Despite the media hype surrounding Augmented Reality (AR) glasses, I am still sceptical as to the average consumer adoption based on the current core value propositions the market is offering. There is to date no single clear-cut pain point, outside the professional industries, this type of product alleviates.
This report is an introduction to some of the observations I've made, and the main markets where I could see a viable use case, for AR glasses.
Feel free to share, spread, make use of as you find appropriate, as long as you acknowledge me as a source for your own market research.
Note(s):
1. I know some of the products mentioned in this report technically speaking aren't viable augmented reality products. However, in so far as an end consumer is concerned, this hardly makes much difference to them, and they use cases AR glasses present still very much applies to Project Glass and similar offerings.
1. –
Augmented
Reality
Glasses
–
Automo3ve
Perspec3ve
Market
Research
Report
Author:
Hugo
Nordell
Date:
August
11,
2013-‐
2. Execu3ve
Summary
Augmented
Glasses
Overview
Market
Overview
§ Augmented
Reality
(AR)
blends
computer-‐
generated
sensory
input
with
the
real
world
§ AR
glasses
have
come
into
mainstream
media
focus
over
the
past
year
following
Google’s
announcement
of
Project
Glass
§ Two
main
technologies
exist;
(1)
Head-‐
Mounted
Displays
(HMD)
and
(2)
Virtual
Re<nal
Displays
(VRD)
§ HMD
is
poised
to
drive
market
growth
first
§ $5Bn+
addressable
market
size
in
2016
based
on
aggregate
research
and
key
segments
§ 95%
expected
CAGR
2011
-‐
2017
§ 1%
end-‐consumer
penetra<on
rate
by
2017
§ Sports
&
Fitness
is
the
most
a`rac<ve
segment
based
on
adop<on,
barriers
to
entry
and
addressable
market
size
§ Key
growth
drivers
are
ease-‐of-‐use,
design
and
price
point
Hardware
&
So?ware
Integra<on
Key
Risks
&
Threats
to
Adop<on
§ The
interac<on
between
so?ware
(plaBorm)
and
hardware
(glasses)
providers
will
determine
the
prevailing
technological
standard
§ Automo<ve
corporates
are
advised
to
place
many
small
bets
on
several
technologies,
so?ware
and
hardware,
and
closely
follow
trends
and
user
uptake
§ Compe<ng
subs<tute
technologies
may
provide
a
fragmented
market
and
hinder
rapid
mass-‐market
adop<on
§ More
conspicuous
and
obtrusive
than
other
wearable
technology
§ Poten<al
regulatory
risks
and
security
&
integrity
concerns
could
reinforce
cultural
barriers
to
mass-‐adop<on
Source:
Juniper
Research
(2010),
ResearchAndMarkets
(2011),
BI
Intelligence
(2013)
1
3. Market
–
Trends
&
Developments
Google
Rela<ve
Search
Trends
–
January
2012
to
August
2013
Wearable
technology
Smartwatch*
Augment*
real*
glass*
Google
glass
Highlights:
§ This
shows
normalized
rela<ve
number
of
searches
compared
to
the
total
number
of
searches
worldwide
on
Google
§ Google
Glass
clearly
drives
the
search
sta<s<cs,
while
“Augment*
real*
glass*”
is
negligible
§ Nonetheless,
AR
glasses
are
slowly
coming
into
the
spotlight
of
the
mass-‐consumer
markets
Augmented
Reality
Total
Market
Size
Compe<ng
Technologies
&
Subs<tutes
§ Juniper
Research
es<mates
that
the
AR
mobile
applica<on
market
will
reach
$1.5Bb
in
2016
§ Business
Insider
Intelligence
aggressively
es<mates
Google
glass
sales
to
exceed
$11Bn
in
2018
§ ResearchAndMarkets
predicts
overall
AR
market
of
$5.2Bn
by
2017
§ Mul<ple
near-‐to-‐eye
technologies
are
being
developed
with
different
levels
of
immersion
and
applica<on
to
glasses,
and
may
broadly
be
categorized
into
(1)
HMD
and
(2)
VRD
§ Subs<tutes,
such
as
HUD
or
audio
enabled
(e.g.
