Title: Marketing Wearable Computers to Consumers: An Examination of Early Adopter Consumers' Feelings and Attitudes Toward Wearable Computers
1Marketing Wearable Computers to ConsumersAn
Examination of Early Adopter Consumers' Feelings
and Attitudes Toward Wearable Computers
2What is a Wearable Computer?
- a fully functional, self-powered, self-contained
computer that is worn on the body providing
access to information and interaction with
information anywhere and at anytime.1
1 T. Mann Starner, S. Rhodes, B. Levine, J.
Healy, J.Kirsch, D. Picard R, and Pentland, A.,
"Augmented Reality through Wearable Computing.
Presence Teleoperators and Virtual
Environments," in Fundamentals of Wearable
Computing (1997).pp. 6.
3Unique Features
- Different from other mobile devices
- Fully Functioning Computers
- Head Mounted Displays
- Always On
- Input Devices
- Power Supply
4Fully Functioning Computer
- Can offer as much computing power as a desktop
computer
5Head Mounted Displays
- 2 major optical designs
- 2 types of functionality
- Optical
- Video
6Always-On Computing
- Computing is not the main task
- Either enhances or supports the users
interaction with the environment by providing
additional information
7Input Devices
- Body-mounted keyboards
- Speech recognition software
- Hand-held keyboards (or touch screens)
- Optical mice
- Chording devices
Chording Device Twiddler
8Power Supply
- Due to always on functionality, wearable
computers have more power demands than other
mobile devices. - Suggestion for increased battery life include
- Self-generated power through shoe inserts
- Synthetic fibers that generate power when exposed
to light
9Demo of the Poma
10History of Wearable Computing
- MIT Media Labs Wearable Computing Group
- Inventors
Thad Starner
Steven Mann
11Wearable Computing Industry
- Used for defense, intelligence, commercial and
retail applications. - Recently entered consumer market
- Xybernaut Corporation - Mann
- Charmed Technologies - Starner
12Consumer Products
- Xybernaut's Poma Charmed Technologys CharmIt
CharmIt
Poma
13Wearable Computing Applications
- Sharing Experiences Via Video
- Remembrance Applications
- Smart Fabrics
- GPS Driven Information
- NanoTechnology
14Predicting Product Adoption, Market Impact
Consumer Behavior
15Product Adoption
- Everett Rogers
- Product Adoption Theory
- Categories of Adopters
- Factors that Impact Adoption
- Geoffrey Moore
- The Chasm between early adopters and mainstream
market
16Adoption Diffusion Curve
17Moores Chasm
18Purchasing Decision
- Based on Rogers, five factors that impact
adoption - Perceived attributes of the innovation
- Number of people involved in the adoption
decision (individual vs. an organization) - Communication channels used to promote the
innovation - Nature of the social system into which the
product is adopted - Extent of the change agents promotional efforts
19Gartner Group Model
- Customer Adoption Roadmap involves
- Consumer attitudes and behaviors
- Market conditions
- Accelerators and inhibitors
- Challenges and opportunities for the industries
that participate - Opportunities for non-technology marketers
- 1 Richard Trinker Brian Smith, "Consumer
Technology Adoption Roadmap," Gartner G2 (2002).
pp. 5-6
20Stages of Decision Making
- Based on Rogers, the individual passes through
five stages in the process of making a purchasing
decision - Knowledge of an innovation
- Forming an attitude toward the innovation
- Decision to adopt or reject the innovation
- Implementation of the new idea
- Confirmation of this decision
21Factors that Impact Rate of Adoption
- Rogers discovered that there is a 49-87
variance in the rate of adoption, which can be
explained by the following five attributes - Relative advantage
- Compatibility
- Complexity
- Trialability
- Observability
22Consumer Valued Attributes
- For example, the role social prestige plays in
purchasing decisions - Malcolms Tipping Point
- Law of the Few
- Stickiness Factor
- Power of Context
23Challenges to Rogers Diffusion Model
- Applied to adoption of any innovation
- Does not account for the time that an adoption
process may take - Can not predict the total number of innovators
and early adopters - Does not account for various other market factors
that will influence rates of adoption
24Consumer Behavior
- Affect the following factorss impact on
purchasing decision - Social
- Cultural
- Personal
- Psychological
25Theories of Motivation
- The most familiar human motivation theories are
from the works of Marshall, Freud, Veblen,
Herzberg and Maslow. - Marshall model motivated by economic factors
- Freud subconscious psychological factors
- Veblen driven by social prestige
- Herzberg satisfiers vs. dissatifiers
- Maslow Hierarchy of needs
26Theories of Perception
- Selective attention
- Selective distortion
- Selective retention
27Communication Channel
- Interpersonal better for complex technology
products, mass media for easy to understand and
adopt products. - Importance of Change Agents
28Predicting Market Demand
29Prediction Market Demand
- Other Models
- Delphi convening experts
- Forecast based on a similar market
- Forecast based on individual demographics driven
purchases - Forecast based on sampling consumers and
extrapolating
30Application of Models to Predicting Adoption for
Wearable Computers
- Focus on gathering consumer attitudes and
behaviors that will affect adoption interest and
rates - Use of Gartner Group model
- Use of consumer behavior and motivation theories.
