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Wearable Technology 
Rohini Vaze 
10thJune 2014 
Feeding our underlying curiosity to know, to be aware!
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 device is considered wearable if : 
–Device is worn for extended period of time 
–User inputs and control possible 
–Enhancement of user’s experience 
Attributesof Wearable Computers : 
Hands -Free 
Always On 
Environment - Aware 
Connected 
Attention Getting 
Development Platform 
Voice / Gesture Controlled 
•Low Power Consumption 
•Instant Wake 
•Background Working / Sensing 
•GPS 
•Accelerometer 
•Camera 
•Microphone 
•Other Sensors 
•Wi-Fi 
•3G / 4G 
•Bluetooth 
•NFC ( Near Field Communication) 
•3rdParty apps 
•API Partners 
Less distracting when receiving alerts / reminders / messages 
Sensors 
Displays 
Computing Architecture 
Awearable device may include one, two or all three functions :
Introduction 
A wearable can be categorizedbroadly into the following 6categories: 
Usecases of Wearable Technology: 
*In Australia, firefighters are being outfitted with a data- transmitting pill that can detect early signs of stress. The device was also used to measure skydiver Felix Baumgartner's vital signs during his world- record jump to earth from space 
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. 
Field Installation, service and maintenance professionals are being outfitted with smart glasses to access documentation, procedural tips, and skilled advice ** 
The current trend is mostly towards activity monitors. Health has been a big driver for wearable technology thus far. It willbe interesting to see how far Smart Watches go and how they are implemented in the workplace. 
Lifestyle 
Includes Smart Watches, Smart Glasses and Devices used for Voice and Video calling, Gesture Control, etc. 
Entertainment 
Devices used for augmented reality, smart gloves, gesture controlled devices, etc. 
Medical 
Devices used for Cardiac Monitoring, HearingAid, Bionics, Remote monitoring of Patients, etc. 
Fitness 
Devices used for measuring heart rate, distance travelled, skin temperature, etc. 
Gaming 
Devices that use augmented reality for gaming. 
Industrial 
Devices that help in Hands-Free and Remote operation for business and industrial purposes. 
Source : Vandrico.com 
Some devices can fall into more than one Category.
History of Wearable Technology 
The Abacus Ring 
1644 
Source : Vandrico.com and http://www.media.mit.edu/wearables/lizzy/timeline.html 
Marine Chronometer Pocket Watch 
1762 
The Gambling Shoe 
1961 
HP releases the HP 01 algebraic calculator watch 
1977 
The Digital Hearing Aid 
1987 
Edgar Matias debuts a "wrist computer" 
1994 
Bluetooth Headset 
2000 
Microsoft launches SPOT Smartwatch 
2004 
The Oculus Rift 
2012 
Pebble Kickstarter Record 
2012 
Fitbit 
2008 
Nike FuelBand 
2012 
Samsung Galaxy Wear 
2013 
2013 
Google Glass 
•Specialized Visual Aids 
•Medical Grade Monitors ( on wrist) 
•Smart Safety Glasses 
•Augmented Reality 
2014
Why Wearables? 
Pros of Wearable Technology 
Increases Engagement with the Environment 
Can help in Multitasking 
Enhances and Empowers the wearer 
Consolidation 
Private for the user –Discrete if wanted 
Quick and Easy access to Information 
Reliable and Immediate 
Rare that you will misplace it
Focus on Wearables –Why Now? 
Global Interest in WearableTechnology 
On April 30, 2014 , Amazon.com added a separate section to buy a Wearable Device 
1 in 10 Americans over 18 now owns an activity tracker –(Endeavour Partners, September 2013) 
Walgreens’s Mobile App now connects to Wearables and uses Wearables to reward Healthy Behavior 
53% of the millennialssaid they would rather Give Up their Sense of Smell, than Give Up their Technology 
Some of the Biggest Manufacturers of Tech such as Google, Apple, Microsoft and a host of fitness-device manufacturers are making significant investments in this area 
Source : Vandrico.com 
Source: Mediabristro
Focus on Wearables –Why Now? 
What’s driving Wearable Tech today? 
Faster, Small, 
Cheaper Hardware 
Cloud Storage 
Location Data 
Gaming Industry 
Quantified Self Movement 
Visual, Gesture and Voice Technology 
UX 
Use Cases 
Healthcare provides a Powerful Use Case: 
Source : Accenture Digital Consumer Tech Survey, 2014 
Figures are in percentage
Industry Forecasts for the Future 
Function of Wearables: 
Support : Data-Streamed Care manages ones Personal Health 
Record : Catalog One’s Personal Experience to Cloud Memory 
Nudge: Responsive Coaching leads to better behaviour (tailored ecosystem) 
Communicate : Connected Experiences promote long distance togetherness 
Verify : Password provided by One’s Authenticated Self 
 
Control : Interact with the World through an On Board Interface 
Augment : Enhance Natural Abilities through Augmented Sensory Perception 
Restore : Regain Movement with the aid of Bespoke Biotech 
Mirror : Reflect One’s well being through an Emotional Mirror 
Align : Biometrically Attuned Systems Personalize One’s Surroundings 
Source : PsfkLabs & iq intel 
Industry Size for Wearables: 
Source : IHS Inc. September 2013
Wearable Devices –Landscape 
Source: IHS World Market for Wearable Technology –2012, 2013 
Vendor Landscape 
Wearables as a partof 
‘Internet of Things’
Wearable Devices -Landscape 
Area ofMarket Focus: 
Lifestyle 
10% 
28% 
5% 
5% 
38% 
14% 
Fitness 
Gaming 
Industrial 
Medical 
Entertainment 
*Source : Vandrico.com / Report by Vandrico 
Social Sentiment: 
22% 
78% 
Neutral 
Positive 
Pricing of Wearables: 
Component Usage: 
*Source : IDTechEx 
Area Wise developers and manufacturers for Healthcare:
Wearable Devices -Landscape 
Pricing (in $ USD)according to Body Location: 
*Source : Vandrico.com / Report by Vandrico 
Pricing by Industry : 
Devicecompatibility: 
0 
200 
400 
600 
800 
1000 
1200 
Legs 
Head 
Feet 
Torso 
Thighs 
Should… 
Eyes 
Wrist 
Neck 
Waist 
Body (… 
Ear 
Arm 
Ankle 
Hand 
Chest 
Fingers 
How would you be interestedin a wearable device assuming it was a brand you trust, and offered a service that interested you? 
