Do people really want broadband Internet access in their homes? It has
been five years since household broadband Internet connections
first became available. Yet only 14 percent of U.S. homes
with Internet-capable PCs have a broadband connection. In
Europe, the figure is a paltry 4 percent.
Image: Bryan Christie
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Why wouldn't everyone want broadband? It delivers bits at blinding speeds
and it'll improve our lives in countless ways. We know that
because the "techies" have told us so.
And that's the problem. Most people don't care about bits per second,
packet switching, and latency. They care about how the technology
is going to specifically affect their lives—for the better,
hopefully. It is the techies who love technology for its own
sake, and they are still running the telecommunications industry,
as they have for the past 120 years.
In theory, there are no monopolies left in telecommunications. But bad,
old habits from our monopoly days die hard. And these habits
are turning out to be a serious obstacle in the maturation
of broadband from a nonessential convenience (of spotty dependability,
at that) to a standard service that revolutionizes the way
we communicate, gather information, entertain ourselves, socialize,
buy and sell things, and generally run our lives.
Products,not techno-babble
Instead of giving specific examples of how people's lives will be
improved, instead of elaborating upon a vision in which people
have easy access to vast repositories of information, entertainment,
education, advice, images, tools, other people, and a hundred
other benefits—we talk techno-babble. Instead of examining
people's specific needs and developing products to fulfill
those needs, as do all competitive industries, we start with
technology and then try to jam it down the throats of our
customers.
How should we sell broadband services? Consider the photography business.
For decades, Kodak, Agfa, and Fuji have conditioned people
to take pictures, deliver rolls of film to drug stores or
photo shops, and return later to pick up the finished product.
Imagine: two trips to the store, days apart, and a significant
lag between taking a picture and viewing the result.
Now, with digital cameras, we can, at least in theory, view and
exchange those pictures electronically after we load them
into a computer. Some day that process might even be sufficiently
straight-forward to be acceptable to the average consumer.
There is an obvious opportunity here. We already have the technology
to deliver data wirelessly at high speed and at low cost.
Nothing need keep us from letting people take photographs,
look at them, and distribute those they like in seconds, without
having to figure out the fine points of the picture transfer
protocol or the Windows image acquisition driver.
At a megabit per second, it's possible to take a reasonably high-resolution
picture and have it delivered to a Web server, or even a television
set, in about a second. The entire process, including beaming
a photo to your friends and relatives, could be accomplished
with a single press of a button located next to the camera's
shutter-release button. If you had such a camera, would you
ever buy a roll of film again or go through the annoying exercise
of transferring the picture from camera to hard disk to e-mail
software?
The message, I hope, is clear. If Kodak, Agfa, and Fuji are to remain viable,
they have to think, not about the technology on which they
built their businesses, but rather about the needs of consumers
and how they can best be served with all modern technologies.
These companies are not in the film and chemicals business,
nor even in the camera business. They are in the business
of capturing images in a way that allows consumers to save
and share those images as easily and conveniently as possible.
Similarly, is Sony in the business of selling plastic and cardboard in
the form of CDs, or is it in the business of providing consumers
with easy access to digital music from a huge catalog? I can't
imagine why anyone would buy a particular recording artist's
CD rather than pick an assortment of their favorite songs
by that artist and download them to a disk in any order they
chose. The Napster episode showed us years ago how easy it
could be for consumers to find and download music to their
computers. Artists and distributors would have to be compensated,
of course, but the point was made: music companies would no
longer be burdened with the cost of churning out plastic and
cardboard.
Why would anyone buy a particular recording artist's CD rather than
pick an assortment of their favorite songs by that artist and
download them to a disk?
Game-playing will be an enormous market—far larger than it is today.
It is perhaps the most demanding of all broadband applications,
and it revolves around creating virtual realities. Huge amounts
of bandwidth are needed to make these virtual realities come
close to "real" realities. Once again, the software applications
exist today that invite a consumer to enter virtual worlds,
take part in creating them, and dynamically interact with
other people in real time. Isn't that more interesting than
dealing with games derived from the imagination of others
in static, canned situations?
Many other broadband applications, in telemedicine, public safety,
e-commerce, and education, could change consumers' lives.
The convergence of computing and telecommunications and the
impact of the Internet will inevitably alter the way we conduct
business in the telecommunications industry.
Now allow me to ask again: do consumers need broadband? You bet they do!