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Nick Kinports

The Future of Mobility - Jeannie Weaver on Clearwire's 4G Service

December 18, 2009 (11:00 AM) by Nick Kinports

There’s been a lot of buzz around 4G and what it means for innovation. Maddock Douglas recently interviewed Jeannie Weaver, Regional General Manager at Clearwire, the first 4G network already up and running, to talk about the future of mobility.

 

Innovation is defined as the synchronized intersection of an unmet need or insight, the idea (business model, product, or service) that meets that need and the communication that connects the two. Let's uncover the innovation behind Clearwire and what it means for the future of mobility.

 

What was the unmet need or insight that Clearwire is responding to?

Consumers want and need to be able to access data at broadband speeds on the go—and we don’t think that experience should be painful.

 

What was the idea that inspired Clearwire - how are you filling the unmet need?

The current 3G network is provided by voice-centric cell phone companies who are accommodating the data needs of consumers. Clearwire is just the opposite—we are a data centric network. The reason AT&T is having trouble bringing quality data service to market right now can be attributed to building a network based on voice and having to retrofit for mass data use thanks to the iPhone. Clearwire is built for data volume from day one.

 

And the communication—what has Clearwire been doing to make yourselves known to your target consumer audience?

We want people thinking about CLEAR—we want to intrigue them. We are currently implementing multiple layers that include grassroots salespeople, partnering with local businesses and street teams. We are talking to people the way they want to be communicated to.

 

With 400 million people already using 3G (HSDPA/WCDMA) technologies today, what is Clearwire’s plan to increase mobile usership?

We ideally want to take marketshare and entice those customers on an inferior network to utilize our faster 4G network.

 

Clearwire has been extraordinarily helpful in industries with location challenges, construction for example, where people are working in remote areas—CLEAR is plug and play and the pricepoint is very attractive for small and medium sized businesses.

 

What roles do you see big investors, Sprint, Google and Intel playing in Clearwire’s future?

Sprint holds 51% of Clearwire and they have provided the funding that is allowing us to build out our network. Intel is creating laptops and other hardware with built in WiMAX capabilities, and Google will continue to assist Clearwire strategically. Comcast is currently reselling our service under their brand, and advantage to Clearwire because we benefit when network usage increases.

 

What does the future of mobility look like and how do you see Clearwire affecting that future?

I think we already are. Having the capability to accomplish things on the go, but have an experience like a home broadband connection is amazing. Clearwire will effectively support and drive a better mobile experience while helping to feed the cloud.

 

Also, imagine if the 4G network were implemented in, for instance, Chicago’s parking meter system—there’s a huge lag time when a customer uses a card to pay, resulting in a long wait. The ability to speed things up can make so many day-to-day things easier—and safer. For public safety purposes, the ability to live stream video could bring surveillance to a higher level of efficiency. Devices with built in WiMAX capabilities will become more common as manufacturers rush to provide consumers with the ability to lifestream rich content to their personal and social networks on the go.

 

How do you see the future playing out between LTE (Long Term Evolution) and Clearwire 4G?

Both technologies are sound and in the future, 4G will seem like a commodity. Yet, we have the advantage of speed to market. We'll see how the rest plays out in 8-12 months as LTE goes online in major metropolitan areas.

 

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Nick Kinports

My Life Is A Video Game: Innovation in Education

December 11, 2009 (11:28 AM) by Nick Kinports

Last Friday, we examined video games and how they’re becoming more and more integrated into our daily lives—a future trend discussed by Mike Maddock at Future Trends 2009. We also touched on the insight that consumers are becoming less and less passive in their consumption of information and entertainment services.

 

But what about those who aren’t consumers yet?

 

According to a new “Kids and Gaming 2009” report from the NPD Group, among all children in the United States aged 2-17, 82 percent or 55.7 million, are currently gamers.

 

 

 

And, to take it further, of these gamers, 9.7 million are aged 2-5, representing the smallest segment, while 12.4 million are aged 9-11, making up the largest segment.

 

Kids today aren’t becoming less and less passive—they demand interactivity with little or no wait time. They have grown up experiencing interactive media instead of gradually acclimating to it. And to leverage that fundamental truth, game developers, scientists, teachers and even NASA engineers are coming together to innovate one of the most important subjects of our future: education.

