2. “IfIheadoutthedoorinthemorningand
leavemyfitnessbandathome,I’mnotgoing
toturnaroundtogobackandgetit. IfIleave
myphoneathome,youbetI’mgoingtogo
getit.” –JeffMalmad,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
5. 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
17thıCentury
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
6. 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
1987Studio 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
7. 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
8. 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
9. 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
10. 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
12. 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 99 11
15
20
25
31
11
14
19
29
42
55
0
10
20
30
40
50
60
2013 2014 2015 2016 2017 2018
BILLIONS
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
13. 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
MILLIONS
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
14. 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
MILLIONS
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
15. 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 SACTIVITY
TRACKERS
SMART-
WATCHES
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
16. 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
01A P A T H E T I C
A U D I E N C E
02C O N S I T E N C Y
O F D A T A
03O 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
18. 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
MILLIONS
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
19. 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
20. 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
21. 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
22. 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
24. 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/WristLower 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
25. 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
26. 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/FeetArm/Wrist
COLLABORATIVE FUND 2015
27. 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
28. Wearable
Tech
H E A LT H C A R E , R E TA I L ,
MEDIA, & OTHER
Disrupting
Industries
COLLABORATIVE FUND 2015
29. 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
30. 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
31. 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
32. 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
33. 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
34. KEEP IN MIND
ForThe
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
35. w w w . c o l l a b o r a t i v e f u n d . c o m
Keep
in
Touch
magic@collaborativefund.com t
v
We are really interested in learning
more about what you are working on.
Please let us know about your product
and company.
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