31Data Collection
32Data Collection
- 4 sources of data
- 2 email driven/web based surveys
- Early adopters asked to give their reactions
about wearable computing features and
applications and interest in smart fabrics - Focus Group with Poma product
- Daily Use Trial with Poma
33Demographic Summary Survey 1
- 24 questions _at_ their technology use and interest
in wearable computers - Launched December 3, 2003
- A total of 256 people (97 men 157 women)
responded. - Survey respondents were mostly women ages 31-40
who work in the DC metro area and make 50,000 to
74,999 a year as a trained professional or
self-employed/partner.
34Demographic Summary Survey 2
- 16 questions about interest in specific wearable
computer features and integration with smart
fabrics - Launched February 14, 2003
- A total of 90 people responded with 15 men and 78
women. - Women, 25-40 age range, work in the technology,
communications or design profession, live in the
DC metro area, annual income of 40K-75K a year.
Currently own multiple mobile technologies.
35Demographic Summary Focus Group
- The Poma focus group was held on a February 10,
2003, a weekday night at 700 PM in a classroom
on the Georgetown University campus. - 12 participants most in tech industry
- Ages 26 to 50, majority in their mid 30s.
- All from greater DC metro area.
- All owned multiple mobile devices
36Demographic Summary Daily Use Trial
- Joe, a 24-year-old Korean male who lived in the
DC metro area. - Joe is a customer service representative at a
mutual fund company and is an early adopter. - He owns a digital camera, laptop, PDA, smart
phone, and MP3 player.
37Data Collection Common Themes
- Impact of pre-existing attitudes and expectations
- Concern about how the technology would change
their lives - Feedback about functionality and applications
that would be of use - Product improvement suggestions
- Feedback about price and marketing
38Data Collection Pre-existing attitudes and
expectations
- In every situation, their expectations of what
the technology could do and how they would use
the technology did not match their first
experiences with the product. - Focus Group
- Mike commented, I thought it would be cool and
life changing, and it ended up being mediocre and
not that interesting.
39Survey Pre-Existing Concepts
- Associations
- Mobile Internet (8 out of 256)
- Smart Clothing (36 out of 256)
- Dick Tracy, Star Trek, Matrix, James Bond (8 out
of 256) - Technology Implants (3 out of 256)
- PDAs (31 out of 256)
- Negative
40Concepts of Wearable Computer
- Exchanging business cards by shaking hands or a
really dumb hat that tells me temperature and
humidity. - The geek sitting on the fountain scaring the
pigeons.
41Data Collection Common Concerns
- Concern about Impact on Social Interactions
- Concerns about user attention
- Concerns about always being connected
42Concern Always Connected
- Do we need to be so connected? Really, has
"portable" communication like the cell phone
really made our lives better? Or simply made us
more chained to our jobs etc? I see many people
who just "must" stay connected wasting much time
and increasing their anxiety when not connected. - I think of the benefits it could produce but
worry about the abuses -- the "big brother"
effect, or more Spam.
43Concern Impact on Social Interactions
- I'm disconnected from the real world often enough
I don't need to have the real world represented
as a video image.