*Source : Forrester Research 
Study for US Adults 
Area ofBody Parts: 
25% 
1% 
5% 
8% 
4% 
42% 
2% 
4% 
4% 
4% 
Wrist 
Fingers 
Hand 
Feet 
Legs 
Head 
Shoulder 
Arms 
Neck 
Torso
Wearable Devices –Current Users 
*Source : The Human Cloud, Rackspace, June 2013 
Six DistinctProfiles of Wearable Technology Users: 
Curious 
They are ‘Playing’ with these devices. 
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. 
Finish Line Fanatic 
Really excited at the adoption stage, but shine wears off when realize device needs to be calibrated, charged, synced, etc 
Ubiquitous Future 
Digital Natives that will grow up with the next generation of wearable technology
Wearable Tech -Challenges 
The Dirty Secretof Wearables: 
•50% + of the U.S consumers who have owned a Wearable no longer use it. 
•33%of U.S. consumers who have owned a Wearable stopped using the device within six months of receiving it. 
*Source : Endeavour Partners White Paper, Jan 2014 
The Challengesfor Wearable Tech 
Needs changing of Consumer Behaviour 
Currently Overlapping Nature of Smartphone and Wearable 
Limited Battery Life –Easy Abandonment 
No Killer App yet 
Adaption to small screen will take time 
Too many devices for one person (Opposite of Consolidation!) 
Assumes everyone is the same 
Appearance 
Cost 
Security, Privacy and Regulations is an unresolved issue 
100% 
75% 
50% 
25% 
Rate of sustained utilization 
Time ( Months ) 
3 6 9 12 15 18 21 24
Key Factors Driving Wearables 
In addition to the more well-known factors(such as Aesthetics, Quality, Set-up Experience, Lifestyle Compatibility) that influence adoption, there are many other lesser-known behavioral factors that are as important –or perhaps more so –to long-term sustained engagement. 
Important Factor for 
Lifestyle Wearables 
Fitness Wearables 
Entertainment Wearables 
Human Factors 
Cost and Design 
Chips and Batteries 
Sensors 
Broad Ecosystem of Connected Technologies 
Habit Formation 
Goal Reinforcement 
Social Motivation 
Feel lonely (Internal Trigger) 
Riding in the train (Situational Cue) 
Check Facebook (Behaviour) 
May get pleasure ( Reward) 
Receive a Push Notification (External Trigger) 
•Go beyond presenting data (steps, calories, stairs) 
•Address elements of habit loop (cue, behaviour, reward) 
Sharing goals increases commitment to achieving the goals 
We learn from observing those around us 
Social factors strongly determine our health 
Continuous Feedback 
Frequent Feedback 
Personalized Feedback 
Achieve smaller goals 
Positive momentum for achieving Bigger Goals
Key Factors Driving Wearables 
Wearables-As much a fashion choice as a functional choice! 
*Source : DelloiteUniversity Press, Feb 21, 2014 
Design Principles of Wearables : 
Human Factors 
Cost and Design 
Chips and Batteries 
Sensors 
Broad Ecosystem of Connected Technologies 
A Wearable is a highly visible and personal device. 
*Source : Mobile Marketing Magazine 
Change in Purchase intent of young consumers after learning current price of product 
Cost–Affects Purchase Intent 
Important Factor for 
Lifestyle Wearables 
Fitness Wearables 
Medical Wearables
Key Factors Driving Wearables 
Human Factors 
Cost and Design 
Chips and Batteries 
Sensors 
Broad Ecosystem of Connected Technologies 
•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. 
*Source : http://techivian.com/battery-important-factor-buying-new-smartphone-idc/ 
Designed a SoC( System on Chip) that can give a 30+ days battery life. 
•Always-connected 
•Always-on speech recognition 
•Always-on sensor analysis 
•Always-on Contextual Computing 
InedaSystems 
Important Factor for 
Lifestyle Wearables 
Fitness Wearables 
Medical Wearables 
Industrial Wearables
Key Factors Driving Wearables 
Wearable technology is only as good as the data it delivers 
•Paul Boag, a 42 year old web strategist, tried the Jawbone UP and was originally impressed with the device because it looked good, had a simple design and was light to wear. 
