2015 wearable technology
TRANSCRIPT
Wearable Technology TODAY’S AMBIVALENCE AND TOMORROW’S POTENTIAL
COLLABORATIVE FUND 2015
Image Source: Wired
“ If I head out the door in the morning and leave my fitness band at home, I’m not going to turn around to go back and get it. If I leave my phone at home, you bet I’m going to go get it.” – Jeff Malmad, Mindshare
IMAGE SOURCE: FITBIT, PCWORLD, FORBES, LIVEATHOS SOURCE: PwC, WIRE, MASHABLE, WEARABLE DEVICES
WEARABLE TECHNOLOGY refers to electronic technologies that are incorporated into apparel or accessories worn on the user’s body. These devices have sensing, processing, storage, and wireless communication capabilities, and their main function is to help users learn more about themselves and achieve their goals.
The existing marketplace has enormous potential, is poised for rapid growth, and is defined by high expectations. Yet, the current reality of wearable devices is plagued by inaccuracy setbacks, unappealing designs, and overwhelming data (with no actionable recommendations or insight). Wearable technology has not been able to deliver the ‘wow’ factor that comes with all the hype, handicapping its ability to become mainstream.
Despite facing obstacles today, the wearable market is forecasted to have much success in the future. Collaboration amongst industries, technologies, and sciences will be necessary to push wearable technology forward into the next generation. In addition, invisibility, seamless connectivity (with other IoT applications), and personalization will be major features that will help wearable devices gain mass appeal.
Wearable technology will continue to evolve, integrate into our lives, and disrupt industries. The wearable future has tremendous ability to dramatically alter our lives, society, and businesses.
COLLABORATIVE FUND 2015
TABLE OF CONTENTS
Wearable Technology Timeline 01
The Marketplace 02
The Forecast 03
Innovative Companies 04
Disrupting Industries 05
It’s not a new concept.
Market, Consumers, & Challenges
Marketplace, Industry Trends, & Concerns
Wearable Technology is for the whole body.
Healthcare, Retail, Media, & Other
COLLABORATIVE FUND 2015
Wearable Tech
I T ’ S N O T A N E W C O N C E P T.
Wearable Technology Timeline
COLLABORATIVE FUND 2015
T I M E L I N E
The Pomader (aka Bisampfeluhr – German invention) is recognized as the first timekeeping device.
The First Wearable Watch
The Chinese abacus ring allowed bean counter to perform mathematical tasks without using the written word, instead moving tiny beans along nine rows.
The Oldest Smart Ring
German apothecary, Julius Neubronner, invented Pigeon photography. This technique involved attaching an aluminum breast harness and a
lightweight time-delayed mini camera to a pigeon to capture aerial photographs for the German army.
The First Wearable Camera
MIT Professors, Edward O. Thorpe and Claude Shannon, designed and developed the world’s first wearable computer, consisting of two parts. One device was concealed in a shoe and the other was hidden inside a cigarette pack. These devices enabled the professors to predict roulette results, apparently giving them a 44% edge in the game.
The First Wearable Computer
1505
1907
1961
1972
17th ıCentury
Keith Taft invented a wearable computer used for gaining an advantage in blackjack. The device was
hidden in his shoe and operated with his big toe.
George
SOURCE: MASHABLE, WAREABLE
COLLABORATIVE FUND 2015
T I M E L I N E
Pulsar introduced the first ever “wristwatch calculator”.
The First Wristwatch Computer
Sony introduced the Sony Walkman, the first portable cassette tape player.
The First Wearable Music Player
Steve Mann, a then high school student, wired a 6502 computer into a steel framed backpack to control
photographic systems. The display was a camera viewfinder rigged onto a helmet. This invention has
gone through multiple models since.
EyeTap – First Digital Eye Glass
This product needed an adapter and a receiver box to show grainy TV images on its digital time display.
Seiko TV Watch
1975
1981
1982
1987 Studio 5050 developed mBracelet, a device worn around the wrist. Although it only remained in the prototype stage, mBracelet was
developed to introduce wearable computing applications in the finance industry. mBracelet had eight bright colors and the ability
to computer financial transactions with ATMs.
mBracelet
1979
SOURCE: MASHABLE, WAREABLE
COLLABORATIVE FUND 2015
T I M E L I N E
Steve Mann built the first Linux-powered watch. It was developed to communicate wirelessly with PCs
and other wireless-enabled devices.
The First Smart Watch
The first Bluetooth headset was shipped. Bluetooth technology was invented by a group of engineers at Ericsson in 1994
The First Bluetooth Headset
Xybernaut offered pocket versions of Internet Explorer, Outlook, Windows Media Player and Word
pre-installed. Users used an optical mouse to control their actions and viewed their work on a color display
mounted on a headband.
Poma PC
Nike and Apple teamed up to create Nike+iPod, a sport kit that allowed users to sync their movements to their iPods using shoe based sensors.
Nike + iPod Partnership
1998
2002
2006
2015 The Year of the Wearable
2000
SOURCE: MASHABLE, WAREABLE
COLLABORATIVE FUND 2015
MOST NOTABLE PLAYERS NOW Currently, wearable technology is mostly concentrated in the healthcare industry, which merges medical, fitness, and wellness. The smartwatch is leading the product category (in revenue), and the number of products shipped will continue to increase . Fitness bands lead the product category in the number of products shipped. Smart apparel, smart jewelry, and other wearable devices will continue to cater to niche audiences.
