Background: Wireless item trackers such as Apple AirTags or from Tile have reached beyond double-digit market penetration. For technology market leader Apple, the devices hold the promise of extending the depth of user engagement with and reliance on the Apple ecosystem. Location sharing is a double-edged sword, since it increases the risk of a privacy breach while simultaneously offering enhanced convenience.
Approach: This MetaFAQs is based on the responses of 7,537 online adults from the MetaFacts TUP/Technology User Profile 2024 wave. It reports the percentage of online adults using an item tracking device such as an Apple AirTag or Tile. Respondents are profiled by age, gender, generational life phase, detailed employment status, presence of children, household size, use of Apple, Windows, and Android devices, and plans to acquire a wireless item tracker in the next 12 months.
Profile of Copilot+ PC early adopters – their AI attitudes, use cases, activity trends, and profile
Background:
Many major PC makers have recently launched AI Copilot+ PCs, enabling consumers and employees to make the most of many AI tools. The earliest brands include HP, Acer, ASUS, Lenovo, Microsoft, Dell, and Samsung, including Qualcomm technology. With so much promotional hype and confusion around AI, getting a reality check from users is essential.
Are early adopters of Copilot+ PCs very different from users of non-Copilot+ Windows 11 PCs? Windows 10 PCs? Apple Macs? The general online public?
Who are these newest buyers?
Which types of use cases are the early adopters getting AI assistance with?
How are their attitudes about AI different from the rest of the online world? Are they more positive, or are they more negative?
What are their concerns? Privacy? Wrong answers? Are they underwhelmed? And how strongly are they concerned?
What do they enjoy about using AI assistance? Creativity? Productivity? Learning new things?
Why did they buy a Copilot+ PC?
Approach:
This research is based on a survey of 11,852 online adults in the US, Germany, UK, and Japan, drawn and weighted to be representative of the online population. From this dataset, MetaFacts screened and profiled 3,131 respondents who use AI assistance with their regular activities. These use cases most used with Copilot+ PCs include personal creativity, professional creative software for work purposes, creating videos for work purposes, writing, and using professional creative software for personal purposes. Furthermore, the study details more than 80 activities, the share that are regularly done, and the percentage that are done using AI tools.
Employees expect remote work arrangements to endure
Background:
How long will remote work continue? Will the hybrid arrangements persist, or will we be back to all or nothing? Working remotely suddenly expanded into the mainstream in early 2020 in response to the COVID-19 pandemic. In each subsequent year, employees and employers have been adapting to shifting conditions, each wondering about the road ahead. The unknowns hold many implications, including the type of technology employees will use, buy, or that employers may provide to them.
Approach:
This MetaFAQs is based on the responses of 23,671 employees over three years from the MetaFacts TUP/Technology User Profile 2022 through 2024 waves, spanning the US, Germany, the UK, Japan, and China. It reports the percentage of online adults expecting to work remotely in the next 12 months—ranging from never, to occasionally, and up to always. This is further split by age group (18-39 and 40+) and global and US views. These results are drawn from the standard published TUP tables named 200 WFHxEMPAGE.
Sustained interest in smartwatches, although generations differ
Background:
Wearables have extended the literal attachment many consumers maintain to their respective ecosystems. Smartwatches are more than a fashion accessory; they can act as a visible sign of one’s brand choice, much like white headphones or blue text messages. Watching the forward interest in watches is one key indicator of Apple’s future and that of its rivals.
Approach:
This MetaFAQs is based on the responses of 54,619 respondents over four years from the MetaFacts TUP/Technology User Profile 2021 through 2024 waves, spanning the US, Germany, the UK, Japan, and China. It reports the percentage of online adults planning to purchase wearables in the next twelve months, specifically an Apple Watch, an Android Smartwatch, some other smartwatch, or a fitness tracker. This is further split by generations for global and US views. These results are drawn from the standard published TUP tables named 810 PLANSxAGEGEN.
An Apple or Android future – the generations speak
Background:
As the smartphone market approaches saturation and ubiquity, the competition between ecosystems has become the most closely scrutinized. Will future smartphone consumers choose an Apple iPhone or an Android smartphone? Is Gen X more interested in iPhones, or are they going with Android?
Approach:
This MetaFAQs is based on the responses of 54,619 respondents over four years from the MetaFacts TUP/Technology User Profile 2021 through 2024 waves, spanning the US, Germany, the UK, Japan, and China. It reports on the percentage of online adults in three mutually exclusive groups: Those who are planning to purchase an iPhone and not an Android smartphone, those planning to purchase an Android and not an iPhone, and those on the fence – planning to buy either. This is further split by generations for and with a global and US view. These results are drawn from the standard published TUP tables named 810 PLANSxAGEGEN.
