Hindsight · review build · data not yet validated
One shops for these information objects by “strolling” through virtual malls, sampling and selecting objects of interest, rapidly (and securely) conducting an on-line transaction, and then quickly downloading the information using high-speed wireless communication.
Grader A: partial
Online stores with sampling, secure checkout and fast download existed (iTunes, App Store from July 2008). Downloading over wireless links to a phone needed a smartphone, owned by 35% of US adults only in May 2011. The 'strolling through virtual malls' image (immersive 3D shopping) did not happen. The core download flow was real; the wireless-mall form was only partly true.
Test: Smartphone owners able to buy and download over wireless: 35% of US adults in May 2011 (Pew). 3D virtual-mall shopping: under 5%.
Grader B: hit
By 2009 people routinely browsed online stores, previewed songs and apps, paid securely and downloaded content, including over Wi-Fi and 3G. The iPhone got an iTunes Store app in June 2007. The App Store opened in July 2008 and passed 1 billion downloads in April 2009 and 10 billion in January 2011. iTunes was the largest US music vendor by April 2008. The literal 3D 'virtual mall' did not happen. Kurzweil put 'strolling' in quotes, so the dominant reading is browsing.
Test: Mainstream test: 20% of target users buy and download media online, including over wireless. Majority of US music purchases were digital by 2011 (50.3%). App Store: 1B downloads by April 2009 and 10B by January 2011.