Siri)
have
so
far
seen
broader
market
adop<on
Source:
Juniper
Research
(2010),
ResearchAndMarkets
(2011),
BI
Intelligence
(2013),
Google
Trends
(2013)
2
4. Market
–
Key
Customer
Segments
Fast
Rate
of
Adop3on
Marke3ng
&
Retail
Traveling
&
Tourism
High
Barriers
to
Entry
Low
Sport
&
Fitness
Slow
Market
size:
$3Bn+*
by
2018
Use
cases:
§ Sports
&
Exercise
progress
tracking
&
professional
sports
Automo3ve
&
Manufacturing
Market
size:
$500M+*
by
2017
Use
cases:
§ Visualize
key
dashboard
items
§ Maintenance
&
repair
assistance
Market
size:
$1.5Bn
by
2015
Use
cases:
§ Personalized
‘offline’
marke<ng
§ Assist
High
St.
sales
personnel
Market
size:
$100M+*
by
2017
Use
cases:
§ Direct
environment
interac<on
with
loca<ons
and
notable
sights
Educa3on
Military
&
Security
Firms
Market
size:
$1Bn+*
by
2016
Use
cases:
§ Crowd
control,
Intel
updates
§ Target
iden<fica<on
&
objec<ves
Market
size:
<$50M*
by
2017
Use
cases:
§ Interac<ve
learning
§ Head-‐up
notes
for
teachers
Key
takeaways:
§ This
matrix
breaks
key
customer
segments
into
6
main
categories,
ranked
by
qualita<vely
and
historical
probable
rate
of
adop<on
and
barriers
to
entry.
Arrow
direc<on
indicates
increasing
a`rac<veness
§ An
a`rac<ve
customer
segment
is
one
with
rela<vely
low
barriers
to
entry
and
a
fast
rate
of
adop<on.
Example
brands
above
are
category
leaders
in
their
respec<ve
fields
and
poten<ally
strategic
partners
for
driving
end-‐consumer
adop<on
§ Corporate
segments
are
not
directly
split
from
ul<mate
end-‐users,
although
Automo<ve
&
Manufacturing
together
with
Military
&
Security
segments
are
likely
to
have
largest
end-‐user
exposure
toward
a
corporate
environment
Source:
Own
matrix
design,
ResearchAndMarkets
(2011),
BI
Intelligence
(2013),
NMC
(2012),
Juniper
Research
(2010)
3
5. Compe33on
–
Products
Product
Producer
Key
Features
(as
described
by
producer)
§ GlassUp
S.R.L-‐CL
§
§
§
§
§
Receive
only
Incoming
emails
Text
messages
Tweets
Facebook
updates
§ Google,
Inc
§
§
§
§
Travel
direc<ons
Photo/Video
Rec.
Phone,
tex<ng
Translate
foreign
languages
§ Meta
SpaceGlasses
§ Vuzix
Corp.
§ Gesture
recogni<on
§ Dual
cameras
§ Full
scale
3D
augmented
projec<ons
§ Na<ve,
HMD
&
smarphone
coopera<ve
mode
§ Receive
texts,
video
&
email
§ Requires
Android,
iOS
smartphone
§ Bluetooth
§ Bluetooth
§ Recommended:
Android
or
iOS
Smartphone
§ Windows
PC
§ Unity
3D
for
app
development
§ Runs
on
Android
§ Spa<al
&
Posi<onal
awareness
§ Supports
iOS
Price
(USD)
§ $399
§ $1,500
(Developers)
§ $667
(Developers)
§ Rumoured
$500
Launch
date
§ Feb
2014
§ Late
‘13
–
Early
‘14
§ Aug
2013
§ Late
2013
Notes
Key
takeaways:
§ Key
drivers
for
adop<on
are
ease-‐of-‐use,
applica<on
access,
price
and
level
of
obtrusiveness
§ Google
Glass
and
GlassUp
are
closest
to
final
produc<on
and
market
themselves
more
heavily
toward
end-‐consumers,
than
Meta
and
Vuzix
do
§ The
price
range
is
wide,
indica<ng
that
the
producers
aim
to
a
certain
extent
for
different
customer
segments
and
usage
§ No
Augmented
Reality
glasses
product
has
yet
successfully
penetrated
the
mass-‐consumer
markets
§ Other
poten<al
Augmented
Reality
glasses
producers
to
look
for
are
Recon
Instruments,
Innovega
and
Lumus-‐Op<cal
Source:
Company
websites,
Showcase
