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The wearable technology devices market is expected to reach 134 million shipments globally by 2018, up from 61 million in 2015. By value, we project that global wearables sales will rise from $6.6 billion in 2015 to $16.8 billion in 2018. FBIC’s first golden rule for longevity in the wearables market is that devices must solve a genuine problem or add real convenience. Gimmicks, or functions that can be duplicated by a smartphone app, will not sustain a segment of the market. FBIC’s second golden rule is that devices must be able to sustain demand in a context of heightened competitionincluding from new wearables such as the Apple Watch and from external competition such as smartphone apps. We are optimistic toward devices such as lifestyle accessories, which offer benefits with broad appeal, and toward outwear such as jackets and coats with inbuilt functions. Deep dive: THE wearables report THE INTERSECTION OF TECH AND FASHION DEBORAH WEINSWIG Executive Director – Head of Global Retail & Technology Fung Business Intelligence Centre [email protected] New York: 646.839.7017 July 8, 2015

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Page 1: Deep dive: THE wearables report - fbicgroup Wearables Report... · 3 ! July 8, 2015 Fung Business Intelligence Centre Global Retail & Technology Deep Dive:!The wEARABLES REPORT Copyright

 

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July 8, 2015

Fung Business Intelligence Centre Global Retail & Technology Deep Dive:  The wEARABLES REPORT Copyright © 2015 The Fung Group. All rights reserved.

• The wearable technology devices market is expected to reach 134 million shipments globally by 2018, up from 61 million in 2015.

• By value, we project that global wearables sales will rise from $6.6 billion in 2015 to $16.8 billion in 2018.

• FBIC’s first golden rule for longevity in the wearables market is that devices must solve a genuine problem or add real convenience. Gimmicks, or functions that can be duplicated by a smartphone app, will not sustain a segment of the market.

• FBIC’s second golden rule is that devices must be able to sustain demand in a context of heightened competition—including from new wearables such as the Apple Watch and from external competition such as smartphone apps.

• We are optimistic toward devices such as lifestyle accessories, which offer benefits with broad appeal, and toward outwear such as jackets and coats with inbuilt functions.

Deep dive: THE wearables report

THE INTERSECTION OF TECH AND FASHION

D E B O R A H W E I N S W I G E x e c u t i v e D i r e c t o r – H e a d o f G l o b a l R e t a i l & T e c h n o l o g y F u n g B u s i n e s s I n t e l l i g e n c e C e n t r e d e b o r a h w e i n s w i g @ f u n g 1 9 3 7 . c o m N e w Y o r k : 6 4 6 . 8 3 9 . 7 0 1 7

July 8, 2015

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Fung Business Intelligence Centre Global Retail & Technology Deep Dive:  The wEARABLES REPORT Copyright © 2015 The Fung Group. All rights reserved.

T A B L E O F C O N T E N T S

EXECUTIVE  SUMMARY   3  

A  MARKET  THAT’S  EXPANDING—BUT  IN  WHICH  DIRECTION?   4  

THE  WEARABLE  DEVICES  MARKET  IN  NUMBERS   4  

A  TOUR  THROUGH  THE  WORLD  OF  WEARABLES   8  

CONCLUSIONS:  WHICH  WEARABLES  WILL  WIN?   17  

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Deep dive: THE wearables report THE INTERSECTION OF TECH AND FASHION

 EXECUTIVE  SUMMARY  • Global   shipments  of  wearable  devices  will  hit  61  million   in  2015  and   then  climb   to  134  million  by  

2018,   representing   a   compound   annual   growth   rate   of   30.4%,   according   to   research   firm  MarketsandMarkets.  

• By  value,  we  project   that  global  wearables   sales  will   rise   from  $6.6  billion   in  2015   to  $16.8  billion    by  2018.  

• Some   317   wearable   products   are   on   the  market   or   are   set   to   be   launched   soon,   according   to   a  database   maintained   by   Vandrico   Solutions.   These   devices   span   seven   categories:   industrial,  medical,  entertainment,  gaming,  fitness,  lifestyle  and  pets/animals.  

• Whether  devices  are  targeting  consumers  or  professionals,  we  think  there  are  two  key  criteria  they  must   fulfil   to   ensure   long-­‐term   success.   First,   devices  must   solve   a   genuine   problem   or   add   real  convenience—not  be  built  on  gimmicks   that  will   struggle   to  maintain  appeal   longer   term.  Second,  wearables  must  be  able  to  sustain  demand   in  the  face  of  heightened  competition  from  inside  and  outside  the  wearables  space.  

