You may need to use a low pass filter (s. Exponential Moving Average for a better description regarding software) before using the signal output. I always use native code to get accelerometer and gyroscope values on iPhone so I am not 100% sure how Unity handles this. But from what you are describing the values appear unfiltered.
A low pass filter calculate a weighted average from all your previous values. Having for example a filter factor on 0.1 your weighted average is:
Vector3 aNew = Input.acceleration;
float a = 0.1f * aNew + 0.9f * a;
This way your values are smoothed at the expense of a small delay. Running the accelerometer with 50 Hz you won't notice it.