G L O B A L M A R K E T S H A R E F O R W E A R A B L E D E V I C E S I N Q 1 2 0 1 5
Fitbit Xiaomi Other
Wearable Tech
Garmin Samsung Jawbone
34% 25% 25% 6% 5% 5%
SOURCE: FORBES, YAHOO FINANCE, IDTECHEX
IMAGE SOURCE: FTIBIT
COLLABORATIVE FUND 2015
M O S T N O T A B L E P L A Y E R S N O W
FITBIT SURGE – $250
Pros: Built in GPS, heart rate monitor, classic watch clasp, works with most phone
Cons: Dated ’80s-like design, not completely accurate, weaker battery life
GARMIN VIVOACTIVE – $250
Pros: Built in GPS, lightweight design (1.34 oz), water-proof, relatively long-lasting battery (up to 2 wks),”Move Bar” (inactivity alerts), text/call/social media notifications
Cons: More sporty and basic looking – not as fashionable/sleek as competitors
JAWBONE UP3 – $180
Pros: Elegant design, comfortable to wear, advanced sleep and movement tracking
Cons: No built in display, new features are not useful, overpriced
XIAOMI MI BAND – $15
Pros: Cheap, long-lasting battery (30 days), lightweight and comfortable, waterproof
Cons: No built in display, supports few activities, data does not sync in real-time, can overestimate activity, limited app, temperamental LEDs
HUAWEI TALKBAND B2 – $200 The TalkBand 2 consists of a Bluetooth headset with a displayed attached to a wristband.
Pros: Clear call quality, sleek design, comfortable, dust-proof and waterproof
Cons: Faint, reflective display, positioning in ear can be finicky
SAMSUNG GEAR LIVE – $200
Pros: Bright and colorful high-resolution display, works with Google Now and most phone notifications, microphone is sensitive and accurate, comfortable
Cons: Issues syncing apps to Gear Live, Short battery life (1 day), navigation still temperamental
FITBIT
SOURCE: TECHRADAR, PCMAG, WAREABLE
GARMIN JAWBONE
XIAOMI HUAWEI SAMSUNG
*Prices displayed are retail prices without discount. IMAGE SOURCE: FITBIT, GARMIN, JAWBONE, ALIEXPRESS, THENEXTWEB, KNOWYOURMOBILE
COLLABORATIVE FUND 2015
M O S T N O T A B L E P L A Y E R S N O W
PEBBLE TIME STEEL – $250
Pros: Waterproof, relatively battery life for a smartwatch (10 days), full color display is always on
Cons: Creaky hardware, lack of touchscreen, limited abilities without a phone
CUFF JEWELRY – PIECES $30-$129, PACKAGES $60-215
Pros: Collection ranges in style and includes necklaces, bracelets, key chains, social media notifications, send emergency alerts, basic activity tracker
Cons: Not as feature rich as other activity-dedicated trackers
ATHOS APPAREL – ATHOS CORE $199 (REQUIRED TO FUNCTION) PIECES $149-398
Pros: Real-time feedback, measures muscle effort (mico-EMG sensors), heart rate sensors
Cons: Only washable by hand, improper placement of sensors throws off all data
APPLE WATCH – $500
Pros: Health tracking (track some biometric variables), mobile alerts, connectivity (Bluetooth and Wi-Fi enabled), digital touch, wrist calls
Cons: Poor battery life (1 day), no built in GPS or mobile service, no sleep tracking, not waterproof
GOOGLE GLASS – $1050
Pros: True “hands-free” experience, constant connectivity, head tracking navigation
Cons: Poor battery life, limited number of apps, curtails your natural peripheral vision, may develop eye strain and/or headache
OCULUS RIFT– Speculating $350+
Pros: Removable audio pieces, comfortable fit, super lightweight, adjustable face place
Cons: No consumer product yet (Q1 2016)
PEBBLE CUFF ATHOS
APPLE GOOGLE OCULUS
SOURCE: TECHSPOT, CNET, PCMAG *Prices displayed are retail prices without discount. IMAGE SOURCE: PEBBLE, CUFF, LIVEATHOS, APPLE, FORBES, OCULUS
COLLABORATIVE FUND 2015
Wearable Tech
M A R K E T, C O N S U M E R S , & C H A L L E N G E S
The Marketplace
COLLABORATIVE FUND 2015
Wearable devices have not reached mass ownership yet, appealing mostly to early adopters. The current commercial focus is on sport and fitness applications, but this will spread to wider industries within the next 2-5 years.