• We  see  sustained  demand  for   fitness  wristbands  as  being  under  threat  from  the  Apple  Watch  and  from  limited  long-­‐term  consumer  appeal  in  measuring  biometrics  through  dedicated  devices.    

• We  think  there  is  likely  to  be  little  broad  appeal  for  sportswear  featuring  biometric-­‐measuring  smart  fabrics   even   among   fitness   enthusiasts—the   built-­‐in   nature   of   this   technology   means   consumers  would  have  to  own  numerous  garments  to  gain  any  consistent  (day-­‐to-­‐day)  usage  from  it.  

• We   are  more   optimistic   toward   outerwear   such   as   jackets,   with   added   functionality   such   as   LED  lighting  (for  safety)  or  smartphone  connectivity—these  types  of  garments  are  often  worn  day  after  day  and  are  a  higher-­‐price  purchase,  meaning  the  additional  cost  of  the  technology  is  marginal.      

• We   are   also   more   optimistic   toward   lifestyle   accessories   including   generalized   products   such   as  Apple  Watch  and  the  addition  of  functionality  to  existing  accessories—such  as  the  ability  to  charge  a  smartphone   in   a   bag.   We   think   these   types   of   products   offer   broad   appeal   and   the   compelling  reasons  to  purchase.    

 

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Fung Business Intelligence Centre Global Retail & Technology Deep Dive:  The wEARABLES REPORT Copyright © 2015 The Fung Group. All rights reserved.

A  MARKET  THAT’S  EXPANDING—BUT  IN  WHICH  DIRECTION?  If  there’s  one  thing  tech  specialists  agree  on,  it’s  that  wearable  technology  is  an  exploding  category  and  that  we  are  set   for  major  growth   in   the  coming  years:   some  60  million  devices  are  set   to  be  shipped  worldwide  just  this  year,  for  instance.  Less  clear,  however,  is  which  types  of  wearables  will  gain  greatest  traction.  So  far,  much  of  the  focus  has  been  on  the  Apple  Watch  and  fitness  wearables  also  worn  on  the  wrist.  

But   there’s   a  whole   spectrum   of   devices  which   bring   together   apparel   and   tech—from   smartphone-­‐charging  handbags  to  head-­‐mounted  gaming  glasses  to  illuminated  clothing  for  cyclists.  Here,  we  profile  a  number  of  these  products  and  the  companies  behind  them,  before  drawing  some  conclusions  on  the  distinguishing  characteristics   that  are   likely  to  mark  the  most  popular  types  of  wearables   in  the  years  ahead.    

We  define  wearables  as  devices  that  put  technology  in  an  item  of  clothing,  footwear  or  accessories  such  as  wristbands   or   handbags.   The   technology  will   typically   enhance   the   user   experience   and/or   supply  data   on   user   behavior   that   is   accessible   through   an   accompanying   application.   In   terms   of   products,  wearable  devices  include  smartwatches  (Apple  Watch,  Samsung  Gear),  wristbands  (Jawbone  UP,  Fitbit),  VR/AR  headsets  (Google  Glass),  and  smart  apparel  and  accessory  products  (Misfit  Shine).  

THE  WEARABLE  DEVICES  MARKET  IN  NUMBERS  

Where  Has  the  Wearables  Boom  Come  From?  

Wearables  may  be  booming  now,  but  one  can  make  the  case  that  the  wearable  device  market  was  born  in  1993  with  the  release  of  the  Apple  Newton  PDA,  the  grandparent  of  the  smartphones  we  use  today.  Over   the   past   20   years   the   market   evolved   through   incremental   improvements   in   the  phone/smartphone   segment   to   eventually   develop  product   subcategories   such   as  wearable   cameras,  fitness  trackers,  headmounted  displays  and  smartwatches.    

Figure  1.  A  History  of  the  Wearable  Device  Market  

 

Source:  www.raconteur.net  

   

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In  reality,  it’s  only  very  recently  that  wearables  have  moved  into  the  mainstream  and  into  the  public’s  consciousness.  Technological  development  has,  of  course,  helped,  with   the  miniaturization  of  sensors  called   microelectromechanical   systems   (MEMs)   being   key   to   supporting   the   development   of   these  products.   Meanwhile,   the   success   of   products   such   as   the   iPhone   and   iPad   has   undoubtedly   given  impetus  to  product  development  by  tech  brands.  

