This adaptation of websites amplifies the change in consumption patterns. Internet and the tablet, an evolution or a revolution? 987: Linus Technologies, an American company, launches the Linus Write Top . A real revolution! Handwriting is transformed into digital characters and it is the first terminal without a keyboard and the first touchscreen Andorra Email List laptop with a stylus. 1989: Samsung produces the GridPad, the first “general public” touchscreen tablet, 3,000 dollars are still necessary to acquire the GridPad with its software, it is sold to institutions such as the American army and the police. 1993: Pen Pad Amstrad releases the PDA, the first personal assistant. Apple is also releasing the Apple Newton, a touchscreen assistant without a keyboard and equipped with handwriting recognition software.

2007: The iPhone, a digital mini-tablet is launched by Apple, the precursor of the iPad tablet launched in January 2010, it is this which will give the start of the evolution of web consumption. Since the iPhone and the iPad, Google, Sony, Samsung, Lg, Toshiba and other manufacturers are developing ever more powerful touch tablets of all sizes. Smartphone taken in hand After the launch of the iPad, an American specialist, S. Mossberg explains to us that the tablet profoundly changes mobile computing by taking market share from the laptop. At the end of 2011, Jonathan Zittrain, professor of law at Harvard announced the end of the PC competed with the arrival of “extra mobile” and lighter tablets. In 2013, according to a study by the Institute of Social Development, 191 million tablets were sold against 142 million PCs.

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The beginnings of the tablet …

(sources: Wikipedia) The tablet would symbolize the “post PC” era : IT is no longer limited to the computer, it is integrated into our daily environment. However, a tablet does not equal the comfort of using a computer with its keyboard and mouse. The tablet is perfectly suited to surfing the web, it is however limited to a short writing, the traditional PC retains an advantage in this regard. tablet grip Tablets are less and less perceived as innovative or even revolutionary with their wide distribution. Our daily use of computers and the Internet is consequently upset. The websites too have had to adapt by becoming responsive (self-adaptive design) . Non-responsive websites therefore risk cutting themselves off from a growing share of their visitors, as evidenced by the capture of Google Analytics from one of our clie

capture of Google Analytics from the website of a client of the anthedesign agency capture of Google Analytics from the website of a client of the anthedesign agency Small decryption: The capture presents and compares the distribution of the types of terminals used to browse our client’s website. I chose to compare the site traffic over the months of May and June in 2013 and 2014. The observation is clear, Internet users equipped with tablets and smartphones already represented 22.81% of visitors in 2013, the trend is confirmed in 2014 with 35.25% of acquisitions! This strong trend is confirmed over the months. Another observation is that the site is not responsive design (this technology did not exist at the time of its redesign), the bounce rate increases and the number of pages visited decreases for Internet users with tablets and smartphones, whereas all the other indicators are green.

The tablet… the touchscreen revolution!

In conclusion, evolution, revolution… whatever for the Internet user! One thing is certain, the web has become nomadic thanks to the success of tablets and smartphones and the number of users is growing every day. Its level of difficulty is made to interest the player and sufficiently accessible not to discourage him. Thomas Gaon, Clinical psychologist, member of the OMNSH (Observatory of the Digital Worlds in Human Sciences), analyzes the avatarial relationship specific to video games “The algorithm behind each board is configured so as not to discourage the player (…) The cycle reward is also well adjusted. The time between the efforts made and access to the next level where the gain of additional moves is skillfully paced so as not to tire ” . Etienne Armand Amato.

Digital Technical Advisor at IHEST (Institute of Higher Studies for Science and Technology) also explains this phenomenon in his book The playable avatars of digital worlds : “What makes a world seems not only linked to the presence , but to the registration of oneself in a semiotic and communicative space , whether this registration takes the form of a profile ( websites ) or of a creature (video games) depending on the type of device and environment that can be spooky or realistic, recreational or utilitarian. This is precisely where the notion of avatar comes in. ” Extract from OMNSH blog article published in 2013. Candy Crush Saga Some figures on the Candy Crush saga… (Sources early 2014: La Tribune.

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