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Technology
Rohini
Vaze
10th June
2014
Wearable Technology
Devices
What
is wearable technology?
History of wearable technology.
Why Wearables? Why now?
Industry Projections.
Landscape Wearable Technology
Challenges for Wearable
Technology.
Key Drivers for Wearable Device
Adoption.
A look at some Wearables.
Investments in wearable
technologies.
Future of wearable devices.
Introduction
A wearable device may
include one, two or all
three functions :
A device is considered
Device
wearable
if : is worn for extended period
of time
User inputs and control possible
Enhancement of users experience
Sensors
Displays
Computin
g
Architect
ure
Attributes of Wearable
Computers :
Voice / Gesture
Controlled
3rd Party
apps
Developm
ent
API
Platform
Partners
Less
distracting
when
receiving
alerts /
reminders /
messages
Hands Free
Always
On
Attenti
on
Gettin
g
Environme
nt Aware
Connect
ed
Low Power
Consumption
Instant Wake
Background
Working / Sensing
GPS
Accelerome
ter
Camera
Microphone
Other
Sensors
Wi-Fi
3G / 4G
Bluetooth
NFC ( Near Field
Introduction
A wearable can be categorized broadly into the following
6 categories:
Lifestyle
Entertainment
Medical
Includes Smart Watches, Smart
Glasses and Devices used for
Voice and Video calling,
Gesture Control, etc.
Fitness
Gaming
Industrial
Healthcare Insurance
companies may offer
policy discounts for
members who quantify
their healthy lifestyles by
wearing fitness-tracking
devices
On manufacturing floors,
worker can view metrics
for an equipment on a
smart watch.
Augmented Reality
Overlays in a warehouse
can guide a worker
to find, move, pick, pack
and ship products.
History of Wearable
Technology
The
Abacu
s
Ring
164
4
176
2
Marine
Chronomet
er Pocket
Watch
The
Gambli
ng
Shoe
196
1
The
Digital
Hearing
Aid
197
7
HP releases
the HP 01
algebraic
calculator
watch
Nike
FuelBa
nd
Bluetoo
th
Heads
et
Fitbi
t
200
0
198
7
199
4
Edgar
Matias
debuts a
"wrist
computer"
Samsung
Galaxy
Wea
r
201
2
200
8
200
4
201
2
201
3
201
2
Specialized
Visual Aids
Medical Grade
Monitors ( on
wrist)
Smart
Safety
Glasses
201
Augmente
4
d Reality
201
3
The Oculus
Pebble
Google
Microsoft Rift
Kickstar
Glass
launches
ter
SPOT
Record
Smartwatc
Source :
h
Vandrico.com and
http://www.media.mit.edu/wearables/lizzy/time
Why Wearables?
Quick and
Easy
access to
Information
Consolidation
Enhances
and
Empowers
the wearer
Reliable
and
Immediat
e
Rare that
you will
misplace it
Increases
Engagement
with the
Environment
Can help
in
Multitaski
ng
Private for
the user
Discrete if
wanted
Global Interest in
Wearable
Technology
Source :
Faster,
Small,
Cheaper
Hardware
U
X
Use
Cases
Clou
d
Stora
ge
Locati
on
Data
Whats driving
Wearable
Tech today?
Gamin
g
Indust
ry
Quantifi
ed Self
Moveme
nt
Visual,
Gesture
and Voice
Technology
Healthcare
provides a
Powerful Use
Case:
Source : Accenture
Digital Consumer
Tech Survey, 2014
Figures are in
Wearable Devices
Vendor
Landscape
Landscape
Source:
IHS
World
Market for
Wearable
Technology 2012,
2013
Wearables as a
part of Internet
Lifesty
le
14
%
38
%
10
Entertainm
%
ent
Positive
Healthcare:
22%
28
%
Fitne
ss
5%
Gami
5%
Industring
al
Pricing of
Wearables:
Social Sentiment:
78
%
Neutr
al
*Source :
IDTechEx
Component
Usage:
Leg
s
Pricing by
Industry :
Hea
25 d
%
1%
Wris
t
5
Nec
%Shoulder
42
%
8
% Tors k
o
4%
Arms
120
0
100
0
80
0
*Source
: Vandrico.com / Report by
0
rs
Finge
Chest
Hand
Ankle
r Arm
Ea
Body
Waist
Neck
Wrist
Eyes
Should
Tors
Feet
Hea
Thighs
20
0
40
0
Legs
60
0
Study
for US
*Sourc
e :
Forrest
Controller
Will purchase a device only
when that it will do what they
want it to do.
Quantified Self
Zoomed in focus on tracking
themselves not just for diet or
health, but for academic
purpose.
Self Medic
Uses devices to control own
health and well-being. Often a
super-user, using Multiple
accounts to get accurate
account of health.