How  Big  Is  The  Market—And  How  Big  Will  It  Become?  Global  shipments  of  wearable  devices  will  hit  61  million  in  2015  and  then  climb  to  134  million  by  2018,  representing  a  compound  annual  growth  rate  of  30.4%,  according  to  research  firm  MarketsandMarkets.  Growth   will   mainly   be   driven   by   smartwatch   sales.   BI   Intelligence   predicts   that   smartwatches   will  account  to  70%  of  all  wearable  device  shipments  by  2019,  increase  from  59%  in  2014.    and    

Figure  2.  Wearable  Technology:  Total  Projected  Worldwide  Unit  Shipments,  2013-­‐18    

 

Source:  MarketsandMarkets  

By   value,   we   project   that   wearables   sales   will   hit   $16.8   billion   worldwide   by   2018,   based   on   a  compilation  of  multiple  forecasts.    

Figure  3.  Wearable  Technology  Worldwide  Projected  Total  Market  Value,  2013-­‐18    

 

Source:  ABI  Research/HIS/MarketsandMarkets/FBIC  Global  Retail  &  Technology  

35.7  46.5  

60.6  

79.0  

103.0  

134.3  

0  

25  

50  

75  

100  

125  

150  

2013   2014   2015   2016   2017   2018  

Million  Units  

2.8  

5.1  6.6  

8.8  

12.0  

16.8  

0  

3  

6  

9  

12  

15  

18  

2013   2014   2015   2016   2017   2018  

$  Billion

 

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 How  Many  Products  Are  There?  Some  317  wearable  products  are  on  the  market  or  are  set  to  be  launched  soon,  according  to  a  database  maintained   by   Vandrico   Solutions.   FBIC   Global   Retail   &   Technology   found   that   234   are   available   for  purchase  now,  many  of  them  through  Amazon.com’s  Wearable  Technology  store,  which  was  launched  in  the  US  last  year.  The  figure  below  brings  together  Vandrico  data  with  our  own  data  on  average  retail  price.    

These   devices’   applications   can   be   segmented   into   seven   general   categories:   industrial,   medical,  entertainment,  gaming,  fitness,  lifestyle  and  pets/animals.  Because  most  of  the  devices  on  the  market  have  multiple  functionalities,  one  device  can  fall  into  more  than  one  category.    

Figure  4.  Wearable  Technology:  Average  Retail  Price,  by  Function  

 

Figure  5.  Wearable  Technology:  Number  of  Devices,  by  Function  

 

Source:  Vandrico  Solutions/FBIC  Global  Retail  &  Technology  

   

$1,706  

$649  

$529  

$524  

$241  

$199  

$134  

Industrial    

Medical    

Gaming    

Entertainment    

Lifestyle    

Fitness    

Pets  Animals    

188  

124  

55  

41  

33  

21  

5  

Lifestyle    

Fitness    

Medical    

Entertainment    

Industrial    

Gaming    

Pets  Animals    

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$119m  

$23m  $38m  

TOTAL:  $180  million   TOTAL:  $423  million  

Head  Hand/Wrist  Body  

$148m  $155m  

$120m  

CROWDFUNDING   VENTURE  CAPITAL  

 Who  Has  Been  Investing—and  In  What?  High  expectations  have  yielded  high  investments,  so  the  supply  side  of  the  market  is  strong.  Funding  is  flowing  to  the  development  of  wearables  on  the  expectation  of  a  sustained  market  boom.    

As  small   investors  seek  to  gain  a  toehold  on  the  bandwagon,  crowdfunding  has  been  a  feature  of  the  market.   A   sizeable   $180   million   of   funds   was   raised   for   wearables   startups   through   crowdfunding  between  2009  and  2014,  estimates  Matt  Witheiler  at  Flybridge  Capital  Partners.  The  figures  show  that  most  crowdfunding  activity  has  financed  head-­‐mounted  devices,  with  wristwear  trailing  substantially  in  this  funding  channel.  

More   than   twice   as   much   was   raised   through  more   conventional   venture   capital   channels   between  2009   and   2014,   and   these   types   of   investors   tended   to   favor   wristband   products   and   were   more  favorable  to  bodywear  than  were  crowdfunders.    

In  total,  the  figures  show  that  more  than  $613  million  was   invested   in  startups   in  the  wearable  space  between   2009   and   the   end   of   2014,   with   estimates   from   CB   insights   taking   the   total   wearables  investment  dollars  to  $1.4billion  over  the  same  period.    

Figure  6.  Funds  Raised  By  Select  Products  And  Startups  2009  to  2014  

 

 

 

 

 

 

 

 

 

 

Source:  Flybridge  Capital  Partners  

So   those  are   some  of   the   top-­‐line  numbers.  Now,  we   turn   to   the  products   themselves,   showcasing  a  selection  of  devices  that  span  various  categories  and  functions.  The  tour  through  the  products  will  lead  to  our  conclusions  on  what  are  likely  to  be  the  characteristics  of  successful  wearable  products.    