M A R K E T
7.5 7.8 8 8.5 8.5 9 9 11 15
20 25
31
11 14
19
29
42
55
0
10
20
30
40
50
60
2013 2014 2015 2016 2017 2018
BIL
LIO
NS
WEARABLE TECHNOLOGY MARKET
Worst Case Likely Optimistic
SOURCE: RACONTEUR, ABI RESEARCH, VANDRICO, IDTECHEX RESEARCH
AVERAGE PRICE BY BODY LOCATION
$921 LEGS
$602 HEAD
$420 BODY
$399 TORSO
$299 THIGHS
$284 SHOULDERS
$280 FEET
$182 WAIST
$173 WRIST
$169 BODY (ANYWHERE)
$158 NECK
$139 ANKLE
$138 EAR
$132 ARM
$130 FINGERS
$111 HAND
$104 CHEST
$95 EYES
FUNCTION AVERAGE PRICE
NUMBER OF DEVICES
INDUSTRIAL $1706 188
MEDICAL $649 124
GAMING $529 55
ENTERTAINMENT $524 41
LIFESTYLE $241 33
FITNESS $199 21
COLLABORATIVE FUND 2015
ESTABLISHED EARLY PRODUCTS PROTOTYPE RESEARCH
*CAGR 9.8%
*CAGR 10.8%
*CAGR 13.0%
*CAGR 40.0%
*CAGR 32.0%
*CAGR 12.6%
*CAGR FOR 2015 - 2025
M A R K E T
MOST WELL-FUNDED VC-BACKED WEARABLE COMPANIES 2010 – 2015 YTD (9.30.15)
THE MOST ACTIVE WEARABLES VC INVESTORS 2010 – 2015 YTD (9.30.15)
SOURCE: CB INSIGHTS
11% 5% 2% 13%
52% 24% 32% 21%
31%
7%
2%
42% 69% 48%
50%
2%
9% 7%
17%
18% 24% 13%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%
100%
2011 2012 2013 2014 2015 YTD
WEARABLES FINANCING DOLLAR SHARE, BY STAGE,
2010 - 2015 YTD (9.30.15)
Seed/Angel Series A Series B
Series C Series D Series E+
29% 47% 48% 55%
36%
26% 34% 21% 21% 5%
11% 21% 16% 2% 3%
7% 5% 7% 5%
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%
100%
2011 2012 2013 2015 YTD
WEARABLES FINANCING DEAL SHARE, BY STAGE, 2010 - 2015 YTD (9.30.15)
Seed/Angel Series A Series B
Series C Series D Series E+
1. Intel Capital 2. Andreessen Horowitz 3. Rock Health 3. True Ventures 3. Khosla Ventures 6. Qualcomm Ventures 6. Kleiner Perkins Caufield & Byers 8. DCM Ventures
8. First Round Capital 8. Felicis Ventures 8. Bessem Venture Partners 8. The Social+Capital Partnership 8. CrunchFund 8. Formation 8
1. Jawbone 2. Magic Leap 3. Misfit Wearables 4. MC10 5. Razer 6. Polyera
7. BodyMedia 8. Ineda Systems 9. Ledong Information
Technology 10. Avegant 10. mCube
VC firms continue to see great potential in the wearable market. However, quarterly dollar funding has a slightly downward trend this year, reflecting that deals – although more frequent – are not necessarily larger than past years. Overall, 2015 seems to be a more modest year than the ‘boom’ in 2014.
32%
26%
33%
9%
VC FUNDING BY CATEGORY
Wearable Head
Wearable Body
Wearable Wrist/Hand Wearable Software
$17 $74
$116 $155
$109 $103 $81
$685
$76 $55 $76
$0
$100
$200
$300
$400
$500
$600
$700
$800
Q1 '13
Q2 '13
Q3 '13
Q4 '13
Q1 '14
Q2 '14
Q3 '14
Q4 '14
Q1 '15
Q2 '15
Q3 '15
MIL
LIO
NS
WEARABLES GLOBALY QUARTERLY FINANCING HISTORY
Q1 Q2 Q3 Q4 2013 5 12 18 15 2014 11 19 17 16 2015 9 18 13 -
NUMBER OF DEALS
COLLABORATIVE FUND 2015
Crowdsourcing sites, especially Kickstarter and Indiegogo, have become extremely useful resources to raise capital for entrepreneurs.
M A R K E T
SOURCE: RACONTEUR, CROWDCRUX, TECHCRUNCH, FLYBRIDGE CAPITAL PARTNERS
CAMPAIGN TECHNOLOGY SUMMARY
CROWD-FUNDING AMOUNT RAISED
DATE OF FUNDING
COMPLETION
ACTUAL SHIPMENT
TIMEFRAME
ESTIMATED SHIPMENT
TIMEFRAME
FUNDS RAISED BEFORE
CAMPAIGN(S)*
FUNDS RAISED DURING
CAMPAIGN*
TOP FIVE FUNDED PROJECTS FROM KICKSTARTER
Pebble Time Smartwatch $20MM Mar-15 Sep-15 Aug-15 $375,000 None
Pebble Epaper Watch Smartwatch $10MM May-12 Jul-13 Sep-12 $375,000 $15MM
Bragi Dash Wireless earbuds $3.4MM Mar-14 Oct-15 Jan-15 None None
Oculus Rift Virtual reality headset $2.4MM Sep-12 Jul-13 Dec-12 None $16MM
Earin Wireless earbuds $1.1MM Jul-14 Oct-15 Feb-15 None None
TOP FIVE FUNDED PROJECTS FROM INDIEGOGO
Skully AR-1 Smart
motorcycle helmet
$2.4MM Oct-14 Dec-15 Jul-15 None $12.5MM
Kryeos Smartwatch $1.5MM Aug-13 Aug-14 Nov-13 None None
Ritot Projector watch $1.7MM Sep-14 Not Available Jan-15 None None
Healbe Fitness band $1.1MM Mar-14 Jul-15 Jun-14 $200,000 $4.1MM
Misfit Shine Activity tracker $850,000 Jan-13 Dec-14 Mar-13 $8.3MM $55MM
* Funds raised from external funding rounds and does not include crowdfunding
• Wearables account for ~20% of total crowdfunding money raised.
