This usability report summarizes an eye-tracking study of how Irish Facebook users engage with advertising and media on the platform. The following key points were found:
1) Most users log onto Facebook once a day or more, and top uses are interacting with friends, chatting with friends, and viewing the newsfeed.
2) On average users are fans of 28 pages, with younger users fans of more pages. Pages are discovered through friend recommendations.
3) When directly asked, only 11 of 40 users play Facebook games, with Farmville being most popular.
4) Users pay most attention to updates in their newsfeed rather than ads on the right side.
5) Younger
Women have been the majority of internet users in the US for over 10 years. While men and women initially used the internet differently, with women focusing more on productivity and men on entertainment, new technologies have enabled new behaviors for both genders. Social networking has become central to women's internet experience globally, and women are key drivers of online spending and ecommerce. However, gender differences persist in some areas like sports and gaming, and cultural factors continue to influence online behaviors regionally.
This usability report summarizes an eye-tracking study of how Irish Facebook users engage with advertising and media on the platform. The following key points were found:
1) Most users log onto Facebook once a day or more, and top uses are interacting with friends, chatting with friends, and viewing the newsfeed.
2) On average users are fans of 28 pages, with younger users fans of more pages. Pages are discovered through friend recommendations.
3) When directly asked, only 11 of 40 users play Facebook games, with Farmville being most popular.
4) Users pay most attention to updates in their newsfeed rather than ads on the right side.
5) Younger
Women have been the majority of internet users in the US for over 10 years. While men and women initially used the internet differently, with women focusing more on productivity and men on entertainment, new technologies have enabled new behaviors for both genders. Social networking has become central to women's internet experience globally, and women are key drivers of online spending and ecommerce. However, gender differences persist in some areas like sports and gaming, and cultural factors continue to influence online behaviors regionally.
- Social media sites scored poorly in customer satisfaction (70) in their first year of measurement, led by Wikipedia (77) and trailed by Facebook (64) and MySpace (63).
- News/information sites were steady at 74, led by new entrant FoxNews.com (82) while search/portals declined 7% to 77, driven by a decline at Google to 80.
- Customers tolerate poor experiences at Facebook and MySpace due to their network dominance, though improvements could help them fend off competition. Wikipedia scored highest for its lack of ads and breadth of information.
Global online audiences are growing rapidly, reaching over 1.4 billion internet users worldwide by 2009. Yahoo reaches 500 million users every day across 38 markets and 30 languages. Broadband penetration is increasing globally, driving a major shift from traditional media like newspapers and magazines to internet consumption. Yahoo focuses on providing broad audience reach, unmatched consumer insights, and partnerships to drive engagement and results for advertisers. The document discusses Yahoo's advertising products including CPM, CPC, and CPA models and how CPM is the next logical step in the evolution of internet advertising.
- Social media sites scored poorly in customer satisfaction for the first time in the ACSI report, with an aggregate score of 70. Wikipedia led with a score of 77 while Facebook had the lowest score of 64.
- News and information sites saw no change with an aggregate score of 74. FoxNews.com had the highest individual score of 82.
- Customer satisfaction with search engines and portals declined 7% to 77, driven largely by a 7% decline for Google to 80. Bing debuted with a score of 77.
2009 1.9.09 - teens and the internet- cesransocialit
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The document summarizes how teens have adopted and used various digital technologies over time as "digital natives". It notes that most teens now use email, play video games, and have cell phones. It then outlines the years various online technologies and services launched and the percentage of teens that now use services like social media sites, instant messaging, blogs, and streaming music. The document argues this creates an "ecosystem" that rapidly changes how teens experience and engage with a variety of online content and activities in participatory and social ways.
The document discusses how digital technologies are becoming ubiquitous and always connected. It notes that as technologies become standardized and open, user experience will be the main differentiator. Events will become premium content as behaviors like TV watching become more on-demand and location-based. Mobile devices are increasing location awareness and importance of location-based information and services. New ways of monetizing content on mobile like subscriptions, transactions and sponsorship will be needed as current methods are primitive.