top box, the stereo, the game console and, in some versions, even the garage
door and refrigerator—are connected, both to one another and to the internet.
Hence the Motorola marketing video that Mr Burke was showing. Its purpose was to
illustrate what Motorola, like Microsoft, calls 'seamlessness', as digital
content hops automatically between various devices and screens. The excitement,
therefore, is not so much about content being digital, but about its delivery
switching from physical things (such as CDs) to photons (such as wireless
downloads or streaming), because this requires consumers to buy new gadgets.
Believers in this future point to encouraging
statistics. Parks Associates, a research firm in Texas that specialises in the
digital home (and which organised the conference at which Mr Burke gave his
keynote address) surveyed a group of internet users and found that 84% of them
use their PCs to store digital photos, 59% to store music, 36% for video clips
and 26% for personal videos. If one includes devices other than PCs—such as
TiVo, a popular digital video recorder—17% also store movies and TV shows. In
theory, these people could soon avail themselves of new wireless-networking
technologies, such as an emerging standard called 'ultrawideband', to pipe all
this content from their collections to electronic picture frames, screens and
portable devices.
Joined-up thinking
That is not at all what they want to do today,
however. Another study by Parks Associates found that 89% of people with a
home-computer network felt that the relatively modest goal of sharing internet
access is its most important function, with printer-sharing the second priority.
Worse, 27% of people who bought network gear said that they ran into problems
during configuration, leading many to call the help desk of their internet
service provider (who may or may not be responsible for the problem) at an
estimated annual cost of $1.4 billion to that industry. Even downloading
entertainment, as opposed to buying it on discs, appears over-hyped. According
to a study by the OECD, there were over 230 websites offering 1m tracks in
America and Europe at the end of 2004. But these online sales accounted for less
than 2% of total music revenues; even with fast growth, they are projected to
rise only by 5-10% by 2008.
All this points to a huge problem with the
digital-home vision: the lack, among most consumers, of any sense of crisis
about the status quo in entertainment. 'We don't think many folks are looking
for an electronic nerve centre in their homes,' says Pip Coburn, who runs Coburn
Ventures, a technology-consulting and investment firm. After all, popping in a
DVD, say, is so easy and works so well. By contrast, getting a digital home up
and running promises several lost weekends of fiddling with manuals and
settings, and hefty expenses in new gear. According to Mr Coburn's formula for
evaluating new technologies, whereby adoption is a function of the users' sense
of crisis (ie, motivation to change) outweighing their perceived pain of
switching, the digital home ranks as a clear 'loser'.
This miscalculation—if that is what it is—by the
large vendors stems from their history of catering to companies rather than
people, says Pure Networks' Mr Dowling (who used to be at Intel and who hired
some 40 of his 60 employees from Microsoft). During the information-technology
boom, the industry sold its wares mostly to chief information officers or chief
technology officers with big budgets. These are customers who tend to be
receptive toward buying 'solutions' rather than products, and often hire
consultants such as IBM Global Services to pull together hardware and software
from various vendors. But 'consumers don't buy as an IT manager does,' says Mr
Dowling. 'They buy spur-of-the-moment and hodge podge; they buy things, not
systems.' To the extent that the digital home is not a thing but a solution, he
thinks, 'the vendors are all fooling themselves.'
The vendors, naturally, disagree vehemently. 'When
you ask customers what they want, they will never tell you. You have to show
them first,' says Microsoft's Mr Mundie. That is why Microsoft has, since 1994,
had an impressive (or, to some people, intimidating) mock digital home on its
campus in Redmond, Washington State, which it updates with the latest gadgets.
Intel, NETGEAR, HP and most other self-respecting technology firms have similar
mock-ups for display. There is, argues Motorola's Mr Burke, a huge 'need to
educate consumers about the value of a connected home and lifestyle.'
Talking the same language
Outside the controlled environment of a mock home
or conference demonstration, however, educating consumers tends to backfire.
That is because real-world digital homes usually do not work very well. The
premise of the entire vision, remember, is that heterogeneous devices talk to
one another and readily transfer content to wherever the consumer wants to
access it. This requires compatibility—'interoperability' in the jargon—among
vendors involved in two technological categories.
The first is file formats and codecs (short for
coder-decoders), which encode digital information—such as a picture, song or
film—compress it for transmission and storage, and decompress it again for
viewing and listening. The second is digital-rights management software, or DRM,
which protects such content against piracy and unauthorised copying. DRM allows
the copyright holders of content—film studios and record companies, in
essence—to define such parameters as when a film or song that is downloaded
'expires', or how many times it can be copied to another device, such as a
portable player.
The trouble starts here, with a bewildering list of
acronyms that no ordinary consumer should ever have to know, but currently needs
to know, to set up a digital home. The Moving Picture Experts Group (MPEG) is an
industry body that defines widely used codecs such as MPEG-2 for video and MP3
for audio. But the big vendors prefer their own codecs—Microsoft its WM9 (short
for Windows-Media-9), Apple, the market leader in online music sales, its AAC,
and so on.
In DRM, the situation is even more chaotic.
Microsoft pushes its Windows DRM; RealNetworks, which makes rival media
software, has Helix; Sony has OpenMG; Apple likes FairPlay, and so on. The
upshot is that consumers cannot mix online services, gadgets and software from
different vendors and be sure that the content they have paid for actually
works. Music bought online from Microsoft's MSN or Yahoo!, for instance, does
not work on Apple's iTunes or iPod, and vice versa.
This challenge is daunting because DRM technologies
should not only be compatible today, but for all eternity. Otherwise, consumers
will be afraid to pay for content, and will stick with CDs and DVDs, which seem
painless and safe by comparison. 'If consumers even know there's a DRM, what it
is, and how it works, we've already failed,' says Peter Lee, an executive at
Disney. The same goes for codecs. 'The user shouldn't know or care what format
they're using,' says James Poder, an engineer at Comcast, America's largest
cable company and broadband internet service provider, because 'consumers don't
want to be IT administrators for their own home.'