material,
Huffington
Post
(2013),
Business
Insider
(2013),
TechCrunch
(2013)
4
6. Compe33on
–
Value
Chain
Frame
Design
Electronics
(Hardware)
(Luxovca)
(Luxovca)
(Kering)
Op3cs
Key
takeaways:
§ The
above
matrix
illustrates
the
value
chain
as
it
is
expected
to
evolve
in
the
coming
3
to
5
year
period
§ Frame
design
firms
will
play
a
key
role
in
overcoming
the
obtrusive
and
conspicuous
look
of
current
AR
glasses
§ PlaBorm
providers
will
have
to
drive
developer
interest,
and
subsequent
mass-‐adop<on
will
most
likely
follow
from
range
and
breadth
of
apps
§ Google,
with
its
Project
Glass,
is
expected
to
drive
early
adop<on
and
indicate
rela<ve
importance
and
balance
between
providing
plaBorms
and
unobtrusive
finished
hardware
PlaPorms
&
SDKs
Omnipresent
Corporates
Expected
to
be
heavily
ver<cally
integrated
Source:
Own
assessment
of
potenOal
value
chain
&
based
on
recent
investments
by
large
corporates
5
7. Impact
–
Automo3ve
Industry
Broad
Industry
Implica<ons
Leveraging
for
the
In-‐Car
Experience
§ Both
Automo<ve
manufacturers
and
industry
suppliers
stand
to
gain
from
connec<ng
AR
glasses
with
the
current
in-‐car
experience,
for
both
drivers
and
passengers
§ Main
focus
will
likely
lie
with
the
driving
experience
as
the
market
growth
and
scales
–
Easy
to
use
support
applica<ons
–
Proac<vely
warn
drivers
of
poten<al
adverse
driving
condi<ons
§ Passengers
will
also
be
a
poten<al
source
of
revenues
and
immersion
–
In-‐car
entertainment
systems
may
also
be
experienced
through
AR
glasses,
providing
3-‐4
more
people
with
addi<onal
use
cases
§ Manufacturers
stand
to
possibly
gain
cost
reduc<ons
if
AR
glasses
can
provide
drivers
with
essen<al
func<ons
currently
supplied
by
the
dashboard,
including
speedometer,
travel
routes,
traffic
informa<on
and
car
vital
signs
§ Suppliers
may
see
a
substan<al
source
of
revenues
being
threatened
from
AR
glasses
suppor<ng
vital
driver
func<onality
and
will
have
to
diversify
revenue
streams
into
heavier
so?ware
&
hardware
integra<on
to
mi<gate
this
risk
§ AR
glasses
also
stand
to
aid
manufacturing
facili<es
by
providing
key
informa<on
to
workers,
minimizing
human
error
and
improving
efficiency,
much
the
same
way
the
iPad
is
currently
penetra<ng
produc<on
floors
Source:
MBX
Systems
(2011),
Computerworld
(2011),
Key
Considera<ons
for
Automo<ve
Companies
§ Minimising
AR
glass
obtrusiveness
and
enabling
func<onal
so?ware
will
stand
to
help
mi<gate
safety
risks,
regula<on
and
legisla<on
concerns
§ Auto
companies
must
take
into
considera<on
the
long-‐term
implica<ons
of
choosing
one
technology
over
another,
especially
in
terms
of
so?ware
&
hardware
integra<on
as
the
Augmented
Reality
market
for
in-‐car
experiences
is
s<ll
nascent
6
8. Conclusion
AR
Glasses
Are
Here
to
Stay
§ All
market
research
indicates
that
the
total
Augmented
Reality
market
is
set
to
grow
rapidly
in
coming
years
§ $5Bn+
addressable
market
size
in
2016
§ 1%
popula<on
penetra<on
rate
by
2017
§ AR
glasses
are
poised
to
poten<ally
fit
well
into
a
growing
wearable
technologies
market
if
key
players
focus
on
ease-‐of-‐use,
plaBorm
integra<on
and
minimizing
obtrusiveness
Source:
Google,
Project
Glass
(2013)
Corporates
Will
Drive
Mass-‐Adop<on
Moving
Forward
–
What’s
Next?