   

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 A  TOUR  THROUGH  THE  WORLD  OF  WEARABLES  In  our  showcase  of  devices  and  companies,  we  focus  on  seven  categories:  fitness,  other  smart  fabrics  or  clothing,  entertainment,  lifestyle  accessories,  pets,  industrial  and  medical.    

 

 

 

 

 

 

 

 

Smart Fabrics & Clothing

One   recent   high-­‐profile   example   of   smart   fabrics   in   apparel   was   the   launch   of   Project   Jacquard,   a  collaboration  between  Google  and  jeans  maker  Levi  Strauss  &  Co.,  to  incorporate  touch-­‐sensitive  yarns  into   clothing.   The  aim   is   to  make  garments   interactive  by   allowing   the  user   to   communicate  with   an  electronic   device  by  using   simple   gestures   like   tapping  or   swiping  over   a   garment   to   send   a  wireless  signal  to  the  device  and  access  its  functionality.      

Research  firm  MarketsandMarkets  estimates  that  the  smart  textile  market  will  grow  to  over  $2  billion  by  2018.  

Figure  7.  Global  Smart  Textile/Fabrics  Market  Revenue  2012-­‐2018    

Source:MarketsandMarkets    

   

0.9  1.1  

1.2  

1.5  

1.7  

2.0  

0.0  

0.5  

1.0  

1.5  

2.0  

2.5  

2013   2014   2015   2016   2017   2018  

$  Billion

 

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Commuter  Cycle  Jacket    

The  Visijax  Commuter  Cycle  Jacket  is  a  lightweight  nylon  jacket  with  embedded  LEDs  lights,  which  flash  when   the   wearer   signals   a   right   or   left   turn   by   raising   an   arm.   The   LED   lights   are   powered   by   a  concealed  researchable  USB  battery,  which  lasts  about  30  hours  and  are  controlled  by  a  power  button  icon  on  the  jacket’s  front.    The  jacket  is  washable  and  water-­‐resistant.    

The  product  was  a   contestant   for   the   Innovation  Awards  at  CES  2015  and   is  an  example  of  wearable  clothing   that  offers   functionality  and  style.  The   jacket   is   retailing  at  $159.95.      

Company:  Visijax    

Founded:   2011  

Team  Size:   1  –  10  

Headquarters:   London,  UK  

Funding:   No  information      

Website:   http://www.visijax.com  

Source:  Crunchbase,  Company  website    

 

 

Smart  Socks    

The  Sensoria  Sock   is  a  pressure  sensing   textile  sock   that  accurately   records  user's   footsteps  based  on  the  pressure  and  timing  of  the  foot   landing.   It  offers  better  results  than  the  traditional  accelerometer  based  wearable  devices,  which  measure  limb  movements  to  calculate  foot  steps  taken.  It  also  detects  cadence  and  balance  for  the  wearer.  The  socks  (two  pairs)  together  with  the  anklet  tracker  and  charger  are  retailing  at  $199.    

Source:  Vandrico  Solutions  

Company:  Sensoria,  Inc  

Founded:   2010  

Team  Size:   11–  50  

Headquarters:   Redmond,  WA  

Funding:   $5.6m      

Website:   www.sensoriafitness.com  

Source:  Crunchbase  

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Fitness

Description:  Devices  that  monitor  physical  activity  

Fitness  trackers  have  so  far  dominated  the  consumer  market  for  wearables,  under  brands  such  as  Fitbit,  Jawbone  UP   and  Nike   FuelBand.   Fitbit   currently   owns   the   largest  market   share   (approximately   68%,  according   to   research   by   The   NPD   Group).   The   category   has   been   significantly   impacted   by   the  introduction  of  smartwatches,  as  they  have  the  capacity  to  provide  the  same  data  as  traditional  fitness  trackers.    

So,  if  there’s  mass  uptake  of  devices  such  as  the  Apple  Watch,  we  could  well  see  a  depressed  market  for  fitness  wearables,  in  the  same  way  large-­‐scale  ownership  of  tablet  computers  cannibalized  the  market  for  e-­‐readers.    

Away  from  wristbands,  there  are  opportunities  in  smart  clothing.  We  showcase  below  Hexoskin,  which  incorporates   sensors   into   sportswear.   And   we   have   also   seen   the   emergence   of   brands   such   as  OMsignal  apparel  that  incorporates  an  embedded  biometric  sensor;  Ralph  Lauren’s  Polo  Tech  Shirt  that  include   thread   sensors   that  monitor   heart-­‐rate,   breathing   and   stress   levels;   and  NuMetrex   that   uses  sensory  fibers  to  monitor  the  pulse.    