• None of the top 5 wearable companies on Kickstarter or Indiegogo were able to ship their products out in the estimated timeframe – reflects inexperience and difficulty translating prototype into high volume manufacturing.
• Post campaign, most of these companies (startups rather than established larger companies) were unable to capitalize on their crowdfunding success i.e. Kryeos, Healbe, Ritot.
$10,076,435
$24,931,877
$3,530,717
$0
$5,000,000
$10,000,000
$15,000,000
$20,000,000
$25,000,000
$30,000,000
Head Hand/Wrist Body
MIL
LIO
NS
WEARABLE FINANCING VIA CROWDFUNDING 2014
# OF PROJECTS 15 34 14
*Q1 2015 raised $25MM from 17 products, with
help from Pebble Time -
crowdfunded $20MM.
COLLABORATIVE FUND 2015
1 in 5 Americans already own some type of wearable device, and 80% of Americans are familiar with at least one wearable device. This indicates an awareness for the wearable market, but companies need to now convert this awareness into ownership.
C O N S U M E R S A
CTI
VIT
Y TR
AC
KE
RS
S
MA
RT-
W
ATC
HE
S
AWARENESS OWNERSHIP GENDER
74%
81%
11%
03%
46% MALE 54%
FEMALE
71% MALE 29%
FEMALE
SOURCE: NPD GROUP CONNECTED INTELLIGENCE, NIELSON
A YOUNG CONSUMER BASE:
The majority of wearable owners are young, with 48% of consumers between 18-34 years. DIGITAL TRENDSETERS:
75% of wearable owners consider themselves early adopters of technology while only 25% of consumers consider themselves mainstream. Wearable owners tend to be seen as digital trendsetters with more of a disposable income – 29% of consumers make $100,000+.
LOOKING FOR SPECIAL FEATURES:
Activity Tracker Owners • Accuracy (70%) • Battery life (64%) • Durability (73%)
Smartwatch Owners • Functionality (81%) • Comfort (79%) • Durability (82%)
REASON FOR PURCHASE:
Activity Tracker Owners • Ability to self-monitor • Concern for health
Smartwatch Owners: • Convenience • Smartphone addiction
supplement
COLLABORATIVE FUND 2015
Even though tech giants are flooding into the wearable space, there are still physical, cultural, technological, and design barriers preventing wearables from becoming mainstream.
C H A L L E N G E S
01 A P A T H E T I C A U D I E N C E 02 C O N S I T E N C Y
O F D A T A
03 O V E R L O A D O F I N F O R M A T I O N
• Wearables are still bulky and not aesthetically pleasing. 62% of consumers wish wearables came in forms beside wrist bands and watches.
• Wearables are still not quite ‘socially acceptable’ to wear for the masses. They are still seen as standalone tech gadgets for the technology-capable and –educated.
• 33% consumers who purchased a wearable tech device more than a year ago now say they no longer use their device.
• According to a PwC case study, most consumers want to lump the smartphone in the wearable category. This shows wearable devices are not seen as a device with a distinct value proposition yet. And therefore, consumers are hesitant to pay for these new gadgets - 72% of consumers wish wearables were less expensive.
• Consumers do not wear the devices enough for continuous data collection and interpretation. In addition, frequency of measurement amongst various wearable devices are different based on manufacturers and methods.
• Consumers are skeptical that the data coming back to them is accurate.
• Wearable devices give so much information, people do not know what to do with all the data points. Consumers want to be told what to fix, why they need to fix it, and how they need to fix it.
SOURCE: PwC, WIRED, NIELSON
% OF POPULATION WHO DO NOT THINK THEY WILL USE THE FOLLOWING
PRODUCTS
PEOPLE - TRACKING
31%
FITNESS BANDS 36%
SMART WATCH 36%
SMART GLASSES
35%
SMART CLOTHING
40%
COLLABORATIVE FUND 2015
Wearable Tech
M A R K E T P L A C E , I N D U S T RY T R E N D S , C O N C E R N S
The Forecast
COLLABORATIVE FUND 2015
M A R K E T P L A C E The wearable market is ripe for growth, and 76% of consumers say they would not need their wearable device to replace an
existing piece of technology in order to justify its purchase.
2014 F2015 F2016 F2017 F2018 F2019
Other 0.1 0.5 1.3 2.1 3.1 4.5
Modular 3.5 4.6 6.3 7.6 8.5 9.2
Earwear 0.1 0.1 0.3 0.3 0.4
Eyewear 0.1 0.9 3.8 6.1 8 9.7
Clothing 0.3 1.3 3.7 5.9 8.4
Wrist 22.7 65.7 88.4 103.3 115.3 123.5
0
20
40
60
80
100
120
140
160
180
MIL
LIO
NS
WORLD WEARABLE DEVICE FORECAST, Q1 2015
Other
Modular
Earwear
Eyewear
Clothing
Wrist
SOURCE: PwC, IDC TRACKER
SMART WRISTWEAR OS
2015 SHIPMENTS (MILLIONS)
2015 MARKET SHARE
2019 SHIPMENTS (MILLIONS)
2019 MARKET SHARE
WATCHOS 13.9 58.3% 40.3 47.4%
ANDROID/ANDROID WEAR
4.1 17.4% 32.6 38.3%
PEBBLE OS 2.1 8.7% 2.6 3.1%
REAL TIME OPERATING
SYSTEM (RTOS)
2.0 8.3% 7.6 9.0%
TIZEN 1.6 6.7% 1.8 2.2%
OTHER 0.1 0.6% 0 0%
TOTAL 23.8 1.0 85.1 1.0
% OF MILLENNIALS WILLING TO MAKE A PURCHASE WITHIN THE NEXT YEAR
SMART GLASSES SMART CLOTHING
SMART WATCH FITNESS BAND
23% 24% 40% 51%
COLLABORATIVE FUND 2015
Wearable Technology will…
I N D U S T R Y T R E N D S
Become a critical component of the Internet of Things (IoT) network. 01 Utilize cloud computing and corresponding Big Data applications. 02 Disrupt industries – most notably the Healthcare, retail, and media industries. 03 Focus on privacy and security concerns. 04
Wearable technology will continue to improve, find new applications, and become more mainstream.