 

Of course, in the past, video gaming has been parlayed into various attempts to sneak educational material into the minds of kids—but it didn’t work, at least not on a large-scale. But now, with game developers like ARA/Virtual Heroes collaborating with NASA astrounauts to create games like “MoonBase Alpha” to better convey science, technology, engineering and math ideas to students across America, it seems that the video gaming trend is being recognized for the first time as a relevant solution for a very serious unmet need.

 

And the great thing about this innovation? It’s working.

 

As more industries realize the potential of gaming and the relevance of this future trend, adults may find themselves playing a lot more—or at least more regularly—to stimulate new ideas and observations about the world around them.

 

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Nick Kinports

My Life Is A Video Game: Technological and Social Innovations

December 4, 2009 (11:45 AM) by Nick Kinports

Let's start with some numbers: in the first 24 hours of it’s release, Modern Warfare 2 sold 4.7 million units, or 310 million dollars in the US, Canada and the UK. Within the first 5 days, MW2 took in US$550 million worldwide. And yes, these numbers beat out music, book and movie releases during the same period. For some people, this shift in popular media might seem ludicrous. But for Maddock Douglas, it’s an event among many that continues to confirm a future innovation trend:

 

My Life is a Video Game.

 

Today, video games are becoming less ancillary and more integrated within our daily lives. As Mike Maddock said at Future Trends 2009 (video link) we use a Wii fit to get in shape—and to build on his point, we already are using video games to:

 

  • Test and improve our logic
  • Delve deeper into history and war
  • Build our vocabularies
  • Train for jobs

 

And the list goes on.

 

As Maddock Douglas thinks about the future of many industries, we understand that consumers are becoming less and less passive. They want to be immersed and involved.

 

As the definition of “video game” becomes broader, individuals continue to utilize gaming for not just entertainment, but also for functional purposes.

 

 

Consider foursquare, the mobile app that allows you to “check-in”, tells your friends where they can find you, and recommends places to go & things to do near your current location. Foursquare openly credits a gaming component to their success, as every foursquare check-in (when users find new places—i.e. restaurants, stores, bars etc. in their neighborhoods) earns them points. And, after accumulating a certain amount of points, they’re awarded badges or even made “Mayor” of that location, which may qualify them to earn freebies.

 

It might seem silly to some, but to foursquare’s investors—the likes of Jack Dorsey, creator of Twitter, Kevin Rose, founder of Digg, and SV Angels LLC, The angel group founded and backed by Ron Conway, it’s a seriously fun way to “make your city easier to use.”

 

As demonstrated by many forward thinking companies like foursquare, where function and gaming mesh together, the chance to innovate is far beyond maps or joysticks.

 

Have you seen the new Maddock Douglas homepage?

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Nick Kinports

Future Trends 2009: Predictions

December 1, 2009 (12:37 PM) by Nick Kinports

Maddock Douglas CEO Michael Maddock recently shared his industry shifting predictions for 2010 and beyond. Watch an excerpt from Future Trends 2009 below:

 

 

 

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Nick Kinports

Future Trends 2009 in Miami, FL

October 28, 2009 (11:33 AM) by Nick Kinports

Future Trends 2009, November 2-4, Miami, FL

 

future trends banner

 

Maddock Douglas will be represented at Future Trends 2009 by:

Nick Kinports, Digital Integration Manager (@ADMAVEN)

G. Michael Maddock, Founding Partner

Michelle Oldham, Vice President of Innovation (@mahdlo1)

 

If you are attending, be sure to join us in Salon B (Track 1) on Tuesday, November 2, 2009 from 1:45-2:30PM for Michael Maddock's presentation on Trends from the Trenches: Tapping Networks to Find the Next Blockbusters.

 

For those of you unable to attend, get exclusive information on Future Trends 2009 by following Maddock Douglas on Twitter. We will post video of the full presentation on The Maddock Douglas Innovation Engine Blog as it becomes available.

 

About Future Trends 2009:

FT'09 is your opportunity to join industry experts, corporate visionaries, trendsetters and other revolutionaries to uncover and action the trends that matter most to your business, brand and service. Look not only into the immediate future and way ahead- where will we be in 50 years or more? And focus on making it relevant for your business - before others do. Lead your team to relate trends to make decisions, engage in real conversations, and create meaningful change.


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