The   disruptive   potential   of   other   technologies  means   that   the  market   is   not   expected   to   grow   at   an  extraordinary  pace.  The  market  for  sports,   fitness,  and  activity  trackers  will  grow  at  an  annual  rate  of  7.5%  for  the  next  three  years,  reaching  $2.6  billion  by  2018,  according  to  research  group  IHS.    

Figure  8.  Sports,  Fitness  &  Activity  Monitor  Market  Worldwide  Revenue  Forecast  2013-­‐18    

 

Source:  IHS  

   

1.9  2.0  

2.2  2.3  

2.5  2.6  

0  

1  

2  

3  

2013   2014   2015   2016   2017   2018  

$  Billion

 

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The  Hexoskin  is  a  smart  fabric  shirt  with  built-­‐in  sensors  that  measure  data  such  as  heart  rate,  breathing  rate   and   step   count.   The   wearable   device   automatically   syncs   data   to   in-­‐range  mobile   devices   with  wireless   connectivity   and   has   150   hours   of   data   storage   capacity.   The   accompanying   mobile   app,  HxDashboard,  is  used  to  display  fitness  data  and  analyze  individual  fitness  performance.  Data  analyzed  by  the  device  includes:    • Heart  rate    • Heart  rate  variability    • Breathing  rate    • Breathing  volume    • Activity  (steps,  cadence,  calories)    • Sleep    

The  Hexoskin  retails  at  $399.00.  

Company:  Hexoskin  (Carré  Technologies)    

Founded:   2006  

Team  Size:   11  –  50  

Headquarters:   Montreal,  Canada  

Funding:   $750k  

Website:   http://www.hexoskin.com  Source:  Crunchbase      

 

Fitbit   offers   a   range   of   wristbands   designed   to   measure   “everyday   fitness,”   “active   fitness”   and  “performance  fitness”  through  inbuilt  accelerometers.  The  devices  measure  the  number  of  steps  taken  by   users   to   provide   estimates   on   calories   burned,   distance   walked   and   floors   climbed,   as   well   as  information   on   activity   duration   and   intensity   and   estimates   of   sleep   quality.   Some   products   also  measure  heart  rate.    

In  June  2015,  Fitbit  launched  an  IPO  that  raised  around  $732  million  for  the  company  and  gave  it  a  total  valuation  of  about  $4.1  billion.  The  company  priced  its  initial  public  offering  at  $20  a  share,  above  expectations,  and  raised  the  proposed  number  of  shares  for  sale  to  36.6  million.    

Fitbit  has  sold  more  than  20.8  million  devices  by  March  2015,  it  was  reported  at  the  time  of  its  IPO.  Its  products  are  sold  through  more  than  45,000  stores  in  50  countries,  as  well  as  through  online  retailers  and  the  company’s  own  website.    

Company:  Fitbit  

Founded:   2007  

Team  Size:   501-­‐1,000  

Headquarters:   San  Francisco,  USA  

Funding:   $732m  IPO  in  June  2015  

Website:   http://www.fitbit.com  

Source:  Fitbit      

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Entertainment

Description:  Devices  that  enhance  the  user  experience  during  entertainment  activities.  These  can  include  devices  that  receive  and  transmit  real-­‐time  information  to  enhance  the  gaming  experience  

 

 

The  MYO  Armband   allows  users   to  wirelessly   control   technology  with   hand   gestures.   The   device   reads   electrical   activity   in   the  muscles   of   the   arm   and   hand   to   operate.   It   is   capable   of  controlling  music,  game,  and  presentation  applications  running  on  Microsoft,  Mac,  iOS  and  Android  operating  systems.    

Company:  Thalmic  Labs  

Founded:   2012  

Team  Size:   50  –  200    

Headquarters:   Kitchener,  ON  

Funding:   $15.6m  

Website:   https://www.thalmic.com  

 Source:  Crunchbase      

 

Select  Device:  CastAR    

CastAR  is  a  head-­‐mounted  display,  which  combines  augmented  and  virtual  reality.  The  device  uses  two  projectors  located  on  the  rim  of  the  glasses  to  project  stereoscopic  video,  which  is  reflected  from  the  surfaces  surrounding  the  user.  CastAR  comes  with  a  magic  wand  that  can  track  its  own  position  and  orientation  in  space,  which  makes  it  suitable  for  various  applications  in  gaming.    