Ubiquitous Future
Digital Natives that will grow
up with the next generation
of wearable technology
Security,
Privacy and
Regulations
is an
unresolved
issue
Cost
Rate of sustained
utilization
Wearables:
75
%
100%
50
%
25
%
Needs
changing of
Consumer
Behaviour
9
12
Time
( Months )
Currently
Overlappin
g Nature
of
Smartphon
e and
Wearable
No Killer
App
yet
1
5
1
8
21
24
*Source :
Endeavour Partners
White Paper, Jan 2014
Limited
Battery Life
Easy
Abandonme
Appearance
nt
Adaption to
small screen
will take
time
Assumes
everyone is
the same
Human Factors
Batteries
Chips and
Broad
Ecosystem of
Connected
Technologies
Senso
rs
Feel
lonely
(Internal
Trigger)
Riding in the
train
(Situational
Cue)
Check
Facebook
(Behaviour
)
May get
pleasur
e
( Rewa
rd)
Go beyond
Social Motivation
Reinforcement
Sharing
We learn
goals
from
increases
observing
commitmen
those
t to
around us
achieving
the goals
Social
factors
strongly
determine
our health
Goal
Continuou
s
Feedback
Frequent
Feedback
Personalize
d
Feedback
Important Factor
for
Lifestyle
Wearables Fitness
Human Factors
Batteries
Chips and
Broad
Ecosystem of
Connected
Technologies
Senso
rs
Wearables :
Important
Factor for
*Source : Delloite University Press, Feb
Lifestyle
Wearables
Human Factors
Batteries
Chips and
Broad
Ecosystem of
Connected
Technologies
Senso
rs
Continuous need to recharge the battery is one of the most important reasons for
less stickiness.
Currently, smart-phone chips and batteries are being used.
Ineda Systems
Designed a SoC
( System on Chip)
that can give a 30+
days battery life.
Alwaysconnected
Always-on
speech
recognition
Always-on sensor
analysis
Always-on
Contextual
Computing
Important
Factor for
*Source :
Lifestyle
Wearables
Fitness
Human Factors
Batteries
Chips and
Senso
rs
Broad
Ecosystem of
Connected
Technologies
Sensiti
ve
Sensor
Data
Analy
sis
Accura
te
Senso
r
Success
ful
Wearabl
e
Device
Size
of
sens
or
Personali
za tion
of data
Important Factor
for
Entertainment
Wearables Fitness
Wearables
Human Factors
Batteries
Chips and
Senso
rs
Broad
Ecosystem of
Connected
Technologies
Important Factor
for
Provide
provide
find
many
Provideaaplatform
platformwhere
whereusers
developers
can
easily
create apps and
applications
Pebble opened its app store for developers to
develop apps. At that point, they had developed
Entertainment
over 1000 apps for the platform
Source : appleinsider.com, 03
February 2014
Wearables Fitness
Wearables
Human Factors
Batteries
Chips and
Senso
rs
Broad
Ecosystem of
Connected
Technologies
Sensors
Human
Factors
Accuracy: Good
Sensitivity: Very Good
(Feature to improve it, add
stride length etc.) Type of
Sensors: Average
Waterproof: No
(Water resistant: Yes)
Lifestyle Compatibility:
Good Habit Formation:
Average Social
Motivation: Good Goal
Reinforcement: Good
Desi
Cost
Aesthetics:
gn
Average UI/UX:
Average
Intelligence:
Average
Communication:
Good
Intention: Average
(Not persistent)
Software
Connect to others: Very
Good Apps already
Battery: Very
Poor (Maximum
one day)
Sensors
Human
Factors
Lifestyle Compatibility:
Poor Habit Formation:
Average Social
Motivation: Very Good
Goal Reinforcement:
Not present
Desi
Aesthetics: Average
gn
(Affects your looks due to
glass)
UI/UX: Very Good
Intelligence: Very
Good
Communication: Very
Good Intention:
Average (Not
persistent)
Accuracy: Average
Sensitivity: Average
Types of sensors: Very
good Waterproof: No
(Water resistant: Yes)
Cost
Cost: Very
poor($1500)
Software
Connect to others: Very
Good Apps already
present: Very Good Open
Platform for developers to
develop Apps: Very Good
Sensors
Human
Factors
Lifestyle
Compatibility: Very
Good
Habit Formation:
Average Social
Motivation: Good
Aesthetics:
Good
Goal Reinforcement:
UI/UX:
Good
Not present
Intelligence: Good
Des
Communication:
ign
Good Intention:
Average (Not
persistent)
Accuracy: Average
Sensitivity: Bad ( Not
very
sensitive to
other types of
workouts)
Types of sensors:
Average
Waterproof: Yes
Cost
Cost:
Average($150)
Software
Connect to others:
Good Apps already
present: Good
Open Platform for
