Marketing Wearable Computers to Consumers: An Examination of Early Adopter Consumers' Feelings and Attitudes Toward Wearable Computers - PowerPoint PPT Presentation

About This Presentation
Title:

Marketing Wearable Computers to Consumers: An Examination of Early Adopter Consumers' Feelings and Attitudes Toward Wearable Computers

Description:

Marketing Wearable Computers to Consumers: An Examination of Early Adopter Consumers' Feelings and Attitudes Toward Wearable Computers What is a Wearable Computer? a ... – PowerPoint PPT presentation

Number of Views:428
Avg rating:3.0/5.0
Slides: 65
Provided by: Katherine227
Learn more at: https://www.watier.org
Category:

less

Transcript and Presenter's Notes

Title: Marketing Wearable Computers to Consumers: An Examination of Early Adopter Consumers' Feelings and Attitudes Toward Wearable Computers


1
Marketing Wearable Computers to ConsumersAn
Examination of Early Adopter Consumers' Feelings
and Attitudes Toward Wearable Computers
2
What 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.
3
Unique Features
  • Different from other mobile devices
  • Fully Functioning Computers
  • Head Mounted Displays
  • Always On
  • Input Devices
  • Power Supply

4
Fully Functioning Computer
  • Can offer as much computing power as a desktop
    computer

5
Head Mounted Displays
  • 2 major optical designs
  • 2 types of functionality
  • Optical
  • Video

6
Always-On Computing
  • Computing is not the main task
  • Either enhances or supports the users
    interaction with the environment by providing
    additional information

7
Input Devices
  • Body-mounted keyboards
  • Speech recognition software
  • Hand-held keyboards (or touch screens)
  • Optical mice
  • Chording devices

Chording Device Twiddler
8
Power 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

9
Demo of the Poma
10
History of Wearable Computing
  • MIT Media Labs Wearable Computing Group
  • Inventors

Thad Starner
Steven Mann
11
Wearable Computing Industry
  • Used for defense, intelligence, commercial and
    retail applications.
  • Recently entered consumer market
  • Xybernaut Corporation - Mann
  • Charmed Technologies - Starner

12
Consumer Products
  • Xybernaut's Poma Charmed Technologys CharmIt

CharmIt
Poma
13
Wearable Computing Applications
  • Sharing Experiences Via Video
  • Remembrance Applications
  • Smart Fabrics
  • GPS Driven Information
  • NanoTechnology

14
Predicting Product Adoption, Market Impact
Consumer Behavior
15
Product Adoption
  • Everett Rogers
  • Product Adoption Theory
  • Categories of Adopters
  • Factors that Impact Adoption
  • Geoffrey Moore
  • The Chasm between early adopters and mainstream
    market

16
Adoption Diffusion Curve
17
Moores Chasm
18
Purchasing 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

19
Gartner 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

20
Stages 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

21
Factors 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

22
Consumer Valued Attributes
  • For example, the role social prestige plays in
    purchasing decisions
  • Malcolms Tipping Point
  • Law of the Few
  • Stickiness Factor
  • Power of Context

23
Challenges 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

24
Consumer Behavior
  • Affect the following factorss impact on
    purchasing decision
  • Social
  • Cultural
  • Personal
  • Psychological

25
Theories 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

26
Theories of Perception
  • Selective attention
  • Selective distortion
  • Selective retention

27
Communication Channel
  • Interpersonal better for complex technology
    products, mass media for easy to understand and
    adopt products.
  • Importance of Change Agents

28
Predicting Market Demand
  • Bass Model

29
Prediction 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

30
Application 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.

31
Data Collection
32
Data 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

33
Demographic 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.

34
Demographic 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.

35
Demographic 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

36
Demographic 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.

37
Data 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

38
Data 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.

39
Survey 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

40
Concepts 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.

41
Data Collection Common Concerns
  • Concern about Impact on Social Interactions
  • Concerns about user attention
  • Concerns about always being connected

42
Concern 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.

43
Concern 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.

44
Concern 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

45
Feedback 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

46
Product 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

47
Improvement 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

48
Improvement 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

49
Improvement of Product Features Operating System
  • Focus group and daily use participants wanted
    Pocket PC or Palm interface, not Windows CE

50
Interest 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

51
Marketing 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)

52
Interest 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

53
Pivotal Killer App
  • Ability to access mobile Internet

54
Wireless Internet
  • The evolution and current state of WiFi and
    cellular networks

55
Wireless Internet
  • Network Economic Theory
  • Mechanics of Wireless Data Transmission
  • History and Evolution of Wireless Standards WiFi
    and Cellular

56
Network Economies
  • Network Effects
  • Standards
  • Interoperability

57
Standards
  • 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

58
The 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

59
Wireless 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

60
Wireless 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

61
Current 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.

62
Conclusions
  • 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

63
Features 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

64
Is 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).
Write a Comment
User Comments (0)
About PowerShow.com