•However, frustration set in once he starting monitoring the data tracked by the device. 
•He found analysis around his calorie consumption inaccurate. 
•Additionally, he was frustrated that the device did not track all of the fitness activity he engaged in –for example weight training was not monitored. 
•Additionally, he was annoyed that the information he entered manually to track his mood was not included in the data analysis provided by the vendor. 
Successful Wearable Device 
Accurate Sensor 
Size of sensor 
Personalization of data 
Data Analysis Quality 
Sensitive Sensor 
Human Factors 
Cost and Design 
Chips and Batteries 
Sensors 
Broad Ecosystem of Connected Technologies 
*Source : The RackspaceReport on ‘The Human Cloud’, June 2013 
Important Factor for 
Entertainment Wearables 
Fitness Wearables 
Medical Wearables 
Industrial Wearables
Key Factors Driving Wearables 
•Wearable Tech will form a part of ‘Internet of Things’ 
•Enterprises are finding ways to include the Wearables as a part of their HR Corporate Strategy 
Example: 
•The cloud broker Appiriorolled out an opt-in program ‘ CloudFit’ in 2013 
•To help get staff active and setting fitness goals. 
•They also enlisted help of a wellness coach. 
•Appiriohas seen high levels of participation in this program. 
Source : RackSpacereport ‘The Human Cloud’ , June 2013 
Human Factors 
Cost and Design 
Chips and Batteries 
Sensors 
Broad Ecosystem of Connected Technologies 
•Success of a Wearable however will depend on the platform that these wearable devices provide. 
•The switching cost will come from the software and the applications on the wearable device. 
•Provide a platform where developers can easily create apps and find users. 
•Provide a platform where users provide find many applications 
•Pebble opened it’s app store for developers to develop apps. At that point, they had developed over 1000 apps for the platform 
Source : appleinsider.com, 03 February 2014 
•Currently, smartphones have over 8,00,000 apps 
Source : techland.time.com, 16 April 3013 
Important Factor for 
Entertainment Wearables 
Fitness Wearables 
Gaming Wearables 
Lifestyle Wearables
Key Factors Driving Wearables 
Human Factors 
Cost and Design 
Chips and Batteries 
Sensors 
Broad Ecosystem of Connected Technologies 
*Source : Transparency Market Research
A Look at Some Devices-FitBit 
Human Factors 
Battery 
Sensors 
Design 
Cost 
Software 
Lifestyle Compatibility: Good 
Habit Formation: Average 
Social Motivation: Good 
Goal Reinforcement: Good 
Aesthetics: Average 
UI/UX: Average 
Intelligence: Average 
Communication: Good 
Intention: Average (Not persistent) 
Cost: Good ($100 approximately for most) 
Battery: Good (Charge once every 5 days) 
Battery Life: Average (6 months) 
Accuracy: Good 
Sensitivity: Very Good (Feature to improve it, add stride length etc.) 
Type of Sensors: Average 
Waterproof: No 
(Water resistant: Yes) 
Connect to others: Very Good 
Apps already present: Average 
Open Platform for developers to develop Apps: Very Good
A Look at Some Devices–Google Glass 
Human Factors 
Battery 
Sensors 
Design 
Cost 
Software 
Lifestyle Compatibility: Poor 
Habit Formation: Average 
Social Motivation: Very Good 
Goal Reinforcement: 
Not present 
Aesthetics: Average (Affects your looks due to glass) 
UI/UX: Very Good 
Intelligence: Very Good 
Communication: Very Good 
Intention: Average (Not persistent) 
Cost: Very poor($1500) 
Connect to others: Very Good 
Apps already present: Very Good 
Open Platform for developers to develop Apps: Very Good 
Battery: Very Poor (Maximum one day) 
Accuracy: Average 
Sensitivity: AverageTypes of sensors: Very good 
Waterproof: No 
(Water resistant: Yes)
A Look at Some Devices –Pebble 
Human Factors 
Battery 
Sensors 
Design 
Cost 
Software 
Lifestyle Compatibility: Very Good 
Habit Formation: Average 
Social Motivation: Good 
Goal Reinforcement: 
Not present 
Aesthetics: Good 
UI/UX: Good 
Intelligence: Good 
Communication: Good 
Intention: Average (Not persistent) 
Cost: Average($150) 
Connect to others: Good 
Apps already present: Good 
Open Platform for developers to develop Apps: Very Good 
Battery: Average (5-7 days) 
Accuracy: Average 
Sensitivity: Bad ( Not very sensitive to other types of workouts) Types of sensors: Average 
Waterproof: Yes
A Look at Some Devices -GetActive 
Human Factors 
Battery 
Sensors 
Design 
Cost 
Software 
Lifestyle Compatibility: Good 
Habit Formation: Average 
Social Motivation: Good 
Goal Reinforcement: 
Not present 
Aesthetics: Average 
UI/UX: Average 
Intelligence: Below Average (Only measures, doesn’t compute) 
Communication: Below Average (Mainly uses desktop, not mobiles) 
Intention: Average (Not persistent) 
Cost: Very good ($50 approximately-Very cheap compared to many devices) 
Connect to others to compare performance : Good 
Apps already present: Poor 
Open platform for developers to develop apps: Very poor 
Battery: Good (Charge once every two weeks) 