IMAGE SOURCE: AMPSTRIP, HGLASSER, FROG DESIGN, THE GUARDIAN, NUVIUN
COLLABORATIVE FUND 2015
In order for wearable technology to gain mass adoption, wearable devices need to strive for certain features.
I N D U S T R Y T R E N D S
Seamless Connectivity
02 • Wearable devices will integrate
more into our lives, removing the hassle of wearables being an added ‘device’.
• Wearable tech will fade into our lives by making it an intuitive part of apparel, accessories, and medication (“smart pills”, “smart band-aids”).
Invisibility
01 Personalization
03 Multi-Point
04 • Wearable devices will become an
integral part of the IoT landscape, representing singular digital ecosystems merging into a massive digital network. Wearable technology firms will partner with other industries to create a more cohesive and connected ecosystem.
• Human-centered design and user-centric technologies are aligning functionality and form with the user’s individual needs and wants. Wearable interactions, coaching, and feedback will be highly personalized to the consumer’s behavior, location, and wellness.
• Wearable designs will be tailored to fit the wearer’s body.
• Continuous connectivity is fueling data and recognition to curate more relevant and customized information into people’s lives.
• There will be a shift from wearing a singular device to a system of sensors and devices, creating a comprehensive and holistic view for the user.
COLLABORATIVE FUND 2015
SOURCE: WIRED, TECHCRUNCH
While the potential for wearable technology seems endless, there are concerns companies need to be aware of as they build the next generation of wearables.
SOURCE: DELOITTE, DUPRESS.COM
ACTION
• Concern: Currently, wearables do not place emphasis on encouraging or reminding people to perform physical activity or change their poor habits.
• Keep In Mind: Whether it is a physical nudge, electronic notification, or social media aspect, wearable devices need mechanisms that motivate cognitive action. This will lead to real changes in behavior, habits, and attitude.
C O N C E R N S
SENSING
• Sensing refers to the ability to detect consumer’s physical activity and performance, biometrics, location, and sometimes emotional state.
• Concern: Most wearable devices measure only a select few activities, have a short battery life, vary in reliability in measurement and data quality, and provide little interpretive feedback for users.
• Keep In Mind: Wearable devices will need to evolve and learn to sense more activities.
INTEGRATION
• Data integration is pertinent for analytics to occur.
• Concern: Activity trackers collect different types of data on different functions using different formats and platforms. This presents a challenge at the data integration layer. It is very complicated to aggregate all these data sets across diverse systems and sensors from multiple entities.
• Keep In Mind: Utilizing cloud computing to transform data and for storage may be a centrally accessible viable option.
ANALYTICS
• Concern: Consumers have overwhelming information with inconsistent accuracy and data points with no real analysis.
• Keep In Mind: Consumers want actual suggestions and advice on how to improve and progress. Data that is sent back to the user should be relevant to promote engagement i.e. comparative usage, optimization, understanding trends and reasons for variation.
LOCAL SENSING
DATA INTEGRATION
ANALYTICS OF THINGS
COGNITIVE ACTION
COLLABORATIVE FUND 2015
C O N C E R N S Data ownership and privacy are major concerns for consumers.
PERCENT OF CONSUMERS WHO SAY WEARABLE DEVICES WILL:
hurt our ability to relate other humans.
72%
make me too dependent on technology.
68%
take away my autonomy at work.
65%
turn un into robots. 54%
make my job unnecessary/redundant.
47%
make everyone look ridiculous. 37%
86% Of consumers expressed concern over vulnerability to security breaches
Of consumers were worried that wearable tech would invade their privacy.
82%
HOWEVER…
Consumer appetite for revealing personal information is shifting. They are more and more willing to share personal information in exchange for benefits – emotional validation, monetary compensation, personalization, curiosity satiation.
It is important to note that consumers still want control over their digital personas and transparency in how the data is being used.
“You need to trust the tech world right now and give us your data…Privacy and security are super important, but we also need to start to trust our technology.” - Miriam Joire, Pebble
SOURCE: PwC, SOURCEBITS
KEEP IN MIND
1. Make the data transparent 2. Clearly communicate the
return value for sharing data 3. Build Opt-in Privacy Settings
IMAGE SOURCE: NEW ELECTRONICS, RFID READY
IMAGE SOURCE: NXP, BETAKIT
COLLABORATIVE FUND 2015
Wearable Tech
W E A R A B L E T E C H I S F O R T H E W H O L E B O D Y.
