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Infographic: The Visual Internet

The Visual Internet

The Internet is worth a trillion pictures—from photos and videos to emojis and memes, simple words are being pushed out for a more visual reality

The Evolution of Online Visuals

  • August 1991: First website was black and white HTML text
  • 1996: Flash allowed websites to use background images and animated text
  • 2001: Google Image Search gave users access to 250 million images
  • April 23, 2005: YouTube cofounder Jawed Karim posted the first YouTube video "Me at the Zoo"
  • 2007: First iPhone popularized mobile photo sharing and Japanese emojis on a global scale, iPhone users with iOS 2.2 and a jailbroken phone could install a Japanese emoji keyboard
  • 2010: Pinterest and Instagram launched as the first social networks to focus on photo and video sharing
  • 2011: Snapchat launched its vanishing photo app
  • Now:
    • In 2017, people will take 1.2 trillion digital photos
    • In 2015, 3.25 billion photos were shared on social media every day
    • In 2017, 1 billion hours of video are watched on YouTube every day
    • In 2016,760 million photos were shared on SnapChat every day
    • That’s 8,796 photos every second
    • Why More Visual?
      • Average attention span
        • Human: 8 seconds
        • Goldfish: 9 seconds
      • Humans can process an image after looking at for 13 milliseconds

Online reverse image searches allow you to search using images―no need for words

Keeping Up With the Visuals

  • Written Content
    • Internet users only read 20% of the text on a webpage
      • Print readers are slow and thorough―digital readers scan
    • Web readers read in an "F" pattern
      • 1. Read horizontally along the first few lines
      • 2. Drop down the page and read a few shorter horizontal lines
      • 3. Scan vertically all the way down the left side of the page
    • Web writers should:
      • Put the most important info in the first 2 paragraphs
      • Use subheads and bullet points
      • Highlight important words
      • Supplement text with informative images
        • Articles with an image every 75-100 words get 2X the shares as those with fewer images
  • Social Media
    • Every social platform is embracing visual content
    • Facebook Live
      • Launched in April 2016
        • Facebook Live videos are watched 3X longer than prerecorded
        • videos
        • Surprisingly, most people watch and don’t listen (85% of Facebook videos are watched with the sound off)
    • Image Filters
      • In September 2015, Snapchat introduced lenses to add animations such as face-swapping to photo messages
      • In June 2017, Facebook added animated reactions, masks, and filters to Facebook video chats

    In September 2017, The iPhone X now includes Animojis: emojis such as unicorns and pandas that you can animate with facial movement.

  • Advertising
    • Psychology of photos in ads
      • Images we like
        • Products we might buy
        • Real people, such as celebrities or author photos on blogs
      • Images we don’t like
        • Feel-good generic photos
        • Stock photos of models
    • Social media users trust user-generated images from individuals 7X more than branded content
      • 56% are more likely to buy a product after seeing it featured in a user’s photo
    • 4X as many consumers would rather watch a video about a product than read about it
      • 4 in 5 consumers say a video showing how a product or service works is important

We're seeing more and more on our devices―but soon visual content won't be isolated to the screen

An Even More Visual Future

  • Growing Video
    • Internet video will increase 31% between 2016 and 2021
      • It would take one person 5 million years to watch all the video that will cross global IP networks in one month in 2021
    • How much Internet traffic will be video?
      • 2016: 73%
      • 2021: 82%
    • Live video will make up 13% of all video traffic by 2021
  • Virtual and Augmented Reality
    • 2016 VR products
      • Google Daydream
      • HTC Vive
      • Oculus Rift
      • PlayStation VR
      • Samsung Gear VR
    • VR/AR hardware sales will increase 20X between 2015 and 2021
      • In 2021, an estimated 82.5 million headsets will be shipped
      • Biggest growing VR/AR markets
        • 1. Videogames
        • 2. Healthcare
        • 3. Engineering
        • 4. Entertainment
        • 5. Real Estate
  • Tracking Tech
    • Control the screen with the movement of your eyes
      • Devices will develop a greater understanding of your actions and unconscious urges
    • Impacted industries
      • VR/AR: Eye tracking will make virtual experiences feel even more realistic
      • Gaming: Video game navigation and interfaces will be more immersive
      • Advertising: Ad impacts will be measured by precise attentiontracking metrics instead of general impressions
The visual Internet is changing rapidly—blink, and you might miss it



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