Battery Life: Average (6-8 months) 
Accuracy: Good (95%) 
Sensitivity: Average ( Set own stride length, no heart monitor) 
Types of sensors: Poor 
Waterproof: No
A Look at Some Devices -Fin 
Human Factors 
Battery 
Sensors 
Design 
Cost 
Software 
Lifestyle Compatibility: Good 
Habit Formation: Average 
Social Motivation: Good 
Goal Reinforcement: 
Not present 
Aesthetics: Average 
UI/UX: Good 
Intelligence: Average (Can configure) 
Communication: Good 
Intention: Average (Not persistent) 
Cost: Average ($120) 
Connect to others to compare performance : Very Good 
Apps already present: Poor 
Open platform for developers to develop apps: Average 
Battery: Good (Charge once every weeks) 
Battery Life: Good (1 year) 
Accuracy: Average 
Sensitivity: Poor 
Types of sensors: Average 
Waterproof: Yes
A Look at Some Devices -Goquii 
Human Factors 
Battery 
Sensors 
Design 
Cost 
Software 
Lifestyle Compatibility: Good 
Habit Formation: Very Good 
Social Motivation: Good 
Goal Reinforcement: Very Good (They have a ‘Coach’) 
Aesthetics: Average 
UI/UX: Good 
Intelligence: Average 
Communication: Average 
Intention: Good 
Cost: Very good ($60 approximately-Very cheap compared to many devices) 
Battery: Average(Charge once every 4-5 days) 
Accuracy: Average 
Sensitivity: Average 
Types of sensors : Average 
Waterproof: No 
(Water resistant : Yes) 
Connect to others to compare performance : Good 
Apps already present: Average 
Open platform for developers to develop apps: Poor
Get Active : 
Infosys Director TV Mohandas Paiinvested in this device 
Ineda: RaisedSeries B Funding of $17 Mnfrom Samsung and Qualcomm 
Investments in Wearable Technologies 
High Media Interest and Strong Projections for the future has generated a lot of Investor Interest: 
•5 of the top 10 KickStarter Funding Campaigns were for Wearable Devices 
•Combining 300 Campaigns from KickStarter and Indiegogo, till date almost $50 Mnhave been raised 
Crowdfunding : Reducing Entry Barriers and Helping to validate Product 
#1 Pebble Watch 
Intended Raise : $100,000 
Final Raise : $10,266,845 
#2 Dash Headphones 
Intended Raise : $260,000 
Final Raise : $2,912,500 
#3 EmotivInsight 
Final Raise : $1,600,000 
#8 OmateTrueSmart 
Final Raise : $1,000,000 + 
#10 Agent 
Final Raise : $1,012,742. 
Fin -on Indiegogo 
Intended Raise : $100,000 
Final Raise : $202,547 
2011 : 6 campaigns : Raised less than $400,000 
2014 : 45 campaigns : Raised over $8,000,000 ( in Jan-Mar2014)
Investments in Wearable Technologies 
Wearable Tech Financing Trend by Stage 
$458 M Raised in Funding Across 49 Deals in 2013 : 
2013 
*Source : www.cbinsights.com, March 6,2014 
Wearable Tech Financing Trend by Geography –since 2012 
Jawbone : rumored to be raising financing at a valuation over $3 billion 
Intel : Recently acquired smartwatch maker Basis Science for $100M 
Recent/Upcoming Major Deals :
Acquisitions in Wearable Technologies 
Company 
Company Acquired 
When 
Amount 
Remarks 
Facebook 
Moves, Smartphone App 
Apr 2014 
Notdeclared 
ProtoGeoOyis a outfit that offers a fitness-tracking App. Thus Facebookis looking to enter into the fitness market, and maybe later into Wearables. 
Intel 
Basis Science 
Mar 2014 
Approx 
$100 Mn 
Basis Band accounts for about 7% of the Health Tracking Wearables 
Covidien, the medical device manufacturer 
Zephyr Technology 
March 2014 
Notdeclared 
Zephyr originallymanufactured devices for military personnel and athletes to gain insights, it moved into helping hospitals with remote patient monitoring. 
Facebook 
Oculus 
Mar2014 
Approx 
$2 Bn 
Oculus isin the VR Gaming Space. Facebook will look to be a leading casual and social gaming platform. In the future,this acquisition may be viewed as a direct competitionto Google Glass. 
Under Armour, sports apparel company 
MapmyFitnessapp maker 
Nov 2013 
Approx 
$150 Mn 
Mapmyfitnessis one of the most used app on fitness tracking wearables. 
Google 
WIMM Labs 
Aug2013 
Notdeclared 
WIMM Labsspecializes in wearable computing devices built on the Android operating system 
Jawbone 
BodyMedia 
Apr 2013 
Notdeclared 
BodyMediawill help ininnovation in health and wellness, as well as uncover new applications for wearable computing. BodyMedia’sdevices have also received FDA clearance and are backed by clinical outcomes.
Future Outlook 
WearableDevices should be developed since they enhance the user’s lives, and not just due to the easier availability of the required technology. 
Developed ecosystem 
Reduction in the overlapping nature of Wearables and Smartphones 
Currently Smartphone act as a hub for Wearable, which limits penetration of Wearables ( that are priced lower) 
Standalone Wearables have a potentially larger market 
Privacy concerns will be addressed soon 
Consumers aged 16-24 most likely to adopt this technology first (Always On, Always Connected Generation) 
Short Term Outlook 
Increase in competition and entry of established brands ( mainly in proven markets). 