Innovative Companies
COLLABORATIVE FUND 2015
W E A R A B L E T E C H I S F O R T H E W H O L E B O D Y. The majority of wearable devices are worn on the wrist, but more and more devices are now clipped onto the body, hung
around the neck, worn around the torso, and blend in with jewelry and accessories. The opportunities are endless.
• Mimo • T-Jackets • Moff • FiLIP
OTHER
• Spire • MIT’s “Band-Aid
of the Future” • PillCam COLON
Head
Upper Body
Arm/Wrist Lower Body
• Plantronics Wearable Concept 2 • Nozpad • Biosensitive Tech Ear-O-Smart • Linx IAS • Frog Design Airwaves
• Heddoko • Sports Performance Tracking
GameTraka • Like A Glove Smart Leggings • bOMDIC GoMore
• Humon • LEO: Fitness
Intelligence • Moov Now
• Sensoria Smart Socks
• Boogio Bionic Foot Sensors
• Solepower
• Nixie • PUSH • Altruis
• Nymi • WHOOP
Kids
SOURCE: CHARACTERS CREATED FROM BITSTRIP
COLLABORATIVE FUND 2015
W E A R A B L E T E C H I S F O R T H E W H O L E B O D Y.
Plantronics Wearable Concept 2
(Prototype)
Nozpad (Beta Testing)
Biosensitive Technologies Inc.
Ear-O-Smart
Linx IAS Frog Design Airwaves
(Product Concept)
Heddoko SPT GameTraka
Like a Glove Smart Leggings
bOMDIC GoMore
Plantronics WC2 features hands-free voice commands and motion tracking capabilities to enable comprehensive capture of device orientation in 3D.
Nozpad tracks status and makes prediction of health diagnosis based on nostril air pressure, breathing rate variation, and BMI to breath ratio.
Ear-O-Smart is the world’s first smart earring (patent pending) which can monitor user’s heart rate, calories, and activity.
Linx IAS offers real-time alerts and impact data, when a head collision occurs. The app can be used to administer post-impact sidelines tests.
Airwave’s air quality data is merged with the readings of thousands of other masks, creating a crowdsourced global data network. The mask also creates a microenvironment for the wearer.
Heddoko is the first smart compression suit that tracks full-body movement in 3D.
Like A Glove Smart Leggings measures the wearer’s legs via sensors and sends the stats to the app. The app then matches the measurements against exact measurements of thousands of jeans and finds brands, models, sizes that fit the user the best.
GoMore helps users understand how much stamina is required to complete a routine and when their body is running low on stamina.
GameTraka is a GPS tracking device (fitted in a vest) that samples the user’s location five times a second, provides key performance analytics, can compare performances for all team members.
IMAGE AND INFORMATION SOURCE: PLANTRONICS, YAHOO FINANCE, NOZPAD, EAR-O-SMART, LINX, FROG DESIGN, HEDDOKO, LIKE A GLOVE, GAMETRAKA, GOMORE, KICKSTARTER, INDIEGOGO
Head
Upper Body
COLLABORATIVE FUND 2015
W E A R A B L E T E C H I S F O R T H E W H O L E B O D Y.
Nixie (In Development)
PUSH Band
Altruis Nymi (Developer’s Kit)
WHOOP
Humon (Alpha Testing)
LEO: Fitness Intelligence
Moov Now
Sensoria Smart Socks
Boogio Bionic Foot Sensors
Solepower
Nixie is the first wearable camera (worn on wrist) that can fly. With a gesture, Nixie takes off, captures a photo or video, and flies back to the user.
PUSH is an armband that counts weight lifting sets, reps, power, and velocity automatically. The device suggests changes to weights and reps based on performance.
Altruis is a smart stone that vibrates when the user gets priority notifications. The stone can be popped out and swapped amongst various accessories – ring to bracelet to pendant.
Nymi unlocks devices, remembers passwords, and can do payments, using the user’s unique heart signature.
WHOOP is a wrist-worn strap designed to collect more than 150MB of physiological data per day. The data streams to the system’s analytics platform to keep track of overtraining and quality of recovery.
Humon is a real-time lactic acid threshold monitor designed for endurance athletes.
Sensoria Smart Socks can help improve the user’s running form, speed, pace, cadence, and foot landing.
Solepower is a power-generating shoe insole for charging portable electronics.
Boogio is a set of sensory stickers and tiny computers that activates any shoe to play in mobile and reality games, tracks movement and activity, and takes hands-free control of technology.
LEO translates bio-data into straightforward and actionable recommendations and notifies the user in real-time.
Moov Now has a number of workouts and training plans and uses a voice coach to guide and affect user’s performance in real-time.
IMAGE AND INFORMATION SOURCE: KICKSTARTER, INDIEGOGO, TECHCRUNCH, WARABLE, WHOOP, BOOGIO, APPKNOX, SOLEPOWER
Lower Body/Feet Arm/Wrist
COLLABORATIVE FUND 2015
W E A R A B L E T E C H I S F O R T H E W H O L E B O D Y.
MIT’s “Band-Aid of the Future”
Spire Mimo T-Jacket
Moff Band FiLip
Spire (clip) tracks the wearer’s motion and breathing patterns, notifying the user to relax when they are anxious or stressed.
“Band-Aid of the Future” is a sticky, stretchy hydrogel that includes temperature sensors, LED lights, and drug delivery channels. The dressing can release medicine and give alerts when the medication is running low.
Given Imaging PillCam COLON
PillCam COLON is a battery-powered camera pill that takes high speed photos of the intestinal tract, serving as an alternative to invasive colonoscopy procedures. The photos are transmitted to a data recorder worn around the user’s belt.