Company:  Technical  Illusions    

 

 Source:  Company  site,  Crunchbase    

Founded:   2013  

Team  Size:   11  –  50  

Headquarters:   Mountain  View,  CA  

Funding:   >  $1m  on  Kickstarter  

Website:   http://castar.com/  

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Lifestyle Accessories

Description:  Devices   that   cover   an   array   of   functions,   from   facilitating   users’   interactions   with   their  smartphones  to  tracking  data  and  running  apps.  The  lifestyle  devices  have  to  appeal  to  the  style  of  the  user,   as   they   are   worn   throughout   normal   daily   activities.   Devices   in   this   category   range   from  smartwatches  to  multipurpose  trackers,  eyewear,  and  headbands.  In  some  cases,  such  as  smartphone-­‐charging  handbags,  this  is  about  adding  tech  functions  to  an  existing  type  of  accessory.  For  others,  most  notably  the  Apple  Watch,  this  fundamentally  creates  a  new  product  from  scratch.    

 

 

The   Apple  Watch   is   Apple's   first  wearable   device.   It   is   a   smart-­‐watch  with   a   retina   display   and   circular   dial   on   the   side.   Apple   retails   three  types   of   Apple   Watch:   Apple   Watch,   Apple   Watch   Sport   and   Apple  Watch  Edition.  Each  model  is  available  in  two  sizes  –  a  small  and  a  large  –  and  Apple  also  has  six  different  strap  options,  which  users  can  switch  around  at  their  leisure.  Apple  Watch  requires  an  iPhone  5,  5c,  5s,  6,  and  6  Plus.  The  Apple  Watch  uses  the  GPS  and  Wi-­‐Fi  in  the  iPhone  to  track  distance.    

 

 

The  Pebble  smartwatch  is  a  wearable  device  that  provides  immediate  access  to  the  user’s  smartphone  functionalities.  It  features  an  always  on  e-­‐ink  display  and  multiple  native  applications.  Pebble  is  one  of  a  number  of  wearables  projects  funded  through  Kickstarter.  The  smartwatch  is  available  at  $150.    

Company:  Pebble      

Founded:   2009  

Team  Size:   11  –  50  

Headquarters:   Paolo  Alto,  CA  

Funding:   $46m    

Website:   http://www.getpebble.com  

Source:  Crunchbase  

Pebble   is   noteworthy   because   of   the   amount   of   capital   the   company   raised   through   Kickstarter  crowdfunding   campaigns.   In   2012   when   it   launched   its   first   campaign,   it   became   the   most   funded  Kickstarter  project  with  $10.3M.  For  its  second  product,  the  Pebble  Time,  the  company  raised  another  $20.3M  on  Kickstarter,  surpassing  the  previous  highest  grossing  campaign  for  a  second  time.    

   

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Charging  Bag  

Everpurse  has  developed  a  handbag  that  can  charge   iPhones.  The  startup  has  attracted   interest   from  investors   and   industry   incumbents   in   the   fashion   and   accessories   space   and   is   now   working   in  collaboration  with  Kate  Spate  to  launch  a  collection  of  charging  bags  in  the  Fall  of  2015.      

According   to   the  Wall   Street   Journal,   the   bags  will   cost   between   $198   and   $698.   They  will   have   the  ability  to  charge  the  iPhone  5  and  iPhone  6  models.  The  bags  themselves  won’t  require  a  cable  to  get  charged,   but   instead   they’ll   need   to   be   placed   on   a   charging  mat,   which   charges   the   battery   inside  wirelessly.  The  bag’s  battery  charge  should  last  the  average  user  about  two  days.    

Company:  Everpurse  

Founded:   2012  

Team  Size:   1–  10  

Headquarters:   Chicago,  IL  

Funding:   $1.0m      

Website:   http://www.everpurse.com  

 Source:  Crunchbase  

PETS/ANIMALS    

Description:  Devices  that  connect  pets  with  their  owners  via  a  sensor  worn  by  the  animal  and  a  mobile  app  to  display  and  interpret  the  data  from  the  sensor    

 

Whistle  is  a  wearable  device  for  dogs  that  tracks  their  activities  and  location  via  a  sensor  that  attaches  to  the  dog’s  collar.  The  device  has  wireless  connectivity  that  communicates  with  the  Whistle  mobile  app  to  help  ensure  that  the  user’s  dog  won’t  be  lost.  Whistle  provides  information  on  the  dog’s  everyday  health  and  monitors  activity  levels.  The  device  can  be  purchased  for  $99.00.  

Tracking  capabilities:    • Medication  tracking    • Activity  tracking  (running  time,  sleeping  time,  etc.)  • Health  trends    • Food  log  (allows  daily  logging  of  food  to  avoid  over    and  underfeeding)    

Company:  Whistle    Founded:   2012  

Team  Size:   11  –  50  

Headquarters:   San  Francisco,  CA  

Funding:   $21m    

Website:   http://www.whistle.com  

Source:  Crunchbase      

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Industrial Description:  Devices  that  transmit  and  receive  real-­‐time  data  in  work  environments.  