Increase in innovation from start-ups. Crowdfunding will continue to be popular. 
Emergence of workplace wearables. 
Medium Term Outlook 
Explosion of Medical Wearables-To assist doctors with diagnosis 
Addition of gamification 
Move from Inertial Measurement Units ( inaccurate) to Heart Rate Monitors and Temperature Sensors in the Fitness Devices (Can’t place multiple sensors on body) 
Long Term Outlook 
Devices will evolve to be a passive entity alongside humans, it’s presence will become unnoticed. 
Implantation will become possible and advantageous. 
Life expectancy will increase a lot since we will identify and treat diseased at an early stage. 
*Source : Wearable Market Insights : 1stQuarter 2014 : VandricoSolutions Inc. 
Google has patented a Smart Contact Lens 
*Source : Tech crunch, Jan 16, 2014
Future Outlook 
People want to move towardssimplicity, not complexity 
The future isn’t just the right software; it’s the right hardware in the right places doing the right thing. 
WearableTechnology 
? 
Consolidation 
Consolidation 
Consolidation 
or 
Segregation 
????
Thank You!

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Wearable Tech Growth Drivers

  • 1. Wearable Technology Rohini Vaze 10thJune 2014 Feeding our underlying curiosity to know, to be aware!
  • 2. 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.
  • 3. Introduction A device is considered wearable if : –Device is worn for extended period of time –User inputs and control possible –Enhancement of user’s experience Attributesof Wearable Computers : Hands -Free Always On Environment - Aware Connected Attention Getting Development Platform Voice / Gesture Controlled •Low Power Consumption •Instant Wake •Background Working / Sensing •GPS •Accelerometer •Camera •Microphone •Other Sensors •Wi-Fi •3G / 4G •Bluetooth •NFC ( Near Field Communication) •3rdParty apps •API Partners Less distracting when receiving alerts / reminders / messages Sensors Displays Computing Architecture Awearable device may include one, two or all three functions :
  • 4. Introduction A wearable can be categorizedbroadly into the following 6categories: Usecases of Wearable Technology: *In Australia, firefighters are being outfitted with a data- transmitting pill that can detect early signs of stress. The device was also used to measure skydiver Felix Baumgartner's vital signs during his world- record jump to earth from space 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. Field Installation, service and maintenance professionals are being outfitted with smart glasses to access documentation, procedural tips, and skilled advice ** The current trend is mostly towards activity monitors. Health has been a big driver for wearable technology thus far. It willbe interesting to see how far Smart Watches go and how they are implemented in the workplace. Lifestyle Includes Smart Watches, Smart Glasses and Devices used for Voice and Video calling, Gesture Control, etc. Entertainment Devices used for augmented reality, smart gloves, gesture controlled devices, etc. Medical Devices used for Cardiac Monitoring, HearingAid, Bionics, Remote monitoring of Patients, etc. Fitness Devices used for measuring heart rate, distance travelled, skin temperature, etc. Gaming Devices that use augmented reality for gaming. Industrial Devices that help in Hands-Free and Remote operation for business and industrial purposes. Source : Vandrico.com Some devices can fall into more than one Category.
  • 5. History of Wearable Technology The Abacus Ring 1644 Source : Vandrico.com and http://www.media.mit.edu/wearables/lizzy/timeline.html Marine Chronometer Pocket Watch 1762 The Gambling Shoe 1961 HP releases the HP 01 algebraic calculator watch 1977 The Digital Hearing Aid 1987 Edgar Matias debuts a "wrist computer" 1994 Bluetooth Headset 2000 Microsoft launches SPOT Smartwatch 2004 The Oculus Rift 2012 Pebble Kickstarter Record 2012 Fitbit 2008 Nike FuelBand 2012 Samsung Galaxy Wear 2013 2013 Google Glass •Specialized Visual Aids •Medical Grade Monitors ( on wrist) •Smart Safety Glasses •Augmented Reality 2014
  • 6. Why Wearables? Pros of Wearable Technology Increases Engagement with the Environment Can help in Multitasking Enhances and Empowers the wearer Consolidation Private for the user –Discrete if wanted Quick and Easy access to Information Reliable and Immediate Rare that you will misplace it
  • 7. Focus on Wearables –Why Now? Global Interest in WearableTechnology On April 30, 2014 , Amazon.com added a separate section to buy a Wearable Device 1 in 10 Americans over 18 now owns an activity tracker –(Endeavour Partners, September 2013) Walgreens’s Mobile App now connects to Wearables and uses Wearables to reward Healthy Behavior 53% of the millennialssaid they would rather Give Up their Sense of Smell, than Give Up their Technology Some of the Biggest Manufacturers of Tech such as Google, Apple, Microsoft and a host of fitness-device manufacturers are making significant investments in this area Source : Vandrico.com Source: Mediabristro
  • 8. Focus on Wearables –Why Now? What’s driving Wearable Tech today? Faster, Small, Cheaper Hardware Cloud Storage Location Data Gaming Industry Quantified Self Movement Visual, Gesture and Voice Technology UX Use Cases Healthcare provides a Powerful Use Case: Source : Accenture Digital Consumer Tech Survey, 2014 Figures are in percentage
