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HandWiki. Consumerization. Encyclopedia. Available online: https://encyclopedia.pub/entry/33195 (accessed on 12 October 2026).
HandWiki. Consumerization. Encyclopedia. Available at: https://encyclopedia.pub/entry/33195. Accessed October 12, 2026.
HandWiki. "Consumerization" Encyclopedia, https://encyclopedia.pub/entry/33195 (accessed October 12, 2026).
HandWiki. (2022, November 07). Consumerization. In Encyclopedia. https://encyclopedia.pub/entry/33195
HandWiki. "Consumerization." Encyclopedia. Web. 07 November, 2022.
Consumerization
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Consumerization is the reorientation of product and service designs to focus on (and market to) the end user as an individual consumer, in contrast with an earlier era of only organization-oriented offerings (designed solely for business-to-business or business-to-government sales). Technologies whose first commercialization was at the inter-organization level thus have potential for later consumerization. The emergence of the individual consumer as the primary driver of product and service design is most commonly associated with the IT industry, as large business and government organizations dominated the early decades of computer usage and development. Thus the microcomputer revolution, in which electronic computing moved from exclusively enterprise and government use to include personal computing, is a cardinal example of consumerization. But many technology-based products, such as calculators and mobile phones, have also had their origins in business markets, and only over time did they become dominated by high-volume consumer usage, as these products commoditized and prices fell. An example of enterprise software that became consumer software is optical character recognition software, which originated with banks and postal systems (to automate cheque clearing and mail sorting) but eventually became personal productivity software. In a different sense, consumerization of IT is the proliferation of personally owned IT at the workplace (in addition to, or even instead of, company-owned IT), which originates in the consumer market, to be used for professional purposes. This bring your own device trend has significantly changed corporate IT policies, as employees now often use their own laptops, netbooks, tablets, and smartphones on the hardware side, and social media, web conferencing, cloud storage, and software as a service on the software side.

software as a service character recognition proliferation

References

  1. David Moschella, Doug Neal, John Taylor, and Piet Opperman. Consumerization of Information Technology. Leading Edge Forum 2004. http://lef.csc.com/projects/70, Accessed 27/02/2012
  2. Special Report: Personal Technology, "Consumerisation: The Power of Many", Economist, 2011, http://www.economist.com/node/21530921, Accessed 27/02/2012
  3. Jeanne G Harris, Blake Ives, and Iris Junglas. IT Consumerization: When Gadgets Turn into Enterprise IT Tools. MIS Quarterly Executive.
  4. Gartner IT Glossary: Consumerization. http://www.gartner.com/it-glossary/consumerization, Accessed 21/01/2016
  5. Joan Goodchild, "Consumer device use is growing, but IT and security can't keep up", http://www.csoonline.com/article/686087/consumer-device-use-is-growing-but-it-and-security-can-t-keep-up?page=1, 2011, Accessed 27/02/2012
  6. James Green & Sham Datta, White Paper, "Intel® Trusted Execution Technology", http://www.intel.com/technology/security/downloads/arch-overview.pdf, Intel, Accessed 27/02/2012
  7. White Paper, "Building a Secure System using TrustZone® Technology", http://infocenter.arm.com/help/topic/com.arm.doc.prd29-genc-009492c/PRD29-GENC-009492C_trustzone_security_whitepaper.pdf, ARM, Accessed 27/02/2012
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