Mimo is a sensor that tracks the baby’s breathing, body position, sleeping temperature, and activity level. Mimo can work with select Nest products.
T-Jacket is a wearable technology vest that provides personalized deep pressure hugs that calm people. A built-in sensor monitors stress/arousal levels.
FiLIP can make and receive phone calls, has a smart locator, and is worn on the child’s wrist.
Moff Band (slap bracelet) is a wearable smart toy that connects to apps wirelessly, senses the user’s movement, and analyzes and responds by matching sounds to these movements.
Kids
IMAGE AND INFORMATION SOURCE: TECHCRUNCH, SPIRE, T-JACKET, MOFF, FILIP, MIT, GIVEN IMAGING
OTHER
COLLABORATIVE FUND 2015
Wearable Tech
H E A LT H C A R E , R E TA I L , M E D I A , & O T H E R
Disrupting Industries
COLLABORATIVE FUND 2015
H E A L T H & H E A L T H C A R E I N D U S T R Y
PERSONALIZED HEALTH • Wearable tech provides motivation and accountability to users in their diet,
exercise, and overall health.
• Made–to–fit sensor–equipped apparel and devices will allow for more
customization and personalization.
DATA-FACILITATED CARE • Embedded biometric sensors and associated software fill in important gaps of
a user’s life, providing continuous collection and analysis of their health and
wellness performance, behavior, and physiology.
• Physicians, care teams, and coaches have better access to medical
information and are able to make more accurate observations, diagnosis, and
decisions quickly and remotely.
• Pharmaceutical companies can conduct more elaborate clinical trials and
gather more comprehensive data to support outcomes-based reimbursement.
INSURANCE • Insurance companies can rely on data generated from personal wearable
devices instead of client declarations. Information such as location, driving
record, medications used, credit history, spending habits, etc. will create more
accurate and honest data sets than client statements.
NEED TO BE AWARE OF • As wearable technology becomes becomes cheaper and more sophisticated,
these devices will integrate more into consumers’ lives and health ecosystems
and become more self-sufficient.
• Compliance with regulatory agencies and privacy issues are two important
obstacles to note.
CURRENT NEWS • By 2018, 70% of healthcare organizations worldwide will invest in consumer-
facing technology including apps, wearables, remote monitoring and virtual
care.
• Wearable technology could drop hospital costs by as much as 16% over the
course of 5 years, and remote patient monitoring technologies could save our
healthcare system $200B over the next 25 years.
• Over 80% of consumers said an important benefit of wearable tech is its
potential to make healthcare more convenient.
• 88% of physicians want patients to monitor their health parameters at home.
SOURCE: PwC, READWRITE, IDC HEALTH INSIGHTS, CDW HEALTHCARE, ORANGE HEALTHCARE
COLLABORATIVE FUND 2015
R E T A I L I N D U S T R Y
RETAIL
• Wearable devices creates new opportunities for targeted (real-time)
advertising and content marketing i.e. promotional spending.
• Wearable devices will transform retail loyalty programs, giving businesses
the ability to reward behaviors rather than just purchases.
• There will be faster payments and point of sales via wearables.
• The new consumer experience will be omni-channel, supported by wearable
devices and analytics. For example, wearable devices will eventually allow
users to ‘like’ what they see or hear outside of a store and track their
shopping preferences while in a store. This enables retailers to connect pre-
store behavior and in-store behavior, creating stronger shopping insights. In
turn, retailers are able to personalize expertise and service to their
customers.
• Wearable technology is projected to drive potential operational savings of
$1B per year by 2017.
FASHION
• Fabrics will transform into more of an active (reactive and interactive)
resource for consumers.
• The collaboration between wearable technology and fashion will bring about
alternative forms of energy: Tommy Hilfiger launched solar-powered jackets
that are able to charge small electronic devices.
• Several notable technology and retail collaborations:
o Intel launched the Make It Wearable Challenge in addition to a a
partnership with Barney’s, Opening Ceremony, and CFDA.
o Shapeway, a maker of 3D printed jewelry, has created a partnership
with Victoria Secret, Kimberly Ovitz, and Neiman Marcus.
o Startups are now looking to seamlessly integrate wearable technology
with fashion, removing the ‘clunkiness’ of present wearable devices
and creating smart jewelry to wear and show off as fashion pieces i.e.
companies like Cuff and partnerships like FitBit and ToryBurch
NEED TO BE AWARE OF
• No one wants personal data compromised.
• Only 14% consumers are willing to share their shopping habits with family
and friends. They are not interested in what other people bought.
SOURCE: PwC, DELOITTE DIGITAL, WIRED, CNET
COLLABORATIVE FUND 2015
E N T E R T A I N M E N T , M E D I A , & C O M M U N I C A T I O N S I N D U S T R Y
ADVERTISING
• Advertising will be in real-time, delivered with greater context and relevance,
and shift away from being an interruption in the consumer’s life.
• Wearable devices will open up new platforms and screens for targeted
advertisement and marketing i.e. If sensors reveal the user is thirsty and need
to re-hydrate, their device will notify them with a $1 coupon for Dasani Water.
• For example:
o Undertone, a digital advertising agency, has tested pushing coupons
for a candy bar to shoppers just as they pass the candy display.
o Freckle IoT, an ad tech company, enables their location partners and
application publishers to reach consumers I and out of the retail
environment.