  • 9. Industry Forecasts for the Future Function of Wearables: Support : Data-Streamed Care manages ones Personal Health Record : Catalog One’s Personal Experience to Cloud Memory Nudge: Responsive Coaching leads to better behaviour (tailored ecosystem) Communicate : Connected Experiences promote long distance togetherness Verify : Password provided by One’s Authenticated Self Control : Interact with the World through an On Board Interface Augment : Enhance Natural Abilities through Augmented Sensory Perception Restore : Regain Movement with the aid of Bespoke Biotech Mirror : Reflect One’s well being through an Emotional Mirror Align : Biometrically Attuned Systems Personalize One’s Surroundings Source : PsfkLabs & iq intel Industry Size for Wearables: Source : IHS Inc. September 2013
  • 10. Wearable Devices –Landscape Source: IHS World Market for Wearable Technology –2012, 2013 Vendor Landscape Wearables as a partof ‘Internet of Things’
  • 11. Wearable Devices -Landscape Area ofMarket Focus: Lifestyle 10% 28% 5% 5% 38% 14% Fitness Gaming Industrial Medical Entertainment *Source : Vandrico.com / Report by Vandrico Social Sentiment: 22% 78% Neutral Positive Pricing of Wearables: Component Usage: *Source : IDTechEx Area Wise developers and manufacturers for Healthcare:
  • 12. Wearable Devices -Landscape Pricing (in $ USD)according to Body Location: *Source : Vandrico.com / Report by Vandrico Pricing by Industry : Devicecompatibility: 0 200 400 600 800 1000 1200 Legs Head Feet Torso Thighs Should… Eyes Wrist Neck Waist Body (… Ear Arm Ankle Hand Chest Fingers How would you be interestedin a wearable device assuming it was a brand you trust, and offered a service that interested you? *Source : Forrester Research Study for US Adults Area ofBody Parts: 25% 1% 5% 8% 4% 42% 2% 4% 4% 4% Wrist Fingers Hand Feet Legs Head Shoulder Arms Neck Torso
  • 13. Wearable Devices –Current Users *Source : The Human Cloud, Rackspace, June 2013 Six DistinctProfiles of Wearable Technology Users: Curious They are ‘Playing’ with these devices. 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. Finish Line Fanatic Really excited at the adoption stage, but shine wears off when realize device needs to be calibrated, charged, synced, etc Ubiquitous Future Digital Natives that will grow up with the next generation of wearable technology
  • 14. Wearable Tech -Challenges The Dirty Secretof Wearables: •50% + of the U.S consumers who have owned a Wearable no longer use it. •33%of U.S. consumers who have owned a Wearable stopped using the device within six months of receiving it. *Source : Endeavour Partners White Paper, Jan 2014 The Challengesfor Wearable Tech Needs changing of Consumer Behaviour Currently Overlapping Nature of Smartphone and Wearable Limited Battery Life –Easy Abandonment No Killer App yet Adaption to small screen will take time Too many devices for one person (Opposite of Consolidation!) Assumes everyone is the same Appearance Cost Security, Privacy and Regulations is an unresolved issue 100% 75% 50% 25% Rate of sustained utilization Time ( Months ) 3 6 9 12 15 18 21 24
  • 15. Key Factors Driving Wearables In addition to the more well-known factors(such as Aesthetics, Quality, Set-up Experience, Lifestyle Compatibility) that influence adoption, there are many other lesser-known behavioral factors that are as important –or perhaps more so –to long-term sustained engagement. Important Factor for Lifestyle Wearables Fitness Wearables Entertainment Wearables Human Factors Cost and Design Chips and Batteries Sensors Broad Ecosystem of Connected Technologies Habit Formation Goal Reinforcement Social Motivation Feel lonely (Internal Trigger) Riding in the train (Situational Cue) Check Facebook (Behaviour) May get pleasure ( Reward) Receive a Push Notification (External Trigger) •Go beyond presenting data (steps, calories, stairs) •Address elements of habit loop (cue, behaviour, reward) Sharing goals increases commitment to achieving the goals We learn from observing those around us Social factors strongly determine our health Continuous Feedback Frequent Feedback Personalized Feedback Achieve smaller goals Positive momentum for achieving Bigger Goals
  • 16. Key Factors Driving Wearables Wearables-As much a fashion choice as a functional choice! *Source : DelloiteUniversity Press, Feb 21, 2014 Design Principles of Wearables : Human Factors Cost and Design Chips and Batteries Sensors Broad Ecosystem of Connected Technologies A Wearable is a highly visible and personal device. *Source : Mobile Marketing Magazine Change in Purchase intent of young consumers after learning current price of product Cost–Affects Purchase Intent Important Factor for Lifestyle Wearables Fitness Wearables Medical Wearables
  • 17. Key Factors Driving Wearables Human Factors Cost and Design Chips and Batteries Sensors Broad Ecosystem of Connected Technologies •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. *Source : http://techivian.com/battery-important-factor-buying-new-smartphone-idc/ Designed a SoC( System on Chip) that can give a 30+ days battery life. •Always-connected •Always-on speech recognition •Always-on sensor analysis •Always-on Contextual Computing InedaSystems Important Factor for Lifestyle Wearables Fitness Wearables Medical Wearables Industrial Wearables