44Concern User Attention
- With a wearable computer, you can work while
shopping, exercising, and - most frightening of
all - driving - On my ride, home I broke the rules and wore the
device as I was driving. With the device on I
had a hard time at times keeping focus even
though all I was doing was driving and trying to
avoid paying attention to the screen. It has a
way of creating tunnel vision. This was
something that I had noticed earlier when I tried
to talk to co-workers with a Word document up. I
was able to focus on their face but the rest of
their body would wash out. Joe, daily test
subject
45Feedback Functionality Applications
- Full page, mobile Internet
- Focus Group
- mobile GPS to assist in finding directions and
business locations - Communication functionality (cell phone, instant
messaging, email, instant translation) - Mobile Internet
- Contact management
46Product Improvement Suggestions
- From Focus Group
- Improving the screen visibility
- Improving the input mechanism
- Removing the wires from the CPU to mouse and the
CPU to the HMD - Fixing the fit of the HMD
- Limited battery life
47Improvement of Product Features - HMD
- HMD
- Focus group and daily use found it impossible to
use - Survey respondents were more interested in HMD
displays than traditional handheld or MicroVision
displays
48Improvement of Product Features Input
- Focus group and daily use participants wanted
different input devices - If youre using up 90 of your brainpower just
to work the wearable, its not an augmentation
but a tremendous handicap. Alex Lightman,
Charmed Technologies - Suggestions
- Pen style input for data entry
- Thumb keyboard
- Voice recognition
49Improvement of Product Features Operating System
- Focus group and daily use participants wanted
Pocket PC or Palm interface, not Windows CE
50Interest in Wearable Computers Smart Fabrics
- Industry thinks consumers will be more interested
in wearable computers if they are embedded in
cloth - Consumers sampled for this study were not
interested in smart fabrics - Too disposable when fashions change
51Marketing the Wearable
- Respondent Suggestions
- Create an improved product
- Provide customer testimonials
- Provide ability to try the product (for ex. demos
in Best Buy) - Highlight the wireless and the mobility
- Highlight the software
- Use cool cultural references (The Matrix)
52Interest in Purchasing
- No respondent was interested in purchasing the
Poma without improvements - Consumers were thought 1200 was to high, and
were comfortable with a price range of 400-700 - At that price point, no one is going to buy it
without trying it one focus group participant
53Pivotal Killer App
- Ability to access mobile Internet
54Wireless Internet
- The evolution and current state of WiFi and
cellular networks
55Wireless Internet
- Network Economic Theory
- Mechanics of Wireless Data Transmission
- History and Evolution of Wireless Standards WiFi
and Cellular
56Network Economies
- Network Effects
- Standards
- Interoperability
57Standards
- Standards are composed of agreed upon rules or
models that outline principles and practices to
follow that will ensure interoperability. - Two standards
- Wireless Fidelity (WiFi)
- Poma currently uses this standard
- 2.5-3 G Cellular Standards
58The Mechanics of Wireless Data Transmission
- Electromagnetic waves carry voice and data from
the mobile device to a receiver and then on to
another wireless device or the Internet. - The number of oscillations per second of an
electromagnetic wave is called its frequency, f - Frequencies are is measured in Hz (in honor of
Heinrich Hertz). - Electromagnetic waves travel at the speed of
light. - Higher frequencies (cellular) bounce off obstacles
59Wireless Internet - WiFi
- WiFi
- Pros
- Free access
- Ability to support high data transfer rates
- Doesnt require the firm to create carrier
agreements - Cons
- Patchy coverage
- Hard to configure
60Wireless Internet - Cellular
- Pros
- Expansive coverage
- Easy for user to configure
- Cons
- Requires formal carrier arrangement between
hardware and cellular provider - Infrastructure cant yet support high data
demands or consistent connection
61Current State of Wireless Internet
- Neither standard had enough of a footprint or
enough infrastructure support to support true
mobile computing - Wearable computing firms should move toward
arranging cellular agreements so that consumers
will have the ease of use associated with
cellular supported computing.
62Conclusions
- Early Adopter consumers are ready for the concept
of wearable computing - They are not interested in the Poma
- The Killer App is the ability to access full
page Internet content while mobile - Consumers dont want always-on computing
63Features of the Improved Consumer Wearable
Computer
- Uses new MicroOptical eyewear for HMD
- Palm OS or Pocket PC OS
- Is supported by cellular infrastructure and
offers cellular phone features - Pen based input
- Provides GPS-driven content
- Appealing software
- Longer battery life
- Durable
64Is the Wearable Computing Industry ready for
consumers interest
- No. Keep an eye out for system integrators that
combine technologies and market the combined
product (like International Imaging Systems
Second Reader).