§ Large
corporates,
on
both
the
so?ware
and
hardware
side,
will
drive
exposure
toward
end-‐users
and
ul<mately
mass-‐adop<on
§ Google,
Qualcomm,
Apple
&
Microso?
will
push
for
building
integrated
plaBorm
solu<ons
with
exis<ng
so?ware
ecosystems
§ Automo<ve
companies
are
well-‐posi<oned
to
place
many
small
bets
and
see
how
the
offerings
in
the
market
play
out
§ No
device
has
yet
successfully
penetrated
consumer
markets,
but
many
new
glasses
are
set
to
be
launched
late
2013
–
early
2014
§ 2014
will
be
a
decisive
year
for
wearable
technology
§ Mul<ple
compe<ng
plaBorms
and
technologies
will
drive
use
case
applica<ons
§ Fragmenta<on
could
hinder
mass-‐adop<on
and
create
a
wait-‐and-‐see
scenario
7
9. References
&
Further
Reading
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
Juniper
Research.
Mobile
Augmented
Reality
A`racts
Leading
Brands
as
Juniper
Research
forecasts
$1.5
billion
revenue
stream
by
2015.
February
2011.
h`p://juniperresearch.com/viewpressrelease.php?pr=225
ResearchAndMarkets.
Global
Augmented
Reality
(AR)
Market
Forecast
by
Product
(HMD,
HUD,
Tablet
PC,
Smartphone)
for
Gaming,
AutomoOve,
Medical,
AdverOsement,
Defense,
E-‐learning
&
GPS
applicaOons
(2011
–
2016).
December
2011.
h`p://www.researchandmarkets.com/reports/1963197/global_augmented_reality_ar_market_forecast_by
ResearchAndMarkets.
Augmented
Reality
&
Virtual
Reality
Market
by
Technology,
Sensor
&
Components,
ApplicaOons
&
Geography
(2013
–
2018).
July
2013.h`p://www.researchandmarkets.com/research/8xb9x6/augmented_reality
ResearchAndMarkets.
OpportuniOes
for
Augmented
Reality:
2013
–
2022.
February
2013.
h`p://www.researchandmarkets.com/reports/2517391/opportuni<es_for_augmented_reality_20132022
Ashish
Badyal.
Augmented
Reality
and
Business.
January
2013.
h`p://www.slideshare.net/ashua12/business-‐perspec<ve-‐augmented-‐reality
BI
Intelligence.
Google
Glass
Will
Be
An
$11Bn
Market
By
2018.
May
2013.
h`p://www.businessinsider.com/google-‐glass-‐11-‐billion-‐market-‐by-‐2018-‐2013-‐5
IMS
Research.
Wearable
Technology
Market
to
Exceed
$6
Billion
by
2016.
August
2012.
h`p://imsresearch.com/press-‐release/Wearable_Technology_Market_to_Exceed_6_Billion_by_2016
Mind
Commerce.
Augmented
Reality
in
the
Ba`lefield
2012
–
2016.
July
2012
`p://www.mindcommerce.com/Publica<ons/AR_Ba`efield_2012-‐2016.php
Gary
Hayes.
Augmented
Reality:
Widespread
AdopOon
and
Barriers
to
Entry.
July
2010.
h`p://www.slideshare.net/hayesg31/augmented-‐reality-‐barriers-‐drivers-‐for-‐widespread-‐adop<on
David
Stein.
Trend
Assessment
–
Augmented
Reality.
April
2012.
h`p://www.slideshare.net/MrDavidStein/trend-‐assessment-‐augmented-‐reality
SIIA
Report.
U.S.
EducaOon
Technology
Industry
Market:
PreK-‐12.
2011.
h`p://www.siia.net/index.php?op<on=com_docman&task=doc_view&gid=3886&Itemid=318
IBIS
World.
Museums
Market
Research
Report.
July
2013.h`p://www.ibisworld.com/industry/default.aspx?indid=1640
Haydn
Shaughnessy.
Why
Google
Glass
Will
Not
Be
Another
iPhone.
June
2013.
h`p://www.forbes.com/sites/haydnshaughnessy/2013/06/25/why-‐google-‐glass-‐will-‐not-‐be-‐another-‐iphone
Ping
Jintao.
Vuzix
Smart
Glasses
vs
Google
Glass.
March
2013.
h`p://www.smartglassesnews.org/vuzix-‐m100-‐smart-‐glasses-‐vs-‐google-‐glass/
Note:
for
some
market
size
figures,
both
a
prudence
approach
and
actual
es<ma<on
analysis
have
been
performed
to
scale
back
what
I
consider
to
be
too
aggressive
es<mates
from
the
referenced
sources.
These
numbers
are
indicated
with
*
in
the
slides