  • 18. Key Factors Driving Wearables Wearable technology is only as good as the data it delivers •Paul Boag, a 42 year old web strategist, tried the Jawbone UP and was originally impressed with the device because it looked good, had a simple design and was light to wear. •However, frustration set in once he starting monitoring the data tracked by the device. •He found analysis around his calorie consumption inaccurate. •Additionally, he was frustrated that the device did not track all of the fitness activity he engaged in –for example weight training was not monitored. •Additionally, he was annoyed that the information he entered manually to track his mood was not included in the data analysis provided by the vendor. Successful Wearable Device Accurate Sensor Size of sensor Personalization of data Data Analysis Quality Sensitive Sensor Human Factors Cost and Design Chips and Batteries Sensors Broad Ecosystem of Connected Technologies *Source : The RackspaceReport on ‘The Human Cloud’, June 2013 Important Factor for Entertainment Wearables Fitness Wearables Medical Wearables Industrial Wearables
  • 19. Key Factors Driving Wearables •Wearable Tech will form a part of ‘Internet of Things’ •Enterprises are finding ways to include the Wearables as a part of their HR Corporate Strategy Example: •The cloud broker Appiriorolled out an opt-in program ‘ CloudFit’ in 2013 •To help get staff active and setting fitness goals. •They also enlisted help of a wellness coach. •Appiriohas seen high levels of participation in this program. Source : RackSpacereport ‘The Human Cloud’ , June 2013 Human Factors Cost and Design Chips and Batteries Sensors Broad Ecosystem of Connected Technologies •Success of a Wearable however will depend on the platform that these wearable devices provide. •The switching cost will come from the software and the applications on the wearable device. •Provide a platform where developers can easily create apps and find users. •Provide a platform where users provide find many applications •Pebble opened it’s app store for developers to develop apps. At that point, they had developed over 1000 apps for the platform Source : appleinsider.com, 03 February 2014 •Currently, smartphones have over 8,00,000 apps Source : techland.time.com, 16 April 3013 Important Factor for Entertainment Wearables Fitness Wearables Gaming Wearables Lifestyle Wearables
  • 20. Key Factors Driving Wearables Human Factors Cost and Design Chips and Batteries Sensors Broad Ecosystem of Connected Technologies *Source : Transparency Market Research
  • 21. A Look at Some Devices-FitBit Human Factors Battery Sensors Design Cost Software Lifestyle Compatibility: Good Habit Formation: Average Social Motivation: Good Goal Reinforcement: Good Aesthetics: Average UI/UX: Average Intelligence: Average Communication: Good Intention: Average (Not persistent) Cost: Good ($100 approximately for most) Battery: Good (Charge once every 5 days) Battery Life: Average (6 months) Accuracy: Good Sensitivity: Very Good (Feature to improve it, add stride length etc.) Type of Sensors: Average Waterproof: No (Water resistant: Yes) Connect to others: Very Good Apps already present: Average Open Platform for developers to develop Apps: Very Good
  • 22. A Look at Some Devices–Google Glass Human Factors Battery Sensors Design Cost Software Lifestyle Compatibility: Poor Habit Formation: Average Social Motivation: Very Good Goal Reinforcement: Not present Aesthetics: Average (Affects your looks due to glass) UI/UX: Very Good Intelligence: Very Good Communication: Very Good Intention: Average (Not persistent) Cost: Very poor($1500) Connect to others: Very Good Apps already present: Very Good Open Platform for developers to develop Apps: Very Good Battery: Very Poor (Maximum one day) Accuracy: Average Sensitivity: AverageTypes of sensors: Very good Waterproof: No (Water resistant: Yes)
  • 23. A Look at Some Devices –Pebble Human Factors Battery Sensors Design Cost Software Lifestyle Compatibility: Very Good Habit Formation: Average Social Motivation: Good Goal Reinforcement: Not present Aesthetics: Good UI/UX: Good Intelligence: Good Communication: Good Intention: Average (Not persistent) Cost: Average($150) Connect to others: Good Apps already present: Good Open Platform for developers to develop Apps: Very Good Battery: Average (5-7 days) Accuracy: Average Sensitivity: Bad ( Not very sensitive to other types of workouts) Types of sensors: Average Waterproof: Yes
  • 24. A Look at Some Devices -GetActive Human Factors Battery Sensors Design Cost Software Lifestyle Compatibility: Good Habit Formation: Average Social Motivation: Good Goal Reinforcement: Not present Aesthetics: Average UI/UX: Average Intelligence: Below Average (Only measures, doesn’t compute) Communication: Below Average (Mainly uses desktop, not mobiles) Intention: Average (Not persistent) Cost: Very good ($50 approximately-Very cheap compared to many devices) Connect to others to compare performance : Good Apps already present: Poor Open platform for developers to develop apps: Very poor Battery: Good (Charge once every two weeks) Battery Life: Average (6-8 months) Accuracy: Good (95%) Sensitivity: Average ( Set own stride length, no heart monitor) Types of sensors: Poor Waterproof: No
  • 25. A Look at Some Devices -Fin Human Factors Battery Sensors Design Cost Software Lifestyle Compatibility: Good Habit Formation: Average Social Motivation: Good Goal Reinforcement: Not present Aesthetics: Average UI/UX: Good Intelligence: Average (Can configure) Communication: Good Intention: Average (Not persistent) Cost: Average ($120) Connect to others to compare performance : Very Good Apps already present: Poor Open platform for developers to develop apps: Average Battery: Good (Charge once every weeks) Battery Life: Good (1 year) Accuracy: Average Sensitivity: Poor Types of sensors: Average Waterproof: Yes