developers to develop
Apps: Very Good
Human
Factors
Lifestyle Compatibility:
Good Habit Formation:
Average Social
Motivation: Good Goal
Reinforcement:
Not present
Desi
Aesthetics:
gn
Average UI/UX:
Intelligence: Below Average
Average
(Only measures, doesnt
compute) Communication:
Below Average (Mainly
uses desktop, not mobiles)
Intention: Average (Not
persistent)
Sensors
Accuracy: Good (95%)
Sensitivity: Average ( Set
own stride length, no
heart monitor) Types of
sensors: Poor
Waterproof: No
Cost
Software
Connect to others to
compare performance :
Good
Apps already present:
Poor Open platform for
developers to develop
Human
Factors
Lifestyle Compatibility:
Good Habit Formation:
Average Social
Motivation: Good Goal
Reinforcement:
Not present
Desi
Aesthetics:
gn
Average UI/UX:
Intelligence: Average
Good
(Can configure)
Communication:
Good
Intention: Average
(Not persistent)
Sensors
Accuracy: Average
Sensitivity: Poor
Types of sensors:
Average
Waterproof: Yes
Cost
Cost: Average
($120)
Software
Connect to others to
compare performance :
Very Good Apps
already present: Poor
Open platform for
Battery:
once every 4-5
Average(Charge
days)
Human
Factors
Lifestyle Compatibility:
Good Habit Formation:
Very Good Social
Motivation: Good Goal
Reinforcement: Very
Good (They have
a
Desi
Aesthetics:
Coach)
gn
Average UI/UX:
Intelligence:
Good
Average
Communication:
Average Intention:
Good
Sensors
Accuracy: Average
Sensitivity: Average
Types of sensors :
Average Waterproof:
No
(Water resistant :
Cost
Yes)
Cost: Very good ($60
approximately-Very
cheap compared to
many devices)
Software
Connect to others to
compare performance :
Good
Apps already present:
Average Open platform
Investments in Wearable
Crowdfunding : Reducing Entry Barriers and Helping to validate Product
Technologies
#1 Pebble
Watch
Intended
Raise :
$100,000
Final Raise :
$10,266,845
#2 Dash
Headphone
s
Intended
Raise :
$260,000
Final Raise :
$2,912,500
#3 Emotiv
Insight
#8
Omate
TrueSma
Final Raise :
rt
$1,600,000
Final
Raise :
$1,000,0
2011 : 6 campaigns
:
00 +
#10
Agent
Final
Raise :
$1,012,7
42.
Fin - on
Indiegogo
Intended
Raise :
$100,000
Final Raise :
$202,547
Infosys Director TV
Mohandas Pai invested in
this device
Ineda :
Raised Series B Funding of $17
Mn from Samsung and
Qualcomm
Investments in Wearable
Technologies
$ 458 M Raised in Funding
Across 49
Deals in 2013 :
2013
*Source : www.cbinsights.com,
March 6,2014
Acquisitions in Wearable
Compa
Compa
When Amount Remarks
Technologies
ny
ny
Acquir
ed
Facebook
Intel
Covidien ,
the
medical
device
manufactur
er
Facebook
Moves,
Smartpho
ne App
Basis Science
Apr
201
4
Mar
Technolo
gy
201
4
Marc
h
201
4
Oculus
Mar
Zephyr
Not
declared
Approx
$100 Mn
Not
declared
Approx
$2 Bn
201
4
Under
Armour,
sports
apparel
MapmyFitn
ess app
maker
Nov
201
3
Approx
$150 Mn
Future Outlook
Standalone Wearables
have a potentially
larger market
Currently Smartphone act as a
hub for Wearable, which limits
penetration of Wearables
( that are priced lower)
Short
Term
Outloo
k
Increase in
competition and
entry of
established
brands ( mainly
in proven
markets).
Medium
Term
Outlook
Explosion of
Medical
Wearables- To
assist doctors
with diagnosis
Addition
of
gamificati
on
Increase in
Move from
innovation from
Inertial
start-ups.
Measurement
Crowdfunding
*Source
: Wearable Market Insights
: 1st Quarter 2014 :
Units
Reduction in
the
overlapping
nature of
Wearables
and
Smartphone
s
Privacy
concerns
will be
addressed
soon
Consumers
aged 16-24
most likely to
adopt this
technology first
(Always On,
Always
Connected
Generation)
Long Term
Outlook
Devices will
evolve to be a
passive entity
alongside
humans, its
presence will
become
unnoticed.
Implantation will
become possible
and
advantageous.
Life expectancy
will increase a lot
Future Outlook
People want to move towards simplicity, not
complexity
Consolidation
Consolidation
Wearabl
e
Technolo
gy
Consolidati
on or
Segregatio
n
????
The future isnt just the right software; its the right hardware in the right
places doing the
right thing.
Thank
You!