Prisoner's dilemma
It may seem ironic, therefore, that vendors are
refusing to make their technologies interoperable, thus potentially killing
their own vision. On the other hand, it makes sense for each to try to make its
own proprietary technology the winner, in order later to grab a disproportionate
share of the market. The starting point of cable and telecoms companies, for
instance, is as providers of broadband pipes into the home. So they are
investing in IPTV (internet-protocol television), a vision in which content
resides on the network and is pulled into the home on demand. Thus, says Cyrus
Mewawalla, an analyst at Westhall Capital, a broker in London, America's Verizon
and SBC and others are investing hugely in laying fibre-optic cables to homes
(at a cost of about $1,000 per household), hoping that IPTV and the necessary
set-top box could 'evolve into the primary gateway to the digital home.' By
controlling this gateway, they could offer a bundle of telephony, internet and
entertainment, in effect 'owning' the customer.
This would at the same time help them to parry
their biggest threat: Microsoft. Microsoft has itself invested in IPTV,
ostensibly in partnership with telecoms and cable companies. Like its
loss-making investment in game consoles (called Xbox), however, Microsoft
intends this as a purely defensive hedge, says Matt Rosoff, an analyst at
Directions on Microsoft, an independent research outfit near Seattle. Instead,
thinks Mr Rosoff, Microsoft's strategy is to establish the Windows-run PC as the
uncontested hub of the digital home. Hence its all-out push to establish its
codecs and DRM as the standard. This would allow Microsoft to keep selling
Windows upgrades and to earn royalties from hardware and from
consumer-electronics companies that make 'spokes' for the Windows hub, such as
portable music and video players, screens and online services.
Microsoft's most explicit attempt so far is a
version of its current operating system called Windows Media Centre Edition
(MCE), which puts a simplified menu on top of the desktop screen for use with a
remote control from the sofa. The MCE was first launched in October 2002, and
has been upgraded several times since, but it has so far been mostly a dud,
running fewer than 1% of all PCs sold last year. Microsoft now hopes to make MCE
more relevant by selling 'extenders', little devices that can hook on to a TV
set or stereo and communicate with the PC over a wireless network. Its biggest
hope, however, is for Vista (previously known by the code name of Longhorn), the
next version of Windows, which is due to be released late next year (after
several delays).
According to Microsoft's Mr Mundie, there is no
question that the Windows PC will win this fight to become the central
repository for all digital content, for a simple reason. The cable and telecoms
companies, he says, are hampered by their business model, in which the set-top
boxes sit on their own balance sheet and are leased, at subsidised rates, to
consumers. This means that their incentive will always be to make the boxes
cheaper. By contrast, Microsoft's incentive is to make its operating system more
sophisticated, in everything from parental controls to usability. By the same
logic, Microsoft will beat the consumer-electronics companies (such as Sony and
Samsung). Their business model relies on selling devices rather than on
recurring licence revenues. This leads to clutter in the home, without
organisation of the content.
Tom Berquist, an industry analyst at Citigroup,
broadly agrees that the PC is likely to win. The on-demand world on offer from,
say, Comcast, is simply not portable enough, he thinks. By contrast, he says,
moving content to PCs potentially 'liberates you from proprietary technology and
lets you use content on any device.' In this sense, the only real competition to
Microsoft is Apple, whose Macintosh operating system is widely considered to be
more elegant and user-friendly than Windows, and which has a considerable
headstart with the huge popularity of its iTunes music service and iPod player.
Apple's problem, however, is that it has only 2.6%
of the world market for PCs, whereas Windows runs on almost all the rest. Apple
also differs from Microsoft in that it simultaneously wants to be the main
portable-device maker. It is, in other words, a software, hardware and
consumer-electronics company all at once, and that does not leave much room for
alliances with other industries to manufacture spokes for an Apple hub. There
are signs that Apple is becoming more agnostic in order to compete with
Microsoft. It has a deal with HP, traditionally a Microsoft ally (HP was, for
instance, the first computer maker to ship Windows Media Centre Edition), under
which HP bundles Apple's iTunes software on to PCs running Microsoft Windows. In
a surprising announcement in June, Apple also said that it would start using
microprocessors from Intel, another traditional Microsoft ally.
Winner takes all?
For the foreseeable future, the only certainty is
that all these mighty companies will continue to preach interoperability while
pursuing proprietary hegemony. This could lead to several scenarios. One is that
one company, or camp, wins. The digital home, unified by the winner's standards,
might then become a reality in the mass market. For this to happen, however,
several companies and industries would first have to make huge strategic
mistakes, and consumers would have to accede, in effect, to a repeat of the
'Wintel' (Windows and Intel) near monopoly in the PC industry today.
Another possibility is that the technology wars end
with a truce, perhaps brokered by industry consortia that push open standards.
This would be infinitely preferable for consumers and would probably make the
digital home a reality much sooner, since it would mean that consumers could
shop incrementally for new gadgets, all of which will fit with the others. The
catch for providers is that this is much less exciting for their own bottom
lines.
There is a third possibility. This is that the wars
continue, but consumers continue not to care. As John Barrett, research director
at Parks Associates, says, 'it seems that we've concocted a new variant of the
‘paperless' office.' This, you recall, was the consensus a decade or so ago
among technophiles (but almost nobody else), that computer technology would save
our forests by freeing us from having to read and write on paper. Today's
variant, says Mr Barrett, is 'no more tapes, CDs, DVDs, discs.' In other words,
expect them to be around for a very long time to come.
Source: The
Economist
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