  • 26. A Look at Some Devices -Goquii Human Factors Battery Sensors Design Cost Software Lifestyle Compatibility: Good Habit Formation: Very Good Social Motivation: Good Goal Reinforcement: Very Good (They have a ‘Coach’) Aesthetics: Average UI/UX: Good Intelligence: Average Communication: Average Intention: Good Cost: Very good ($60 approximately-Very cheap compared to many devices) Battery: Average(Charge once every 4-5 days) Accuracy: Average Sensitivity: Average Types of sensors : Average Waterproof: No (Water resistant : Yes) Connect to others to compare performance : Good Apps already present: Average Open platform for developers to develop apps: Poor
  • 27. Get Active : Infosys Director TV Mohandas Paiinvested in this device Ineda: RaisedSeries B Funding of $17 Mnfrom Samsung and Qualcomm Investments in Wearable Technologies High Media Interest and Strong Projections for the future has generated a lot of Investor Interest: •5 of the top 10 KickStarter Funding Campaigns were for Wearable Devices •Combining 300 Campaigns from KickStarter and Indiegogo, till date almost $50 Mnhave been raised Crowdfunding : Reducing Entry Barriers and Helping to validate Product #1 Pebble Watch Intended Raise : $100,000 Final Raise : $10,266,845 #2 Dash Headphones Intended Raise : $260,000 Final Raise : $2,912,500 #3 EmotivInsight Final Raise : $1,600,000 #8 OmateTrueSmart Final Raise : $1,000,000 + #10 Agent Final Raise : $1,012,742. Fin -on Indiegogo Intended Raise : $100,000 Final Raise : $202,547 2011 : 6 campaigns : Raised less than $400,000 2014 : 45 campaigns : Raised over $8,000,000 ( in Jan-Mar2014)
  • 28. Investments in Wearable Technologies Wearable Tech Financing Trend by Stage $458 M Raised in Funding Across 49 Deals in 2013 : 2013 *Source : www.cbinsights.com, March 6,2014 Wearable Tech Financing Trend by Geography –since 2012 Jawbone : rumored to be raising financing at a valuation over $3 billion Intel : Recently acquired smartwatch maker Basis Science for $100M Recent/Upcoming Major Deals :
  • 29. Acquisitions in Wearable Technologies Company Company Acquired When Amount Remarks Facebook Moves, Smartphone App Apr 2014 Notdeclared ProtoGeoOyis a outfit that offers a fitness-tracking App. Thus Facebookis looking to enter into the fitness market, and maybe later into Wearables. Intel Basis Science Mar 2014 Approx $100 Mn Basis Band accounts for about 7% of the Health Tracking Wearables Covidien, the medical device manufacturer Zephyr Technology March 2014 Notdeclared Zephyr originallymanufactured devices for military personnel and athletes to gain insights, it moved into helping hospitals with remote patient monitoring. Facebook Oculus Mar2014 Approx $2 Bn Oculus isin the VR Gaming Space. Facebook will look to be a leading casual and social gaming platform. In the future,this acquisition may be viewed as a direct competitionto Google Glass. Under Armour, sports apparel company MapmyFitnessapp maker Nov 2013 Approx $150 Mn Mapmyfitnessis one of the most used app on fitness tracking wearables. Google WIMM Labs Aug2013 Notdeclared WIMM Labsspecializes in wearable computing devices built on the Android operating system Jawbone BodyMedia Apr 2013 Notdeclared BodyMediawill help ininnovation in health and wellness, as well as uncover new applications for wearable computing. BodyMedia’sdevices have also received FDA clearance and are backed by clinical outcomes.
  • 30. Future Outlook WearableDevices should be developed since they enhance the user’s lives, and not just due to the easier availability of the required technology. Developed ecosystem Reduction in the overlapping nature of Wearables and Smartphones Currently Smartphone act as a hub for Wearable, which limits penetration of Wearables ( that are priced lower) Standalone Wearables have a potentially larger market Privacy concerns will be addressed soon Consumers aged 16-24 most likely to adopt this technology first (Always On, Always Connected Generation) Short Term Outlook Increase in competition and entry of established brands ( mainly in proven markets). Increase in innovation from start-ups. Crowdfunding will continue to be popular. Emergence of workplace wearables. Medium Term Outlook Explosion of Medical Wearables-To assist doctors with diagnosis Addition of gamification Move from Inertial Measurement Units ( inaccurate) to Heart Rate Monitors and Temperature Sensors in the Fitness Devices (Can’t place multiple sensors on body) Long Term Outlook Devices will evolve to be a passive entity alongside humans, it’s presence will become unnoticed. Implantation will become possible and advantageous. Life expectancy will increase a lot since we will identify and treat diseased at an early stage. *Source : Wearable Market Insights : 1stQuarter 2014 : VandricoSolutions Inc. Google has patented a Smart Contact Lens *Source : Tech crunch, Jan 16, 2014
  • 31. Future Outlook People want to move towardssimplicity, not complexity The future isn’t just the right software; it’s the right hardware in the right places doing the right thing. WearableTechnology ? Consolidation Consolidation Consolidation or Segregation ????