It   may   be   less   glamorous   than   an   Apple  Watch   or   a   Fitbit,   but   there’s   likely   to   be   big   demand   for  wearables  in  industries  from  energy,  oil  and  gas  to  healthcare.  In  some  cases,  the  types  of  products  will  overlap  with   some  of   the   consumer   categories  we   have   already   showcased—notably   apparel,  where  there’s  scope  to  build  safety  features  (such  as  LEDs)  or  security  functionality  (cameras)  into  workwear.    

The  industrial  wearable  market  (also  called  the  enterprise  wearable  market)  has  been  gathering  speed  over  the  past  year.  Companies  such  as  APX  Labs,  which  specializes  in  helping  businesses  use  wearable  technology   to  boost  worker  productivity,  have  come  under   the  spotlight  by  attracting  venture  capital  investment.   According   to   Peter   Barris,   the  Managing   General   Partner   of   New   Enterprise   Associates,  which  led  the  Series  A  round  for  APX  Labs,  the  makers  of  wearable  tech  have  realized  consumers  want  anything  they  wear,  including  technology,  to  “have  a  style  element”.  However,  employers  may  ask  their  workers  to  wear  anything  that  can  make  them  safer  or  more  effective,  as  evidenced  by  scrubs,  helmets,  latex   gloves,   safety   glasses   and   other   less   fashionable   accessories.   Hence,   there   is   a   substantial  opportunity  for  wearable  devices  in  the  industrial  space,  because  of  this  different  value  proposition.    

According   to   ABI   research   the  market   for   enterprise  wearable   technology  will   balloon   over   the   next  three  years  at  an  annual  growth  rate  of  56.1%,  reaching  a  market  size  of  $12.2  billion  by  2018.    

Figure  9.  Enterprise  Wearable  Technology  Worldwide  Projected  Total  Market  Value,  2014-­‐18    

Source:  ABI  Research    

 

The  AiRScouter   is  a  wearable  head-­‐mounted  display.  It  projects  images  in   front   of   the   user’s   eye   on   the  lens   of   the   glasses.   The   device   is  built   for   industrial   purposes—specifically,   device   assembly   and  remote   operation   support.   The  technology’s   assembly   support  

allows   the   user   to   access   the   information   necessary   to   assemble   complex   devices.   The   remote  operation  support  allows  the  user  to  receive  audio  and  video  instruction  from  off-­‐site  specialists.  

2.0  

3.2  

5.0  

7.8  

12.2  

0  

2  

4  

6  

8  

10  

12  

14  

2014   2015   2016   2017   2018  

$  Billion

 

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Medical

Description:  Devices  that  monitor  vital  signs  and  medical  data  

Another   major   non-­‐consumer   market   for   wearable   devices   is   the   medical   field,   where   wearable  technology   can   be   implemented   to   understand   and   treat   patients’   conditions.   The   consultants  McKinsey  forecast  that  $2  trillion  could  be  saved  worldwide  by  2025  with  a  10-­‐20%  cut   in  the  cost  of  treating  chronic  diseases  through  using  mobile  sensors.  The  HIS  further  estimates  that  5  million  patients  will  be  using  wearable  technology  and  remote  monitoring  by  2017  worldwide.    

 

Select  Device:  DuoFertility  

DuoFertility   is   a   device   that  maximizes   the   chances   of   conceiving   naturally   by  measuring   the   body’s  basal  temperature,  which  shifts  upward  during  ovulation.  Using  this  information,  DuoFertility  alerts  the  user  of  the  time  of  ovulation  up  to  six  days  in  advance.  

DuoFertility   is   available   for   purchase   between   $385   and   $1,299   in   the  UK   depending   on   the   level   of  support  services  offered  by  the  company,  and  will  soon  launch  in  the  US.  

Company:  Cambridge  Temperature  Concepts    

Founded:   2006  

Team  Size:   11  –  50  

Headquarters:   Cambridge,  UK  

Funding:   $4.4m  

Website:   http://www.duofertility.co.uk  

 Source:  Crunchbase    

 

   

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CONCLUSIONS:  WHICH  WEARABLES  WILL  WIN?  

So  wearables  are  already  spanning  a  huge  range  of  categories  across  consumer  and  professional  usage.  More  will  undoubtedly  emerge  and  some  of  those  we’ve  profiled  will  likely  falter.    