ENTERTAINMENT, MEDIA, & COMMUNICATIONS
• Wearable devices will enable more seamless integration and engagement
with the media. Wearable devices will provide a more personalized curation
of relevant content and solutions for consumers.
• Wearable devices will enable higher sophistication in gaming, making video
games more immerse, multi-sensory, and lifelike.
• 62% of Millennials said they expect half of all TV watching to take place on
wearable screens in the future.
• 73% of consumers (and a higher number of 79% for Millennials) expect
wearable technology to make entertainment more immersive and fun.
• 64% of Millennials said they would be excited to try a wearable technology
product introduced by an entertainment or media company.
• For example: Avegant crowdfunded: $1.5M to develop smart headphones
that doubles as movie screen.
NEED TO BE AWARE OF
• Understand the younger population and their lifestyle, desires, and
aesthetics.
SOURCE: PwC, WEARABLE TECHNOLOGIES, FRECKLE IOT
COLLABORATIVE FUND 2015
O T H E R I N D U S T R I E S
FINANCIAL – MOBILE PAYMENT • Finance industry will focus on leveraging behavioral data gathered by
wearable devices to develop more loyal customers, help customers become
more informed, responsible, and smarter with their payment decisions.
• Banks will collaborate and partner with smaller fintech startups to provide a
shortcut for skills.
• Notable partnerships:
o MasterCard has partnered with designer Adam Selman, automaker
General Motors, innovator Nymi, smart jewelry company Ringly, and
Bluetooth locator TrackR to launch a new program that can turn any
consumer device into a payment device. (MasterCard)
o Angie Moody, Capital One’s VP of New Product Innovation,
“Wearables offer new ways to learn who you are, when you are, and
where you are.”
NEED TO BE AWARE OF
• This will also be dependent on the size of accepted consumers and the
number of retailers that will accept different forms of digital payment options.
INGESTIBLE SENSORS
• Instead of remembering to “wear” their wearable devices, people can simply
swallow their “smart pill” and allow for continuous data collection and
interpretation. These ingestible sensor offers a more invisible and integrated
option for health observation and data analytics.
• Notable partnerships and research:
o Jawbone is actively developing ingestible sensors and devices that will
live within a person’s bloodstream, allowing for long-term tracking and
the ability to sync up with all the tech in the user’s environment.
o In 2012, FDA approved a smart ingestible pill developed by Proteus
Digital Health. This smart pill works in conjunction with a sensor patch
and smartphone. The patient swallows the pill and the sensor is
activated by electrolytes within the body. It then transmits a signal and
data to a small, battery-powered patch on the body. Once received,
this data is transported via Bluetooth to a smartphone.
o Researchers at Scripps are developing and advancing embedded
nanosensors, that travel in people’s bloodstream, to help detect heart
attacks before they happen.
SOURCE: MASTERCARD, CIO, PwC, FORTUNE, SCRIPPS
COLLABORATIVE FUND 2015
O T H E R I N D U S T R I E S
WORKFORCE
• 77% of consumers believe it’s important for wearable tech to make us more
efficient/productive both at home and work.
• Wearable devices will help track and monitor employees’ work performance
and derive insights on how to streamline operations and optimize efficiencies
i.e. improve employee communication, deliver real-time instruction and
feedback.
• Examples:
o UK airline EasyJet will start a trial of new uniforms for cabin crew and
engineers early 2016. Both sets of uniforms will have built-in
microphones. The cabin crew uniforms are dotted with LEDS. The
engineer’s uniform will include reflective panels and LEDS, built-in
video cameras, air quality sensors, and a barometer.
o The Container Store started to take away their two-way radio systems
(in 2013) and replace them with the Theatro Wearable Computer. This
gadget enables hands-free voice communication over Wi-Fi.
AUTHENTICATION • Use wearable technology as a form of authentication.
• For example: Epicenter, a Swedish high tech company, offers employees
RFID chips to implant, giving them access to locked doors and machinery.
SAFETY
• Wearable devices will help monitor children’s whereabouts and provide a
sense of security for adults and children.
• Examples:
o Safelet is a “stylist” bracelet for user’s safety. The wearable can send
out alerts, share location, and dial an emergency number.
o First Sign Hair Clip combines a hair clip with a mobile application to
automatically call for help and collect evidence at the first sign of an
emergency.
GESTURE-BASED INTERFACE
• Allowing gesture and motion based devices to control other IoT.
• Examples
o Researchers at Texas A&M University have developed a wearable
device that “translates” sign language into English by sensing the
user’s movements. It can recognize 40 ASL signs with 96%
accuracy.
o The Myo armband lets users wirelessly control technology with
gestures and motions.
SOURCE: PwC, SAFELET, FIRST SIGN, CIO, SMITHSONIAN MAG, MYO, CNET
COLLABORATIVE FUND 2015
K E E P I N M I N D For The Future
Wearable technology is in the midst of exciting innovations, collaborations, and transformations. In striving towards a successful future, it will be necessary to emphasize user-centric designs, push interoperability, and improve on real-time, useful data analytics to shift the market into a sustainable aspect of consumers’ lives. The future of wearable technology is right around the corner and poised to change the way we live.
T H E R E I S A W E A R A B L E F U T U R E A H E A D .
Wearable Tech
IMAGE SOURCE: INTEL
COLLABORATIVE FUND 2015
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