Smartphones overtake computers: Device hour shifts since pre-pandemic times
Background:
Before the pandemic and economic shifts, online adults worldwide have adjusted which devices they use, how they use them, and how often they use them. Two major changes are the shift from feature phones to smartphones and, following that, the transition from computers to smartphones. One measure of this shift is the time users spend with each type of device.
Approach:
MetaFacts surveyed 81,608 online adults in the US, Germany, UK, and Japan from 2018 through 2024 as part of its annual TUP/Technology User Profile study. Within the survey, as part of detailing the multiple devices that respondents regularly use – smartphones, computers, tablets, and game consoles – we have them report the number of hours they use each device weekly. We aggregate these results for each respondent and then report the mean (average) hours within their country and generational age group.
The technology remote workers want
Background:
As employees continue to work from home, they also continue to seek ways to enhance the technology they rely on for both work and personal needs. The shopping list of desired tech products shifts as employees gain experience working remotely.
Approach:
MetaFacts surveyed 5,653 online employed adults in the US, Germany, UK, and Japan as part of its annual TUP/Technology User Profile 2024 study. Within the survey, we have them report their technology purchase plans for the next 12 months, ranging from computers and smartphones to wearables. We also have them report their remote working experience and status – both before the pandemic and currently.
The sizzle is fizzling in game-specific devices while gamers find ways to play with whatever they have
Fun is a persistent driver of technology usage, especially playing games. However, not all age generations are as interested in playing games as others are. Also, the devices people choose to play games on are evolving, with software becoming more efficient, graphics getting better, and connections getting faster. Also, the adoption of mobile devices, especially smartphones, has made game-playing more easily in reach to even casual gamers.
Approach: This MetaFAQs is based on the surveys of 52,618 respondents in the US, Germany, the UK, Japan, and China from 2021 through 2024. In the TUP/Technology User Profile questionnaire, we asked respondents to specific the activities they do regularly with their devices – smartphones, feature phones, computers, tablets, and game consoles. Among those activities are playing immersive/action games and other games. In addition, we gathered demographics such as age which allows us to group results into generations.
The results in this MetaFAQs include tables for 2021 through 2024 detailing the active use of the following activities and devices by country and generation: Online adults (000), Any smartphone, Any PC, Any home PC, Any game console, Any tablet, Any gaming desktop or laptop PC (NET), Any VR headset, Any device – play a game (NET), Any mobile device – game-playing (Net), Any smartphone – game-playing (Net) , Any PC game-playing or gaming PC (Net), Any PC – game-playing (Net), Any home PC – game-playing (Net), Any game console – game-playing (Net), Any tablet – play a game (NET), Any gaming PC – game-playing (Net)
The aging home computer installed base as most generations delay refreshing
Background:
Headwinds have faced home computers for years. Prior to the pandemic, adults worldwide were relying less on home computers and more on smartphones, tablets, or for some of the employed, work computers. With the onset of the pandemic, many employees, students, and parents turned to home computers for entertainment, shopping, or to get work done. Now, as many employees and students are returning to previously-established routines, home computer usage levels are returning to the established long-term trend.
Approach:
MetaFacts surveyed 81,608 online adults in the US, Germany, UK, and Japan from 2018 through 2024 as part of its annual TUP/Technology User Profile study. Within the survey, as part of detailing the multiple devices that respondents regularly use – smartphones, computers, tablets, and game consoles – we have them report if they are using a home computer, and how recently they acquired it.
AI’s adoption easier path among American Apple and ASUS work computer users
AI (artificial intelligence, primarily generative AI tools) has received substantial market attention. Employees are strongly affected, mainly because many AI tools are marketed for productivity and work-related use cases. However, measuring the impact of the media and investor attention is essential to determine the level of interest, receptivity, and caution. There has been enough widespread awareness to measure employee sentiment. Furthermore, commercial computer makers have much of their future contingent upon how well their solutions are put into active use by employees and valued by their employers. Suitability of today’s AI tools aligns better with some occupations more so than others.
Approach: This TUPdate is based on the surveys of 1,404 respondents in the US in August 2024 as part of the MetaFacts TUP/Technology User Profile survey. Relevant to this TUPdate, we asked respondents to report their strong agreement to strong disagreement with a series of statements about AI on a five-point scale. The survey further gathered demographics, such as employee role.
Current TUP/Technology User Profile service subscribers can find these results on their client portal.