In  this  highly  competitive  space,  we  think  there  are  some  basic  criteria  for  wearable  devices  to  achieve  longevity:  

• Devices  must  solve  a  genuine  problem  or  add  real  convenience—not  be  built  on  gimmicks  that  will  struggle  to  maintain  appeal  longer  term.  

• Devices  must   be   able   to   sustain   demand   in   the   face   of   heightened   competition   from   inside   and  outside   the   wearables   space—for   instance   from   smartphone   apps   that   can   offer   similar  functionality.  

Given,  this,  which  types  of  products  may  become  the  winners  and  losers  in  this  space?  Below  we  offer  our  opinions  (and  they  are  just  that,  given  the  nascent  status  of  the  market)  on  the  categories  that  look  to  have  a  red  flag  flying  over  them  or  that  appear  to  have  a  green  light  to  power  ahead.    

Red  Flags:  

We  have  particular  doubts  over  the  solidity  of  the  fitness  wristbands  segment.  How  many  consumers  have  a  genuine  need  or   interest   in  monitoring  their  exercise  regimes  so  closely  over  the   longer  term,  and   how  many   of   the   purchases   so   far   have   been   gimmick-­‐driven?  Moreover,   even   where   there   is  demand,  consumers  have  the  lower-­‐cost  option  of  smartphone  apps  to  measure  their  fitness  metrics.  Finally,   there   is   a   very   real   risk   that   general-­‐purpose   devices   such   as   the   Apple   Watch   (and  smartphones)  may  cannibalize  the  wristbands  segment.  

For  similar  reasons,  we  are  cautious   in  our  outlook  for  smart  fabrics   in  sportswear.  This  category  has  the   added   potential   problem   of   being   embedded   in   a   product   that   can   only   be   worn   once   before  washing.  If  a  fitness  enthusiast  wants  to  measure  their  biometrics  consistently  (and  they  don’t  want  to  do  laundry  every  night),  they  will  need  to  own  several  smart  garments.  So  this  segment  looks  to  us  to  be  a  bulk-­‐purchase  or  no-­‐purchase  market.  Our  concern   is   that   the  vast  majority  of  consumers,  even  among  those  who  are  into  fitness,  will  opt  for  the  no-­‐purchase  option.  

Green  Lights:  

We  are  more  optimistic   toward  smart  outerwear  such  as  coats  and   jackets.  These   types  of  garments  are  typically  worn  day  after  day,  with  irregular  washing,  so  there’s  no  disincentive  for  consumers  to  buy  into   smart   clothing   with   just   one   garment.   Moreover,   outerwear   is   also   typically   a   higher-­‐price  purchase,   so   the   additional   cost   of   the   technology   is  marginal.     Finally,  we   think   the   possibilities   for  added  features  are  broader  than  the  biometrics  focus  offered  by  smart  sportswear.  For  instance  jackets  with  smartphone  connectivity  may  appeal  to  young  consumers,   in-­‐coat  LEDs  to   improve  visibility  may  attract   worried   parents   who   are   buying   for   their   kids,   and   jackets   with   inbuilt   cameras   may   attract  cyclists  or  industrial  users  where  recording  the  work  environment  is  important.      

We  are  also  optimistic   toward  a   range  of   lifestyle  accessories.  We  have   little  doubt   the  Apple  Watch  will  be   the  standout  winner  of   the  wearables  market,  at   least   in   the   immediate   future.  And  we   think  there’s  scope  for  adding  tech   into  existing  accessories,  with   innovations  such  as  smartphone-­‐charging  bags  appearing  to  offer  real  added  convenience  for  consumers.  These  kinds  of  products   look   likely  to  draw  broad  consumer  appeal  and  provide  compelling  reasons  to  buy  into  the  wearables  category.  

 

 

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Fung Business Intelligence Centre Global Retail & Technology Deep Dive:  The wEARABLES REPORT Copyright © 2015 The Fung Group. All rights reserved.

 

Deborah  Weinswig,  CPA  Executive  Director—Head  of  Global  Retail  &  Technology  Fung  Business  Intelligence  Centre  New  York:  917.655.6790  Hong  Kong:  +852  6119  1779  [email protected]    Cam  Bolden  [email protected]      Sunny  Chan,  CFA  [email protected]    Tal  Dor  [email protected]    Marie  Driscoll,  CFA  [email protected]    John  Harmon,  CFA  [email protected]    Aragorn  Ho  [email protected]    John  Mercer  [email protected]    Swarooprani  Muralidhar  [email protected]    Charlie  Poon  [email protected]    Kiril  Popov  [email protected]    Stephanie  Reilly  [email protected]    Lan  Rosengard  [email protected]    Jing  Wang    [email protected]