Wearing IT to Work is my latest trend alert based on my report on wearables. I am also hosting 2 free webinars to cover the basics of the report (please see links below).
What is changing?
Wearable computing is converging with the mainstream mobile sector and driving growth in both industries. Wearables will help expand the mobile sector, but they will also provide significant benefits for almost every other industry as well. Wearables can be categorized into seven primary areas of application:
- Mobile: One Among Many – The wearables experiencing the biggest push in the market at the moment function as extensions of the wearers’ mobile devices.
- Measuring Myself – These wearables draw data from the wearers’ activities and physical condition, and they help users better understand their daily activities – sleep, exercise, work.
- Immersive Experiences – Augmented reality and virtual reality are both rising, and their applications in wearables promise to further immerse users in their digital interactions.
- Spying on Myself – Wearable recording devices (i.e. cameras or microphones) – previously relegated to spy shops – are being used for liability purposes, personal/ mobile security, and recording personal or organizational legacies.
- Thinking Outside the Brain – Neurotech is breaking out of the lab to help organisations and individuals gain greater insight on their behavior as well as control certain devices.
- Wearing My Password – Biometric authentication can be more secure than passwords, but the real benefit will be the convenience of signing in to anything, anywhere with the wave of a hand.
- Feeling the Data – Haptic feedback is very effective at alerting mobile phone users to incoming messages, but it can communicate more complex information – GPS directions and potentially news feeds such as stock quotes.
Wearables accelerate access to information, and they increase the types of information made practical in a variety of industries. While maintaining a constant connection, wearers will be able to work hands free allowing wearers to track more information and multitask more effectively. Wearables will also increase security and play a part in improving memory. These benefits will enable individuals to optimize their performance of everything from exercise and driving to teaching and stock trading. One study has already indicated that wearables can increase productivity and even job satisfaction. Wearables will help ramp up the changes spurred by the advent of the internet, but they will also intensify the existing questions surrounding privacy, security and society’s definition of humanity. As the devices enter the mainstream, the cost for R&D will drop, and more organisations will be able to utilize the devices to their full potential. Employees will also want to wear their own devices to work (similar to other BYOD policies), and organisations will have to decide how to regulate their use. The trends and their implications are further explored in our latest trend report,Wearing IT: Trends Expanding the Wearable Web
. In it, we also explore wearables’ benefits for:
- Medical and caregiving
- Security and defense
- Training and simulation
- Transport and logistics
- Banking and finance
- Marketing and advertising
- Travel and Tourism
We are also hosting 2 free webinars that will cover the basic findings from the report. Both webinars will require the download of GoToWebinar software or mobile app to attend. Please register here:
Virtual reality is extending beyond the headset as researchers tap into all five senses to find new ways to immerse users in electronic experiences. When these technologies converge, users will have complete immersion in virtual worlds bringing viable solutions for businesses with improved collaboration and development; for health with pain management and physical rehabilitation; for training and education; and for social media and entertainment.
via Senses working overtime from Shaping Tomorrow.
The dream of virtual reality has yet to be fully realized, but we are beginning to see greater progress toward the full immersion of all five senses into the digital world. One of my favorite developments is ScentScape, a digital device marketed as a gaming accessory which generates smells using scent cartridges. I have yet to see any convincing articles saying how many units have been sold or how receptive gamers are to the device, but they have some interesting ideas about consumers might use the device. First, there may be official scents for certain games, but also users could design their own custom scents for user generated maps or whole games which could then be emailed and generated by someone else’s device. Considering the passion some gamers have to developing their own games, maps, and apps, I think is quite plausible some would also want to capture or simply choose the right scent for their development.
Virtual immersion is not quite here, but the steps toward it are being made. The really interesting question is: what applications will these innovations find before they converge on full immersion? Click the link above to read the full article and view the sources which detail the current innovations.